The mod is currently in Beta!
This mod adds the ability to claim and to forceload world chunks, as well as create and manage player parties. It also gives server owners powerful controls over their players' usage of the mod's features.
The mod's API allows other mods or plugins to easily interact with the parties and the chunk claims, both on the server and the client side. The mod already integrates with Xaero's Minimap and World Map mods. Make sure to update them to the latest versions.
Commands:
/openpac player-config ... - player config commands
/openpac-claims ... - everything claim-related
/openpac-parties ... - everything party-related
/opm - shortcut for the party chat
Keybindings:
' - open the mod UI. Can be changed in the controls menu.
Configs:
[world directory]/serverconfig/openpartiesandclaims-server.toml - the main mod config. Make sure to shut down the server before editing it, or the server might overwrite all your changes.
[world directory]/serverconfig/openpartiesandclaims-... - some global "player configs", although all of them can be accessed in game through the UI
Supported Mods:
A lot of (usually smaller) mods should be supported by the claimed chunk protection automatically. Some mods go above and beyond with the mechanics they add to the game or modify, in which case chunk protection is not guaranteed and should be manually added, either to this mod or with an additional one. Feel free to leave suggestions on the issue tracker for the mods that you'd like to be supported. Please make sure that they are not already by testing it and provide an example of chunk griefing one can achieve with the mod.
Explicitly supported mods:
- (Since b0.8.0) Create - built into the Forge version, but requires an extension when used on Fabric/Quilt. Protected chunks should be protected from all survival mode Create mechanics, but let me know if I missed something (please make sure it's not just a client-sided glitch by relogging). I don't know if support for creative mode mechanics will be added as well, but we'll see.