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This update touches a massive part of CubedWorlds.
A lot of what you are about to see is not just “new features,” but cleanup, polish, reworks, and systems we rebuilt properly so things are easier to understand, easier to use, and easier for us to keep expanding going forward.
There is a lot in here, so let’s get into it.
/motd command in case you do not want to scroll up to find the join message, links, and quick info again./heal and /feed so they can no longer be used on anyone else./pweather so you can set the weather just for yourself. Ptime is still in development, since more goes into time syncing than weather does.A lot of our menus have been cleaned up and are now much easier on the eyes.
Our appended CubedWorlds information is now more clearly separated from modpack content, so menus feel more like actual menus instead of everything being blended together.
We also reworked /ranks.
/ranks is now a scrollable menuOne note here: we are still working on some way to make your current rank stand out more clearly in that menu.
Joining servers now uses a queue.
This matters during:
Higher ranks now get tiered queue priority as a perk.
The queue is designed to stay fair. It always sends:
So priority helps, but it does not completely shut normal joins out.
We overhauled a huge amount of in-game messaging.
That includes, but is not limited to:
Most system messages are now also prefixed with <!> and use different colors depending on severity or message type.
We made our own chat system.
The goal here was not to make chat feel foreign or overcomplicated. The goal was to make it feel familiar, but cleaner, easier to use, and fully under our control so we can actually integrate it properly with the rest of CubedWorlds.
Some of the bigger changes you will notice:
For the most part, chat should still feel familiar to you, and that is intentional. It is just a lot more polished now, and because it is ours, it gives us way more control over how all of our other systems work together.
This is one of those small things that ends up making a huge difference.
When you join a modpack for the first time, everyone online will now see a server-wide message welcoming you to the server. That makes it really easy to tell who is brand new and who is just returning.
We also added a join message every time you connect that includes:
And because we felt like having some fun with it, there is also now a quirky little slogan that changes every time you join.
There are 14 of them.
Can you find them all? :P
Server switch messages are now smarter.
You will now only see switch messages that actually matter to the server you are on.
So for example, if you are on pve1, you will not see hub <-> pve2 messages anymore.
Chat colors are back.
Use:
/cc/chatcolorAdept unlocks:
Grandmaster unlocks:
Mythical unlocks:
We also have gradients again.
Right now, gradients can be purchased. Earnable methods for them are still a work in progress.
Also, these are now attached to you globally, not per modpack like we originally planned back during ATM9.
This is also the beginning of a much bigger move toward globally attached perks, with more coming later.
A lot of Discord linking systems out there are either too bloated, too heavy, or still somehow do not do everything we need.
So we made our own.
Meet @CubedWorlds-Link.
Once you are linked:
What that means for you is simple:
When you get a code in game, the bot already knows which modpack context it came from. So you do not have to go hunting for the right bot for the right modpack like before.
We also properly linked in-game chat per modpack to individual Discord channels.
Once you are synced for that modpack:
Once you reach Adept:
That rank requirement is there to help cut down on spam and trolls.
The server join list MOTD has been updated.
The modpack version is now highlighted more clearly, and the second line now shows our core values:
MMO | No Resets | Your Forever Home
We redeveloped the AFK system.
It still needs a bit more work, but it is already in a much better place now.
Current behavior:
This is the main part of the revamp.
LUP is our system for making rank progression feel rewarding without turning CubedWorlds into another pay-to-win server.
There are already multiple ways for you to earn LUP, and we have more planned.
Right now that includes:
Dailies and weeklies reset on their own cycle and give you something fresh to work on each period.
Milestones are more of your long-term progression layer. They do not exist to be reset and re-farmed like dailies do — they are there to give you bigger goals to work toward over time and to make your rank progression feel like an actual journey instead of just a repeating checklist.
We have tried to make LUP as straightforward and self-explanatory as possible, and we will be adding a full wiki section that covers rank progression and all of the rewards and goodies tied to it.
You can now progress through milestones alone up to just below Legend rank.
After that, progression depends on a mix of:
Most importantly:
You can progress all the way to Ascendant for free.
You can also speed that up with points from the donation shop if you want, but the core design here is that you are not forced to pay to progress.
This is another huge change.
Before, we sold ranks per modpack.
Now, we do not sell modpack ranks anymore.
We sell network ranks.
Once you reach Ascendant, you can purchase Mythical, which is the first of the new Global Ranks.
These global ranks are no longer built around isolated modpack perks. Instead, they are built around perks that follow you across CubedWorlds.
That includes things like:
early access on Supreme
higher base allowances for things like:
/homesfuture cosmetics
and other network-wide perks as we continue building the system out
They also give you Ascendant-level perks on every modpack you join, on top of the global perks they come with.
Global ranks are still new, and more of what they will eventually include is still work in progress.
Right now, progression between global ranks can be bought.
We also plan to bring back ways for you to earn that progression through in-game mechanics again later, including luck-based methods with no real money involved.
/claim Store RedemptionSince the store got brought into all of this too, we also added /claim.
This is for most store-bought items, including things like claim loaders.
Instead of a purchase just being tied to one place automatically, /claim lets you choose in game which instance you want to redeem it on, such as:
pve1pve2This makes the whole process much simpler and gives you more control.
We also added promotion messages.
Now, when you get promoted to a new rank, everyone online gets notified.
Enjoy all the new ggs you are going to start getting.
We also added migrations into LUP.
That migration includes all ATM9 and ATM10 playtime from everyone who has ever played on CubedWorlds.
So no, you are not starting from zero just because the system is new. Your time here still counts.
/shopFor donors, we added a /voucher command.
Every dollar you have ever spent on a rank has now been seeded into this new voucher system so you can re-spend that value however you want.
So yes, you can now re-use those funds inside the new system.
Spend wisely, especially with promotions in mind ;)
A very important note here:
Voucher funds are universal across all of CubedWorlds. So if you spend voucher value on one server, that affects your balance globally.
On the side, we will probably add some ways here and there to let you earn voucher funds too.
We also expanded this into /shop, so the full donations store is now browsable in game and generates a checkout link for you to complete your purchase.
There is still more work to be done on cleaning up how HTML store formatting converts into in-game item lore text, but the system is already there and working.
Now that we own basically the entire server-side feature stack, we decided to introduce a new term:
Legacy Servers are going to be more isolated and may require certain global perks to be applied manually if we decide to support them there.
In the case of ATM9, marking it as Legacy lets us avoid losing time backporting this entire new feature platform right now.
That matters because we want to move forward.
This new platform gives us the foundation to do that, and spending all of our time backporting everything to older packs right now would slow that momentum down hard.
Maybe later, once time frees up, we will start backporting more of it to older modpacks that still deserve the love.
But for now, this is the most sane path forward for CubedWorlds.
And as of right now:
there are no current plans for any other Legacy Servers
the focus is getting new modpacks up:
After that, the goal is to keep carrying our feature stack forward into the next major modding version and be in a much stronger place for both the current moment and the future of CubedWorlds.
There is probably still stuff we forgot to mention in writing all of this out.
But honestly, the best way to see what we have been building is to hop in game and experience it for yourself.
Published March 10, 2026