Most aspects are still privately owned, including deep progress into magic mods and similar mods with major progression.
Certain key aspects of industry / processing are socialized and owned by the communit y
Basic ore processing area
Basic Tinkers setup
Dedicated community core lumber area
Inherently takes up a lot of space
Is of benefit to everyone
Not much benefit to everyone having their own independent plot of oak or similar “core” trees
Still “chop your own wood”.
Potentially basic Magic Mods setups
etc.
No centralized communal storage system
Laxxer zoning/planning laws than found in planned communities (Don't require lengthy approval to get a house built in an already-zoned residential area)
Potentially some simple safety nets
Flint or similar low-grade tinkers tools
Bread or other simple food available to avoid starvation
Intended to prevent people from crashing hard, but still encourage them to seek out better for themselves
In general, hopes to avoid the issue of “One person makes all the progress in a mod and then slingshots everyone else to the end by proxy”
Progression-motivated players tend to quit if they feel they don't have much progression to make
Allows for proper specialization rather than everyone tending to inherently pull a “jack of all trades”
Inspired by what I personally felt caused the decline in my interest in SKS12
Admittedly, may have to watch out for things becoming overly socialized and thus straying too close to Anarcho-communes
Most likely built at least partially in a forest (Trees are cool, and too much of Minecraft is just paving areas flat)
Governed in a democracy, with an elected leader (ranked choice voting) for X weeks time (X's value to be decided by the residents with the initial constitution and any further amendments)