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# Hub
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Lobby behavior for KweebecNet hubs. Drop this on any server you want to act as a hub.
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## What it does
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- **Protection**: applies `WorldConfig` flags to disable PvP and fall damage, and forces every connecting player to `GameMode.Adventure` (no block break/place).
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- **Welcome message**: privately sent to each joining player.
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- **Join announcement**: broadcast to everyone else on this server.
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- **Spawn-on-join**: every player is teleported to the world's configured spawn point on join. No more "where did I end up" after a transfer.
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## Requires
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- **NetworkCore** loaded (for the plugin dependency declaration; Hub doesn't actually use any NetworkCore services at runtime in v1, but the manifest expresses the order).
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## Why this is critical
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Hubs are where players land. If they:
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- Can break/place blocks: they grief the lobby.
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- Don't spawn at spawn: they end up wherever they last logged out, often outside the playable area.
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- Don't get a welcome: the server feels broken on first visit.
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So the hub behaviors aren't optional polish - they're the user's first impression of the network.
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## Read before changing
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- [docs/01_Overview.md](docs/01_Overview.md) - architecture
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- [docs/02_Configuration.md](docs/02_Configuration.md) - config.json fields
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- [docs/03_Limits_and_Gotchas.md](docs/03_Limits_and_Gotchas.md) - what we can't (yet) protect against
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## Where this is NOT installed
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Don't install Hub on minigame servers, persistent worlds, or anywhere players are supposed to actually do things. Its protection flags will lock the world to read-only mode. It's a hub-only plugin.
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