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Chunk Market

An ordinary world, but you only see the chunk you start in – buy your way outward, one chunk at a time, each one pricier than the last.
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Chunk Market 0.1.0

File namechunkmarket0.1.0.jar
Uploader
Reinay97Reinay97
Uploaded
Sep 28, 2026
Downloads
4
Size
115.5 KB
Mod Loaders
NeoForge
File ID
9001327
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:chunk-market-1716453:9001327"

Learn more about Curse Maven

What's new

The first release. Chunk Market turns an ordinary world into land for sale: you see the chunk you start in, and every chunk beyond it has to be bought - each one a little more expensive than the last.

Added

  • Locked land is invisible. A chunk you do not own is simply not there: an invisible wall at its edge and nothing behind it. Nothing from inside reaches you - no blocks, no mobs, no dropped items, no particles, not even its light - so there is no peeking at what you have not paid for. Your own land floats in open sky, its sides lit like daylight, and explosions next to the border cannot blow holes into the wall.
  • Buy what lies behind the wall. Look at it and the action bar shows the chunk and its price; right-click it for an offer in chat with a [Buy] button. /chunks buy buys the chunk you are aiming at, /chunks buy <x> <z> a chunk by its coordinates, and /chunks tells you how much land you have and what the next five chunks cost.
  • A map in chat. /chunks map [radius] draws the land around you: yours, for sale, locked. Hover a square for its coordinates and price, click one for sale to put the buy command into chat.
  • Every chunk costs more than the last. The first one is $100, and each one after it 10 percent more: 100, 110, 121, 133.10 ... Both numbers are in the config (basePrice, priceIncreasePercent).
  • Grow outwards. Only chunks that touch your land can be bought (adjacentOnly, on by default).
  • The first chunk is free in every locked dimension - where you spawn, and where you step out of a nether portal. The overworld and the Nether are locked by default, the End is open (lockedDimensions).
  • No way into land you do not own. An ender pearl or a teleport into locked land takes you back to the last safe spot; a respawn in locked land puts you on your nearest own chunk (never back where you died), and in the Nether on a floor rather than on the roof.
  • Land belongs to a Money account. Paid from your account, counted per account - and a team that shares an account shares its land and its price.
  • FTB Teams, if installed: a party shares one Money account, and with it one territory and one price. Whoever joins a party sees the party's land right away; their own land stays with their old account.
  • Land is not exclusive. Two players may both buy the same chunk - nobody can take land away from anybody.
  • The wall holds on the server, too. Nothing reaches across it: mobs behind the wall cannot target, hit, shoot or blow up anything on your land, and your land cannot be hit from behind it. Your animals and villagers stay home instead of walking into the void, dropped items and arrows stop at the wall, and an enderman does not teleport out of the dark. Land behind the wall stays an ordinary world - its mobs just cannot touch you. Hostile mobs do not spawn naturally in land that nobody owns, so the mob cap is not used up by monsters you cannot see (protectLockedLand, on by default).
  • No mining without buying. Pistons do not push into or pull out of locked land, dispensers facing the wall do nothing, and explosions do not break blocks on the other side of it. Buckets, boats, bottles and spawn eggs stop at the wall like your view does, and a bed cannot put its head into locked land.
  • Maps keep the secret. Locked land stays blank on maps and explorer maps; buy a chunk and it appears on the maps you carry.
  • Machines work on owned land. Fake players from other mods (deployers, miners) break, place and use blocks in every chunk that somebody owns - but not in land nobody has paid for.
  • For operators: /chunks admin unlock|lock <players> <x> <z> (free, does not raise the price), /chunks admin radius <players> <r> (a free square around each player), /chunks admin reset <players> and /chunks admin bypass (see every chunk, for building).

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