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FTF Hardcore

Complete System Guide

Land Claiming, Permissions, Fortification & Raids

Everything you need to claim territory, configure Unity and private permissions, manage Citizen, Visitor, and Restricted Plots, reinforce a settlement, and understand FTF Hardcore's controlled raiding system.

Getting Started

How Land Claiming Works

A Protection Core is the centre of your territory. Claims are square, cover every world height, and may belong either to you privately or to your Unity.

01

Place a Protection Core

Place the Core in wilderness land. Cores must be more than 80 blocks from another Protection Core and cannot be placed inside protected server regions.

02

Choose Ownership

Decide whether the Core belongs to your Unity or remains your private property.

03

Apply a Land Relic

Hold a Land Relic and right-click the Core. The first relic activates the claim; each additional relic expands it.

04

Open the Core Menu

Right-click the Protection Core to view its Land Relic level, claim size, Fortification level, and durability. Use the boundary button to display the yellow claim edge for 20 seconds.

Expansion rule: Every additional Land Relic extends the claim 4 blocks farther in every direction, making it 8 blocks wider and 8 blocks longer overall.
Expanding with another Core: Open a Core and choose Expand Territory to mark the exact block for your next aligned Protection Core. The guide targets 81 blocks north, east, south, or west, lasts 30 seconds, and can be seen through obstructions. It does not place the Core for you.
Moving a Core: Only the owner can relocate it. Costs are paid from the owner's Bank balance. Move 1 costs 50 Shillings with no upgrade loss; Move 2 costs 200 and removes 1 Land + 1 Fortification level; Move 3 costs 400 and removes 2 Land + 1 Fortification level; Move 4 and later cost 400 and reset Land/Fortification upgrades. Existing plot coordinates stay where they were and do not move with the Core.

Expansion Chart

Land Claim Sizes

A Protection Core can hold up to 8 Land Relics, producing a maximum claim of 81 × 81 blocks.

Land Relic Level Core to Edge Total Claim Size
0No claimUnclaimed
112 blocks25 × 25
216 blocks33 × 33
320 blocks41 × 41
424 blocks49 × 49
528 blocks57 × 57
632 blocks65 × 65
736 blocks73 × 73
840 blocks81 × 81 — Maximum

Unity Hierarchy

Roles & Role Priority

Unity owners can create custom roles, assign members, and decide exactly what each rank may do. Role priority determines the hierarchy between those roles.

Priority rule: Priority 1 is the highest custom rank. As the number increases, the role becomes lower in the hierarchy. A Priority 2 role outranks Priority 3, while Priority 3 outranks Priority 4.
Role limit: A Unity may have up to 14 custom roles. Role priority controls hierarchy; permissions still control what each role can actually do.
Example Role Priority Hierarchy
Royal Council1Highest custom role
General2Below Priority 1
Officer3Below Priorities 1 and 2
Soldier4Lower military role
Citizen5Lowest role in this example

Lower Number = Higher Rank

Priority is not a power score. Priority 1 is above Priority 2, and a role with Priority 10 is lower than a role with Priority 5.

Managing Lower Roles

A member with permission to manage roles may only assign or manage roles below their own priority. They cannot control an equal or higher-ranked role.

Permissions Are Separate

Priority decides hierarchy, not abilities. A high-ranked role still needs each permission enabled before it can build, invite, manage land, control doors, or perform other actions.

Unity Owner

The Unity owner remains above the custom role hierarchy and retains full Unity management and land access.

Role Configuration

Unity Permissions Explained

Open the Unity menu and select Roles & Permissions to configure a role. Common permissions appear first, while leadership and management permissions are grouped below them. Individual permissions can still be adjusted one at a time.

Fast role setup: Click the Book to toggle every Common permission at once. If they are not all enabled, the click enables them all; if they are already all enabled, the next click disables them all. The Nether Star does the same for every Leadership permission. Enabled permissions show the enchanted glint, and you can still turn any individual permission on or off afterward.
Common Permission What It Allows
Place Blocks Place blocks throughout Unity claims, except where Citizen, Visitor, or Restricted Plot rules override normal building access.
Break Blocks Break blocks throughout Unity claims, except where Citizen, Visitor, or Restricted Plot rules override normal breaking access.
Use Ender Pearl Use Ender Pearls where the origin and destination pass the claim's land-permission checks.
Use Chorus Fruit Use Chorus Fruit where the starting point and teleport destination pass the claim's land-permission checks.
Chest Access Open Chests, Trapped Chests, Shulker Boxes, Copper Chests, and Barrels in normal claim areas. Plot-specific permissions can override this inside Citizen, Visitor, and Restricted Plots.
Use Use furnaces, crafting and utility blocks, workstations, and Ender Chests in normal claim areas. Plot-specific permissions can override this inside Citizen, Visitor, and Restricted Plots.
Respawn Anchor Set, link, and use Respawn Anchors as FTF homes or respawn destinations on claimed land when this permission is granted.
Unrestricted Land Access Use ordinary Unity doors and controls outside protected plots and access Unrestricted Citizen Plots. It does not bypass Visitor or Restricted Plot assignments.
Restricted Land Access Includes Unrestricted access and allows entry to Restricted Citizen Plots. It does not bypass Visitor or Restricted Plot assignments.
Use Gate / Bridge Levers Activate a lever connected to a registered Unity gate or bridge when the player also has the required movement permission.
Open Gates & Bridges Move registered gates and bridges into their open position.
Close Gates & Bridges Move registered gates and bridges into their closed position.
View Land Management View the Unity's Protection Core list and land-management information.
Leadership Permission What It Allows
Invite MembersInvite players to join the Unity.
Remove MembersRemove lower-ranked members from the Unity.
Manage DiplomacySend alliance requests and set other Unities as allied, neutral, or enemy.
Manage RolesCreate roles, edit role permissions, and assign roles below the manager's own priority.
Manage Protection CoresPlace and manage Protection Cores for the Unity. On an active Unity Core with at least 1 Land Relic, this permission also allows the existing five-hit manual Core pickup.
Slay & Loot SleepersShown as a bed in Leadership. Allows members with this role to attack, kill, or Shift + Right Click to pickpocket protected sleepers inside the Unity's active claimed land. If it is not enabled, that member cannot kill or steal from protected sleepers in the Unity's land. The Unity owner is always authorized.
Manage Citizen PlotsCreate, name, assign, resize, change, or delete Citizen Plots for members of the owning Unity.
Manage Visitor PlotsCreate, name, assign, resize, or delete Visitor Plots for outside individuals or other Unities.
Manage Restricted PlotsCreate, name, assign, resize, configure, or delete Restricted Plots for selected players and Unity roles.
Create / Configure Gates & BridgesCreate and configure the Unity's registered gate and bridge for a Protection Core.
Remove Gates & BridgesUnregister and remove the Unity's registered gate or bridge.
Place/Break Blocks in All Citizen Plots Place and break blocks inside every Citizen Plot, regardless of the plot's Restricted or Unrestricted setting. This does not grant door, container, or storage access.
Use Doors in All Citizen Plots Open and close doors and use their normal controls inside every Citizen Plot. This does not grant block, container, or storage access.
Place/Break Blocks in All Visitor Plots Place and break blocks inside every Visitor Plot. This does not grant door, container, storage, or other interaction access.
Use Doors in All Visitor Plots Open and close doors and use their normal controls inside every Visitor Plot. This does not grant block, container, storage, or other interaction access.
Plot permission boundary: Claim-wide Place Blocks, Break Blocks, Chest Access, and Use permissions do not bypass Citizen, Visitor, or Restricted Plot rules. Assigned residents and visitors use their exact plot-assignment settings inside that plot. Ender Pearl and Chorus Fruit permissions remain claim-wide.
Sleeper authority is separate: Building, storage, door, plot, ally, and visitor permissions do not grant the right to harm or rob a protected sleeper. On Unity land, only the Unity owner or a member whose effective role has Slay & Loot Sleepers may do so while the Protection Core remains active.
Door rule: Ordinary doors outside plots follow normal Unity land access. Doors inside Citizen, Visitor, or Restricted Plots follow that plot's Open / Close Doors permissions.

Role Permissions

Apply automatically to every Unity member assigned to that role.

Individual Permissions

Give a specific player direct exceptions without changing the permissions of their entire role.

Ally Permissions

Alliance status alone does not grant access to Unity land. Any building, breaking, door, gate, or bridge access must be assigned explicitly through the appropriate permissions.

Management Is Not Access

Managing Citizen, Visitor, or Restricted Plots does not automatically grant physical access to those plots. Management and access are controlled separately.

Unity Land Management

Restricted Plots

Restricted Plots create exact 3D secure areas inside Unity land for selected players or Unity roles. Use them for rooms, vaults, workshops, and other areas that need tighter access.

01

Select the Claim

Open Land Management, choose the Protection Core, then select Restricted Plots.

02

Select the Exact 3D Area

Select two diagonally opposite corner blocks to define the plot's exact width, height, and depth.

03

Name the Plot

Use a clear purpose such as Vault, Officer Room, Armory, or Redstone Control.

04

Assign Access

Add individual players, Unity roles, or both. A direct player assignment is more specific than a role assignment.

Five Independent Permissions

Each assignment can separately allow Place Blocks, Break Blocks, Chest Access, Use, and Open / Close Doors.

New Assignments Start Enabled

Fresh player or role assignments begin with all five plot permissions enabled. Leadership can then turn off anything that should be restricted.

Unassigned Players Are Denied

Players who are not assigned do not receive those five permissions inside the Restricted Plot. The Unity owner always keeps full authority.

Exact 3D Protection

The plot applies only inside the selected X, Y, and Z volume. It does not automatically extend from bedrock to the sky.

No Plot Overlap

A Restricted Plot cannot overlap another Restricted Plot, Citizen Plot, or Visitor Plot.

Doors Follow the Plot

Doors inside a Restricted Plot use the plot's Open / Close Doors permission. Outside plots, ordinary doors follow normal Unity land access.

Best use: Use Restricted Plots for areas that need tighter control without changing permissions across the entire Protection Core claim. Gates and Bridges are separate moving structures and keep their own permissions.

Protected Residences

Citizen Plots

Citizen Plots allow Unity leadership to assign protected areas to members of the owning Unity without giving those citizens control over the entire settlement.

01

Select the Claim

Open Land Management, choose the Protection Core, then select Citizen Plots.

02

Select the Exact 3D Area

Left-click one corner block and right-click the diagonally opposite corner block. One corner may be at the top and the other at the bottom. The two selected blocks define the exact width, height, and depth of the Citizen Plot.

03

Name the Plot

Give it a clear name such as Northern Residence, Blacksmith Shop, or Market Stall 4.

04

Assign Residents

Add one or more members of the owning Unity. Every fresh assignment begins with Place Blocks, Break Blocks, Chest Access, Use, and Open / Close Doors enabled. Leadership can customize those five permissions separately for each resident.

Restricted by Default

Every new plot starts Restricted. The Unity owner keeps full access. Assigned residents use their own plot permissions, while non-assigned members need Restricted Land Access or a dedicated all-plot leadership override.

Unrestricted Plot

Leadership may change a plot to Unrestricted. Non-assigned Unity members with Unrestricted or Restricted Land Access may then use the plot through the normal plot-access rules. Assigned residents still follow their own five plot permissions.

Per-Resident Plot Permissions

Open Plot Permissions and select a resident to toggle Place Blocks, Break Blocks, Chest Access, Use, and Open / Close Doors. Chest Access covers Chests, Trapped Chests, Shulker Boxes, Copper Chests, and Barrels; Use covers utility and workstation blocks, including Ender Chests.

Exact 3D Protection

A Citizen Plot does not extend from the sky to bedrock. Permissions apply only between the selected minimum and maximum X, Y, and Z coordinates. Plots may be stacked above or below one another when their 3D volumes do not overlap.

Plot Rules Override Claim Permissions

Claim-wide Place Blocks, Break Blocks, Chest Access, Use, and alliance permissions do not bypass a Citizen Plot or any other protected plot type. Dedicated all-plot block and door overrides remain separate and do not grant access to resident storage.

3D Boundary Preview

Show Boundaries displays all 12 edges of the selected 3D plot for 20 seconds. While the preview is active, it cannot be clicked repeatedly to stack additional particles.

Plot Wand safety: Type cancel at any stage to stop selecting. The selection also cancels if the wand is dropped, moved into a chest or crafting inventory, left behind on logout or death, or used after its selection session has expired. The Golden Hoe cannot be used to till farmland.

Outside Representation

Visitor Plots

Visitor Plots reserve an exact protected area of Unity land for people who are not members of the owning Unity. They are useful for embassies, diplomatic representation, allied compounds, merchant shops, and other outside organizations.

01

Select the Claim

Open Land Management, choose the Protection Core, then select Visitor Plots.

02

Select the Exact 3D Area

Use the Visitor Plot Wand to select two diagonally opposite corner blocks. The selected X, Y, and Z coordinates define the plot's exact width, height, and depth.

03

Name the Plot

Give the plot a clear purpose, such as Northern Embassy, Merchant Hall, Allied Delegation, or Market Shop 3.

04

Assign Outside Visitors

Assign an individual player, another Unity, or both. Fresh assignments begin with Place Blocks, Break Blocks, Chest Access, Use, and Open / Close Doors enabled, and each assignment can be customized.

Individuals or Other Unities

An individual assignment applies only to that player. Assigning another Unity applies to its current members. If a player matches both a direct Visitor assignment and a Visitor Unity assignment, the direct player settings take priority.

Outsiders Only

Members of the Unity that owns the claim cannot be assigned as visitors, and the owning Unity cannot assign itself. Citizen Plots remain the correct system for members of the owning Unity.

Private Visitor Access

Visitor Plots do not use Restricted or Unrestricted access modes. Assigned visitors use their exact assignment permissions, the Unity owner keeps full access, and dedicated Visitor Plot leadership overrides remain available for authorized roles.

Per-Assignment Plot Permissions

Open Plot Permissions and select an assigned player or Visitor Unity to toggle Place Blocks, Break Blocks, Chest Access, Use, and Open / Close Doors. Removing and later re-adding an assignment resets all five permissions to enabled.

Independent Leadership Overrides

Place/Break Blocks in All Visitor Plots grants only block editing. Use Doors in All Visitor Plots grants only door and door-control access. Neither permission grants access to visitor storage.

Membership Changes

If an individually assigned visitor later joins the Unity that owns the land, their Visitor Plot assignment is removed. Leadership can then assign them to a Citizen Plot instead.

Plot Separation

Visitor Plots cannot overlap Citizen Plots or other Visitor Plots. They may still be stacked above or below another plot when the exact 3D volumes do not overlap.

Doors & Boundaries

Doors fully contained inside a Visitor Plot follow that plot. Assigned visitors can operate them only when Open / Close Doors is enabled for their assignment. The 3D boundary preview displays all 12 edges for 20 seconds and cannot be spammed to stack particles.

Visitor Plot Wand safety: Type cancel to stop selecting. The selection also cancels if the wand is dropped, moved into storage or crafting, left behind on logout or death, or used after its selection session has expired. The Golden Hoe cannot be used to till farmland.

Personal Ownership

Private Land & Permissions

A Private Protection Core belongs to one player rather than a Unity. The owner can manage all private claims and blanket permissions through the Private Land menu.

Command: Use /privateland or /pland. The menu contains Land Claims and Permissions.

Land Claims

Lists every Private Protection Core you own with its world, coordinates, Land Relic level, and claim radius.

Add a Player

Enter a player's exact name, then enable only the permissions they should receive across your private claims.

Add a Unity

Enter a Unity's exact name to apply blanket permissions to every current member of that Unity.

Simple Blanket Access

Private land does not use Unity Citizen, Visitor, or Restricted Plots. Permissions are simple on/off access across every Private Protection Core owned by that player.

Private Permission What It Allows
Place BlocksBuild inside the owner's private claims.
Break BlocksBreak blocks inside the owner's private claims.
Use Ender PearlUse Ender Pearls where both the origin and destination pass the private claim's permission checks.
Use Chorus FruitUse Chorus Fruit where the starting point and destination pass the private claim's permission checks.
Chest AccessOpen Chests, Trapped Chests, Shulker Boxes, Copper Chests, and Barrels inside the owner's private claims.
UseUse furnaces, crafting and utility blocks, workstations, and Ender Chests inside the owner's private claims.
Respawn AnchorSet, link, and use Respawn Anchors as FTF homes or respawn destinations inside the owner's private claims.
Open / Close Doors Use normal doors, trapdoors, fence gates, and their ordinary controls inside the owner's private land.
Use Gate / Bridge LeversActivate controls attached to the owner's registered gate or bridge.
Open Gates & BridgesMove the gate or bridge to its open position.
Close Gates & BridgesMove the gate or bridge to its closed position.
Create / Configure Gates & BridgesCreate or edit the registered moving structure for a private Protection Core.
Remove Gates & BridgesUnregister or remove the owner's gate or bridge.
Owner authority: The Private Land owner always keeps full access to their own claims. Guest player and Unity permission toggles cannot remove the owner's building, storage, interaction, or door access.
Private sleeper rule: Guest permissions do not include sleeper authority. While the private Protection Core is active, only the exact Private Land owner may attack, kill, or Shift + Right Click to pickpocket a sleeper inside that claim. Once the Core is destroyed or inactive, the sleeper becomes vulnerable to everyone.
Gate and bridge limit: Each Protection Core may have one gate and one bridge. Maximum structure size is based on the current Unity owner for Unity land or the current Protection Core owner for private land: Tier 1 supports 16 × 16 × 1, Tier 2 supports 12 × 12 × 1, and Tier 3 or no tier supports 10 × 10 × 1. A structure becomes inactive if the current owner no longer qualifies for its size.

Structural Defence

Fortification Relics

Fortification increases the custom durability of qualifying player-placed blocks throughout claimed land, from Base through Level 10.

Equal Durability

Every qualifying recorded block receives the same durability at the same Fortification level. A stone block is not stronger than a wooden block simply because of its vanilla material.

Player-Placed & Generated Protection

Player placements inside claims are recorded. Natural or otherwise unrecorded terrain receives no Fortification durability. Cobblestone, stone, obsidian, and basalt formed by generators inside claimed land are a special exception: they are recorded and receive the claim's current durability.

Pre-Claim Builds

Player-built structures placed in wilderness can be recognized if a new claim or Land Relic expansion later covers them, allowing eligible blocks to gain Fortification. Very old wilderness builds may not be recognized automatically.

Expanded Protected Blocks

Fortification now includes slabs, stairs, fences, fence gates, trapdoors, doors, storage blocks, crafting blocks, furnaces, common workstations, brewing stands, enchanting tables, and all three anvil states when they are recorded as player-built.

Excluded Blocks

Glass and glass panes do not receive normal Fortification durability. Other excluded families include walls, iron/copper bars, chains, ladders, rails, signs, banners, buttons, pressure plates, carpets, torches, lanterns, candles, plants and crops, heads and skulls, rods, tripwire, and scaffolding. Recorded non-fortifiable construction can still be destroyed by one valid Ancestral structural hit. Iron/copper bars and chains receive Fortification when used in a registered Gate or Bridge.

Visible Damage

Fortified blocks show a cracking effect as their durability is reduced, helping defenders and attackers read the condition of a structure.

Ancestral Fireball 1 durability damage
Ancestral TNT 2 durability damage
Conversion 1 TNT = 2 Fireballs
Fortification Block Durability TNT Required Fireballs Required
Base424
Level 1848
Level 216816
Level 3241224
Level 4321632
Level 5402040
Level 6482448
Level 7562856
Level 8643264
Level 9804080
Level 10964896

Values represent direct hits against the same Fortification-eligible block. Recorded player-built construction that is not eligible for Fortification does not use this table and breaks in one valid Ancestral structural hit. A single Ancestral TNT shot may damage multiple blocks within its controlled breach lane.

Protection Core

Core Integrity

Every active Protection Core has 16 integrity points. Fortification improves structures, but does not increase Core integrity.

Ancestral Fireball 1 Core Damage

16 direct hits required.

Ancestral TNT 2 Core Damage

8 direct hits required.

Manual Core pickup: Manual removal requires a Diamond or Netherite Pickaxe and 5 valid hits; progress resets after 2.5 seconds without another valid hit. Private Cores and Cores with 0 Land Relics are owner-only. An active Unity Core with at least 1 Land Relic may also be picked up by a Unity member with effective Manage Protection Cores permission. Outsiders must use Ancestral TNT or Fireballs instead.
TNT and Fireballs stick to the Core only when fired directly at it with a clear, unobstructed path. Destroying the Core removes its active claim and land protection and immediately makes any sleeper there vulnerable to everyone. Unity Citizen Plots, Visitor Plots, and Restricted Plots are preserved as Land Memory; the same Unity must replace the Core at the exact former coordinates and restore the original claim size with Land Relics before that memory can be reactivated.

Claim Protection

Sleepers & Named Animals

An active Protection Core prevents unauthorized players from attacking or robbing sleepers inside its land. Authorized landholders still carry the full consequences of choosing to kill or steal from someone.

Personal Claim Sleepers

  • Only the exact Private Land owner may damage, kill, or pickpocket a protected sleeper
  • Guest player, Unity, building, storage, door, and interaction permissions do not grant sleeper authority
  • Non-player and environmental damage is blocked while the active Core protects the sleeper

Unity Claim Sleepers

  • The Unity owner is always allowed to damage, kill, or pickpocket sleepers on the Unity's active land
  • Other Unity members need the Slay & Loot Sleepers leadership permission through their effective role
  • Allies, visitors, plot assignments, and unrelated land permissions do not grant sleeper authority

Pickpocketing & Death

  • Shift + Right Click opens the sleeper's carried inventory and equipment for an authorized thief
  • Pickpocketing steals items without killing the sleeper; experience is not pickpocketed
  • Killing a sleeper is a real Hardcore death and the remaining stored loot and experience follow the normal sleeper-death flow

Wilderness & Destroyed Cores

  • In wilderness, anyone may attack, kill, or Shift + Right Click to pickpocket a sleeper
  • Raid Mode alone does not expose a claimed sleeper
  • Once the protecting Core is actually destroyed or inactive, anyone may attack or pickpocket the sleeper immediately

Named Animal Protection

  • Outside players cannot normally attack locked animals in claims
  • Owners and owning Unity members may still damage them
  • Mobs and natural hazards can still cause harm
  • Named-animal attack protection is suspended during an active raid

Active Conflict

Raid Mode

Raid Mode begins the moment a valid enemy-fired Ancestral TNT impacts a block inside claimed land. The wall does not need to break first: the impact immediately locks the land so defenders cannot replace damaged blocks between shots. Connected claims may become part of the same raid lock.

Building Lock

Defenders and raiders cannot manually place or break blocks inside the raided claim. Buckets also cannot place or collect fluids until Raid Mode ends.

Impact vs. Breach

The first valid Ancestral TNT impact starts or refreshes Raid Mode, even when Fortification prevents a block from breaking. Fireballs stay locked until Ancestral TNT actually destroys at least one eligible player-built block and creates a valid breach.

Structural Freeze

Dispensers and droppers cannot activate, gravity blocks cannot begin falling, and water or lava cannot spread into newly opened spaces. Existing fluid blocks remain where they already reached.

No Generated Repairs

Cobblestone, stone, obsidian and basalt cannot form during the raid. Concrete powder cannot harden, and falling blocks already in motion cannot settle inside the raided land.

Selective Piston Lock

Ordinary piston doors and machinery may continue working. A piston action is stopped only when its base, moved blocks or destinations intersect an active Ancestral TNT breach lane.

Fortification Lock

Fortification Relics cannot be applied while the land is under an active raid.

Gates & Bridges

Raid Mode by itself does not disable registered Gates or Bridges. They may still move while they have no more than 3 missing defined blocks. At 4 or more missing blocks, the mechanism becomes unusable and cannot be repaired until the raid ends.

Animal Risk

Named-animal attack protection is suspended until Raid Mode ends.

Portal Restriction

A portal inside raided Overworld land cannot be used to escape to the Ancestral Realm. Returning from the Ancestral Realm is allowed.

Simple raid rule: Regular TNT clears only natural or otherwise unrecorded terrain and is slightly weaker inside claims, destroying about 75% of the blocks vanilla TNT would otherwise break there. Ancestral TNT and Fireballs damage only claimed player-built structures. While Raid Mode is active, the claimed land cannot be structurally repaired or filled with newly generated obstacles.

Raider Weapons

Ancestral TNT & Fireballs

Natural terrain and player-built structures use separate explosive rules. Regular TNT is slightly reduced inside claimed land and clears only natural or otherwise unrecorded terrain, while Ancestral weapons damage recorded player-built structures only.

Primary Breach Weapon

Ancestral TNT

Must be launched using a TNT cannon. A valid enemy impact inside claimed land starts Raid Mode immediately, even if the struck wall survives. The controlled lane is 2 blocks wide, 3 blocks high, and reaches through the impact wall plus exactly 4 blocks behind it. Fortified player-built blocks take 2 Fortification durability damage. Recorded player-built construction that is not Fortification-eligible breaks in one valid Ancestral hit instead. Natural or otherwise unrecorded terrain is ignored and is never broken by Ancestral TNT. Ancestral TNT also causes no block damage in unclaimed wilderness.

Up to 30 claimed structural positions per lane

Follow-Up Weapon

Ancestral Fireballs

Fired by right-clicking only after Ancestral TNT has actually broken at least one eligible player-built block and opened a valid breach. Each hit deals 1 Fortification durability damage to fortified blocks and may affect the struck block plus one vertically connected block. Recorded player-built construction that is not Fortification-eligible breaks in one valid Fireball hit. Natural or otherwise unrecorded terrain is ignored.

Requires a valid TNT breach first

Natural Terrain

Regular TNT

Regular TNT works inside claimed land only against naturally generated or otherwise unrecorded terrain. Claimed-land terrain destruction is slightly reduced: about 25% of the natural blocks vanilla TNT selected are spared, leaving about 75% destructible. Anything recorded as player-built is removed from regular TNT's claimed-land block destruction path, whether or not that block receives Fortification durability. Generator-created cobblestone, stone, obsidian, and basalt are recorded as player-built. Normal TNT in unclaimed wilderness keeps normal vanilla block destruction.

Claimed terrain: about 75% of vanilla block destruction
Primed Normal TNT Cannon Charge Ancestral TNT Maximum Range
1 TNT20 blocks
2 TNT40 blocks
3 TNT60 blocks
4 TNT80 blocks
5+ TNT100 blocks — Maximum
Cannon cap: Five primed normal TNT is the maximum useful cannon charge. Extra TNT can still explode, but it does not push an Ancestral TNT projectile beyond the 100-block maximum range.

How a Raid Ends

Activity must stop before recovery begins.

After no attackers and no valid raid impacts have occurred for 30 seconds, a 60-second ending countdown begins. A returning attacker or new valid hit resets it. When the countdown finishes, building, fluid flow, gravity, block generation, dispensers, animal protection and portal access return to normal. Missing Gate or Bridge sections may then be repaired with any block permitted in the defined structure.