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2023 Map Reset Changelog
MCLabs 2023 Reset Changelog
Removed Farm-A, Farm-M, and Wild worlds.
Added Town World
A safe place for new and casual players.
Uses the Towny plugin, so players can create and join towns and nations. Towns can claim land and sell plots to residents.
Raiding and griefing are not allowed at all here. Because of this:
Valuable items (crate items, vouchers, gear, etc.) and chem compounds can’t be stored here
Chunk hoppers and chunk busters are disabled here.
Automatic farms are not allowed here (defined similarly to the automatic farm restrictions in Wild this map).
Base crop growth rates.
Chest Shops can be made here, but can’t buy or sell valuable items
Added Factions World
The counterpart to the Town world, a raiding-focused world with benefits and higher stakes.
For their own safety, new players do not have access to this world, it is unlocked at Engineer rank.
Will be open to all players for the first couple weeks of the new map to allow for experienced players to get into it instantly.
Automatic farms are allowed here. Chunk busters and chunk hoppers work here, and chunk busters go to bedrock
All crop growth rates are increased here.
Faction member limit reduced to 15 players.
Factions can only have one ally.
Faction power increased. Now higher overall, and increased power at lower ranks.
Added Factions fly, which can be earned by voting each day. Fly is disabled when leaving your land or when an enemy is nearby.
Added Faction upgrades (/f upgrade)
Added Faction vault, a virtual chest that can be accessed by faction members. Valuables can not be stored in these.
Added Faction chest, a physical chest that can be accessed via command by faction members.
Added Faction Shields, which protect faction land from explosions for 8 hours a day. Players can choose to have their faction shielded in one of three 8-hour periods.
Dealers and Leaderboard
Leaderboard is now based on chem value rather than chem count.
Chem dealers can now give bonus or reduced money, prestige progress, and leaderboard score.
Revamped chem dealers
There are now 7 main chem dealers, each corresponding to a coloured neighbourhood of the spawn.
All players have access to these dealers from the start.
Each of these dealers has different money, prestige progress, and leaderboard score multipliers based on their location.
These dealers glow for greater visibility.
Rather than unlocking new dealers, ranking up now earns a small selling bonus at all dealers.
Prison dealer now gives +25% prestige progress and leaderboard score.
Travelling dealer now gives +20% prestige progress and leaderboard score.
Completely rewrite of the police system, allowing for much more customization.
When going off duty, any non-police items in the cop's inventory will now be moved to their off-duty inventory, or dropped on the ground if inventory is full (i.e. no more items lost from going off duty)
Police can now enter the spawn dome/building while off-duty
Police are teleported to police spawn when going on duty
The frisk cooldown is now much shorter following the frisk of a player under new player protection
Police now get notifications when there's increased selling activity to a specific dealer ("Increased selling activity reported near the X dealer!") - currently triggered when there have been 5+ sales in the past 5 minutes
Police leaderboard reward ability items (taser horse stimulant, endless pocket rocket, etc.) are now part of the officer's kit when going on duty in the form of the Tool belt:
Police can now only have one equipment/ability item (e.g. taser, endless rocket, horse stimulant) equipped at once
A different item can be equipped by pressing the SWAP HAND button while holding current equipment.
There's a short delay while equipping (player can still move during delay)
Added police lockers
When a cop arrests someone and doesn't have the inventory room for the chems, they will be sent to their locker.
Lockers have limited storage space (more can be unlocked), and if there is no room in the locker for the chems, they'll be dropped on the ground.
Police can access their locker with /locker to withdraw the chems to sell (chems cannot be manually put into the locker)
Active ability is now activated by pressing the SWAP HAND button while holding the baton.
Ability selection and ability shop are now combined into one GUI.
Power leap ability now works the same as pocket rockets, with cooldowns slightly reduced
K9 Collar ability is now an actual police ability with three tiers, each having a longer dog lifetime and shorter cooldown than the last
Particles now appear for a few seconds around the area where a player was arrested.
Police duty messages are now broadcasted globally.
Added sound effects for frisking players, being frisked, failed frisk, successful frisk
Players now receive a message when they would have been frisked but are under new player protection
Reduced police enroll cooldown from 5 days to 3 days
Items are now always frisked properly from chem storage items (Smuggler Satchel, Runner rucksack, etc.)
The chem lab now includes an “energy” resource.
Energy can be used to increase compound crafting outputs by around 10%.
Energy is increased by depositing minerals (excluding, diamond, gold, and netherite)
Cross-world chem storage.
Accessed with /chemtainer
Players can deposit chems and compounds into them in any world, and access them from any world.
Starting capacity is half an inventory, and increases by ranking up, up to 6 inventories of space
Added new rarity: Super Rare, in between Very Rare and Exceedingly Rare.
Very Rare odds slightly increased.
Crates now have one fewer common item.
Misc. Changes and Additions
Reduced costs of base building materials.
Revamped the dealer tracking UI, which can now be opened with /dealers as well as right-clicking with the tracking compass
Ability item changes:
Horse Stimulant speed duration decreased from 5s to 3s, cooldown increased from 15s to 20s
Endless Pocket Rocket base cooldown increased by 1s
Pocket Rockets and certain jump pads now create a smoke trail following the player to make it easier to track launching players
Pocket Rockets now launch the player at a set angle (~30 degrees), meaning they can no longer be used for huge vertical leaps
Reusable ability items (e.g. Catalyst, Endless Pocket Rocket, etc.) now each keep track of how many times they've been used. The stat can be checked with /itemuses while holding the item, and the number of uses displays when [item]ing the item
Removed Prestige Signature mechanic. Prestige/Mastery items now always have the name of the player who unboxed/earned them.
Prestige items now have Soulbound I.
Mastery armour now has Soulbound I.
Scamming is no longer allowed.
Overhauled the chat tag shop (/tshop), and added dynamic chems sold tags (now work properly, and include sales of the raw chem and compounds)
Runner Job listings now show prestige progress cut as well as money cut.
Increased number of chem bounty chests from 3 to 5
Increased lottery draw frequency from 60 minutes to 20 minutes.
Fixed issues with custom enchant potion effects.
Players now receive a notification when their Smuggle Flight cooldown ends.
Overhauled /prices: Can now be used to calculate the money/prestige progress/leaderboard score for selling a chosen amount of each chem, and now works in all worlds.
mcMMO Credit Changes
mcMMO credits are no longer rewarded for voting.
Slightly decreased mcMMO credit rate from Voter Crates.
Added two additional weekly raffle reward slots: Efarm/premium vouchers and Crate Roll Boosters
improved booster and crate key raffle reward pools