Configuration: Siege
Full setting-by-setting reference for wn-siege-server.toml, covering the master switch, anonymous usage statistics, every per-target-mod protection toggle, and the finer-grained sub-toggles a couple of sections carry.
SERVER ADMINSMODPACK DEVS
config/warring-nations/wn-siege-server.toml
Every value is re-read on config load and on a live reload; nothing is cached beyond that except the plain volatile-field mirror the mod keeps for cheap reads on the hot path. Upgrading from the old flat config/wnsiege-server.toml location moves the file automatically on first boot with no settings lost, and an older snake_case config (create_big_cannons, guard_contraption_placement) is renamed to the current camelCase scheme automatically on first boot too, before the file is ever parsed.
general, master switch and shared behavior
Keys that control the mod as a whole rather than any single target mod.
general.enabled
true
Master switch. When false, no module does anything regardless of its own toggle.
general.failOpenBeforeWnReady
true
What happens to a world alteration in the brief window at server startup before Warring Nations' API has finished installing. true: allow it (fail open), so nothing gets stuck or throws while WN is still coming up. false: deny it (fail closed) until WN is ready, a stricter but occasionally noisier startup.
general.notifyDeniedPlayers
false
Tell a player in chat why their shot, placement, or explosive got blocked, instead of always failing silently. Only fires when the game can identify which player caused the denial; a wild machine, an unowned mine, or a wide blast with no tracked source stays silent either way.
general.notifyDeniedPlayersCooldownSeconds
5
(0-300)
Minimum time between denial chat messages to the same player, so a machine-gun spray or a wide blast clipping twenty claimed blocks in one tick doesn't spam twenty copies of the same line. Only matters when notifyDeniedPlayers is true.
general.notifyStaffOnAutoDisable
true
Whether online staff get a chat warning when a target mod's shape drift force-disables one of its modules. false skips the notification entirely (console still logs it); true sends it to whichever online players hold the warringnations.siege.staffnotify permission node, so this value and the permission node gate it together.
general.denialLogSize
25
(0-500)
How many recent denials the in-memory ring buffer keeps for the
/siege recent Discord command. Not written to disk; always starts empty on restart.
0 keeps no history at all, protection itself is unaffected either way.
general.metrics, anonymous usage statistics
Nested under general in the TOML file (i.e. [general.metrics]), not a top-level section.
general.metrics.enabled
true
Reports anonymous, aggregate usage statistics via bStats: server count, player count, Minecraft/NeoForge/Java version, OS, core count, whether the explosions module is on, whether the WariumCE integration is active, and how many of the roughly 25 target mods are loaded. No player names, UUIDs, IPs, or server addresses are ever collected. This is a second, independent switch on top of bStats' own global opt-out file (config/bStats/config.yml, shared by every bStats-based mod/plugin on the server); turning off either one stops all reporting for this mod.
Per-target-mod sections
Every mod listed on the compatibility page has its own <section>.enabled toggle, on by default, fully independent of whether the target mod is actually installed (a toggle for an absent mod simply does nothing). Disabling a module restores that mod's completely untouched behavior; it does not soften enforcement to peacetime-only, it leaves the mod ungoverned by Warring Nations entirely.
createBigCannons
Create Big Cannons
cbcMoreShells
CBC Military Supplement
createPacketProtection
Create's remote-interaction network packets
railways
Create: Steam 'n' Rails
explosions
Generic vanilla-explosion filter (Create Nuclear, and any other mod that calls Level.explode normally)
warnautics
Create: Warnautics
superbWarfare
Superb Warfare
warbornExplosives
WarBorn Explosives
weaponsAndTools
Weapons And Tools
immersiveWeapons
Immersive Weapons
cbcNeoWarfare
CBC Neo Warfare
justEnoughGuns
Just Enough Guns
sable
Sable (and, transitively, Create Aeronautics ship interaction)
aeronautics
Create Aeronautics' Levitite Blend catalyzer packet
ntgl
NTGL (Create: Gunsmithing's required library)
warium
WariumCE (experimental)
Finer-grained sub-toggles
A handful of sections carry a second, narrower toggle beyond the section's own enabled key, for servers that want most of a module but need to soften one specific edge case.
create.guardContraptionPlacement
true
Also guards blocks a Create contraption drops into the world on disassembly, attributed best-effort by the contraption's current chunk. Disable if it interferes with legitimate parking near a claim border.
create.guardRollerPaving
true
Also guards blocks a moving Mechanical Roller paves into the world ahead of it. Separate from guardContraptionPlacement, which only covers disassembly. Disable if it interferes with legitimate roller use crossing your own claim boundary.
Notes on the generic explosion filter
How the shared explosions module relates to the per-mod sections above it.
i
Shared, mod-agnostic filter. explosions.enabled covers any blast that routes through a real vanilla Level.explode call. It is what covers Create Nuclear's reactor meltdown, and it backstops roughly four-fifths of Insane TNT's TNT/nuke variants (about 29 of its ~36) that fire a real explosion instead of dispatching a raw /fill command. It is unrelated to, and does not gate, Create Big Cannons' own shell explosions, those are filtered per block inside the createBigCannons module itself, because CBC's explosion class never populates vanilla's blow-list the way a stock Explosion does.
Full example
A server that wants Create and Create Big Cannons protection but wants to leave Ballistix ungoverned (perhaps because it isn't installed, or its missile-attribution gap is a dealbreaker for that server) needs no special syntax, just the normal per-section toggle.
[general]
enabled = true
[ballistix]
enabled = false
Every other section is left at its default (enabled = true) and simply does nothing for a mod that isn't on the mod list.