promotional bannermobile promotional banner

FabricPlots

Server-side, crossplay (Java + Bedrock) PlotSquared-style plot worlds for Fabric - claiming, merging, frame portals, plot-jailed build tools, floor & PvP customization, plot likes, crossplay menus, and optional economy.
Back to Files

FabricPlots 0.2.0 (MC 26.2)

File namefabricplots-0.2.0+26.2.jar
Uploader
BeachFury01BeachFury01
Uploaded
Jul 17, 2026
Downloads
13
Size
210.1 KB
Mod Loaders
Fabric
File ID
8453752
Type
R
Release
Supported game versions
  • 26.2

Curse Maven Snippet

Fabric

modImplementation "curse.maven:fabricplots-1602891:8453752"

Learn more about Curse Maven

What's new

[0.2.0] — 2026-07-17

The customization update.

Added

  • Sidewalk designer. A chest-GUI pattern editor in plot settings: pick any block from your inventory and stamp it into a repeating 9-wide template (3 sidewalk strips + the curb, between locked "your plot" and "street" marker rows). The design tiles along every edge of your plot — including merged shapes — and any stairs in the curb row automatically face the street. Empty cells are air. Applied when you close the screen; survives /plot clear; Reset returns the standard tuff sidewalk.
  • Wall designer. Same editor, side-on: up to 3 layers of any blocks built on your plot's edge ring, between a locked grass row and sky rows. Stairs face outward; empty cells are gaps (fence-like designs welcome). Reset removes the wall.
  • Sky & weather per plot. Owners pick a look — always day/noon/sunset/night/midnight and/or clear/rain/thunder — and visitors standing on the plot see it. Pure client-side illusion via play packets: the server's real time and weather never change, and Bedrock players (Geyser) see it too.
  • Per-plot biome. A paginated picker of every biome registered in the world — all the vanilla ones (including version-specific additions like 26.2's Sulfur Caves) plus anything added by datapacks or worldgen mods, automatically, with no code changes. Known biomes get fitting icons; modded ones get a guessed icon and show their source mod. Pick one in the settings menu and your whole plot — cores, sidewalk ring, merged interiors — is repainted to it: grass, foliage and sky tint change the moment anyone steps on. This one is real biome data (painted through vanilla's /fillbiome machinery), so it persists in the world, survives /plot clear, and resets to the plot-world default when the plot is deleted or expires.
  • Custom greeting. An owner-set action-bar welcome shown when someone steps onto the plot (replaces the stock "Welcome to X's plot" line).
  • Transfer ownership. Give a plot to another online player — /plot transfer <player> or the settings menu (with a confirmation screen).
  • Kick visitors. /plot kick (or the settings button) sends every non-trusted visitor on your plot back to the spawn plaza.
  • Browse Plots. A hub gallery of every claimed plot (alphabetical, with owner and like count) — visit or like any plot from it.
  • Plot-bound mobs. A spawn-heavy plot biome (Nether Wastes, Mushroom Fields…) naturally spawns that biome's mobs — part of the flavor — but they now stay put: their wander AI is tethered to where they spawned, and a periodic sweep teleports back anything that slips onto a road or a neighbour's plot. Named mobs are exempt, and the existing unnamed-mob cleanup still prevents build-up.
  • Per-plot mob spawn toggles. Settings → Mob spawning: allow or block the biome's hostile and passive spawns independently. Turning one off immediately clears that category from the plot, and the block also despawns saved mobs as their chunks reload. Named mobs (pets) are never touched.
  • Mob lifecycle is per-plot now. The old global rule ("unnamed mobs vanish after 10 minutes") no longer applies on plots — what lives there is the owner's choice via the toggles, so unnamed farm animals, biome mobs and zoo builds persist. The timed cull still cleans streets and unclaimed ground (escapees and strays nobody owns).
  • Cleanups that actually clean. Changing a plot's biome removes the old biome's mobs and their dropped items; /plot clear now removes every non-player entity on the plot (mobs, drops, armor stands, boats, item frames…) along with the blocks.
  • Placeholder API integration (optional, auto-detected): %fabricplots:owned%, %fabricplots:total%, %fabricplots:my_likes%, and — for the plot you're standing on — %fabricplots:plot_name%, %fabricplots:plot_owner%, %fabricplots:plot_likes%, %fabricplots:plot_biome%. For tab lists, chat formats, holograms, etc.
  • Full plot containment. Nothing physical escapes a plot any more:
    • Fluids stay home — water/lava can no longer flow off a plot onto streets (including dispenser-placed fluids; a small mixin blocks the spread at the source).
    • Pistons stay home — a piston move is cancelled if the head or any pushed/pulled block would start or end outside the piston's plot. Blocks push-out, street-block pull-in, and flying machines (they stall at the boundary).
    • Self-healing streets — roads/curbs/lamps are deterministic, so a budgeted sweeper near players resets anything foreign: tree canopies grown over the road, snow layers from a plot biome's unavoidable 4-block bleed, fallen sand, spills. Zero block writes when streets are clean. Config: street-sweeper (on) and street-sweeper-spawn-radius (64 — the spawn plaza is left alone so admins can decorate it).
    • Street litter cleanup — dropped items, boats/minecarts, and unnamed armor stands sitting on a street for 5+ minutes are removed (plots are untouched).
    • Curb placement exploit fixed — placing a block now validates where the block actually lands, not just the block you clicked, so you can no longer build over the curb from the street. Beds are checked for BOTH halves, so a bed at the plot edge can't lay its head over the curb.
    • Respawn anchors & end crystals banned in the plot world — their explosions bypass the TNT protection, and an anchor can't even set spawn in this dimension; it only explodes.
  • /plot name input is now sanitized (a stray ; could corrupt the save file).

Changed

  • Plot settings menu grew a row to fit the new buttons.

This mod has no additional files