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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.

04 — Towny: Nations & Territories

"

Land claiming, towns, nations, wars — the social backbone of the server

#Philosophy

Towny is how players protect their home and expand with friends. It's not a complex political simulator at launch — it grows into one organically. Wars are disabled the first 2 weeks so players can establish bases before conflict starts.

#Core Config

# townyconfig.yml — key values

# Plots
min_residents_to_claim_plot: 1    # can claim land alone
max_plots_per_resident: 8         # reasonable limit

# Towns
min_residents_for_town: 1         # can found a town alone
town_default_tax: 0.0             # no taxes for first 2 weeks
town_default_upkeep: 0.0

# Nations (optional)
min_towns_for_nation: 2           # minimum 2 towns to form a nation
nation_default_tax: 0.0

# Wars — disabled at launch
war_enabled: false                # Admin enables manually at week 3

#Romanian Titles

Towny RoleRomanian Title
ResidentLocuitor
MayorPrimar
KingRege
Nation LeaderÎmpărat
Town MemberCetățean

#Town Progression

Player joins → claims 1 plot (home) → expands plots → invites friends
     → founds a Town → recruits residents → claims more land
     → enough towns → founds a Nation → politics & wars begin

#Wars

SettingValueNotes
war_enabledfalse at launchAdmin enables at week 3
war_time_between_wars48hCooldown between wars per town
War notificationDiscord #eventsDiscordSRV alert on war declaration
"

⚡ Admin command to enable wars: /ta toggle war Run this at the start of week 3 — announce in Discord beforehand.

#Key Towny Commands for Players

/t new <name>           # Found a town
/t add <player>         # Invite a player to your town
/t claim                # Claim the chunk you're standing in
/t unclaim              # Unclaim current chunk
/t spawn                # Teleport to your town spawn
/t deposit <amount>     # Deposit money into town bank
/t withdraw <amount>    # Withdraw from town bank
/n new <name>           # Found a nation (need 2 towns)
/n ally add <nation>    # Add nation ally

#Key Towny Commands for Staff

/ta town <name> delete  # Delete a town (grief cleanup)
/ta toggle war          # Enable/disable wars globally
/ta town <name> bankhistory  # Check town finances
/towny prices           # Show current town prices

#Dynmap Integration

Towny nation borders are automatically shown on the Dynmap web map. Each nation gets a distinct color. Town plots are outlined on the map.

#Related Documents

  • Economy (taxes) → 03_economy_design.md
  • Discord war alerts → 10_discord_integration.md
  • World map → 08_world_management.md
~ End of Document ~
Kiwi