Pockets

A pocket is a little world of your own - bought, named once, and yours forever. The Dimension Broker in Blossom Village sells the deeds.

Buying one

The Broker offers pockets in two sizes and four original types, priced by how exotic the land is:

MeadowForestIceCherry Grove
Small (100-block island)12,500g15,000g18,000g20,000g
Large (160-block island)22,000g26,000g31,000g34,000g

A meadow is the gentle way in - flowers, soft hills, room to think. Forests come with their own timber. Ice keeps frozen peaks, packed ice and snow. Cherry Grove is the dearest: a hillside in permanent bloom, pink petals falling all year, and cherry wood you will find nowhere else on the server.

Whatever you choose, the land is real - grown by the world itself, then cut loose to float in its own little sky. Own as many pockets as you can afford.

Naming it

Right-click the pocket item, then:

/pocket name <name>

Letters and dashes only, up to 14 characters - and the name must be yours alone on the whole server. The item is consumed and the pocket unfolds around you.

Living in it

  • /p <name> takes you there from anywhere (short warmup). If you own exactly one pocket, plain /p is enough. The long form, /pocket go <name>, still works. /spawn brings you back, and /pocket list shows what you own.
  • The whole world is yours to shape - build anywhere inside the world border, from the void below to the height limit above.
  • The arrival stone itself, and the air above it, can never be changed - the way home stays open.
  • Nothing hostile ever spawns. You keep your inventory if you die.
  • Your things persist forever; the world sleeps when you leave and wakes when you return.

Livestock

Nothing lives in a pocket until you carry it in. The Broker sells menagerie charms - one-use deeds, each folded around a single creature:

Chicken400g
Cow600g
Pig600g
Sheep700g
Rabbit800g
Cat1,500g
Parrot1,800g
Horse2,200g
Copper Golem6,000g

Right-click the ground inside a pocket you own and the charm opens, spends itself, and leaves one animal standing there. Used anywhere else - the wilds, spawn, somebody elseโ€™s pocket - it stays cold and is not spent.

A pocket holds 24 creatures. That is the whole cap, counted across everything alive and harmless in the world: charmed animals, anything you have bred, anything hatched from a thrown egg. At 24 a charm refuses to open (and is not consumed), and animals will not go into love mode, so the feed in your hand is not eaten either. Thin the herd and both work again.

Livestock breed normally under the cap, so a pair of charms is a herd if you are patient - which is rather the point of buying the cheap ones.

Settings - free, anytime

/pocket time <day|night|normal> /pocket weather <on|off> /pocket visitors <on|off>

Visitors

Closed by default: nobody but you can enter, by any means. Open it with /pocket visitors on and others may come via /p <name> (or the longer /pocket visit <name>) or a summoning rod - but visitors can only look. They cannot break, place, or touch a single thing.

/pocket top shows the most-visited pockets of the last seven days and of all time. Fame favors the open door.

The Pocket Pass

Sprocket sells a fifth PetalPower device: the Pocket Pass, a pad that opens onto a pocket instead of onto another pad. Lay it like a Teleporter - within 60 blocks of a Hub, floor laid over the top if you like - then right-click it with the Configurator and pick one of your own pockets. It takes no channel letter, so it costs a Hub nothing but a device slot.

The pass obeys the same door as everything else. Point one at a pocket that is closed and it asks whether you would like to open it to visitors; answer no and the pass still works perfectly well - for you, and nobody else. Anyone else who stands on it is told the pocket is closed and stays exactly where they are.

No

No clan claims, no /home set inside, no way in for the uninvited - and no way to lose it.