Player SOPs
Joining the Server
Processes to help players who are joining the server.
Community and Player Interactions
DMs with Staff Members
If any player wishes to have a private conversation with a Staff Member, they should use the Support Ticket channel to Start a Conversation and then ping the staff member in there.
Adults may DM a staff member directly if required, but it is encouraged that even those be maintained through the in-server Support System.
Children (18 and under) absolutely are not allowed to have private conversations with non-family adult members of the community, including staff members.
Other staff members who are observing a DM conversation between staff and a community member should NOT interact with the conversation unless absolutely needed or that person is called into the DM channel. Treat this like a DM between two people, but where the rest of the staff team can observe the conversation for transparency and safety reasons.
Travel
🚄 High Speed Rail (HS Rail)
Build ultra-fast railways across the world using HS Rails!
🧱 How to Build a High Speed Track
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Create a High Speed Rail.
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Place a Powered Rail on top of an Emerald Block — this marks it as a High Speed Rail.
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Important: The Emerald Block does not power the rail! You still need to power it using a Redstone Torch, Lever, or another method.
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Build a Launcher Stretch.
You need at least 16 High Speed Rails in a row (each powered and placed on Emerald Blocks) to reach full speed. -
Maintain Speed.
Once you're at top speed, place 1 High Speed Rail every 30 blocks (on powered Emerald Blocks) to stay fast!
🛤️ Slowing Down (for Turns, Hills, or Stops)
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Use Normal Powered Rails
Just a few regular Powered Rails will slow your cart back to normal speed.
(Do this before turns or slopes — fast carts can crash on curves!) -
Emergency Brakes
Place an Unpowered Rail on Soul Sand to create a quick emergency stop.
💡 Tips & Warnings
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Slow down before sharp turns or elevation changes.
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Use straight, level tracks for best performance.
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Ideal for long-distance travel, player hubs, and transport lines.
Nations, Lands, Ownership, and Wars
Lands Overview
🏰 Lighthouse Lands System Overview
The Lands plugin lets every player or group form their own Land, grow it into a Town, unite into Nations, and even engage in friendly Wars.
It replaces our old claim system with a deeper, community-driven system of politics, protection, and progression.
⚒️ Claiming Land
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Players can claim land in the Overworld, Nether, and End.
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Use
/lands create <name>to start your first land.-
Cost: ₤32 (includes 1 chunk).
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Each extra chunk costs ₤1, increasing slightly each time you claim.
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Claims should be adjacently connected to your existing land.
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You can use claim blocks or a selection tool to claim chunks easily.
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You’ll get basic tools when you first join to help with claiming.
💰 Economy & Upkeep
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Each land has its own bank (
/lands deposit//lands balance). -
Upkeep and taxes run once a week (Sundays at 11 PM ET).
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Taxes: Up to ₤12 per area. Members who can’t pay are automatically untrusted.
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Inactive owners (offline too long) may lose ownership after several weeks.
🏡 Land Features
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You can:
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Set a spawn for teleporting home.
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Trust players to build and manage land with
/lands trust. -
Create sub-areas to rent or sell to others.
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Keep inventory on death inside your land.
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Use
/lands chatfor private group chat.
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Land storage, teleport, and flight are all enabled.
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Visual borders show ownership using colored particles.
🧱 Land Growth (Levels)
Lands grow stronger the more active and populated they become:
| Level | Title | Requirements | Benefits |
|---|---|---|---|
| 1 | Settlement | New land | 10 claim chunks |
| 2 | Village | 3 members, 30 chunks, ₤480 bank | +1 claim |
| 3 | Town | 6 members, 50 chunks, ₤1920 bank | +2 claims |
| 4 | Province | 12 members, 100 chunks, ₤9600 bank | +4 claims |
| 5 | Land | 24 members, 200 chunks, ₤23040 bank | +8 claims |
🌍 Nations
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Nations unite multiple lands under one banner.
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Create one with
/nations create <name>for ₤3200 (requires a level 3+ (i.e. Town or higher) capital). -
Nations pay ₤0.1 per chunk upkeep and can tax their member lands.
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Levels:
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Federation → Nation → Empire
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Higher levels unlock potion-like nation effects (Speed, Jump Boost, etc.) and more total claims.
⚔️ Wars
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Wars are enabled! (Opt-in)
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Lands and nations can declare war on others.
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Both sides must accept the war before it starts.
- The war starts 24 hours after it's accepted, to give the challenged time to prepare
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Each team earns points by:
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Player kills (+1)
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Capturing enemy flags (+5)
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First to reach the point goal wins (minimum 35 pts).
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Capture flags can unclaim enemy chunks if held for 10 minutes.
- Capture flags can only be placed while the defending player is online
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War shields protect new or recently attacked lands for several days.
🚶 Player Perks
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Players earn small progression bonuses the longer they play (e.g., extra claims over time).
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/lands wildteleports you to a random location (₤32, 10 min cooldown). -
/lands unstuckteleports you out of glitched spots (1 h cooldown). -
You keep your inventory if you die inside your own land.
🎵 Extras
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Lands play sounds for actions like claiming, teleporting, or leveling up.
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The
/toplandsleaderboard ranks the richest lands. -
Particle colors show who owns or trusts a claim:
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🟢 Green – Your land
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🟡 Yellow – Trusted in land
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🔴 Red – Untrusted area
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🌿 Green Tint – Wilderness
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🧭 Getting Started
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/lands create <name>— start your land. -
/lands claim— claim your first area. -
/lands trust <player>— invite friends. -
/lands deposit <amount>— fund your land bank. -
Grow your land into a town, then join or found a nation!
Lands documentation: https://wiki.incredibleplugins.com/lands/players/basics/start
Wars
⚔️ War Requirements and Rules
The Lands War System allows players, lands, and nations to challenge one another in structured PvP conflicts.
The following outlines the requirements for declaring a war, being declared upon, and key rules surrounding the process.
1. Attacker Requirements
To declare a war, the attacking land or nation must meet all of the following conditions:
| Requirement | Description |
|---|---|
| Minimum Trusted Players | The attacking land must have at least one trusted member. |
| Land Age | The land must be at least 2 days old. |
| Minimum Balance | The land must have ₤1,600 or more in its land bank. |
| Eligible Days | War declarations can be made Monday through Friday. |
| Eligible Hours | Declarations are allowed at any hour of the day. |
| Preparation Period | After declaring war, there is a 1-day preparation period before combat begins. |
| Mutual Consent | The defender must accept the declaration before the war officially starts. |
| Online Requirement | Currently disabled; attackers can declare even if no defender is online. |
2. Defender Requirements
To be declared upon, the defending land or nation must meet the following conditions:
| Requirement | Description |
|---|---|
| Minimum Trusted Players | The defending land must have at least one trusted member. |
| Land Age | The land must be at least 7 days old. |
| Minimum Balance | The land must have ₤800 or more in its land bank to be a valid war target. |
| Nation Membership | If part of a nation, the nation’s balance and settings may determine eligibility instead. |
3. Declaration Process
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The attacker issues a declaration with
/wars declare <land>. -
The defender receives a notification and must accept the war to begin hostilities.
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If no response is given within 5 days, the declaration expires automatically.
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After acceptance, both sides have 24 hours of preparation time before combat starts.
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The server broadcasts the declaration and start of the war to all players.
4. War Shields
Certain lands and nations are automatically protected from being attacked:
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Newly created lands/nations have a 7-day war shield.
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Surrendered lands/nations receive a 10-day shield.
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Voluntary surrender before combat grants a 1-day shield.
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All participants receive a 7-day shield after any war concludes.
During an active war shield, the protected land or nation cannot be attacked or declared upon.
5. Victory Conditions
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Each team earns points through combat and objectives.
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+1 point per player kill
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+5 points for capturing a flag
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The team that reaches the required point total first wins.
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Minimum win threshold: 35 points.
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Upon surrender or defeat, the losing side pays a tribute to the victors (up to 50% of the loser’s land balance).
6. Additional Notes
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Wars are enabled for both lands and nations (not nation-only).
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Friendly fire among teammates is allowed but does not grant war points.
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Capturing enemy land through flag placement is enabled; holding the flag for 10 minutes captures the chunk.
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All major events (declaration, start, victory, surrender) are broadcast to the entire server.
War Strategy & Commands
⚔️ War Strategy & Commands
The Lands War System allows player-run Lands and Nations to engage in fair, organized PvP battles for territory, prestige, or tribute.
This guide explains the essential commands, combat mechanics, and strategic systems that come into play once a war has been declared.
1. Core War Commands
| Command | Description |
|---|---|
/wars declare <target> |
Declare war on another Land or Nation. The defender must accept before the war begins. |
/wars accept <attacker> |
Accept an incoming war declaration. The 24-hour preparation period then begins. |
/wars deny <attacker> |
Reject or ignore an unwanted declaration. |
/wars info |
Displays active wars, your team’s points, objectives, and timers. |
/wars top |
Shows the current leaderboard for wars and top combatants. |
/wars surrender |
Ends the war early, paying tribute to the other side. |
/wars tribute |
Displays the tribute amount that would be paid if your side surrendered. |
/wars capture |
Opens your war menu, including the recipe for capture flags. |
2. Capture Flags
Crafting a Flag
A capture flag must be crafted using the following recipe:
| Slot Layout | Items |
|---|---|
| Row 1 | Air, Red Stained Glass Pane, Air |
| Row 2 | Air, Beacon, Air |
| Row 3 | Iron Block, Iron Block, Iron Block |
Using a Flag
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Flags can be placed only by members with the
MANAGE_WARrole flag. -
Each team may have up to 3 capture flags active at once.
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Once placed, invaders must hold the flag for 10 minutes to capture the area.
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A captured chunk becomes unclaimed by the enemy. (Your config currently does not auto-claim it for the attacker.)
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Flags can only be placed every 10 minutes per team.
3. Scoring & Victory
| Action | Points Awarded |
|---|---|
| Player Kill | +1 point |
| Capture Flag Held | +5 points |
| Destroy Enemy Flag | +3 points |
| Explode Enemy Flag | +5 points |
Victory Condition:
The team with the fewest members sets the point multiplier.
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Required points = Smallest team size × 5
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Minimum total points to win = 35
4. Surrender & Tribute
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Surrender is always available (
force: true). -
If the defenders surrender: they pay up to 50% of their land balance to the attackers.
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If the attackers surrender: they pay a ₤1,600 tribute to the defenders.
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Tribute is taken from the land’s bank account, or from the owner if no bank exists.
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After surrender, both sides receive a temporary war shield (10 days by default).
5. War Shields & Protection
| Shield Type | Duration | Applies When |
|---|---|---|
| New Land/Nation | 7 days | Automatically granted on creation. |
| Voluntary Surrender (Pre-War) | 1 day | When surrendering before combat begins. |
| Post-War | 7 days | After any war ends, for both sides. |
| Surrender During War | 10 days | When surrendering mid-battle. |
While a shield is active, that Land or Nation cannot be attacked or declared upon.
6. Combat Behavior
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Friendly fire among teammates is allowed but does not count toward war points.
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Combat tags: players who attack are tagged for 15 seconds and cannot teleport or fly until the timer ends.
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Flight is automatically disabled during combat.
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Keep inventory: disabled during wars (configured separately from land keep-inventory rules).
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Invader permissions: During war, attackers can perform limited actions in enemy territory:
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Pick up items
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Attack players
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Enter lands
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Harvest crops
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Place or break utility blocks (Ladders, Vines, Scaffolding)
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7. Strategic Tips
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Prepare your land bank. Ensure you can pay upkeep and any potential tribute.
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Build defensively. Fortify your main areas, and avoid keeping valuables near borders.
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Coordinate your team. Trusted members can help defend flags and rebuild after attacks.
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Time your declarations. Wars can only be declared Monday–Friday, so plan assaults accordingly.
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Use your shield wisely. A few peaceful days can make the difference between rebuilding or ruin.
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Join a nation. Nations can pool resources, defenses, and manpower to deter enemy attacks.
8. War Lifecycle Overview
| Stage | Duration | Description |
|---|---|---|
| Declaration | Instant | Attacker declares war. Defender receives notification. |
| Acceptance Window | 5 days | Defender must accept; otherwise, the declaration expires. |
| Preparation | 1 day | Both sides prepare before combat begins. |
| Active War | Up to 36 hours | Battle period where points are earned. |
| Resolution | — | War ends when one side reaches the point goal, surrenders, or time expires. |
| Post-War Shield | 7–10 days | Both sides protected from further declarations. |
9. End-of-War Outcomes
| Outcome | Result |
|---|---|
| Victory | Winning land receives tribute (50% of loser’s balance). |
| Defeat | Losing land pays tribute and enters shielded cooldown. |
| Surrender | Loser immediately pays tribute and ends war early. |
| Draw (Timeout) | No tribute exchanged; both sides receive shields. |
10. Summary
War in Lands is designed to be strategic, fair, and balanced, encouraging teamwork and diplomacy as much as combat.
Players should plan their declarations carefully, coordinate with allies, and maintain their economy to ensure their land’s survival and success.
War Quick-Reference Guide
⚔️ War Quick-Reference
How to Start a War
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Your land must be 2+ days old, have ₤1600+, and 1+ trusted member.
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Type
/wars declare <land>(Mon–Fri only). -
Defender must accept before it begins.
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1-day prep period, then battle starts.
Winning & Scoring
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+1 point per kill
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+5 points per captured flag
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First to 35+ points wins.
Capture Flags
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Craft in
/wars capturemenu. -
Hold flag for 10 minutes to capture enemy chunk.
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You can place up to 3 flags at a time.
Surrender & Tribute
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/wars surrenderends the war early. -
Loser pays up to 50% of balance (₤1600 if attackers surrender).
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Both sides get a shield afterward (7–10 days).
Other Rules
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Flight & teleport disabled in combat.
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Friendly fire allowed, no points gained.
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Wars last up to 36 hours.
Pro Tip:
Keep funds ready, defend your flags, and use your war shield time to rebuild or plan your next move!