-
Notifications
You must be signed in to change notification settings - Fork 0
Features
Claiming a chunk draws funds from the player's or team's Lightman's Currency bank account. The price is server-configurable and can scale up as a team claims more:
-
CONSTANT— every claim costs the same flatclaimPrice. -
LINEAR— price grows by a fixed amount everyclaimIncrementSizeclaims. -
EXPONENTIAL(default) — price grows by a fixed percentage (claimPriceGrowthPercent) everyclaimIncrementSizeclaims, compounding.
An unaffordable claim is blocked outright before it happens — nothing is ever charged for a claim that then fails. Unclaiming refunds a configurable percentage (unclaimRefundRatio). The first N chunks per team (freeChunks) are free to claim and exempt from protection upkeep entirely.
Every team's claimed territory is subdivided into Regions — named, independently-configured areas. Every team always has one auto-created, non-deletable, non-renameable Default region that implicitly owns any chunk not explicitly assigned elsewhere.
- Create, rename, delete, and reorder regions from the Region List screen (button next to the War button on the FTB Teams team screen). Reordering is drag-and-drop.
- Each region has its own protection settings (see below) and its own upkeep price — a chunk's bill depends entirely on which region it belongs to.
- Dismantle order (which protections get dropped first when upkeep can't be paid) is computed per region, top-to-bottom in the region list's own order — the top region in the list is dismantled first.
- Assign chunks to a region from the FTB Chunks map or Xaero's World Map right-click menu ("Assign to Region ▸", or "New Region from Selection..." to create and assign in one step). Reassigning a chunk to a different region is queued to the next upkeep period, same as any other billing-affecting change.
- FTB Chunks' own map and Xaero's World Map both draw a border between two regions of the same team, not just between different teams — so you can see region boundaries at a glance.
Each region independently controls six protections, each adding its own per-chunk price to upkeep (protectionPrices in Configuration):
| Protection | Type |
|---|---|
| Allow Mob Griefing | On/off |
| Allow Explosion Damage | On/off |
| Allow PvP Combat | On/off |
| Block Interact Mode | Access tier |
| Block Edit Mode | Access tier |
| Entity Interact Mode | Access tier |
The three "mode" protections use four access tiers, all priced identically and freely interchangeable without counting as a price change:
- Public — everyone (the free, default minimum).
- Allies — this team plus allied teams.
- Team — this team only, any rank.
- Private — if the chunk is privately owned (see Chunk Marketplace), the individual owner plus their own whitelist; otherwise this team's officers/owner only.
A change that would make upkeep unaffordable is queued ("pending") instead of applying immediately, and takes effect automatically at the next successful upkeep settlement. Switching between Allies/Team/Private (which all cost the same) always applies immediately regardless of affordability, since it isn't a price change.
Protection isn't free — it's billed periodically (upkeepPeriodMinutes, default hourly):
cost = sum over every region of (that region's own protection prices x that region's billable chunk count)
If the account can't pay: protections are stripped one by one, per region, in that region's configured dismantle order (protectionDismantleOrder, applied per region in the region list's own order — see Regions). Once the balance is restored at a later settlement, they're restored automatically in reverse order.
A freshly claimed (or freshly privately-bought) chunk has no protection at all until the team's next successful upkeep settlement, regardless of its region's configured settings — this prevents claiming land, immediately relying on protection you haven't actually paid for yet, and unclaiming before the bill comes due.
/lc_ftb_hook upkeep_details and /lc_ftb_hook upkeep_priority (see Commands) show the time until the next charge, the latest cost breakdown, and the current per-region dismantle order. "Next payment due" is also shown directly in chat after a settlement, in the Region Settings screen, and in the Region List screen's tooltips.
A chunk always legally stays part of its team's territory — upkeep billing, region membership, and dismantle order are never affected by anything below. What the marketplace controls is who can loosen a specific chunk's protection, and who profits from selling it.
Officers/the team owner can list any state-owned chunk for sale at a chosen price. Any eligible player can buy it (individually or, for officers/the owner, "Buy as Country" to purchase on behalf of the team). Who's eligible to buy is controlled per-region (buyerAccess: Anyone / Allies Only / Team Only), settable from the Region Settings screen.
Once a player buys a chunk, it becomes privately owned by them — the chunk stays part of the team's territory (billing/dismantle unaffected), but the private owner can:
- Loosen (never tighten below) that one chunk's protection relative to its region's own baseline.
- Add a custom label shown in the chunk's info panel, in the region's own color (e.g. "Region: Village - Shop").
- Set a whitelist or blacklist of specific players, independent of the team's own privacy settings — this is consulted whenever the chunk (or its owning region) would otherwise be protected, even if the chunk's own setting happens to be looser than the region.
- Resell the chunk at a price of their choosing, or let officers/the owner expropriate it back to the team (with configurable compensation paid to the private owner).
Officers and the team owner always bypass a privately-owned chunk's protection within their own team's land — even if they're on that chunk's blacklist.
A region can disable private reselling entirely (allowPrivateSelling) without affecting existing "Sell as Country" listings.
A chunk that was just claimed (newly added to the team's territory, not previously claimed by anyone) can't be listed for sale until the team's next successful upkeep settlement — this stops instantly flipping newly-claimed land. This does not apply to a chunk that was just privately bought — a private buyer can resell immediately.
A chunk sale price can't be set using Emerald-based currency — neither Lightman's Currency's "Coins" chain Emerald Coin, nor its separate "Emeralds" chain (priced directly in real vanilla Emerald/Emerald Block). Every price-setting screen enforces this the same way.
A chunk's private owner shows their real name and skin in every info panel, even if they're offline or have never been seen this session — resolved server-side from the server's own player cache, the same mechanism vanilla player heads use.
Teams with claimed chunks can declare war on each other from the War screen (FTB Teams team settings). War raises the target's upkeep:
-
Incoming wars scale upkeep exponentially: for base upkeep
bandkincoming wars, the surcharge isb x sum(l^n)forn = 0..k-1, whereliswarCostMultiplier(default1.2). -
Outgoing wars cost a flat
x times target's base upkeepper war, wherexiswarOutgoingCostMultiplier(default2.0), regardless of how many wars you already have declared.
Declarations and endings are queued to the next upkeep period. If a team can't afford full upkeep, its outgoing wars are frozen until the balance is restored. The whole system can be disabled server-wide (warEnabled).
(Optional — see Installation.)
- An always-visible money panel on the World Map: current claim price, personal balance, private (team) balance, country balance (officers/owner), and force-load upkeep.
- A hover panel on any claimed chunk: owner (with skin head for private owners), region name + custom label, sale price if listed, and every protection property's current state.
- A right-click menu (alongside Xaero's own claim/unclaim/force-load options): Sell / Sell as Country / Buy / Buy as Country / Assign to Region.
- FTB Chunks' and Xaero's World Map both draw a border between regions of the same team (see Regions).
Every touchpoint is wrapped to fail gracefully: an incompatible Xaero update logs a warning once and disables just that piece of the integration instead of crashing the game, and players without Xaero's World Map installed at all are entirely unaffected.