Warring NationsWarring Nations MC 1.21.1.NEOFORGE.JAVA 21
Wiki/Compatibility

Compatibility

What other mods Warring Nations and its addons work with, in one place: hard dependencies, optional integrations, and the full WN Siege target-mod compatibility matrix, for anyone deciding whether to add Warring Nations to an existing modpack.

SERVER ADMINSMODPACK DEVS

Required dependencies

Warring Nations pins exact versions of its three FTB dependencies; a mismatched build fails to load rather than misbehaving quietly.

MODREQUIRED BYVERSION
FTB LibraryCore2101.1.35
FTB TeamsCore2101.1.10
FTB ChunksCore, Siege, BlueMap2101.1.21 (2101.0.0+ for Siege)
Architectury APICore13.0.8+
Warring NationsSiege, Discord, BlueMap4.0.0+ (3.4.0+ for BlueMap)
BlueMapWN BlueMap5.x for NeoForge 1.21.1
!
Exact-pin dependencies (FTB Library/Teams/Chunks for Core, Warring Nations for the three addons) reject a mismatched build at load time rather than loading with subtle bugs. Installing "latest" instead of the pinned version is a common modpack-build mistake.

Optional integrations (Core)

Detected at runtime; nothing breaks if any of these are absent.

MODUNLOCKS
LuckPermsRank shown next to nation tag; optional group-per-nation sync
TABNation tag as a placeholder for tablist/nametag layouts
ImpactorPlayer-wallet treasury bridge AND backs the treasury balance itself, auto-provisioned
Lightman's CurrencyPlayer-wallet treasury bridge AND backs the treasury balance (admin-bound)
SG-EconomyPlayer-wallet treasury bridge only, cannot back the treasury balance itself
Ultimate Banking SystemBacks a nation treasury's balance
JadeClaim ownership and war info in the tooltip
CuriosBanner insignia slot
Vanishmod / SEFVanished staff excluded from war/objective presence
Xaero's Minimap/World MapRelation-colored territory and live war-target waypoints

WN Siege: target-mod compatibility matrix

Every module is independently toggleable in wn-siege-server.toml and costs nothing if the target mod isn't installed. If a mod isn't listed, it either already routes through vanilla's own events (covered for free by Warring Nations' core protection) or hasn't been audited yet. See WN Siege for the full mechanic.

MODWHAT SIEGE COVERS
CreateDrills, saws, Mechanical Rollers, harvesters, deployers, contraptions, 8 remote-interaction packets
Create Big CannonsCannon/autocannon shells, shrapnel, explosions, cannon-welder packet. Covers CC:CBC for free
CBC Military Supplement / Neo WarfareDual-cannon shells, rockets, torpedoes, anti-air gun, incendiary spread, munitions contraptions
Create: WarnauticsAerial bombs and land mines
Create NuclearReactor meltdown craters
Create: Steam 'n' RailsTrack-laying/replacing that diverts around the normal Roller path
Create AeronauticsLevitite Blend catalyzer packet. Ship interaction covered via Sable
Create: Gunsmithing / NTGLBlaze-round fire, Copper Backtank detonation, explosive rounds, fragile-block breaking
TaCZIncendiary ammo and glass-shattering rounds
Superb Warfare / WarBorn ExplosivesRockets, cannon shells, mines, C4, shrapnel glass-shattering
Point BlankIts own explosion class and hitscan thin-block breaking
Just Enough GunsPayload drones, C4 vests, placed explosives, explosive ammo, molotov/grenade fire spread
ScorchedGunsFragile-block breaking, mining laser beams, terrain-breaking hostile mobs
Immersive WeaponsBullet glass-shattering
Ballistix10 of ~25 blast types, chunk-regenerating blasts, block-launching. Missiles untracked, not attributable
BMNWAll 5 nuke types' shared crater-carving handler
Insane TNT7 of ~36 variants that skip vanilla explosions entirely
PyrotechnicsThe Sticky Grenade's on-impact block placement
Weapons And ToolsThe Magic Wand's laser mode
SableInteraction on a moving ship's sub-level. Ship movement/weapon fire not yet covered
Eshan's Missile ModWarhead detonations and incendiary fire spread
WariumCE experimentalAll weapon/explosion block writes, via an unmerged upstream event

Checked and confirmed to need nothing: Better Weaponry, Guns Craft: Reforged, TNT Grenades!.