One blocky survivor crouches and taps another on the shoulder in a ruined street; a two-line name tag reads Night Watch and a third teammate glows through a wall
FOK MOD 10 · v0.2.0 · Forge · Xaero's Minimap optional

Federation Of KaosTeams

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.

SCROLL
0Tap to invite
0Members max
0Seconds to accept
0Block tag range
0Seconds to bleed out
0Seconds to revive
01 · Try it

Invites happen in person.

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.

ACTIONS

CHAT · YOU

CHAT · RAZE

02 · Name tags

Two lines. One glance.

Every player on a team wears the team name under their own, in the team colour, for anyone nearby. Your own teammates get more: the tag grows with distance, shows through walls, and is drawn out to 256 blocks instead of vanilla's 64. Slide the distance and switch who's looking.

WHO IS LOOKING

DISTANCE · 24 BLOCKS

WHAT YOU GET

    03 · On the map

    Find them anywhere.

    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.

    Two glowing teammates far across a ruined night city, each with a large two-line name tag; a minimap in the corner shows their dots

    ROSTER HUD + MINIMAP

    ⚑ Night Watch

    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.

    04 · How it works

    Built on what the game already sends.

    ✋

    In person only

    Sneak + right-click with an empty hand is the invite. No remote recruiting, no invite spam; operators keep a command for emergencies.

    ↩

    Tap back to accept

    The invitee can crouch-tap the inviter, press the chat button, or run /teams accept. Invites lapse after a minute.

    ≡

    Scoreboard-native

    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.

    ◎

    Xaero tracked

    Registers a player-tracker system with Xaero's Minimap on the server. Teammates are tracked at level 2, like an FTB Teams party.

    ⚔

    No friendly fire

    Melee and arrows between teammates do nothing, by the vanilla team rule. Server owners can switch it back on.

    ☠

    Kills / deaths board

    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.

    05 · Kills / deaths board

    Every death has a column.

    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.

    /TEAMS BOARD

    EVENTS

    CHAT

    WHAT COUNTS

    • PvP death: another player dealt the blow, by hand or projectile. They get a kill.
    • World death: everything else. Nobody gets a kill.
    • A self-kill is a world death and credits nobody.
    • K/D = kills ÷ deaths, one decimal; no deaths shows the kill count.
    • Rows: kills first, then fewer deaths. Teams: by team kills, then fewer deaths.
    • Records live in their own save file, so leaving or disbanding a team keeps them.
    • A knockdown is not a death: the board never sees one.
    • Bleeding out is booked against whoever knocked you down: a PvP death, and their kill.
    06 · Knockdown and revive · new in 0.2.0

    Down is not out.

    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.

    Kite⚑ Night Watch
    Raze⚑ Night Watch
    HEALTH

    WHO GOES DOWN

    THE LETHAL HIT COMES FROM

    ACTIONS

    Press and hold Teammate holds use: letting go breaks the revive. Hands-free turns it into click to start, click to stop, so you can hit or walk away mid-revive.

    BLEED-OUT TIMER · KNOCKDOWNS SINCE LAST DEATH: 0

    1st · 60 s2nd · 45 s3rd+ · 30 s
    Demo speed-up for the bleed-out clock only. The revive hold is real time: 5 seconds. Let it run fast-forwards to the end.

    SELF-REVIVE ROLL

    01055100

    When the timer runs out: first a chance is rolled between 10 % and 55 %, then a roll against it.

    CHAT

    THE RULES

    • Downed: crawl at a quarter of walking speed. No jump, sprint, attack, building, eating or item use, and health never regenerates.
    • Damage that takes the downed health is a real death, and the kill goes to whoever dealt it.
    • Revive: a teammate holds use on you for 5 s from within 4 blocks. Taking damage doesn't break it; letting go or walking off does.
    • One reviver at a time, and the bleed-out timer waits while they work.
    • Bleeding out or giving up credits whoever knocked you down: "bled out after a fight with" them.
    • Dying resets the count, so the next knockdown is 60 s again.
    • Log out while down and you're still down when you return, with at least 10 s left.
    • A totem still saves you first, as in vanilla.
    • /kill and the void kill outright.
    • Creative and spectator players are never knocked down.
    07 · For server owners

    Twenty settings. One command tree.

    Server settingDefaultWhat it does
    maxMembers8Players per team, leader included (2–64).
    inviteTimeoutSeconds60How long an invite stays open.
    inviteRequiresSneaktrueOff, a plain empty-hand right-click invites.
    anyMemberCanInvitetrueOff, only the leader may tap people in.
    allowInviteCommandfalseOn, /teams invite works for everyone, from anywhere.
    friendlyFirefalseWhether teammates can hurt each other.
    positionSyncTicks20Roster 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.

    /teams — your roster, with positions
    /teams create <name> — found one by command
    /teams accept · /teams decline
    /teams leave · /teams kick <player> · /teams transfer <player>
    /teams rename <name> · /teams color <colour> · /teams disband
    /teams list — every team on the server
    /teams board — kills and deaths by team: PvP deaths vs world deaths · /teams stats

    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 settingDefaultWhat it does
    knockdownEnabledtrueLethal damage knocks down instead of killing.
    knockdownRequiresTeamfalseOn, only players on a team are knocked down. Off, solo players go down too and still get the roll.
    knockdownSecondsFirst60Bleed-out timer, first knockdown since the last death (5–600).
    knockdownSecondsSecond45Second knockdown (5–600).
    knockdownSecondsMin30Third and every later knockdown, until the player dies (5–600).
    selfReviveChanceMin0.10Lowest self-revive chance rolled when the timer runs out.
    selfReviveChanceMax0.55Highest self-revive chance.
    downedHealth10.0Health while down (10 = 5 hearts). Cannot be healed.
    reviveHealth6.0Health on getting up, from a revive or alone (6 = 3 hearts).
    reviveRequiresTeammatetrueOff, any player can revive.
    reviveSeconds5How long the reviver holds use (1–60).
    reviveRange4.0Farthest the reviver may be, in blocks, before the revive breaks (1–8).
    downedSpeedMultiplier0.25Crawl 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.

    That's the Federation

    Ten mods. One world.

    Augment Protocol Outbreak Protocol Kaos Protocol Kaos Hunter Kaos Missions Kaos Credits Carry Pack Chunk Anchor Pocket Domain Teams
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