Home Catalog Server builds CloudWastelandAnarchy (1.19.4) — anarchy on scorched earth!

CloudWastelandAnarchy (1.19.4) — anarchy on scorched earth!

Welcome to our new article!

For a long time, anarchy meant the same thing: a vanilla world, a shop with a diamond set, and claims. We decided to build a server where the land itself works against the player, and every three hours the server decides what happens next — and we present "CloudWastelandAnarchy".

The theme runs from the loading screen to the last menu tooltip: a burned-out wasteland after a catastrophe, a rusty interface, blood currency for bounties, and four mechanical bosses guarding the ruins of the old world.

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The build ships with 69 plugins working together, 18 of them custom-written Cloud plugins, plus our own PvP currency, BloodCoins. Everything is already configured to work with everything else — this is a working server, not a pile of archives. If you don't want to read the whole article, here is a short (incomplete) list of what the build includes:

A consistent theme — a post-apocalyptic wasteland: world generation, texts, icons, and sounds
Custom generation of the main world on Iris: a dead forest, acid lakes, lava rifts, stone mazes
Separate worlds included: the wasteland, a spawn hub, a junkyard, three worlds with four boss arenas, a world with three buggy arenas, and a duel world
An event system with server-wide voting — ten events in the shared rotation, and the same event never runs twice in a row
Four named bosses on MythicMobs and ModelEngine, with their own models, phases, and arenas
A fair boss reward — everyone who dealt damage gets paid, not just the player who landed the final blow
A combat buggy system: fuel, durability, a turret, four classes, a tree of 25 upgrades, and three arenas
46 custom enchantments with their own rarity, shop, and loot sources
Three currencies: regular money, donor points, and blood coins, which pay out only for killing players
55 hand-drawn menus in one consistent style — you can play on this server without knowing a single command
A battle pass, clans with wars and a bank, claims with upgrades, an auction, donor crates, and weapon skins

and that's only the most significant and essential part!

Let's go through it step by step. The spawn is in a separate, hand-built world — not a platform in the void, but a whole city in the middle of the wasteland, with a central square, market rows, and multi-level buildings. It's safe here: grenades, dynamite, and vehicles don't work, so a newcomer won't get blown up right at the spawn point:

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The city has a radial layout: streets fan out from the square, and each one leads to its own mechanic. PvP with no rules begins beyond the wasteland gates, and next to the hub we placed a separate area for quick fights and a live auction — you can warm up and trade without leaving the world:

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All key systems are tied to NPCs, and each one is labeled with a hologram in the same style: the shop, the buyer, the auction, the auto-mine, the battle pass, rewards for newcomers, crafts, the demolitionist, the buggy workshop, and the boss and event stand. You don't have to run around the spawn blindly — it's clear where to go:

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The first thing a player sees on joining is a chat greeting with the server name and the three main commands. After that, you don't need to learn commands at all:

That's because the whole server is built into one drawn menu. We deliberately moved away from the "run around the spawn and look for the right NPC" approach: the main window holds bosses, donations, free rewards, shops, clans, friends, buggies, and interface settings, and every button has a tooltip with a description and a price:

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The build has 55 ready-made menus in one visual style — with gradient titles and custom resource pack icons instead of vanilla chests and sheets of paper. Interface settings deserve a special mention: players decide for themselves whether to show the boss bar, the scoreboard, and pop-up hints:

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This is a core principle of the whole build: the mechanic's description, price, and purchase method are written right in the item tooltip. Players don't need a wiki to understand what they're buying:

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The main world is generated on Iris to match the build's theme, and it's not repainted vanilla. Scorched earth, a dead forest under ash, acid lakes, exposed veins of magma, stone mazes, and red dust storms that cut visibility down to striking distance:

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The landscape is designed to be playable: resources lie on the surface, cover is scarce, and elevation changes cut the map into pockets — good for an ambush and for escaping a chase. The build also has a junkyard: a location world for events and loot, with vehicles, containers, and narrow passages:

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A newcomer goes to the auto-mine for their first resources. There are four shifts — red, green, blue, and purple — and their ore composition really does differ: the more expensive the shift, the richer the rock — from plain stone with coal up to ancient debris. The composition and price are shown in the tooltip before purchase:

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We named the gear kits after wasteland roles rather than donor ranks and arranged them as a ladder: Drifter, Scavenger, Raider, Thug, Enforcer, Desert Wolf, Stalker, and Legend. A player doesn't buy "rank #5", they buy a role — that sells better and keeps the build's theme intact:

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What matters more: the higher the rank, the more often the kit is available. Drifter has a three-day cooldown, Scavenger two days, Raider and Thug one day, Enforcer eighteen hours, and Desert Wolf, Stalker, and Legend get their kit every twelve hours. An expensive rank pays off not only through its contents but also through how often you can claim it.

Clans come configured out of the box: a shared bank, homes, alliances, feuds, and clan wars with a leaderboard. Next to that is a friends list with requests and teleporting to your friends, because on anarchy a player rarely goes alone:

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The battle pass runs in seasons: the free track gives rewards at key levels, the premium track at almost every level, including ranks, crates, and rare gear. Points come from daily and weekly quests, so a player always has a reason to log in today, not "sometime".

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The regular shop and the donation store have reasonable prices and are fully configurable. The regular one sells resources, farm crops, spawn eggs and spawners, backpacks in six sizes from nine to fifty-four slots, and upgraded furnaces: fast, high-speed, super-speed, lucky (which gives two ingots from one ore), and infinite (which needs no fuel at all):

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The donation store is split into sections and buys in two clicks. Inside you'll find named gear with unique abilities, activatable items, orbs and talismans for the offhand, explosives, and cosmetic customization:

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Some donor items have been properly rewritten on top of old ExecutableItems bugs: previously the TNT bow blew up the shooter, the katana set its owner on fire by striking lightning at themselves, and the sniper helmet highlighted enemies once when put on and then stopped working. Now the explosion happens where the arrow lands, the lightning hits the target, and the highlight lasts as long as the helmet is worn.

Orbs and talismans work as passive charms: hold the item in your offhand and the bonus is active, put it away and the bonus is gone. There are eight orbs and eight talismans, and half of the talismans have a real price: a boost to damage or attack speed comes with a penalty to health or movement:

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Explosives live in a separate custom plugin, CloudDynamites (details — CLICK). Regular TNT becomes an upgradable tool: radius and power level up, and on top of that you attach one of nine special effects — hellish crater, trap, homing, blindness, slowness, poison, ice, depth, or decay:

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On top of vanilla, our CloudCustomEnchants (details — CLICK) runs — 46 custom enchantments for weapons, bows, armor, and tools, from vampirism and stun to tree auto-felling and a teleport harpoon. Each has its own rarity: common, uncommon, rare, epic, and legendary, and rarity determines both the shop price and the drop chance:

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Books drop from themed vanilla chests — luck is best in the End city treasury and the stronghold library, weaker in the mineshaft and the abandoned mine. A mob can also drop a book: a regular zombie rarely, and only if a player killed it; a wither skeleton more often, and straight at rare level.

The build's economy rests on three currencies, each with its own role. Regular money covers everyday needs, from furnaces to buggy armor. Donor points are the premium currency, earned through donations and bosses. And BloodCoins, blood coins that can't be bought or mined: they drip in exclusively for killing other players:

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The longer your streak without dying, the more the next kill pays: the first kill brings one coin, and a streak of twenty-five in a row is already a thousand per kill. Die, and the streak resets.

Blood coins are spent at a separate "blood shop": it stocks enchantments, gear, potions, and skins that aren't sold anywhere else. And at the instigator NPC, coins convert to regular money at a fixed rate — build a streak, get out alive, cash in:

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An auction runs next to the hub: players trade directly with each other, and donor ranks unlock extra slots and longer listing time. The three donor crates are here too — money, donor, and item crates:

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To keep players on the server, the build has a tiered system of free rewards for playtime and kills. Conditions and progress are shown right in the window — you can see how much is left until the next tier:

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Crafting has its own window with a recipe selector: the player picks an item and immediately sees the recipe in a drawn crafting table instead of searching for it on a forum. Crafting produces cores, grenades, potions, matter, and golden apples:

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Claims are held by blocks, not commands: the more valuable the block, the larger the zone. On top of that runs our claim upgrade addon (details — CLICK) — XP for everyone inside, protection from negative effects, speed, jump boost, glowing, and alerts when a stranger enters. Fights are covered by a combat tag: you can't log out to escape:

Among the small things that people notice by the second hour of play: the ender chest in this build is upgradable (details — CLICK) — slots unlock for regular and donor currency in its own drawn menu, and locked cells are clearly marked with icons. The spawn also has its own background music: a quiet wasteland theme that players can turn off in the interface settings if it bothers them.

And separately — the thing that makes this build worth getting, our CloudBuggy (details — CLICK). The buggy here isn't a decorative horse with a model, but a full vehicle on ModelEngine: fuel, hull durability, a trunk, a turret, and passengers who heal on the move. A player can spend months without leaving this system:

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The buggy isn't handed out — you build it at the mechanic for iron, redstone blocks, and a large sum. After that the vehicle lives by its own rules: a full tank is a thousand units, fuel is spent for every block driven, and at zero the vehicle stalls in the middle of the wasteland.

When leveling up, the player picks a class, and each has its own stat ceiling: Roadster — speed and handling, Elephant — armor and ramming, Horse — a balanced fighter focused on the turret, Cryo — freezing and control. You can change class, but for a separate fee, so the choice costs something.

Health, armor, and speed each level up to level twenty, and beyond those there are twenty-five special upgrades: ram, turbo dash, napalm trail, electric field, poison gas, emergency repair, shield dome, repair module, and others. The top of the tree is the ultimates, which unlock only after a chain of earlier upgrades: for the ice class it's Absolute Zero, which freezes everything around and disables other vehicles.

The turret is operated by a second player. There are five base weapon types — bullets, bombs, flamethrower, EMP charge, and smoke screen — and each develops into its own branch: bullets into a shotgun or minigun, bombs into homing missiles, a mortar, or a cryo shell. The key point is that the turret overheats: you can't fire nonstop, the barrel has to cool down, and a firefight becomes tactics rather than a held-down button.

Maintenance is tied to three NPC mechanics: the assembler builds and repairs the vehicle, the armorer sells ammunition, and the refueler sells fuel. Each has its own reputation, which grows from purchases and resource delivery quests, and the rank gives a discount at the workshop of up to half the cost:

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A separate service is the tow truck: a destroyed buggy can be recovered with all its upgrades, but it's expensive and requires maximum reputation. There is also hull painting: three signature schemes per class, twelve colors in total.

And on top of all this runs BATTLE BUGGY — team vehicle fights on three arenas: the junkyard, the crater, and the overpass. Teams are balanced by upgrades and rating, a round lasts five minutes, money drips in for taking part, for kills, and for winning, and kill streaks give extra bonuses:

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Now we move on to the part of the build that we truly consider our pride — events. All events run through a single custom dispatcher, and the rule here is simple: strictly one event at a time, and boss cycles never overlap. Every three hours a fifteen-minute vote opens, and the server picks what to launch next:

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You can change your vote while voting is open. If the votes are split evenly or nobody votes, the event that hasn't run for the longest time is launched, not a random one. The event that ran last doesn't take part in the next vote at all: the same event twice in a row, including the same boss, can't happen. Before the start, the server warns players three times — at three minutes, one minute, and ten seconds.

The shared rotation has ten events, and bosses take part in it on equal terms with the rest — they are also chosen by vote. The description and vote count are visible right in the window, and the events themselves and their rewards are set in the configuration.

All events:

Event — «Meteorite»

A fiery meteor falls from the sky: the impact site is left with a crater, a rain of fire, and loot chests that open on a timer. The spot is visible from far away, so the whole server rushes to it — and the loot almost always goes to whoever didn't come alone. Duration — 15 minutes.
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Event — «Deadly Mine»

A temporary mine packed with ore that pays out in money rises in the middle of the wasteland: every mined block gives coins according to a chance table, and occasionally donor points too. The rock refreshes on a timer and anyone can dig, but not everyone gets away with the haul: narrow tunnels and open access make a fight inevitable. Duration — 15 minutes.
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Event — «Orb Chest»

A chest guarded by a keeper appears in the world, and inside are unique orbs that aren't sold anywhere else. First you have to take out the guard, then fend off those who came to the same spot. Duration — 20 minutes.

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Event — «Interdimensional Cargo»

Cargo from a rift in space carrying rare End resources. The landing point is marked by a beam across the whole sky, so you can't open it unnoticed. Duration — 15 minutes.

Event — «Death Chest»

A chest with rich loot drops at one of six points across the PvP zone — a new one each time, so the event doesn't turn into a stakeout on one set of coordinates. Whoever survives takes it. Duration — 15 minutes.

Event — «Trophy Hunt»

The lucky few get a trophy on their head and start accumulating coins: income drips in every five seconds while they hold the trophy. It can't be taken off by hand or thrown away — it can only be taken from the corpse, so the rest of the server hunts the carriers for thirty minutes. Duration — 30 minutes.

Event — Boss «Banso, King of Bandits»

The first boss in the rotation and the most accessible: 2500 HP, a yellow health bar, and four melee attacks — a punch, a kick, a jump, and a combo series. Below half health he calls reinforcements, so the fight quickly turns into a brawl with a whole gang. He's immune to knockback: you can't push him back and shoot him.
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Event — Boss «Robo-Piglin»

A mechanical piglin mech with 4000 HP that lives in a floating bastion and never despawns. It attacks on a timer: strikes, slides, short and long spins with a dash, and a jump with a landing slam. At 85% health a shoulder laser kicks in, at 25% a rocket. The fight takes place in tight halls with almost no room to break distance — only movement saves you.
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Event — Boss «Guardian»

An ancient giant with 4000 HP, keeper of a flooded hall with columns. It moves in scripted patterns and holds its defense with seven skills at once on independent timers: spider mines, stun, and area strikes. It's practically immune to explosions and fire, so the usual "throw TNT at it" tactic doesn't work here, and the water makes it hard to break distance.
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Event — Boss «Hades, the Mechanical Imp»

The wasteland's final boss and the toughest — 7000 HP, a red bar, and its own faction so the retinue doesn't mistake it for players. The fight has three stages: at 75% health reinforcements join, at 50% armor, at 25% rage, and from there each attack is harder than the last. Below half health it summons a retinue of goblins, and in the second phase it buries the arena in a meteor shower. Finishing it off solo is nearly impossible.
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And the main thing that sets this build's bosses apart: the money reward goes to everyone who damaged the boss during the fight, not to whoever landed the last hit. A solo player in a full set and a crowd of newcomers with wooden swords — each gets the full amount. For Banso that's 5000 coins and two donor points, for Robo-Piglin and Guardian 15000 and four points each, for Hades 30000 coins and eight donor points. Item drops, meanwhile, are limited in quantity so the boss doesn't turn into a loot vending machine.

The build is delivered ready to run: a Purpur 1.19.4 core, finished worlds — the wasteland, a spawn hub, a junkyard, three worlds with four boss arenas, a world with three buggy arenas, and a duel world — 69 configured plugins, a custom resource pack on ItemsAdder, and 55 menus. The economy is linked in advance: MythicMobs bases, boss loot tables, claim upgrades, the donation structure, and currencies are already tuned to each other rather than lying around as separate pieces.

To sum up briefly: this build packs in a huge number of unique mechanics, events, items, and whole games inside the game — from buggy combat to bounty hunting — that can keep players busy for dozens or even hundreds of hours. Any element is easy to replace, remove, or add: events, rewards, prices, and texts live in the configuration, not hardcoded.

In terms of value: the build includes 18 custom Cloud plugins and the BloodCoins currency. Some of them can be bought separately in our catalog, and some were developed specifically for this build — it's easy to estimate what the custom plugins alone would cost separately, and we offer the whole server, already configured and wired together.

Taken together, you get a build that can attract and hook new players, stand out in the server market, and bring in good income thanks to a well-developed, multi-layered monetization system — from the donation store and crates to the battle pass, skins, and mechanic reputation.

The wasteland doesn't pretend to be fair — it actually counts everyone's damage and pays everyone who fought, not just the one who finished the kill.