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PeaceSMP

A server-driven alignment mod introducing an advanced Karma tracking system, and game-changing combat abilities for survival multiplayer.

Автор: GabyProxy6890обновлён 30 окт. 2026 г.
Механики игрыМагияОбщение

Описание

PeaceSMP

Every player gets a Karma value from 0 to 10. Peaceful play raises it, killing lowers it, and each end of the scale plays completely differently.

Everyone starts at Value 5 (Neutral, White Name).

⭐ Follow PeaceSMP to get notified about new updates.

🎮 No client mod. Your players join vanilla.

PeaceSMP is 100% server-side. It goes in your server's mods/ folder and that's it — no modpack, no launcher setup, no install instructions, no support tickets from the one guy who can't get Fabric working. Everything the mod shows you (titles, sounds, particles, name colours, the action bar) is sent with packets vanilla already understands.

Want more flair? There is an optional resource pack the server hands out automatically — see below. Players who decline it lose nothing.

🛡️ Pacifist Path

Earn peaceful minutes by not hitting any player. (They only count while you are really playing — see the anti-AFK check below — and while someone else active is online: peace only counts with company.)

  • Value 6 (60 minutes): Grants Luck IV. (Crazy for fishing btw — big treasure chance with a Luck of the Sea III rod.) (Green Name)
  • Value 7 (+120 minutes): Grants +4 Max Health (2 Extra Hearts). (Green Name)
  • Value 8 (+120 minutes): Grants +8 Max Health (4 Extra Hearts in total). (Green Name)
  • Value 9 (+300 minutes): Grants Resistance I. (Aqua Name)
  • Value 10 (+300 minutes): 6 Extra Hearts in total, Hero of the Village (cheaper trades), and unlocks Vanish (Sneak + Right-click a Phantom Membrane → Invisibility and Speed I for 30s, 5m cooldown). (Aqua Name)

Passives stack as you climb — a Value 10 has the Luck, the 6 hearts, the Resistance, Hero of the Village and the ability. (These are the defaults: server owners can give every value its own effects and hearts in the config.)

⚠️ Hitting another player resets your banked minutes to zero — melee or bow. One punch throws away the progress toward your next value.

🛡️ ...unless they started it. If someone hits you first, you have 15 seconds of self-defense: hit them back and your minutes are safe. Only the defender is covered — whoever threw the first punch never is, even after getting hit back.

🛡️ Guardians (Value 8-10). When someone attacks a player within 10 blocks of you — and the victim didn't start it — you may hit the attacker for 15 seconds as self-defense, without losing your minutes.

⚠️ Value 6-8 carries some risk. Killed by a player there, you lose 10% of your banked minutes — then you're safe from another loss for 12 hours.

⚖️ Pacifists may put down hunters. At Value 6 or higher, killing a Value 0 or 1 player costs you no karma at all.

⚔️ PvPer Path (Requires Unique Player Kills)

Rank up by killing other players. Each victim only counts once per kill cooldown (default 30 minutes, adjustable with /peace setcooldown) so you can't farm the same person.

  • Value 4 (1 Kill): Grants Bonus XP from animals. (Yellow Name)
  • Value 3 (5 Kills): Grants +2.0 Attack Damage. (Yellow Name)
  • Value 2 (10 Kills): Grants Strength I. (Red Name)
  • Value 1 (25 Kills): Grants Strength II. (Red Name)
  • Value 0 (50 Kills): Unlocks Hunter's Blood (Sneak + Right-click a Blaze Rod → Regeneration II for 10s, 10m cooldown). (Dark Red Name)

Everyone below Value 5 also gets bonus XP from animals. Above Value 5, a kill simply costs you one point.

🧭 Hunter's Sense (Value 0-4). Sneak + right-click your Hunter's Sense compass and it points to the nearest prey — a Value 6+ player or anyone with a bounty — up to 500 blocks away: a rough fix every 10 seconds far off, locked on within 50 blocks. 45s at Value 3-4, 60s at 1-2, 90s at 0, 5-minute cooldown. The prey feels watched, but never learns by whom. Safe zones, the Vanish ability (an invisibility potion doesn't hide you), duels, clanmates and new players can't be tracked.

🎯 Killing a Value 9 or 10 player counts as 2 kills — the first time you kill them in a day. And it costs them: they drop one value (keeping half the minutes to climb back) and are protected from another drop, and from double kills, for 12 hours. Hunting pacifists is the fastest way down the ladder — and the fastest way to make enemies.

🔁 No farming one victim. On top of the kill cooldown, a killer earns at most 2 kills from the same player in any 24 hours.

🌟 Secret Path: The Ascendant

Limited to 1 player per server. Nobody can grind for it — it is awakened at random:

  • Every active peaceful minute rolls for it (0.003%)
  • Every kill that clears the victim cooldown rolls for it (0.1%)
  • Value 10 players are eligible too

On a 20–25 player server it is usually claimed one to two weeks into a season.

🤫 It is offered, not forced. The chosen player alone gets a private offer — with clickable [Accept] and [Decline] — once they are out of combat, explaining what they gain and give up. Nobody else learns of it. Accept, and the whole server gets the announcement: everyone knows it is out there, nobody knows who has it. Decline — or die, log out or let the server stop before answering — and the path goes back to sleep — with five times the chance of awakening again until someone takes it.

⏳ Use it or lose it. The Ascendant must be active at least 3 hours in every 3 days (online, outside safe zones, really playing, with someone else around). Too rarely seen, and the path abandons them and is free again. /peace abilities and the menu show how much time they have.

🎭 Nobody knows who it is. The Ascendant keeps their old name colour, icon, value and aura, and shows as their old self in /peace info, /peace top, the menu, holograms and placeholders — only they (and admins) see the crown. But their abilities and crown items can give them away: whoever a Sky Drop, Arena or Anti-Heal Aura hits sees the Ascendant glow for 10 seconds, and holding a crown item is a giveaway.

👑 And it can be taken. Kill the Ascendant and the path is yours — the server only hears "The Ascendant has fallen. The crown has a new holder." Any other death — a fall, a creeper, lava — leaves it where it is. You have to beat them.

It removes all normal passives and abilities and replaces them with +4 hearts, Resistance I and three active skills (Gold Name):

  • Sky Drop (Shift + Right-click, Wind Charge): Launch into the air and slam down for 5 hearts of explosive damage in a 5-block radius. Stays armed for 15 seconds. (10m cooldown)
  • Arena (Shift + Right-click, Iron Bars): A flaming cylinder reaching 5 blocks out from its centre (10 across) and 4 blocks up and down, for 15 seconds with an invisible wall — whoever is inside stays in, and everyone else stays out: walking, pearls, elytras and pillaring all end where they started. Nothing hurts anyone across the wall, arrows and wolves included. No third-partying, no escaping — the Ascendant's own clanmates are set down safely outside and kept out too. (10m cooldown)
  • Anti-Heal Zone (Shift + Right-click, Fermented Spider Eye): A 15-block wave that completely locks health and stops all healing for 10 seconds — clanmates included. (10m cooldown)

Every ability is an attack: whoever it hits or traps is in combat with the Ascendant, and hitting them back counts as self-defense. They respect your server's PvP setting, leave other people's duels alone, and the meteor will not hurt tamed pets or villagers.

⚔️ Combat Logging

Hit a player or get hit by one and you are in combat for 15 seconds — the action bar counts it down. Log out in combat and you die — a Totem of Undying does not save you, it drops with everything else — and whoever you were fighting gets the kill (yes, including the Ascendant Path). Server restarts never count. Admins can switch it off.

🎯 Kills you can't dodge. Knock someone into lava or off a cliff, and if they die within 10 seconds of your last hit, the kill is yours. Snowballs, eggs and fishing rods hurt nobody and cost nobody their peaceful minutes — but they count as that last touch. A tamed wolf's bite counts as its owner's.

🏳️ Safe Zones

Mark out your spawn, a market or an event hall with /peace zone add <name> <corner> <corner>, and players can't hurt each other inside it. A hit, an arrow or the meteor that starts or lands inside a zone does nothing: no damage, no combat tag, no karma. The Ascendant's abilities don't work from inside one and don't reach anyone standing in one. Mobs, lava and falls still hurt as usual. Zones are saved with the world and survive a new season.

🚪 Karma-Gated Areas

Mark out a Sanctuary only pacifists may enter, or a Hunter's Den for Value 4 and below: /peace area add <name> <min> <max> <corner> <corner>. Anyone else is turned back at the edge — walking, pearls, elytras and portals all end where they started. Someone whose value changes while inside gets 30 seconds to walk out before they're moved to a safe spot just outside. The Ascendant counts as their old value, so the edge gives nothing away — and each area can still close itself to the Ascendant.

🛡️ Clans (optional)

Switch on clansEnabled and players can found clans of up to 5 with /peace clan create <name>. The leader invites friends with a clickable [Join], kicks, and can hand the clan over with /peace clan leader <player>. Clanmates can't hurt each other — not even with the Ascendant's abilities — and bounties only work between clans. No joining or leaving mid-fight. Clans never touch karma and have no leaderboard of their own.

🏆 Holograms

/peace hologram add <name> [value|kills|peaceful] puts a floating live top 5 wherever you stand — perfect for spawn. It's a vanilla text display, never saved into your world.

🗺️ Web Maps

Running BlueMap, Dynmap or squaremap? Safe zones and karma-gated areas show up on the map automatically.

🤺 Duels

Settle it without touching anyone's karma: /peace duel <player> sends a challenge with clickable [Accept] and [Deny] buttons. Inside a duel, hits never reset peaceful minutes or combat-tag anyone, and the blow that would kill the loser ends the duel instead: nobody dies, nobody drops items, no kill or death is recorded, the Ascendant Path stays where it is, and both players go back to the health they started the duel with. Knocked into lava or the void? The loser is put back on solid ground with the fire out, and nothing that happens afterwards counts as a kill by the old opponent. Hits from anyone outside the duel count as usual, you can't start a duel while you're in combat, and logging out forfeits. Duels work inside safe zones too, since both players agreed to them. Tired of challenges? /peace duel toggle blocks them.

💰 Bounties

Hold any items and /peace bounty <player>: they're now on that player's head, and whoever kills them collects everything. The mod holds the items safely until then; /peace bounty cancel <player> takes yours back (not in the first 10 minutes, and never while they're in combat), and /peace bounty list shows who's wanted. Only a kill that counts pays out: not one on the kill cooldown or over the daily cap, and never a duel. One bounty a minute per player, and Discord hears about each wanted player at most every 10 minutes.

🩸 Hunted (optional)

Switch on huntedEnabled and every 5 minutes each Value 0 player glows for 10 seconds, visible through walls — the hunters can be hunted too.

📣 Discord announcements (optional)

Paste a Discord webhook into discordWebhook and the big moments are posted to your channel: the Ascendant awakening (never who), taken or abandoned; players reaching Value 10 or 0; new seasons; combat logs; bounties; duels. Every event can be switched off, and the text comes from the messages file.

🌱 New-Player Protection

Every new player gets 120 minutes of playtime protection, once ever. Other players can't hurt, push, track or put a bounty on them: other players' arrows, snowballs and fishing hooks fly straight through, other players' wind charges, TNT and mace smashes don't move them, and other players walk through them. Mobs, lava and falls still hurt. It ends early if they attack a player, or with /peace protection off.

🔒 Built for Servers (Anti-Exploit Mechanics)

PeaceSMP is designed with server admins in mind. Built to resist farming and abuse.

  • Anti-AFK Tracker: Players cannot sit in a dirt hole or AFK at a mob farm to reach Value 10. Peaceful minutes wait in a pending pile during each 10-minute window, and only count if in that window you visited 3 chunks or placed/broke 30 blocks, and gained XP or used a block. Fail the window and its minutes are gone — and an AFK alt account doesn't count as "someone else online" either.
  • Kill-Farming Cooldown: Friends cannot repeatedly kill each other at spawn to reach Value 0. When you kill someone they go on a 30-minute cooldown (configurable), and you earn at most 2 kills from the same player per day. You have to hunt different people.
  • The Death Penalty: High-stakes PvP. Dying to a player lowers your kill count by 1. Die too often and you lose your PvPer ranks and buffs — only the players who actually win fights hold the top spots.
  • No combat logging: Leaving mid-fight is a death, not an escape.
  • Clean uninstall: The health and damage bonuses are applied live, not written into player files, and the name-colour teams are removed from the scoreboard whenever the server stops. Remove the mod and nothing is left behind.
  • Admin log: Every admin change through /peace, every kill that counts (and why), value changes, combat logs, bounties and the Ascendant Path's offers and transfers, one file per day in peacesmp/logs/ (kept 30 days). /peace log shows it in game.
  • Inactivity drift (optional): Players who stay away for two weeks slowly drift back toward Neutral, so the top of the ladder belongs to people who still play.
  • Online-mode servers: PeaceSMP is designed for online-mode servers. On offline-mode (cracked) servers, alt accounts can get around the per-player limits.

🎨 Optional Resource Pack

The mod sends it to every player who joins - nothing to host, nothing to put in server.properties, nothing for players to install. They get a one-click prompt, and new versions of the pack reach your server on its next restart, or right away with /peace reload. From 1.3 on, each build of the mod only picks packs made for it, so a future pack can never break an older server (1.2.2 and older still take the newest pack).

  • Tier icons in front of every name — in chat, on nametags and in the player list — and on the action bar: horns for hunters, a halo for pacifists, a crown for the Ascendant.
  • Custom textures for every ability item — the Hunter's Sense compass included, in blood red, its needle still turning.
  • New sounds for every ability, karma rising and falling, the Ascendant awakening and a new season.
  • Screen effects: a crown banner when the Ascendant is claimed, and your screen tints while you are caught in an Arena or an Anti-Heal Zone, or Vanished.

Players who decline it see exactly the vanilla version — no missing-character boxes, nothing broken.

🗓️ Seasons

/peace newseason confirm ends a season: everyone returns to Value 5 and loses their kills, peaceful minutes and cooldowns — including players who are offline — and the Ascendant slot is freed for a fresh race.

The standings are archived before anything is wiped, to peacesmp/season-<date>.json: every player's name, UUID, value, kills made, deaths and peaceful minutes. A mistimed wipe is recoverable, and your end-of-season event has real numbers to read from. The word confirm is required so it cannot be run by accident.

📊 Player Commands (everyone)

  • /peace menu (or just /peace) — Your karma in a chest menu: your value and tier, your passives, a progress bar to the next value, your ability cooldowns and a clickable leaderboard. Works with a vanilla client.
  • /peace duel <player> — Challenge someone to a duel that never touches karma. /peace duel accept|deny <player> to answer, /peace duel forfeit to give up.
  • /peace info [player] — Value, kills made, deaths, peaceful minutes and path.
  • /peace top [value|kills|peaceful] — The leaderboard. Offline players included, and if you are not in the top ten it shows your own place underneath.
  • /peace abilities — What your current value gives you, which item triggers your ability, and how many minutes until the next value.
  • /peace drift on|off — Your choice as a hunter: climb back toward Neutral through peaceful minutes (on), or stay a hunter until you die to players (off).
  • /peace bounty <player> — Put the items in your hand on someone's head. /peace bounty cancel <player> takes yours back, /peace bounty list shows them all.
  • /peace ascendant accept|decline — Answer the Ascendant Path's offer (or click the buttons).
  • /peace protection [off] — Your new-player protection: time left, or end it early (with a confirm step).
  • /peace duel toggle — Block (or allow again) incoming duel requests.
  • /peace clan create|invite|join|leave|kick|leader|disband|info|list — Clans, when the server has them switched on.

🛠️ Admin Commands (OP or LuckPerms)

Every command that takes a player accepts an online name, an offline name, a UUID, or self — you do not need someone connected to moderate them.

  • /peace setvalue <player> <0-10> — Manually set a player's Karma rank.
  • /peace addkill <player> — Give a player a kill point (bypasses the victim cooldown).
  • /peace reset <player> — Completely wipe a player's stats and return them to Value 5.
  • /peace resetcooldowns <player> — Instantly refresh all active ability timers.
  • /peace setsecret <player> <0/1> — Forcibly grant (1) or remove (0) the Ascendant path.
  • /peace clearsecret — Free the Ascendant slot without touching anyone's value, even if the holder is offline.
  • /peace setcooldown <minutes> — Change how long before a kill on the same player counts again (saved to the config).
  • /peace newseason confirm — End the season (archives the standings first).
  • /peace zone add <name> <corner> <corner> — Make a safe zone between two corner blocks (~ ~ ~ works). /peace zone remove <name> and /peace zone list to manage them.
  • /peace area add <name> <min> <max> <corner> <corner> — A karma-gated area. /peace area ascendant <name> allow|deny, remove, list.
  • /peace hologram add <name> [value|kills|peaceful] — A floating leaderboard. move, remove, list.
  • /peace clan delete <name> — Delete a clan.
  • /peace log [lines] — The admin log. /peace log search <text> to find something.
  • /peace reload — Re-read the config and messages files and check for a newer resource pack, without restarting the server.

🔑 LuckPerms Support

Every command has its own permission node, peacesmp.command.<name> (e.g. peacesmp.command.setvalue), so you can give moderators exactly the commands they need. Works with LuckPerms or any mod using the Fabric Permissions API — and it is bundled in the jar, nothing extra to install. No permissions mod? Admin commands just need OP, like before.

PermissionCommandDefault without LuckPerms
peacesmp.command.menu/peace menuEveryone
peacesmp.command.duel/peace duelEveryone
peacesmp.command.drift/peace driftEveryone
peacesmp.command.bounty/peace bountyEveryone
peacesmp.command.ascendant/peace ascendantEveryone
peacesmp.command.protection/peace protectionEveryone
peacesmp.command.clan/peace clanEveryone
peacesmp.command.info/peace infoEveryone
peacesmp.command.top/peace topEveryone
peacesmp.command.abilities/peace abilitiesEveryone
peacesmp.command.setvalue/peace setvalueOP
peacesmp.command.addkill/peace addkillOP
peacesmp.command.reset/peace resetOP
peacesmp.command.resetcooldowns/peace resetcooldownsOP
peacesmp.command.setsecret/peace setsecretOP
peacesmp.command.clearsecret/peace clearsecretOP
peacesmp.command.setcooldown/peace setcooldownOP
peacesmp.command.newseason/peace newseasonOP
peacesmp.command.zone/peace zoneOP
peacesmp.command.area/peace areaOP
peacesmp.command.hologram/peace hologramOP
peacesmp.command.clandelete/peace clan deleteOP
peacesmp.command.log/peace logOP
peacesmp.command.reload/peace reloadOP

Grant peacesmp.command.* to give a group every command at once (e.g. /lp group mod permission set peacesmp.command.* true). Setting one of the everyone-commands to false hides it from players, such as /peace top.

🏷️ Placeholders

Install Text Placeholder API and show karma anywhere — chat format, sidebar, tab list:

%peacesmp:value% · %peacesmp:value_colored% · %peacesmp:tier% · %peacesmp:icon% · %peacesmp:kills% · %peacesmp:deaths% · %peacesmp:peaceful_minutes% · %peacesmp:next_value_minutes% · %peacesmp:in_combat% · %peacesmp:ascendant% · %peacesmp:top_name 1% · %peacesmp:top_value 1%

Already using TAB or a chat formatter that manages teams? Turn off PeaceSMP's name-colour teams with nameColorTeams: false and use the placeholders instead.

⚙️ Configuration

config/peacesmp.json is written with defaults on first run: minutes needed for each value, the anti-AFK window, the kill cooldown and daily cap, the high-value kill weight and drop, kill credit, ability cooldowns, durations, radiuses, damage, the Arena's height and wall, the Ascendant odds, offer, active-time rule, reawaken boost and bonuses, the self-defense window, the combat tag, how many players must be online for peaceful minutes to count, duels, bounties, Hunted, Discord, and toggles for combat logging, the Ascendant passing on a kill, name-colour teams, titles, aura particles, pack sounds, screen effects and resource pack updates. Edit it and run /peace reload — no restart. Missing keys fall back to defaults, so your config survives updates.

Rename the tiers. The tiers list gives every value its own name and colour (Hunter, Peaceful, Pacifist... by default), used in chat, the menu, the player list and %peacesmp:tier%. Call Value 10 a "Saint" in light purple if you like.

Reword or translate everything. Every line players see (chat, titles, the action bar, the menu, item names) lives in config/peacesmp-messages.json, in English by default, with & colour codes and {placeholders}. New messages from future updates are added to your file automatically.

📦 Requirements

  • Minecraft 1.21.x
  • Fabric Loader 0.16.0+
  • Fabric API
  • Java 21
  • Optional: LuckPerms, Text Placeholder API, BlueMap / Dynmap / squaremap

Drop the jar into mods/ next to Fabric API. Karma data is stored per world in world/data/peacesmp_karma.dat.


💬 Running an SMP with this? I'll build you your own version.

What is on this page is the public build. It is free, it is complete, and it works out of the box — but it is tuned for a general server, and "a general server" is not yours.

If you are building an SMP around this mod, message me and I will make you a version that actually fits it:

  • Tuned to your real player count. The progression curve and the Ascendant odds assume roughly 20–25 active players. On a 60-player server the Ascendant gets claimed on day one; on an 8-player server nobody ever sees it. I will set the numbers so it lands where you want it in your season.
  • Your own tiers. Different passives, different names, a different scale entirely. The 0–10 ladder is one shape this system can take — not the only one.
  • Custom abilities. New trigger items, new effects, built around whatever your server's theme actually is.
  • Content that is not in the public build. There is more of this mod than what is documented here — including a second hidden path and a season-ending event. Ask me about it.
  • Season events. End-of-season formats that read the archive file and turn the final standings into something your players actually show up for.
  • Fitting your setup. Existing scoreboards, Discord integration — whatever you are already running.

Tell me your player count, how long you want a season to last, and what you want the mod to do on your server, and I will tell you what is realistic.

Contact me in my discord server if you need porting to other versions or to adjust the mod to your server

Галерея

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PeaceSMP-Icons gen1 v2

PeaceSMP-Icons
30 окт. 2026 г.4Minecraft: 1.21, 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5, 1.21.6, 1.21.7, 1.21.8, 1.21.9, 1.21.10, 1.21.11minecraft
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Что нового
- **The Hunter's Sense compass has its own look:** a blood-red compass with a hunter's mark, its needle turning to the prey like any compass. Other compasses look and work exactly as before, and players without the pack just see a normal compass.
release

PeaceSMP 1.4.4

1.4.4
30 окт. 2026 г.12Minecraft: 1.21, 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5, 1.21.6, 1.21.7, 1.21.8, 1.21.9, 1.21.10, 1.21.11fabric
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Что нового
### New: Hunter's Sense (Values 0-4) - **Sneak + right-click the Hunter's Sense compass** (given to every Value 0-4 player, bound like the other ability items) and it points at the nearest prey: a player at Value 6 or more, or anyone with a bounty on their head, up to 500 blocks away in the same dimension. - It lasts 45 seconds at Value 3-4, 60 at Value 1-2 and 90 at Value 0, with a 5-minute cooldown. - **Far away it's rough:** a fresh fix every 10 seconds, and the distance in bands (~50 / ~150 / ~300 / ~500 blocks). **Within 50 blocks it locks on:** the compass follows the prey live, and the distance is exact - without the item bobbing in your hand. - **The prey knows:** "You feel watched…" when the hunt starts, and "Something is close…" with a quiet sound when the hunter is within 50 blocks. They never learn who. - **Who can't be tracked:** players in safe zones or in a gated area the hunter isn't allowed into, under the Vanish ability (an invisibility potion doesn't hide you), in a duel, the hunter's clanmates, and new players under protection. When the prey can't be tracked any more, the compass turns to the next prey in range - or "The scent is lost." - Tracking never puts anyone in combat. The secret Ascendant is tracked by their old value like anyone else, so the compass never gives them away. ### New: Guardian (Values 8-10) - When someone attacks a player within 10 blocks of you, and the victim didn't start that fight, **you may hit the attacker for 15 seconds as self-defense** - your peaceful minutes are safe. The action bar shows "Guardian: you may defend <player>". - Only against the one who attacked, and you can't join a fight two players chose. A kill is still a kill, with the usual rules. ### Values 6-8 carry some risk - **Killed by a player** (a kill that counts) **at Value 6-8, you lose 10% of your banked peaceful minutes**, and any pending ones. Then you're safe from another loss for 12 hours. You're told how much you lost. ### Resource pack - **The Hunter's Sense compass has its own look:** a blood-red compass with a hunter's mark, its needle turning to the prey like any compass. Other compasses look and work exactly as before, and players without the pack just see a normal compass. ### New config keys `hunterSenseDuration` ([90, 60, 60, 45, 45] for Value 0-4), `hunterSenseCooldownSeconds` (300), `hunterSenseRange` (500), `hunterSenseExactDistance` (50), `hunterSenseMinTargetValue` (6), `hunterSenseTrackBounties` (true), `hunterSenseWarnTarget` (true), `guardianRange` (10), `guardianSeconds` (15), `guardian` in each value's `passives` (on for 8-10), `midValueDeathLossPercent` (10), `midValueLossProtectionHours` (12). Old configs keep working: missing keys use these defaults and are added to your file.
release

PeaceSMP 1.4.3

1.4.3
24 окт. 2026 г.41Minecraft: 1.21, 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5, 1.21.6, 1.21.7, 1.21.8, 1.21.9, 1.21.10, 1.21.11fabric
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Что нового
### Fixes - **New-player protection:** arrows, fireballs and other projectiles from mobs flew straight through protected players. Now only other players' projectiles pass through; mobs can hit new players as normal. - **New-player protection:** protected players couldn't launch themselves with their own wind charges. Their own wind charges (and their own TNT) work as normal again; other players' blasts still don't push them.
release

PeaceSMP 1.4.2

1.4.2
24 окт. 2026 г.22Minecraft: 1.21, 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5, 1.21.6, 1.21.7, 1.21.8, 1.21.9, 1.21.10, 1.21.11fabric
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### New: New-player protection - **Every new player gets 120 minutes of playtime protection**, once ever - not again in a new season, and not for anyone who already played before this update. - **While protected, other players can't touch you:** no damage from blows, arrows, abilities or tamed animals; arrows, tridents, snowballs, eggs and fishing hooks fly straight through you; wind charges, player-lit TNT, mace smashes, the Sky Drop and other player-made blasts don't push you; and other players walk through you instead of shoving you. Mobs, lava and falls still hurt. - **Nobody can put a bounty on you or duel you**, and nothing that touches you counts towards a kill. - **It ends early if you attack a player,** or when you choose: `/peace protection off`, then confirm. The time left shows on your action bar and in `/peace info`, and you're told when it's over. ### New config keys `newPlayerProtectionMinutes` (120). Old configs keep working: missing keys use their defaults and are added to your file. ### Permissions - `peacesmp.command.protection` is open to everyone. ### Fixes - **Karma-gated areas:** a player who respawned inside an area they're no longer allowed in could be sent straight back to where they died. Now they get the usual 30 seconds to walk out.
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PeaceSMP 1.4.1

1.4.1
21 окт. 2026 г.28Minecraft: 1.21, 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5, 1.21.6, 1.21.7, 1.21.8, 1.21.9, 1.21.10, 1.21.11fabric
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### The Ascendant and clans - **The Arena never traps the Ascendant's clanmates.** Anyone of theirs inside when it's cast is set down on safe ground just outside the wall (never in a block, in lava, over the void or off a cliff), and the wall keeps them out - so they can't help from outside either. - **The Anti-Heal Aura now catches clanmates too.** The Sky Drop still spares them.
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PeaceSMP 1.4

1.4
20 окт. 2026 г.22Minecraft: 1.21, 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5, 1.21.6, 1.21.7, 1.21.8, 1.21.9, 1.21.10, 1.21.11fabric
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### The Ascendant is a secret now - **Nobody can tell who holds the path.** To everyone else the Ascendant keeps their old look and numbers: name colour, tier icon and value next to their name (chat, nametags, player list), aura, `/peace info`, `/peace top`, the menu's leaderboard, holograms and placeholders. Only the Ascendant themself (their action bar, menu, offer, cooldowns and active time) and admins see the truth. - **The crown changes hands without names:** "The Ascendant has fallen. The crown has a new holder." The old holder is only told their crown was taken, and Discord names nobody either. An admin granting the path names nobody too. - **What can still give them away:** whoever an ability hits or traps (Sky Drop, the Arena, the Anti-Heal Aura) sees the Ascendant glow for 10 seconds - only them, nobody else. And the crown items keep their textures, so holding one is a giveaway; they're now handed out into the main inventory, not the hotbar. - `%peacesmp:ascendant%` now says whether the path is claimed, never by whom. - With Hunted on, an Ascendant whose old value is 0 glows like every other Value 0 player. ### New: Karma-gated areas - **`/peace area add <name> <min> <max> <corner> <corner>`** marks out an area only players of those values may enter: a Sanctuary for Value 6-10, a Hunter's Den for 0-4, whatever your server needs. - Anyone else is turned back at the edge, like the Arena's wall: walking, ender pearls, elytras and portals all end where they started. - **A value change inside isn't an instant eviction:** after a drop, drift, an admin command or a new season, a player gets 30 seconds to walk out. Only then are they moved to a safe spot just outside the edge - never into blocks, lava or the void. - The Ascendant counts as their old value, so the edge gives nothing away. Each area can still close itself to the Ascendant: `/peace area ascendant <name> allow|deny`. Time inside a gated area doesn't count as the Ascendant's active time. Creative and spectator players are never stopped. ### New: Clans (off by default) - With `clansEnabled`, players can found a clan with `/peace clan create <name>`, and its leader invites others, who join with a clickable **[Join]**. Up to 5 members. - **The leader** invites, kicks and disbands, and can hand the clan over with `/peace clan leader <player>`. A leader who leaves passes it to the longest-standing member; a clan always has a leader. - **Clanmates can't hurt each other**, and the Ascendant's abilities spare their clanmates. A clanmate's snowball, egg or fishing rod never counts towards a kill. A duel between clanmates still works. - **Bounties only work between clans:** no bounty on a clanmate, and a clanmate never collects one. - Joining or leaving isn't possible in combat. After someone leaves, they and their old clan stay protected from each other for 10 more seconds. - A clan never touches karma and has no leaderboard of its own. Your clan shows in `/peace info` and the menu. A new season keeps clans. ### New: Leaderboard holograms - **`/peace hologram add <name> [value|kills|peaceful]`** puts a floating live top 5 a block above where you stand, refreshed every 5 seconds. `move`, `remove` and `list` manage them. - It's a vanilla text display, so every player sees it, and it's never saved into the world: remove the mod and nothing is left behind. ### New: Web map markers - With **BlueMap, Dynmap or squaremap** installed, safe zones (green) and karma-gated areas (purple) are drawn on the map, and redrawn whenever one changes. ### New: Your own passives - **Every value's passives can now be set in the config:** any status effects with their level, extra hearts, extra attack damage and bonus XP from animals, for each value from 0 to 10. The defaults are the same ladder as before, and `/peace abilities` and the menu describe whatever you set. - **When your value changes, the old value's effects come off right away** - only the ones PeaceSMP gave you, never a potion's or a beacon's. ### Tier icons in front of names - The tier icon now sits **in front of every name** - in chat, on nametags and in the player list - with the value after the name. Without the resource pack it's still `[7]` after the name. `tierIconBeforeName: false` brings back the old look. - This needs the updated **PeaceSMP-Icons** pack, which the server sends by itself. ### New: Inactivity drift (off by default) - With `inactivityDrift`, a player who stays offline for 14 days drifts one value toward Neutral, and one more every 7 days after that, so the ends of the ladder belong to people who still play. `/peace top`, `/peace info`, holograms and placeholders always show the drifted values. Players are told when they come back. The Ascendant never drifts. ### New: Admin log - **What happened, and who did it:** every admin change through `/peace`, every kill that counts (and why: a direct hit, lava/fall/void after a hit, a touch, a tamed animal, a combat log), value changes, combat logs, bounties placed, claimed and taken back, and the Ascendant Path's offers, answers, transfers and abandonments. - One file per day in `peacesmp/logs/`, kept 30 days. `/peace log [lines]` and `/peace log search <text>` read across them in game. ### New config keys `passives` (the default ladder), `tierIconBeforeName` (true), `clansEnabled` (false), `clanMaxMembers` (5), `clanFriendlyFire` (false), `clanLeaveProtectionSeconds` (10), `areaLeaveSeconds` (30), `inactivityDrift` (false), `inactivityDriftDays` (14), `inactivityDriftEveryDays` (7), `mapMarkers` (true), `adminLog` (true), `adminLogKeepDays` (30). Old configs keep working: missing keys use these defaults and are added to your file. ### Permissions - `peacesmp.command.clan` is open to everyone; `peacesmp.command.area`, `peacesmp.command.hologram`, `peacesmp.command.clandelete` and `peacesmp.command.log` need OP by default. `peacesmp.command.seeascendant` (OP by default) lets a moderator see who holds the path in `/peace info`, `/peace top` and the menu.
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PeaceSMP 1.3.1

1.3.1
19 окт. 2026 г.32Minecraft: 1.21, 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5, 1.21.6, 1.21.7, 1.21.8, 1.21.9, 1.21.10, 1.21.11fabric
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### Duels - **A duel lost to lava or the void no longer kills anyone afterwards.** When the losing blow is lava, fire, the void or a fall, the loser is put back where they last stood on solid ground, with no fall damage to come. Both players' fire is put out. - **Nothing from a duel counts once it's over:** the combat and the kill credit between the two duelists are cleared when the duel ends, so a burn or a fall a moment later is never the old opponent's kill. A duel ending never costs karma, never pays a bounty and never passes on the Ascendant Path. ### Bounties - **Only a kill that counts pays out.** A kill on the kill cooldown, or over the daily limit of kills of the same player, leaves the bounty up for the next real kill. - **A bounty can't be pulled at the last second:** it can't be taken back while its target is in combat, or in the first 10 minutes after it was placed. The game tells you when you can. - **No more bounty spam:** one bounty per minute per player, and Discord hears about bounties on the same player at most once every 10 minutes. Every bounty still counts and is still announced in game. ### Peaceful minutes - **Active players count as company right away.** After a restart or a fresh login, another player now counts as "someone else online" as soon as they are really playing, instead of only after their first 10-minute window. An AFK alt account still doesn't count. ### Discord announcements - **Player and item names can't format or link anything in Discord any more.** Markdown characters in names are shown as typed, and web addresses never turn into links. Posts still never ping anyone. ### Corrections to the 1.3 notes - The Arena reaches **5 blocks out from its centre (10 across)**, not 5 across. - The reawaken boost starts whenever the path is abandoned, cleared by an admin, declined, or the offer is cancelled by death, logout or a server stop. - Resource packs: **from 1.3 on**, each build only picks packs made for it. 1.2.2 and older still take the newest pack. ### New config keys `bountyPlaceCooldownSeconds` (60), `bountyCancelLockMinutes` (10). Old configs keep working: missing keys use these defaults and are added to your file.
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PeaceSMP 1.3

1.3
18 окт. 2026 г.36Minecraft: 1.21, 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5, 1.21.6, 1.21.7, 1.21.8, 1.21.9, 1.21.10, 1.21.11fabric
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### The Ascendant Path is offered, not forced - **You can say no.** Winning the awakening roll now reserves the path and offers it to you alone, once you're out of combat: a title, a sound, and a chat message with clickable **[Accept]** and **[Decline]** (or `/peace ascendant accept|decline`) explaining what you gain and give up. Nobody else learns of the offer. You keep your passives while you decide. - An unanswered offer is accepted after 120 seconds. Declining, dying or logging out with the offer open frees the path again, and so does a server stop. - The kill or peaceful minute that wins the roll still counts normally; the roll is a bonus on top. - **Use it or lose it.** The Ascendant must be active at least 3 hours in every 3 days: online, outside safe zones, passing the anti-AFK check, with someone else online. Too rarely seen, and the path abandons them and is announced as free again. The first 3 days are a grace period. `/peace abilities` and the menu show the time so far. - **Reawaken boost:** whenever the path is freed (abandoned, cleared by an admin, declined or lost), both awakening chances are 5x until someone accepts it. - **Tougher Ascendant:** +4 hearts and Resistance I while holding the path. Still no Strength, Luck or Hero of the Village. ### Kill farming - **At most 2 kills of the same victim count per 24 hours**, on top of the kill cooldown. A kill over the cap counts like one on cooldown. - **The double kill on a Value 9 or 10 player only applies to your first kill of them in 24 hours.** - **And it costs them:** a double-counted kill drops the victim one value (10 to 9, 9 to 8), keeping half the minutes needed to climb back. They are then protected for 12 hours: no further drop, and no double kills on them. ### Kills you can't dodge - **Indirect kills count.** If someone dies to lava, a fall or a trap within 10 seconds of a player hurting them, that player gets the kill, with all the normal rules (karma, the Ascendant passing on). - **Snowballs, eggs and fishing rods** never combat-tag anyone or cost peaceful minutes, but they count as that last touch for the 10 seconds. - **Tamed animals count as their owner:** a wolf's bite is its owner's attack (combat tag, karma, safe zones), and a wolf defending its owner counts as self-defense. - **Combat logging with a Totem of Undying no longer saves you.** You die anyway, the totem drops with everything else, and your opponent gets the kill exactly once. ### Anti-AFK - **Peaceful minutes now wait in a pending pile** during each activity window, and are only added if the window passes. A failed window throws its minutes away, and the first window is no longer free. - A window passes if you **visited 3 chunks or placed/broke 30 blocks**, and **gained XP or used a block**. - **"Someone else online" only counts active players:** an AFK alt account no longer keeps you company. - Logging out keeps your window and pending minutes for 60 minutes, so a quick reconnect loses nothing. - Hitting a player, a value drop, kills and admin commands clear pending minutes too. - With `/peace drift off`, the action bar now says **"drift off"** instead of a minute count that never moves. ### The Virtual Arena - **A cylinder:** 5 blocks across and 4 up and down from its centre, so players in a cave below or on another floor aren't caught. Cast in the air, it forms on the ground below. - **An invisible wall:** a trapped player who leaves (walking, an ender pearl, an elytra, pillaring up) is put back where they last stood inside, and an outsider who walks in is put back outside. Nobody is pulled to the centre, pushed, or put inside blocks. - **Nothing crosses the wall:** no melee, arrows, wolves or abilities between a player inside and one outside. - It only traps players the Ascendant could hurt: never creative or spectator players, players in someone else's duel, or anyone standing in a safe zone. ### The Ascendant's abilities are attacks - Everyone hit by the Sky Drop meteor, trapped by the Arena or caught by the Anti-Heal Aura is in combat with the Ascendant, who started it. Hitting the Ascendant back counts as self-defense. - The meteor and the aura leave other people's duels alone and don't cross an Arena wall. ### Duels - **No more free heal:** when a duel ends on the winning blow, both players go back to the health they had when the duel started, instead of full health. - **No request spam:** you can't challenge the same player again within 30 seconds, and `/peace duel toggle` blocks all incoming requests. - A death within 10 seconds of your duel opponent's hit (lava, a fall) ends the duel the normal way too: nobody dies. ### New: Bounties - **`/peace bounty <player>`** puts the items in your hand on their head; whoever kills them collects everything. The mod holds the items safely until then. `/peace bounty cancel <player>` takes yours back, and `/peace bounty list` shows everyone wanted. ### New: Hunted (off by default) - With `huntedEnabled`, every Value 0 player glows for 10 seconds every 5 minutes, so the hunters can be hunted too. ### New: Discord announcements (off by default) - Paste a Discord webhook into `discordWebhook`, and the big moments are posted to your channel: the Ascendant awakening (never naming the player), taken or abandoned; players reaching Value 10 or 0; new seasons; combat logs; bounties; and duels if you switch them on. Each event has its own switch, and the text comes from the messages file. ### Server owners - **The kill cooldown lives in the config only:** `/peace setcooldown` writes `killCooldownMinutes` to `config/peacesmp.json`, and `/peace reload` applies it. A cooldown saved in an old world is moved into the config once. - **Name-colour teams are per player now**, so players with the same value are no longer vanilla teammates (tamed wolves defend their owner against anyone). All of PeaceSMP's teams are removed from the scoreboard when the server stops, so nothing is left behind if the mod is removed. - **Resource pack updates can be switched off** with `resourcePackAutoUpdate: false`: the server keeps sending the pack it already has, and only looks for a newer one on `/peace reload`. Each build of the mod also only picks packs made for it, so a future pack can never break an older mod. - `/peace newseason` and `/peace reset` also clear the new records: daily kill caps, drop protection, pending minutes, the Ascendant's active time, an open offer and the reawaken boost. - PeaceSMP is designed for online-mode servers. On offline-mode (cracked) servers, alt accounts can get around the per-player limits. ### New config keys `maxKillsPerVictimPerDay` (2), `highValueDeathDropsValue` (true), `highValueDropKeepsPercent` (50), `highValueDropProtectionHours` (12), `killCreditSeconds` (10), `tamedAnimalsCountAsOwner` (true), `activityBlocksRequired` (30), `activityRecordKeepMinutes` (60), `arenaHeight` (4), `arenaBlocksProjectiles` (true), `ascendantMinActiveHours` (3), `ascendantActiveWindowDays` (3), `ascendantReawakenBoost` (5), `ascendantCanDecline` (true), `ascendantOfferSeconds` (120), `ascendantOfferTimeoutAccepts` (true), `ascendantBonusHealth` (8), `ascendantResistance` (true), `duelRequestCooldownSeconds` (30), `bountiesEnabled` (true), `huntedEnabled` (false), `huntedIntervalMinutes` (5), `huntedGlowSeconds` (10), `discordWebhook` (empty), `discordAscendant`, `discordValueExtremes`, `discordNewSeason`, `discordCombatLog`, `discordBounties` (true), `discordDuels` (false), `resourcePackAutoUpdate` (true). Old configs keep working: missing keys use these defaults and are added to your file. ### Permissions - `peacesmp.command.bounty` and `peacesmp.command.ascendant` are open to everyone.
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PeaceSMP 1.2.2

1.2.2
15 окт. 2026 г.26Minecraft: 1.21, 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5, 1.21.6, 1.21.7, 1.21.8, 1.21.9, 1.21.10, 1.21.11fabric
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### New: `/peace drift` - **Hunters choose whether they climb back.** Until now, a hunter (Value 0-4) who didn't kill anyone slowly climbed back toward Neutral through peaceful minutes, even if they only stopped because they couldn't find anyone. Now each player decides for themselves: - `/peace drift off`: stay a hunter. Peaceful minutes no longer lift you; only dying to players moves you up. - `/peace drift on`: climb back toward Neutral through peaceful minutes, as before. - `/peace drift`: shows your current setting. - Your choice is saved, and the menu and `/peace abilities` show it. Peaceful minutes still count for the season leaderboard either way. - Server owners set the default for players who never choose with `huntersDriftBack` in the config (on, like before). The permission is `peacesmp.command.drift`, open to everyone.
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PeaceSMP 1.2.1

1.2.1
15 окт. 2026 г.16Minecraft: 1.21, 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5, 1.21.6, 1.21.7, 1.21.8, 1.21.9, 1.21.10, 1.21.11fabric
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### Changes - **Peaceful minutes need company.** Peaceful minutes now only count while at least 2 players are online in survival or adventure. Being peaceful on an empty server proves nothing, and it stopped players climbing to Value 10 alone in the middle of the night. The action bar says "Progression paused: nobody else is online" while you're alone. - **The Ascendant roll pauses too.** The chance to awaken the Ascendant only happens on peaceful minutes that count, so an empty server can no longer be used to farm it. - Server owners can change the number with `peacefulMinPlayers` in `config/peacesmp.json` (set it to 1 to turn this off), then `/peace reload`.