Anarchy / Private / Land claim  Totems

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Anarchy / Private / Land claim Totems

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A hardcore landclaim system for Forge, Minecraft version 1.19.2/1.20.1

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Client and Server

Must be installed on both the client and the server.

About

Project Details

Type
Mod
License
All Rights Reserved
Latest Version
furtotemsmod-1.19.2-2.0.0-release.jar
Authors
CurseForge
Modrinth

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Description

Undertaker's Totems adds a unique twist to typical landclaim systems you'd find in other mods; instead of simply claiming land and preventing griefing, Undertaker's Totems restricts building to only claimed sections of land, with any blocks placed outside of your land claim breaking after a configurable period of time. On top of this, the land claim system uses attributes to determine exactly how many totems you can place; by default, players can place 1 upgradeable totem and 2 temporary totem, but with integration into mods like Passive Skill Trees, players can place an indefinite amount of landclaims, controlled by you or the modpack developer.

How it Works
Anything you place in world will break after a configurable period of time, except for torches, saplings, and seeds by default. This is so modpack developers can prevent typical player strategies to counter mobs; while not foolproof (you can still tunnel around spawners), this will prevent players from towering up and barricading tunnels or dungeon rooms to prevent mobs from actually doing anything. Because of this, survival and horror modpacks are far more intense, requiring a lot of actual planning and strategy to get through the dangers of the dark. The only way to make your changes in the world permanent is through Totems, which you can place with an upgradable Totemic Stave.

Totems, once placed, will cover a configurable range that's revealed when holding the totem. If you upgrade your Totemic Stave, you'll be able to upgrade existing totems by simply right clicking them. Remember; you need skylight to place a totem, and 1 of your configured resources as well! By default, a Copper Totemic Stave costs 6 blocks of copper and 2 copper ingots; you can change the recipe with a simple datapack.When placing blocks in world, they'll begin to rapidly break without a totem. You won't be able to build a house until you cobble together the items to craft a totem. Torches and the like won't break on their own, so explore and mine until you've found the resources to place your first base. If you destroy a totem, the placed items within the totem's range will last 60 seconds before breaking. Placed items become permanent after a server restart; this is to prevent large builds from lagging if their associated totems are destroyed.

Simply put, you have two types of totems:

Minor Totems, which are crafted with basic sticks and flint, are used to temporarily claim a small, configurable area to build on that lasts 5 minutes. This type of totem is highly restrictive, only allowing furnaces, crafting tables, campfires to exist within it by default; you can configure more (or even remove) blocks and items inside of the extensive configuration file. Any other blocks placed inside of these little temporary claims are blocked, as if you're building in an already claimed zone. Minor Totems can be placed anywhere, as long as they are not within 48 blocks of a monster spawner, or within the boundaries of another player's totem.

Major Totems are your permanent land claim. Craft a Totemic Stave, and right click on a block to place a basic copper totem; this costs 1 copper block by default, and can be configured to any item. These totems are permanent, can not be destroyed by mob actions or other players, and prevent nearly every form of typical griefing from damaging your builds. They have a short radius of 8 blocks by default, but if you upgrade your totemic stave , you can dramatically bump up the range - up to a radius of 40 at Netherite Tier.

Major Totems require skylight to place, and can't be placed within 48 blocks of any type of monster spawner. This is again, to prevent players from abusing basic build mechanics to ignore challenges.

Your Totemic Stave can also be upgraded; by infusing a Totemic Empowerment into your stave at a crafting table, you can upgrade your placed totems to increase its range (which can be configured). In combination with totems scaling off of attributes, you can completely determine exactly how many totems a player can place and how much they cover through the config file, and with other mods. You can also upgrade your stave to prevent monsters from spawning inside of your Totem's influence. To determine the function of your Totemic stave , sneak and use mousewheel to adjust the current mode.

Finally, the Totemic Stave is a great way to track your base. Any placed totems with your specific stave will be tracked by its location in the tooltip; so you'll always be able to find your way home, as long as you have your stave on you. Though don't worry; if you lose it, you can craft a new one to interact with and place totems again.

This mod has a HUGE config; enough to cover all of your wants and needs.

Undertaker's Totems adds a unique twist to typical landclaim systems you'd find in other mods; instead of simply claiming land and preventing griefing, Undertaker's Totems restricts building to only claimed sections of land, with any blocks placed outside of your land claim breaking after a configurable period of time. On top of this, the land claim system uses attributes to determine exactly how many totems you can place; by default, players can place 1 upgradeable totem and 2 temporary totem, but with integration into mods like Passive Skill Trees, players can place an indefinite amount of landclaims, controlled by you or the modpack developer.

How it Works

Anything you place in world will break after a configurable period of time, except for torches, saplings, and seeds by default. This is so modpack developers can prevent typical player strategies to counter mobs; while not foolproof (you can still tunnel around spawners), this will prevent players from towering up and barricading tunnels or dungeon rooms to prevent mobs from actually doing anything. Because of this, survival and horror modpacks are far more intense, requiring a lot of actual planning and strategy to get through the dangers of the dark. The only way to make your changes in the world permanent is through Totems, which you can place with an upgradable Totemic Stave.

Simply put, you have two types of totems:

Minor Totems, which are crafted with basic sticks and flint, are used to temporarily claim a small, configurable area to build on that lasts 5 minutes. This type of totem is highly restrictive, only allowing furnaces, crafting tables, campfires to exist within it by default; you can configure more (or even remove) blocks and items inside of the extensive configuration file. Any other blocks placed inside of these little temporary claims are blocked, as if you're building in an already claimed zone. Minor Totems can be placed anywhere, as long as they are not within 48 blocks of a monster spawner, or within the boundaries of another player's totem.

Major Totems are your permanent land claim. Craft a Totemic Stave, and right click on a block to place a basic copper totem; this costs 1 copper block by default, and can be configured to any item. These totems are permanent, can not be destroyed by mob actions or other players, and prevent nearly every form of typical griefing from damaging your builds. They have a short radius of 8 blocks by default, but if you upgrade your totemic stave , you can dramatically bump up the range - up to a radius of 40 at Netherite Tier.

Major Totems require skylight to place, and can't be placed within 48 blocks of any type of monster spawner. This is again, to prevent players from abusing basic build mechanics to ignore challenges.

Your Totemic Stave can also be upgraded; by infusing a Totemic Empowerment into your stave at a crafting table, you can upgrade your placed totems to increase its range (which can be configured). In combination with totems scaling off of attributes, you can completely determine exactly how many totems a player can place and how much they cover through the config file, and with other mods. You can also upgrade your stave to prevent monsters from spawning inside of your Totem's influence. To determine the function of your Totemic stave , sneak and use mousewheel to adjust the current mode.

Finally, the Totemic Stave is a great way to track your base. Any placed totems with your specific stave will be tracked by its location in the tooltip; so you'll always be able to find your way home, as long as you have your stave on you. Though don't worry; if you lose it, you can craft a new one to interact with and place totems again.

This mod has a HUGE config; enough to cover all of your wants and needs.

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    2025-01-14_01.58.17.webp 2025-01-14_01.58.17.webp

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