
Crouch, tap a player, name your crew. From then on your teammates show on the map at any distance, glow through walls and wear a name tag you can read from across the ruins. Everyone else sees the team name under your name and knows who they're dealing with. And when a hit should kill you, you go down instead: crawl, hang on, and let your crew stand you back up.
No typing a name from across the server. You sneak, right-click a player with an empty hand, name the team if you don't have one, and the invite is already out. They tap you back to accept. Run the handshake below.
With Xaero's Minimap on the server, the mod plugs into its player tracker, the same hook FTB Teams uses, so every teammate is a marker on your minimap and world map at any distance, in any dimension. A corner roster HUD adds an arrow, the distance and the height difference. Turn the yaw slider: the arrows and the radar follow.

The HUD runs on a one-packet-a-second roster sync from the server. The minimap and world map markers are Xaero's own, fed by the mod's tracker hook. Both are optional, and both are off the moment you leave the team.
Sneak + right-click with an empty hand is the invite. No remote recruiting, no invite spam; operators keep a command for emergencies.
The invitee can crouch-tap the inviter, press the chat button, or run /teams accept. Invites lapse after a minute.
Each team is mirrored into a vanilla scoreboard team, so clients learn membership through packets they already receive. Name colours, glow and tags cost no sync of their own.
Registers a player-tracker system with Xaero's Minimap on the server. Teammates are tracked at level 2, like an FTB Teams party.
Melee and arrows between teammates do nothing, by the vanilla team rule. Server owners can switch it back on.
Every death is booked as PvP (the killer gets a kill) or world (mobs, falls, lava, the void). /teams board lists it by team, best team first, with a No-team group.
A death is PvP when another player dealt the killing blow (they get the kill) and world for everything else: mobs, falls, lava, the void, your own TNT. /teams board lists the ledger grouped by team, best team first, then a No-team group. Fire some events and watch it re-rank.
A hit that would kill you puts you on the ground instead. You crawl, you can't fight, build, use items or heal, and you have 5 hearts of downed health: lose those and it's a real death. A teammate who holds use on you for 5 seconds stands you up with 3 hearts. Nobody comes? When the bleed-out timer ends you roll for it, at a chance that is itself rolled fresh between 10 and 55 %. Every knockdown since your last death shortens the timer: 60, 45, then 30 seconds. Bleed out and whoever put you down gets the kill on the board above.
When the timer runs out: first a chance is rolled between 10 % and 55 %, then a roll against it.
| Server setting | Default | What it does |
|---|---|---|
maxMembers | 8 | Players per team, leader included (2–64). |
inviteTimeoutSeconds | 60 | How long an invite stays open. |
inviteRequiresSneak | true | Off, a plain empty-hand right-click invites. |
anyMemberCanInvite | true | Off, only the leader may tap people in. |
allowInviteCommand | false | On, /teams invite works for everyone, from anywhere. |
friendlyFire | false | Whether teammates can hurt each other. |
positionSyncTicks | 20 | Roster HUD update rate (20 = once a second). |
Client side, each player picks: the team line under names, the teammate tag boost and its range, the glow, the HUD and its corner.
Vanilla owns /team, so the mod's tree lives at /teams (alias /fokteam). When the leader leaves, the longest-serving member takes over; when the last member leaves, the team is gone.
| Knockdown setting | Default | What it does |
|---|---|---|
knockdownEnabled | true | Lethal damage knocks down instead of killing. |
knockdownRequiresTeam | false | On, only players on a team are knocked down. Off, solo players go down too and still get the roll. |
knockdownSecondsFirst | 60 | Bleed-out timer, first knockdown since the last death (5–600). |
knockdownSecondsSecond | 45 | Second knockdown (5–600). |
knockdownSecondsMin | 30 | Third and every later knockdown, until the player dies (5–600). |
selfReviveChanceMin | 0.10 | Lowest self-revive chance rolled when the timer runs out. |
selfReviveChanceMax | 0.55 | Highest self-revive chance. |
downedHealth | 10.0 | Health while down (10 = 5 hearts). Cannot be healed. |
reviveHealth | 6.0 | Health on getting up, from a revive or alone (6 = 3 hearts). |
reviveRequiresTeammate | true | Off, any player can revive. |
reviveSeconds | 5 | How long the reviver holds use (1–60). |
reviveRange | 4.0 | Farthest the reviver may be, in blocks, before the revive breaks (1–8). |
downedSpeedMultiplier | 0.25 | Crawl speed as a fraction of walking speed. |
Same server file as the settings above; their comments start with [knockdown]. The downed menu reopens with G, a client keybind each player can change.