☀️ TWO MONTHS OF MINELAND DEVELOPMENT
June and July were incredibly busy months for Mineland.
While you were building islands, fighting in arenas, developing clans, creating worlds, and farming resources, development behind the scenes barely stopped. Some changes were noticeable right away, while others remained almost invisible — but it is exactly these small fixes and major updates that gradually shape Mineland into the server we ourselves want to play on.
🌲 SURVIVAL ENTERED A NEW ERA
Probably the biggest event of these two months.
Back in early June, the new Survival 1.21.11 version entered open beta testing. We fixed duplication exploits, issues with duels, enchantments, PvP, items, and gradually prepared the mode for its full release.
Then, in July, Season 11 officially launched, bringing one of the biggest Survival updates in recent years.
This was much more than just a new season.
🌎 The world border was expanded from 20,000 × 20,000 to 30,000 × 30,000 blocks.
💰 The familiar /shop was replaced with several new ways to earn money:
— an upgradeable Buyer Trader;
— a Speculator Trader who buys random items for 10× their normal price every hour;
— a player-to-player Orders system.
🏰 A full-fledged Clan City system was introduced, featuring its own buildings, upgrades, passive resource generation, and Shrines.
Alongside it came Clan Wars, where victory can allow a clan to destroy an enemy Shrine, steal part of their treasury, or downgrade one of their buildings.
⚔️ 2v2 duels and duels using your own items were added.
🎒 Kits, collectible items, and the economy were reworked.
🧪 A new experience shop, /expshop, was introduced.
📦 Mystical Chests, collection shops, and many other systems were updated as well.
And the work did not stop after launch.
Following community feedback, Survival difficulty was changed to Hard, while the /bounty contract system was temporarily disabled. It will return later after a complete rework.
🏝️ SKYBLOCK — LOTS OF SMALL AND LARGE CHANGES
SkyBlock did not stand still either.
One of the most noticeable additions was the Collection Museum in /collections.
🔹 browse collections and cases from different years;
🔹 sort them by year, type, and release date;
🔹 view items by rarity;
🔹 check item drop chances from bosses;
🔹 explore enchantments and stats of collectible items.
We also gave /dice plenty of attention.
An on-screen dice roll animation was added, along with player statistics through /diceinfo, additional warnings, new settings, and the ability to choose how many dice you want to roll — from two to five.
We also significantly reworked the auction system.
A new “smart” auction display mode was added, along with an ActionBar countdown, the /currentauction command, automatic display of the active auction upon joining, and shorter delays between auctions.
At the same time, we fixed duplicate auctions, stuck bidding sessions, and several other issues.
On SkyBlock RPG, we added confirmation prompts for coin transactions, custom item quantity selection while trading, the ability to sell your entire inventory at once, and a dedicated collections menu.
⚔️ THE CLASSIC PVP IS BACK
One of June’s major changes affected several modes at once:
BedWars, SkyWars, Fireball Fight, and Creative+.
The PvP system was reworked and brought in line with proper vanilla 1.8 PvP mechanics.
We also separately adjusted PvP on Prison based on feedback from its players.
Creative+ world owners can now choose between 1.8 and 1.9 PvP, while coding allows them to customize knockback, attack delays, and critical damage multipliers.
BedWars also received changes to player name displays: instead of showing a rank prefix, the game now displays the player’s team, while their entire nickname is colored accordingly.
We also fixed the empty shop, NPCs being duplicated between games, and restored proper functionality of the /rejoin command.
🔧 CREATIVE+ BECAME EVEN MORE POWERFUL
If you enjoy coding, the end of June was especially interesting.
Creative+ received 20 new actions at once.
Working with spawners, furnaces, brewing stands, note blocks, jukeboxes, loot tables, block faces, and many other mechanics became significantly more flexible.
A new experience level change event was introduced, along with new game values.
We improved the Actions menu, expanded %math()% with new functions including randint() and randfloat(), and improved teleportation and tab completion.
At the same time, we fixed a large number of long-standing issues involving:
— regular expressions;
— Shift interactions;
— game values;
— functions and loops;
— /text and /location;
— mathematical placeholders;
— item metadata transfer;
— resource handling.
HeadDatabase was also updated to its latest version.
For an average player, this might look like just a few lines in a patch note.
For world creators, it means dozens of new things that can now be built inside Mineland.
⛏️ PRISON ALSO RECEIVED A MAJOR UPDATE
At the end of July, Prison received a substantial package of changes.
Full mode settings were introduced through /menu.
Players can now use a requirements tracker, choose between several coin display options, hide the compass, skip the tutorial, or disable the book.
We reworked armor protection calculations, adjusted several progression requirements, and added new equipment colors after level 90.
Boss respawn time was reduced from 5 minutes to 50 seconds, the Bird’s health was lowered, and jobs now correctly count placed blocks.
PvP restrictions were also improved, while several price display issues were fixed.
🔪 MURDER MYSTERY AND OTHER MODES
We did not forget about the mini-games either.
In Murder Mystery, we increased gold spawn rates and the speed of thrown swords, fixed bodies floating in the air, corrected role chance calculations, and resolved an issue where the same role could be duplicated between different games.
Fixes and smaller changes were also regularly released for other modes.
Sometimes it was a new interface.
Sometimes a bug that only affected a handful of players.
🛠️ THE THINGS YOU USUALLY DON’T SEE IN PATCH NOTES
Behind every flashy update is a huge amount of work that players rarely notice.
TPS stabilization.
Database improvements.
Internal changes to data storage.
Duplication exploit fixes.
Economy checks and balancing.
Compatibility work across different Minecraft versions.
Hot Fixes released only hours after an issue was discovered.
In June, Mineland also added support for Minecraft 26.2.
Many issues were fixed literally the next day after they appeared — and sometimes within just a few hours.
💛 AND THIS IS STILL ONLY THE BEGINNING
Two months of development means dozens of updates, hundreds of smaller changes, and an enormous amount of work that often remains behind the scenes.
Sometimes an update introduces new bugs. Sometimes an already finished system has to be changed again. Sometimes an idea that looked great on paper ends up requiring a complete rework after release.
But the most important thing is that Mineland keeps moving forward.
We read your messages, analyze mode statistics, collect feedback, and gradually improve the project together with you.
Thank you to everyone who spent these two months playing, reporting bugs, debating with us in the comments, suggesting ideas, and simply remaining part of Mineland. ❤️
There is still plenty of work ahead.