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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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GlymeraPlotWorld-3.0.0.jar

File nameGlymeraPlotWorld-3.0.0.jar
Uploader
GlymeraCraftGlymeraCraft
Uploaded
Jun 9, 2026
Downloads
19
Size
129.6 KB
File ID
8222917
Type
R
Release
Supported game versions
  • 0.5

What's new

GlymeraPlotWorld — Changelog

v3.0.0 — changes since v2.0.0

Changed — Creature confinement is now a real wall

  • Animals walk into an invisible wall at the plot edge instead of straying onto the road. Confinement used to react a few times a second and then teleport a strayed animal back, which let it wander a good way onto the road first and snap back with a visible jump. It now runs as a fast pass that holds the animal at its plot's edge, so it simply can't step out — like the fence on a Minecraft/PlotSquared plot. No more jarring teleport.
  • Merge-aware — the wall sits at the outer edge of a merged group; animals roam the whole merged area freely, including the opened seams between merged plots.

Added — Roads are kept clear of stray creatures

  • Any creature that ends up standing on a road is removed. Because the wall keeps a plot's own animals inside, a creature found on a road must have spawned there — for example a mob spawner placed near a plot border whose spawn radius spilled over onto the road. Those are cleared automatically, so roads stay clean.
  • Player companions and mounts are never touched. A creature being ridden (any mount, detected via the engine itself) and our own companion pets / pet-shop NPC are always exempt — they may cross roads with their owner freely. You can add other NPC roles to the exemption list in the config.

Configuration

  • deleteCreaturesOnRoads (default true) — remove creatures that end up on a road.
  • confineIntervalMs (default 33) — how often the wall + road-clear pass runs (lower = tighter wall).
  • exemptRoles (default the pet + pet-shop roles) — NPC roles that are never confined or removed. Ridden mounts are always exempt regardless of this list.

Performance

  • The wall/road pass is pure arithmetic on the world thread (no block or world reads), iterates only actual creatures, and is skipped entirely when the plot world has no players online — so it stays cheap even with many plots and creatures. The heavier population-cap pass continues to run on its own slower schedule.

Fixed

  • The plot menu now recognises you're on your own plot when standing on an opened merge seam. Previously, standing on a former-road strip inside a merged plot, /plot showed "You're on a road" and hid the Manage / Merge / Unmerge buttons — it treated the opened seam as a road. It now correctly identifies the merged plot (and the same fix applies to every command that acts on "the plot under your feet").

v2.0.0 — changes since v1.0.0

Added — Structure Guard (anti-grief)

  • Roads and boundary stones are now truly indestructible — against any source. The roads between plots, the boundary stones that frame every plot, and the whole column of ground beneath them are continuously kept at their correct grid block. If anything alters them, it is restored within about a second.
  • Works no matter what caused the change — explosions (including TNT), area-of-effect tools, third-party plugins, the engine itself, even an operator. The guard never asks who changed a block (which can't be known for a foreign explosion); it only checks whether the structural block is still correct, so it cannot be bypassed.

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