FAQ
Answers to the questions that come up most often about installing, running, and licensing the Warring Nations mod family.
Installing and setup
What you actually need to install, and how it fits into an existing pack.
No. Only Warring Nations (Core) is required. WN Siege, WN BlueMap, and WN Discord are all separate, optional, server-side-only downloads; nothing about Warring Nations itself requires any of them, and you can install any, none, or all of them.
Yes. WN doesn't replace or fork FTB Teams/Chunks, it hooks into them via mixin, so an existing world with FTB parties and claims already in it keeps working. Existing parties can be adopted into nations with /nation adopt <party> (or automatically, for FTB-created parties). The one thing that can't be retrofitted after the fact is the exact FTB dependency pins, so check those pinned versions before adding WN to a pack that already has FTB Chunks/Teams installed.
Yes, on both client and server. The mod is required on the client because it draws the dashboard, banner painter, and territory UI directly into FTB's own screens; a server-only install will not work correctly.
Warring Nations pins exact versions of its three FTB dependencies (FTB Library, FTB Teams, FTB Chunks) because of deep mixin integration. A mismatched build fails to load with a clear dependency error instead of misbehaving quietly, and a newer FTB release will not "just work" until WN itself bumps the pin after re-verifying the mixin targets.
No. All three companion addons are server-side-only downloads, unlike Core, which needs installing on both sides.
Mechanics and integrations
How optional systems and third-party integrations behave.
Yes, for the treasury specifically. /nation treasury deposit needs a registered institution-account provider (Impactor, Lightman's Currency, or Ultimate Banking System) to back the nation's own balance; a purely player-wallet mod like SG-Economy alone isn't enough. See Government and Economy for what each integration provides.
WN Siege extends claim and war protection to Create, weapon, and explosive mods whose block-mutating code routes around vanilla's own events, so those weapons breach enemy claims only during an active war. It adds no items, blocks, recipes, or gameplay systems of its own.
No. Warring Nations renamed its "siege" war preset to Breach specifically to avoid colliding with WN Siege's own name. WN Siege the mod is a general block-protection compatibility layer for third-party mods, unrelated to which war preset is currently active.
No. WN Siege boots and enforces protection identically with WN Discord absent, it just skips registering the Discord-facing /siege commands. WN BlueMap's Discord notifications require wndiscord's bridge core to be running, but until then those specific calls simply no-op silently rather than failing.
Licensing and data
What the license permits, and what gets reported off your server.
No. It's all rights reserved and source-available, not open source. The full license agreement is bundled with the mod. Downloading, installing, and using the unmodified mod, including in free modpacks and personal or community servers, is permitted provided the license remains intact; server advertising and voluntary donations are fine.
No. Free inclusion in any modpack that's free to access or download is permitted (a server showing ads or accepting donations is fine); a modpack that requires payment to access or download is not permitted. Servers with gambling mechanics, as defined under EU law, are also not permitted.
All four mods report anonymous, aggregate usage statistics via bStats, never names, UUIDs, IPs, or server addresses. It can be disabled per-mod in that mod's own config, or globally with bStats' shared, cross-mod opt-out file, which stops reporting for every bStats-based mod on the server at once.
No. State lives in vanilla world saved data, so a normal world backup covers it.
