RUNESTONE VALE

RunestoneMMO

A custom-built plugin suite designed to turn a Minecraft server into a living, persistent MMORPG realm.

RunestoneMMO is not a single plugin — it is a family of interconnected modules, each owning a distinct slice of the Runestone Vale experience. Every module is built in-house, purpose-designed for the server, and wired together through a shared core layer. The result is a cohesive RPG stack that behaves like one system rather than a collection of independent add-ons.

The suite currently spans seven active modules: a shared core engine, a professions and progression layer, a combat engine, a stamina and survival system, an NPC and quest runtime, a player navigation hub, and a staff administration tool. Each module has a clearly defined responsibility and communicates with the others through the shared Core layer.

The plugins are developed and maintained by TotalCarnage767. Runestone Vale is the primary testing ground where every system is actively developed and refined.

The RunestoneMMO plugin suite is not publicly available for download at this time. To inquire about access or collaboration, join the Discord.

The Plugin Suite

Each module below owns a specific part of the RunestoneMMO experience. They are designed to work together, but each one has a clear boundary so systems stay maintainable as the server grows.

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RunestoneCore

The shared foundation everything else is built on.

RunestoneCore is the central engine of the suite. It provides the shared services, registries, event bridges, and data layer that every other module depends on. Rather than each plugin managing its own isolated state, they all communicate through Core — keeping the system connected and consistent.

Core handles things like the player data foundation, shared configuration, cross-module service access, the starter kit system, the Login Hub backbone, daily rewards, and the live world runtime that ties the realm together.

Shared Engine Player Data Service Registry Live World
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RunestoneSkills

Professions, progression, and long-term advancement.

RunestoneSkills is the professions and leveling module. It gives players a structured path of growth across 13 professions — Mining, Forestry, Fishing, Smithing, Exploration, Farming, Cooking, Foraging, Hunting, Combat, and more — each with its own XP curve, milestones, and level-locked rewards.

The module is config-driven, meaning profession behaviour, XP rates, and unlock thresholds can be tuned without code changes. It feeds progression data back into Core so other systems can react to a player's skill level.

13 Professions XP & Milestones Level Locks Config-Driven
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RunestoneCombat

Custom damage, mob scaling, and combat progression.

RunestoneCombat replaces vanilla combat with a typed damage model that accounts for weapon identity, armour scaling, critical hits, dodge, parry, and guard reduction. Mobs are scaled through combat profiles so danger feels meaningful at different stages of progression.

The module also owns combat XP, feeding into the Combat profession in RunestoneSkills, and lays the groundwork for combat abilities and combos as the system continues to expand.

Custom Damage Mob Scaling Combat XP Abilities
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RunestoneStamina

Stamina, movement pacing, and survival pressure.

RunestoneStamina adds a stamina layer to player movement and actions. Sprinting, mining, attacking, swimming, and jumping all draw from a stamina pool. When stamina runs low, movement slows; when it hits zero, the player enters an exhausted state with further penalties.

Recovery, drain rates, and thresholds are all configurable. The module integrates with RunestoneSkills so that progression can reduce stamina costs and improve recovery over time.

Stamina Pool Movement Pacing Exhaustion Progression Buffs
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RunestoneNPCs

NPC dialogue, quests, and shops — the realm's living cast.

RunestoneNPCs is the NPC gameplay layer. It works alongside Citizens (which handles the physical NPC entity) to attach MMO behaviour: dialogue packages, quest offers, quest state tracking, turn-ins, rewards, and NPC shops.

Quest state is tracked per-player and persists across sessions. Dialogue adapts based on where a player is in a questline, making NPCs feel like real parts of the world rather than static menus.

Dialogue Quests NPC Shops State Tracking
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RunestoneHub

The player navigation hub and utility access layer.

RunestoneHub owns the Login Hub experience and the Hub Compass — the in-game menu system players use to navigate the realm's most important systems. It provides access to warps, banks, markets, the auction house, quest info, and the plot marketplace without requiring players to memorise commands.

The Hub is the first thing players see when they log in, making it the gateway to the rest of the Runestone Vale experience.

Login Hub Hub Compass Warp & Travel Plot Marketplace
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RunestoneAdminTool

Staff-facing control panel for managing the realm.

RunestoneAdminTool gives server staff a structured, menu-driven interface for managing Runestone Vale without relying on raw commands for every task. It provides access to player management, economy tools, NPC workflows, system utilities, and module reload controls.

The tool is designed as an orchestration layer — it does not own backend authority itself, but gives staff clean, safe access to the systems that do.

Admin Panel Player Management NPC Workflows System Tools

How the Suite Fits Together

All seven modules are wired through RunestoneCore. Rather than each plugin running independently, they register their services into Core and consume shared data from it. This means a player's skill level in RunestoneSkills can influence stamina costs in RunestoneStamina, combat outcomes in RunestoneCombat, and what quests an NPC offers in RunestoneNPCs — all without those modules needing to talk to each other directly.

The architecture keeps each module focused on its own responsibility while still producing a connected, coherent experience for the player. As the suite grows, new modules can be added without disrupting what already exists.