What is next

Where AoW SMP is going

What is shipped, what is in flight, and what is next. Includes Discord, the AI player, and the public website.

AoW SMP is already a complete, playable crossplay server — the core is shipped and stable. This page is the public log of what comes next: the features that are scaffolded but not live, the integrations that are blocked on a single missing token, and the ambitious "would be cool" ideas waiting their turn. Everything here is honest. If it is shipped, it is marked shipped. If it is waiting on a token, it says so.

ShippedCore server, 6 consolidated in-house packs, 21 third-party plugins, crossplay, docs
Next upDiscord, AI player bot, public site, Terralith pre-gen, map subdomain
LaterBlueMap, AoWQuests, AoWEvents, AoWBoard expansions
CadenceSingle-developer + AI sub-agent teams; ships in small additive increments

1 Shipped

The foundation is done. Players can join from Java or Bedrock today, claim land, level skills, run shops, hit the auction house, and live in a world that is meaningfully different from vanilla.

Cross-play stack shipped
Java on TCP 25565, Bedrock on UDP 19132. Geyser-Spigot 2.10.1-SNAPSHOT translates RakNet, ViaVersion 5.10.1-SNAPSHOT bridges the emulated client version onto Paper, and Floodgate 2.2.5-SNAPSHOT lets Bedrock players join with their Xbox/Microsoft account — no Java account required. See Cross-play for the full topology.
Same world, same chat, same economy. Bedrock names are prefixed with . (e.g. .Steve).
21 third-party plugins shipped
The proven stack: Essentials, Vault, GlobalMarketplace, QuickShop-Hikari, GriefPrevention, WorldGuard, WorldEdit, CoreProtect, LuckPerms, AuraSkills, AxGraves, Chunky, squaremap, DecentHolograms, TAB, Plan, PlaceholderAPI — plus the cross-play four (Geyser, Floodgate, ViaVersion, ViaBackwards). Full version pins on the Third-party page.
No conflicts, no surprises. Every plugin earns its slot.
6 consolidated in-house packs shipped
All paper-api only, all built by AI sub-agent teams on the box. Onboarding (the guidebook/onboarding module in AoWInfra, AoWWelcome, the SafeSpawn module in AoWInfra), worldgen (the flora module in AoWWorldGen, the ore-vein module in AoWWorldGen, the structure module in AoWWorldGen), the Mythic Champions system (the Champions module in AoWMythic, the Vendetta module in AoWMythic, the Relics module in AoWMobs, the signature-attack module in AoWMythic, the Blood Moon module in AoWMythic and more), mobs (the mob-gear module in AoWMobs, the drops module in AoWMobs, the loot module in AoWMobs), loot (AoWChestLoot, AoWFishing, AoWMining), engagement & QoL (AoWDaily, AoWBoard, AoWDeathBook, AoWPresence, AoWTweaks, the Fixes module in AoWInfra, AoWVillagers). See Custom Plugins.
All ADD-only, all config-toggleable, all vanilla items/blocks only.
Hardware upgrade shipped
Mid-session bump from KVM 2 (2 vCPU / 8 GB RAM) to KVM 4 (4 vCPU / 16 GB RAM / 200 GB NVMe). Fixed Geyser+ViaVersion translation lag and gave the JVM headroom for a real heap: -Xms8G -Xmx8G with Aikar GC flags and 2 GB swap as an OOM cushion.
Tick stability and chunk-gen throughput both improved noticeably after the upgrade.
This documentation site shipped
Static HTML + a single style.css, ~20 pages covering join flow, cross-play architecture, every plugin (custom and third-party), world, mobs, loot, economy, claims, skills, QoL, commands, infra, build pipeline, admin, this roadmap, FAQ, and glossary.
Source-of-truth reference for players and operators alike.
Infrastructure baseline shipped
Hostinger KVM 4 VPS, Ubuntu, Temurin 21.0.0, Paper 1.21.8 build 69, minecraft.service systemd unit with auto-restart and boot-on-startup, FIFO console at /opt/mcserver/cmd.sh, backups in /opt/backups/, Tailscale at internal admin address, Cloudflare DNS-only A record for play.aowmc.complay.aowmc.com.
If the VPS reboots, the server is back online before anyone notices.

2 Next up

These are the five things in active flight. Most are blocked on one specific thing — a token, a key, an account — rather than on code. They will ship in roughly the order below.

2.1 — Discord chat + voice
Discord integration next
Plan: drop in DiscordSRV for two-way chat sync (in-game ↔ #general), join/leave broadcasts, console relay to a staff channel, and account linking. Layer Skoice on top for proximity voice — players in voice chat hear each other based on in-game distance.

Blocked on: a Discord bot token from a server we own. Once the token is in hand, install + config is ~30 minutes and a server restart.
Bedrock players will appear in Discord with their . prefix exactly as they appear in-game.
2.2 — AI player bot
AI Player Bot (Mineflayer + Claude) next
A bot that connects to the server like a real Java player, runs on Mineflayer for pathing/inventory/combat, and is driven by Claude for high-level decisions: chat, building goals, exploration, helping new players, joining events. Scaffold already exists at Z:/Brands/aowmc/agent/.

Blocked on: a dedicated Java (Microsoft/Mojang) account for the bot to log in with, and an Anthropic API key for Claude. Server stays online-mode=true, so the account must be real.
The bot will respect the same rules as everyone else — claims, economy, skills, the lot.
2.3 — Public website + map subdomain
Public website deploy next
Currently aowmc.com still serves the older website from VPS1. Plan: deploy a fresh marketing page (hero, "how to join", live player count via Plan/squaremap APIs) and link it to these docs. play.aowmc.com stays exactly where it is — only the apex changes.
Goal: a new visitor can go from "what is this?" to "I'm connected" in under two minutes.
map.aowmc.com (squaremap) shipped
squaremap 1.3.12 is already running internally on map service. Public endpoint is now map.aowmc.com, so anyone can see the live world map from a browser.
No client install needed — pan, zoom, see players and claims from a tab.
Complete Terralith pre-gen next
Chunky 1.4.40 is set up; full pre-gen of the spawn region is roughly ~30 minutes on the 4 cores. Doing this once eliminates first-visit lag spikes for the area most players will ever see.
Runs offline, no player impact — just a planned maintenance window.
Why these five? They are all force-multipliers. Discord brings the community into one room. The AI player makes the world feel populated 24/7. The website and map subdomain make the server discoverable. Terralith pre-gen makes first impressions silky. Everything else can wait.

3 Later

Bigger or more speculative ideas. These are not on a schedule — they ship when the "next up" list is clear and there is appetite to build them. Listed in rough order of likelihood.

BlueMap 3D map later
Optional 3D web map alongside squaremap. squaremap is great for navigation; BlueMap is great for showing off builds. Same internal-port + Cloudflare-proxy pattern as map.aowmc.com.
Probably gated on disk usage — BlueMap tiles are not small.
AoWQuests later
Daily and weekly quest plugin. Build on the same patterns as AoWDaily: per-player PDC, server-local date rotation, reward via the existing economy and item drops. Quest categories: kill X mobs, mine Y blocks, fish Z items, travel N blocks, complete a structure.
Vanilla items only, ADD-only, fully config-toggleable — same charter as every other custom plugin.
AoWEvents later
Server-wide timed events: mob waves at spawn, double-XP windows, treasure hunts, boss spawns. Designed so the AI player bot can hook into them — the bot can announce the event in chat, participate, and rally other players to join.
Pairs naturally with the AI bot work above.
AoWBoard expansions later
Today /top covers playtime, mobkills, deaths, and jumps. Future categories on the wishlist: blocks placed, blocks broken, distance walked/sailed/flown, fish caught, diamonds mined, money earned, claims owned.
Cheap to add — the offline-player iteration framework is already there.
More themed structures later
Today the structure module in AoWWorldGen places four: ruined tower, campsite, shrine, wishing well. Room to add more themed sets — sunken boats near coasts, watchtowers on hills, sealed crypts in caves — while keeping the 0.006 per-chunk gate and 48-block no-overlap rule.
All vanilla blocks. All ADD. All gated behind config.
Plugin-level analytics dashboards later
Plan 5.7 covers player analytics. Future: custom dashboards layered on top — auction-house turnover, claim coverage of the map, skill-level distribution, where Champions are dying, which loot tiers actually fire.
Useful for tuning; not urgent.

4 Status at a glance

If you only read one table on this page, read this one.

InitiativeStatusBlocked onNotes
Cross-play (Java + Bedrock)shippedGeyser + Floodgate + ViaVersion routing to Paper 1.21.8
21 third-party pluginsshippedSee Third-party for pinned versions
6 consolidated in-house packsshippedAll paper-api only — see Custom Plugins
Hardware upgrade (4 vCPU / 16 GB)shippedFixed translation lag; 8 GB heap with Aikar flags
This docs siteshippedYou are reading it
Discord (DiscordSRV + Skoice)nextDiscord bot token~30 min install once token is available
AI Player Bot (Mineflayer + Claude)nextJava account + Anthropic API keyScaffold at Z:/Brands/aowmc/agent/
Public website deploynextaowmc.com apex still on VPS1
Complete Terralith pre-gennext~30 min on 4 cores via Chunky
map.aowmc.com (squaremap)shippedPublic endpoint now live; internal service runs on the map service
BlueMap 3D maplaterOptional, runs alongside squaremap
AoWQuests (daily/weekly)laterSame patterns as AoWDaily
AoWEvents (waves, double-XP)laterHookable by the AI player bot
AoWBoard categorieslaterBlocks placed/broken, distance, diamonds, money, claims

5 How "next up" actually ships

The build cadence is the same one that produced the 6 consolidated in-house packs — small, additive, tested, reversible.

Charter never changes
paper-api dep only, Adventure API, vanilla items/blocks only, server-side, ADD-only, everything config-toggleable. Future plugins follow the same rules as the current 75 — no exceptions.
If a feature would remove vanilla behavior, it gets a config toggle defaulted off.
One agent per plugin
An AI sub-agent team writes the Java, runs Maven 3.8.7 with maven-compiler-plugin 3.13.0 (release 21), fixes the compile errors, produces the jar, and drops it into /opt/mcserver/plugins/. Source lives at /opt/aow-plugins/<Name>/. Same flow for everything new.
See Build Pipeline for the full loop.
Reload, not restart
Every custom plugin has a /aow<name> reload. Tuning chances, densities, cooldowns, or radii does not require a server restart — just edit the config.yml and reload.
Tune-to-taste is the explicit posture for the chances and densities baked into the current plugins.
Backups before changes
Anything that touches the world or player data is preceded by a snapshot into /opt/backups/. The systemd unit makes restarts cheap; the FIFO console at /opt/mcserver/cmd.sh makes runtime commands scriptable.
If a change goes sideways, rollback is a file copy and a service restart.
Want to help steer this? Catch an operator in-game with /msg, or wait for the Discord to land — once it ships, the #feedback channel will be the canonical place to suggest features. Everything on this page is open to debate.

6 Out of scope (on purpose)

Some things will not ship, by design. Worth being explicit so nobody is waiting on them.

Pay-to-winNo purchasable advantages, ever
Modded clients requiredVanilla Java and Bedrock only
Custom items / blocksVanilla item palette only, in custom plugins
Resource packsNone required to play
PvP arena focusThis is a survival SMP, not a kit-PvP server
Bungee/Velocity proxySingle-node Paper — deliberately simple
Offline modeonline-mode=true, Floodgate handles Bedrock auth
Resetting the worldNot planned; the SMP is meant to last
The previous VPS3 incarnations — the 4-server Velocity network (lobby/factions/kitpvp) and the native Bedrock Dedicated Server — are stopped and disabled. Their worlds are safely backed up in /opt/backups/, but they are not coming back. The roadmap is for the current single-node Paper crossplay SMP only.

7 What you can do today

While the "next up" list is in flight, the server is fully playable right now. Here is the short version.

Address: play.aowmc.com — Java port 25565, Bedrock port 19132. MOTD reads "AoW SMP - Java + Bedrock crossplay". Survival, Easy, max 20 players, online-mode on. Bedrock players appear with a . prefix.