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Prison plot worlds and player shops

The plot world is the half of prison nobody mentions in the adverts. A flat world of claimable squares where players build bases, storage and shops. On servers with a healthy one it is where the community actually lives; on servers without, prison is a solitary grind.

Claiming a plot

Usually /plot auto for the next free one, or /plot claim while standing on an unclaimed square. Size is fixed per server and often expandable by rank or with money. /plot trust adds someone with build rights, /plot add usually grants a narrower permission, and the difference matters: trust generally includes chest access.

What to actually build

  1. Storage first. Prison generates enormous volumes of blocks and your inventory is the constraint. Chests, then more chests.
  2. A sell point. If the server has sell chests or a sell wand, put one where you land.
  3. A shop, if the economy supports it. This is the only way to earn from other players rather than from the server.
  4. Anything decorative, last. Plots usually survive seasons less often than ranks do, so check before investing weeks in a build.

How player shops price things

The server shop sets the ceiling and the floor. Nobody will buy from you above the server's sell price, and nobody will sell to you below its buy price, so player shops live in the spread between them. If the spread is narrow there is no room for a player economy and shops will not exist regardless of how good the plot world is.

The things worth stocking are the ones the server shop does not carry: event items, crate rewards, enchant books, and materials for builds. Blocks from the mines are worthless to other players because everyone has them.

Questions to ask before you build

  • Do plots reset with the season?
  • Is there a plot expiry for inactivity?
  • Does trust include chest access?
  • Is the buy-sell spread wide enough for player shops to make sense?
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