How to actually use everything on MineCartia — the NPCs, signs, menus, and commands for each feature, on any device.
The server sees the same action whatever you play on — only the button changes. Throughout this guide, USE means "interact / right-click" and HIT means "attack / left-click." Here's how those map to your device:
| Action | Java / Bedrock PC | Console | Mobile (touch) |
|---|---|---|---|
| USE / interact | Right-click | Left Trigger (LT) | Long-press |
| HIT / attack | Left-click | Right Trigger (RT) | Tap |
| Sneak (hold shift) | Hold Shift | Hold sneak (R-stick) | Hold sneak button |
| Change held slot | Scroll wheel | LB / RB bumpers | Tap a hotbar slot |
Commands work the same everywhere — open chat and type. Menus appear as a chest-style window on Java and a native form on Bedrock; the choices are identical. Item lore shows "Tap / Double Tap" for Bedrock and "Click / Right Click" for Java — they mean the same thing.
PvP arenas in 1v1, 2v2, FFA, and waves modes. To reach them, travel through the portal to the arena world — queueing is by NPC and spectating and leaderboards are by sign, so the only command you'll use in normal play is leaving a match.
The [Arena Top 1–4] signs in the hub show the current top players — just look at them.
Type /arena leave to unqueue before a match starts, or to leave / forfeit a match in progress — either way you're returned to the hub. It's the one /arena command players use; the rest are turned off.
Extra convenience features: a second "offhand" hotbar, a compass HUD, and companion pets.
Rename, release, and select pets from inside the /companions menu.
Toggle the compass HUD on or off with /qol compass.
USE the Welcome Guide NPC, or run /qol welcome, to open a menu of server topics — pick one to read it in chat, or pick the link to open the full guide on our website.
Castable spell items — fireball, frostbolt, stormbolt, and heal. Each has charges that recharge over a cooldown, shown on a bossbar while you hold the item.
Fireball explodes and ignites where it lands. Frostbolt freezes and slows what it hits. Stormbolt strikes lightning and chains to nearby targets.
To receive item mail you need a mailbox. Place a chest, then place a sign on or next to it and write [Mailbox] on the first line. The sign turns purple and that chest becomes one of your mailboxes — USE the sign or the chest to open it (it never opens as a normal chest). Build as many as you like: they all open the one shared 27-slot mailbox inventory, so an item taken at one is gone from all. You can also buy an admin mailbox (one per player) from a hub mailbox sign that shows a price. Without any mailbox, item mail falls back to your inventory, then your feet, so nothing is ever lost.
Mail is what Contracts and Auction use to deliver items safely, even while you're offline — they wait in your mailbox until you claim them.
Post a job — "deliver N of an item for $X" — and the payment is held safely until someone fills it. You'll need a mailbox (see Mail) to receive your goods or payment.
If the hub has a contract desk NPC, USE it to open the same browser — no command needed.
Check yours with /contract status or back out with /contract cancel <id>.
The player auction house. You'll need a mailbox (see Mail) to receive items you win or that come back unsold.
Win → items arrive in your mailbox. Sell → money is paid to you instantly. Expire or cancel → items mailed back. Offline players never lose anything.
Buy and sell at shop NPCs placed around spawn and the markets.
Some shop NPCs are for rent so you can run your own.
A server lottery — entirely command-driven, identical on every device.
The draw happens automatically on a timer; the winner (weighted by tickets) is paid the pot.
One server-wide bounty runs at a time, starting automatically — players don't place bounties on each other.
Check the current bounty with /bounty status.
The server's law system. Offenses come from staff action or automatically from the chat-moderation system. Enough offenses lands you in jail.
Certain ranks are offered the choice to pay a fine instead of going to jail. When you're given that option, run /payfine to settle it and stay free — no jail time at all.
Ranks are earned automatically by hitting thresholds — player kills for combat ranks, money balance for economy ranks — but each promotion asks you to confirm.
Hostile-mob kills only count toward your rank in the main survival worlds (overworld, nether, end), and you can only rank up while you're in one of them — kills in the sandbox, lifesteal, and creative worlds don't add to your total.
In the Creative world your survival ranks and money are set aside and you get a Creative rank with WorldEdit for building — everything comes back exactly as it was when you leave, and your scoreboard shows the Creative rank while you're there. Creative ranks are a prestige ladder (Free Builder → Novice → Apprentice → Journeyman → Fanatic → Master Builder → No Lifer) that staff award for things like build contests; you start at Free Builder. The Sandbox and LifeSteal worlds work the same way — you show as the Sandbox or LifeSteal rank while you're in them, and your normal ranks return when you leave.
Find a Land Title — it only spawns deep in the Deep Dark, guarded by the Warden. Buy an Empty Envelope from the admin shop, then combine them in a crafting table (Land Title above the Empty Envelope) to make a Sealed Envelope. USE the Sealed Envelope, then run /confirmtitle to become a titleholder — which lets you create a land claim.
As you own and develop land through the Lands plugin, you're automatically promoted through the land ranks (landowner → landdeveloper → landlord) based on how many chunks you hold — nothing to run, it tracks your holdings.
To reach Excalibur you must first claim a Land Title and register as a landowner (own your first chunk) — only then can you travel to the Nether, where the sword is found in bastion chests.
Excalibur is a soulbound sword — a once-ever find in Nether bastion chests that binds to you and never appears for you again. Only you can wield it, and only the sword is kept on death (it returns to you on respawn; the rest of your inventory follows the world's normal death rules).
It can't leave your inventory. While you carry Excalibur you can't drop it, off-hand it, store it in any container or ender chest, frame it, put it on an armor stand, or bundle it — it stays with you until you return it to King Arthur in Camelot, which is required to progress your rank.
A reworked End dimension and dragon fight — this one is something you live through rather than operate with commands.
The End and the Ender Dragon fight are overhauled. The encounter has an owner — the player who engages it claims the fight — and on the dragon's death a cinematic plays, with a personal message for the owner and a broadcast to everyone else.
On an automatic cycle, a Stalker (a custom mob) hunts a target player for a survival timer. If you're the target, certain commands are blocked during the event — survive or fight it off. Reaching a Lands claim calls off the hunt — even during the arrival countdown, before the Stalker spawns.
Cosmetics are still in development and not available on the server yet. When released, you'll unlock cosmetic skins (through achievements like arena wins), then USE a cosmetics applicator to apply a skin to a piece of armor — keeping its enchantments while changing how it looks. Stay tuned!
Drop-in arena minigames. Right now that's Spleef — break the floor out from under everyone and be the last one standing.
Some games charge a queue fee (set by staff). If so, it's taken from your balance when you queue and shown in chat — and it's not refunded if you leave or the match doesn't fill, so only queue when you mean to play.
You get a Spleef shovel that mines the floor instantly — it has extended reach, so you can aim at the block under an opponent on another layer, or hold the break button and sweep your aim to clear blocks in a stream (you can't dig through walls, only blocks you can see). You also get 5 wind charges: USE one to set off a burst of wind that launches players — knock an opponent off the floor, or boost yourself back to safety. A close-up melee hit does no damage but a little knockback, handy for nudging someone toward a gap. Fall below the floor and you're out (you spectate until the round ends). There's no fall damage and no hunger, and hits don't hurt — the only way out is falling. Last player standing wins.
The winner takes the arena's reward — money and/or items (items go straight into your inventory, or are mailed to you if it's full). When the round ends your original inventory, armor, XP and effects are restored and you're sent back to the lobby. Type /mg leave to leave at any time and get all your stuff back — it's the one /mg command players use.