GlymeraPlotWorld

PlotSquared-style plot world for Hytale: claim & protect plots, merge any shape, per-plot weather/time, trust/visitor rights, transfer, plus creature & liquid anti-grief — all via a clickable /plot menu.
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Description

GlymeraPlotWorld

A complete plot world for Hytale — claim land, build freely, and stay protected. GlymeraPlotWorld turns a dedicated flat world into a clean grid of square plots separated by roads, the way plot servers have worked for years: every player claims their own plot, builds inside it, and nobody can touch it without permission. Includes merging, per‑plot weather & time, trust/visitor permissions, plot transfer, creature limits, full griefing protection — and custom road designs: decorate ONE road piece in a private workshop world, and every road in the whole plot world gets your design. All driven from a simple in‑game menu.

Read this first — plot size is fixed once the world exists

plotSize, roadWidth and floorHeight are written into every chunk at the moment it is generated. Choose them before the plot world is created. Changing them afterwards leaves all existing chunks on the old grid while everything newly generated uses the new one — the two grids then sit on top of each other and the world is unusable. This is not something the plugin can repair; the old grid is part of the saved chunks.

Setting up a new server

  1. Stop the server.
  2. Put the JAR into mods/.
  3. Start the server once — this writes mods/de.glymera_GlymeraPlotWorld/config.json.
  4. Stop the server.
  5. Set plotSize / roadWidth / floorHeight in that config.json.
  6. Start the server and create the world with /plotworld setup.

The config is read once at start‑up, so editing it while the server runs has no effect — hence the stop in step 4.

Changing the grid size later — this destroys the plot world and every plot in it

  1. Stop the server.
  2. Delete everything in mods/de.glymera_GlymeraPlotWorld/ except config.json — that is plots.json, active-roads.json and the templates/ folder.
  3. Delete the world folders universe/worlds/plotworld and universe/worlds/plotworld_workshop.
  4. Set the new value in config.json.
  5. Start the server and run /plotworld setup.

/world remove will not do this for you. It unloads the world but leaves the data on disk, because the plot world is deliberately created with Hytale's DeleteOnRemove: false — a world that dozens of players have built in should not be destroyable by a single console command with a typo. The plugin loads the very same world back on the next start. Deleting the folders with the server stopped is the only thing that works.

A saved road design belongs to the grid it was built for. A design saved at plotSize: 42 cannot be applied at plotSize: 100; the plugin refuses it rather than stamping the decoration onto the wrong columns. After a size change, rebuild the design in the workshop.

Highlights

  • Own plot world — the plugin creates and manages its own world (default plotworld). You create it once with the /plotworld setup menu; restart‑safe, and the world stays loaded so teleports are instant. Enter it any time with /plotworld.
  • Custom road designs — don't settle for flat sandstone roads: the Road Workshop is a tiny private design world containing exactly one road piece. Decorate it — lamps, fences, hedges, planters, arches, even a different road surface — save it as a named design, and every road in the whole world converts to it (existing chunks included), protected against griefing just like the road itself. Switch designs any time; the old decoration cleans itself up.
  • Claim & build — stand on a free plot and claim it. Everything you place inside is yours; everyone else is blocked from building, breaking, or interacting unless you allow it.
  • Point‑and‑click menu — just type /plot to open the GUI. Claim, teleport home, visit others, manage trust/bans, set visitor permissions, change weather/time, transfer, merge/unmerge, clear or give up a plot — all clickable. Prefer typing? Every action also has a command (/plot help).
  • Merge any shape — combine your adjacent plots into one big build area. Flood‑fill merging handles lines, L/T/plus shapes and rings in a single click, and the geometry is footprint‑exact: foreign or empty plots inside a merge bounding box are never touched. A merge counts as one entry in your list.
  • Per‑plot weather & time — give your plot its own weather and a frozen time of day. Only people standing on your plot see it; the rest of the world is unaffected. Reset cleanly on merge/unmerge/release.
  • Trust & visitor permissions — trust players (group‑wide across a whole merge) to give them full build access, or fine‑tune what all visitors may do: build, break, interact with doors/chests, and damage animals — each toggleable on/off. Entry itself is controlled purely by bans.
  • Bans — ban a player from your plot (group‑wide); unban any time.
  • Transfer ownership — hand a plot — or an entire merge, kept intact — to another player. Blocked if the recipient is already at their plot limit.
  • Creature control (anti‑grief) — creatures hit an invisible wall at the plot/merge edge: a plot's animals stay inside instead of wandering onto the road, just like a fenced plot. Your animals also stay put over time: Hytale despawns idle creatures by default (like Minecraft mobs leaving), but animals on a claimed plot are now kept permanently, so a farm doesn't quietly dissolve. Anything that spawns on a road (for example a mob spawner placed near a border whose radius spilled over) is cleared automatically, so roads stay clean. Ridden mounts and your companion pets are never affected. Each plot has a maximum number of creatures (default 20; a merge adds the limits together), the plot menu shows a live animal count, and /plot clear removes a plot's animals along with the build.
  • Liquid containment (anti‑grief) — water and lava cannot spread across plot borders onto roads or neighbouring plots, and any liquid is removed when a plot is cleared or given up. No more flooding or lava‑griefing the grid.
  • Indestructible roads & boundaries (anti‑grief) — roads and the boundary stones that frame every plot (and the ground beneath them) are kept indestructible against any source: explosions, area‑of‑effect tools, other plugins, even operators. If something does manage to alter a road or border block, it is restored within about a second. Merge‑aware — the opened seams inside a merge stay buildable for the owner, the merged outer frame stays protected. Plot interiors are never touched.
  • Safe reset — clearing, deleting or unmerging restores the affected area cleanly. The reset writes only what actually changed, is paced over time and pins the involved chunks, so even very large merges never cause a lag spike or crash.
  • Plot limit — normal players may own up to a configurable number of plots (default 9); merging cannot bypass the cap. Operators are exempt.
  • Token items (required to claim & merge, by default) — by default a player must own and spend a craftable "Plot Deed" to claim a plot, and a craftable "Merge Permit" to merge plots. Each requirement and each recipe can be turned off separately in the config. See The Plot Deed & the Merge Permit below.

The Plot Deed & the Merge Permit

By default, claiming a plot costs one Plot Deed, and merging plots costs one Merge Permit — so land is something players earn, not grab for free. Both are crafted at the Alchemy bench with the same recipe:

  • Recipe (each):Concentrated Life Essence (Ingredient_Life_Essence_Concentrated) → 1× token, crafted at the Alchemy bench.
  • Right‑clicking either token also opens the plot menu.
  • Server options — claim and merge are controlled independently: claimRequiresToken / mergeRequiresToken turn each requirement off (that action becomes free), and claimRecipeEnabled / mergeRecipeEnabled disable each recipe while keeping the requirement — crafting is then blocked and admins hand tokens out with /plot give <player> claim|merge. This lets a server e.g. keep Plot Deeds craftable but sell Merge Permits, or price the two differently in a shop.
  • Operators never need a token — they can always claim and merge.
  • Updating from an older version? Nothing changes for players: existing Plot Deeds stay valid for claiming, and an old config with the previous requireToken / recipeEnabled keys keeps working (the value is applied to both new switches automatically).

Commands

/plotworld — teleport into the plot world.

/plotworld setup (operator) — the creation menu: create the plot world instantly with default roads, or start the road designer first.

/plotworld roads ... (operator) — the road designer: edit (go to the workshop), save <name>, apply <name>, list, help.

/plot — open the management menu. Sub‑commands (also usable directly):

Command What it does
/plot claim Claim the plot you are standing on
/plot auto Find and claim the next free plot
/plot home Teleport to your plot
/plot list List the plots you own
/plot info Show info about the current plot
/plot visit <player> Visit another player's plot
/plot trust / untrust <player> Give / remove full build access
/plot ban / unban <player> Ban / unban a player from your plot
/plot public Toggle visitor permissions (build/break/interact/damage animals)
/plot weather / time Set this plot's weather / frozen time
/plot merge / unmerge Merge adjacent plots / split them again
/plot setspawn Set where home/visit drops you
/plot clear Wipe the plot's interior and remove its animals
/plot delete Give up the plot (a whole merge is released together)
/plot transfer <player> Transfer the plot/merge to another player
/plot give <player> [claim|merge] (OP) Hand out a Plot Deed / Merge Permit

Configuration

Settings live in mods/de.glymera_GlymeraPlotWorld/config.json (created on first start, fully commented):

  • maxPlotsPerPlayer (default 9, -1 = unlimited; operators always exempt)
  • claimRequiresToken (default true) — consume a Plot Deed on claim
  • mergeRequiresToken (default true) — consume a Merge Permit on merge
  • claimRecipeEnabled (default true) — allow crafting the Plot Deed
  • mergeRecipeEnabled (default true) — allow crafting the Merge Permit
  • maxCreaturesPerPlot (default 20, -1 = no cap; a merge sums the limits)
  • keepPlotAnimals (default true) — keep a plot's animals from despawning over time (strip Hytale's native idle‑NPC despawn on claimed plots)
  • confineCreatures (default true) — hold creatures inside their plot/merge at an invisible wall
  • deleteCreaturesOnRoads (default true) — remove creatures that end up standing on a road (mounts + exemptRoles are spared)
  • confineMode (default active) — the native per‑tick confine engine; set off to fall back to the legacy scheduled pass
  • confineIntervalMs (default 33) — legacy pass only (used when confineMode is not active)
  • exemptRoles (default the pet + pet-shop roles) — NPC roles never confined or removed; ridden mounts are always exempt anyway
  • containLiquids (default true) — stop water/lava crossing plot borders
  • protectStructure (default true) — keep roads + boundary stones (and the ground beneath them) indestructible against any source
  • templateMaxHeight (default 16, max 64) — how high above the road surface a road design may reach
  • plus plot size, road width, floor height, block types, grass tint and world names (plot world + workshop world).

Notes

  • Designed for and tested on Hytale Stable 5.
  • Admin/world‑modifying actions are operator‑only by default.
  • Install: drop the JAR into your server's mods/ folder and start the server, then run /plotworld setup in‑game (operator) to create your plot world — instantly with default roads, or with your own road design. Upgrading from an older version? Your existing world and plots are picked up unchanged (data migrates automatically from the old plugins/ folder to mods/).

The GlymeraPlotWorld Team

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