The server opened on 27 March 2026 (history). Survival on muo.lv is vanilla 1.21.11 with no mods, on Normal difficulty. The axes split the world into four quadrants, and each has its own rules: in some you just build your house in peace, in one people fight with no karma, and in another monsters aren’t afraid of the sun.
How to tell where you are
Open F3 and check the signs of your X and Z coordinates. Even easier — press Tab: the bottom of the player list shows which sector you’re in.
| Quadrant | Where | What’s there |
|---|---|---|
| ++ and −+ | Z greater than 0 | Classic: normal peaceful survival, claims work |
| +− | X greater than 0, Z less than 0 | PvP zone: karma doesn’t apply, no claims |
| −− | X and Z less than 0 | Apocalypse: monsters spawn in daylight and get stronger towards the corner of the world, no claims |
The zones don’t start right at the axes but more than 300 blocks from the center (0, 0) — counted by the larger of the two coordinates. Inside that square is the “world center”: that’s where spawn is, and the special rules of the PvP zone and the apocalypse don’t apply there. Claims, though, are off across the whole +− and −− quadrants, right up to the axes.
Zone borders are marked with posts and signs — you can’t break them by hand or with explosions.
Classic (++ and −+)
Normal vanilla: houses, farms, claims, karma for attacks. More in claims and karma.
PvP zone (+−)
Here you fight with no consequences:
- karma doesn’t apply: kills give no sin, and penalties for past sins are off while you’re in the zone;
- no newbie protection;
- no claims;
- clanmates still can’t hurt each other.
The rule is fair: both players have to be in the zone. Hit someone outside the border from inside the zone and karma counts as usual. You get a warning on screen when you enter the zone. Don’t want to fight? Just don’t go in. Details are in the karma and PvP article.
Apocalypse (−−)
- Zombies and skeletons don’t burn in the sun. Fire, lava and a Fire Aspect sword set them on fire as usual.
- Monsters spawn in daylight and next to torches — even in lit caves. Every few seconds, extra zombies, skeletons, spiders, creepers, husks and zombie villagers spawn around every player.
- The closer to the corner of the world, the stronger the monsters. Danger level = distance from the center in thousands of blocks (0 to 9); you can see it on screen and in Tab. With each level, monsters get:
| Level | Health | Damage | Speed |
|---|---|---|---|
| 0 | normal | normal | normal |
| 3 | ×1.75 | ×1.45 | ×1.09 |
| 6 | ×2.5 | ×1.9 | ×1.18 |
| 9 | ×3.25 | ×2.35 | ×1.25 |
- No claims — you can’t just hide out.
- Fireworks don’t boost elytra — you can’t fly over the zone (the rocket isn’t used up, though).
- The buff applies to monsters from spawners too. The Wither, Elder Guardian, Warden and Ender Dragon aren’t affected.
Monsters don’t spawn inside protected shelters (stations) or within 20 blocks around them.
Spawn
Spawn is at the center of the world, around 0, 0. Fall damage is off there. You can’t claim within 500 blocks of the center — the paths around spawn belong to everyone — but you can build.
Without a bed you respawn right at the spawn point. Set a bed or a respawn anchor and you’ll appear there instead. Your items drop when you die (keep inventory is off).
Spawn has a random teleport portal: step in and you’ll land at a random spot in the peaceful part of the world,
just like with /rtp. Cooldown — 10 seconds.
World border
| World | Border |
|---|---|
| Overworld | ±10,000 blocks from the center |
| The Nether | ±2,500 |
| The End | ±10,000 |
Beyond the border you take damage. The warning starts 100 blocks before it.
The Nether
Like in vanilla, the Nether is 8 times smaller than the Overworld, and it’s also split into quadrants (the zones start more than 37 blocks from the center).
- Nether under the apocalypse (−−): piglins always attack — gold armor won’t save you, and you can’t trade with them. Zombified piglins aren’t affected.
- Nether under the PvP zone (+−) — also a PvP zone.
- No claims in the Nether.
/rtp — random spot
/rtp sends you to a random place only in the peaceful −+ quadrant: roughly −9000 to −4000 on X and
4000 to 9000 on Z, never into an ocean or river. Nobody has dug out the ores and villages there yet. Like all
teleports — stand still for 7 seconds, 10-second cooldown.
Night, sleep and other stuff
- The night is skipped if a quarter of the players in the world are asleep. Sleeping skips thunderstorms too.
- You don’t get kicked for being idle; after 5 minutes without moving you’re marked AFK.
- Fire doesn’t spread and doesn’t burn blocks.
- Endermen don’t pick up blocks, and mobs don’t trample farmland.
- TNT explosions outside claims don’t break blocks above sea level. Creepers explode as usual.
- Anti-X-ray: ores, chests, barrels, shulker boxes and spawners you can’t see aren’t sent to your client — more in the fair play article.