What runs differently here
Everything on this page belongs to one self-written plugin: 766 Java files, roughly 292,000 lines. The systems interlock: ore from a biome becomes an alloy, the alloy a sword, the sword a good on the market.
The forge
Gear is not made at a crafting table but in a built forge: heat it, land hammer blows on timing, quench it. There is not a single dice roll anywhere in the forging system, every value is a function of type, material, quality, edge and ore origin. What you get out is your skill, not your luck.
13 forges across 5 tiers
From a campfire to a resonance anvil. Freely buildable, no hidden block data, and restart-safe.
- 6 heat levels
- 5 quench media: water, lava, powder snow, dragon breath, forge oil
7 quality tiers
Crude through Ancient Resonant. Every piece carries its material, quality, maker, timestamp and history.
- No dice rolls: five event cards drawn from a session seed
- The session stands as a visible diorama at the anvil
34 forgeable types
21 weapons, 9 tools and 4 armour pieces, with 32 type-bound special abilities.
- Backstab, vein mining, grappling hook, void recall …
- /forge types lists everything with real numbers
Alloys and the crucible
10 alloys and 25 tempers. The crucible is its own session with rhythm, skimming and pouring.
- Inputs are reserved and never destroyed on failure
- /forge alloys shows recipe, tolerance and honest costing
Gems and runes
Up to 3 sockets per item. 6 gems and 7 runes, each with a bonus and a mandatory drawback.
- Ruby: +1.5 damage at −0.20 attack speed
- Runes build instability; past the threshold, corruption looms
The Rift Enchanter
A dedicated station for forged gear, up to level 10, and without the usual exclusions.
- Infinity and Mending coexist here
- Paid for with rift shards from the rifts
Ore that remembers
An ore knows which biome it came from, and keeps that stamp through every transformation into the finished sword. Mining becomes a question of where, not how much.
72 ore regions
Each region has its own durability, weight, heat resistance and flexibility, feeding straight into your forged piece.
- 57 of them are Terralith biomes
- Volcanic peaks, glacial chasm, skylands, sakura grove …
The stamp survives everything
Smelting (even via hopper), block compaction, netherite assembly, the origin stays with it.
- Identically stamped ingots stack normally
- A sakura ingot never merges with a volcanic one
Biome-specific bonus drops
12 biome groups give their own extras: quartz in volcanic, diamond in glacial, echo shards in the skylands.
- Fortune and Silk Touch stay correctly weighted
- Bonus drops stack with normally mined ore
NPC villages
You hire villagers, pay their hourly upkeep, assign them chests, beds and jobs, and they physically walk every route. No teleporting, anywhere.
The builder
It raises a real schematic block by block out of your chests, bottom up, counted rather than estimated.
- If something is missing it names the material and the shortfall
- Already-correct blocks count as free progress
It crafts for itself
Only logs in the chest? A recipe planner walks back up to 10 steps, then it goes to the workbench and crafts stairs.
- Crafts in batches rather than one at a time
- With no linked bench it finds the nearest reachable one
Ghost-block preview
See the build as client-side ghost blocks, rotate it in 90° steps, move it, before a single block is placed.
- Cancelling costs nothing and leaves nothing behind
- Clears itself fully on logout and restart
Faction guards
Hold a post or patrol up to 8 waypoints within a 50-block radius. They attack hostile players only.
- Never members, allies, pets or your own workers
- Creepers priming near a guard are defused
64 linked chests per NPC
Chests, trapped chests and barrels as an ordered set, around 3,456 slots, served nearest-first.
- Unloaded chunks are shown honestly as such
- A double chest counts as one entry
Pathfinding that arrives
Strict arrival at containers: real 3D distance plus a line of sight. Reaching through a wall is impossible.
- Doors are opened and closed again behind them
- If one truly cannot get through, it says so and walks home
A real economy
Not "/shop with numbers" but a measured economy: the money supply is counted, prices move in real time, and every faction is its own economic zone.
A measured money supply
The sum of every wallet, account, savings book and treasury is recounted rather than carried forward, it cannot drift.
- Eleven audited money paths; direct access trips a tripwire
- 1,219 goods with a stored base value
Physical cash
Four denominations: 10,000, 1,000 and 100 coins, plus a loose coin for the exact remainder.
- Minting and redeeming reverse to the cent
- The only fee-free way to hand money to someone
Found a bank
A faction or private bank with your own fees and real earnings. Savings interest comes from the bank's equity, not from nowhere.
- Loans with a 300 850 credit score
- ATM and helpdesk as buildable multiblocks
Real time, not a nightly batch
Every quantity is a decaying store: 30 minutes for flows, 12 hours for guard rails. No midnight recalculation.
- A circuit breaker caps price movement at 8% per minute
- A zone with nobody in it costs the server nothing
Companies and employment
Master a profession, found a company, hire players. They clock in and their job income flows to the company.
- Experience and rank always stay with the employee
- Wage plus a 10% share of your own daily output
Shares and dividends
Factions and companies issue shares. The price is fair value from book value and earning power, not a wish.
- Shares are private property, changing faction does not touch them
- Buying and selling are untaxed; dividends are not
Ruins & expeditions
Sixty ancient ruins lie in the Terralith underground, each with its own floor plan and its own lock. Above ground there are dimensional rifts, and beyond them instanced group dungeons.
60 ancient ruins
Three archetypes with their own signature mechanic: catacomb, sunken shrine and observatory.
- The shrine only opens via the copper drain plug
- The observatory unlocks at night only
Four strata, seals and a brush
Stratum 0 to 3. Deeper vaults demand 3, 4 or 5 seal fragments, stamped to that site and stratum.
- 509 find spots are brushed, not mined
- No seal economy can form
Dimensional rifts
Four tiers of open wave defence at anchors, ending in a mini-boss. Enemies scale to your group's gear.
- Hard-wired fairness: no hit above 35% of your max health
- A rift forms at least 256 blocks from every player
Expeditions
Instanced group dungeons: five boss encounters, five floor themes and four riddle types.
- No shared loot pool, everyone gets their own roll
- In-dungeon revive: 4 seconds, 2 block radius
Stars, groves and atmosphere
The astrolabe reads 8 constellations at night. Groves appear by day roughly every 20 minutes at 12% chance.
- Great conjunction: double explorer experience
- 7 ambient effects from aurora to cherry blossom
15 professions
Miner, hunter, explorer, fisher, lumberjack, trader, raider, archaeologist, weapon-, armour-, tool- and runesmith, alloy master, rift hunter and farmer. Three run at once.
Five ranks each
Apprentice, journeyman, expert, master, legend, at 0 / 5,000 / 20,000 / 60,000 / 150,000 XP.
- The rank multiplier climbs from 1.0 to 3.0
- The third profession slot costs a one-off 150,000 ¢
28 masteries
At master rank you pick one of two paths per profession. Ten belong to the smithing professions alone.
- Geomancer extends Ore Pulse by 5 blocks
- Curator doubles excavation XP
Active abilities
Sneak + right-click with the matching tool. Cooldowns of 30 to 120 seconds, shown on the profession tile.
- Ore Pulse lights up ore, colour-coded by type
- Rift Sense locates the nearest rift up to ~2.5 km away
Sixteen income factors
From the AFK lock through chunk zone, time of day and action chains to tax, every payout runs the same chain.
- Mindless farming falls to a sixteenth
- Base values: 10 / 35 / 100 coins by rarity
Skill trees
A third progression layer: 10 disciplines with 81 nodes. Points come from playing, not from a store.
- Independent of which profession you currently carry
- Skills never pay coins, they change what you can do
Chunk zones
RICH, NORMAL, DEPLETED, DANGEROUS, biome-weighted and stable per chunk. The explorer reads them in the field.
- A fixed factor in the income chain (×0.8 to ×1.5)
- DEPLETED additionally ×0.7 on coins
Comfort & fairness
The unspectacular things you only notice when they are missing: that your build stays standing, that the numbers are true, that nobody escapes a fight on a technicality.
Mobs do not wreck your land
Inside a claim, creepers, endermen, withers, ravagers and fire do no damage to the build.
- Ten individually switchable event branches
- Without disabling mobGriefing server-wide
Paying without juggling
A purchase draws from account, wallet and bank notes automatically, you never have to withdraw first.
- Sell your harvest with sneak + right-click
- Taxed and run through your boosters
An action bar that tells the truth
Twelve payouts in one tick become one line with one total, and that number is what actually lands after tax and boosters.
- The number shown is the number in the account
- Sidebar with money, faction, votes and TPS
One combat tag, one rule everywhere
Five seconds after a hit, the same combat state applies to faction home, home scroll, spawn return and bandages.
- Not four different interpretations
- Teleporting out of a fight does not work
Restful night & small things
Night speeds up proportionally to how many players sleep, one in four already gives 75% speed rather than nothing.
- Right-click a stair to sit down
- Three personal mob-drop modes: normal, farm, XP
Moderation that exists
Ban, tempban, mute, vanish, a word filter and a maintenance mode with its own server-list display.
- Three declared staff permission tiers
- End access is an announced server event
Jump straight in
Copy the address, paste it in-game, play. No whitelist application, no sign-up.
blacklight-network.de
blacklight-network.de
Port 19132, entered separately on Bedrock.