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Case Study

IceLegends SMP

A vanilla-first Romanian Minecraft SMP built for clean 3–4 month seasons.

The Problem

Running a community SMP means balancing plugin depth against vanilla feel, managing a world-reset cycle, and keeping operations simple enough for a solo admin. IceLegends SMP solves this with 11 carefully chosen plugins, strict feature gating per a "vanilla-first" principle, and fully automated backups and world resets.

My Role

Designed, configured, and deployed solo — server architecture, 11-plugin selection and configuration, LuckPerms permission model, economy and nation design, Docker infrastructure, and Cloudflare Tunnel ingress for Dynmap.

Highlights

  • PaperMC 1.21 on Docker with a hard 11-plugin cap — every plugin is justified and none are redundant
  • Towny nations with seasonal quests (Quests + Citizens NPCs) and a single manually-spawned MythicMobs boss per season
  • AureliumSkills passive bonuses only — active abilities disabled to preserve vanilla combat (P-01)
  • DiscordSRV bridge logs every death, join, and chat event to dedicated Discord channels in real time
  • Daily automated backups with 7-day retention; resource world resets every Monday at 05:00 via cron

Stack

PaperMC 1.21DockerCloudflare TunnelLuckPermsTownyAureliumSkillsMythicMobsDiscordSRVDynmap

Constraints

  • Solo admin — every operation must complete in under 10 minutes (P-02).
  • Vanilla-first (P-01): if any plugin disappeared tomorrow, the game must continue unchanged.
  • 11-plugin hard cap — every addition must displace something or prove unique, irreplaceable value.

System Architecture

Edge
Cloudflare Tunnel (Dynmap web map)
TCP :25565 open (Minecraft clients)
Runtime
Docker + docker-compose
itzg/minecraft-server image
Core
PaperMC 1.21
Vault
LuckPerms
EssentialsX
CoreProtect
Gameplay
Towny
AureliumSkills
ShopGUI+
Quests + Citizens
MythicMobs
Multiverse-Core
Ops
DiscordSRV bridge
Daily backup cron (04:00)
Weekly world reset cron (Mon 05:00)

Key Trade-offs

The decisions worth defending — what I chose, what I turned down, and why.

Plugin count cap

Chose

Hard cap at 11 plugins

Rejected

Unlimited plugin stack

Each plugin is a maintenance surface and a potential conflict point. The cap forces prioritisation and keeps the dependency graph legible for a solo admin.

Public ingress for Dynmap

Chose

Cloudflare Tunnel (no open ports)

Rejected

Expose :8123 directly via UFW

No origin IP exposure, free DDoS protection, and zero firewall rule maintenance — the same pattern used by the IceLegends portfolio site.

AureliumSkills scope

Chose

Passive bonuses only, active abilities disabled

Rejected

Full AureliumSkills feature set including active combat abilities

Active abilities alter vanilla combat — a direct violation of P-01. Passive bonuses reward playtime additively without changing the combat model.

Season lifecycle

Chose

Full world reset every 3–4 months

Rejected

Incremental map expansion with no reset

Resets keep the world fresh, prevent terrain exhaustion, and give every new player an equal start — critical for community health in a small SMP.

What I'd Do Differently

An honest retrospective — the stuff I'd change with more time, more users, or a second pass.

  1. 1Add a staging compose stack so plugin updates can be tested before touching the live season — one bad update cost several hours of rollback work.
  2. 2Move backup storage off-site from day one; local-only archives are a single hardware failure away from a full season loss.
  3. 3Wire Dynmap as a named Docker service rather than relying on the host port, so the Cloudflare Tunnel config survives container IP reassignment on restart.

Technical Deep-Dive

Architecture, specifications, and implementation details.

03 — Economy Design

"

Currency system, ShopGUI+, balance rules

#Philosophy

The economy is secondary. Players who ignore it entirely still have a satisfying experience. The shop is the last resort, not the first stop — player-to-player trade is always better.

#Parameters

ParameterValueRationale
Starting balance200 coinsEnough for a few small purchases — not enough to skip early game
Currency symbol⛃ (coins)Custom — avoids confusion with real currency
Max balanceUncappedLet economy grow organically
Shop sell/buy ratio≤ 40%Forces player-to-player trade preference
Quest rewards80–500 coinsMeaningful but not game-breaking
Town tax (start)0/dayActivates after week 2
Town tax (active)10/day per residentCost of protection
Nation tax50/day per member townCost of political power

#Balance Rules

"

⚠️ Review economy health at Week 2 and Week 6. If top players have >50k coins: reduce sell prices by 20% and increase town taxes.

  1. Sell prices ≤ 40% of buy price — always, no exceptions
  2. Quest rewards are additive — help progression, don't replace it
  3. Season economy resets fully — no carry-over between seasons
  4. No pay-to-win — no donation ranks, no economic advantage for purchase

#ShopGUI+ — 5 Categories

##Category 1: Resources

ItemBuySell
Oak/Birch/Spruce Log31
Stone20
Cobblestone10
Iron Ingot207
Gold Ingot3512
Diamond20070
Coal31

##Category 2: Food

ItemBuySell
Bread52
Carrot31
Cooked Beef124
Cooked Chicken83
Apple41

##Category 3: Mob Drops

ItemBuySell
Leather83
Bone52
String62
Blaze Rod4014
Slimeball155
Ender Pearl3010

##Category 4: Agriculture

ItemBuySell
Wheat Seeds20
Bone Meal41
Sugar Cane31
Cactus31

##Category 5: Special (no sell)

ItemBuySell
Elytra5000
Totem of Undying3000
Shulker Shell1000
Name Tag200

#Economy Monitoring

# Check top balances (EssentialsX)
/baltop

# Adjust price if needed (ShopGUI+ hot reload)
# Edit plugin-configs/shopgui/shops.yml
# Then: /shopgui reload

#Related Documents

  • ShopGUI+ config → plugin-configs/shopgui/shops.yml
  • Quests rewards → 06_quests_storyline.md
  • Season reset → 15_season_lifecycle.md
~ End of Document ~
Kiwi