/formation
Inspects active formations, maintains their ownership lists, previews a formation's shape and writes a formation into a plate. Every node also exists as /mxt formation ….
/formation ...... listLists every active formation in the current dimension: its ID, its controller position, its radius, its ownership list, the upkeep payments it has already paid, and its stored aura when it has any.
... infoLists the formations covering your position; overlapping ones are all listed rather than one being picked.
... upkeepLists, for every formation covering your position, what the next upkeep period still asks of the payer.
... owners <pos>Prints the ownership list recorded on that controller (a set of UUIDs).
... owners <pos> add|remove <player>Adds or removes one owner (needs the
gamemasterpermission).... show <formation>Opens a structure preview on the client: the shape the formation declares is built up layer by layer, and you can drag to turn it and click the timeline to jump to a layer.
... bind <formation>Writes the named formation into the formation plate in your main hand (needs the
gamemasterpermission).
upkeep
Once the ground supply and the array's own stock are counted, what is left is what the payer's account is really charged, written as amount resource-id. It is the advance notice of the maintenance bill and goes through the same plan the charge itself uses (FormationService.MaintainRule.remaining), so the number shown is the number that will be taken; owed=- means the period is already covered.
owners
Ownership is a set of UUIDs: everyone on the list counts as an owner, so mxt:formation_owner, the dismantle permission and the per-entity actions' "owner" and "allies" targets all read that whole set; the friend system likewise asks every owner, and a friend of any one of them counts. Adding somebody already on the list, or removing somebody who is not, answers honestly and changes nothing.
show
Run by a player, no permission needed. The shape is resolved on the server and sent with the packet — a structure_template is server-side data and the client may not hold the same packs. Blocks come from the template's first palette, and air cells are not drawn. A formation with structure_check: always declares no shape at all, so it says so instead of opening an empty view. Hovering a cell highlights that block with a white outline and shows its item tooltip.
bind
The plate is the only item that can carry a formation into the world and its binding lives in an item component, so this command is the way to obtain a usable plate in survival. Tab completion offers every formation in the registry (no longer only the ones this plate allows), but the allow list still gates the write: one outside it is refused without touching the plate; rebinding overwrites the previous value, and a mistyped ID never even parses, so the plate keeps whatever it had.
Formation Plates
The plate's dismantling entry point is not a command: using a plate on an already active controller dismantles that formation. You have to be the formation's owner or an operator; once the server option Server Config → Formations → Teammates Can Dismantle is on, the owner's friends — which includes teammates and allies when FTB Teams is installed — may dismantle it too.
Activation uses the plate as well: right-click the controller while holding a bound plate. An unbound plate identifies the formation under your feet by itself (it compares every structure its allow list admits and the one nearest the click wins; on by default, and switchable with Server Config → Formations → Plate Auto-Detect). Clicking one block off is not a failure — the nearest centre satisfying the structure within the 3×3×3 around the click is taken, so the centre block does not have to be hit exactly, and a clicked position that works itself always wins. Dismantling runs through the same lookup, so right-clicking the block next to an active formation takes it down just as well.