Server Philosophy

Mooshroomia is not just a Minecraft server. It is the latest iteration of a long-running experiment in libertarian governance -- an attempt to answer the question: what happens when you give players private property, a resource-backed currency, and almost no rules?

Origins: Liberty Minecraft

Around 2015, a player known as NullCase launched Liberty Minecraft (LMC) with a single governing principle: "Resolve non-violent disputes non-violently." No rule book, no terms of service, no admin court system. Just that one sentence and the mechanics to support it -- private property, a free market, and a finite world.

LMC ran for roughly five years before NullCase shut it down. Haksndot, one of LMC's most active players, started Finite Frontier as a faithful successor. The specific plugins and mechanics have evolved across servers, but the core philosophy has never changed.

The One Rule

Everything on the server flows from a single principle: resolve non-violent disputes non-violently. Griefing -- the destruction of another player's property -- is the one clear violation. Beyond that, players are expected to work things out among themselves.

The Constants

Across LMC and Finite Frontier, certain design choices have remained constant because they are inseparable from the philosophy:

Private property through claims. Players buy land protection with in-game resources, not with playtime or admin generosity. Land costs netherite -- a resource you mine from the Nether at great personal risk. If you want to protect your builds, you earn that protection.

Resource-backed currency. Money is minted from mined resources, not spawned by admins. Every Diamond Dollar in circulation represents a diamond that someone dug out of the ground. The money supply is finite because the world is finite.

Markets through player shops. All commerce is player-to-player. There are no admin shops, no server stores, no price controls. If you want to buy bread, you find a player who sells bread. If nobody sells bread, there is a business opportunity.

No handouts. You arrive in the world with nothing. There are no starter kits, no free claim blocks, no spawn protection, no welcome chests. Your first night is genuinely dangerous.

Minimal rules. Don't grief. Resolve disputes nonviolently. That's it.

What Is Disabled (and Why)

Every disabled feature is disabled for a reason. These are not oversights -- they are deliberate design choices.

No teleportation (/home, /spawn, /tpa, /back, /warp). Distance must be meaningful for geography to matter economically. If you can teleport anywhere instantly, location has no value. If location has no value, land has no value. If land has no value, the entire property system collapses. Players who want fast travel build nether highways.

No government services (/heal, /feed, /repair, /give, /kit, /god, /fly). Players solve their own problems. If you are hungry, grow food or buy it. If your tools break, craft new ones or visit a player-run repair shop. Every problem is a potential business.

No starter kits or free claim blocks. You arrive with nothing and earn everything. This ensures that every item in the economy was produced by a player, not spawned by the server.

No taxes on shop transactions. The QuickShop tax rate is 0%. Trade is free of friction. The server does not skim from player commerce.

No debt or negative balances. The minimum account balance is $0. You cannot spend money you do not have. There are no loans, no credit, no deficit spending.

What Is Enabled

The server is not a blank slate. Certain tools exist because they support the philosophy:

  • Player shops (QuickShop-Hikari) -- the backbone of the economy
  • Land claims (GriefPrevention) -- private property enforcement
  • Block logging (CoreProtect) -- evidence for dispute resolution
  • Web map (Dynmap) -- public information about the world
  • Chat -- global and local communication
  • Permissions (LuckPerms) -- role-based access control

Difficulty: Hard Mode

The server runs on Hard difficulty. Hostile mobs hit harder and spawn more frequently. This is not cruelty -- it is design. Harder mobs drop more loot, which feeds the economy. Dangerous nights make shelter valuable. The challenge makes success meaningful.

An Ongoing Experiment

Finite Frontier is not a finished product. It is an ongoing iteration on the ideas NullCase started with LMC. The plugins change, the balance numbers shift, the technical implementation improves. But the principles stay the same: private property, free markets, minimal rules, and one guiding sentence -- resolve non-violent disputes non-violently.