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The all-in-one Bed Wars solution: GUI setups, Quick Buy, stats, and cosmetics from 1.8.8 upwards.
The network release: a proper multi-server layer (proxy presence bridge + per-server routing state, robust against a mid-match proxy hop), a harder network license seal (every server still needs its own RSA-2048 signed key, and cracked jars now carry a cohort+probe watermark that the workers can trace), and the first batch of duels polish on top of the same one-jar engine. Still 1.8 -> 26.2, still Java 8+. One jar for Spigot and Paper.
What's in it
- Network layer (BedlamBridge, PROXY/REDIS) - the premium now speaks to your network at match level, not just at queue level. A proxy companion (BedLamPremium-Proxy) and the in-jar network service keep game servers in sync: server roster + presence, per-server map availability, live rating/queue state and cross-server party bridging. When a match ends the summary, rating changes and cosmetics unlock are reconciled across the network automatically. Optional, everything still falls back to single-server mode when no proxy is present - so solo servers run exactly as before
- Duels polish - 1v1 / 2v2 duels now reuse the full premium match flow (end-of-game summary, Play Again, quest & rating lines), with fairer queueing that pairs by Elo and spread, and a void-generated duel arena so 1.8 map authors can host duels without building anywhere
- License seal hardening (network-license cohort) - built with a new probe lattice; cracked/leaked jars get flagged by cohort+probe watermark, not just a single byte. Existing keys keep working - no migration, nothing changes for licensed servers beyond the normal "restart with the new jar"
- Fixes (see CHANGELOG for the full list) - admins: storage.yml/network.yml are documented and split out cleanly; after-match summary no longer caps at 4 teams; void respawn no longer drops your own bed-kill credit; lobby sidebar rating line stays in sync after a proxy handoff
Compatibility
One jar for Spigot and Paper. Tested on 26.2, 1.20, 1.16, 1.12, and 1.8. Java 8+.
Licensing
Licensed software: one key per server, RSA-2048 / SHA-256 signed online activation. Paste your key into plugins/BedLamPremium/config.yml under license-key and restart - there is no /bedlam license command. The server needs outbound HTTPS (port 443) to activate; once activated it keeps running through a temporary license-server/network outage for up to 48h (offline grace), so a blip never drops a live match. Only an expired/revoked key disables immediately.
The first major content update: private custom games with per-match modifiers, a full ranked Elo ladder, daily/weekly quests with achievements, and a complete after-match summary — on the same one-jar engine, still 1.8 → 26.2, still Java 8+.
What's in it
- Private & custom games — /bedlam private opens a GUI where a host picks a mode, picks a map, tweaks per-match modifiers (Dragons on/off + spawn delay, Generator Speed 0.25×–5×, Damage 0.5×–3×, No-Void), and gets an invite code to share. Friends join with /bedlam private join <code>. The host force-starts with as few as 2 players — no lobby wait. Private games reserve an existing waiting map (no world cloning, nothing written to disk), and the map returns to public play when the match ends
- Ranked mode (PREMIUM) — dedicated Solo & Doubles ranked queues with full Elo ratings, placement games, tier badges (Stone → Iron → Gold → Diamond → Master), season rollover and end-of-season rewards; tier badge in the tab list and a rating line in the lobby sidebar
- Quests, daily & weekly challenges (PREMIUM) — 5 rotating daily quests, 3 rotating weekly quests and 6 permanent achievements, tracked automatically from your existing kill / bed-break / win paths; claim Tokens + XP from the /quests GUI or the lobby quests NPC
- After-match summary — the old two-line chat reward is now a full end-of-game screen: per-team kills / final kills / beds / diamonds-mined grid, your rewards, quest & rating changes, and Play Again + Return to Lobby buttons
- Admins: config split — config.yml is back to a small core file; all per-domain tuning moved to documented files (game.yml, generators.yml, worlds.yml, chat.yml, scoreboard.yml, leaderboards.yml, party-settings.yml, storage.yml, dragons.yml, cosmetics.yml, private-games.yml). Zero migration — every value still falls back to your current config.yml (or the code default), so upgrading servers keep working untouched
Compatibility
One jar for Spigot and Paper. Tested on 26.2, 1.20, 1.16, 1.12, and 1.8. Java 8+.
Licensing
Licensed software: one key per server, RSA-2048 / SHA-256 signed online activation. Paste your key into plugins/BedLamPremium/config.yml under license-key and restart — there is no /bedlam license command. The server needs outbound HTTPS (port 443) to activate; once activated it keeps running through a temporary license-server/network outage for up to 48h (offline grace), so a blip never drops a live match. Only an expired/revoked key disables immediately.
BedLamPremium v1.02.10 — First release
A complete Hypixel-style Bed Wars engine on one jar. Solo, Doubles, Trios, and Quads, set up in-game with a compass — no config editing to run a game.
What's in it
/bedlam lang
Compatibility
One jar for Spigot and Paper. Tested on 26.2, 1.20, 1.16, 1.12, and 1.8. Java 8+.
Licensing
Licensed software: one key per server, RSA-2048 / SHA-256 signed online activation. Paste your key into plugins/BedLamPremium/config.yml under license-key and restart — there is no /bedlam license command. The server needs outbound HTTPS (port 443) to activate; once activated it keeps running through a temporary license-server/network outage for up to 48h (offline grace), so a blip never drops a live match. Only an expired/revoked key disables immediately.