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Other Mechanics

Systems that don’t fit cleanly into other feature pages.

Spawn Protection

  • PvP-free ring — Square centered on world spawn (default ±500 X/Z). Player damage is cancelled and combat-tagged players are bounced to the edge rather than allowed to kite into safety.
  • Build-safe core — Inner square (default ±100) removes hunger drain and blocks block interaction/breaking/placing, TNT-based grief, and miscellaneous hazards.
  • Hazard guard — TNT, TNT minecarts, respawn anchors, lava buckets, flint & steel, and end crystals are blocked anywhere inside the PvP-safe zone.

World Border Automation

  • Starting size: 9 000 × 9 000 at launch.
  • Daily growth: +2 000 blocks each day at 12:00 until reaching 25 000. The ramp completes by the first Saturday of the season.
  • Smooth transitions: Expansions happen over 60 seconds for a visible push rather than an instant snap.
  • Safety net: A Folia-safe BorderTeleportWatcher sweeps once per second. Anyone who somehow ends up outside is gently teleported to the closest solid block just inside the border. Temporary invulnerability from the teleport is cleared so PvP stays fair.

Difficulty Curve

  • Easy — Season launch → first Wednesday 00:00.
  • Normal — Wednesday 00:00 → first Saturday 00:00.
  • Hard — First Saturday 00:00 onward.

Announcements for each shift fire in game and in Discord announcements, complete with timestamp formatting.

Crowd Spread Watcher

When a large number of players cluster in a tight radius (default ≥10 players within 3 blocks), a background watcher redistributes them onto a ring with safe spacing (respecting world borders and spawn protection). This prevents lag piles, particularly during large events or farm AFK parties. Cooldowns prevent constant nudging.

PvP Explosive & Item Nerfs

To keep fights decided by player skill rather than one-click combos:

  • End crystals, anchor explosions, beds in the Nether/End, and TNT minecarts soften when multiple players are nearby and no longer apply combat tags.
  • Instant-damage arrows are converted to fixed chip damage and then removed; splash harming is reduced significantly.
  • Respawn anchors outside their native dimension create a contained burst instead of a full blast.
  • Mace criticals respect a configurable max-heart cap to avoid one-shotting fully geared players.

End Access

The End unlocks exactly two weeks after the configured season start at 12:00. Attempts to enter before unlock cancel the interaction and display a boss bar countdown with the remaining time.