mc.pvpers.us
Online

About

mc.pvpers.us runs on a simple idea: the fewer rules a server has, the more interesting it gets. We don't curate playstyles. We give you the tools (Lands claims, a cowboy-style reputation system, mcMMO, an arena events system, a player-driven economy, proximity voice chat) and let the world fill in around them.

If you want to build, claim your land and build. If you want to fight, the wilderness is right there. Just know your rep is on the line. If you want to sit in a base and farm pumpkins for six months, also fine. The point is that none of those are the “right” way to play here.

The only thing we ask is that you don't cheat. Everything else, the world will sort out.

Why one rule

Most servers stack rules because the players don't know each other. We do. That changes what the rules need to do.

Claims keep your stuff safe. The wilderness keeps things interesting. The reputation system keeps violence consequential. Pacifists choose whether to fight (and keep one-hit-kill protection either way), outlaws end up on wanted posters, and lawmen earn the badge by taking outlaws down. Past that, we trust people to figure it out. When they don't, the world's consequences usually handle it better than a rulebook would.

If something's off, ping carsonxd on Discord. I'm around.

The one rule

No Cheating

No hacked clients, x-ray, duping, or exploits. Approved client-side mods are listed on the Modpacks page. If you're unsure about a mod, ask staff first.

Plugins & world rules

Many of these systems were voted in by the community. Tap any topic for an explanation and use case. Full vote counts on the polls page.

Plugins

The reputation plugin is on at launch. Wilderness PvP runs through three rep pools (peaceful, violence, outlaw) and decides whether you're a Pacifist (safe by default, can opt into PvP with /pvp on to hunt outlaws and climb the Lawman ladder), an Outlaw on the wanted list, or a Lawman wearing the badge.

Full mechanics, command list, and FAQ are on the reputation page.

Full mcMMO is on. Every skill, no lite version. Mining, woodcutting, swords, archery, alchemy, and the rest level up as you use them, unlocking special abilities like Super Breaker and Tree Feller.

Skill list, commands, and tips on the mcMMO page. Specific XP rates may get tuned post-launch based on how the curve feels.

A colosseum stands about 650 blocks from spawn and it's running events. /event opens the hub: co-op Boss Rush raids against six bosses with Pit difficulty levels and above-vanilla-cap Pitforged loot, plus TDM/FFA arena PvP that pays out cash. Every player carries a Raid Key (/event key) to start their own raids.

Full raids, payouts, loot tables, and live boards on the events hub.

The Frontier runs on real money. Everyone starts with $100; you earn from events and selling to the /shop (daily-ticker pricing), and trade with other players on the /market. /bal, /baltop, and /pay for everyone.

How money works, the price ticker, and the market are all on the economy page.

Use /lands to claim chunks you want to protect. Defaults already shut down basically everything: TNT, creepers, lava griefing, chest stealing, PvP, the works. Your home is your home.

The one tweak worth making after you claim: open /lands → Flags → turn off MONSTER_SPAWN. It's on by default so the world feels alive, but most people don't want zombies popping into their base.

Trust friends in with /lands trust <player>. Nations (federated claims with shared trust) are supported, though wars are off for now. See “Coming later” below.

Keep-inventory is off. Vanilla rules. But the graves plugin catches your stuff: dying drops your inventory into a grave at the spot, marked by an armor stand. Walk back, right-click, take your loot.

Graves despawn the moment you empty them, so the world doesn't fill up with abandoned markers. Move fast. Other players can see the marker too.

Simple Voice Chat is set up server-side. Once you've got the matching client mod, you hear other players based on distance — close-up conversation in the same room, fades out at range, gone over the horizon. Walkie-talkies and group channels are supported for staying in voice with people who aren't standing next to you.

Both of our modpacks ship with the client mod pre-installed. If you're running vanilla, grab Simple Voice Chat from Modrinth or CurseForge — it's optional, but it's easily the biggest social upgrade you can install.

Three small in-house plugins fill the gaps:

  • +Mail. Send messages or items to offline players. Both arrive the next time they log in.
  • +Trade. Two-window trade GUI between players. Both sides confirm before items swap, so nothing gets fumbled into the dirt.
  • +Announcements. Rotating chat tips and reminders on a timer.

Cheat sheet for everyday play. All of these work day one:

  • +/sethome and /home — save and teleport back to a spot. You can keep multiple (3 to start).
  • +/tpa <player> — request a teleport to someone. They reply with /tpaccept or /tpdeny.
  • +/spawn sends you to world spawn. /back returns to your last death or teleport.
  • +/msg <player> — private message someone online. /mail for offline players (delivered next login).
  • +/trade — opens the two-window trade GUI with another player.
  • +/pvp on|off|status: Pacifists and Retired opt in or out of PvP (30-min toggle cooldown). Outlaws and Lawmen are always on.
  • +/lands — open the claims menu. Defaults already block griefing inside your claim.
  • +/event — open the events hub: Boss Rush raids and arena PvP. /event key starts your own raid.
  • +/shop and /market — the server store and the player-to-player market.
  • +/bal, /baltop, /pay <player> <amount> — check your money, see who's rich, send cash.
  • +/graves — lists every grave you've got waiting, so you can find your stuff after a death.
  • +/stats — your playtime, deaths, and session numbers (the same data the website reads).
  • +/tab hide — clean up the tab list if you'd rather not see everyone's stats while you play.

Hold Tab in-game to see the player list. It shows your session and all-time playtime, deaths, ping, and the server's TPS (ticks per second). 20.0 is smooth; anything lower means the server is lagging.

World rules

  • +PvP is on in the wilderness for Outlaws and Lawmen. Pacifists and Retired players are exempt by default (they can't deal or take PvP damage), but can opt in with /pvp on to join the fight.
  • +Server difficulty is Hard. Hunger drains, zombies break doors, mobs deal real damage.
  • +Player heads drop from PvP kills only. Mob and environment deaths don't drop heads, which keeps the trophy meaningful.
  • +The reputation system gates the consequences. See how rep works.
  • +50% of online players in bed skips the night. No need to wrangle everyone.
  • +Phantom spawn rate is reduced. They still show up, just not nightly. Sleeping mostly keeps them off.
  • +Mob griefing is vanilla in the wilderness (creepers blow stuff up) and off inside Lands claims by default. Endermen can't pick up blocks anywhere — server-wide. Builds are safe; the world isn't a museum.

The Nether is open day one.Closest vote of the bunch (7 to 6 in favor of unlocking immediately), so it stays a community call; we'll see how it plays out.

The End was locked at launch — the portal was findable but sealed, saved for the group. We took the Ender Dragon down together on group night (around May 30), and the End is now permanently open: elytra, shulkers, end cities, all of it is fair game.

Coming later

Lands supports nation-vs-nation war declarations, but we're leaving the war feature off at launch. The reason is the reputation system: PvP that's “legal” under a war declaration would still fire rep awards under the current config, meaning people would lose hella outlaw rep doing what the war system says is fine.

Wars come back on once the Lands/reputation integration is built. Wartime kills between declared belligerents won't count as crimes. Until then, conflict happens in the wilderness on the rep system's terms.

The Quests poll won yes; the Jobs poll won later-after-economy. Both are coming, but not day one. We want to land the right plugin and format rather than ship something that gets ripped out two weeks in. (The economy, server shop, and player market are live now — see the economy page.) Pipe up on Discord if you've got a strong opinion on which plugin.

World Border

The world doesn't start infinite. It opens at a 1,750-block radius from spawn and grows every night based on how much the community plays.

Once a day at 9 PM Arizona, the border plugin tallies total player-hours from the previous day and expands the border based on which tier the server hit. The thresholds scale with how many people are actively playing — 10 hours from one person counts more than 10 hours split across the whole server. The more people play, the more world everyone gets to explore.

Expansion Tiers

Thresholds scale with active players today.

Tonight's 9 PM expansion is sized by yesterday's totals, so this live preview is indicative.

Preview:
TierPlaytimeToday's PlaytimeExpansionBorder ExpansionChunks*New Chunks*
Tier 11+ hrs+100 blocks~5,600
Tier 22+ hrs+200 blocks~11,500
Tier 33+ hrs+300 blocks~17,800
Tier 45+ hrs+400 blocks~24,300
Tier 58+ hrs+500 blocks~31,200

*Approximate new chunks at starting border (1,750 radius). Larger borders reveal more chunks per expansion.

+Playtime is combined across all players. Everyone contributes.
+The border expands in all directions equally from spawn.
+If nobody plays during a week, the border stays put. It never shrinks.
+Expansion happens automatically every night at 9 PM Arizona. Check the BlueMap to see the current border.

What's next

The server's lean on purpose. The arena events system and the economy are live; jobs and quests won their polls but don't ship day one. We add features when the format's actually right for the group, not because the plugin list looked thin. Ping carsonxd on Discord if you want to push something up the queue.

Plugins

The ones marked in-house were written by carsonxd specifically for this server. The rest are community plugins (Lands, mcMMO, CoreProtect, LuckPerms, EssentialsX, BlueMap).

Lands

Claim chunks, trust friends, federate into nations. Wars are off until the reputation integration ships.

Reputation

In-house. Cowboy reputation system. Pacifist knockout, wanted outlaws, lawman badge, real-item bounties.

Events

In-house. Boss Rush raids, TDM/FFA arena PvP, Pit difficulty, Pitforged loot. /event opens the hub.

Shop

In-house. Server shop with daily-ticker pricing plus a player market. /shop and /market.

mcMMO

19 skills with passive bonuses and active abilities. Full version, no lite mode.

Graves

In-house. Dying drops your inventory into a grave. Despawns the moment you empty it.

Heads

In-house. Player heads drop from PvP kills only. Trophies for actual fights.

Border

In-house. World border grows daily from combined playtime, scaled to active-player count.

Tab

In-house. Custom tab list with session/all-time playtime, deaths, ping, and server TPS (ticks per second; 20 is smooth). Feeds the playtime data the border expansion reads.

Stats API

In-house. Local HTTP server feeding the website's live leaderboards, border status, and wanted list.

Mail

In-house. Send messages or items to offline players. Both arrive on their next login.

Trade

In-house. Two-window trade GUI between players. Both sides confirm before items swap.

Announcements

In-house. Rotating chat tips and announcements on a timer.

CoreProtect

Block logging and rollback. Grief protection and investigation tool.

LuckPerms

Group-based permissions for staff and rep tiers.

EssentialsX

Core server commands: /home, /tpa, /spawn, /msg, and more.

BlueMap

Live web-based world map at map.pvpers.us with real-time player positions and claim outlines.

Simple Voice Chat

Proximity voice chat. Hear nearby players, fade out at range. Walkie-talkies and group channels supported. Client mod required (pre-installed in both modpacks).

Staff

carsonxd

carsonxd

Owner