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Details
Licensed ARR
Published last month
Updated 4 days ago
All versions
4.4.0
Release
Lightman's Currency:Claim Economy 4.4.04 days ago 27
Compatibility
Minecraft: Java Edition
1.21.1
Platform
NeoForge
Supported environments
Client and server
Required content
Any compatible version
Changes
[4.4.0]
Changed
- Command root renamed from
/lc_claim_economyto/lcce. Every subcommand (war,market,bounty,leaderboard,upkeep_details, etc.) moves under the new short root;LcClaimEconomy.MOD_ID(resource/network namespace, config filename) is unchanged. The in-game clickable upkeep-details link and all doc comments referencing the old command were updated to match.
Added
- Authenticated web dashboard (
webDashboardEnabled, off by default, requireswebEnabledand FTB Chunks/Teams - no Open Parties and Claims backend yet) at/dashboard, alongside the existing read-only leaderboard:- Passwordless login:
/lcce web logingenerates a short-lived, single-use code (LoginCodeService) that's entered on the dashboard's login page to start a session (SessionManager,HttpOnlycookie). Nothing is ever stored or transmitted that could be reused if leaked beyond that one short window. - Land: view all claimed chunks (position, dimension, land/build, force-load and pending status) with unclaim and force-load/unload actions.
- Protections: view and toggle all six build protections (PvP,
explosions, mob-griefing, block edit/interact, entity interact) with live
price and "pending until next period" state - routes through the exact
same
TeamPropertyHandlerpricing/queueing path as the in-game GUI. - Wars: incoming/outgoing/available lists, declare/end actions, and the declaration-window banner when one's configured and currently closed.
- Team: roster with rank/online status (view-only - FTB Teams exposes invite/kick/promote only through its own in-game GUI, not any stable API or command this mod could safely drive), plus a peaceful-mode toggle (see below).
- Actions that need to act as the player in FTB Chunks/Teams' own APIs (unclaim, force-load, wars) require that player to currently be online; protection and peaceful-mode toggles work regardless.
- Cosmetic customization (
webThemeconfig section): site name, accent color, logo URL, and raw custom CSS, all applied at runtime via a new public/api/themeendpoint - used by both the dashboard and the existing leaderboard page, so a server can reskin both without touching mod files. The leaderboard page also gained a link to the dashboard when it's enabled. - Both web pages were restyled to match: a layered gradient background and glass (blurred, translucent) panels replace the old flat Nord fills, while keeping the same underlying Nord palette and layout.
- Passwordless login:
- Siege Mode (
siegeModeEnabled, off by default). While on, a team that's been at war for longer thansiegeModeGraceHours(default 12) has its explosion protection bypassed entirely - intended for packs with large-scale explosive weapons (missiles, artillery, nukes), so a declared war can mean a claim is actually able to be damaged rather than staying economically costly but physically untouchable. Deliberately blanket per-team rather than scoped to the specific war opponent, since FTB Chunks' explosion check has no attacker context to scope against. Grace period is measured from a team's first war of the current war-streak and doesn't reset for additional wars while already at war; clears once they have no active wars. PvP and block-edit protection are untouched by this setting. - War participation safeguards for small/solo teams:
warMinClaimedChunks(0 = off, default): a team needs more than this many claimed chunks before it can declare or be targeted by war./lcce war peaceful on|off: any team's own opt-out of the war system entirely, independent of size. Blocked from enabling while the team has an active war (end it first) so it can't be used as a mid-siege escape hatch.war peacefulwith no argument reports current status.- Both gates fold into the same
WarService.isWarEligibleTeamcheck used everywhere wars are declared, listed, or targeted, so exempt teams simply don't appear as available targets rather than failing after the fact;WarService.toggleWarstill gives a specific reason (peaceful vs. too small vs. generic) when a declare is rejected.
Optional dependencies
Any compatible version
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:mREY9BBA:4HYHVD5l"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:mREY9BBA:4HYHVD5l"
}

