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Anarchic Frontiers:
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  General Info
   General FAQ
   Server Details
   Prison Pearl
   Extra Hard Mode
   New Recipes
   Head Drops
   Snitch Blocks
   Bumper Fields
   XP Changes
   AF World Map
   Name Changes
  Forum Sections
   Trades & Auctions
   Points of Interest
Bumper Fields

A Bumper field is used to prevent certain types of grief within an area 5 blocks around a bumper block. All noteblocks are bumpers, which requires a redstone dust to make.

To make a bumper field, simply place a noteblock and it will automatically prevent others from:
  • Placing blocks
  • killing animals
within a 11m^3 volume.

To allow other players to bypass your protection , you can use the command /bumper allowall [name]. (This will also allow them access to your snitches). To allow players past an individual bumper, point at the bumper block and type /bumper allow [name].

The noteblock is still usable to play sounds. you can also disable all bumper functionality by crouching when placing it.

Bumper blocks can also still be destroyed if they find the block, which will disable any protection it provides.

Best Practices
  • Place the Bumper where it will cover the whole area of concern.
  • Place multiple bumpers if you need to cover larger areas.
  • You can type /bumper visualize to see the coverage area.
  • reinforce the bumper block itself.
  • If your covering an important horse ranch or something you may want to protect the 6 adjacent blocks around the bumper block as well as the bumper itself with iron or diamond.
  • Hide the bumper and its surrounding reinforcements in places that are unlikely to be discovered.
Extra Hard Mode

These new Worlds are extremely inhospitable and challenging to survive on.

Many of these challenges are more exciting and interesting to learn as you go by surprise but if you like spoilers read on.

World Rules

  • Stone is extremely hard, making tunneling with a pickaxe impractical. Players will have to scout the wilderness for natural caverns, or make their own caves with much-improved TNT (see below). This brings exploration, navigation, and risk-taking to the forefront of gameplay.
  • Cave-ins are a persistent threat. Mining ore softens the stone around it, which can then fall and injure the careless player. Dirt and grass, which is often compacted into a solid mass in cavern ceilings and floors, will also come crashing down when disturbed. Of course, TNT can make a really big mess, since it also softens stone to subject it to the pull of gravity.
  • Loose materials like cobble and dirt will fall like sand and gravel, forcing players to solve mining obstacles (like giant pits) by bringing appropriate building materials with them or getting very creative in their approach, rather than just using the dirt and cobble they conveniently picked up along the way.
  • The TNT recipe produces 3 TNT, and each TNT explodes 100% more violently versus Vanilla TNT, making TNT a useful tool for mining and worthwhile to craft. Further, exploding TNT will produce a more "natural" devastation with lots of fallen rock and other rubble.
  • No permanent flames near diamond level (there's not enough oxygen). Players will have to get creative with their lighting, for example using dimmer redstone torches (spooky!), moving lava around with buckets (dangerous!), using glowstone (expensive!), or lighting temporary flint/steel fires (risky!). This also discourages players from dumping water on all the lava, since it can be a valuable source of light, holding monsters at bay.
  • Players may not attach torches to loose materials like dirt, grass, and sand.
  • Torches left out in the rain will go out, falling to the ground as items.
  • Putting out a fire up close (by hitting it or trying to smother it with a block) will catch the player on fire. The best approach is to smother it with falling blocks, water, or destroy the block beneath it.
  • Environmental damage like falling, explosions, and suffocation reduces health more, and often applies temporary effects like slowing, blindness, or dizziness.
  • Breaking netherrack may spark a fire.
Monster Rules
  • Underground, monsters spawn even in the light (but not very close to players).
  • Double monster spawns near and under sea level in normal worlds. Caves are now more scary than the surface, as they should be.


  • Spiders are more common under sea level and randomly drop web around them when slain, potentially introducing obstacles into an ongoing combat situation. Monsters can break through web if stuck.
  • Blazes spawn near bedrock in the normal world. These blazes are unstable and will explode violently when slain, often causing cave-ins.
  • Skeletons have a chance to fire a knockback arrow or a silverfish, and your arrows will usually pass harmlessly through them.
  • Zombies slow the player on attack, and sometimes come back to life shortly after being slain, pushing players to rush forward into the unknown. If slain while burning, they will never re-animate.
  • Endermen sometimes teleport the player during combat.
  • Witches are more common, any may appear anywhere on the surface. They use poison splash potions infrequently, preferring instead to summon henchmen, teleport, and toss explosive potions.
  • A portion of creepers spawn charged, and will explode with the power of (Vanilla) TNT at the slightest touch. Get out your bow and arrow, run like hell, or get creative. Even falling from a small height may set off a charged creeper, making them truly terrifying to deal with. Be aware of your surroundings!
  • Creepers (and Blazes) sometimes drop live TNT when they die, challenging players to react quickly.
  • Creepers in ExtraHardMode are made of fireworks. When set on fire they launch into the air with fireworks and a big bang!
  • Blazes spawn everywhere in the nether, not just in nether fortresses, and may split into two full-health blazes when slain. They drop gunpowder and glowstone dust, both useful for faster diamond mining in the normal world. They also drop fire when attacked, introducing combat obstacles.
  • Zombie pigs are always hostile, because the nether isn't scary enough otherwise. When slain in nether fortresses, they reliably drop nether wart.
  • Ghasts are much stronger and can drop more loot and experience when slain. You should be very careful when fighting them.
The End
  • The Ender Dragon respawns so that all players have a challenging common goal, and he always drops a dragon egg when killed. It makes a great trophy for the slayer's house.
  • The Ender Dragon spews explosive fireballs which throw flaming shrapnel on impact. He also summons minions to his aid, making combat challenging and frenzied - forcing players to hit a moving target with arrows while simultaneously dodging fireballs and battling minions.
  • Building is not allowed in the end, so players must face the dragon and his minions head-on.
  • All players are notified when a player challenges the dragon, and will also be notified of the outcome of the battle. When the dragon defeats a player, he regains 25% of his health.


  • Realistic block placement rules will force players to think a little harder about construction, especially when climbing higher or crossing water, lava, or a trench.


  • Irrigating crops is now non-trivial, because buckets will not move water sources. In early game, players who want faster crop growth have to search out natural water sources and plant near them. Players can eventually irrigate anywhere by collecting and moving ice (requires silk touch enchant) or trading for ice, then melting it. Remember, most crops do not REQUIRE water to be useful, they just produce faster when it's nearby.
  • Some plants will die, forcing players to do the math and conserve their seeds. Of course bonemeal can be used to produce more seed for wheat, but overeating can quickly reduce a carrot or potato crop. This has the effect of rebalancing food sources, encouraging players to build bigger gardens for the same output. Plants are more likely to die when planted in dry soil or in the desert.
  • Plants need natural light to grow. Plants which don't get sufficient natural light will die.
  • If snow falls on plants, it will cover them over and kill them, leaving only a lump of snow where the plant used to be.
  • Melon/pumpkin seeds are not craftable, restoring their status as a rare and desirable find. Players can still "roll the dice" by breaking a full-grown stem to see if they get an extra seed back.
  • Bonemeal won't work on mushrooms. Mushroom farming will be limited to the more challenging and scientific mushroom spreading mechanic (dark place with suitable head room and room for shrooms to spread).
  • Nether wart isn't farmable. Instead, players can get more by killing zombie pigmen in nether fortresses.
  • All sheep are white, but may be dyed temporarily (for one shearing). This encourages players to learn how to make various dyes, and explore farming options for those dyes. It will also make some wool colors much more rare than others, since some dyes are more difficult (or impossible) to farm. A new recipe allows you to dye 8 wool at once.
  • Animals aren't worth experience because it's too easy to (literally) farm them.
Head Drops

Whenever you kill monsters or players there is a chance they will drop their heads! You can use heads as masks or decoratively in your builds. Beware player killing head hunters!

You must use a sharp enough blade though, Iron and Diamond Axes and Swords should do the trick.


Radios allow for long range signal beacons

You can broadcast the location and a message for your city, shop, monument, landmark, house, or whatever you want!

Theres two parts to using it, the broadcast tower, and the handheld receiver (a compass)

Radio Tower

Build one of these to attract players to your location or to set a long range message of some kind.

They must be constructed as follows:
  1. The entire radio must be constructed above sea level.
  2. You start with an iron or gold block for the base.
  3. You must stack at least 4 iron bars onto the top as an antenna before it qualifies as a valid radio.
  4. The taller you make the antenna the longer range the radio will broadcast.
  5. The base of the radio needs to be powered.
  6. (optional) If you place a sign on it, the first line is the name, the remaining lines are the broadcast message.

Handheld Receiver

To recieve radio signals you need a Receiver, which is simply a compass. To scan for radio beacons simply right or left click and it will cycle forward or back through the list of radios that you're in range of. The arrow on your compass will even point to the tuned in tower!

Best Practices

  • Check your compass every now and then to see if any new towers have gone up.
  • Bring a compass if you go exploring.
  • Reinforce your radio array! (especially the base and lowest antenna blocks)
  • Set a descriptive name and message for your beacon
  • You can use a single lever to power the radio. (and any other redstone device)
  • Place reinforced blocks on the sides of your base to avoid someone placing a new sign on it (this can override your original sign)
  • Block access to your power supplier to avoid someone else cutting or switching it off
  • Never build a radio at a location that you want to keep secret!

Villagers can be hired to serve as a shop keeper on one of your chests.

Hiring a Villager
First you will need to find a villager that isn't already hired, you offer him an emerald block and he will agree to work for you. He will turn into a villager spawn egg in your inventory. You could also just buy/get a villager spawn egg from another player to skip this.

Setting up shop
To create a shop, first create your chest, you should fortify it carefully (double diamond protected double chests are recommended, check best practices for more info.) Put the items you want to sell into the chest. Next click on the chest with your villager egg, then when it prompts you, click on the spot where you want the villager to stand.

Next you will have to setup your prices. Open the shop keeper editor by right clicking on your villager while sneaking. It will open up this inventory view:

The three items on the right are management buttons. The chest shows you the inventory the shopkeeper is working from. The wool allows you to change your shopkeepers clothes. The egg allows you to cancel the shop and return the egg.

The other items are your prices setup, the top row is the items you have in the chest that can be sold. The second and third rows are for your prices. You can make items cost either one or two items. You might have a conversion price setup with a fee for the conversion for example, but usually you will probably want to only have 1 itemtype for the cost.

To set an item as the currency to trade for, from the shopkeeper editor, left click the currency item once from your inventory, then left click once under the item your selling. You won't see it as your mouse cursor, but it will appear once you click under the item your selling.

To change the quantities you can left click to increase the quantity, or right click to decrease. You can hold shift to change the quantity by a factor of 10.

Once your prices are setup you can just close the window. Your vendor should now be offering your deals!

Best Practices
  • Make sure to always protect your chests with citadel. You can apply 2 diamond protection if you go into fortify mode with diamonds, and place both chests while fortifying.
  • The vendor needs to be within 5 blocks of the chest, but the chest can be hidden or surrounded by protection.
  • Don't entirely block players from getting close to the area where your vendor is, sometime when closing the trade window they will drop items toward the vendor. If they can't get to them they may try to break into your booth.
  • Double check your deals in the shopping interface. You won't be able to purchase your own deals but you can make sure they are setup as intended.
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