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Base raiding is live: how it works

Choose which land joins raids, prepare your defences and learn how to breach a base and collect loot. ME Drives and ME Chests now have their own local loot menu.

Base raiding is now enabled in the Wilderness. You can craft breach charges, break through supported enemy defences and take nearby loot. The latest update also adds raid salvage from ME Drives and ME Chests you reach inside an enrolled base.

Your existing claims do not become raidable automatically. Only land deliberately enrolled by its actual owner takes part. Skyhaven stays safe, and ordinary claim protection remains in place outside the raid rules.

1. Choose which land joins

In the Open Parties and Claims settings, create a separate claim configuration and assign your raid base’s chunks to it. Think of this as a named group of your claimed chunks. Your default configuration cannot join raids.

Stand in that land, read /raid join, then use /raid join confirm as its owner. This enrolls every chunk assigned to that configuration, including chunks you add later. Joining a faction alone does not enroll its land.

  • Your first enrollment gives 48 hours of protection from base raids. Leaving and rejoining does not reset it.
  • Enrollment lasts at least seven days. Use /raid status to check your saved protection and withdrawal times.
  • Use /raid leave before unclaiming, deleting, transferring or reassigning enrolled land. Active raids and paid breach damage can delay withdrawal.

2. Check the raid window

Breaching and new loot access are available on Wednesday, Friday and Sunday, from 18:00 to 21:00 UTC. /raid window shows the current or next window and its Zurich time, including daylight-saving changes.

An enrolled base can be raided during those windows even when its owner is offline. The initial 48-hour protection only covers base raids; it does not grant protection from Wilderness combat. Find targets by exploring: there is no public list of raid bases or global announcement of their coordinates.

3. Craft charges and break through

Use the recipe book to craft the actual raid items. Each recipe below makes one charge; repeated ingredients go in separate crafting-grid slots.

  • Breach Charge: 2 TNT + 2 iron ingots + 1 redstone dust. Deals 1 breach damage after 5 seconds.
  • Heavy Breach Charge: 4 TNT + 4 iron ingots + 1 diamond. Deals 3 breach damage after 8 seconds. Use a full crafting table.
  • In Wilderness Survival, close other menus, hold the charge in your main hand and right-click a supported enemy wall, door or container within five blocks in enrolled land. Stay still, keep that item selected and keep looking at the target.
  • Moving, taking damage, changing the item or target, disconnecting or the window closing cancels preparation without consuming a charge.
  • Damage builds up on that exact target, so stronger materials and reinforced blocks need more charges. A breached wall or door is removed without a TNT crater and is not rebuilt automatically.

4. Secure loot, then collect it

The first successful breach opens up to 20 minutes of local loot access, ending sooner if the raid window closes. Further breaches do not extend it. The base then has a 24-hour cooldown after that loot interval.

Loot rights belong to the attacker who paid for the breach and their faction’s members recorded at that first successful breach. Inviting someone afterwards does not add them. Faction members must still belong to that faction when taking loot. Only the player who opened the first breach can prepare further charges during that active raid; the recorded faction members can help collect eligible loot.

  • Reach an eligible chest, barrel, shulker box, ME Drive or ME Chest within six blocks of a paid breach in the enrolled base. Stay within six blocks of the storage; any fitted lock must also be breached. Both halves of a double chest must qualify.
  • Put raid equipment away, close other menus and empty your cursor before right-clicking the storage to open its raid loot menu. Keep one empty inventory slot, then click an item to secure up to one normal stack.
  • Close the menu and use /raid collect in Wilderness Survival with an empty slot. Each use collects your oldest saved stack once.
  • Already secured loot remains available to collect after logout or the raid window closing. If a save is held for review, report it privately instead of repeating the transaction.

What can be taken from AE2 storage?

A qualifying physical ME Drive or ME Chest now lists supported items in its standard 1k, 4k, 16k, 64k and 256k item cells. Use the menu’s arrows to change pages. Each click secures at most one normal stack. The cell stays installed with the rest of its contents.

This gives access to that eligible device, not the whole ME network. Terminals, wireless access, external storage-bus inventories and other distant Drives stay outside these loot rights. Unsupported or unusually large custom item entries may be absent from the menu; they stay in the cell.

Personal banks and Ender Chests, chest-shop stock, other machines, fluid cells, creative cells and unsupported addon cells remain protected. Opened or customized backpacks are also excluded from raid loot, even when empty. Only pristine, unused default backpacks can be taken as items; their separate stored contents are not exposed.

Build your defences

Craft defence kits through the recipe book. Hold a kit and right-click a supported target in your own enrolled land where you have claim access. You can have up to 32 devices per claim configuration. Raid equipment is earned through gameplay; supporter ranks and store purchases give no raid advantage.

  • Lock Kit: adds 3 breach resistance to a supported door or container.
  • Reinforcement Kit: adds 6 breach resistance to one supported block.
  • Alarm Kit: warns members about nearby intruders; starts with 32 activations.
  • Mine Kit: damages a nearby intruder once, without a terrain crater.
  • Barrier Kit: local damage and slowing; starts with 64 activations.
  • Alarms, mines and barriers can react to intruders outside raid windows too. /raid recharge uses one held redstone dust to restore eight alarm or barrier activations, up to its cap. Mines cannot be recharged.

Start with /raid guide

Use /raid guide for help, /raid status for your base’s timers and /raid devices for your current raid area’s defences. /raid remove x y z removes a nearby defence record without returning a kit; stand within six blocks, even if its block has changed. Six-digit door codes are available through /raid code.

This release is live and has passed automated and isolated server checks. Raids with normal player accounts still need a full playthrough. If something goes wrong, open a private Discord support ticket with the command, target and message you saw. Do not post your base coordinates publicly.

Read the player guide