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MineCommunication icon

MineCommunication 1.0.2

Best Ultimate Communication System Plugin

MineCommunication is a revolutionary Minecraft server plugin that brings a complete communication ecosystem to your server. From primitive voice chat to futuristic quantum communication, players can experience the entire evolution of communication technology within the game world.


This plugin simulates real-world physics and network architectures, providing an unprecedented level of immersion and strategic depth for your server community.


This plugin is only available in 1.21.8+ Paper Server, Spigot Server and Minecraft Server under 1.21.8 is not supported!




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Core Value Propositions


Historical Evolution Experience


Players journey through communication history - from ancient messenger systems to modern cellular networks and beyond to quantum entanglement. Each era offers unique gameplay mechanics that reflect real-world technological development.


Realistic Physics Simulation

  • Signal propagation based on actual physics formulas
  • Distance-based attenuation and message distortion
  • Environmental factors (weather, terrain, underwater) affecting transmission
  • Line-of-sight requirements for visual communication systems

Strategic Depth

  • Infrastructure planning and resource management
  • Network topology optimization
  • Security vs. performance trade-offs
  • Carrier competition and roaming agreements

Social Interaction Enhancement

  • Multiple communication channels for different purposes
  • Team coordination through private frequencies
  • Server-wide broadcasts for announcements
  • Cross-dimensional communication (Quantum only)


Communication Systems Overview


MineCommunication features 12 distinct communication systems organized into four technological eras:


PrimitiveProximity Chat, Messenger/Pigeon, Goat HornNo infrastructure required
AncientBeacon Tower, Telegraph, TelephoneWired networks, visual signals
ModernRadio, Broadcast Station, Fiber OpticWireless, high-speed transmission
FutureBase Station Network, Satellite, QuantumGlobal coverage, absolute security



Phase 1: Primitive Communication Systems



1. Proximity Chat System


Block Type: None required (ambient system)


Description


The most fundamental communication method. Player chat messages are filtered and distorted based on physical distance, simulating realistic sound propagation.


Core Mechanics

  • Distance Limitation: Messages only reach players within configurable range (default: 50 blocks)
  • Signal Attenuation: Message content becomes increasingly distorted with distance
  • Transmission Delay: Messages propagate at configurable sound speed (default: 343m/s)
  • Line-of-Sight: Sound cannot penetrate solid blocks
  • Environmental Factors:
    • Underwater: 1.5x attenuation multiplier
    • Cave environments: 1.2x attenuation multiplier

Use Cases

  • Immersive roleplay servers
  • Tactical team communication
  • Creating tension in survival/PvP scenarios


2. Messenger System


Block Type: Barrel (Post Office)


Description


Players can train animals (parrots, horses, etc.) as messengers to carry written books between post offices. This system supports offline message delivery and creates a medieval postal network experience.


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Core Mechanics

  • Animal Training: Messengers gain levels through training, improving:
    • Movement speed
    • Maximum delivery distance
    • Carrying capacity
    • Reduced chance of getting lost
  • Post Office Network: Players establish post offices as message hubs
  • Book Delivery: Messages are delivered as written books stored in barrel containers
  • Waiting Mechanism: If destination barrel is full, messenger waits (checks every 5 seconds)
  • Timeout Return: Messenger returns automatically after 5 minutes of waiting
  • Risk Factors: Messengers may get lost, die, or be intercepted

Use Cases

  • Medieval/fantasy themed servers
  • Offline message delivery
  • Creating postal service roleplay


3. Goat Horn Directional Transmission


Block Type: Goat Horn (held item)


Description


Players use goat horns to transmit directional sound messages in a cone-shaped area. Only players within the transmission sector can receive the message.


Core Mechanics

  • Sector Propagation: Sound travels in a configurable cone (default: 60 degree angle)
  • Directional Requirement: Player must face the target direction
  • Distance Limit: Maximum range of 100 blocks (configurable)
  • Lower Distortion: Attenuation factor of 0.05 (less distortion than proximity chat)
  • Line-of-Sight Required: Cannot penetrate solid blocks

Use Cases

  • Tactical battlefield communication
  • Emergency alerts to specific directions
  • Team coordination during raids



Phase 2: Ancient Communication Systems



4. Beacon Tower System


Block Type: Campfire


Description


Players construct beacon towers to transmit visual signals across long distances. Towers must have line-of-sight connection and are affected by weather conditions.


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Core Mechanics

  • Line-of-Sight Detection: Towers must see each other to relay signals
  • Height Requirement: Minimum height of 10 blocks for effective transmission
  • Fuel System: Requires fuel to maintain the fire
  • Signal Encoding: Different signal patterns convey different messages
  • Relay Network: Multiple towers form a chain for extended range
  • Weather Impact: Storms reduce visibility and signal speed by 70%

Signal Speed: Light speed (299,792,458 m/s) - affected by weather


Use Cases

  • Emergency warning systems
  • Defense network alerts
  • Large-scale territory communication


5. Telegraph System


Block Type: Note Block (Telegraph Station)


Description


Players lay copper cable networks (chains) to connect telegraph stations for point-to-point or broadcast messaging. Features realistic signal attenuation, message collision, and modulation mechanics.


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Core Mechanics

  • Cable Network: Copper chains connect telegraph stations
  • Automatic Path Finding: Dijkstra algorithm finds shortest routes
  • Signal Attenuation: 1% signal loss per block (configurable)
  • Underwater Cables: Supported but with increased attenuation
  • Broadcast Mode: All stations on the network receive all messages
  • Message Collision: 10% chance of collision when simultaneous transmissions occur
  • Wire Aging: Copper cables corrode over time, affecting signal quality

Modulation Levels


OFF0%
LOW30%
MEDIUM60%
HIGH90%

Infrastructure Sharing: Cable network can be shared with Telephone System


Use Cases

  • Establishing fixed communication lines
  • City-to-city stable communication
  • Introduction to network topology concepts


6. Telephone System


Block Type: Jukebox (Telephone Device), Lectern (Telephone Exchange)


Description


Players build telephone devices and exchanges for real-time voice communication through a dial-up system. Requires power supply and can reuse telegraph cable infrastructure.


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Core Mechanics

  • Unique Phone Numbers: Each device has a unique number
  • Dial-Up System: Players dial numbers to connect
  • Exchange Routing: Exchanges manage phone number prefixes (first 3 digits)
  • Manual Topology: Players configure prefix-to-exchange mappings
  • Power Requirement: Devices require electricity to function
  • Real-Time Communication: Supports bidirectional messaging
  • Infrastructure Sharing: Reuses telegraph copper cable network

Routing Path: Device → Exchange → Cable Network → Exchange → Device


Use Cases

  • Urban communication networks
  • Real-time conversations
  • Building telephone infrastructure



Phase 3: Modern Communication Systems



7. Radio System


Block Type: Lodestone


Description


Players use radio devices for multi-channel wireless communication. Supports multiple frequency bands with different propagation characteristics.


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Frequency Bands


Long Wave (LW)0.03-0.3 MHz500m0.9 (best)Low
Medium Wave (MW)0.3-3.0 MHz200m0.7Medium
Short Wave (SW)3.0-30.0 MHz1000m0.4High
FM88.0-108.0 MHz100m0.8Low

Core Mechanics

  • Frequency Management: Each channel uses a specific frequency
  • Material Penetration: Different materials affect signal differently
  • Terrain Blocking: Mountains and buildings reduce effective range
  • Frequency Conflict: Adjacent frequencies cause interference (up to 50% additional attenuation)
  • Signal Attenuation: Based on distance, terrain, and interference

Use Cases

  • Mobile team communication
  • Emergency broadcasts
  • Cross-region tactical coordination


8. Broadcast Station System


Block Type: Bell


Description


Players build broadcast stations for one-way area broadcasts. All players within coverage receive messages directly in chat - no receiver device needed.


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Power Levels


LOW100m5.0
MEDIUM250m10.0
HIGH500m20.0

Core Mechanics

  • One-Way Broadcast: Stations can only send, not receive
  • No Receiver Required: Players in range automatically receive broadcasts
  • Forced Reception: Cannot opt out of receiving broadcasts
  • Height Bonus: Higher stations have larger coverage

Weather Impact

  • Clear: 100% range
  • Rain: 80% range
  • Thunder: 60% range

Coverage Formula: Final Range = (Base Range + Height Bonus) x Weather Multiplier


Use Cases

  • Server-wide announcements
  • Emergency notifications
  • Event broadcasts




Phase 4: Future Communication Systems



10. Base Station Network System


Block Type: Respawn Anchor (Base Station)


Description


Players build cellular base stations for mobile communication supporting multiple protocols (GSM, LTE, 5G). Requires fiber optic backhaul and supports carrier management with roaming.


Important: Message sending/receiving is done through Mobile Phone items, not the base station blocks themselves.


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Protocol Specifications


GSM100m40 ticks1.00.9Remote/underground
LTE50m20 ticks2.00.6General areas
5G25m5 ticks4.00.3Dense areas/PvP

Protocol Compatibility

  • Same protocol: Fully compatible
  • GSM to LTE: One-way compatible (LTE receives GSM)
  • 5G: Only compatible with 5G

Core Mechanics

  • Fiber Backhaul Required: Base stations MUST be adjacent to fiber switches
  • Carrier System: Players can create carriers, assign base stations, manage subscriptions
  • Roaming Agreements: Carriers can establish roaming partnerships
  • Mobile Phone Features: Send/receive messages, select carrier, switch communication mode

Use Cases

  • Mobile communication networks
  • Urban coverage
  • Carrier competition gameplay


11. Satellite Communication System


Block Type: End Gateway (Ground Station), ItemDisplay Entity (Satellite)


Description


Players launch satellites for global coverage communication. Supports different orbit types with real-time satellite movement using ItemDisplay entities.


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Orbit Types


LEO200 blocks500 blocks0.001/tickOrbits ground station
MEO500 blocks800 blocks0.0005/tickOrbits ground station
GEO1000 blocks1200 blocks0.0002/tickStationary above station

Core Mechanics

  • Satellite Launch: Requires ground station power
  • Dynamic Orbit Centers: Each satellite orbits its launch ground station
  • Fuel Management: Warning at 20%, Danger at 5%, Crash at 0%
  • Ground Station Requirements: Must be adjacent to fiber switch
  • Inter-Satellite Relay: Satellites can relay through each other (max 5 hops)

Solar Activity Impact

  • LEO: 50% max quality reduction
  • MEO: 30% max quality reduction
  • GEO: 20% max quality reduction
  • Solar storms (greater than 90% activity): 50% delay increase

Use Cases

  • Global communication coverage
  • Remote area connectivity
  • Emergency communication backup


12. Quantum Communication System


Block Type: End Rod (Quantum Node)


Description


The ultimate communication solution. Players build quantum nodes and establish quantum entanglement for instant, absolutely secure communication. This is the ONLY system capable of cross-dimension communication (Overworld/Nether/End).


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Core Features

  • Cross-World Communication: Works across Overworld, Nether, and End
  • Instant Transmission: Direct entanglement has ZERO delay
  • Perfect Security: Theoretically impossible to intercept (100% detection rate)
  • Relay Network: BFS algorithm finds paths up to 5 hops

Entanglement Health System


Same World0.001/tick~83 minutes
Cross-World0.0015/tick~55 minutes

Warning at 20% health. Auto-disconnect at 0% health.


Maintenance Mechanism

  • Materials: 1x Ender Pearl + 1x Diamond
  • Restores: 25% health per maintenance
  • Cooldown: 5 minutes

Use Cases

  • Absolutely secure communication
  • Cross-dimension messaging (UNIQUE capability)
  • Critical information transmission
  • Ultimate communication network



Power System


Modern communication systems require electricity to function.


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Power Station Types


ThermalFurnace10.0/tickCoal/Charcoal fuel
HydroConduit6.0/tick10+ water sources within 5 blocks
GeothermalBrewing Stand6.0/tick5+ lava blocks within 3 blocks
SolarDaylight Detector3.0/tickDesert biome only

Solar Efficiency

  • Clear day: 100%
  • Rain: 30%
  • Thunder: 10%
  • Night: 0%

Power Transmission

  • Medium: Redstone wire
  • Loss Rate: 0.5% per block
  • Max Distance: 100 blocks
  • Formula: Effective Power = Stored x (1 - distance x 0.005)

Systems Requiring Power

  • Telegraph System
  • Telephone System
  • Radio System
  • Broadcast Station
  • Fiber Optic Network
  • Base Station Network
  • Satellite Ground Station

Systems NOT Requiring Power

  • Proximity Chat
  • Messenger/Pigeon
  • Goat Horn
  • Beacon Tower (uses fuel)
  • Quantum Communication (uses special materials)


System Interconnections


Infrastructure Sharing

  • Telegraph to Telephone: Share copper cable networks
  • Fiber to Base Station: Mandatory backhaul connection
  • Fiber to Satellite: Ground station backhaul

Bridge Types


Infrastructure SharingTelegraph-Telephone cable sharing
Protocol ConversionCross-system message format conversion
Backhaul BridgeFiber-Base Station, Satellite-Ground connections

Evolution Paths


Wired Communication


Telegraph → Telephone (shared cables) → Fiber Optic (new infrastructure)


Wireless Communication


Radio → Broadcast Station → Base Station Network → Satellite


Ultimate Solution


Quantum Communication (independent, absolute security)




Configuration & Customization


Highly Configurable

  • All parameters are configurable via config.yml
  • Hot-reload support
  • Per-system enable/disable options
# MineCommunication Plugin Configuration File

# Language setting (en_US, zh_CN)
language: en_US

# System Parameters Configuration
systems:
proximity_chat:
enabled: true
max_distance: 50
attenuation_factor: 0.1
transmission_speed: 343 # Sound propagation speed (meters/second)

messenger:
enabled: true
training_distances: [500, 1000, 1500, 2000, 2500] # Training distance required per level (blocks)
delivery_ranges: [200, 400, 600, 800, 1000] # Delivery range per level (blocks)
discovery_range: 20.0 # Range for messenger to discover post offices (blocks)
risk_death: 0.05
risk_lost: 0.10
risk_intercepted: 0.15
barrel_wait_check_interval: 100 # Wait check interval (ticks, default 5 seconds)
barrel_wait_timeout: 6000 # Wait timeout (ticks, default 5 minutes)
# Messenger movement speed configuration
delivery_speed:
parrot: 2.0 # Parrot pathfinder speed parameter
horse: 1.5 # Horse pathfinder speed parameter
default: 1.5 # Default speed parameter

goat_horn:
enabled: true
max_distance: 100
angle: 60 # Fan angle (degrees)
transmission_speed: 343 # Sound propagation speed (meters/second)
attenuation_factor: 0.05 # Distortion factor (lower than proximity chat)

beacon:
enabled: true
min_height: 10
fuel_consumption: 1.0 # Fuel consumption per tick
weather_impact: 0.3
signal_speed: 5 # Signal propagation speed (blocks/second)

telegraph:
enabled: true
signal_attenuation: 0.01 # Per block
collision_probability: 0.1
aging_rate: 0.0001 # Aging rate per tick
power_consumption: 5.0 # Power consumption per send
receive_power_consumption: 2.0 # Power consumption per receive
# Modulation mechanism configuration
modulation_reduction_low: 0.3 # Low level reduces 30% distortion
modulation_reduction_medium: 0.6 # Medium level reduces 60% distortion
modulation_reduction_high: 0.9 # High level reduces 90% distortion
modulation_maintenance_penalty_low: 0.2 # Low level maintenance interval reduced by 20%
modulation_maintenance_penalty_medium: 0.4 # Medium level maintenance interval reduced by 40%
modulation_maintenance_penalty_high: 0.6 # High level maintenance interval reduced by 60%
signal_speed: 10 # Signal propagation speed (blocks/second), 2 ticks per block

telephone:
enabled: true
power_consumption: 1.0
receive_power_consumption: 0.5 # Power consumption for receiving
maintenance_interval: 72000 # ticks
signal_speed: 10 # Signal propagation speed (blocks/second), 2 ticks per block
# Health and maintenance configuration
health_damage_per_call: 1.0 # Base damage per call
health_damage_per_block: 0.05 # Extra damage per block in path
exchange_health_damage_per_call: 0.5 # Exchange damage per routing
copper_ingot_repair_amount: 20 # Health restored per copper ingot
# Exchange capacity configuration
exchange_capacity: 5 # Maximum requests exchange can handle within time window
exchange_capacity_window: 100 # Capacity time window (ticks, 100 ticks = 5 seconds)
exchange_overload_mode: "reject" # Overload mode: queue (wait in queue) or reject (reject request)
exchange_overload_damage_multiplier: 2.0 # Health damage multiplier when overloaded
exchange_max_queue_size: 10 # Maximum queue size (only effective in queue mode)

radio:
enabled: true
frequency_range_min: 88.0
frequency_range_max: 108.0
penetration_factor: 0.8
signal_speed: 20 # Signal propagation speed (blocks/second), 1 tick per block, faster than wired
power_consumption: 3.0 # Power consumption for sending
receive_power_consumption: 1.0 # Power consumption for receiving
max_distance: 100.0 # Maximum communication distance (meters)
attenuation_factor: 0.005 # Attenuation factor (per meter)
interference_range: 0.5 # Frequency interference range (MHz)
# Band configuration
bands:
lw: # Long wave 30-300 kHz
max_distance: 500.0
penetration_factor: 0.9
attenuation_factor: 0.001
mw: # Medium wave 300-3000 kHz
max_distance: 200.0
penetration_factor: 0.7
attenuation_factor: 0.003
sw: # Short wave 3-30 MHz
max_distance: 1000.0
penetration_factor: 0.4
attenuation_factor: 0.002
signal_speed: 100.0 # Short wave transmission speed (blocks/second), faster due to longer ionospheric path
fm: # FM 88-108 MHz
max_distance: 100.0
penetration_factor: 0.8
attenuation_factor: 0.005

broadcast:
enabled: true
# Height requirements
min_height: 10 # Minimum height requirement (blocks)
height_bonus_per_block: 5.0 # Coverage range increase per block of height (meters)
height_bonus_cap: 200.0 # Height bonus cap (meters)
# Power level configuration
power_levels:
low:
base_range: 50.0
power_consumption_per_send: 5.0
medium:
base_range: 100.0
power_consumption_per_send: 10.0
high:
base_range: 200.0
power_consumption_per_send: 20.0
# Weather impact
weather_multiplier_clear: 1.0
weather_multiplier_rain: 0.8
weather_multiplier_thunder: 0.6
# Signal parameters
signal_speed: 50.0 # Signal propagation speed (blocks/second)
attenuation_factor: 0.002 # Attenuation factor (per meter)

fiber:
# Fiber network serves only as infrastructure, no longer an independent communication system
enabled: true
speed: 200000 # Speed of light (km/s)
signal_speed: 20 # Signal propagation speed (blocks/second), twice the telegraph speed
power_consumption: 1.0 # Power consumption per relay
# Bandwidth configuration
default_bandwidth: 100.0 # Default bandwidth (Mbps)
min_bandwidth: 10.0 # Minimum configurable bandwidth
max_bandwidth: 10000.0 # Maximum configurable bandwidth
# Bandwidth usage tracking
bandwidth_window: 100 # Time window (ticks, 5 seconds)
transmission_duration: 20 # Single transmission duration (ticks)
# Overload handling
overload_mode: "queue" # Default overload mode: queue or reject
max_queue_size: 20 # Maximum queue size
# Continuous power consumption
base_power_consumption: 0.1 # Base power consumption (per tick)
bandwidth_power_factor: 0.01 # Bandwidth power factor (extra consumption per 100Mbps)
power_consumption_interval: 20 # Consumption check interval (ticks)
# Message bandwidth consumption
base_bandwidth_per_message: 1.0 # Base bandwidth per message (Mbps)
bandwidth_per_char: 0.01 # Extra bandwidth per character (Mbps)

base_station:
enabled: true
coverage_radius: 50
power_consumption: 2.0
receive_power_consumption: 1.0 # Power consumption for receiving
signal_speed: 20 # Signal propagation speed (blocks/second), consistent with radio system
# Protocol configuration
protocols:
gsm:
coverage_radius: 100.0
delay_ticks: 40
power_consumption: 1.0
penetration: 0.9
attenuation_factor: 0.002
lte:
coverage_radius: 50.0
delay_ticks: 20
power_consumption: 2.0
penetration: 0.6
attenuation_factor: 0.005
five_g:
coverage_radius: 25.0
delay_ticks: 5
power_consumption: 4.0
penetration: 0.3
attenuation_factor: 0.01
# Protocol switch configuration
protocol_switch:
cooldown_seconds: 300
power_cost: 10.0
# Carrier configuration
carrier:
enabled: true
max_carriers_per_player: 1
roaming_enabled: true

satellite:
enabled: true
fuel_consumption: 0.001
orbit_update_interval: 100 # ticks
power_consumption: 5.0 # Power consumption for sending
receive_power_consumption: 2.0 # Power consumption for receiving
signal_speed: 50 # Satellite signal propagation speed (blocks/second)
# Inter-satellite relay delay configuration
relay_delay_per_hop: 40 # Base delay per hop (ticks, 2 seconds/hop)
uplink_delay: 20 # Uplink base delay (ticks, 1 second)
downlink_delay: 20 # Downlink base delay (ticks, 1 second)
# Orbit parameters configuration
orbits:
leo: # Low Earth Orbit
altitude: 200
service_radius: 500
orbit_speed: 0.000083
fuel_consumption: 0.001
max_fuel: 1000
solar_sensitivity: 0.5
meo: # Medium Earth Orbit
altitude: 500
service_radius: 1000
orbit_speed: 0.000028
fuel_consumption: 0.0005
max_fuel: 2000
solar_sensitivity: 0.3
geo: # Geostationary Orbit
altitude: 1000
service_radius: 2000
orbit_speed: 0.0
fuel_consumption: 0.0002
max_fuel: 5000
solar_sensitivity: 0.2

quantum:
enabled: true
entanglement_time: 5000 # Entanglement establishment time (milliseconds)
# Decoherence mechanism configuration
decoherence:
enabled: true
rate: 0.001 # Decay rate per tick
cross_world_multiplier: 1.5 # Cross-world decay multiplier
warning_threshold: 20.0 # Warning threshold (%)
# Maintenance mechanism configuration
maintenance:
cooldown: 6000 # Cooldown time (ticks, 5 minutes)
restore_amount: 25.0 # Restore amount per maintenance (%)
materials:
- "ENDER_PEARL:1"
- "DIAMOND:1"

# Bridge configuration
bridge:
backhaul:
max_distance: 20.0 # Maximum distance from base station to fiber switch (blocks)
required_bandwidth: 100.0 # Minimum bandwidth required for backhaul (Mbps)

# Power system configuration
power:
enabled: true

# Transmission configuration
transmission:
loss_per_block: 0.005 # Loss rate per block
max_distance: 100 # Maximum transmission distance

# Power station configuration
stations:
thermal:
generation_rate: 10.0
max_storage: 1000.0
fuel_consumption_rate: 0.1
coal_power_value: 1600.0

hydro:
generation_rate: 6.0
max_storage: 800.0
min_water_height: 3

geothermal:
generation_rate: 6.0
max_storage: 800.0
lava_check_radius: 3
min_lava_blocks: 5
coolant_consumption_rate: 0.3
bucket_coolant_value: 200.0

solar:
generation_rate: 3.0
max_storage: 500.0
weather_multiplier_clear: 1.0
weather_multiplier_rain: 0.3
weather_multiplier_thunder: 0.1

# Power consumption configuration for devices
consumption:
telegraph:
per_send: 2.0
per_tick: 0.02
telephone:
per_send: 5.0
per_tick: 0.1
radio:
per_send: 3.0
per_tick: 0.05
base_station:
per_send: 10.0
per_tick: 0.2
satellite:
per_send: 15.0
per_tick: 0.3

# Resource consumption configuration
resources:
power:
source_block: "BREWING_STAND"
range: 5
consumption:
telephone: 1.0
radio: 0.5
base_station: 2.0

maintenance:
telegraph:
items:
- "COPPER_INGOT:1"
interval: 72000 # ticks
telephone:
items:
- "REDSTONE:1"
interval: 72000

# Pathfinding configuration
pathfinding:
algorithm: "DIJKSTRA"
max_distance: 1000
cache_enabled: true
async_enabled: true

# Message storage configuration
messages:
storage: "DATABASE"
capacity: 1000
expire_days: 30
auto_cleanup: true
# Communication logging configuration
logging:
enabled: true # Enable communication logging
max_content_length: 50 # Maximum length of message content summary

# Visualization configuration
visualization:
gui_enabled: true
map_enabled: true
particles_enabled: true

# Performance configuration
performance:
cache_flush_interval: 600 # ticks
async_pathfinding: true
particle_enabled: true
sound_enabled: true

# Device summary display (Text Display)
device_summary_display:
enabled: true
range: 6
check_interval_ticks: 10
offset_y: 1.0

# Advancement system configuration
advancements:
enabled: true
rewards:
stage1_master:
experience: 100
stage2_master:
experience: 200
stage3_master:
experience: 300
stage4_master:
experience: 500
special_communication_master:
experience: 1000
items:
- "NETHER_STAR:1"
special_power_engineer:
experience: 200
special_network_architect:
experience: 300
special_global_coverage:
experience: 400

Multi-Language Support

  • Default: English (en_US)
  • Included: Simplified Chinese (zh_CN)
  • Extensible: Add custom language files easily

Message Categories

  • System names and descriptions
  • Error, success, and warning messages
  • GUI interface text
  • Device names
  • System guides
  • Advancement translations
# MineCommunication Recipe Configuration
# Recipe types: shaped (ordered) or shapeless (unordered)

settings:
# Auto-discover all recipes when player joins
auto_discover_on_join: true

recipes:
# ==================== Stage 1 - Primitive Communication ====================

messenger:
enabled: true
type: shaped
shape:
- "PPP"
- "PCP"
- "PPP"
ingredients:
P: OAK_PLANKS
C: CHEST

beacon:
enabled: true
type: shaped
shape:
- " S "
- "SCS"
- "RRR"
ingredients:
S: STICK
C: COAL
R: COBBLESTONE

# ==================== Stage 2 - Electrical Communication ====================

telegraph:
enabled: true
type: shaped
shape:
- " B "
- "IRI"
- "III"
ingredients:
B: BOOK
I: IRON_INGOT
R: REDSTONE

telephone:
enabled: true
type: shaped
shape:
- "IGI"
- "IRI"
- " I "
ingredients:
I: IRON_INGOT
G: GOLD_INGOT
R: REDSTONE

telephone_exchange:
enabled: true
type: shaped
shape:
- "III"
- "CRC"
- "III"
ingredients:
I: IRON_INGOT
C: COPPER_INGOT
R: REDSTONE

# ==================== Stage 3 - Wireless Communication ====================

radio:
enabled: true
type: shaped
shape:
- " Q "
- "IRI"
- "III"
ingredients:
Q: QUARTZ
I: IRON_INGOT
R: REDSTONE

broadcast:
enabled: true
type: shaped
shape:
- "GBG"
- "IRI"
- "III"
ingredients:
G: GOLD_INGOT
B: BELL
I: IRON_INGOT
R: REDSTONE

# ==================== Stage 4 - Modern Communication ====================

fiber:
enabled: true
type: shaped
shape:
- "GGG"
- "DRD"
- "GGG"
ingredients:
G: GLASS
D: DIAMOND
R: REDSTONE

base_station:
enabled: true
type: shaped
shape:
- "III"
- "ERE"
- "III"
ingredients:
I: IRON_INGOT
E: ENDER_PEARL
R: REDSTONE

mobile_phone:
enabled: true
type: shaped
shape:
- "GGG"
- "IRI"
- "IOI"
ingredients:
G: GLASS
I: IRON_INGOT
R: REDSTONE
O: GOLD_INGOT

# ==================== Stage 5 - Advanced Communication ====================

satellite:
enabled: true
type: shaped
shape:
- "I I"
- "IEI"
- "IRI"
ingredients:
I: IRON_INGOT
E: ENDER_EYE
R: REDSTONE

quantum:
enabled: true
type: shaped
shape:
- "DDD"
- "DNR"
- "DDD"
ingredients:
D: DIAMOND
N: NETHER_STAR
R: REDSTONE

# ==================== Power Stations ====================

power_thermal:
enabled: true
type: shaped
shape:
- "III"
- "IFI"
- "RRR"
ingredients:
I: IRON_INGOT
F: FURNACE
R: REDSTONE

power_hydro:
enabled: true
type: shaped
shape:
- "III"
- "IWI"
- "RRR"
ingredients:
I: IRON_INGOT
W: WATER_BUCKET
R: REDSTONE

power_geothermal:
enabled: true
type: shaped
shape:
- "III"
- "ILI"
- "RRR"
ingredients:
I: IRON_INGOT
L: LAVA_BUCKET
R: REDSTONE

power_solar:
enabled: true
type: shaped
shape:
- "GGG"
- "GDG"
- "RRR"
ingredients:
G: GLASS
D: DAYLIGHT_DETECTOR
R: REDSTONE



Use Case Scenarios



Scenario 1: Medieval Fantasy Server


Recommended Systems:

  • Proximity Chat (base communication)
  • Messenger/Pigeon System (long-distance mail)
  • Beacon Tower (emergency signals)
  • Goat Horn (battlefield commands)

A kingdom establishes a network of post offices across their territory. Royal messengers carry important decrees between castles. When enemies approach, beacon towers light up in sequence, alerting the entire realm.




Scenario 2: Modern City Roleplay Server


Recommended Systems:

  • Telephone System (personal calls)
  • Radio System (police/emergency channels)
  • Broadcast Station (city announcements)
  • Base Station Network (mobile phones)

Players establish telephone exchanges in different city districts. Police use dedicated radio frequencies for coordination. The mayor broadcasts important announcements through the city broadcast station.




Scenario 3: Sci-Fi/Space Server


Recommended Systems:

  • Satellite Communication (global coverage)
  • Quantum Communication (secure channels)
  • Base Station Network (planetary surface)
  • Fiber Optic (underground bases)

Space colonies launch satellites to maintain communication across the planet. Underground research facilities use fiber optic networks. Top-secret military communications use quantum entanglement - the only way to communicate between the Overworld base and Nether mining operations.




Scenario 4: Survival/PvP Server


Recommended Systems:

  • Proximity Chat (stealth importance)
  • Radio System (team coordination)
  • Telegraph System (base-to-base)

Teams must stay close to communicate without being overheard. Radio frequencies can be discovered and monitored by enemies. Bases are connected by telegraph lines that can be cut or tapped. Players invest in encryption to protect sensitive communications.





Server Administrator Guide


Installation Steps


  1. Download the plugin JAR file
  2. Place in your server's plugins folder
  3. Restart the server
  4. Configure config.yml to your preferences
  5. Set language if needed (default: en_US)

First-Time Setup Checklist

  • Review and adjust system enable/disable settings
  • Configure distance and range parameters for your world size
  • Set up power system parameters
  • Configure carrier system if using base stations
  • Test each enabled system
  • Create starter guide for players

Permission Nodes


minecomm.useBasic plugin accesstrue
minecomm.adminAdministrative commandsop

Commands Overview


Player Commands


/mcOpen main menu GUI
/mc helpDisplay help information
/mc guideOpen system guide

Admin Commands


/mc reloadReload configuration
/mc adminAdmin management panel

image.png




Frequently Asked Questions (FAQ)


General Questions


Q: Does this plugin affect vanilla chat?


A: When Proximity Chat is enabled, it replaces vanilla chat behavior. Players must be within range to communicate. You can disable this system to restore vanilla chat.


Q: Can players use multiple communication systems simultaneously?


A: Yes! Players can own devices from multiple systems and choose which to use based on their needs.


Q: What happens when a device block is destroyed?


A: The system automatically cleans up all associated data including network connections, entanglements, and cached information.


Technical Questions


Q: How does cross-dimension communication work?


A: Only Quantum Communication supports cross-dimension messaging. Quantum nodes track their world location, and entanglement can be established between nodes in different dimensions (Overworld, Nether, End).


Q: What database does the plugin use?


A: H2 is used by default and included with the plugin. No external database setup required.


Gameplay Questions


Q: How do I refuel a satellite?


A: Currently, satellites cannot be refueled after launch. Plan your satellite network carefully and monitor fuel levels. When fuel runs out, the satellite crashes and must be relaunched.




Block Reference Guide


Communication System Blocks


Post OfficeMessengerBarrel
Telegraph StationTelegraphNote Block
Telephone DeviceTelephoneJukebox
Telephone ExchangeTelephoneLectern
Beacon TowerBeaconCampfire
Radio DeviceRadioLodestone
Broadcast StationBroadcastBell
Fiber SwitchFiberCalibrated Sculk Sensor
Base StationBase StationRespawn Anchor
Ground StationSatelliteEnd Gateway
Quantum NodeQuantumEnd Rod

Power Station Blocks


ThermalFurnace
HydroConduit
GeothermalBrewing Stand
SolarDaylight Detector

Cable/Connection Materials


Telegraph/TelephoneChain (Copper Cable)
Fiber OpticGlass Pane
Power TransmissionRedstone Wire



Summary


Why Choose MineCommunication?


MineCommunication is not just another chat plugin - it's a complete communication ecosystem that transforms how players interact on your server. By simulating the entire evolution of communication technology, from primitive voice chat to quantum entanglement, the plugin offers unprecedented depth and immersion.


Key Differentiators

  • 12 Unique Communication Systems: Each with distinct mechanics, requirements, and use cases
  • Realistic Physics: Signal propagation, attenuation, and environmental factors based on real-world principles
  • Strategic Depth: Infrastructure planning, network optimization, and resource management
  • Cross-Dimension Communication: Quantum system enables Overworld/Nether/End messaging
  • Carrier Competition: Player-run telecommunications companies with roaming agreements
  • Highly Configurable: Every parameter adjustable to fit your server's needs
  • Multi-Language Support: English and Chinese included, easily extensible

Technical Specifications


Minecraft Version1.20.x+
Server SoftwarePaper
Java VersionJava 21+
DatabaseH2 (included, no setup required)
DependenciesNone (standalone plugin)

Perfect For

  • Roleplay servers seeking immersive communication
  • Survival servers wanting strategic depth
  • PvP servers needing tactical communication options
  • Educational servers teaching technology concepts
  • Any server looking to enhance player interaction

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Stripe

communication

play

role