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	<id>https://wiki.keii.dev/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Flesh</id>
	<title>Joyful&#039;s Civilization - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.keii.dev/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Flesh"/>
	<link rel="alternate" type="text/html" href="https://wiki.keii.dev/index.php/Special:Contributions/Flesh"/>
	<updated>2026-07-18T16:39:40Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.keii.dev/index.php?title=Map_Generation&amp;diff=538</id>
		<title>Map Generation</title>
		<link rel="alternate" type="text/html" href="https://wiki.keii.dev/index.php?title=Map_Generation&amp;diff=538"/>
		<updated>2025-12-09T21:07:09Z</updated>

		<summary type="html">&lt;p&gt;Flesh: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Map Generation==&lt;br /&gt;
===Custom Map===&lt;br /&gt;
This event will have an entirely custom made map. It is 5kx5k blocks in size and other dimensions are entirely disabled&lt;br /&gt;
Features of the map will be intentionally similar to vanilla, but with redesigned and carefully placed biomes, unique topographical features, and resource distribution unlike what you may be used to.&lt;br /&gt;
&lt;br /&gt;
===Ore Veins===&lt;br /&gt;
Instead of ores generating in small, random clusters throughout the world, they only generate in large sprawling veins with a few exceptions.&lt;br /&gt;
&lt;br /&gt;
Iron, copper, and gold veins all generate in large 3D veins, similar to how large ore veins work in vanilla Minecraft. Coal spawns in flat 2D sheets, while diamonds spawn in large spherical nodes. For all of these veins, the ores are mixed in with a large amount of “vein blocks” that comprise the main structure of the vein.&lt;br /&gt;
&lt;br /&gt;
All veins of the same ore type spawn at roughly the same y-level underground, with the exception of Mesa gold veins which spawn higher up than non-Mesa gold veins.&lt;br /&gt;
Different veins spawn at different heights, with copper spawning the highest, then iron, then diamond.&lt;br /&gt;
&lt;br /&gt;
Amethyst and quartz spawn in geodes, with quartz geodes spawning exclusively above y = 0. Amethyst geodes are only located in areas of high volcanic activity, while quartz geodes are found globally. Fossils made of bone blocks spawn on the surface and the underground of the desert.&lt;br /&gt;
Additionally, there are cave systems underneath the map that tend to be around the height of nearby veins, so exploring caves may assist in finding veins.&lt;br /&gt;
[[File:Iron Vein.png|thumb|left|Example of an iron vein.]]&lt;br /&gt;
[[File:Coal Sheet.png|thumb|right|Example of a coal sheet.]]&lt;br /&gt;
[[File:Quartz Geode.png|thumb|center|Example of a quartz geode.]]&lt;br /&gt;
[[File:Diamond Node.png|thumb|center|Example of a diamond node.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Any ores that are not mentioned are not present in the map. That means there’s no redstone, no lapis, and no emeralds.&lt;br /&gt;
&lt;br /&gt;
To find veins, “hint blocks” will spawn above-ground that indicate the presence of an ore vein nearby underground. This does NOT mean the vein will be located directly beneath the hint block:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
! Hint Block !! Vein Type !! Vein Block &lt;br /&gt;
|-&lt;br /&gt;
| Calcite || Coal sheet || Blackstone&lt;br /&gt;
|-&lt;br /&gt;
| Andesite || Iron vein || Smooth Basalt&lt;br /&gt;
|-&lt;br /&gt;
| Granite || Copper vein || Tuff&lt;br /&gt;
|-&lt;br /&gt;
| Diorite || Diamond node || Blackstone / Coal Ore&lt;br /&gt;
|-&lt;br /&gt;
| Mesa || Gold vein || Smooth Red Sandstone&lt;br /&gt;
|-&lt;br /&gt;
| Blackstone || Gold vein || Blackstone / Gilded Blackstone&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It&#039;s very useful to maintain control over localized deposits of ores in the same way that it&#039;s important to maintain control over your biome. Keeping other groups of players out of ore deposits gives your community trade leverage to be able to import much needed crops and blocks from other biomes.&lt;/div&gt;</summary>
		<author><name>Flesh</name></author>
	</entry>
	<entry>
		<id>https://wiki.keii.dev/index.php?title=Bucket_Changes&amp;diff=531</id>
		<title>Bucket Changes</title>
		<link rel="alternate" type="text/html" href="https://wiki.keii.dev/index.php?title=Bucket_Changes&amp;diff=531"/>
		<updated>2025-11-03T21:14:47Z</updated>

		<summary type="html">&lt;p&gt;Flesh: Added cauldron bit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Bucket Changes==&lt;br /&gt;
Water buckets require stamina to pick up, drop, fill, and empty&lt;br /&gt;
Additionally, while holding a water bucket, the player has permanent slowness III and takes stamina to jump. You may also not enter vehicles aside from minecarts while holding a water bucket.&lt;br /&gt;
&lt;br /&gt;
Water buckets cannot be stored in storage containers, with the exception of llama, mule, and donkey chests, which may be accessed by crouching and right clicking the animal when they have a chest equipped.&lt;br /&gt;
&lt;br /&gt;
You can only fill a cauldron up to two thirds of the way full with water bottles to prevent bypassing the water carrying restriction.&lt;br /&gt;
&lt;br /&gt;
Buckets cannot pick up or place lava. Powder snow and milk buckets are unchanged.&lt;/div&gt;</summary>
		<author><name>Flesh</name></author>
	</entry>
	<entry>
		<id>https://wiki.keii.dev/index.php?title=Tool_Tiers&amp;diff=527</id>
		<title>Tool Tiers</title>
		<link rel="alternate" type="text/html" href="https://wiki.keii.dev/index.php?title=Tool_Tiers&amp;diff=527"/>
		<updated>2025-11-01T01:48:10Z</updated>

		<summary type="html">&lt;p&gt;Flesh: added stone mining bronze&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Tool Tiers==&lt;br /&gt;
Progression is changed from vanilla. You still start at wood and go to stone tools, but instead of going straight to iron, you must first make bronze tools.&lt;br /&gt;
[[File:Bronze_and_Steel_Armour.png|thumb|Bronze and Steel Armour]]&lt;br /&gt;
Bronze is created by combining copper ingots with quartz in a copper anvil or better.&lt;br /&gt;
‎&amp;lt;br /&amp;gt;Iron tools can be directly crafted, but iron armor requires combining an iron block with bronze armor in an anvil.&lt;br /&gt;
‎&amp;lt;br /&amp;gt;Iron Clumps can be combined with coal blocks in an iron anvil or better to make steel. Steel tools and armour can be crafted as normal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Coal may only be mined with stone tools or better.&lt;br /&gt;
&amp;lt;br /&amp;gt;Stone can mien bronze but not iron.&lt;br /&gt;
‎&amp;lt;br /&amp;gt;With bronze tools, you can mine gold and iron. &lt;br /&gt;
‎&amp;lt;br /&amp;gt;Steel tools can mine diamond ore and obsidian.&lt;/div&gt;</summary>
		<author><name>Flesh</name></author>
	</entry>
	<entry>
		<id>https://wiki.keii.dev/index.php?title=Map_Generation&amp;diff=526</id>
		<title>Map Generation</title>
		<link rel="alternate" type="text/html" href="https://wiki.keii.dev/index.php?title=Map_Generation&amp;diff=526"/>
		<updated>2025-11-01T00:35:55Z</updated>

		<summary type="html">&lt;p&gt;Flesh: Fixed geodes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Map Generation==&lt;br /&gt;
===Custom Map===&lt;br /&gt;
This event will have an entirely custom made map. It is 5kx5k blocks in size and other dimensions are entirely disabled&lt;br /&gt;
Features of the map will be intentionally similar to vanilla, but with redesigned and carefully placed biomes, unique topographical features, and resource distribution unlike what you may be used to.&lt;br /&gt;
&lt;br /&gt;
===Ore Veins===&lt;br /&gt;
Instead of ores generating in small, random clusters throughout the world, they only generate in large sprawling veins with a few exceptions.&lt;br /&gt;
&lt;br /&gt;
Iron, copper, and gold veins all generate in large 3D veins, similar to how large ore veins work in vanilla Minecraft. Coal spawns in flat 2D sheets, while diamonds spawn in large spherical nodes. For all of these veins, the ores are mixed in with a large amount of “vein blocks” that comprise the main structure of the vein.&lt;br /&gt;
&lt;br /&gt;
All veins of the same ore type spawn at roughly the same y-level underground, with the exception of Mesa gold veins which spawn higher up than non-Mesa gold veins. Amethyst and quartz spawn in geodes, with quartz geodes spawning exclusively above y = 0. Amethyst geodes are only located in areas of high volcanic activity, while quartz geodes are found globally. Fossils made of bone blocks spawn on the surface and the underground of the desert.&lt;br /&gt;
Additionally, there are cave systems underneath the map that tend to be around the height of nearby veins, so exploring caves may assist in finding veins.&lt;br /&gt;
[[File:Iron Vein.png|thumb|left|Example of an iron vein.]]&lt;br /&gt;
[[File:Coal Sheet.png|thumb|right|Example of a coal sheet.]]&lt;br /&gt;
[[File:Quartz Geode.png|thumb|center|Example of a quartz geode.]]&lt;br /&gt;
[[File:Diamond Node.png|thumb|center|Example of a diamond node.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Any ores that are not mentioned are not present in the map. That means there’s no redstone, no lapis, and no emeralds.&lt;br /&gt;
&lt;br /&gt;
To find veins, “hint blocks” will spawn above-ground that indicate the presence of an ore vein nearby underground. This does NOT mean the vein will be located directly beneath the hint block:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
! Hint Block !! Vein Type !! Vein Block &lt;br /&gt;
|-&lt;br /&gt;
| Calcite || Coal sheet || Blackstone&lt;br /&gt;
|-&lt;br /&gt;
| Andesite || Iron vein || Smooth Basalt&lt;br /&gt;
|-&lt;br /&gt;
| Granite || Copper vein || Tuff&lt;br /&gt;
|-&lt;br /&gt;
| Diorite || Diamond node || Blackstone / Coal Ore&lt;br /&gt;
|-&lt;br /&gt;
| Mesa || Gold vein || Smooth Red Sandstone&lt;br /&gt;
|-&lt;br /&gt;
| Blackstone || Gold vein || Blackstone / Gilded Blackstone&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It&#039;s very useful to maintain control over localized deposits of ores in the same way that it&#039;s important to maintain control over your biome. Keeping other groups of players out of ore deposits gives your community trade leverage to be able to import much needed crops and blocks from other biomes.&lt;/div&gt;</summary>
		<author><name>Flesh</name></author>
	</entry>
	<entry>
		<id>https://wiki.keii.dev/index.php?title=Map_Generation&amp;diff=525</id>
		<title>Map Generation</title>
		<link rel="alternate" type="text/html" href="https://wiki.keii.dev/index.php?title=Map_Generation&amp;diff=525"/>
		<updated>2025-11-01T00:34:03Z</updated>

		<summary type="html">&lt;p&gt;Flesh: changed quartz&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Map Generation==&lt;br /&gt;
===Custom Map===&lt;br /&gt;
This event will have an entirely custom made map. It is 5kx5k blocks in size and other dimensions are entirely disabled&lt;br /&gt;
Features of the map will be intentionally similar to vanilla, but with redesigned and carefully placed biomes, unique topographical features, and resource distribution unlike what you may be used to.&lt;br /&gt;
&lt;br /&gt;
===Ore Veins===&lt;br /&gt;
Instead of ores generating in small, random clusters throughout the world, they only generate in large sprawling veins with a few exceptions.&lt;br /&gt;
&lt;br /&gt;
Iron, copper, and gold veins all generate in large 3D veins, similar to how large ore veins work in vanilla Minecraft. Coal spawns in flat 2D sheets, while diamonds spawn in large spherical nodes. For all of these veins, the ores are mixed in with a large amount of “vein blocks” that comprise the main structure of the vein.&lt;br /&gt;
&lt;br /&gt;
All veins of the same ore type spawn at roughly the same y-level underground, with the exception of Mesa gold veins which spawn higher up than non-Mesa gold veins. Amethyst and quartz spawn in geodes, with quartz geodes spawning exclusively above y = 0. Quartz and Amethyst geodes spawn globally. Fossils made of bone blocks spawn on the surface and the underground of the desert.&lt;br /&gt;
Additionally, there are cave systems underneath the map that tend to be around the height of nearby veins, so exploring caves may assist in finding veins.&lt;br /&gt;
[[File:Iron Vein.png|thumb|left|Example of an iron vein.]]&lt;br /&gt;
[[File:Coal Sheet.png|thumb|right|Example of a coal sheet.]]&lt;br /&gt;
[[File:Quartz Geode.png|thumb|center|Example of a quartz geode.]]&lt;br /&gt;
[[File:Diamond Node.png|thumb|center|Example of a diamond node.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Any ores that are not mentioned are not present in the map. That means there’s no redstone, no lapis, and no emeralds.&lt;br /&gt;
&lt;br /&gt;
To find veins, “hint blocks” will spawn above-ground that indicate the presence of an ore vein nearby underground. This does NOT mean the vein will be located directly beneath the hint block:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
! Hint Block !! Vein Type !! Vein Block &lt;br /&gt;
|-&lt;br /&gt;
| Calcite || Coal sheet || Blackstone&lt;br /&gt;
|-&lt;br /&gt;
| Andesite || Iron vein || Smooth Basalt&lt;br /&gt;
|-&lt;br /&gt;
| Granite || Copper vein || Tuff&lt;br /&gt;
|-&lt;br /&gt;
| Diorite || Diamond node || Blackstone / Coal Ore&lt;br /&gt;
|-&lt;br /&gt;
| Mesa || Gold vein || Smooth Red Sandstone&lt;br /&gt;
|-&lt;br /&gt;
| Blackstone || Gold vein || Blackstone / Gilded Blackstone&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It&#039;s very useful to maintain control over localized deposits of ores in the same way that it&#039;s important to maintain control over your biome. Keeping other groups of players out of ore deposits gives your community trade leverage to be able to import much needed crops and blocks from other biomes.&lt;/div&gt;</summary>
		<author><name>Flesh</name></author>
	</entry>
	<entry>
		<id>https://wiki.keii.dev/index.php?title=Anvil_Tiers&amp;diff=524</id>
		<title>Anvil Tiers</title>
		<link rel="alternate" type="text/html" href="https://wiki.keii.dev/index.php?title=Anvil_Tiers&amp;diff=524"/>
		<updated>2025-10-31T14:58:36Z</updated>

		<summary type="html">&lt;p&gt;Flesh: Added the Anvil durability section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Anvil Progression==&lt;br /&gt;
[[File:Bronze Ingot.png|thumb|Crafting Copper in an Anvil]]&lt;br /&gt;
Anvils are now required to progress through the different items tiers.&lt;br /&gt;
The first tier of anvil that can be crafted is the copper anvil, &lt;br /&gt;
which can create bronze ingots and iron-plated armor.&lt;br /&gt;
&lt;br /&gt;
Copper anvils can be upgraded into the second tier, iron anvils, which can be used to create steel ingots.&lt;br /&gt;
Iron anvils can be upgraded into the third tier, diamond anvils, which can then be used to enchant items by combining them with their material components.&lt;br /&gt;
&lt;br /&gt;
==Anvil Durability==&lt;br /&gt;
While there are now multiple types of anvil, they will still require upkeep like the anvils you&#039;re used to. When using an upgraded anvil, there is a 1/8 chance that it will be damaged and be downgraded a tier. This is for every use, not every item so make sure you craft in bulk !&lt;br /&gt;
&lt;br /&gt;
==Alloy Smithing==&lt;br /&gt;
Much of the equipment progression requires the combination of different materials in an anvil. &lt;br /&gt;
&amp;lt;br/&amp;gt;Copper can be combined with quartz to make bronze ingots in any anvil.&lt;br /&gt;
&amp;lt;br/&amp;gt;Bundles of iron, crafted from four iron ingots, can be combined with coal blocks to make steel ingots in an iron anvil.&lt;br /&gt;
&lt;br /&gt;
==Enchanting==&lt;br /&gt;
Enchanting is no longer randomised. Instead there is one specific enchantment per type of equipment.&lt;br /&gt;
For example, combining an iron sword with an iron ingot gives the iron sword sharpness I. Enchanted items can still be combined to achieve higher levels of an enchantment using the anvil as normal.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
! Item Type !! Enchantment&lt;br /&gt;
|-&lt;br /&gt;
| Sword || Sharpness&lt;br /&gt;
|-&lt;br /&gt;
| Pickaxe, Axe, Shovel, Hoe || Efficiency &lt;br /&gt;
|-&lt;br /&gt;
| Armour || Protection&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow || Piercing&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Flesh</name></author>
	</entry>
	<entry>
		<id>https://wiki.keii.dev/index.php?title=Stamina&amp;diff=523</id>
		<title>Stamina</title>
		<link rel="alternate" type="text/html" href="https://wiki.keii.dev/index.php?title=Stamina&amp;diff=523"/>
		<updated>2025-10-31T12:35:12Z</updated>

		<summary type="html">&lt;p&gt;Flesh: Added examples to stamina cost table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Stamina==&lt;br /&gt;
The stamina bar replaces the experience bar. Most actions cost stamina, with the exception of a few things like sprinting, jumping, and crafting.&lt;br /&gt;
[[File:Stamina Bar.png|thumb|The Stamina Bar replaces the experience bar]]&lt;br /&gt;
Doing stamina-costing actions above/below sea level will cost increasing amounts of stamina and once the stamina bar runs out, actions eat into your saturation and then your hunger bar instead.&lt;br /&gt;
&lt;br /&gt;
Stamina is effectively a buffer for your hunger bar, and waiting for it to regenerate can be substituted by using your hunger bar and restoring it with food, making food a valuable resource for performing many actions in a short period of time.&lt;br /&gt;
&lt;br /&gt;
Players have a maximum stamina of 100, regenerating 0.5 stamina a second. There is no way to increase this regeneration.&lt;br /&gt;
&lt;br /&gt;
==Some examples of common stamina costs==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Action !! Cost&lt;br /&gt;
|- &lt;br /&gt;
| Placing Cobblestone || 1&lt;br /&gt;
|-&lt;br /&gt;
| Breaking Iron Ore || 10&lt;br /&gt;
|-&lt;br /&gt;
| Hitting an entity || 10&lt;br /&gt;
|- &lt;br /&gt;
| Filling a Water Bucket || 5&lt;br /&gt;
|-&lt;br /&gt;
| Emptying a Water Bucket || 5&lt;br /&gt;
|-&lt;br /&gt;
| Dropping a Water Bucket || 20&lt;br /&gt;
|- &lt;br /&gt;
| Picking up a Water Bucket || 5&lt;br /&gt;
|-&lt;br /&gt;
| Jumping with a Water Bucket || 10&lt;br /&gt;
|-&lt;br /&gt;
| Shooting a Bow || 10&lt;br /&gt;
|-&lt;br /&gt;
| Loading a Crossbow || 20&lt;br /&gt;
|-&lt;br /&gt;
| Rowing a Boat || 0.05 per tick&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Some blocks have greatly increased stamina costs to place and mine. These blocks are intended for use in defensive structures, allowing players to prevent their structures from being easily attacked/griefed:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Blocks !! Break Cost !! Place Cost&lt;br /&gt;
|- &lt;br /&gt;
| Obsidian || 50 || 20&lt;br /&gt;
|-&lt;br /&gt;
| Bricks || 50 || 20&lt;br /&gt;
|-&lt;br /&gt;
| Mud bricks || 50 || 20&lt;br /&gt;
|-&lt;br /&gt;
| Smooth stone || 50 || 20&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Flesh</name></author>
	</entry>
	<entry>
		<id>https://wiki.keii.dev/index.php?title=Crop_Growth&amp;diff=519</id>
		<title>Crop Growth</title>
		<link rel="alternate" type="text/html" href="https://wiki.keii.dev/index.php?title=Crop_Growth&amp;diff=519"/>
		<updated>2025-10-31T00:17:57Z</updated>

		<summary type="html">&lt;p&gt;Flesh: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Crop Growth==&lt;br /&gt;
Random tick speed is a third of vanilla, so all plants grow at a third of the speed&lt;br /&gt;
Most plants cannot grow underground. This is measured by sky-light level, so anything blocking sky-light access (except certain blocks that don’t, like glass) will prevent crops underneath from growing.&lt;br /&gt;
Bonemeal does not work to bypass the sky-light limit, however, Mushrooms, glowberries, and vines can grow underground.&lt;br /&gt;
&lt;br /&gt;
==Regional Crops==&lt;br /&gt;
Every crop type may only grow in certain biomes. Each biome is limited to growing 1-2 different types of crops&lt;br /&gt;
Bonemeal does not work to bypass the regional crop limit&lt;br /&gt;
Crops can be found growing naturally in their respective biome.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
! Biomes !! Crop &lt;br /&gt;
|-&lt;br /&gt;
| Savannah, Plains, Swamps || Wheat&lt;br /&gt;
|-&lt;br /&gt;
| Taiga Biomes || Sweet Berries, Pumpkin&lt;br /&gt;
|-&lt;br /&gt;
| Jungle || Cocoa Beans, Melon&lt;br /&gt;
|-&lt;br /&gt;
| Forests || Carrots&lt;br /&gt;
|-&lt;br /&gt;
| Jagged Peaks, Stony Peaks, Windswept Hills, Desert, Badlands || Potatoes&lt;br /&gt;
|-&lt;br /&gt;
| Snowy Plains, Cherry Grove, Frozen Peaks || Beetroot&lt;br /&gt;
|-&lt;br /&gt;
| Everywhere || Sugarcane&lt;br /&gt;
|}&lt;br /&gt;
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[[File:Crown Prince Flesh.png|thumb|cemter| Fleshman wants you to farm your heart out]]&lt;/div&gt;</summary>
		<author><name>Flesh</name></author>
	</entry>
	<entry>
		<id>https://wiki.keii.dev/index.php?title=File:Crown_Prince_Flesh.png&amp;diff=518</id>
		<title>File:Crown Prince Flesh.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.keii.dev/index.php?title=File:Crown_Prince_Flesh.png&amp;diff=518"/>
		<updated>2025-10-31T00:16:46Z</updated>

		<summary type="html">&lt;p&gt;Flesh: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Flesh</name></author>
	</entry>
	<entry>
		<id>https://wiki.keii.dev/index.php?title=Health_Rework&amp;diff=517</id>
		<title>Health Rework</title>
		<link rel="alternate" type="text/html" href="https://wiki.keii.dev/index.php?title=Health_Rework&amp;diff=517"/>
		<updated>2025-10-31T00:13:10Z</updated>

		<summary type="html">&lt;p&gt;Flesh: added heart image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Health Rework==&lt;br /&gt;
The vanilla saturation-based healing system is disabled. Instead, every 5 seconds every player will regenerate half a heart.&lt;br /&gt;
&lt;br /&gt;
Water bottle will also heal you, instantly healing a full heart, similar to a healing potion in vanilla Minecraft.&lt;br /&gt;
&lt;br /&gt;
[[File: Health Rework.png|thumb|center]]&lt;/div&gt;</summary>
		<author><name>Flesh</name></author>
	</entry>
	<entry>
		<id>https://wiki.keii.dev/index.php?title=Anvil_Tiers&amp;diff=516</id>
		<title>Anvil Tiers</title>
		<link rel="alternate" type="text/html" href="https://wiki.keii.dev/index.php?title=Anvil_Tiers&amp;diff=516"/>
		<updated>2025-10-31T00:11:21Z</updated>

		<summary type="html">&lt;p&gt;Flesh: Reverted edits by Flesh (talk) to last revision by Ford&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Anvils==&lt;br /&gt;
===Anvil Progression===&lt;br /&gt;
[[File:Bronze Ingot.png|thumb|Crafting Copper in an Anvil]]&lt;br /&gt;
Anvils are now required to progress through the different items tiers.&lt;br /&gt;
The first tier of anvil that can be crafted is the copper anvil, &lt;br /&gt;
which can create bronze ingots and iron-plated armor.&lt;br /&gt;
&lt;br /&gt;
Copper anvils can be upgraded into the second tier, iron anvils, which can be used to create steel ingots.&lt;br /&gt;
Iron anvils can be upgraded into the third tier, diamond anvils, which can then be used to enchant items by combining them with their material components.&lt;br /&gt;
&lt;br /&gt;
===Alloy Smithing===&lt;br /&gt;
Much of the equipment progression requires the combination of different materials in an anvil. &lt;br /&gt;
&amp;lt;br/&amp;gt;Copper can be combined with quartz to make bronze ingots in any anvil.&lt;br /&gt;
&amp;lt;br/&amp;gt;Bundles of iron, crafted from four iron ingots, can be combined with coal blocks to make steel ingots in an iron anvil.&lt;br /&gt;
&lt;br /&gt;
===Enchanting===&lt;br /&gt;
Enchanting is no longer randomised. Instead there is one specific enchantment per type of equipment.&lt;br /&gt;
For example, combining an iron sword with an iron ingot gives the iron sword sharpness I. Enchanted items can still be combined to achieve higher levels of an enchantment using the anvil as normal.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
! Item Type !! Enchantment&lt;br /&gt;
|-&lt;br /&gt;
| Sword || Sharpness&lt;br /&gt;
|-&lt;br /&gt;
| Pickaxe, Axe, Shovel, Hoe || Efficiency &lt;br /&gt;
|-&lt;br /&gt;
| Armour || Protection&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow || Piercing&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Flesh</name></author>
	</entry>
	<entry>
		<id>https://wiki.keii.dev/index.php?title=Crop_Growth&amp;diff=515</id>
		<title>Crop Growth</title>
		<link rel="alternate" type="text/html" href="https://wiki.keii.dev/index.php?title=Crop_Growth&amp;diff=515"/>
		<updated>2025-10-31T00:09:09Z</updated>

		<summary type="html">&lt;p&gt;Flesh: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Crop Growth==&lt;br /&gt;
Random tick speed is a third of vanilla, so all plants grow at a third of the speed&lt;br /&gt;
Most plants cannot grow underground. This is measured by sky-light level, so anything blocking sky-light access (except certain blocks that don’t, like glass) will prevent crops underneath from growing.&lt;br /&gt;
Bonemeal does not work to bypass the sky-light limit, however, Mushrooms, glowberries, and vines can grow underground.&lt;br /&gt;
&lt;br /&gt;
==Regional Crops==&lt;br /&gt;
Every crop type may only grow in certain biomes. Each biome is limited to growing 1-2 different types of crops&lt;br /&gt;
Bonemeal does not work to bypass the regional crop limit&lt;br /&gt;
Crops can be found growing naturally in their respective biome.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
! Biomes !! Crop &lt;br /&gt;
|-&lt;br /&gt;
| Savannah, Plains, Swamps || Wheat&lt;br /&gt;
|-&lt;br /&gt;
| Taiga Biomes || Sweet Berries, Pumpkin&lt;br /&gt;
|-&lt;br /&gt;
| Jungle || Cocoa Beans, Melon&lt;br /&gt;
|-&lt;br /&gt;
| Forests || Carrots&lt;br /&gt;
|-&lt;br /&gt;
| Jagged Peaks, Stony Peaks, Windswept Hills, Desert, Badlands || Potatoes&lt;br /&gt;
|-&lt;br /&gt;
| Snowy Plains, Cherry Grove, Frozen Peaks || Beetroot&lt;br /&gt;
|-&lt;br /&gt;
| Everywhere || Sugarcane&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Flesh</name></author>
	</entry>
	<entry>
		<id>https://wiki.keii.dev/index.php?title=Main_Page&amp;diff=514</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.keii.dev/index.php?title=Main_Page&amp;diff=514"/>
		<updated>2025-10-31T00:02:25Z</updated>

		<summary type="html">&lt;p&gt;Flesh: Fixed Link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Quick Links =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-collapse: collapse; display: flex; flex-direction: row; flex-wrap: wrap; justify-content: center&amp;quot;&amp;gt;&lt;br /&gt;
{{ImageButton|Crafting_Recipes.png|Crafting Recipes|link=[[Recipes]]}}&lt;br /&gt;
{{ImageButton|Map_Generation.png|Map Generation|link=[[Map_Generation]]}}&lt;br /&gt;
{{ImageButton|Progression_Changes.png|Progression Mechanics|link=[[Progression Mechanics]]}}&lt;br /&gt;
{{ImageButton|Player_Mechanics.png|Player Mechanics|link=[[Player_Mechanics]]}}&lt;br /&gt;
{{ImageButton|Civilisation_Mechanics.png|Civilisation Mechanics|link=[[Civilisation_Mechanics]]}}&lt;br /&gt;
{{ImageButton|Meta_Mechanics.png|Meta Mechanics|link=[[Meta_Mechanics]]}}&lt;br /&gt;
{{ImageButton|Tips_and_Tricks.png|Tips and Tricks|link=[[Tips_And_Tricks]]}}&lt;br /&gt;
{{ImageButton|List_Of_Commands.png|List of Commands|link=[[Commands]]}}&lt;br /&gt;
{{ImageButton|List_Of_All_Mechanics.png|List of Mechanics|link=[[:Category:Mechanics]]}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= The Basics =&lt;br /&gt;
[[File:The boys.png|thumb|Rift Team aura farming with the new gear]]&lt;br /&gt;
Welcome to Joyful’s Rise of Civilizations Experiment. This experiment will use a custom plugin called CivCore which changes the game in quite a few ways to incentivize cooperation and empower players. This experiment is NOT like a normal Minecraft civilizations event. This experiment is NOT like a normal Minecraft civilizations event. The only rules that are enforced by admins are:&lt;br /&gt;
&lt;br /&gt;
*No cheating&lt;br /&gt;
*No harassment&lt;br /&gt;
*No racism/sexism&lt;br /&gt;
*No combat logging&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Breaking any of these rules will result in a ban.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
This experiment is a challenge. Players who enjoy problem solving and overcoming challenges will enjoy this event.&lt;br /&gt;
Unlike other Minecraft civilization events, actions such as RDM and Griefing are not against the rules. Although admins do not enforce rules against these actions, players are encouraged to enforce these rules themselves in order to protect themselves and their builds. In order to empower players to do this: &#039;&#039;&#039;[[Resurrection|Death is (almost) permanent.]]&#039;&#039;&#039; &lt;br /&gt;
=== Reviving Players ===&lt;br /&gt;
The only way a player can rejoin the experiment is if another player in the game brings them back via a [[Resurrection|costly sacrifice of food]]. This cost will increase exponentially for each time the same person is revived. The crops that are required to bring a player back only grow in [[Crop Growth|specific biomes]].&lt;br /&gt;
&lt;br /&gt;
=== Downed System ===&lt;br /&gt;
Because of the increased consequences of death, we&#039;ve also added a [[Downed| Downed But Not Out (DBNO)]] system. When a player&#039;s health hits 0, instead of immediately dying, they get &amp;quot;downed&amp;quot; with a chance to be revived. When a player is downed, they have 60s before they die for good. Another player can revive them by right clicking on the downed player to open a GUI, then clicking the &amp;quot;revive&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
=== Health Rework ===&lt;br /&gt;
[[Health Rework| Health]] no longer regenerates like normal. Instead of regening when your hunger is full, it will very slowly regen over time. Potions are disabled so the only way you can regen faster is through Bottles of Water which heal 1 heart.&lt;br /&gt;
&lt;br /&gt;
=== Stamina ===&lt;br /&gt;
This experiment uses a [[Stamina|stamina]] system. Stamina does NOT get used by actions such as: sprinting, jumping, crafting, or smithing. Stamina DOES get used by actions such as: breaking blocks, placing blocks, fishing, hitting players, and farming. Stamina takes a decent time to regenerate, and this is by design. If you run out of stamina, the &amp;quot;stamina cost&amp;quot; for those actions hits your hunger bar instead. When your hunger bar is empty, you can no longer perform actions that require stamina.&lt;br /&gt;
&lt;br /&gt;
=== Progression ===&lt;br /&gt;
Wood and Stone function exactly like vanilla. [[Bronze]] is an alloy, which is made by combining Copper and Quartz (which spawns in the overworld) in a [[Copper Anvil]]. Iron is not required to progress from Bronze to Steel, however Iron is very useful for its much higher durability compared to Bronze. [[Steel]] is an alloy of Coal Blocks and [[Iron Clumps]]. Diamonds are combined with steel gear in a [[Smithing Table]] to make Diamond armor/weapons/tools.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ores ===&lt;br /&gt;
[[Map Generation| Ores]] do not spawn like they do in vanilla, they are much much rarer. Caves will RARELY have ores exposed. Ores are scattered by default and will require extensive strip mining to find. However, localized deposits exist in specific areas where ore spawn in veins (which are interspersed with &amp;quot;vein&amp;quot; blocks such as blackstone and smooth basalt) and are easier to find. &lt;br /&gt;
&lt;br /&gt;
Coal Sheets generate in a similar way but instead of winding veins they spawn in large flat sheets at the same Y-Level. They can be followed much easier then typical veins.&lt;br /&gt;
&lt;br /&gt;
=== Enchantments ===&lt;br /&gt;
[[Anvil Tiers| Enchantments]] no longer work like they do in vanilla. There is no enchantment table. Instead, enchantments take place in a [[Diamond Anvil]]. Enchanting requires a piece of the material of what you&#039;re enchanting. &lt;br /&gt;
&lt;br /&gt;
=== Fishing ===&lt;br /&gt;
[[Fishing| Fishing]] now takes stamina, but more importantly fishing now requires bait. Bait is made from any raw meat in a crafting table. If you fish without bait you only get junk items. The list of junk items you can fish up has been changed to not include enchanted books.&lt;br /&gt;
&lt;br /&gt;
=== Animal Breeding ===&lt;br /&gt;
Animals require more crops to [[Animal Breeding| enter love mode]]! For example, cows and sheep now require 4x Wheat instead of only 1x and all others require 8x. In order to make animals enter love mode, you need to have at least the required quantity of crop. For the rest of the animals, they require 16x of their normal crop (pigs require 8x carrots, chickens 8x seeds, etc.)&lt;br /&gt;
&lt;br /&gt;
= Reasoning for the Event =&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;It started with YouTuber Magic Gum, who had been theorizing on his channel about how human history would have been different if humanity existed in Minecraft. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[...] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Magic Gums&#039; rules had to be very strict and very guided to get players to cooperate. The most blatant of these rules being literally telling them &amp;quot;form a civilization to advance to the next level&amp;quot;. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[...] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I&#039;d like to propose that the reason players had to be forced to cooperate by weeding out antisocial players and imposing rules and expectations was because of the individualistic nature of Minecraft&#039;s production loop. [If] this individualistic production loop was replaced by a social production loop, players wouldn&#039;t need to be coerced into cooperation by outside rules and would lead to much more interesting and divergent [civilizations].  &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[...] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This is why social anxiety is rooted in our DNA. [Our] ancestors who were scared of being shunned or exiled by their tribe would be biologically incentivized to cooperate and to form these relations to avoid being left to fend for themselves. Of course, we don&#039;t need to simulate anxiety in Minecraft. We just need to provide the conditions which gave rise to it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
— Joyful, &#039;&#039;The problem with simulating society in Minecraft&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;/div&gt;</summary>
		<author><name>Flesh</name></author>
	</entry>
	<entry>
		<id>https://wiki.keii.dev/index.php?title=Main_Page&amp;diff=513</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.keii.dev/index.php?title=Main_Page&amp;diff=513"/>
		<updated>2025-10-31T00:01:34Z</updated>

		<summary type="html">&lt;p&gt;Flesh: Fixed Links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Quick Links =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-collapse: collapse; display: flex; flex-direction: row; flex-wrap: wrap; justify-content: center&amp;quot;&amp;gt;&lt;br /&gt;
{{ImageButton|Crafting_Recipes.png|Crafting Recipes|link=[[Recipes]]}}&lt;br /&gt;
{{ImageButton|Map_Generation.png|Map Generation|link=[[Map_Generation]]}}&lt;br /&gt;
{{ImageButton|Progression_Changes.png|Progression Mechanics|link=[[Progression Mechanics]]}}&lt;br /&gt;
{{ImageButton|Player_Mechanics.png|Player Mechanics|link=[[Player_Mechanics]]}}&lt;br /&gt;
{{ImageButton|Civilisation_Mechanics.png|Civilisation Mechanics|link=[[Civilisation_Mechanics]]}}&lt;br /&gt;
{{ImageButton|Meta_Mechanics.png|Meta Mechanics|link=[[Meta_Mechanics]]}}&lt;br /&gt;
{{ImageButton|Tips_and_Tricks.png|Tips and Tricks|link=[[Tips_And_Tricks]]}}&lt;br /&gt;
{{ImageButton|List_Of_Commands.png|List of Commands|link=[[Commands]]}}&lt;br /&gt;
{{ImageButton|List_Of_All_Mechanics.png|List of Mechanics|link=[[:Category:Mechanics]]}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= The Basics =&lt;br /&gt;
[[File:The boys.png|thumb|Rift Team aura farming with the new gear]]&lt;br /&gt;
Welcome to Joyful’s Rise of Civilizations Experiment. This experiment will use a custom plugin called CivCore which changes the game in quite a few ways to incentivize cooperation and empower players. This experiment is NOT like a normal Minecraft civilizations event. This experiment is NOT like a normal Minecraft civilizations event. The only rules that are enforced by admins are:&lt;br /&gt;
&lt;br /&gt;
*No cheating&lt;br /&gt;
*No harassment&lt;br /&gt;
*No racism/sexism&lt;br /&gt;
*No combat logging&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Breaking any of these rules will result in a ban.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
This experiment is a challenge. Players who enjoy problem solving and overcoming challenges will enjoy this event.&lt;br /&gt;
Unlike other Minecraft civilization events, actions such as RDM and Griefing are not against the rules. Although admins do not enforce rules against these actions, players are encouraged to enforce these rules themselves in order to protect themselves and their builds. In order to empower players to do this: &#039;&#039;&#039;[[Revive System|Death is (almost) permanent.]]&#039;&#039;&#039; &lt;br /&gt;
=== Reviving Players ===&lt;br /&gt;
The only way a player can rejoin the experiment is if another player in the game brings them back via a [[Resurrection|costly sacrifice of food]]. This cost will increase exponentially for each time the same person is revived. The crops that are required to bring a player back only grow in [[Crop Growth|specific biomes]].&lt;br /&gt;
&lt;br /&gt;
=== Downed System ===&lt;br /&gt;
Because of the increased consequences of death, we&#039;ve also added a [[Downed| Downed But Not Out (DBNO)]] system. When a player&#039;s health hits 0, instead of immediately dying, they get &amp;quot;downed&amp;quot; with a chance to be revived. When a player is downed, they have 60s before they die for good. Another player can revive them by right clicking on the downed player to open a GUI, then clicking the &amp;quot;revive&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
=== Health Rework ===&lt;br /&gt;
[[Health Rework| Health]] no longer regenerates like normal. Instead of regening when your hunger is full, it will very slowly regen over time. Potions are disabled so the only way you can regen faster is through Bottles of Water which heal 1 heart.&lt;br /&gt;
&lt;br /&gt;
=== Stamina ===&lt;br /&gt;
This experiment uses a [[Stamina|stamina]] system. Stamina does NOT get used by actions such as: sprinting, jumping, crafting, or smithing. Stamina DOES get used by actions such as: breaking blocks, placing blocks, fishing, hitting players, and farming. Stamina takes a decent time to regenerate, and this is by design. If you run out of stamina, the &amp;quot;stamina cost&amp;quot; for those actions hits your hunger bar instead. When your hunger bar is empty, you can no longer perform actions that require stamina.&lt;br /&gt;
&lt;br /&gt;
=== Progression ===&lt;br /&gt;
Wood and Stone function exactly like vanilla. [[Bronze]] is an alloy, which is made by combining Copper and Quartz (which spawns in the overworld) in a [[Copper Anvil]]. Iron is not required to progress from Bronze to Steel, however Iron is very useful for its much higher durability compared to Bronze. [[Steel]] is an alloy of Coal Blocks and [[Iron Clumps]]. Diamonds are combined with steel gear in a [[Smithing Table]] to make Diamond armor/weapons/tools.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ores ===&lt;br /&gt;
[[Map Generation| Ores]] do not spawn like they do in vanilla, they are much much rarer. Caves will RARELY have ores exposed. Ores are scattered by default and will require extensive strip mining to find. However, localized deposits exist in specific areas where ore spawn in veins (which are interspersed with &amp;quot;vein&amp;quot; blocks such as blackstone and smooth basalt) and are easier to find. &lt;br /&gt;
&lt;br /&gt;
Coal Sheets generate in a similar way but instead of winding veins they spawn in large flat sheets at the same Y-Level. They can be followed much easier then typical veins.&lt;br /&gt;
&lt;br /&gt;
=== Enchantments ===&lt;br /&gt;
[[Anvil Tiers| Enchantments]] no longer work like they do in vanilla. There is no enchantment table. Instead, enchantments take place in a [[Diamond Anvil]]. Enchanting requires a piece of the material of what you&#039;re enchanting. &lt;br /&gt;
&lt;br /&gt;
=== Fishing ===&lt;br /&gt;
[[Fishing| Fishing]] now takes stamina, but more importantly fishing now requires bait. Bait is made from any raw meat in a crafting table. If you fish without bait you only get junk items. The list of junk items you can fish up has been changed to not include enchanted books.&lt;br /&gt;
&lt;br /&gt;
=== Animal Breeding ===&lt;br /&gt;
Animals require more crops to [[Animal Breeding| enter love mode]]! For example, cows and sheep now require 4x Wheat instead of only 1x and all others require 8x. In order to make animals enter love mode, you need to have at least the required quantity of crop. For the rest of the animals, they require 16x of their normal crop (pigs require 8x carrots, chickens 8x seeds, etc.)&lt;br /&gt;
&lt;br /&gt;
= Reasoning for the Event =&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;It started with YouTuber Magic Gum, who had been theorizing on his channel about how human history would have been different if humanity existed in Minecraft. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[...] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Magic Gums&#039; rules had to be very strict and very guided to get players to cooperate. The most blatant of these rules being literally telling them &amp;quot;form a civilization to advance to the next level&amp;quot;. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[...] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I&#039;d like to propose that the reason players had to be forced to cooperate by weeding out antisocial players and imposing rules and expectations was because of the individualistic nature of Minecraft&#039;s production loop. [If] this individualistic production loop was replaced by a social production loop, players wouldn&#039;t need to be coerced into cooperation by outside rules and would lead to much more interesting and divergent [civilizations].  &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[...] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This is why social anxiety is rooted in our DNA. [Our] ancestors who were scared of being shunned or exiled by their tribe would be biologically incentivized to cooperate and to form these relations to avoid being left to fend for themselves. Of course, we don&#039;t need to simulate anxiety in Minecraft. We just need to provide the conditions which gave rise to it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
— Joyful, &#039;&#039;The problem with simulating society in Minecraft&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;/div&gt;</summary>
		<author><name>Flesh</name></author>
	</entry>
	<entry>
		<id>https://wiki.keii.dev/index.php?title=Anvil_Tiers&amp;diff=512</id>
		<title>Anvil Tiers</title>
		<link rel="alternate" type="text/html" href="https://wiki.keii.dev/index.php?title=Anvil_Tiers&amp;diff=512"/>
		<updated>2025-10-31T00:01:09Z</updated>

		<summary type="html">&lt;p&gt;Flesh: Added Anvil Durability&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Anvil Progression==&lt;br /&gt;
[[File:Bronze Ingot.png|thumb|Crafting Copper in an Anvil]]&lt;br /&gt;
Anvils are now required to progress through the different items tiers.&lt;br /&gt;
The first tier of anvil that can be crafted is the copper anvil, &lt;br /&gt;
which can create bronze ingots and iron-plated armor.&lt;br /&gt;
&lt;br /&gt;
Copper anvils can be upgraded into the second tier, iron anvils, which can be used to create steel ingots.&lt;br /&gt;
Iron anvils can be upgraded into the third tier, diamond anvils, which can then be used to enchant items by combining them with their material components.&lt;br /&gt;
&lt;br /&gt;
==Anvil Durability==&lt;br /&gt;
Anvils have durability just like in vanilla. This means that anvils will have to be remade/repaired as players are using the anvils to make alloys. This increases the effective material input of tools/weapons/armor without directly increasing the inputs in the crafting recipe&#039;s themselves.&lt;br /&gt;
&lt;br /&gt;
==Alloy Smithing==&lt;br /&gt;
Much of the equipment progression requires the combination of different materials in an anvil. &lt;br /&gt;
&amp;lt;br/&amp;gt;Copper can be combined with quartz to make bronze ingots in any anvil.&lt;br /&gt;
&amp;lt;br/&amp;gt;Bundles of iron, crafted from four iron ingots, can be combined with coal blocks to make steel ingots in an iron anvil.&lt;br /&gt;
&lt;br /&gt;
==Enchanting==&lt;br /&gt;
Enchanting is no longer randomised. Instead there is one specific enchantment per type of equipment.&lt;br /&gt;
For example, combining an iron sword with an iron ingot gives the iron sword sharpness I. Enchanted items can still be combined to achieve higher levels of an enchantment using the anvil as normal.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
! Item Type !! Enchantment&lt;br /&gt;
|-&lt;br /&gt;
| Sword || Sharpness&lt;br /&gt;
|-&lt;br /&gt;
| Pickaxe, Axe, Shovel, Hoe || Efficiency &lt;br /&gt;
|-&lt;br /&gt;
| Armour || Protection&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow || Piercing&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Flesh</name></author>
	</entry>
	<entry>
		<id>https://wiki.keii.dev/index.php?title=Fishing&amp;diff=511</id>
		<title>Fishing</title>
		<link rel="alternate" type="text/html" href="https://wiki.keii.dev/index.php?title=Fishing&amp;diff=511"/>
		<updated>2025-10-30T23:56:19Z</updated>

		<summary type="html">&lt;p&gt;Flesh: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Fish Bait==&lt;br /&gt;
Fish bait is a new item crafted from a piece raw meat, and will guarantee the player catches a fish instead of junk. A player attempting to fish without fish bait will only catch junk items.&lt;br /&gt;
&lt;br /&gt;
==Fishing Reward Table==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
! Item Type !! Item !! % Chance to Catch&lt;br /&gt;
|-&lt;br /&gt;
| Junk || Rotten flesh || 10&lt;br /&gt;
|-&lt;br /&gt;
|  || Stick || 5&lt;br /&gt;
|-&lt;br /&gt;
|  || Kelp || 10&lt;br /&gt;
|-&lt;br /&gt;
| || Ink sac || 10&lt;br /&gt;
|-&lt;br /&gt;
| || Flint || 15&lt;br /&gt;
|-&lt;br /&gt;
| || Clay ball || 5&lt;br /&gt;
|-&lt;br /&gt;
| || Lily pad || 5&lt;br /&gt;
|-&lt;br /&gt;
|  || Prismarine shard || 10&lt;br /&gt;
|-&lt;br /&gt;
|  || Prismarine crystals || 5&lt;br /&gt;
|-&lt;br /&gt;
| Baited items || Salmon || 40&lt;br /&gt;
|-&lt;br /&gt;
| || Cod || 55&lt;br /&gt;
|-&lt;br /&gt;
| || Pufferfish || 4&lt;br /&gt;
|-&lt;br /&gt;
| || Tropical fish || 1&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Flesh</name></author>
	</entry>
	<entry>
		<id>https://wiki.keii.dev/index.php?title=Anvil_Tiers&amp;diff=510</id>
		<title>Anvil Tiers</title>
		<link rel="alternate" type="text/html" href="https://wiki.keii.dev/index.php?title=Anvil_Tiers&amp;diff=510"/>
		<updated>2025-10-30T23:55:00Z</updated>

		<summary type="html">&lt;p&gt;Flesh: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Anvil Progression==&lt;br /&gt;
[[File:Bronze Ingot.png|thumb|Crafting Copper in an Anvil]]&lt;br /&gt;
Anvils are now required to progress through the different items tiers.&lt;br /&gt;
The first tier of anvil that can be crafted is the copper anvil, &lt;br /&gt;
which can create bronze ingots and iron-plated armor.&lt;br /&gt;
&lt;br /&gt;
Copper anvils can be upgraded into the second tier, iron anvils, which can be used to create steel ingots.&lt;br /&gt;
Iron anvils can be upgraded into the third tier, diamond anvils, which can then be used to enchant items by combining them with their material components.&lt;br /&gt;
&lt;br /&gt;
==Alloy Smithing==&lt;br /&gt;
Much of the equipment progression requires the combination of different materials in an anvil. &lt;br /&gt;
&amp;lt;br/&amp;gt;Copper can be combined with quartz to make bronze ingots in any anvil.&lt;br /&gt;
&amp;lt;br/&amp;gt;Bundles of iron, crafted from four iron ingots, can be combined with coal blocks to make steel ingots in an iron anvil.&lt;br /&gt;
&lt;br /&gt;
==Enchanting==&lt;br /&gt;
Enchanting is no longer randomised. Instead there is one specific enchantment per type of equipment.&lt;br /&gt;
For example, combining an iron sword with an iron ingot gives the iron sword sharpness I. Enchanted items can still be combined to achieve higher levels of an enchantment using the anvil as normal.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
! Item Type !! Enchantment&lt;br /&gt;
|-&lt;br /&gt;
| Sword || Sharpness&lt;br /&gt;
|-&lt;br /&gt;
| Pickaxe, Axe, Shovel, Hoe || Efficiency &lt;br /&gt;
|-&lt;br /&gt;
| Armour || Protection&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow || Piercing&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Flesh</name></author>
	</entry>
	<entry>
		<id>https://wiki.keii.dev/index.php?title=Stamina&amp;diff=509</id>
		<title>Stamina</title>
		<link rel="alternate" type="text/html" href="https://wiki.keii.dev/index.php?title=Stamina&amp;diff=509"/>
		<updated>2025-10-30T23:38:57Z</updated>

		<summary type="html">&lt;p&gt;Flesh: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Stamina==&lt;br /&gt;
The stamina bar replaces the experience bar. Most actions cost stamina, with the exception of a few things like sprinting, jumping, and crafting.&lt;br /&gt;
[[File:Stamina Bar.png|thumb|The Stamina Bar replaces the experience bar]]&lt;br /&gt;
Doing stamina-costing actions above/below sea level will cost increasing amounts of stamina and once the stamina bar runs out, actions eat into your saturation and then your hunger bar instead.&lt;br /&gt;
&lt;br /&gt;
Stamina is effectively a buffer for your hunger bar, and waiting for it to regenerate can be substituted by using your hunger bar and restoring it with food, making food a valuable resource for performing many actions in a short period of time.&lt;br /&gt;
&lt;br /&gt;
Players have a maximum stamina of 100, regenerating 0.5 stamina a second. There is no way to increase this regeneration.&lt;br /&gt;
&lt;br /&gt;
==Some examples of common stamina costs==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Action !! Cost&lt;br /&gt;
|- &lt;br /&gt;
| Breaking stone || 3&lt;br /&gt;
|-&lt;br /&gt;
| Placing wooden planks || 1&lt;br /&gt;
|-&lt;br /&gt;
| Hitting an entity || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Some blocks have greatly increased stamina costs to place and mine. These blocks are intended for use in defensive structures, allowing players to prevent their structures from being easily attacked/griefed:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Blocks !! Break Cost !! Place Cost&lt;br /&gt;
|- &lt;br /&gt;
| Obsidian || 50 || 20&lt;br /&gt;
|-&lt;br /&gt;
| Bricks || 50 || 20&lt;br /&gt;
|-&lt;br /&gt;
| Mud bricks || 50 || 20&lt;br /&gt;
|-&lt;br /&gt;
| Smooth stone || 50 || 20&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Flesh</name></author>
	</entry>
	<entry>
		<id>https://wiki.keii.dev/index.php?title=Stamina&amp;diff=508</id>
		<title>Stamina</title>
		<link rel="alternate" type="text/html" href="https://wiki.keii.dev/index.php?title=Stamina&amp;diff=508"/>
		<updated>2025-10-30T23:36:35Z</updated>

		<summary type="html">&lt;p&gt;Flesh: Added Stamina Bar image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Stamina==&lt;br /&gt;
The stamina bar replaces the experience bar. Most actions cost stamina, with the exception of a few things like sprinting, jumping, and crafting.&lt;br /&gt;
[[File:Stamina Bar.png|thumb|The Stamina Bar replaces the experience bar]]&lt;br /&gt;
Doing stamina-costing actions above/below sea level will cost increasing amounts of stamina and once the stamina bar runs out, actions eat into your hunger bar instead.&lt;br /&gt;
&lt;br /&gt;
Stamina is effectively a buffer for your hunger bar, and waiting for it to regenerate can be substituted by using your hunger bar and restoring it with food, making food a valuable resource for performing many actions in a short period of time.&lt;br /&gt;
&lt;br /&gt;
Players have a maximum stamina of 100, regenerating 0.5 stamina a second. There is no way to increase this regeneration.&lt;br /&gt;
&lt;br /&gt;
==Some examples of common stamina costs==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Action !! Cost&lt;br /&gt;
|- &lt;br /&gt;
| Breaking stone || 3&lt;br /&gt;
|-&lt;br /&gt;
| Placing wooden planks || 1&lt;br /&gt;
|-&lt;br /&gt;
| Hitting an entity || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Some blocks have greatly increased stamina costs to place and mine. These blocks are intended for use in defensive structures, allowing players to prevent their structures from being easily attacked/griefed:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Blocks !! Break Cost !! Place Cost&lt;br /&gt;
|- &lt;br /&gt;
| Obsidian || 50 || 20&lt;br /&gt;
|-&lt;br /&gt;
| Bricks || 50 || 20&lt;br /&gt;
|-&lt;br /&gt;
| Mud bricks || 50 || 20&lt;br /&gt;
|-&lt;br /&gt;
| Smooth stone || 50 || 20&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Flesh</name></author>
	</entry>
	<entry>
		<id>https://wiki.keii.dev/index.php?title=Main_Page&amp;diff=506</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.keii.dev/index.php?title=Main_Page&amp;diff=506"/>
		<updated>2025-10-30T23:14:53Z</updated>

		<summary type="html">&lt;p&gt;Flesh: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Page Under Refactoring =&lt;br /&gt;
&lt;br /&gt;
This page is being reworked. In the meantime, [[Archive]] contains a backup of the old main page.&lt;br /&gt;
&lt;br /&gt;
= Quick Links =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-collapse: collapse; display: flex; flex-direction: row; flex-wrap: wrap; justify-content: center&amp;quot;&amp;gt;&lt;br /&gt;
{{ImageButton|Crafting_Recipes.png|Crafting Recipes|link=[[Recipes]]}}&lt;br /&gt;
{{ImageButton|Map_Generation.png|Map Generation|link=[[Map_Generation]]}}&lt;br /&gt;
{{ImageButton|Progression_Changes.png|Progression Mechanics|link=[[Progression Mechanics]]}}&lt;br /&gt;
{{ImageButton|Player_Mechanics.png|Player Mechanics|link=[[Player_Mechanics]]}}&lt;br /&gt;
{{ImageButton|Civilisation_Mechanics.png|Civilisation Mechanics|link=[[Civilisation_Mechanics]]}}&lt;br /&gt;
{{ImageButton|Meta_Mechanics.png|Meta Mechanics|link=[[Meta_Mechanics]]}}&lt;br /&gt;
{{ImageButton|Tips_and_Tricks.png|Tips and Tricks|link=[[Tips_And_Tricks]]}}&lt;br /&gt;
{{ImageButton|List_Of_Commands.png|List of Commands|link=[[Commands]]}}&lt;br /&gt;
{{ImageButton|List_Of_All_Mechanics.png|List of Mechanics|link=[[:Category:Mechanics]]}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= The Basics =&lt;br /&gt;
[[File:The boys.png|thumb|Rift Team aura farming with the new gear]]&lt;br /&gt;
Welcome to Joyful’s Rise of Civilizations Experiment. This experiment will use a custom plugin called CivCore which changes the game in quite a few ways to incentivize cooperation and empower players. This experiment is NOT like a normal Minecraft civilizations event. This experiment is NOT like a normal Minecraft civilizations event. The only rules that are enforced by admins are:&lt;br /&gt;
&lt;br /&gt;
*No cheating&lt;br /&gt;
*No harassment&lt;br /&gt;
*No racism/sexism&lt;br /&gt;
*No combat logging&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Breaking any of these rules will result in a ban.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
This experiment is a challenge. Players who enjoy problem solving and overcoming challenges will enjoy this event.&lt;br /&gt;
Unlike other Minecraft civilization events, actions such as RDM and Griefing are not against the rules. Although admins do not enforce rules against these actions, players are encouraged to enforce these rules themselves in order to protect themselves and their builds. In order to empower players to do this: &#039;&#039;&#039;[[Revive System|Death is (almost) permanent.]]&#039;&#039;&#039; &lt;br /&gt;
=== Reviving Players ===&lt;br /&gt;
The only way a player can rejoin the experiment is if another player in the game brings them back via a [[Revive System|costly sacrifice of food]]. This cost will increase exponentially for each time the same person is revived. The crops that are required to bring a player back only grow in [[List of Crop Biomes|specific biomes]].&lt;br /&gt;
&lt;br /&gt;
=== Downed System ===&lt;br /&gt;
Because of the increased consequences of death, we&#039;ve also added a Downed But Not Out (DBNO) system. When a player&#039;s health hits 0, instead of immediately dying, they get &amp;quot;downed&amp;quot; with a chance to be revived. When a player is downed, they have 60s before they die for good. Another player can revive them by right clicking on the downed player to open a GUI, then clicking the &amp;quot;revive&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
=== Health Rework ===&lt;br /&gt;
Health no longer regenerates like normal. Instead of regening when your hunger is full, it will very slowly regen over time. Potions are disabled so the only way you can regen faster is through Bottles of Water which heal 1 heart.&lt;br /&gt;
&lt;br /&gt;
=== Stamina ===&lt;br /&gt;
This experiment uses a [[Stamina System|stamina system]]. Stamina does NOT get used by actions such as: sprinting, jumping, crafting, or smithing. Stamina DOES get used by actions such as: breaking blocks, placing blocks, fishing, hitting players, and farming. Stamina takes a decent time to regenerate, and this is by design. If you run out of stamina, the &amp;quot;stamina cost&amp;quot; for those actions hits your hunger bar instead. When your hunger bar is empty, you can no longer perform actions that require stamina.&lt;br /&gt;
&lt;br /&gt;
=== Progression ===&lt;br /&gt;
Wood and Stone function exactly like vanilla. [[Bronze]] is an alloy, which is made by combining Copper and Quartz (which spawns in the overworld) in a [[Copper Anvil]]. Iron is not required to progress from Bronze to Steel, however Iron is very useful for its much higher durability compared to Bronze. [[Steel]] is an alloy of Coal Blocks and [[Iron Clumps]]. Diamonds are combined with steel gear in a [[Smithing Table]] to make Diamond armor/weapons/tools.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ores ===&lt;br /&gt;
Ores do not spawn like they do in vanilla, they are much much rarer. Caves will RARELY have ores exposed. Ores are scattered by default and will require extensive strip mining to find. However, localized deposits exist in specific areas where ore spawn in veins (which are interspersed with &amp;quot;vein&amp;quot; blocks such as blackstone and smooth basalt) and are easier to find. &lt;br /&gt;
&lt;br /&gt;
Coal Sheets generate in a similar way but instead of winding veins they spawn in large flat sheets at the same Y-Level. They can be followed much easier then typical veins.&lt;br /&gt;
&lt;br /&gt;
=== Enchantments ===&lt;br /&gt;
Enchantments no longer work like they do in vanilla. There is no enchantment table. Instead, enchantments take place in a [[Diamond Anvil]]. Enchanting requires a piece of the material of what you&#039;re enchanting. &lt;br /&gt;
&lt;br /&gt;
=== Fishing ===&lt;br /&gt;
Fishing now takes stamina, but more importantly fishing now requires [[Bait|bait]]. Bait is made from any raw meat in a crafting table. If you fish without bait you only get junk items. The list of junk items you can fish up has been changed to not include enchanted books.&lt;br /&gt;
&lt;br /&gt;
=== Animal Breeding ===&lt;br /&gt;
Animals require more crops to enter love mode! For example, cows and sheep now require 8x Wheat instead of only 1x. In order to make animals enter love mode, you need to have at least the required quantity of crop. For the rest of the animals, they require 16x of their normal crop (pigs require 16x carrots, chickens 16x seeds, etc.)&lt;br /&gt;
&lt;br /&gt;
= Reasoning for the Event =&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;It started with YouTuber Magic Gum, who had been theorizing on his channel about how human history would have been different if humanity existed in Minecraft. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[...] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Magic Gums&#039; rules had to be very strict and very guided to get players to cooperate. The most blatant of these rules being literally telling them &amp;quot;form a civilization to advance to the next level&amp;quot;. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[...] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I&#039;d like to propose that the reason players had to be forced to cooperate by weeding out antisocial players and imposing rules and expectations was because of the individualistic nature of Minecraft&#039;s production loop. [If] this individualistic production loop was replaced by a social production loop, players wouldn&#039;t need to be coerced into cooperation by outside rules and would lead to much more interesting and divergent [civilizations].  &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[...] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This is why social anxiety is rooted in our DNA. [Our] ancestors who were scared of being shunned or exiled by their tribe would be biologically incentivized to cooperate and to form these relations to avoid being left to fend for themselves. Of course, we don&#039;t need to simulate anxiety in Minecraft. We just need to provide the conditions which gave rise to it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
— Joyful, &#039;&#039;The problem with simulating society in Minecraft&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;/div&gt;</summary>
		<author><name>Flesh</name></author>
	</entry>
	<entry>
		<id>https://wiki.keii.dev/index.php?title=Category:Commands&amp;diff=505</id>
		<title>Category:Commands</title>
		<link rel="alternate" type="text/html" href="https://wiki.keii.dev/index.php?title=Category:Commands&amp;diff=505"/>
		<updated>2025-10-30T23:14:29Z</updated>

		<summary type="html">&lt;p&gt;Flesh: Flesh moved page Category:Commands to Commands&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Commands]]&lt;/div&gt;</summary>
		<author><name>Flesh</name></author>
	</entry>
	<entry>
		<id>https://wiki.keii.dev/index.php?title=Commands&amp;diff=504</id>
		<title>Commands</title>
		<link rel="alternate" type="text/html" href="https://wiki.keii.dev/index.php?title=Commands&amp;diff=504"/>
		<updated>2025-10-30T23:14:29Z</updated>

		<summary type="html">&lt;p&gt;Flesh: Flesh moved page Category:Commands to Commands&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Resurrection Commands==&lt;br /&gt;
To resurrect a player when you have enough food in your inventory:&lt;br /&gt;
&amp;lt;code&amp;gt;/resurrect player &amp;lt;Player Name&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To view the list of players available to be revived:&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;code&amp;gt;/resurrect list&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To view the count of players on the server who can be revived:&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;code&amp;gt;/resurrect count&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Message Commands==&lt;br /&gt;
To message a player directly:&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;code&amp;gt;/msg &amp;lt;Player Name&amp;gt;&amp;lt;/code&amp;gt;&lt;/div&gt;</summary>
		<author><name>Flesh</name></author>
	</entry>
	<entry>
		<id>https://wiki.keii.dev/index.php?title=Commands&amp;diff=503</id>
		<title>Commands</title>
		<link rel="alternate" type="text/html" href="https://wiki.keii.dev/index.php?title=Commands&amp;diff=503"/>
		<updated>2025-10-30T23:14:15Z</updated>

		<summary type="html">&lt;p&gt;Flesh: Created and Wrote&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Resurrection Commands==&lt;br /&gt;
To resurrect a player when you have enough food in your inventory:&lt;br /&gt;
&amp;lt;code&amp;gt;/resurrect player &amp;lt;Player Name&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To view the list of players available to be revived:&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;code&amp;gt;/resurrect list&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To view the count of players on the server who can be revived:&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;code&amp;gt;/resurrect count&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Message Commands==&lt;br /&gt;
To message a player directly:&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;code&amp;gt;/msg &amp;lt;Player Name&amp;gt;&amp;lt;/code&amp;gt;&lt;/div&gt;</summary>
		<author><name>Flesh</name></author>
	</entry>
	<entry>
		<id>https://wiki.keii.dev/index.php?title=Resurrection&amp;diff=502</id>
		<title>Resurrection</title>
		<link rel="alternate" type="text/html" href="https://wiki.keii.dev/index.php?title=Resurrection&amp;diff=502"/>
		<updated>2025-10-30T22:58:27Z</updated>

		<summary type="html">&lt;p&gt;Flesh: added commands&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When killed, players cannot respawn in the traditional method and must be “resurrected” by other players to log back in.&lt;br /&gt;
&lt;br /&gt;
==Cornucopias==&lt;br /&gt;
Resurrection requires at least 16 cornucopias in your inventory, a custom item made of 1 of each crop. The cornucopias are consumed upon resurrection and cost doubles with each subsequent revive (i.e. first revive costs 16 cornucopias, second one costs 32, then 64, and so on).&lt;br /&gt;
[[File:Cornucopia Recipe.png|frame|left|1x Beetroot, 1x Carrot, 1x Potato, 1x Wheat, 1x Pumpkin, 1x Sweet Berry, 1x Cocoa Beans, 1x Sugar, 1x Watermelon Slice, makes a Cornucopia]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==How to Resurrect==&lt;br /&gt;
Resurrection may be performed by using the command “/resurrect player &amp;lt;player name&amp;gt;” which will resurrect the player at the exact location the command is used.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;/resurrect player &amp;lt;Player Name&amp;gt;&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
You may also use “/resurrect list” to view all the dead players that may be revived and “/resurrect count” to view the number of players on the server who may be revived.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;/resurrect list&amp;lt;/code&amp;gt; &lt;br /&gt;
&amp;lt;code&amp;gt;/resurrect count&amp;lt;/code&amp;gt;&lt;/div&gt;</summary>
		<author><name>Flesh</name></author>
	</entry>
	<entry>
		<id>https://wiki.keii.dev/index.php?title=Resurrection&amp;diff=501</id>
		<title>Resurrection</title>
		<link rel="alternate" type="text/html" href="https://wiki.keii.dev/index.php?title=Resurrection&amp;diff=501"/>
		<updated>2025-10-30T22:56:05Z</updated>

		<summary type="html">&lt;p&gt;Flesh: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When killed, players cannot respawn in the traditional method and must be “resurrected” by other players to log back in.&lt;br /&gt;
&lt;br /&gt;
==Cornucopias==&lt;br /&gt;
Resurrection requires at least 16 cornucopias in your inventory, a custom item made of 1 of each crop. The cornucopias are consumed upon resurrection and cost doubles with each subsequent revive (i.e. first revive costs 16 cornucopias, second one costs 32, then 64, and so on).&lt;br /&gt;
[[File:Cornucopia Recipe.png|frame|left|1x Beetroot, 1x Carrot, 1x Potato, 1x Wheat, 1x Pumpkin, 1x Sweet Berry, 1x Cocoa Beans, 1x Sugar, 1x Watermelon Slice, makes a Cornucopia]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==How to Resurrect==&lt;br /&gt;
Resurrection may be performed by using the command “/resurrect player &amp;lt;player name&amp;gt;” which will resurrect the player at the exact location the command is used.&lt;br /&gt;
&lt;br /&gt;
You may also use “/resurrect list” to view all the dead players that may be revived and “/resurrect count” to view the number of players on the server who may be revived.&lt;/div&gt;</summary>
		<author><name>Flesh</name></author>
	</entry>
	<entry>
		<id>https://wiki.keii.dev/index.php?title=Resurrection&amp;diff=500</id>
		<title>Resurrection</title>
		<link rel="alternate" type="text/html" href="https://wiki.keii.dev/index.php?title=Resurrection&amp;diff=500"/>
		<updated>2025-10-30T22:55:50Z</updated>

		<summary type="html">&lt;p&gt;Flesh: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When killed, players cannot respawn in the traditional method and must be “resurrected” by other players to log back in.&lt;br /&gt;
&lt;br /&gt;
==Cornucopias==&lt;br /&gt;
Resurrection requires at least 16 cornucopias in your inventory, a custom item made of 1 of each crop. The cornucopias are consumed upon resurrection and cost doubles with each subsequent revive (i.e. first revive costs 16 cornucopias, second one costs 32, then 64, and so on)&lt;br /&gt;
[[File:Cornucopia Recipe.png|frame|left|1x Beetroot, 1x Carrot, 1x Potato, 1x Wheat, 1x Pumpkin, 1x Sweet Berry, 1x Cocoa Beans, 1x Sugar, 1x Watermelon Slice, makes a Cornucopia]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==How to Resurrect==&lt;br /&gt;
Resurrection may be performed by using the command “/resurrect player &amp;lt;player name&amp;gt;” which will resurrect the player at the exact location the command is used.&lt;br /&gt;
&lt;br /&gt;
You may also use “/resurrect list” to view all the dead players that may be revived and “/resurrect count” to view the number of players on the server who may be revived&lt;/div&gt;</summary>
		<author><name>Flesh</name></author>
	</entry>
	<entry>
		<id>https://wiki.keii.dev/index.php?title=Resurrection&amp;diff=499</id>
		<title>Resurrection</title>
		<link rel="alternate" type="text/html" href="https://wiki.keii.dev/index.php?title=Resurrection&amp;diff=499"/>
		<updated>2025-10-30T22:55:36Z</updated>

		<summary type="html">&lt;p&gt;Flesh: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Resurrection==&lt;br /&gt;
When killed, players cannot respawn in the traditional method and must be “resurrected” by other players to log back in.&lt;br /&gt;
&lt;br /&gt;
==Cornucopias==&lt;br /&gt;
Resurrection requires at least 16 cornucopias in your inventory, a custom item made of 1 of each crop. The cornucopias are consumed upon resurrection and cost doubles with each subsequent revive (i.e. first revive costs 16 cornucopias, second one costs 32, then 64, and so on)&lt;br /&gt;
[[File:Cornucopia Recipe.png|frame|left|1x Beetroot, 1x Carrot, 1x Potato, 1x Wheat, 1x Pumpkin, 1x Sweet Berry, 1x Cocoa Beans, 1x Sugar, 1x Watermelon Slice, makes a Cornucopia]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==How to Resurrect==&lt;br /&gt;
Resurrection may be performed by using the command “/resurrect player &amp;lt;player name&amp;gt;” which will resurrect the player at the exact location the command is used.&lt;br /&gt;
&lt;br /&gt;
You may also use “/resurrect list” to view all the dead players that may be revived and “/resurrect count” to view the number of players on the server who may be revived&lt;/div&gt;</summary>
		<author><name>Flesh</name></author>
	</entry>
	<entry>
		<id>https://wiki.keii.dev/index.php?title=Resurrection&amp;diff=498</id>
		<title>Resurrection</title>
		<link rel="alternate" type="text/html" href="https://wiki.keii.dev/index.php?title=Resurrection&amp;diff=498"/>
		<updated>2025-10-30T22:53:22Z</updated>

		<summary type="html">&lt;p&gt;Flesh: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Resurrection==&lt;br /&gt;
When killed, players cannot respawn in the traditional method and must be “resurrected” by other players to log back in.&lt;br /&gt;
&lt;br /&gt;
Resurrection requires at least 16 cornucopias in your inventory, a custom item made of 1 of each crop. The cornucopias are consumed upon resurrection and cost doubles with each subsequent revive (i.e. first revive costs 16 cornucopias, second one costs 32, then 64, and so on)&lt;br /&gt;
[[File:Cornucopia Recipe.png|frame|left|1x Beetroot, 1x Carrot, 1x Potato, 1x Wheat, 1x Pumpkin, 1x Sweet Berry, 1x Cocoa Beans, 1x Sugar, 1x Watermelon Slice, makes a Cornucopia]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Resurrection may be performed by using the command “/resurrect player &amp;lt;player name&amp;gt;” which will resurrect the player at the exact location the command is used.&lt;br /&gt;
&lt;br /&gt;
You may also use “/resurrect list” to view all the dead players that may be revived and “/resurrect count” to view the number of players on the server who may be revived&lt;/div&gt;</summary>
		<author><name>Flesh</name></author>
	</entry>
	<entry>
		<id>https://wiki.keii.dev/index.php?title=Smithing_Table&amp;diff=497</id>
		<title>Smithing Table</title>
		<link rel="alternate" type="text/html" href="https://wiki.keii.dev/index.php?title=Smithing_Table&amp;diff=497"/>
		<updated>2025-10-30T22:42:08Z</updated>

		<summary type="html">&lt;p&gt;Flesh: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Smith Table Recipe.png|thumb|8x Iron, 1x Crafting table to craft a Smithing Table]]&lt;br /&gt;
A Smithing Table is used to get Diamond armor/weapons/tools. The crafting recipe has been changed to increase the cost of getting a Smithing Table.&amp;lt;br&amp;gt;&lt;br /&gt;
== Usage ==&lt;br /&gt;
[[File:Diamond Sword.png|thumb|Upgrading a Steel Sword into a Diamond Sword]]&lt;br /&gt;
In order to use a Smithing Table, you need to combine an [[Obsidian Cast]], a Steel tool/weapon/armor you want to upgrade, and a Diamond.&lt;/div&gt;</summary>
		<author><name>Flesh</name></author>
	</entry>
	<entry>
		<id>https://wiki.keii.dev/index.php?title=Smithing_Table&amp;diff=496</id>
		<title>Smithing Table</title>
		<link rel="alternate" type="text/html" href="https://wiki.keii.dev/index.php?title=Smithing_Table&amp;diff=496"/>
		<updated>2025-10-30T22:41:52Z</updated>

		<summary type="html">&lt;p&gt;Flesh: Changed Smithing Table Image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Smith Table Recipe.png|thumb|8x Iron, 1 Crafting table to craft a Smithing Table]]&lt;br /&gt;
A Smithing Table is used to get Diamond armor/weapons/tools. The crafting recipe has been changed to increase the cost of getting a Smithing Table.&amp;lt;br&amp;gt;&lt;br /&gt;
== Usage ==&lt;br /&gt;
[[File:Diamond Sword.png|thumb|Upgrading a Steel Sword into a Diamond Sword]]&lt;br /&gt;
In order to use a Smithing Table, you need to combine an [[Obsidian Cast]], a Steel tool/weapon/armor you want to upgrade, and a Diamond.&lt;/div&gt;</summary>
		<author><name>Flesh</name></author>
	</entry>
</feed>