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CurseForge · Minecraft mod

Nations Mod

Mod that implements clan creation.

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Quick answer

Which Nations Mod release should I use?

Updated yesterday
Latest stable file nations-2.0.jar
Game version 1.20.1
Loader Forge

Nations Mod nations-2.0.jar targets 1.20.1 with Forge. The project page does not say whether this file belongs on the client, dedicated server, or both. No extra mods listed for this file.

Where it goes

Is Nations Mod required on the client, server, or both?

The project page does not say whether this file belongs on the client, dedicated server, or both.

Client Source doesn’t say
Dedicated server Source doesn’t say
Loader for this release Forge
Required install it here Optional supported, not mandatory Not supported do not install here Source doesn’t say do not assume

The source does not explicitly classify this release as client-only or server-only.

What else does Nations Mod nations-2.0.jar need?

nations-2.0.jar. Change the file and its required mods may change too.

No extra mods listed for this file

This file does not list any required mods. Do not add a library just because a different file uses it.

This file does not list any required or optional mods.

Before you install it

Add Nations Mod without breaking your instance.

Built for Nations Mod nations-2.0.jar. Pick another file and the loader, install side or required mods may change.

  1. 01

    Stick to this file

    Use nations-2.0.jar. It targets 1.20.1 with Forge; another release may have different loader, side or dependency requirements.

  2. 02

    Bring the mods it needs

    This file does not list any required mods. Do not add a library just because a different file uses it.

  3. 03

    Put it on the correct side

    The project page does not say whether this file belongs on the client, dedicated server, or both.

  4. 04

    Pick the file you checked

    Use the “Get this file” button beside nations-2.0.jar. It opens that exact file at the source.

About this project

What does Nations Mod add?

Nations Mod

Nations turns your world into a board of clans. Players found a clan with its own logo, share out ranks and branches, write in a shared book, draw a common map and claim territory chunk by chunk. After that they have to manage their reputation, their friendships and their wars with other clans. Everything happens inside the game, in screens that look like they belong to Minecraft.

If you want communities with history, rivalries and alliances, Nations gives you the tools for it.

What Nations Mod adds:

  • Create clans in-game with a name, description, main color and a logo you draw, import or pick from any item (vanilla or modded).
  • Members, a leader, an heir who takes over when the leader dies, and branches inside the clan.
  • A shared book with numbered pages, written and drawn on aged paper.
  • A shared map filled in by the terrain the members walk, with zoom, waypoints, coordinates and cardinal points.
  • Territory by chunks: claim land by building, lose it by being outbuilt or defeated.
  • A global reputation (-1000 to +1000) and, separately, a relation with every other clan.
  • Diplomacy: peace, shared resources, war alliances, shared territory and war declarations, signed with in-game papers.
  • A permanent Record of what happens to the clan.
  • The clan name shown next to player names (over their heads, in the player list and in chat).
  • Everything saved in readable text files that you can even edit by hand while the game is running.
  • A public API so other mods can create clans, add entities, define attributes and react to events.

Getting started
Press N (you can rebind it in Controls).

If you have no clan, the clan list opens, on a dirt background like the server list. Select a clan to see its logo, leader, number of members, reputation and description, then press Join Clan. With nothing selected, the Create Clan button appears instead. The X in the top right corner clears the selection.
If you already have a clan, the main panel opens, with five tabs: Clan · Members · Book · Map · Record.
A player can belong to only one clan at a time.

Commands
Everything can be done from the interface. Commands are there for servers, testing and administration.

Command What it does
/nations list · info [clan] List of clans / details of one clan
/nations create <name> <color> <item> [description] Creates a clan (color without #, e.g. 33AA55; the logo is an item)
/nations join <clan> · leave Join / leave
/nations kick <player> · transfer <player> · heir <player> Leader actions
/nations rep [clan] · relations Reputation and relations
/nations treaty <clan> Shows the treaties available
/nations treaty <clan> <type> Proposes a treaty: peace, shared_resources, war_alliance, shared_terrain
/nations war <clan> Declares war
/nations territory · claims Owner of the current chunk / chunks of your clan
/nations waypoint add|remove|list Waypoints
/nations disband <clan> (op) Deactivates a clan
/nations admin setrep|rep|setrel|rel … (op) Sets values or applies reputation/relation actions

Configuration
The file config/nations.toml has two settings:

ShowClanName = true # show the clan next to the player name
ClanName = "Sufix" # "Sufix" → Alex Wolves | "Prefix" → Wolves Alex
Defaults: on, as a suffix.

For developers: the API
Nations has a public API (com.nations.mod.api.NationsAPI) so your mod can work with clans without needing any player:

Create clans from code that show up in the list, with name, description, color, logo (item or image), initial reputation, initial relations and attributes.
Add players and entities (NPCs, mobs) to a clan.
Create and modify branches: members and logos.
Custom attributes (integers, decimals, text, booleans and NBT), with validation and ranges.
Register positive and negative actions for reputation and for relations, and change the value of the existing ones.
Register reputation effects: react to changes, or provide the price multiplier for merchants.
Forge events: NationsReadyEvent, ClanReputationChangedEvent, ClanRelationChangedEvent, ClanAttributeChangedEvent.
@SubscribeEvent
public void onNationsReady(NationsReadyEvent e) {
NationsAPI.clan("Villagers") // safe to call on every start: it never duplicates
.creator("mymod")
.description("Peaceful folk of the valley")
.color(0x55AA33)
.logoItem("minecraft:emerald")
.reputation(250)
.relationTo("Pillagers", -500, true) // applied once the other clan exists
.register();
}


The mod can be used in your modpack without any issues.

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Project description from CurseForge.

Pick your setup

Nations Mod by Minecraft version and loader

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1 available setups

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Recent files

Nations Mod versions and loaders

2 of 2 releases match

Looking for an older file? The official CurseForge project page is in Resources.