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Minecraft Server

Minecraft-first persistent multiplayer game/server framework.

Objective

The project is optimized for repeatable retained player-hours generated per developer-hour and recurring maintenance cost.

Minecraft supplies useful primitives such as movement, building, inventory UI, combat, enchanting, brewing, and multiplayer. Custom code supplies the persistent game layer: progression, economy, controlled resource generation, scalable PvE, social systems, provenance/history, player-directed world expansion, cross-instance player state, and network routing.

Current architecture direction

  • deliberately small, dense, purpose-built gameplay zones rather than endless vanilla wilderness
  • capacity scales by replicating zone instances, not by making maps larger
  • instance count is driven by concurrent demand in that specific zone, independent of total network population
  • zone = gameplay definition; instance = one live copy; backend = infrastructure hosting instances
  • PostgreSQL = durable persistent authority; Velocity = routing; Paper = live gameplay while it holds player-state ownership
  • single-writer player state and versioned transfers
  • atomic/idempotent value movement with escrow/pending delivery for important transactions
  • Coin pocket + protected Bank Manager
  • player-driven Bazaar/Auction economy
  • bounded individualized gear rolls; perfect rolls are optional luxury optimization
  • Portal/Map scalable PvE plus mob-family Bounties as launch PvE pillars
  • player-directed expansion voting; ordinary district form/scale is player-created rather than blueprint-driven
  • Nether/End are later major power milestones rather than Map-difficulty permission gates

Repository

  • common/ — infrastructure-neutral domain contracts/shared logic
  • paper/ — Paper gameplay/backend adapter
  • velocity/ — Velocity network/routing adapter
  • resource-pack/ — presentation assets
  • infra/ — local/deployment infrastructure
  • docs/ — canonical architecture, planning, and reference documentation

Documentation

Start at docs/README.md.

Planning/reference entrypoints:

  1. docs/planning/PLANNING_HIERARCHY.md
  2. docs/reference/DESIGN_LAWS.md
  3. docs/planning/V1_SCOPE.md
  4. docs/planning/MASTER_ROADMAP.md
  5. docs/planning/IMPLEMENTATION_ORDER.md
  6. docs/reference/ACCEPTANCE_CRITERIA.md
  7. docs/planning/OPEN_DECISIONS.md

Core architecture entrypoints:

Development strategy

  1. Keep canonical planning internally consistent.
  2. Complete/update the cross-cutting architecture for all settled V1 systems before continuing feature implementation.
  3. Preserve existing proven authority/economy code rather than rebuilding it to match new milestone names.
  4. Implement in dependency order using small end-to-end proof slices.
  5. Spend serious effort on structure/correctness; keep exact balance values configurable and cheap to change.
  6. Development and initial playtests remain local-PC-first. Hosting/process count grows only from measured player demand and operational need.

The canonical public world begins at Day 0. Private/closed beta state is disposable and must not leak into canonical history.

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