The World
Mooshroomia is a finite world. Unlike most Minecraft servers, which generate new terrain endlessly as players explore outward, Mooshroomia has hard borders. Every resource that exists in this world is countable. Every diamond, every tree, every block of dirt is part of a fixed supply. This is not a technical limitation -- it is the foundation of the entire economy.
World Size
The overworld is 7,000 by 7,000 blocks, roughly the size of Manhattan Island in New York City. The nether matches it. The End is significantly larger, providing room for endgame exploration.
| Dimension | Radius | Diameter | Approximate Area |
|---|---|---|---|
| Overworld | 3,500 blocks | 7,000 blocks | ~38.5 km² |
| Nether | 3,500 blocks | 7,000 blocks | ~38.5 km² |
| The End | ~11,068 blocks | ~22,136 blocks | ~385 km² (10x overworld) |
All world borders are centered on spawn at coordinates (0, 0).
Why Finite?
A finite world is a deliberate constraint inherited from the Liberty Minecraft tradition. In a standard Minecraft server, resources are effectively infinite -- if you run out of diamonds nearby, you just walk further out and mine more. Scarcity is an illusion.
In a finite world, scarcity is real. There are only so many diamonds. There are only so many ancient debris blocks in the nether. There is only so much land to claim. This transforms Minecraft from a game of abundance into a game of economics. When resources are genuinely limited, trade becomes necessary, prices become meaningful, and land becomes valuable.
Spawn
The world spawn point is at coordinates (0, 80, 0), but new players do not spawn there. Mooshroomia uses DonutSpawn, which places first-time players at random locations within donut-shaped zones around the world center. This serves two purposes:
- Prevents spawn camping. There is no fixed spawn point for hostile players to camp or trap.
- Distributes the population. Players spread out across the finite landscape from the start, rather than clustering at a single point and depleting nearby resources.
Returning players respawn at their bed or respawn anchor, as in vanilla Minecraft.
Terrain Generation
The world uses vanilla terrain generation on Paper 1.21.8. There are no custom biomes, no terraforming plugins, and no pre-built structures beyond what Minecraft itself generates. The landscape is what the seed produced -- caves, mountains, oceans, villages, and all.
View Distance
The server render distance is set to 24 chunks, providing generous visibility. Players can see terrain up to 384 blocks away, which is well above the typical server default.
Geography Matters
Because there is no teleportation on the server, physical distance is meaningful. A shop on the far side of the world is genuinely far away. A home near a nether portal hub is genuinely more convenient than one in the wilderness. The nether remains the primary method of fast travel, with one block in the nether corresponding to eight blocks in the overworld.
This means geography drives economics. Location matters for trade, for resource access, and for community. Players who build roads and nether highways provide a real service. Players who establish shops at crossroads have a genuine advantage. The finite world, combined with the absence of teleportation, ensures that the map is not just a backdrop -- it is the playing field.