Use https://github.com/FTBTeam/FTB-Mods-Issues for any mod issues
This mod relies heavily on FTB Teams(teams), you must have teams installed. Teams is used as the core of how the Islands -> Team system works. The Islands map works by using the teams UUID as it's key and having an Island Object as it's value. This allows us to have quick and easy access to islands at the same time as providing a very simple, and low effort, way of moving players from one island to another by allowing teams to change their teams UUID.
Creates an Island for your part, this requires you to be part of a FTB Team Party. You can also not use this command if you're already part of an island. You will need to leave your team before you can create a new island
Lists all the islands (including inactive islands) with a clickable (in purple) chat item that'll autofill
the /ftbteamislands islands <team>
command. You can also see the Spawn Pos
of the island from this command.
You can only use this command if you have a permission level of 2 or more.
Will take you back to the worlds lobby if one exists.
Will take you back to your islands spawn point. Don't delete the block under it or you're in for a long fall! This command can be disabled from the config.
Will take an admin, or a user with a permissions level of 2 or more, to a teams island. The teams id can be quickly
fetched from the list
command or using the commands auto complete.
WARNING! DELETES REGION FILES!
This command will remove and unclaimed / in-active islands. An island is marked as unused / unclaimed when the last user leaves a team, and the team is deleted. The config contains a value for how far apart islands will spawn from each other. This command will use that radius (default as 3) to delete each region file within the islands max distance from another island. For example: if the radius is set to 3 regions, it will delete a 3x3 region sized area (512 * 9) around the teams island. Hopefully removing all trace of that island.
The region files are deleted upon a game restart (clients) or on a server restart. If you use this command accidentally,
go to your worlds region
files and back them all up, restart the server, stop the server and put the backed up region
files back in their original place.
This command will reload the config/ftbteamislands/islands.json
file in real time allowing you to make changes without
having to restart / reload the game / map.
We also support chunks, you can enable the radius of how many chunks a player can auto-claim upon island creation
through the common config
. Simply use -1
to disable FTB Chunks integration.
"Prebuilts" are a simple concept of being able to use prebuilt islands that can be added to the mod through data packs
, kubejs
(like mods), and raw files.
Upon first start up using the mod, a ftbteamislands
folder will be created in the config
directory of your game
instance or server instance. In there you will find a structures
directory, and an empty islands.json
file. You can
use the islands.json
(show in the below example) to create a list of prebuilt islands that a user can pick from using
an in-game gui. You can provide an image, description, author, and a structure file for our mod to load automatically.
We typically fail softly so be sure to keep an eye on the logs during world load.
[
{
"name": "Main Islands",
"author": "FTB Team",
"desc": "The team behind all the packs?",
"islands": [
{
"name": "Hay look, an Island",
"desc": "This is an island",
"structure": "island-one.nbt",
"image": "ftbteamislands:textures/screens/foldericon.png"
},
{
"name": "And another!",
"desc": "Another island. Woooooooow",
"structure": "island-two.nbt",
"image": "ftbteamislands:textures/screens/default-island.png",
"yOffset": -2
}
]
}
]
As you can see from the json
above, we support multiple groups of "prebuilts" and you can set custom names,
descriptions, and images for all of them. The structure file must be in the structures
folder. The image is a fully
quantified resource location
and thus you can use any common method to add an image for our mod to use.
You can use the yOffset
to control the islands spawn location on the Y
axis.
So you want to use the mod without "prebuilts"? Well... I'm sad but sure, I guess you can if you really want to.
We currently support two types of default islands
, you can, through the config, set a default lobby
and a
default island
. The lobby is used upon the first team creation and is used as the global spawn point of the world.
This island is set via the config option defaultIslands
. This is also a fully quantified resource location
and thus
can be added from any common methods. The lobby is done very similarly via the lobbyStructureFile
config option.
You can also provide a Y offset
for the default island to spawn at if our generated Y level does not work for you. The
lobby can be controlled via the height
config option used for all islands upon island creation.
No images are supported for this method of using the mod.
As well as changing those config options, you can also override the data files in our mod using a data pack. Our files
are called
default_lobby.nbt
and teamislands_island.nbt
. They are held in the resources.data.ftbteamislands.structures
.
Each island either prebuilts or set via the config will require a single structure block where you wish the player to
spawn. This spawn point is set via the Metadata of the structure block by putting SPAWN_POINT
on the structure block.