Cross-play & voice

Bedrock differences

Bedrock players are playing a Java world through Geyser, which translates between the two in real time. It is good enough that most of the time you will forget it is there. These are the places you will notice.

Combat

The big one. Java has an attack cooldown — swing too fast and you do less damage. Bedrock has no such thing, and Geyser cannot impose one on your client.

In practice a Bedrock player clicks faster and a Java player hits harder per swing. It is not an exploit and nobody will be actioned for it; it is a difference between two games that were never meant to fight each other.

Inventories and menus

Plugin menus are real chest inventories, so they work. Expect small oddities:

  • Drag-to-split behaves differently between the editions.
  • The Bedrock crafting grid is arranged differently to Java's.
  • A menu that updates while open may need closing and reopening to redraw.

Text

  • Chat has a shorter line limit on Bedrock, so long messages arrive cut.
  • Editing signs and writing books is fiddlier, and some formatting will not survive.
  • Any custom fonts or symbols a plugin uses may come through as boxes.

Appearance

Custom item textures — the kind driven by custom model data — frequently do not render on Bedrock. The item works and does what it should; it simply looks like its base item. If someone describes a thing you cannot see, this is usually why.

Movement

Elytra, ender pearls and boats behave slightly differently. Nothing that stops you playing, but if you fly a lot you will feel it.

What is not different

Everything that matters to the world is server-side, so it is identical for both editions: your character, your nation, your land, deaths, inheritance, the economy, voice chat, and every command in this handbook.

If something behaves oddly and it is not on this list, say so in #support — it is worth knowing about, and some of it is fixable from our end.

Want to actually play here?

Dirt.smp is a character-driven survival world. One life, one name, one lineage — nations run by players, wars that are declared rather than griefed, and a death that sticks.