{"id":74788,"date":"2026-06-04T11:11:28","date_gmt":"2026-06-04T08:11:28","guid":{"rendered":"https:\/\/vpesports.com\/minecraft\/mods\/gangland-warfare\/"},"modified":"2026-06-04T11:11:28","modified_gmt":"2026-06-04T08:11:28","slug":"gangland-warfare","status":"publish","type":"mod","link":"https:\/\/vpesports.com\/minecraft\/mods\/gangland-warfare\/","title":{"rendered":"Gangland Warfare \u2013 GTA-Style Crime"},"content":{"rendered":"<p># \ud83c\udfd9\ufe0f Gangland Warfare<\/p>\n<p>> **Turn your server into a living crime world.**<br \/>\n> Build gangs, fight rivals, wield a full arsenal of firearms, blades, and explosives, drive the streets,<br \/>\n> and outrun (or become) the law.<\/p>\n<p>&#8212;<\/p>\n<p>## \u2753 Why Gangland Warfare?<\/p>\n<p>Gangland Warfare is not just another gun or PvP plugin.<br \/>\nIt is a complete crime ecosystem designed for GTA-style, roleplay, and competitive servers.<\/p>\n<p>Players don&#8217;t just fight \u2014 they:<\/p>\n<p>&#8211; \ud83e\udd1d Create and manage gangs with internal hierarchies and shared banks<br \/>\n&#8211; \ud83d\udcb0 Control power through money, reputation, and territory<br \/>\n&#8211; \ud83c\udfaf Hunt players with bounties and wanted levels<br \/>\n&#8211; \ud83d\udcc8 Progress through levels, ranks, and loot<br \/>\n&#8211; \ud83d\ude94 Survive police pursuit or don a badge and become the law<br \/>\n&#8211; \ud83d\udeb6 Share the streets with civilians \u2014 rob them, or answer for it<br \/>\n&#8211; \ud83d\uded2 Trade with stationary **Trader NPCs** \u2014 buy, barter, sell, or tip<br \/>\n&#8211; \ud83c\udfe6 Deposit cash with **Banker NPCs** across a four-tier balance ladder<br \/>\n&#8211; \ud83d\ude94 Get arrested \u2014 then pay bail, bribe the cop, or serve your time<br \/>\n&#8211; \ud83d\ude97 Drive cars, fly jetpacks, and refuel at the pump<\/p>\n<p>&#8212;<\/p>\n<p>## \u2b50 Core Features<\/p>\n<p>### 1. \ud83d\udd2b Advanced Weapon System<\/p>\n<p>A fully custom weapon engine entirely separate from vanilla combat, now with<br \/>\n**five weapon categories**.<\/p>\n<p>&#8211; **Five weapon categories** \u2014 guns, melee, incendiary, biological, and<br \/>\n  throwable \u2014 each with its own action class, YAML schema, and physics<br \/>\n&#8211; Configurable weapons via individual YAML files \u2014 each with its own stats,<br \/>\n  sounds, and behavior<br \/>\n&#8211; Multiple fire modes: single, burst, and full-auto with per-shot cooldowns<br \/>\n&#8211; Ammo types and reload mechanics \u2014 weapons go dry, magazines must be<br \/>\n  restocked<br \/>\n&#8211; Weapon durability that depletes with use<br \/>\n&#8211; Projectile types: bullet, flare, rocket, and spread (shotgun-style)<br \/>\n&#8211; **Bullet gravity** \u2014 shots drop over distance, rewarding range compensation<br \/>\n&#8211; Headshot and critical hit system with configurable chances and bonus damage<br \/>\n&#8211; Bullet penetration through blocks and multiple entities with damage falloff<br \/>\n&#8211; Ricochet off configurable surface materials \u2014 bounces along the block normal<br \/>\n&#8211; Accuracy spread that increases as you fire and resets over time<br \/>\n&#8211; Recoil patterns that push the camera per shot<br \/>\n&#8211; Bullet flyby and impact sounds heard by nearby players<br \/>\n&#8211; Weapon modifiers: armor piercing, flat damage, block breaking, and bullet<br \/>\n  tracers<br \/>\n&#8211; **Block regeneration** \u2014 broken blocks can restore, uncrack, or stay<br \/>\n  destroyed per weapon (`RESTORE`, `CRACK_ONLY`, `DESTROY`)<br \/>\n&#8211; **Melee weapons** \u2014 knives, machetes, and crowbars with range, knockback,<br \/>\n  and per-hit cooldowns<br \/>\n&#8211; **Incendiary weapons** \u2014 flamethrower-style cone fire spray that ignites<br \/>\n  everything in its arc<br \/>\n&#8211; **Biological weapons** \u2014 hold-to-charge syringe guns that apply potion<br \/>\n  effects on impact<br \/>\n&#8211; **Throwables** \u2014 grenades, molotovs, flashbangs, smoke grenades, and<br \/>\n  tomahawks, with bounce physics, fuse timers, blast radius, and stackable<br \/>\n  UUIDs<br \/>\n&#8211; In-world holograms for dropped weapons<br \/>\n&#8211; \ud83c\udfb5 Resource pack integration for custom sounds<\/p>\n<p>&#8212;<\/p>\n<p>### 2. \ud83d\udc65 Gang System<\/p>\n<p>Gangs are the social backbone of the plugin.<\/p>\n<p>&#8211; Create a gang for a configurable fee \u2014 the creator becomes the owner<br \/>\n&#8211; Invite players, promote and demote members, and kick lower-ranked members<br \/>\n&#8211; Tiered rank hierarchy with custom permission inheritance \u2014 Recruit up to Leader<br \/>\n&#8211; \ud83e\udd1c\ud83e\udd1b Gang alliances with bidirectional agreement and friendly-fire protection<br \/>\n&#8211; Shared gang bank with a per-member contribution tracker<br \/>\n&#8211; Proportional bank payout when a gang is disbanded<br \/>\n&#8211; Customizable gang name, display name, color, and description<br \/>\n&#8211; Gang-restricted waypoints that act as private safe zones<\/p>\n<p>&#8212;<\/p>\n<p>### 3. \ud83d\udcb5 Economy &#038; Banking<\/p>\n<p>Every player has two separate money pools \u2014 cash on hand and a tiered bank balance \u2014 plus a **Banker NPC** that<br \/>\nserves as the physical deposit counter.<\/p>\n<p>&#8211; Personal cash balance \u2014 spent on gang creation, teleportation, bounties, trader buys, and more<br \/>\n&#8211; **Four-tier bank ladder** \u2014 Basic \/ Premium \/ Elite \/ Vault, each with its own max balance, daily deposit cap,<br \/>\n  interest rate, death-loss discount, and weekly \/ monthly free-loan deposits<br \/>\n&#8211; \ud83c\udfe6 **Banker NPC** \u2014 a stationary Citizens NPC that opens the bank UI on right-click; scatter as many as you want<br \/>\n  without per-NPC configuration<br \/>\n&#8211; \ud83d\udcb0 **Rolling-window daily cap** \u2014 deposits are rate-limited over a true 24h window, not until midnight<br \/>\n&#8211; \ud83d\udcc8 **Continuous interest** \u2014 bank balance earns a fraction per 24h, clamped at the tier `Max_Balance`<br \/>\n&#8211; \ud83d\udc80 Death penalty: lose a configurable percentage of your **cash** (bank balance is safe; higher tiers reduce<br \/>\n  the loss)<br \/>\n&#8211; **BigDecimal money math** \u2014 bank arithmetic uses `BigDecimal` so large balances don&#8217;t drift<br \/>\n&#8211; **Cash pickup items** \u2014 drops are real items players loot, with small \/ medium \/ large variations in<br \/>\n  `money.yml`<br \/>\n&#8211; **Per-source drop rules** \u2014 `Player_Kill`, `Civilian_Kill`, `Cop_Kill`, etc. each pick a variation, amount<br \/>\n  range, and drop chance<br \/>\n&#8211; Vault integration support for cross-plugin compatibility<br \/>\n&#8211; Optional player targets on every bank command \u2014<br \/>\n  `\/glw bank deposit <amount> [player]`, `\/glw bank withdraw <amount> [player]`<br \/>\n&#8211; Admin economy commands to deposit, withdraw, set, or reset balances for individual players or all online<br \/>\n  players<\/p>\n<p>&#8212;<\/p>\n<p>### 4. \ud83c\udf1f Bounty &#038; Wanted System<\/p>\n<p>A risk-vs-reward layer on top of all PvP.<\/p>\n<p>&#8211; Kill combos accumulate wanted stars \u2014 up to \u2b50\u2b50\u2b50\u2b50\u2b50 with escalating consequences<br \/>\n&#8211; Each star tier spawns more cops and drains money from the player at an increasing rate<br \/>\n&#8211; Stars decay over time, with higher-star players waiting longer between each reduction<br \/>\n&#8211; Attacking a non-hostile civilian now also increments the wanted level<br \/>\n&#8211; Dying immediately clears all wanted stars<br \/>\n&#8211; \ud83d\udcb0 Bounties can be placed by players spending their own money or set by admins<br \/>\n&#8211; Kill bounties multiply over time for players on sustained hot streaks<br \/>\n&#8211; Configurable caps on maximum bounty per player<br \/>\n&#8211; `\/glw wanted clear <player>` \u2014 admin command to reset stars without killing<\/p>\n<p>&#8212;<\/p>\n<p>### 5. \ud83d\ude93 Cops N Crooks \u2014 *Module Complete*<\/p>\n<p>Fully AI-driven police NPCs powered by Citizens, sharing a unified NPC base<br \/>\nwith civilians. **0.7.5-DEV closes this module** \u2014 traders, bankers, and<br \/>\nbail all land in this release.<\/p>\n<p>&#8211; Officers spawn in the world when a player accumulates wanted stars<br \/>\n&#8211; Five cop tiers \u2014 Officer, Sergeant, Lieutenant, SWAT, and Military \u2014 each<br \/>\n  with higher stats and better equipment<br \/>\n&#8211; \ud83e\udd16 AI state machine: Pursuit \u2192 Combat \u2192 Cuffing<br \/>\n&#8211; Cops navigate via the shared `NPC_Navigation` tuning, so path-finding fixes<br \/>\n  land on cops and civilians in lock-step<br \/>\n&#8211; Lower-tier cops attempt to cuff and arrest; higher-tier cops skip cuffing<br \/>\n  and go lethal<br \/>\n&#8211; When one cop enters combat range, all nearby cops in the group are alerted<br \/>\n&#8211; Cops fall back to targeting their most recent attacker when no wanted<br \/>\n  target is in range<br \/>\n&#8211; 3D-aware despawn \u2014 cops no longer vanish when you climb a tower or dig a pit<br \/>\n&#8211; Configurable cop weapon pools \u2014 vanilla items or custom Gangland weapons<br \/>\n&#8211; Spawner placement system with intelligent fallback for areas without<br \/>\n  placed spawners<br \/>\n&#8211; Cop count scales with wanted level via a configurable formula<br \/>\n&#8211; `CopDeathEvent` fires for other listeners to react to fallen officers<\/p>\n<p>&#8212;<\/p>\n<p>### 6. \ud83d\udeb6 Civilians<\/p>\n<p>A new NPC class that shares the cop AI base \u2014 wander, flee, or fight. (Trade moved to dedicated **Trader NPCs**<br \/>\n\u2014 see next section.)<\/p>\n<p>&#8211; Civilian types are defined in `civilians.yml` with per-type entity,<br \/>\n  health, wearables, item pool, weapon pool, drops, and AI profile<br \/>\n&#8211; **Friendly civilians** wander and flee from danger; attacking them<br \/>\n  increments your wanted level<br \/>\n&#8211; **Hostile civilians** return fire using weapons from their pool<br \/>\n&#8211; **Per-type drop chances** \u2014 friendly and hostile civilians roll loot<br \/>\n  with distinct probability buckets<br \/>\n&#8211; Combat difficulty profiles \u2014 `EASY` \/ `NORMAL` \/ `HARD` \/ `DEADLY` \u2014 scale aim,<br \/>\n  reaction time, and fire rate<br \/>\n&#8211; Groups bind spawn points to a type with population caps, activation<br \/>\n  radius, and despawn radius \u2014 civilians appear when players walk in range<br \/>\n  and disappear when the area empties<br \/>\n&#8211; Shared navigation tuning with cops via `NPC_Navigation` in `settings.yml`<br \/>\n&#8211; `\/glw civilian \u2026` commands for manual spawn, despawn, and group control<\/p>\n<p>&#8212;<\/p>\n<p>### 7. \ud83d\uded2 Trader NPCs &#038; Shop API<\/p>\n<p>Stationary, damageable Citizens NPCs that run full shops.<\/p>\n<p>&#8211; **Buy, barter, sell, and tip** \u2014 four distinct transaction types per trader<br \/>\n&#8211; **Six built-in personality traits** (`easygoing`, `hotheaded`, `stubborn`,<br \/>\n  `generous`, `shrewd`, `timid`) with configurable mood gain rates, friend<br \/>\n  discount, barter policy, and max HP \u2014 add your own in `trader_traits.yml`<br \/>\n&#8211; **Per-player mood** \u2014 positive-only scalar that raises on purchases and<br \/>\n  tips; trader gives up to `Min_Friend_Discount` off at full mood<br \/>\n&#8211; **Pure-swap barter** \u2014 no money changes hands on a barter; items are<br \/>\n  valued against the trader&#8217;s trait and the shop&#8217;s category rates<br \/>\n&#8211; **Killable traders** \u2014 `Invulnerable: false` lets players rob a shop<br \/>\n&#8211; **Shop API** \u2014 the UI, persistence, and transaction pipeline live in a<br \/>\n  shared `gangland-ui\/shop-api` module for future shop surfaces<br \/>\n&#8211; **In-game admin editing** \u2014 spawn, edit shop key, edit trait, rename<br \/>\n  via anvil GUI, remove \u2014 no YAML wrestling day-to-day<\/p>\n<p>&#8212;<\/p>\n<p>### 8. \ud83d\udd12 Jail &#038; Detainment<\/p>\n<p>The outcome of a successful arrest \u2014 with four ways out.<\/p>\n<p>&#8211; Cops that successfully cuff a player initiate the detainment sequence<br \/>\n&#8211; Jailed players are held at a configured jail location with seized inventory<br \/>\n&#8211; \ud83d\udcb8 **Pay bail** \u2014 charges a cost scaling with wanted level; returns seized items<br \/>\n&#8211; \ud83e\udd1d **Bribe the cop** \u2014 handcuff-stage bribe (pre-jail) always succeeds if funded; jail-stage bribe rolls against<br \/>\n  a configured success chance with a fail-penalty sentence extension<br \/>\n&#8211; \ud83d\udcaa **Break free** \u2014 handcuffed players can tap-race their way out (25 taps in 40 ticks)<br \/>\n&#8211; \u23f2\ufe0f **Serve your time** \u2014 automatic release after a wanted-level-scaled sentence<br \/>\n&#8211; Admins can handcuff, jail, and release players manually<br \/>\n&#8211; Players cuffed at logout are auto-routed to jail on rejoin<br \/>\n&#8211; Every release path funnels through a single `ReleasePipeline` \u2014 seized inventory restoration is consistent<\/p>\n<p>&#8212;<\/p>\n<p>### 9. \ud83d\udefb Gadgets \u2014 Cars &#038; Jetpacks<\/p>\n<p>A dedicated gadget module for drivable vehicles and deployable equipment.<\/p>\n<p>&#8211; **Cars** \u2014 drivable vehicles defined in `cars.yml` with per-vehicle max<br \/>\n  speed, acceleration, and fuel capacity<br \/>\n&#8211; Every parked car is saved to the database (position, fuel, exhaust side)<br \/>\n  and rehydrated on boot \u2014 curb-side parking survives restarts<br \/>\n&#8211; Wobble animation on idle cars, shift-safe interactions, and dedicated<br \/>\n  `refuel` \/ `defuel` commands<br \/>\n&#8211; **Jetpacks** \u2014 off-hand-equipped flight gadget with ramped thrust, fuel-<br \/>\n  per-tick gliding, particle exhaust, and sound effects<br \/>\n&#8211; Empty jetpacks trigger a timed refuel session instead of silently cutting<br \/>\n  out mid-air<br \/>\n&#8211; **Shared fuel component** \u2014 cars and jetpacks use the same `FuelContract`,<br \/>\n  so refuel items and UX are consistent across gadgets<\/p>\n<p>&#8212;<\/p>\n<p>### 10. \ud83d\udce6 Loot Chests &#038; Rewards<\/p>\n<p>Randomized reward containers placed anywhere in the world.<\/p>\n<p>&#8211; Admins designate any chest, barrel, or shulker box as a loot chest<br \/>\n&#8211; \u23f3 A countdown timer ticks down before the chest becomes openable<br \/>\n&#8211; \ud83d\udd0d **Item preview above the chest** while it ticks down \u2014 no blind clicks<br \/>\n&#8211; Five rarity tiers: Common, Uncommon, Rare, Epic, and Legendary<br \/>\n&#8211; Higher tiers require a lockpick or key \u2014 which hovers above the chest<br \/>\n  as a floating in-world item, resource-pack friendly<br \/>\n&#8211; **Drop-chance buckets** \u2014 per-item `COMMON` \/ `UNCOMMON` \/ `RARE` \/ `EPIC` \/ `LEGENDARY`<br \/>\n  decide how often each item rolls; tier gating controls which tables a chest<br \/>\n  can draw from (not individual items)<br \/>\n&#8211; Loot tables contain weapons, ammo, unique items, money, and XP<br \/>\n&#8211; Three built-in loot tables: Street Loot, Military Loot, and Supply Cache<br \/>\n&#8211; Weapon drops land as real weapon items under a floating **name hologram**<br \/>\n&#8211; Rewards also include a configurable random money and XP amount<br \/>\n&#8211; Level gating \u2014 certain tiers require a minimum player level to access<\/p>\n<p>&#8212;<\/p>\n<p>### 11. \ud83d\udee1\ufe0f Wearables<\/p>\n<p>Custom armor pieces with specialized damage reduction.<\/p>\n<p>&#8211; Wearables sit on top of vanilla armor and plug into Gangland&#8217;s full damage pipeline<br \/>\n&#8211; Configurable base damage reduction percentage per piece<br \/>\n&#8211; Seven protective traits: `REINFORCED`, `BULLETPROOF`, `PADDED`, `TOUGHENED`, `FIRE_RESISTANT`, `REACTIVE`, and<br \/>\n  `LIGHTWEIGHT`<br \/>\n&#8211; Traits from multiple pieces stack for combined protection<br \/>\n&#8211; Durability depletes as damage is absorbed<br \/>\n&#8211; Four built-in pieces: Police Vest, Police Helmet, Gang Jacket, and Heavy Vest<br \/>\n&#8211; Fully configurable via `wearables.yml` \u2014 add, modify, or remove pieces freely<\/p>\n<p>&#8212;<\/p>\n<p>### 12. \ud83d\udcca Player Leveling<\/p>\n<p>An XP-based progression system that gates access to higher rewards.<\/p>\n<p>&#8211; Players earn XP through kills, looting, and gameplay<br \/>\n&#8211; Configurable XP formula \u2014 early levels are quick, later levels are a meaningful grind<br \/>\n&#8211; Maximum level of 100 by default<br \/>\n&#8211; Skill upgrade system: spend money to purchase upgrades with cost scaling per level<br \/>\n&#8211; Level requirements on loot chest tiers<\/p>\n<p>&#8212;<\/p>\n<p>### 13. \ud83d\uddfa\ufe0f Waypoints &#038; Teleportation<\/p>\n<p>Named teleport destinations placed by admins.<\/p>\n<p>&#8211; Five waypoint types: Spawn, Gang, Safe Zone, Quest, and Global<br \/>\n&#8211; Configurable teleport cost, wait timer, and cooldown per waypoint<br \/>\n&#8211; \ud83d\udd4a\ufe0f Safe zones disable PvP for players inside them<br \/>\n&#8211; Gang waypoints are restricted to members of a specific gang<br \/>\n&#8211; Permission nodes auto-generated per waypoint for fine-grained access control<br \/>\n&#8211; Teleport cancels if the player moves or takes damage during the wait timer<br \/>\n&#8211; Chat output includes hover and click events to teleport directly<\/p>\n<p>&#8212;<\/p>\n<p>### 14. \ud83e\udea7 Trade Signs<\/p>\n<p>In-world buy and sell signs for weapons and ammunition.<\/p>\n<p>&#8211; Place signs that let players buy or sell weapons and ammo at fixed prices<br \/>\n&#8211; Two sign types: weapon signs and ammo signs<br \/>\n&#8211; Throwables bought from signs stack with looted ones via shared UUIDs<br \/>\n&#8211; No additional plugin is required \u2014 works entirely within Gangland Warfare<br \/>\n&#8211; Configurable item, price, and quantity per sign<\/p>\n<p>&#8212;<\/p>\n<p>### 15. \ud83d\udccb Scoreboard<\/p>\n<p>Live stat display for players.<\/p>\n<p>&#8211; Animated titles with configurable scroll speed<br \/>\n&#8211; Displays money, level, wanted stars, gang name, and other live values<br \/>\n&#8211; Multiple scoreboard drivers supported<\/p>\n<p>&#8212;<\/p>\n<p>### 16. \ud83c\udf92 Unique Items<\/p>\n<p>Special items with controlled inventory behavior.<\/p>\n<p>&#8211; \ud83d\udcf1 Phone \u2014 permanently in the last hotbar slot, given on join and respawn, cannot be dropped<br \/>\n&#8211; \ud83d\udd11 Lockpick \u2014 consumable required to unlock Rare loot chests<br \/>\n&#8211; \ud83d\udddd\ufe0f Epic Key and Legendary Key \u2014 required for Epic and Legendary chest tiers<br \/>\n&#8211; Configurable auto-give on join, slot pinning, drop-on-death, and duplicate rules<\/p>\n<p>&#8212;<\/p>\n<p>### 17. \ud83d\udda5\ufe0f Server Infrastructure<\/p>\n<p>Backend features for operators and developers.<\/p>\n<p>&#8211; MySQL and SQLite support via HikariCP \u2014 selected in `settings.yml`<br \/>\n&#8211; **Beans-based bootstrap** \u2014 phased dependency-injection pipeline<br \/>\n  (KERNEL \u2192 FILE \u2192 DATABASE \u2192 CONFIG \u2192 LIFECYCLE \u2192 LISTENER \u2192 COMMAND) with<br \/>\n  auto-registered `@Bean`, `@ListenerHandler`, and `@CommandHandler` classes<br \/>\n&#8211; **YAML validation layer** \u2014 every loader reports unknown keys with file +<br \/>\n  line number, so stale settings never silently rot between releases<br \/>\n&#8211; **Reload regeneration** \u2014 missing config sections are rewritten on<br \/>\n  `\/glw reload`; a missing file is recreated from the jar with an init retry<br \/>\n&#8211; **Debug logging block** \u2014 per-module `DEBUG` toggle in `settings.yml`,<br \/>\n  no JVM flags required<br \/>\n&#8211; **Vault permission integration** \u2014 soft-dep; falls back to the built-in<br \/>\n  permission system when Vault is absent<br \/>\n&#8211; `\/glw permissions` command for inspecting \/ granting \/ revoking permissions<br \/>\n  in-game<br \/>\n&#8211; `\/gangland` alias for `\/glw`<br \/>\n&#8211; Batched database queries to reduce individual query overhead<br \/>\n&#8211; Automatic periodic data saving and cache cleanup<br \/>\n&#8211; \ud83c\udf10 Multi-language message support with jar-bundled fallback<br \/>\n&#8211; Resource pack auto-loading on join<br \/>\n&#8211; Custom scoreboard via FastBoard<br \/>\n&#8211; \ud83e\uddf0 Public developer API with events for weapons, cops, civilians, traders,<br \/>\n  bounty, and more<\/p>\n<p>&#8212;<\/p>\n<p>## \ud83d\udea7 Upcoming Features<\/p>\n<p>The following systems are actively in development:<\/p>\n<p>&#8211; \ud83d\udd10 Safe Cracking Minigame and Advanced Chest Mechanics<br \/>\n&#8211; \u2694\ufe0f Gang Attacks and Turf Wars<br \/>\n&#8211; \ud83c\udfc6 Challenges and Competitive Events<br \/>\n&#8211; \ud83c\udfcd\ufe0f More Vehicle Types (motorcycles, boats, aircraft)<br \/>\n&#8211; \ud83c\udfe0 Purchasable Houses and Properties<br \/>\n&#8211; \ud83c\udfe6 Player-to-Player Market \/ Auction House<br \/>\n&#8211; \ud83d\udcdc Quest and Mission System<\/p>\n<p>&#8212;<\/p>\n<p>## \ud83d\udccb Requirements<\/p>\n<p>| Requirement       | Details                                                    |<br \/>\n|&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;-|&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;|<br \/>\n| Minecraft version | 1.20+ (tested; earlier versions are partially implemented) |<br \/>\n| Java              | Java 21 or newer                                           |<br \/>\n| Server platform   | **Spigot** (Paper-only APIs are not used)                  |<br \/>\n| Required plugins  | NBTAPI, Citizens                                           |<br \/>\n| Optional plugins  | PlaceholderAPI, Vault, ViaVersion                          |<\/p>\n<p>&#8212;<\/p>\n<p>## \ud83d\udce5 Installation<\/p>\n<p>1. \u2b07\ufe0f Download the latest JAR from the releases section.<br \/>\n2. \ud83d\uded1 Stop your Minecraft server.<br \/>\n3. \ud83d\udcc2 Place the JAR in your server&#8217;s `plugins\/` folder.<br \/>\n4. \u25b6\ufe0f Start the server to generate configuration files.<br \/>\n5. \u2699\ufe0f Configure the plugin under the `Gangland_Warfare\/` folder.<br \/>\n6. \ud83d\udd04 Use `\/glw reload` to apply configuration changes without restarting.<\/p>\n<p>&#8212;<\/p>\n<p>## \u2764\ufe0f My Journey<\/p>\n<p>Gangland Warfare is the culmination of 5 years of passionate development, countless hours of recoding, refactoring, and<br \/>\nrelentless improvement. Originally known as Cubed-GTA, this plugin has been completely rewritten from the ground up with<br \/>\na modular, multi-module architecture to deliver the ultimate GTA-style experience in Minecraft.<\/p>\n<p>What started as a simple concept has evolved into a full-fledged urban warfare plugin through multiple development<br \/>\ncycles, periods of burnout, and continuous iteration. Every part of the codebase has been crafted to ensure stability,<br \/>\nperformance, and an immersive gameplay experience.<\/p>\n<p>Though the full game loop is still being fleshed out, this development build represents a major milestone. Community<br \/>\nfeedback is appreciated \u2014 the comments section is the right place for it. \ud83d\ude4f<\/p>\n<p>&#8212;<\/p>\n<p>## \ud83d\udd14 Disclosures<\/p>\n<p>### \ud83d\udd04 Automatic Update Checker<\/p>\n<p>On startup, the plugin automatically contacts the SpigotMC API (`api.spigotmc.org`) every 6 hours to check whether a<br \/>\nnewer version of the plugin is available. This is a read-only request \u2014 no player data or server data is sent. Operators<br \/>\nwith the appropriate permission are notified in-game if an update is found.<\/p>\n<p>### \ud83c\udfa8 Automatic Resource Pack Push<\/p>\n<p>If the resource pack feature is enabled in `settings.yml`, the plugin automatically sends a resource pack download<br \/>\nprompt to every player when they join the server. Players are directed to a URL configured by the server administrator.<br \/>\n> Players may accept or decline the prompt; declining does not prevent them from playing unless the server admin has<br \/>\n> enabled the kick-on-decline option.<\/p>\n<p>&#8212;<\/p>\n<p>## \ud83d\udcac Support &#038; Feedback<\/p>\n<p>&#8211; \ud83d\udc1b Bug reports: open an issue on the GitHub repository<br \/>\n&#8211; \ud83d\udd04 Configuration changes take effect with `\/glw reload` or a server restart<br \/>\n&#8211; \ud83d\udcd6 Full documentation is available in<br \/>\n  the github page<\/p>\n<p>> \u26a0\ufe0f This plugin is actively under development. Bugs are expected. Please report them rather than leaving a low rating \u2014<br \/>\n> every report helps. Don&#8217;t forget to leave a \u2b50\u2b50\u2b50\u2b50\u2b50 rating if you enjoy it!<\/p>\n<p>&#8212;<\/p>\n<p>*All commands use the `\/glw` dispatcher (alias: `\/gangland`).*<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Turn your server into a living crime world with gangs, guns, bounties, and progression<\/p>\n","protected":false},"featured_media":74789,"template":"","meta":{"_minecraft_slug":"gangland-warfare","_minecraft_project_id":"C8U8ZIaj","_minecraft_author":"LuckyRaven","_minecraft_license":"GPL-3.0-or-later","_minecraft_downloads":52,"_minecraft_follows":0,"_minecraft_client_side":"unsupported","_minecraft_server_side":"required","_minecraft_storage_type":"zip","_minecraft_archive_name":"gangland-warfare.zip","_minecraft_size_bytes":8095464,"_minecraft_version_count":3,"_minecraft_updated_at":"2026-05-15T21:01:07.056054Z","_minecraft_date_created":"2026-03-26T02:04:32.693583Z","_minecraft_date_modified":"2026-04-22T15:06:08.630357Z","_minecraft_project_url":"https:\/\/modrinth.com\/mod\/gangland-warfare","_minecraft_icon_attachment_id":74789,"_minecraft_imported_at":"2026-06-04T08:11:29+00:00","_minecraft_import_hash":"b1406e9305eef34bd2b5e9150345b72f","_minecraft_versions":"","_minecraft_links":"","_minecraft_gallery":"","_minecraft_api_metadata":""},"mod_category":[87,43,844,88,89,866,137,127,129,869],"mod_loader":[132,134],"minecraft_version":[59,62,41],"class_list":["post-74788","mod","type-mod","status-publish","has-post-thumbnail","hentry","mod_category-adventure","mod_category-cursed","mod_category-economy","mod_category-equipment","mod_category-game-mechanics","mod_category-minigame","mod_category-mobs","mod_category-paper","mod_category-spigot","mod_category-transportation","mod_loader-paper","mod_loader-spigot","minecraft_version-1-20","minecraft_version-1-21","minecraft_version-1-21-11"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.6 - 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