No custom recipes

No custom recipes means crafting and progression tools behave like vanilla: the crafting table, furnace, smoker, blast furnace, stonecutter, brewing stand, and smithing table all use the base game rules. If you know it from singleplayer, it works here. If it is not a vanilla recipe, you are not expected to learn a server-only 3×3 pattern or a plugin menu to make it.

In practice, it keeps survival legible. Early game is still wood to iron, then enchanting, nether access, and the long climb into farms, beacons, and elytra. When you see netherite or a stack of rockets, the assumption is they got there through mining, bartering, farming, and trading, not a shortcut recipe like compressed ores or craftable spawners. That consistency matters on multiplayer servers where players constantly compare progress and trade based on shared expectations.

It also removes a common source of economy weirdness. Custom recipes are often used to quietly reroute value into odd ingredients or create artificial scarcity. With vanilla crafting intact, common benchmarks stay honest: paper and gunpowder become rockets, redstone builds rely on standard components, villager trades mean what they usually mean, and farm planning maps cleanly to real outputs.

This does not mean the server is plugin-free. You can still have claims, homes, shops, or cosmetics. The promise is narrower: the core crafting loop stays vanilla, so your muscle memory works and progression stays grounded in the world instead of server-specific crafting rules.

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