Rules
Discord Rules:
1. Be respectful to one another.
2. Do not @ spam the channels or other players (including staff).
3. No alt accounts allowed on our discord, or in the game. No sharing of accounts allowed.
4. Your nickname here will be set to your gamertag. If you change your gamertag or change your discord username, please notify staff or your realm access may be revoked.
5. All members are required to have a discord account here unless told otherwise.
6. No advertising other servers, discord links, or "player poaching".
7. Make sure the #announcements channel is unmuted so that you can be notified of the latest news!
1. Be respectful to one another.
2. Do not @ spam the channels or other players (including staff).
3. No alt accounts allowed on our discord, or in the game. No sharing of accounts allowed.
4. Your nickname here will be set to your gamertag. If you change your gamertag or change your discord username, please notify staff or your realm access may be revoked.
5. All members are required to have a discord account here unless told otherwise.
6. No advertising other servers, discord links, or "player poaching".
7. Make sure the #announcements channel is unmuted so that you can be notified of the latest news!
Realm Rules:
Griefing and PvP
-Griefing is allowed in the wilderness. NEVER in player protected plots or Points of Interest. These places are protected by adventure mode barriers and allow/deny blocks. The following are also examples of griefing that we don’t take kindly too as they ruin the overall beauty of this custom terraformed world:
--- Flattening mountains and hills to almost nothing
--- Leaving floating trees (seriously, cut them down or don’t cut them at all)
--- Mass deforestation (the custom trees don’t grow back. Be mindful when considering chopping any down)
--- Giant craters done solely for mining with no aesthetic to them
--- Floating bridges and platforms in bodies of water that serve no aesthetic and are not connected to the ocean/lake floor in a “realistic” way.
--- Cobblestone/dirt scaffolds and pillars that are left standing long after use
-Stay within the world’s intended borders.
-PvP logging is not allowed. This is defined where a player logs out of the game during combat to avoid death by the hand of another player.
-No overly toxic PvP. Rubbing salt in the wound, spawn killing, and being a nuisance in the form of back to back to back killing of another player(s) on a daily bases to a point where the game is no longer enjoyable to majority parties will be seen as detrimental to the community and dealt with on a case by case bases. In short, make your kill, take your loot, and hit the road.
Redstone and Mechanics
-No duplicating, glitching, cheating, exploiting, etc.
-Medieval Fantasy builds only. We aim for a certain theme and charm to the whole experience. Modern, Sci-fi, Pixel Art, and overly simplified giant cube structures are not allowed.
-Devices that use infinite pulse or clock designs must be able to stop by themselves completely and ONLY start again with player input. (Player has to press a button to make the clock continue the other direction for example). We prefer that players use Daylight Sensors or Observers for automation, just to keep it simple.
-No flying machines of any kind. Too much potential to cause grief and lag. Includes bridge/tower making devices.
-All animals that are kept in pens must not be crammed onto a single block or hopper space due to lag. Give them space to walk around a bit.
-Mob farms that exploit the game’s spawning mechanics outside of breeding mobs are not allowed. This is defined as a device/build that uses light, water, or redstone mechanics to force spawn a mob out of thin air for the purpose of filtering them into kill boxes for easy XP and endless loot either by drowning, burning, or killing by the player with a single swing. There must always be a risk when grinding away at mobs in that the mob has an actual chance of reaching the player.
-Key binding or holding down keys to produce a player action while AFK are not allowed.
-All forms of AFK fishing and auto fishing are considered cheating and not allowed. This is a super broken mechanic.
Staff Interaction
-Staff will not respawn your gear if lost or stolen.
-Staff may not use their powers for gain (flying to avoid harm, obtaining items from creative mode, etc)
-All Staff and Builders must clear their inventory of any survival mode items before entering creative mode. They must return to the exact spot when switching back to survival mode and clear all creative mode obtained items.
-In the "Have you read the Rules?" question in the application form, reply with "the Dwellers" or your application will be denied without warning or notice.
-Report problems and rule breaking to staff. Failure to do so makes you just as guilty if you knew about something and didn't come forward.
-Staff are not allowed to use knowledge gained from creating the map to circumvent obstacles in dungeons, gather loot, or share the locations of POI, traps, loot, drop rates, etc etc. This is considered insider trading and will result in removal from staff positions.
-Staff are not allowed to use knowledge gained from staff channels (or under cover creative mode moderating) to exploit normal players or share information that they normally would not have known about player locations and hidden loot, to other normal players.
-Just use common sense.
Griefing and PvP
-Griefing is allowed in the wilderness. NEVER in player protected plots or Points of Interest. These places are protected by adventure mode barriers and allow/deny blocks. The following are also examples of griefing that we don’t take kindly too as they ruin the overall beauty of this custom terraformed world:
--- Flattening mountains and hills to almost nothing
--- Leaving floating trees (seriously, cut them down or don’t cut them at all)
--- Mass deforestation (the custom trees don’t grow back. Be mindful when considering chopping any down)
--- Giant craters done solely for mining with no aesthetic to them
--- Floating bridges and platforms in bodies of water that serve no aesthetic and are not connected to the ocean/lake floor in a “realistic” way.
--- Cobblestone/dirt scaffolds and pillars that are left standing long after use
-Stay within the world’s intended borders.
-PvP logging is not allowed. This is defined where a player logs out of the game during combat to avoid death by the hand of another player.
-No overly toxic PvP. Rubbing salt in the wound, spawn killing, and being a nuisance in the form of back to back to back killing of another player(s) on a daily bases to a point where the game is no longer enjoyable to majority parties will be seen as detrimental to the community and dealt with on a case by case bases. In short, make your kill, take your loot, and hit the road.
Redstone and Mechanics
-No duplicating, glitching, cheating, exploiting, etc.
-Medieval Fantasy builds only. We aim for a certain theme and charm to the whole experience. Modern, Sci-fi, Pixel Art, and overly simplified giant cube structures are not allowed.
-Devices that use infinite pulse or clock designs must be able to stop by themselves completely and ONLY start again with player input. (Player has to press a button to make the clock continue the other direction for example). We prefer that players use Daylight Sensors or Observers for automation, just to keep it simple.
-No flying machines of any kind. Too much potential to cause grief and lag. Includes bridge/tower making devices.
-All animals that are kept in pens must not be crammed onto a single block or hopper space due to lag. Give them space to walk around a bit.
-Mob farms that exploit the game’s spawning mechanics outside of breeding mobs are not allowed. This is defined as a device/build that uses light, water, or redstone mechanics to force spawn a mob out of thin air for the purpose of filtering them into kill boxes for easy XP and endless loot either by drowning, burning, or killing by the player with a single swing. There must always be a risk when grinding away at mobs in that the mob has an actual chance of reaching the player.
-Key binding or holding down keys to produce a player action while AFK are not allowed.
-All forms of AFK fishing and auto fishing are considered cheating and not allowed. This is a super broken mechanic.
Staff Interaction
-Staff will not respawn your gear if lost or stolen.
-Staff may not use their powers for gain (flying to avoid harm, obtaining items from creative mode, etc)
-All Staff and Builders must clear their inventory of any survival mode items before entering creative mode. They must return to the exact spot when switching back to survival mode and clear all creative mode obtained items.
-In the "Have you read the Rules?" question in the application form, reply with "the Dwellers" or your application will be denied without warning or notice.
-Report problems and rule breaking to staff. Failure to do so makes you just as guilty if you knew about something and didn't come forward.
-Staff are not allowed to use knowledge gained from creating the map to circumvent obstacles in dungeons, gather loot, or share the locations of POI, traps, loot, drop rates, etc etc. This is considered insider trading and will result in removal from staff positions.
-Staff are not allowed to use knowledge gained from staff channels (or under cover creative mode moderating) to exploit normal players or share information that they normally would not have known about player locations and hidden loot, to other normal players.
-Just use common sense.
Towns:
Towns and Cities are no doubt the heart and soul of our world acting as social hubs for every type of player. Some of these are owned and operated by players while others are considered points of interest run by NPCs and Admins. Each have their own perks but ultimately offer the same types of protection.
NPC Towns:
- Laws are enforced.
- Cannot be greifed (adventure mode protection).
- Players cannot build, but may purchase pre-built house plots from within (prices vary).
- Contain lots of NPC merchants.
- Contain quests.
- Contain public crafting benches of every type and 1 Ender Chest location as well as a beacon.
- Contain 1 Tavern location with free lodging.
Player Towns:
- Laws are enforced.
- Cannot be griefed (adventure mode protection).
- Players may build what they wish (while keeping to the medieval/fantasy theme).
- Players may add a white list of who is allowed in survival while in their plot.
- It's ultimately up to the player to decide how their town prospers. Will you tax anyone who lives there? Make new laws and governments? From curing and raising villagers, to creating a booming farming industry, almost anything is possible.
- Only 1 official town/plot is allowed per player. We don’t care/mind if you have additional towns or bases elsewhere in the world. Only 1 protected plot is given to each player.
- Players may combine their plot with another player’s IF both players allows it.
- Players may all chip in to purchase a plot, BUT only 1 person for that group will be considered the owner, thus responsible for anything and everything.
- Plots must remain 200 blocks away from nearest POI or player owned town.
Plot Sizes:
--- Tier 1 plot: 16x16 blocks (or 1 chunk). 1K Crowns (or 150 emeralds in the "Vanilla" realm). Small and basic. Perfect for single homes and small bases.
--- Tier 2 plot: 32x32 blocks (or 4 chunks). 3k Crowns (or 500 emeralds in the “Vanilla” realm). Medium plot. Ideal for towns and outposts.
--- Tier 3 plot: 256x256 blocks (or 64 chunks). 10K Crowns needed (or 5000 emeralds in the “Vanilla” realm). You must have a tier 2 plot already. Large plot for proper cities and kingdoms.
Moving Town Locations:
Players are allowed to move their plot locations, but there are penalties for doing this. You must notify a Developer.
- Player must give a reason for the move.
- Player must pay 50% of the plots initial cost.
- Player must pay full price for the cost of a new plot.
- If the plot is a combination of several other player plots, the leaving party will be responsible for following all of the above items. All parties must figure out what is being divided. If no agreement can be met, the Developers will step in and make the decisions for everyone which will result in final say of the matter.
Laws
In the wilderness, anything goes. Players may grief builds and pillage the country side for loot, ambush unsuspecting travelers along roads, or wage all out war in the fields (without the land scarring of course and within the rules). However, players can avoid much of this conflict by purchasing a Charter (Plot) from the Admins via application. This will enforce “laws” for that plot, thereby making the plot an official Town with protections similar to other POI (Points of Interest) around the world. To re-iterate, "Rules cannot be broken, Laws have a consequence”.
--- Harassment or Assault: 25 Crowns. Repeat offenders also serve 1 REAL life day in jail.
---Theft or Trespass: 50 Crowns. Repeat offenders also serve 1 REAL life day in jail.
---Murder: 200 Crowns AND 2 days REAL time in jail.
All criminal acts must be reported with hard evidence via screenshots or recordings. Having multiple witnesses also helps these cases. All crimes committed in these protected areas will mark the players name in the #bans-and-crimes section for all to see. 50% of fines will be given to the victims. If a criminal cannot afford their fines, they will remain jailed until someone decides to pay for their freedom.
Towns and Cities are no doubt the heart and soul of our world acting as social hubs for every type of player. Some of these are owned and operated by players while others are considered points of interest run by NPCs and Admins. Each have their own perks but ultimately offer the same types of protection.
NPC Towns:
- Laws are enforced.
- Cannot be greifed (adventure mode protection).
- Players cannot build, but may purchase pre-built house plots from within (prices vary).
- Contain lots of NPC merchants.
- Contain quests.
- Contain public crafting benches of every type and 1 Ender Chest location as well as a beacon.
- Contain 1 Tavern location with free lodging.
Player Towns:
- Laws are enforced.
- Cannot be griefed (adventure mode protection).
- Players may build what they wish (while keeping to the medieval/fantasy theme).
- Players may add a white list of who is allowed in survival while in their plot.
- It's ultimately up to the player to decide how their town prospers. Will you tax anyone who lives there? Make new laws and governments? From curing and raising villagers, to creating a booming farming industry, almost anything is possible.
- Only 1 official town/plot is allowed per player. We don’t care/mind if you have additional towns or bases elsewhere in the world. Only 1 protected plot is given to each player.
- Players may combine their plot with another player’s IF both players allows it.
- Players may all chip in to purchase a plot, BUT only 1 person for that group will be considered the owner, thus responsible for anything and everything.
- Plots must remain 200 blocks away from nearest POI or player owned town.
Plot Sizes:
--- Tier 1 plot: 16x16 blocks (or 1 chunk). 1K Crowns (or 150 emeralds in the "Vanilla" realm). Small and basic. Perfect for single homes and small bases.
--- Tier 2 plot: 32x32 blocks (or 4 chunks). 3k Crowns (or 500 emeralds in the “Vanilla” realm). Medium plot. Ideal for towns and outposts.
--- Tier 3 plot: 256x256 blocks (or 64 chunks). 10K Crowns needed (or 5000 emeralds in the “Vanilla” realm). You must have a tier 2 plot already. Large plot for proper cities and kingdoms.
Moving Town Locations:
Players are allowed to move their plot locations, but there are penalties for doing this. You must notify a Developer.
- Player must give a reason for the move.
- Player must pay 50% of the plots initial cost.
- Player must pay full price for the cost of a new plot.
- If the plot is a combination of several other player plots, the leaving party will be responsible for following all of the above items. All parties must figure out what is being divided. If no agreement can be met, the Developers will step in and make the decisions for everyone which will result in final say of the matter.
Laws
In the wilderness, anything goes. Players may grief builds and pillage the country side for loot, ambush unsuspecting travelers along roads, or wage all out war in the fields (without the land scarring of course and within the rules). However, players can avoid much of this conflict by purchasing a Charter (Plot) from the Admins via application. This will enforce “laws” for that plot, thereby making the plot an official Town with protections similar to other POI (Points of Interest) around the world. To re-iterate, "Rules cannot be broken, Laws have a consequence”.
--- Harassment or Assault: 25 Crowns. Repeat offenders also serve 1 REAL life day in jail.
---Theft or Trespass: 50 Crowns. Repeat offenders also serve 1 REAL life day in jail.
---Murder: 200 Crowns AND 2 days REAL time in jail.
All criminal acts must be reported with hard evidence via screenshots or recordings. Having multiple witnesses also helps these cases. All crimes committed in these protected areas will mark the players name in the #bans-and-crimes section for all to see. 50% of fines will be given to the victims. If a criminal cannot afford their fines, they will remain jailed until someone decides to pay for their freedom.