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Been a busy month. A lot of the stuff players actually notice day-to-day landed — better ways to make money, cleaner teleports, and two bigger systems we've been wanting for a while: Skills and Player Warps.
Here's the rundown.
You can finally level skills just by playing.
Mine, chop, hunt, farm, fish, smelt — that work now feeds into a skill, pays out a cut of the item's worth, and unlocks perks as you climb. There's also Arcane, which levels as your other skills do and quietly makes everything else a bit better.
A few highlights:
/haste at 15, stronger ore payouts later on Open /skills to see where you're at. /skills stats works on yourself or someone else, and there's leaderboard support if you want to flex. Staff can set levels with /skills set when needed.
Progress shows on the action bar and a boss bar — no chat spam every time you break a block.
Players can set public warps on land they own.
Creating one is /pwarp create <name> <category>. It costs $50k and asks you to confirm first, so nobody burns money by accident. Categories are Town, Shop, Farm, Grinder, or Other — useful once the list gets long.
Browse everything with /pwarp. You can filter by category, left-click to teleport, and if you own the warp, right-click opens a manage menu (icon, location, category, delete).
A couple of details that matter:
Server warps are still /warp. Player stuff is all under /pwarp.
Chest shops are in. Set up a shop on a chest, pick a price, and let people buy from you without the whole auction flow. There's history too, so you can see what's been selling.
Nice for base shops, farms, and “come buy here” setups — especially once player warps are pointing people to your place.
Orders got a proper pass this month. You can post what you're looking for (or selling into), browse with filters, manage your own listings, and get deliveries when someone fills them.
It's another way for the economy to move without everything going through one market.
Warps, homes, and similar teleports now share the same countdown feel: timer on the action bar, cancel if you move or take damage, and instant when you're in a safe zone.
Less confusing, more consistent, fewer “wait why didn't that work” moments.
Claim menus got cleaner — trust, bans, flags, transfer, delete with a confirm. Team editors for staff got a similar treatment: rename things, tweak claims, set homes, flip properties, change icons.
Same general vibe as the new player-warp manage menu, so things feel like one product instead of five different UIs.
Leaderboards are in better shape — commands and in-world boards for the competitive stats people care about, with refresh logic that won't melt the server.
Not flashy, but it helps:
| What | Command |
|---|---|
| Skills menu | /skills |
| Skill stats | /skills stats [player] |
| Set skill (admin) | /skills set <player> <skill> <level> |
| Browse player warps | /pwarp |
| Create a player warp | /pwarp create <name> <category> |
| Orders | /order (and subcommands) |
| Chest shops | Use the shop chest / chest shop commands |
That's the last month in short: more ways to earn, more ways to trade, and a couple of systems that should stick around for a long time. Jump on, try /skills and /pwarp, and tell us what feels off.