The PlushSMP field guide

A serious survival world with delightfully unserious friends.

PlushSMP keeps survival progression meaningful while adding collectible stuffies, careful recovery systems, player-run commerce, and community goals.

The soft center

Stuffies, props, and playful machines

The custom collection includes craftable stuffies and objects. Players can place and recover display pieces, furnish schools and homes, collect themed items, and fly the Little Red Plane or X-wing.

Special mechanics remain server-authoritative and claim-aware. Some weapons and administrative items require elevated permissions. Java and Bedrock receive edition-appropriate resource packs while sharing the same item identities and gameplay state.

Some complex displays and controls look or feel different between editions. Recipes, ownership, claims, inventory, and server-side outcomes remain shared.

Build with confidence

Persistent land claims

Personal and team claims use UUID-backed ownership and granular trust roles for building, containers, entities, redstone, and management. Protection covers direct edits plus common indirect paths such as pistons, hoppers, fluids, fire, explosions, vehicles, and projectiles.

Good claim habits

  • Claim storage and important builds early.
  • Grant only the trust level someone needs.
  • Leave room around neighbors and ask before connecting systems.
  • Use bounded claim visualization instead of marking borders with wasteful entities.

Mistakes can become stories

Death and item recovery

Keep-inventory remains off. A death creates a protected, persistent death box with a 72-hour expiry and a bounded active-box limit. Recovery journals and audited administrator tools protect against partial deliveries and exceptional failures.

A paid /back route can return a player from spawn to the latest active death box when safety checks pass. No recovery system guarantees access through every hazard, so prepare before long expeditions.

Player-driven value

Plush Coins, market escrow, and direct trade

Players earn currency through active play and configured rewards. Market listings escrow items; direct trades use revisions, confirmations, delivery receipts, and inventory handoff locks. Every currency mutation is intended to be atomic and auditable.

  • No purchasable gameplay advantage is part of the verified design.
  • Price, listing, inventory, and daily limits protect the economy and server.
  • Trade only through the supported interfaces; staff cannot validate outside deals.

Many ways to matter

Quests, journals, events, and civic projects

Weekly quests reward trusted gameplay events. Fishing and discovery journals track collections. Community events use bounded participation and audited lifecycle controls, while civic projects let players contribute items or coins toward shared landmarks.

Completed projects can appear on the map through cached server-generated markers without render-time database work.

Together at launch

Java and Bedrock, one shared world

PlushSMP supports Java 1.21.11 and current Bedrock clients through official Geyser, Floodgate, and ViaVersion integrations. Both editions share the same players, world, claims, economy, quests, and community.

Connect on August 7: Java players use plushsmp.com. Bedrock players use the same address with port 19132.