The comfort layer

Sitting, drop modes, restful nights, one honest action bar line, the payment cascade and the cosmetics shop: the layer that smooths play.

One line, one number

Kill twelve mobs in the same tick and the server owes you twelve payouts. For a long time it printed twelve of them, side by side, in a strip of text that fades after about three seconds: Hunter +12c · Hunter +12c · Hunter +12c and so on until the line ran off the screen. The payouts were already batched. Batching did not help, because by the time the batcher saw them they were finished pieces of text with no numbers left to add together.

The action bar is now a single server-wide bus. A feature does not send you a line. It files a contribution: a number, a label, a channel and a merge rule. The frame collects everything owed to you in that moment, adds the numbers, and only then renders one line of text. Twelve Hunter payouts arrive as twelve numbers under one label and leave as one line carrying the sum.

The four merge rules

RuleWhat it doesWhere you meet it
SUMContributions sharing a label collapse into one line carrying their total.Repeated job payouts in one tick.
RIDERMoney with no label of its own folds into the highest priority labelled money line that is not a company line.Loot Hoarder and Cartographer coins joining your job payout.
REPLACEThe newest value wins outright.Live readouts such as the forge heat stage.
MAXThe largest value wins.Progress bars that must not go backwards.

Contributions also carry a channel: money, progress, status or warning. Two features filing under the same identifier but different channels cannot collide, so a system can push a receipt and a status line at once without either eating the other.

The number is what you were paid

Every money contribution now carries the payout result object rather than a figure someone typed at the call site. The action bar reads the credited net off that object: after your boosters have multiplied it and after your faction tax has been taken. It is the amount that actually reached your wallet.

That was not always so. A buff site once called the payout, threw the answer away, and printed its own local figure instead, so a player with a money booster was genuinely paid more and shown the old number. Two money lines disagreeing about which figure to show was the whole of the report. The fix made the result object the only way to build a money component, so a site that never called the payout has nothing to pass.

Company work reads honestly too. Clock in and the bar says something like MINE +12.4c to Ironvein Mining Co., paid on your payslip, and the wallet figure handed back is a real zero: nothing entered your pocket and nothing was taxed there. Buff money never folds into a company line, which is enforced rather than merely intended.

Limits worth knowing

  • An action bar fades after roughly three seconds, so an unchanged frame is re-sent, but at most once every 40 ticks (2 seconds). A twenty thousand kill session costs a few hundred sends, not twenty thousand.
  • There is exactly one repeating task for the whole server, and it replaced a per-feature one, so this was a net reduction of one timer.
  • No feature may send you an action bar directly. A build guard fails the build if any code outside the bus tries.
  • Skill XP rides the same bus as a status line keyed to the discipline, so it cannot collide with a money line under the same name.

Sitting down, and the other small ones

Right-click a slab or another half height block with both hands empty and you sit on it. An invisible armour stand is spawned at the correct height for that block, full block or half block, and you ride it. Your standing position is recorded at the moment you sit.

Stand up, by sneaking off the seat, and you are teleported back to exactly where you were standing before, not to the block you were sitting on. Log out while seated and the same thing happens: the seat is removed and your position restored on the way out. Every seat carries a marker tag, and the shutdown path walks the world and removes tagged seats, so a restart cannot leave invisible armour stands scattered around the map.

The empty hands requirement is not decoration. Holding an item leaves the interaction alone entirely, which is what keeps the seat from stealing a right-click that belonged to a tool, a seed or a sale.

Other small conveniences

ThingWhat it is
/forge helpA guide of 15 topics, each written as what it is, why it exists and how to do it, with the exact command. It works even while forging is switched off, because a guide you cannot read while the system is down is a guide at the wrong moment.
/forge tutorialThe only tutorial on the server: 10 tracks, 19 steps, event driven rather than a click-through. Steps tick off when you actually do the thing, and a step will not be satisfied by an unrelated action that happened to fire the same event. Finishing a track pays 25 vanilla experience, once. Progress is stored in its own file, so an economy write cannot scribble over it.
/baltopA paginated screen with player heads and medals for the top three, 28 entries per page, ranked by wallet plus the sum of your bank accounts. Savings are excluded, which is the same basis the sidebar uses.
GravesRecovering a grave costs no coins. There is no grave fee anywhere in the plugin.

A theme runs through the tutorial screen worth naming: it is buttons only, with no item slot, which is exactly what lets it ship as a real Bedrock form as well as a chest screen and a plain text path. Screens that must take an item into a slot cannot do that, and the difference is a property of what those screens do rather than an oversight.

Three ways to have mobs drop things

Every player carries a personal drop mode. It applies only to mobs you killed, it is yours alone, and it changes nothing for anybody else.

ModeRuleWhat it is for
NormalEverything drops. The filter reads one value and returns before it touches anything at all.The default. If you never use the feature you never pay for it.
FarmEverything drops except armour, tools and weapons.A mob farm whose floor is knee deep in rusted iron swords and half broken boots.
XPNothing drops, apart from a small keep list which ships holding spawn eggs.Experience grinding with no cleanup afterwards.

What counts as armour, a tool or a weapon

The classifier does not read a hand written list of item names. It asks in two layers. First the item's own data components: something equippable into a head, chest, legs, feet or body slot is armour, and body covers horse and wolf armour; a weapon, piercing weapon or kinetic weapon component is a weapon; a tool component is a tool. Second, vanilla's item tags, which are datapack driven registry data rather than anything written into this plugin.

Two decisions inside that are worth stating. A saddle is not armour: it is tack, and it drops in Farm mode. And an item the classifier cannot read is kept, never deleted. The question here is may I destroy this, and destroying something you could not inspect is the worse way to be wrong.

Who the kill belongs to

A drop mode needs to know whose mode to apply. The answer is found in order:

  1. The real killer, where the game gives one. This covers manual fighting completely.
  2. Failing that, the last player to damage that mob within the last 10 seconds. This is what covers a fall damage or lava farm, where the game reports no killer at all, and it is precisely the case Farm mode exists for.
  3. A nearest player radius exists as a third step and ships switched off. Even switched on it refuses to choose when two players are in range. A guess that deletes another player's drops is worse than a feature that does not fire.

An offline player, a spectator and a player in creative all resolve to nobody. A death with nobody attributed is never filtered, so the failure direction is always a kept drop.

What no mode ever touches

  • Your own death. A player death is technically a kind of entity death, so an unguarded filter would empty your inventory the instant you died in XP mode. The guard against it is the first statement in the handler, before the master switch and before the mode is even looked up.
  • Village NPCs and tamed pets. Both are refused outright.
  • Experience. Untouched in every mode, and XP mode grants no experience bonus in exchange.
  • Coins, job XP and job income. None of them run through this filter.
  • Company consignment. It runs earlier in the chain than the drop filter, so a clocked in employee's chartered goods reach the firm whatever their personal mode is. A personal preference structurally cannot destroy company revenue.

Spawn eggs survive XP mode, but not for the reason it looks like. The rare spawn egg is dropped straight into the world and never enters the drop list the filter reads, so the filter never sees one. The spawn egg entry on the keep list is a belt to those braces, covering a datapack or a future change that moves the egg into the list.

Switching, and being told

Use /mobdrops, or its aliases /drops and /md. The verbs are normal, farm, xp, status and help; with no arguments you get a 27 slot picker with three mode cards, a status card and a close button, and your active mode glints. Every mode is typeable, so a Bedrock player who would rather not open a chest screen can still switch.

Switching confirms in chat with the rule restated, not just the mode name, because the name tells you nothing you had not already guessed and the rule is the part you need. On top of that, the first time a mode actually removes something from your drops you get one notice naming what went and which mode did it, once per mode per session. Without it the first support question is that the plugin ate your trident; sent per kill it would be spam.

Your current mode is also shown on your profile card as a read only card. It is deliberately not clickable there, because staff open profiles on other players and a click that silently changed your own mode from somebody else's card would be a nasty surprise.

Drop modes are recent. They are written and reviewed, and parts of the classifier depend on a live game registry that could not be exercised from a build, so a boot check reports which layer actually answered on the running server. Treat the behaviour as designed rather than as proven.

Restful Night

Vanilla is all or nothing: enough players sleep and the night is skipped outright, or not enough sleep and nothing happens at all. Restful Night fills the gap in between. Sleepers who cannot reach the threshold still make the night pass faster, in proportion to how many of you there are.

The rule is easy to hold in your head. If a share f of eligible players are asleep, the night takes (1 minus f) of its normal length.

AsleepClock speedNight takes
1 of 41.33 times normal75 percent of the time
1 of 31.5 times normal67 percent
1 of 22 times normal50 percent
2 of 33 times normal33 percent
3 of 44 times normal25 percent
7 of 88 times normal, the cap12.5 percent

The acceleration is capped at 8 times normal, which is where seven of eight asleep already puts you. The night band it works across runs from tick 12542 to tick 23460, and dawn is a hard clamp: the clock is never stepped past it into a new day.

What you see, and when it stops

  • The first sleeper starts it. A boss bar appears for everyone in that world showing the current rate and the countdown. A player sleeping alone also gets a chat line naming the rate and how many sleepers would skip the night outright.
  • People joining or leaving beds recompute the rate on the next pass, which runs every 10 ticks.
  • If enough players are asleep to meet the server's own sleeping percentage, Restful Night stands down and lets vanilla do the skip. Two systems on one clock is a race, and it declines to enter it.
  • The last sleeper leaving the bed cancels it, and time returns to normal.
  • If the daylight cycle is switched off, it stops immediately. It never fights a gamerule.
  • If another plugin vetoes a time change, the clock does not move and there is no retry. A veto is a decision, not a failure, and the readout keeps telling the truth about the rate.
  • A weather clear is not part of a partial acceleration by default. A full vanilla skip still behaves as vanilla does.
  • Worlds with no clock of their own, the Nether shaped ones, are dropped from the rotation rather than throwing an error at you.

Nothing here is persisted. A restart in the middle of a night simply resumes from wherever the world clock actually is. And when nobody is asleep there is no repeating task at all: it is started by the first player entering a bed and cancels itself with the last one, so an empty server pays nothing for the feature.

On Bedrock this is a boss bar and plain chat text with no clickable elements, so it reads identically on both platforms by construction.

Paying without shuffling your money first

Money lives in three places: your wallet, which is the cash you physically carry; your bank accounts; and physical money notes sitting in your inventory. It used to be that a purchase looked only at the wallet, so a player with a hundred thousand in the bank was refused a fifty thousand coin item and had to go and stand at a bank first.

The payment cascade removes that trip. When you buy something, funding is drawn in order:

OrderSourceNote
1Bank accountYour home bank only, by default. Other banks are not swept.
2WalletThe coins you are carrying.
3Money notesNote items in your inventory, redeemed to cover the shortfall.

The mechanism is fund then charge: the cascade moves money into the wallet, and the ordinary wallet charge then succeeds unchanged. Every ledger, tax and faction income leg behaves exactly as it did before, which is the point. Where more than one pot paid, the receipt says which ones.

The notes themselves

/bank note mints your coins into physical items, broken into the fewest notes with one loose coin carrying the exact remainder, computed in whole cents so the notes sum to exactly what left your wallet.

NoteWorth
Note block10,000 coins
Note ingot1,000 coins
Note nugget100 coins
Loose coinThe exact remainder

Right-click redeems one note, sneak and right-click redeems the whole stack. Redeeming is tax free and adds nothing to the money supply, since the coins already existed when the note was minted. The click is cancelled, so a note on a gold block base can never be placed as a block, which would have silently destroyed its worth. The note is consumed before your wallet is credited, never the other way around. A mint of more than 45 stacks is refused before your wallet is touched, rather than truncated after.

Notes of equal worth stack; notes of different worth do not. Two note ingots sit together, a note ingot and a loose coin do not.

What is on the cascade, and what is not

Nearly every purchase draws through it: the admin shop and the event shop, claim upgrades, regional shop and market purchases, market listing fees, bounty placements, personal buffs, the personal leg of a chunk claim, faction treasury deposits, NPC hire and manual upkeep, teleport fees, forge repair and reforge, ruin searches, company charters and listings, and builder materials.

Four things deliberately stay off it, and the reasons are worth reading:

Not on the cascadeWhy
/payIt is an account to account bank wire that already requires you to be standing at a bank, and it lands in the recipient's account. Funding it from your pocket and your note stacks would change what the command is.
Automatic hourly NPC upkeepIt runs for offline owners. Reading notes out of an inventory needs a player who is there, and quietly draining an absent player's bank account is worse than letting an NPC go dormant. Your manual top-up is on the cascade.
Every faction treasury legA treasury is not a pocket. It has no account and no notes.
Administrative adjustmentsAn operator setting a balance must never have it silently sourced from a player's notes.

One case earned extra care. The teleporter has two charge legs, an owner share and a burn, that are one price to you. They are funded by a single reservation and committed together, so you can no longer be half charged for a trip you did not take.

Selling with a sneak and a right-click

Thirteen herb goods carry a hand set sell price, and the Rift Shard is sold the same way: sneak and right-click the stack in your hand. No shop, no listing, no walk. The main ladder:

GoodSell price (coins each)Note
Hemp seed4Also buyable from the admin shop, so this is a round trip you cannot profit from.
Hemp leaf20The raw harvest drop.
Cannabis seed12Rare from mowing grass, weighted toward warm biomes.
Hemp fibre72Refined at a Herbalist's Station.
Cannabis bud55Raw, kept modest on purpose.
Dried cannabis130Two buds make one.
Cured cannabis290Two dried make one.
Cannabis joint600One cured plus paper. The apex of the line, and edible.
Rift Shard250Sneak sells the whole stack; a plain right-click consumes one for a combat buff instead.

Each tier is worth strictly more than the inputs it consumes, so refining is always the rational move rather than a trap. Every sale routes through the taxed payout: the faction tax is taken, the sale is metered as a partial sink, you get a chat receipt, and large sales are written to an audit log. There is no raw deposit anywhere in the path.

The gestures that collide, and the one gap

Sneak and right-click is a busy gesture. It is also how a job ability fires while you hold that job's tool. There is one genuine collision: holding a Rift Shard while you have Rift Hunter in a slot fires the job ability, not the sale. The ability wins, and the sale is properly suppressed rather than both happening. The consequence is plain: a Rift Hunter cannot sneak sell shards. A plain right-click still consumes one for the buff.

Stated rather than hidden: the sneak sell has no typed equivalent, for any of the thirteen goods. The house rule is that every gesture ships with a command beside it, and this one does not. /farm offers process, station and adopt; there is no sell verb. It is a known gap and it is on the list, not a secret.

Where the gesture is refused

A faction can outlaw a good inside its own claimed land. Where it has, the sneak sell is refused at your own position, immediately before the sale, so nobody can outlaw a crop and still host the whole harvest to market business inside their border. The refusal denies the item only, never the block you clicked, so ordinary block interaction inside a banning claim is completely untouched. Nothing is ever confiscated.

The profile card

/profile opens a single screen holding the things you would otherwise have to hunt across four commands.

Your three profession slots

There are 15 professions on the server and you may hold three at once. The profile shows all three side by side with the profession's own icon, its proper display name and, below it, a Next: rank (xp) line telling you the next rung and what it costs.

RankJob XP neededPay multiplier
Apprentice01.0
Journeyman5,0001.25
Expert20,0001.5
Master60,0002.0
Legend150,0003.0

The third slot is not free. Until you buy the third job slot from the shop for 150,000 coins it renders as a red locked placeholder, both here and in the job screen. Once bought, the third profession is honoured everywhere: XP awards, switching, mastery and ability triggers all read it.

The rest of the card

  • Your buffs, with their totals. Personal buffs and the faction buffs you benefit from are both summed here.
  • Your drop mode, as a read only card naming the mode and restating its rule. It cannot be clicked, on purpose.
  • A close button that closes the screen. That is worth saying because for a while it did not.

Clicks are routed by the screen's own identity rather than by matching its title text, which is what makes the card safe to open on Bedrock and safe to restyle without breaking. Staff can open a profile on another player, which is exactly why nothing on the card mutates the viewer's own state.

Cosmetics: tags, colours, particles and a last word

The cosmetics screen inside /shop sells four things. None of them touch a single mechanic; they exist so other players can tell you apart.

ItemOfferedPrice (coins)Where it shows
Chat tag712,000 to 60,000, depending on the tagPrefixed to your name in chat.
Name colour725,000Chat, above your head and in the tab list.
Particle effect512,000Around you, in the world.
Custom death message1, written by you25,000Broadcast when you die.

The global chat line reads [G] tag Name > message. Colour labels in the shop are written out in plain words, so the button says Light Purple rather than an internal name.

The death message rules

Your text is validated before you are charged and before it is saved. It must contain the literal placeholder {player}, and it must pass the profanity filter. If either check fails you stay in setup mode and can simply retype it. You are not charged twice, and you are not charged for a message that was refused.

Two honest footnotes

  • The tag and colour lists were trimmed from eight to seven each so the rows centre properly in a nine wide screen. The dropped tag and the dropped colour are no longer offered, but anyone who already owned one keeps it applied. It simply cannot be re-selected.
  • Your name colour in chat is always yours and always correct. Above your head and in the tab list it is not, if you are in a faction: faction members share one team, and that team carries the friendly fire rule, so the colour rendered there is the team's. Chat is the surface that is per player.

What the price actually costs

Every one of these purchases routes through the player shop charge. The base goes to the server's event account and the faction tax is added on top, paid into your own faction's treasury. If you cannot afford something the refusal shows you the tax inclusive total, not the base.

One piece of history worth knowing, because it shaped how prices are read today. The displayed label and the amount actually withdrawn were once separate hardcoded numbers, and several drifted badly: the nametag colour advertised 2,500 and charged 25,000, the particle advertised 500 and charged 12,000, the death message advertised 800 and charged 25,000. The charges were never changed. The labels were corrected, and then both sides were made to read the same single source, so a label now equals a charge by construction rather than by somebody remembering to update two places.

The update book

Every release writes a player facing entry, and you read them with /updates. The aliases /changelog and /whatsnew do the same thing.

When you log in and there is something you have not read, you are told. The notification is a plain chat line whose visible text is the command itself, and it is sent first, before any attempt at a fancier delivery. That ordering is the whole design: if the book or the form fails to render for any reason, you still have the line and you still know the command.

PlatformHow an entry arrives
JavaA transient written book opens in your hand. It is not an item you keep and it never enters your inventory.
BedrockA native form, rendered through the same bridge every other Bedrock screen uses.
BothThe chat line, always, and a full text path through the command itself.

An entry carries up to six pages and up to two commands you can click, plus an optional note written specifically for Bedrock readers where a screen behaves differently there. Entries are numbered and never renumbered, because your read marker points into that numbering. The marker only ever moves forward, so reading a newer entry first cannot swallow the older ones you have not read yet.

The book is not decoration. A release cannot ship without an entry: the version in the build, the newest entry and the release ledger must agree, and a mismatch stops the release rather than producing a quiet gap in the record.

One rough edge, named rather than left to be discovered. The /updates browsing screens have no native Bedrock form of their own, so a Bedrock player driving the command gets a translated chest interface. Nothing is unreachable, since delivery already uses the form path and the command has a full chat fallback, but the screen is not as comfortable as it should be.