Place a Core to claim your base
The Core is a block that protects everything around it — as long as you keep feeding it iron.
- Place it. Wherever you put it, you're the owner — no one else can claim inside its range.
- Feed it iron. Right-click to open its 9-slot inventory and drop in iron ingots — any slot works.
- Watch it charge. The front panel fills with a glowing bar as it counts toward its next burn. A light on top blinks green once it's active.
- Keep it fed. If it runs dry, the charge bar empties and protection pauses until you refuel it.
- Not near spawn. Cores must be at least 100 blocks from world spawn, so the spawn area stays open ground.
If a raider is inside your claim with an active EMP, the top light switches from its slow green blink to three quick red flashes, then a pause — a raid alert you can spot from a distance.
Add allies with a command
Owners can share access with friends — no one else gets a say.
- Stand within 8 blocks of a Core you own and type
/raidcore ally <player>to make someone an ally. The same command again removes them. /raidcore allieslists who is allied with the Core you're standing by.- Allies can build, open and fight inside the claim, but only the owner manages the list.
- Allies also pass the teleport guard:
/home,/tpaand the rest can bring an ally into the base, and nobody else.
What an active Core actually protects
While fueled, the claim locks down blocks and non-hostile mobs for everyone but the owner and allies.
| Inside the zone | Owner / ally | Anyone else |
|---|---|---|
| Place / break blocks | Allowed | Blocked |
| Open doors, levers, containers | Allowed | Blocked |
| Attack tamed animals & villagers | Allowed | Blocked |
| Break a chest | Allowed | Blocked — even with an EMP |
| Teleport in with a command | Allowed | Blocked |
Get close to the edge and you'll see a faint line of particles tracing the boundary — that's the only visible sign a claim is there. The claim is a band 20 blocks above and below the Core, so digging far beneath a base is outside it.
Build an EMP to raid someone else's base
A handheld device that lets you punch through another Core's protection — within limits.
- Hold it and right-click on nothing (open air) to switch on raid mode.
- Walk into a claim. While raid mode is on, you can place, break, and interact with blocks there — same as the owner can.
- Chests still say no. Raid mode doesn't open them — that needs a Picklock (below).
- Watch your charge. It drains while raid mode is on and turns itself off at zero.
Recharge and customize it on a Charging Stand
A small dock that holds one EMP at a time — everything here is a direct right-click, no menu.
| Right-click the stand while holding… | What happens |
|---|---|
| An EMP | Docks it — you'll see the actual device sitting on top. |
| Anything else (or empty hand) | Undocks it back into your inventory. |
| Any dye | Recolors the docked EMP's body. |
| A Picklock | Consumes it, adds 1 picklock charge to the EMP. |
| An Lhack | Consumes it, adds 1 lhack charge to the EMP — separate from picklock charges. |
Craft Picklocks to get into chests
The one thing raid mode can't do on its own — this finishes the job.
- Load one or more onto your EMP at a Charging Stand (see above).
- Right-click a protected chest — if the EMP has a charge loaded, it opens and you loot it.
- Each open costs 1 picklock charge. The chest stays intact — you're unlocking it, not breaking it.
- Works whether or not raid mode is currently switched on.
Doesn't work on a chest guarded by a Code Pad — that needs an Lhack instead. See below.
Code Pads lock a chest down harder
A step up from a plain protected chest — picklocks won't touch it, only a proper hack will.
- Place it directly against a chest face. It needs a chest right behind it, or it refuses to place.
- It replaces the picklock bypass entirely — a picklock-loaded EMP does nothing on a Code-Pad-guarded chest.
- Owners and allies aren't affected — just open the chest itself as normal.
- Moving it is easy for owners: mine it off with any pickaxe and it drops itself. Raiders can't break it — not even with an active EMP — so the only way through is the hack below.
- It keeps up with you: break the chest and the pad pops off as an item instead of floating there, and one pad guards both halves of a double chest.
- Load it onto your EMP at a Charging Stand, same as a Picklock — it gets its own separate charge count.
- Right-click the Code Pad with a charged EMP and hold — a 5-second hack begins with an action-bar progress readout.
- Walking too far away or letting go early cancels for free — no charge lost.
- Finishing costs 1 lhack charge either way, then rolls a small chance to fail.
Server-wide rules
These apply to everyone, no matter who owns what.
- The world is 10,000 blocks in every direction from 0,0 — Overworld, Nether and End alike. A warning tints your screen 100 blocks before the border.
- The End is closed for now. End portals will not take you there and no teleport can land you there until staff open it.
/endtells you the current state. - The Nether roof. Above the Nether's flat bedrock ceiling is out of bounds — reach it and you're teleported straight back to wherever you last stood, instantly.
- Deep or sky bases. A Core more than 10 blocks above or below the surface won't place at all, in any dimension.
- Teleports take ten seconds.
/home,/spawn,/back,/warp,/rtpand accepted/tparequests count down in blue above your hotbar before they fire. Moving or taking damage cancels the trip. - No teleporting into bases.
/home,/back,/tpa,/warp,/spawnand/rtprefuse to land you inside a claim you can't build in. Setting a home inside someone's base while raiding buys you nothing. - Combat logging counts as a death, and leaves a gravestone. Log out within 30 seconds of player combat and you die where you stood. Everything you carried, armour and offhand included, goes into a gravestone block that anyone can open, and the whole server is told where it is. It vanishes once emptied. Teleport commands are also locked for those 30 seconds, and a bold red countdown above your hotbar shows how long you are still in PvP, turning green when you are out.
- Veinminer. A new enchantment for pickaxes and axes, found at the enchanting table, in loot and from librarians. Break one ore and up to four more of the same vein come with it; chop one log and the whole tree falls. Fortune and Silk Touch still apply, every block costs durability, and it never reaches into a base you couldn't mine by hand.
- Lag machines get throttled. Redstone that ticks more than 400 components a second in one chunk freezes for 30 seconds, dropped items merge and cap at 350 a chunk, boats and minecarts cap at 25, and large groups of the same mob stack into one with a name like Zombie x8 that splits back out as it takes hits.
Your Task Journal
Six tasks, assigned the moment you first join — locked in, yours alone, and recorded in a book. They are the spine of the season: the last one ends it.
- Task 1: Kill 500 of your mob. Everyone gets a different one, drawn from twelve commonly-found mobs — cow, pig, sheep, chicken, donkey, zombie, skeleton, creeper, spider, pillager or drowned. Rolled an Enderman? Your goal is 250 instead.
- Task 2 is a mystery roll from six possibilities — collect every flower (25%), catch every fish (20%), craft every food (20%), fell 400 trees (20%), sleep in the Nether (10%), or touch both the roof of the world and its lowest block (5%). Completing it hands you the Lucky Dice, which you'll need for the very last task.
- Task 3: wear a full set of netherite armour — helmet, chestplate, leggings and boots at once. Trims and enchantments don't matter.
- Task 4: open your card binder with
/book. Both the command and this page stay sealed until tasks 1, 2 and 3 are done. - Task 5: own one card of every rarity — a Rare, a Legendary and an Exotic. Treasure and Lethality cards aren't required. Reward: one random Exotic card. Revealed alongside task 4.
- Task 6: Clear the Island. Revealed once task 5 is done. Every card #0–#50 in your binder, the Sovereign Core in your possession, then roll the Lucky Dice standing at your own fuelled Core. 20% clears the island and lets you bind three cards — they can never be stolen or destroyed, and a cast copy returns to your binder. 80% burns one random card from your binder, the treasure included. One roll per hour; fill the hole and roll again.
- Fishing and food tasks come with checklists — extra journal pages listing exactly what's left, crossed off as you go. Fish only count when reeled in with a rod, and foods only when you craft them yourself.
- The book keeps itself current. Kill counts, checklists and crossed-out tasks update inside the journal on their own within a couple of seconds.
- Lost the book?
/journaltasksreissues it once per hour. Lost the dice?/dicereissues that once per hour too.
Beef
The Cheeseburger is the most filling food in the game — 8 nutrition and 15.2 saturation, just ahead of the golden carrot's 14.4. It's one of the foods the crafting task asks for, and it wears its own texture if you accept the server's resource pack.
Cards and the Binder
Fifty-three cards in five tiers, collected into a binder that only you can see — and summoned back out when you want to play one.
How cards arrive
- Nothing until the binder opens. Cards, deposits and the Card Tree are all sealed until tasks 1, 2 and 3 are done. A blank card that lands in a sealed player's hands stays blank, and can be handed to someone whose binder is open.
- Mobs you kill have a small chance to drop a blank card showing only its rarity. The moment it enters your inventory it resolves into a specific card, tells you which, and files itself into your binder.
- Card Deposits on the surface pay out cards at the same odds, and fragments the rest of the time — see the next section.
- Crafting in the Card Tree turns fragments into the exact card you want, once you've unlocked its branch.
- Trading needs the Trade card (#18): right-click it near another player, pick what you give and what you want back, and both of you confirm. The Trade card is spent.
- You can hold several copies of the same card, and the rarity sets the cap. Duplicates are trade stock, not duds.
| Rarity | Cards | Mob drop | Copies per player |
|---|---|---|---|
| Rare | 30 cards — the everyday finds, #1–#30 | 5% | 10 |
| Legendary | 15 cards — the hard-won ones, #31–#45 | 1% | 5 |
| Exotic | 6 cards — #0 and #46–#50, the raiding gear | 0.2% | 3 |
| Lethality | #52 Reverse Totem of Dying — only two exist in the world | 0.05% | 1 |
| Treasure | #51 The Sovereign Core — one in the world, ever | 0.05% | 1 |
The binder
/bookopens it: a grid of all 53 cards, each showing how many copies you hold and how many are out.- Click a card to summon one copy into your inventory as a real item. Now it can be cast, carried, dropped, looted off your corpse — or destroyed.
- Hold a card and click its slot to file it back, once it has been out for five minutes. A card you took off someone else files into your binder, and they lose the copy.
- Right-click a summoned card to cast it. Every card has an effect — a burst of ore, a blink, a shield on your Core, a decoy, a tracker. The copy is spent.
- A summoned card that burns, explodes or despawns is gone, and its slot in the world opens up again.
The Sovereign Core exists once. Whoever holds it pays no fuel on their Cores — and can only lose it when the card is destroyed, cast, or filed by someone who took it. The Reverse Totem of Dying spawns a totem that, on your death, kills your killer and leaves you standing.
Card Deposits, fragments and the Card Tree
A farmable surface block, a crafting currency, and a tree of unlocks that lets you build the rarest cards by hand.
Deposits
- Deposits generate on the surface across the whole world, roughly one small patch per chunk. With the server resource pack they are blocks of riveted, rusted iron with gold flecks that glimmer; without it they show as budding amethyst.
- Mine one with a pickaxe and it drops 1 to 3 things. Each is rolled on the same table as a mob kill: a card at mob odds, otherwise a card fragment, so a deposit is never empty.
- Only an open binder can mine them. Until tasks 1 to 3 are done the block simply will not break for you.
- A mined deposit goes dull and regrows in about half an hour while the chunk is loaded. Breaking the grey block destroys it for good.
- Deposits inside a claim belong to the claim — nobody else can mine them. Claim your farm.
Fragments
- Fragments come in the same five tiers as cards and only craft their own tier: rare fragments make rare cards, never legendaries.
- Higher tiers are as rare in fragments as in cards. A legendary fragment is a 1-in-100 drop, an exotic fragment 1-in-500, and nearly everything else that falls out is rare. Crafting an exotic by hand is a long road on purpose.
- They are ordinary items — chest them, sell them in the shop, lose them in a raid.
The Card Tree
/cardtreeopens a map of eleven nodes. Each node teaches a set of cards, costs fragments of its own tier to unlock, and needs the node before it.- The tree runs Rare → Legendary → Exotic → Lethality → Treasure, so the rarest cards sit at the far end of the longest path.
- Click an unlocked node to open its crafting page, then click a card to craft one copy out of fragments. Crafted cards go straight into your binder and obey the same copy caps and world limits as drops.
- A tier you can't drop yet this season can't be unlocked or crafted yet either.
| Tier | Unlock a node | Craft one card |
|---|---|---|
| Rare | 10 fragments for the root, 20 for each branch | 12 fragments |
| Legendary | 15 fragments | 10 fragments |
| Exotic | 10 fragments | 8 fragments |
| Lethality | 5 fragments | 6 fragments |
| Treasure | 5 fragments | 6 fragments |
The season runs in three phases
Two weeks each. Every phase changes how cards enter the world, and the last one is the endgame.
| Phase | What drops | Odds |
|---|---|---|
| Pre-season | Rare, Legendary, Exotic, Treasure | ×1.0 |
| 1 · Foundation | Rare and Legendary only | ×1.0 |
| 2 · Escalation | Exotic and Lethality unlock | ×1.25 |
| 3 · Endgame | Everything, the Treasure included | ×1.5 |
/seasonshows the phase, the day, the time left and what is dropping. The server list shows the phase too.- Card Deposits, mob drops and the Card Tree all follow the phase table.
- The endgame is where the Sovereign Core and the island clear become possible — the season ends when someone clears it.
Teams
Invite-only teams of two, coloured in the player list so everyone can see who is with whom.
/team create <name>starts one. Any member can/team invite <player>; the invite arrives with clickable Accept and Deny buttons and expires after two minutes.- Members show in the team's colour in the tab list, above their heads and in chat, with a [Name] tag in front.
/team info <player>tells you anyone's team;/team listshows them all. /tc <message>is team chat./team leaveleaves; a leaving leader hands the team to its longest-serving member. Leaders can/team kick,/team colorand/team disband.- Teams are social — they don't ally Cores by themselves. Ally your teammates on your Core too.
Coins, daily jobs and the shop
Coins have no item — they live in a ledger, move by command, and can't be duped, burned or looted from a chest.
Earning: /daily
- Three jobs a day, drawn for you from a pool of a hundred: break blocks, kill mobs, craft, hand things in, or fish. New jobs at midnight.
- Most jobs count on their own as you play. Hand-in jobs complete when you click them holding the goods. Each pays 25 to 150 coins on the spot.
Earning: Gilbert
/shop gilbertshows five orders a day, each paying well above what the goods are worth — from a few hundred coins for food up to thousands for the rarest items.- Click an order holding the goods to sell. Once filled, it greys out with the seller's name until the next Minecraft dawn brings five new orders. First to deliver gets the coins.
Spending: the market
/shopis every listing on the server. Hold a stack and type/shop sell <price>to list it — the items go into escrow and come back only if you take the listing down with/shop mine.- Up to five listings each, any price. Buying moves the coins to the seller even if they're offline, and the items to you. Cards can't be listed — that's what the Trade card is for.
/balshows your coins,/baltopthe ten richest players and your own rank,/pay <player> <amount>sends some, and/trade <player>opens a face-to-face trade of items and coins where both sides press Ready.
Spending: spawners
/shop spawnerssells mob spawners for serious money — 4,000 coins for a rabbit up to 60,000 for a wither skeleton. Place one and it works like any spawner. It can't be picked back up, and a raider who mines it destroys it.- The Iron Spawner (8,000) spins an iron ingot instead of a mob and makes 5 iron ingots every 10 seconds on top of itself while you're within 16 blocks. Set a hopper on top and it collects them all.
Commands
Type /commands in game for this list filtered to what you can actually use.
| Command | What it does |
|---|---|
/raidcore ally <player> | Ally someone with the Core you're standing by. /raidcore allies lists them. |
/journaltasks | Reissue your Task Journal (once an hour). |
/book | Your card binder, once tasks 1–3 are done. |
/cardtree | The card crafting tree. |
/dice | Reissue a lost Lucky Dice; /dice bind resumes choosing bound cards. |
/season | Which phase the season is in. |
/daily | Your three paid jobs for today. |
/shop | The market. Also /shop sell <price>, /shop mine, /shop gilbert, /shop spawners. |
/bal · /baltop · /pay · /trade | Coins, the richest players, sending coins, and face-to-face trades. |
/team · /tc | Teams and team chat. /team help for the subcommands. |
/home <name> · /sethome · /delhome · /homes | Two homes each. Cannot land inside a base you don't belong to. |
/tpa · /tpahere · /tpaccept · /tpdeny | Teleport requests. |
/spawn · /back · /rtp · /warp | Spawn, where you teleported from, a random spot in the wild, public warps. |
/afk · /nickname set · /msg | The everyday ones. |
/rules · /discord · /website | The rules and the links. |
/playtime · /seen <player> | Time played, last online. |
Patch Notes
Everything that's changed, newest first. Everything runs on the server, so there is never anything to install.
- Staff can now set, inflate and reset spawner shop prices, one at a time or all at once. The shop always shows the current price.
- Teams are now two players, down from five.
- New:
/baltopshows the ten richest players and where you stand. - New: the Creator role. Holders show in the player list in bold, fading from blue to cyan.
- Moving during the ten-second teleport wait now cancels it, with a red notice above the hotbar. Damage already did.
- While you are tagged in PvP a bold red countdown sits above the hotbar; the moment the tag ends it turns to a green "Out of PvP".
- A player who logs out in combat now leaves a gravestone holding their entire inventory, armour and offhand. Anyone can open it, even inside a claim; it disappears when emptied, and its location is announced to everyone.
- Every teleport command now waits ten seconds, with a blue countdown above the hotbar. Damage cancels it.
- Fixed: the Task Journal only showed the progress it had when it was handed out. It now rewrites itself in your inventory as you play, so kill counts and checklists move without
/journaltasks.
- Staff can close and open the End. While closed, end portals go nowhere and no teleport lands there; leaving the End always works.
/endshows the state.
- Card Deposits have their own look: riveted, rusted iron with glimmering gold flecks, dull and grey once mined. Accept the server resource pack to see it; without it they stay budding amethyst and tuff.
- New enchantment: Veinminer for pickaxes and axes. Five ore blocks per swing, a whole tree per chop. Enchanting table, loot and librarian trades.
- Cards are sealed until tasks 1 to 3 are done: no mob drops, no mining Card Deposits, no Card Tree, and blank cards stay blank in sealed hands.
- Fragments now drop on the card table itself, so legendary and exotic fragments are as rare as the cards they build. Most of what falls out of a deposit is a rare fragment.
- New card: #34 Mending Heart (Legendary) replaces Prismarine Shard. Cast it and your health and hunger are back to full at once.
- Everyone gets two homes now:
/sethome <name>twice,/home <name>to go. - The world was reset for the season. Spawn sits on open grass near the centre of the border.
- New in the spawner shop: the Iron Spawner, 8,000 coins. A spawner that spins an iron ingot inside and produces 5 ingots every 10 seconds on top of itself while a player is within 16 blocks. A hopper on top collects every one.
- New:
/shop spawners— 26 mob spawners from 4,000 to 60,000 coins. Bought spawners place as real spawners, can't be picked back up, and are destroyed if a raider mines them.
- New:
/daily— three paid jobs a day from a pool of a hundred, drawn per player. This is where coins come from. - New:
/shop— a market where anyone can list up to five items at their own price. Items sit in escrow; coins reach the seller even offline. - New: Gilbert, the server's buyer — five orders a day at generous prices, each filled once, reset at dawn.
- Task 6 is live. With a full binder and the Sovereign Core, roll the Lucky Dice at your own fuelled Core: 20% clears the island, 80% burns a random card.
- Clearing lets you bind three cards: never stolen, never destroyed, and a cast copy returns to your binder after five minutes.
- The Lucky Dice finally does something.
/dicereissues a lost one.
- New:
/team— invite-only teams of five, coloured in the player list, with team chat. - New:
/commands,/discord,/website,/playtime,/seen, and the/sethome,/delhome,/homes,/home <name>shortcuts. - Teleport commands can no longer land you inside a base you can't build in.
- The world is now 10,000 blocks in every direction.
- New: Card Deposits — purple crystal blocks on the surface that pay out cards at mob odds and fragments otherwise, and regrow after mining.
- New: fragments, a per-tier crafting currency, and the Card Tree (
/cardtree): eleven nodes that unlock crafting of rarer and rarer cards. - Fixed: mined deposits vanishing instead of turning grey.
- New: the season clock. Three two-week phases that decide which card tiers can drop, with the endgame at the end.
/seasonshows where we are, and so does the server list.
- The server-list title fades blue to purple. The Cheeseburger drops, crafts and eats like a normal food again, with its old texture through the optional server resource pack.
- New tier: Lethality, and its first card, #52 Reverse Totem of Dying — the totem that kills your killer. Only two exist in the world.
- Task 5 is revealed as soon as tasks 1–3 are done. Operator tools for testing binders.
- All fifty regular cards now have an effect when cast — ore, mobility, defence, sabotage and tracking, in the spirit of Greed Island.
- Anti-lag: same-type mobs stack into one that splits as it takes hits, redstone that ticks too fast freezes for 30 seconds, dropped items merge and cap per chunk, vehicle caps, oversized-item screening on join, and non-ASCII sign spam is refused.
- You can hold several copies of the same card; the rarity sets the cap. Duplicates are trade stock.
- Task 5: own one card of each rarity. Reward: a random Exotic.
- New: coins (
/bal,/pay) and/trade, a face-to-face trade screen for items and coins. - New: card trading through the Trade card (#18) — a nearby-player picker, give-and-want selection, both parties confirm, caps respected.
- Mobs drop blank cards by rarity, 5% down to 0.05%. Picking one up identifies it and files it in your binder; summon it out with a five-minute return timer.
- The treasure is unique in the world and re-enters the drop pool only when destroyed, cast or stolen.
/bookstays sealed until tasks 1–3 are done.
- A claim now protects 20 blocks above and 20 below the Core, not the full height of the world.
- Cores can't be placed within 100 blocks of world spawn.
- The mod now runs entirely on the server. Players join with vanilla Minecraft 1.21.11 — nothing to install. Ally management moved from the Core's screen to
/raidcore ally.
- Task 1 now draws from 12 mobs instead of 31, dropping the rare and biome-locked spawns so nobody is handed a 500-kill goal they can barely find.
- Friendly: cow, pig, sheep, chicken, donkey. Hostile: zombie, skeleton, creeper, spider, pillager, drowned. Enderman stays at its reduced 250 goal.
- New: the card binder. Type /book to open a 52-slot album holding cards #0–#50 plus one treasure card.
- Four rarities — Rare (blue), Legendary (purple), Exotic (red) and the single Treasure card (gold). Missing cards show as grey "???" slots.
- Task 4 is opening your binder for the first time — and its journal page stays scrambled into unreadable glyphs until tasks 1–3 are all done.
- Fixed: the journal no longer asks anyone to kill "500 Sheeps".
- Task 3 is live and identical for every player: wear a full set of netherite armour — all four pieces at once. Trims and enchantments make no difference.
- Task 2's pool is now complete, rolling at its final rates: 5% world extremes, 25% flowers, 10% Nether sleep, 20% fishing, 20% foods, 20% trees.
- New: catch every variety of fish with a rod, craft every type of food, and cut down 400 trees, each with a journal checklist or counter.
- New item: the Cheeseburger — 1 cooked steak + 1 bread + 1 gold ingot. At 8 nutrition and 15.2 saturation it's the most filling food in the game.
- Every player now receives six locked-in tasks on first join, recorded in a Task Journal book. /journaltasks reissues the book once per hour.
- Task 1: kill 500 of a randomly-assigned surface mob. Task 2 (rolled per player): reach the world roof and the lowest block, collect every flower, or sleep in the Nether. Completing Task 2 unlocks the Lucky Dice.
- The Base Core and Charging Stand now drop themselves when mined with any pickaxe. A Code Pad pops off and drops itself when the chest it guards is broken. Double chests are fully guarded by a single Code Pad.
- EMP raid mode now only drains charge while you're inside someone else's active claim.
- New: the Mona Lisa is a placeable 2×3 painting — an original pixel-art rendition.
- Code Pads can be mined off by the claim owner and drop themselves. Raiders can no longer break a Code Pad using the EMP bypass — the only way through is an Lhack hack.
- Added the Code Pad — a placeable panel that locks a chest down harder than standard protection — and the Lhack that hacks it: a 5-second hold with a progress bar and a 3% fail chance.
- Picklock and Lhack charges are separate pools on the EMP. Cores can only be placed within 10 blocks of the surface. The Nether roof is off-limits.
- Fixed the docked EMP flickering and disappearing on the Charging Stand.
- The Core: place it, feed it iron, and it claims and protects a 3×3 chunk area — blocks, containers, and friendly mobs — with an ally list.
- The EMP: a handheld raiding device that bypasses block protection while its charge lasts, with a raid siren and a red alert flash on the victim's Core.
- The Charging Stand docks one EMP to slowly recharge it and accepts dyes to recolor it. The Picklock, loaded into a docked EMP, opens one protected chest per charge.