No homes

No homes survival removes /sethome and /home teleports. Position matters. Leaving base underprepared has consequences, and dying far out means the return trip is part of the cost, not a quick command.

The main loop shifts to travel planning and supply lines. Players build on routes, cache gear in outposts, and navigate by landmarks instead of a list of saved points. Nether tunnels, portal hubs, ice boat lanes, horses, and rails become real infrastructure, not vanity projects.

It also sharpens conflict and cooperation. Raids, ambushes, and escapes play out through terrain and preparation because you cannot bail out on demand. Settlements tend to cluster around hubs and travel corridors, since walking distance becomes the social center of gravity.

Some servers keep limited travel conveniences like public networks or restricted spawn travel, but the expectation stays consistent: you cross the world the hard way, and time is the price.