CARL / DEV

Minecraft systems, built with intent.

Custom plugins, mods, and infrastructure for server ideas that need more than an off-the-shelf solution.

Focus
Gameplay systems
Platforms
Paper / Fabric / Velocity
Languages
Kotlin / Java
Selected system01 / 03
RiftweaverInstanced dungeon runtime

Selected systems.

Representative private-build profiles focused on architecture and decision-making. Project names and scenarios are illustrative; client identities stay private.

Representative architecture study

Project profile / 01

Riftweaver

Instanced dungeon runtime

A party-safe dungeon system built around deterministic rooms, isolated encounters, and recoverable player state.

  • Repeatable room and encounter rules
  • Party state separated from world state
  • Safe checkpoints between phases
PaperKotlinRedis

Project archive / 25

More system patterns.

Illustrative briefs based on realistic server needs. They show the range of systems available without presenting fictional clients or results as fact.

04

QuarryLink

Automation coordinator

Schedules player-owned quarry jobs across loaded regions without turning chunk activity into tick spikes.

Paper / Kotlin / Redis
05

HarborWatch

Moderation case system

Keeps reports, evidence, staff actions, and appeal context together in one searchable case history.

Velocity / Java / Postgres
06

Wayfinder

Network travel service

Coordinates warmups, destination capacity, and safe player handoff across a multi-server network.

Velocity / Kotlin / NATS
07

Emberline

Seasonal quest framework

Runs branching objectives, shared milestones, and time-boxed rewards from data-driven quest definitions.

Paper / Kotlin / YAML
08

Ledgerstone

Economy audit layer

Records balance changes with source context so staff can trace unusual transfers and reverse mistakes safely.

Paper / Java / Postgres
09

BeaconOps

Server operations toolkit

Surfaces health checks, maintenance controls, and scoped operator actions inside the game and on Discord.

Paper / Kotlin / REST
10

Guildhall

Guild progression core

Models ranks, shared upgrades, permissions, and contribution rules without tying guild state to one world.

Paper / Kotlin / MariaDB
11

Parcel

Player delivery network

Provides durable cross-server mail, attachment claiming, expiry, and recovery for interrupted deliveries.

Velocity / Java / Redis
12

AtlasSync

Player profile service

Synchronizes selected progression and settings while preserving clear ownership for every profile field.

Velocity / Kotlin / Postgres
13

ForgeQueue

Asynchronous crafting system

Processes long-running recipes, workshop capacity, and offline completion without blocking server threads.

Paper / Kotlin / SQLite
14

Crownfall

Territory event scheduler

Orchestrates capture windows, contested objectives, scoring phases, and restart-safe event recovery.

Paper / Java / Redis
15

Wildseed

Resource regeneration engine

Restores resources from biome-aware rules while protecting builds and controlling regeneration load.

Paper / Kotlin / SQLite
16

RelayChat

Cross-network communication

Routes channels, staff messages, mentions, and moderation filters through one permission-aware service.

Velocity / Java / NATS
17

Vaultbridge

Legacy data migration

Moves player records between plugin schemas with validation, dry runs, and resumable migration batches.

Paper / Kotlin / Postgres
18

MobDirector

Encounter orchestration

Builds adaptive waves from party state, arena pressure, spawn budgets, and explicit encounter phases.

Paper / Java / YAML
19

MarketSquare

Player shop index

Indexes distributed shops and listings so players can discover stock without loading every location.

Paper / Kotlin / Postgres
20

Sentinel

Exploit validation layer

Centralizes high-risk inventory and economy checks with configurable actions and reviewable evidence.

Paper / Java / Redis
21

Caravan

Dynamic trader routes

Moves scheduled merchants through regional stops with changing stock, demand, and interruption recovery.

Paper / Kotlin / SQLite
22

SeasonsCore

Shared seasonal state

Coordinates calendar phases, world modifiers, event flags, and safe transitions across server restarts.

Paper / Java / Postgres
23

Shardkeeper

Instance lifecycle manager

Creates, assigns, monitors, and retires temporary worlds while keeping player return paths reliable.

Velocity / Kotlin / Redis
24

Blueprint

Build template workflow

Lets staff review, version, and deploy approved structures with placement checks and rollback support.

Paper / Java / S3
25

SignalFlare

Staff escalation service

Routes urgent player and infrastructure events to the right staff group with deduplication and context.

Velocity / Kotlin / Discord
26

Spawnworks

Player onboarding flow

Guides first-time players through resumable steps, server choices, rules, and optional starter paths.

Paper / Java / Redis
27

ContractBoard

Player contract system

Supports funded delivery and bounty contracts with expiry, escrow, validation, and dispute visibility.

Paper / Kotlin / Postgres
28

LoadShepherd

Adaptive entity control

Applies regional entity budgets and staged cleanup rules based on live load and gameplay priority.

Paper / Java / Prometheus

Where I can help.

From one mechanic to the infrastructure behind an entire server network.

01

Plugin systems

Custom gameplay, moderation, economy, menus, integrations, and the logic that makes a server distinct.

Paper / Spigot
02

Mod development

Purpose-built mechanics, content systems, interoperability, and version-conscious implementation.

Fabric / NeoForge
03

Network infrastructure

Proxy messaging, persistence, queues, APIs, and cross-server state without blocking the game loop.

Velocity / SQL / Redis
04

Hardening and rescue

Performance investigation, version upgrades, data recovery paths, and replacement of fragile systems.

Profiling / migrations

From mechanic to stable build.

The work starts with behavior: what the system must do, how it can fail, and what server staff need to operate it.

  1. 01

    Define

    Turn the idea into rules, states, edge cases, and a buildable scope.

  2. 02

    Prototype

    Prove the riskiest mechanic in a focused playable slice.

  3. 03

    Harden

    Test permissions, persistence, concurrency, and failure recovery.

  4. 04

    Deliver

    Package the system with configuration and a clear operator handoff.

Have a mechanic that does not exist yet?

Send the idea, server version, and the part that feels risky. I will help turn it into a buildable system.

Your details are sent privately through the site.