Raid FAQ

Raid World FAQ

Welcome to the Raid World FAQ! This guide is designed for moderators and admins to quickly answer questions regarding Raid World topography, base claims, raiding, fuel, defenses, economy, and the transition between seasons (Eras).


1. World & Season Structure (Eras)

Q: What is the topography of the Raid World?

The Raid World is built as a completely flat bedrock landscape at Y=-64. This flat topography simplifies base building, removes irregular cave structures that players could use to exploit building claims (such as through x-ray exploits), and provides a clean environment for wall placement and Siege Machine pathfinding.

Q: What are Eras and how do they work?

The Raid World operates on a seasonal rotation called Eras. Each Era introduces a unique visual theme, spawn layout, custom mining regions, and specific gameplay progression features:

  • Era 1 (Gold Rush Era): Features a mining and Wild West theme.
  • Era 2 (Cosmic Era): Features a space-themed spawn and low-gravity asteroid mining regions.
Q: What happens to player builds and claims during an Era wipe?

At the start of a new Era, a terrain wipe occurs. All custom builds, claims, and blocks are reset.

Q: What assets are kept or transferred across Eras?
  • Reset: Company upgrades and Raid Points (RP) are reset. RP balances may be manually transferred across Eras at a specific administrative ratio.
  • Kept: Chemistry lab materials and chemical compound balances are preserved.
  • Migrated: Items stored in local chemistry lab inventories are automatically migrated into the Company Chemtainer vault during wipes to prevent player loss.
Q: What is Era Gating?

Advanced features are chronologically restricted:

  • Era 1: Standard items are available, but advanced Era 2 constructs are hidden, and the Cosmic Raid Crate Key is locked/unreleased in the shop.
  • Era 2: Unlocks the Cosmic Raid Crate Key in the Raid Shop for 100 Raid Points, allowing players to spend company points to open Cosmic Crates for advanced constructs.

2. Nexus Claims & Base Layouts

Q: How does a company claim land in the Raid World?

A company establishes a base by finding an unclaimed chunk of land and designating it as the core claim. Setting up a core automatically claims a 5x5 chunk grid (25 chunks total) centered on the Core chunk.

Q: What are the three base claim zones?

The claimed grid is partitioned into three distinct functional zones:

  1. Core Chunk (Center 1x1 chunk): Spans vertically from Y=0 to Y=16. Holds the physical Nexus Core block/entity. Attackers must navigate their Siege Machine into this chunk to successfully breach the base.
  2. Wall Chunks (Inner 3x3 chunks, excluding the Core): A ring of 8 chunks surrounding the center Core chunk. This is the primary defensive zone where defenders place custom concrete walls, landmines (IEDs), Quantum Entanglers, and Stellar Repulsors to obstruct Siege Machines.
  3. Buffer Chunks (Outer 5x5 ring, excluding the inner 3x3 area): A border ring of 16 chunks surrounding the defensive zone. Attackers must spawn their Siege Machine inside this buffer zone. Spawning is disabled in all other claims.
Q: How do claim protection shields and grace periods work?
  • Grace Period: When a company first establishes a Core, they receive a 5-day absolute grace period where enemy players cannot spawn Siege Machines in their buffer claims.
  • Daily Raid Shields: Companies schedule a daily protection window (e.g., 8 hours) during which enemy siege machines cannot target claims.
  • Post-Breach Shield: If a core is breached, a 36-hour shield is automatically activated, allowing the company to rebuild.
  • Counter-Raid Shield Bypass: If Company A is currently raiding Company B, Company B is permitted to counter-raid Company A, bypassing Company A's active Raid Shield.
Q: What happens to chunks claimed without a designated Nexus Core?

Claims that do not have a designated Core are safe from siege machines. However, spawners and farms are disabled in these claims, and crops or pistons cannot be placed.


3. Siege Machines & Raiding Tools

Q: How do raiders spawn a Siege Machine?

Raiders deploy a Siege Machine using a Siege Machine Spawn Egg purchased from the Raid Shop using Raid Points (RP) from the company's unspent balance. It must be spawned inside the defender's buffer chunks.

Q: How much does a Siege Machine cost to deploy?

The baseline deployment cost is 50 Raid Points. However, this scales dynamically based on the relative member size and wealth (total Raid Points) of the attacking and defending companies, capped between a minimum of 10 RP and a maximum of 250 RP.

Q: What is the limit on active Siege Machines?

Only 1 active Siege Machine is allowed per company at any time.

Q: Who can damage a Siege Machine?

Only members of the defending company can attack and deal damage to active Siege Machines targeting their claims. Damage from other players is cancelled.

Q: How does a Siege Machine heal itself?
  • When not taking damage, the machine heals itself automatically over time (ranging from 1 HP to 5 HP per second, based on upgrades).
  • If hit by a defender, passive regeneration is paused for a cooldown period (starts at 30 seconds, upgradable down to 3 seconds). Any new hit during this cooldown resets the timer.
Q: What is a Wall Scanner and how does it help raiders?

The Wall Scanner is a tactical device used to inspect defender wall layers before deploying a Siege Machine. Right-clicking a wall block scans that line of blocks in that direction, up to 32 blocks deep, displaying a visual sequence of the wall block types scanned and outputting the minimum fuel cost required to break through that layer.

Q: What are the upgrades and buffs available for Siege Machines?

Siege Machines can be upgraded in their control GUI using Raid Points (RP). Upgrades include:

  • Modifiers: Lowering the destruction radius to focus damage, increasing block target limits, decreasing hit intervals (speed), increasing max health, increasing passive regen, and increasing fuel capacity/efficiency.
  • Passive Potion Effects: Attacking company members standing within the machine's active Effect Radius (up to 250 blocks) receive combat buffs (Strength, Speed, Regeneration, Fire Resistance, Resistance, or Night Vision).

4. Fuel, Durability & Breaking Logic

Q: Where do companies get Siege Machine fuel?
  • Raid Stockpiles: Capturing Stockpiles in the Gank & Goon Zone rewards the company with a base amount of fuel multiplied by the stockpile's capture multiplier.
  • Bounty Claims: Defeating a bounty target in the Gank & Goon Zone awards the company fuel based on the target's bounty score (5,000 fuel per bounty point).
Q: Does a Siege Machine consume fuel to break any block?

No. Non-wall blocks (standard Minecraft blocks) are broken instantly (set to air) without consuming fuel. Only custom concrete walls require fuel.

Q: What happens if a company's fuel bank runs out during a raid?

If the company's Nexus fuel bank does not have enough fuel to cover a hit attempt, the machine immediately shuts down and enters an out-of-fuel stopped state.

Q: Why is upgrading to reduce the "Destruction Radius" beneficial?

Because the total damage pool is shared among all blocks in the radius, a larger radius spreads the damage thin over useless side blocks. A smaller radius (upgradable from 15 blocks down to 3 blocks) focuses the damage capacity onto the few blocks directly blocking the machine's movement path.

Q: Do walls show visual damage?

Yes. If a wall block survives a hit, it displays a visual block crack animation in the game (stages 1 to 9) representing the percentage of health lost.


5. Base Walls & Defense Systems

Q: How do defenders place concrete walls?

Defenders place custom concrete walls using the Raid Wall Generator.

Q: Do walls place instantly?

Normally yes. However, placed blocks do not instantly manifest as real concrete. They initially place as temporary colored glass placeholders and enter a company-wide generation queue. A background task processes the queue sequentially, placing the real concrete blocks and setting their starting durability values.

Q: What is the "Besieged Patching Delay"?

If the company base is under siege (status: besieged), a patching delay of 1 second is enforced between processing each block in the queue. This prevents defenders from instantly spamming walls in front of a moving Siege Machine.

Q: What happens if a player dies while they have wall blocks pending in their queue?

If a player dies while they have blocks pending in their queue, their pending blocks are cancelled, the glass placeholders are converted back to air, and they are notified.

Q: What are the differences between custom concrete wall tiers?

Walls vary in durability, cost, and special break effects. Some advanced walls are unreleased in Era 1 and unlocked in Era 2:

Wall MaterialTierDurability (Era 1 / 2)Cost in Gold (Era 1 / 2)Fuel Cost (Per Hit)Special Break Effect
Light Blue Concrete15 HP / 5 HP50 / 505 fuelNo special effect (Starter wall).
Blue Concrete15 HP / 5 HP250 / 705 fuelspeed II to nearby allies; Blindness to nearby enemies.
Cyan Concrete1Unreleased / 5 HPUnreleased / 605 fuelLow Gravity Wall: Gives nearby enemies low gravity.
Pink Concrete210 HP / 10 HP500 / 50010 fuelNo special effect.
Magenta Concrete210 HP / 10 HP1,000 / 75010 fuelSummons an aggressive silverfish targeting nearby enemies.
Purple Concrete2Unreleased / 10 HPUnreleased / 65010 fuelSupernova Wall: Lights nearby enemies on fire.
Lime Concrete325 HP / 20 HP2,500 / 3,00050 fuelNo special effect.
Dark Green Concrete325 HP / 20 HP5,000 / 3,50050 fuelRecharges the health of touching Dark Green walls (+25% per touching block).
Brown Concrete3Unreleased / 20 HPUnreleased / 3,25050 fuelWormhole Wall: Sends enemies back in time.
Yellow Concrete450 HP / 40 HP10,000 / 10,000100 fuelNo special effect.
Orange Concrete450 HP / 40 HP25,000 / 15,000100 fuelRecharges touching Yellow walls (+10% strength per 100 RP owned).
Red Concrete4Unreleased / 40 HPUnreleased / 12,500100 fuelGuardian Wall: Spawns a Galactic Guardian to attack the Siege Machine.
Light Gray Concrete5100 HP / 60 HP50,000 / 50,000500 fuelNo special effect.
Dark Gray Concrete5100 HP / 60 HP75,000 / 60,000500 fuelDetonates an explosion, dealing 3 hearts of damage to enemies and 250 HP damage to the Siege Machine.
Black Concrete5Unreleased / 60 HPUnreleased / 55,000500 fuelSingularity Wall: Pulls nearby entities into a Black Hole that prevents movement.

6. Custom Defensive Constructs

Q: What are defensive constructs?

Defensive constructs are high-tier deployable items purchased with Raid Points (RP) from the company Nexus unspent balance. They cannot be purchased if the company's Nexus Core is currently under siege.

Q: How do Improvised Explosive Devices (IEDs / Landmines) work?

IEDs act as automated landmines that detonate when a Siege Machine runs over them:

  • Direct Machine Damage: Deals direct damage to the Siege Machine based on the IED tier: IED 10 (10 HP), IED 25 (25 HP), IED 50 (50 HP), IED 100 (100 HP), and IED 250 (250 HP).
  • Splash Damage: Deals 10 hearts of explosive damage to all players in a 3-block radius.
  • Structural Shockwave: Halves the health of all wall blocks within a 3-block radius.
Q: How do Quantum Entanglers work?

Quantum Entanglers store a charge of fuel. Their effects scale based on the relative size/wealth factor between the attacking and defending companies:

  1. Damage Entangler: Deals damage to the Siege Machine equal to its stored fuel multiplied by the scale factor. If the damage is fatal, the machine is destroyed and the entangler survives, retaining its remaining charge.
  2. Consume Entangler: Drains the attacking company's Siege Fuel equal to its stored fuel multiplied by the scale factor. If the attacker's fuel is lower than the drain, their fuel is reduced to 0, their Siege Machine is disabled, and the entangler survives with its remaining charge.
Q: How do Stellar Repulsors work?

Stellar Repulsors act as space defense lasers. They automatically target enemy Siege Machines in range, firing a cosmic laser beam and triggering a warden sonic boom effect:

  • Knockback Repulsor: Applies a physical knockback pushing the machine away from the repulsor block.
  • Freezing Repulsor: Freezes the machine, stopping its movement and disabling its destruction toggle.
  • Confusion Repulsor: Confuses the machine's pathfinding target, forcing it to walk backwards.
  • Repulsors can be upgraded using Raid Points to increase their range (up to 30 blocks), effect strength (up to 2.0x), and damage output (up to 30 HP damage on hit).

7. Base Spawners & Purity Harvesting

Q: Do mob spawners drop normal loot in the Raid World?

No. Mob spawners placed inside base claims function differently. Normal mob drops are disabled; instead, spawners generate purity elements used in Nexus Lab chemical refining.

Q: What are the purity categories for base spawners?

Spawners are classified into three purity categories based on the entity type:

  • Skeleton or Magma Cube: Drops Progress Flux (pink particles).
  • Zombie or Creeper: Drops Score Flux (blue particles).
  • Spider, Cave Spider, or Slime: Drops Value Flux (green particles).
Q: How do players harvest purity elements?

When a spawner triggers, there is a base chance (20% for standard mobs, 30% for high-tier mobs) to spawn a physical Purity Artifact (a glowing custom skull entity) near the spawner. Left-clicking the artifact harvests it, instantly adding Purity Flux and Purity Essence directly to the company's batch balances.


8. Purity Mines (Mining Sectors)

Q: What are the Purity Mines?

Purity Mines are deepslate deposit zones where players mine resources for Nexus Lab refining. At Spawn, players can choose between four distinct portals:

  1. Safe Sector: PvE and PvP disabled. Safest area for gathering basic ingredients.
  2. Cycle Sector: PvE and PvP disabled. The block layout and resources cycle dynamically over time to match seasonal themes.
  3. Containment Sector: PvE enabled, PvP disabled. Hostile monsters spawn in the tunnels and drop superior materials.
  4. Conflict Sector: PvE and PvP enabled. Monsters and rival players are active. Designed for coordinated teams.
Q: What effects can trigger while mining?

Breaking deepslate deposit blocks has a chance to trigger:

  • Blast Effect: Causes a localized explosion, clearing deepslate blocks in a radius.
  • Glow Effect: Highlights nearby ore deposits within the radius, causing them to glow for 20 seconds.
  • Boost Effect: Doubles the player's mining speed/rate for a duration.
Q: How does mine regeneration work?
  • The server broadcasts a title warning to all players inside the mine 30 seconds before regeneration begins.
  • When regeneration triggers, players are teleported to a safe location outside the mine and receive temporary potion effects (Darkness II and Resistance X for 3 seconds) to shield them from block suffocations.

9. Raid Sandbox World

Q: What is the Raid Sandbox?

The Raid Sandbox is a dedicated, separate testing world where companies can experiment with Siege Machines and defensive wall layouts for free without spending active season resources.

Q: How do players use the Sandbox?
  1. Enter the world with /sandbox rtp to teleport to a random spot.
  2. Designate a target core chunk with /sandbox settarget.
  3. Build base defenses around this chunk using the Raid Wall Generator (wall placement is completely free in this world).
  4. Spawn a test Siege Machine with /sandbox spawn (test machines spawn with unlimited fuel and upgrades).
  5. Admins/players can use /sandbox kill to remove the machine or /sandbox tp to teleport to their test targets.

10. Company Economy, Upkeep & Upgrades

Q: How do companies earn Raid Points (RP)?

Active companies earn RP daily. The baseline reward is 10 RP per day, multiplied by:

  • Unraided Streak Multiplier: Scaled by days unbreached (Streak). Boosts up to 3.68x for 100 days unbreached.
  • Leaderboard Multiplier: Based on weekly company rankings (Placement #1: 2.0x, #2: 1.75x, #3: 1.5x, #4: 1.25x, #5: 1.1x).
  • Understaffed Multiplier: Grants a boost to smaller companies (up to a 1.59x multiplier for solo companies).
Q: What happens when a base's Nexus Core is successfully breached?
  • Raid Points (RP) Loss: The victim loses exactly 50% of their total unspent Raid Points balance. The attacker receives 80% of these points (40% of the victim's total), while the remaining 20% is permanently burned from the economy.
  • Lab Resource Looting: The victim loses 50% of their stored fluxes, essences, and energy. The attacker receives 80% of the looted resources.
  • Compound Inventory Looting: The victim loses 100% of their currently crafted lab compound inventory. The attacker receives 100% of these compounds.
  • Upgrade Debt & Automatic Sell-offs: If a company's total RP falls after a breach so that their upgrades spent exceed their total balance, their upgrades are frozen. They must sell off upgrades (refunding 80% of the cost as unspent RP) until their spent RP balance is less than or equal to their total RP.
Q: How does chunk upkeep work?

Raid World bases require no monetary upkeep. However, Underworld base claims require daily upkeep paid in cash from the company treasury:

  • The first chunk claimed costs $2,500 per day, increasing by 6% for each subsequent claim.
  • Upgrading chunks increases upkeep by 1% of the upgrade's total cash value.
  • Upkeep is collected once every 24 hours. If the company treasury cannot cover the upkeep, the company's claims and spawners are frozen.
  • Solo companies receive an Understaffed Discount and pay only 2% of the standard upkeep cost.

11. Era Progression & Transitions (Era 1 -> Era 2 Changes)

Q: What are the main visual and gameplay changes from Era 1 to Era 2?
  • Theme: Era 1 is themed around a Wild West / Gold Rush mining environment. Era 2 is space-themed, featuring a cosmic landing sector in the wilderness map and asteroid-themed cycle mines.
  • Mining: Era 2 introduces low-gravity asteroid mining regions.
  • Unreleased Features Gating: High-tier constructs (such as Quantum Entanglers and Stellar Repulsors) are locked until Era 2 begins. The Cosmic Raid Crate Key is also locked/unreleased in the shop during Era 1 and becomes available in Era 2 for 100 RP, allowing players to open Cosmic Crates for advanced constructs.
  • Spawn Teleports: GGRTP random teleports change from a decentralized layout of 31 spawn point coordinates scattered across the wilderness in Era 1 to a set of 17 cosmic spawn point coordinates positioned around the space landing sector in Era 2.
Q: How do custom walls change from Era 1 to Era 2?
  • Several custom wall materials are unreleased in Era 1 and become active only in Era 2:
    • Cyan Concrete (Low Gravity Wall)
    • Purple Concrete (Supernova Wall)
    • Brown Concrete (Wormhole Wall)
    • Red Concrete (Guardian Wall)
    • Black Concrete (Singularity Wall)
  • In addition, wall durabilities are scaled down, and shop costs are balanced differently in Era 2 to keep up with upgrades (e.g., Tier 5 walls drop from 100 HP in Era 1 to 60 HP in Era 2, and Tier 4 walls drop from 50 HP to 40 HP). Refer to [[๐Ÿงฑ Base Walls]] for details on wall tiers.
Q: What are the Era 2 Cosmic Crate constructs?

Era 2 unlocks Cosmic Crates containing advanced active items:

  • Artifact Collector: Magnetic sweep that harvests all purity artifacts in a 25-block radius.
  • Cosmic Space Dust: Throwable bundle that creates a cloud dealing damage to opposing players and direct damage to enemy siege machines.
  • Emergency Wormhole: Consumed to open a spatial rift that teleports players standing inside to a safe, unclaimed chunk.
  • Explosive Detector: Scans a 50-block radius for hidden IED landmines.
  • Galactic Locator: Locks onto the nearest active stockpile and displays distance/direction.
  • Lightsaber: Energy melee blade dealing a fixed 12 damage.
  • Siege Trap: Tripwire hook placed on an active enemy Siege Machine that alerts the owner when enemy players are nearby.
  • Space Jam: Custom potion granting Jump Boost V and Slow Falling I.
  • Space Turret: Mounts the player onto a stationary Ravager turret shooting space rocks.