
uxmEssentials
A modern, modular essentials plugin for Paper 26.1.2+. Homes, warps, teleports, economy, kits, moderation, vaults and the rest of the day-to-day toolkit clean, Folia-ready and fully translatable. Turn any module off and it wires nothing; rename or alias an
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Опубликован 10 июня 2026 г.
uxmEssentials
The all-in-one essentials suite for modern Paper servers Homes, Economy, Kits, Vaults, Moderation, a Staff Mode, Holograms, NPCs, Worlds, and 14 more, in one cohesive plugin.
Paper 26.1.2 · Java 25 · Folia-ready · 23 modules · Open source (GPL-3.0)
One plugin instead of a patchwork of ten
uxmEssentials replaces the stack of separate plugins most servers glue together an essentials core, an economy, a kit plugin, a vault plugin, a moderation toolkit, a hologram plugin, an NPC plugin, a multi-world manager with one cohesive suite. Every feature shares the same configuration style, the same message system, the same permission scheme, and the same database, so your server behaves predictably instead of like a patchwork of plugins that each do things their own way.
It is built Paper 26.1.2 only, on purpose the current API used the way it is meant to be, Folia-ready from line one, with economy balances and player vaults stored in a real database so they survive world rollbacks.
And the best part: every module ships with an in-game management GUI. You configure holograms, NPCs, warps, vaults, and punishments by clicking not by editing files and restarting.
Why uxmEssentials
- Genuinely modular. 23 feature modules, each toggled on its own. A disabled module wires nothing: no commands, no listeners, no database tables, no overhead. Run only what you need.
- Configure in-game. Every module has a management GUI from
/uxmess gui. Every screen in the plugin renders through one data-driven menu engine, so the grids, slots, and icons are themselves config values. - Build your own menus. Beyond the built-in screens,
/menuloads operator-authored menu files frommenus/*.confand opens them with/menu open <name>the same engine, a generic action vocabulary, custom GUIs without code. - Nothing hardcoded. Every player-facing string lives in a per-locale catalog; every command can be renamed, aliased, or disabled; every layout, cost, cooldown, and limit is a config value.
- Rollback-proof data. Balances and vaults live in the database never in item NBT so a world rollback never duplicates money or items.
- Folia-ready. Nothing schedules through the legacy scheduler; work is dispatched to the correct region thread. The same code runs unchanged on Paper and Folia.
- Adventure-native. All text is MiniMessage through one shared theme no legacy colour codes anywhere.
What's inside 23 modules
Player essentials homes, warps, player-warps, teleport
- Homes a slot-based GUI: click an empty cell to set a home, click a home to teleport / rename / relocate / re-icon. Home visibility + invites (
/visit,/invite), an optional economy charge, a death-respawn chain (home, bed, spawn), unsafe / blacklisted-world guards, and land-claim gating across nine providers (Lands, GriefPrevention, uxmClaims, and more). - Warps per-warp cost, permission, password lock, welcome message, warmup / cooldown overrides, departure / arrival sounds and particles, and a rating system.
- Player-warps player-owned warps with per-rank quotas, public / private visibility, password locks, visitor counts, and custom icons.
- Teleport
/tpa,/tpahere,/back,/rtp(a pre-warmed safe-search queue, so random teleports are instant),/spawn, move-cancels-warmup, per-rank cooldowns, and configurable arrival effects.
Progression economy, kits, vaults
- Economy a serious, multi-currency, database-backed economy:
/pay,/balance, a cached/baltop, shared banks with interest, a loan system, a currency exchange, physical banknotes (anti-dupe), per-command costs, salary and daily rewards. Registers with Vault / Treasury or runs on its own native ledger. - Kits far beyond items on a cooldown: categories, per-rank variants, one-time and first-join grants, costs, requirements, a typed action engine (titles, sounds, particles, commands), rotation and scheduled availability, global stock, buy-to-unlock, and a full editor GUI.
- Vaults database-backed player storage (survives rollbacks) with per-player vault counts and per-vault sizes via quota nodes, an item blacklist, per-vault name and icon, overflow rescue, and inactive-vault purge.
Staff tooling moderation, staff mode
- Moderation bans, IP-bans, temp-bans, mutes, kicks, warns, jails, with silent sanctions, duration tiers, warn escalation, alt detection, IP history, and a unified
/history,/checkban,/checkmuteplus a management GUI and a LiteBans importer. - Staff Mode a dedicated mode: toggle with loadout swap, vanish, examine, freeze, follow, navigator, staff chat, an online-staff list, alerts, flight, sanction rollback, server lockdown, and targeted socialspy.
Chat and social messaging, communication, presence, player-state
- Messaging private messages (
/msg,/r), a mailbox with offline fallback and/mail sendall, AFK notices, and a per-player ignore list. - Communication multi-channel scheduled announcements (conditional, with placeholders), broadcasts, clear-chat, custom advancement notifications, and data-driven
/info,/rules,/discordpages. - Presence nicknames, presence status, and display-name management.
- Player-state gamemode, heal, feed, fly, god, speed, plus offline-capable
/invseeand/endersee.
Visual and engagement holograms, NPCs, scoreboard, tablist, nametags, vote
- Holograms Display-entity holograms: multi-line, multi-page (per-viewer click-to-cycle), provider-driven leaderboards, click-action chains, inline animations, per-player visibility and blacklists, glow and opacity, link-to-NPC follow, plus FancyHolograms / DecentHolograms importers.
- NPCs packet-based NPCs over an in-house packet layer: players, mobs, and display entities; skins by name / MineSkin / URL; click-action chains; equipment, glow, poses, deep per-type variants; per-owner quotas and a command blocklist.
- Scoreboard per-player, condition-selected sidebars by priority, with animated and conditional lines and hidden score numbers.
- Tablist per-player tab name formatting and sorting, animated header / footer, fixed-slot layouts with filler.
- Nametags above-head display-entity nametags, per-viewer and vanish-aware.
- Vote a full vote-rewards engine: Votifier intake, totals and a leaderboard, a cross-server vote party with escalation, streaks, per-site cooldowns and reminders, multi-channel broadcasts, and Discord webhook notifications.
World and utility worlds, itemworld, discord-link, custom menus
- Worlds a full multi-world manager: create / import / delete (confirm-staged), per-world properties and gamerules, built-in void and flat generators, access gating with economy entry fees, cross-world portals, a world-editor GUI, pre-generation, backup / restore, and idle auto-unload.
- Itemworld the everyday utility surface: item tools, virtual workstations (anvil, crafting, and more, anywhere), powertool, mob and entity tools, time / weather aliases, inventory cleanup, and admin-fun each an independently disableable sub-group.
- Discord-link link a Minecraft account to Discord, sync roles, and push audit / economy notifications (with the Discord add-on).
- Custom menus build your own GUIs over the built-in menu engine: drop a
menus/<name>.conffile and open it with/menu open <name>, using a generic action vocabulary (close, open another menu, run a command, send a message). No code; the privileged console action is gated off by default.
Configure it all in-game
/uxmess gui opens a hub linking to every module's editor. Entity modules (holograms, NPCs, warps, vaults, moderation) get a list, then an editor pick an entity, then flip its properties with toggles, steppers, text / number / enum editors, a colour picker, and list editors. Settings modules get a panel of switches.
Under the hood it is all one data-driven menu engine: every screen including the GUI that opens when you run a bare command like /eco, /jail, or /list is a spec plus type-safe bindings, behind a single window holder and listener with no per-menu code. So you can re-skin every screen without touching code, and operators can build entirely new menus of their own with /menu.
Migrating in? One command.
/uxmess import <source> runs a one-shot, idempotent migration with a dry-run preview and a documented conflict policy:
| Source | Imports |
|---|---|
| EssentialsX | homes (into the slot model), warps, kits, economy |
| FancyHolograms / DecentHolograms | holograms |
| LiteBans | bans, IP-bans, mutes, warns |
| Vault / PlayerPoints | economy balances |
Requirements
| Server | Paper 26.1.2 (or a Paper fork Folia / Purpur / Pufferfish) |
| Java | 25 |
| Database | SQLite by default (zero setup). MySQL, MariaDB, and PostgreSQL optional. |
| Optional | PlaceholderAPI, Vault / Treasury, a Votifier listener, LuckPerms all auto-detected. |
Spigot and CraftBukkit are not supported uxmEssentials uses
paper-plugin.yml, Brigadier, and bundled Adventure. Clients on older versions can still connect through a server-side ViaVersion.
Getting started
- Drop
uxmEssentials-0.3.0.jarinto your server'splugins/folder and start the server. - Config is generated per module under
plugins/uxmEssentials/modules/. Toggle any module from itsconfig.conf. - Run
/uxmess doctorto confirm the database, economy provider, and integrations are healthy. - Migrating? Try
/uxmess import essentialsx(dry-run first).
The admin root is /uxmess (aliases /uxe, /uxmessentials).
Optional companion jars
- uxmEssentials-velocity a Velocity proxy broker that syncs homes, warps, economy, vaults, and more across a network.
- uxmEssentials-redis the same cross-server sync over Redis pub/sub, with no proxy required.
- uxmEssentials-discord a JDA bridge for account linking and audit / economy notifications.
You only need the main jar to get started; add the companions when your setup calls for them.
Notes
uxmEssentials is open source (GPL-3.0) and under active development. Feature requests, bug reports, and feedback are genuinely welcome /uxmess doctor and your server log are the fastest path to a fix.
Ченджлог
0.4.0Альфа26.1.2, 26.2 · 3 июля 2026 г.
uxmEssentials 0.4.0
A huge release. 0.4.0 turns uxmEssentials into a full GUI platform, rebuilds RTP from the ground up, adds a new Poses module, and hardens the whole plugin against faults.
Requires Paper 26.1.2+ on Java 25.
Custom Menu Engine data-driven GUIs
A complete, config-driven menu system: build any GUI from HOCON, no code required.
- Click actions send messages, run commands, give money/items, move/teleport players, play
sounds, open other menus, edit player-data each with per-action delay, chance and deny
modifiers, and generic
id:valueaction tokens. - Requirements & conditions permissions, money, placeholders, items, and numeric / spatial / string / integration checks. Gate a whole menu (view-level) or a single click, with deny routing, inversion, optional, stop-at-success, and else / nested-else fallback chains.
- Placeholders a full PlaceholderAPI bridge, plus player-data, math, time, inventory and
statistic placeholders, global and per-menu operator-defined placeholders, and an
%argument%/ executor context for menus opened for another player. - Item rendering native rich meta and data-components, skull & equipment icons, and icon providers for ItemsAdder, Oraxen, Nexo, MMOItems and HeadDatabase; lore append modes; serialized / water-bottle / light item sources.
- Layouts matrix layouts, fill items, reusable item patterns (local & global) with variable substitution, non-chest inventory types, chest auto-sizing, timed refresh, and 90-slot bottom-inventory menus.
- Ready-made sources online players, worlds, LuckPerms groups, and read-only inventory / ender-chest viewers.
- Open commands give any menu its own command with typed, autocompleting arguments, greedy args, open-for-another-player, and an open-requirement gate + open-actions.
- Openers & history opener items (give-on-join, swap-offhand) and a back-stack menu history;
/menu lastreopens your last menu. - Bedrock Floodgate players get native forms: Simple / Modal / Custom forms, paged buttons, icons and lore, and per-menu form overrides.
- Anti-dupe & anti-spam rendered items are marked and escaped copies stripped; a click cooldown; drop / double-click support and item-drag slots.
- Developer API cancellable
MenuOpenEvent/MenuClickEvent, a publicMenuApiregistration facade + item builder, and runtimeIconProviderregistration. - Importers one-shot converters for DeluxeMenus, zMenu, OGUI and GUIPlus.
- Admin tooling
/menu execute,dump,meta, and per-target reload.
In-game menu editor
Build and edit every custom menu from inside the game no config files.
/menu editorbrowser: create, duplicate, rename, delete.- A visual slot grid: drag items straight from your inventory onto slots (it copies, it never eats your items), "stamp" with the cursor, or shift-click to append to the next free slot.
- A full item editor (material, name, lore, amount, glow, flags, type, slots) and click-action / requirement builders driven by the live plugin, so you can only pick things that exist.
- Menu-wide settings (title, size, inventory type, open command, open/close actions, refresh…).
- Item capture from your hand +
/menu captureitem, an edit lock so two people can't clobber the same menu, and a live preview of your unsaved work. - Every save is validated and hot-reloaded a typo is caught before it's written.
RTP, rebuilt
The old /rtp was replaced with an async, leak-free, Folia-safe engine.
- Never loads a chunk on the server thread (build-enforced) no more TPS drops or memory leaks.
- A pre-warmed, disk-persisted safe-location pool serves
/rtpinstantly and survives restarts. - A bounded, tick-sliced safe-search with per-search attempt / chunk / time budgets.
- An arrival grace window (Resistance + Slow-Falling + no fall damage) and charge-after- success a player is never billed or put on cooldown for a failed search.
- Biome-targeted
/rtp biome <biome>with a passive rare-biome hotspot map. /rtp <world>,/rtp <player>(staff), an RTP world-picker GUI (now the default for/rtp), respawn & first-join RTP, and cooldown / radius permission tiers.- Respects land claims and WorldGuard regions.
New module: Poses
Sitting and poses (the 24th module).
/sit(including on stairs & slabs), sit on other players,/lay,/bellyflop,/spin.- Respects land claims and WorldGuard flags; a settings menu and a cooldown tier.
Reliability
Fault isolation so one broken module or event can never take the server down.
- Per-module load, teardown and command-registration faults are isolated.
- An unexpected command error becomes a friendly localized message instead of a stack trace.
- Self-rescheduling tick loops survive a throwing tick.
- Orphan-prone async I/O paths are bounded and guarded.
- The warp visitor-counter write moved off the region thread.
Fixes
- The empty-slot placeholder in the menu editor no longer renders as a stray glyph box.
0.3.0Альфа26.1.2, 26.2 · 27 июня 2026 г.
uxmEssentials 0.3.0 Release Notes
Data-driven menu/GUI engine (headline feature)
A brand-new HOCON-spec + code-bound menu engine now powers every GUI in the plugin, replacing the old bespoke per-menu code.
- Engine core: typed spec records, HOCON spec loader, slot-range expansion, view-gated priority layering, pure pagination maths, binding registries with startup validation, a single
MenuHolder/listener/closeMenuruntime with a leak-balanced refresh task, and ArchUnit fences locking the engine's internals. - Operator custom menus: a
custommenusmodule +/menu open|list|reloadbuild your own menus from a generic action/condition/placeholder vocabulary; console actions are config-gated and off by default; bad menu files are skipped with a warning, never hide the rest. - PlaceholderAPI bridge into menu placeholders (
papi-compare), with a prefix fallback. - Every built-in menu migrated onto the engine: homes, warps (browse/manager), kits (browse/manager/settings/category), economy (wallet, baltop, transactions, banks, exchange, loan, admin, target/bulk, pay-confirm, currency picker), moderation (history, jailed, active punishments, jail edit, punishment confirm), worlds (list + 4-screen editor), staff, holograms, npc, playerwarps, vaults, messaging (mailbox/ignore/settings), communication, itemworld (
/recipe,/entitycount, utilities hub), vote sites, and the shared player/duration pickers. - Property-editor framework: a typed-property editor runtime (
openEditor), an engine confirm menu, and enum / list / colour / NPC-equipment child menus all on the one runtime. - Engine capabilities added along the way: off-thread list sources cached per-holder,
%max_page%, subject-driven titles, multi-line lore expansion, and pinned list slots. - Two ArchUnit fences now guarantee no future GUI can bypass the engine (one for uxmLib GUI, one for raw-Bukkit inventories) only genuine item containers (vaults, disposal, invsee/endersee, workstations) and the anvil text-input stay outside.
Cross-server clustering & Redis bus (0.3.0 core)
- The entire cross-server bus now runs over Redis pub/sub (relocated Jedis shipped in the jar), selectable via
network.transport. - Bus split into a transport SPI + transport-agnostic core; plugin-messaging machinery moved into a
PluginMessagingTransport(proxy-matchingbus_v1channel). - Redis transport shipped as a separate companion jar, loaded as a plugin (not a JarLibrary).
- Cross-server sync on write for homes, vaults, player-warps, NPCs, holograms, and the messaging ignore list.
ServerPingwired as a cluster-presence heartbeat; standalone Redis cache side-channels retired.- Bus transport state surfaced in
/uxmess doctor; transport parity proven byte-identical across both transports with frame-decode tests.
Folia readiness (100%)
- Fixed the four Folia-blocking cross-region operations.
- Whole-world entity reads, the online roster, advancement reads, and staff-alert reads all marshalled onto the correct region/global threads;
/nearmade fully async; foreign entity state read on its owning region thread. - New Folia drift guards to keep it that way.
Command UX overhaul
- Bare commands now open a GUI (gated by a per-command flag):
/eco,/jail,/worlds,/list,/entitycount,/recipe,/ban,/mute,/tempban,/tempmute,/warn,/banip,/banlist,/banhistory,/checkban,/checkmute. - Player-target verbs fan out across selectors, and only player-valid selectors are suggested (no more useless
@e); nuke/lightning self-aim and/entitycount <radius>fixed. - Missing tab-completion filled in across a batch of commands; Turkish aliases dropped in favour of registry-driven completion;
/nickcompletion and/ignoreoffline targeting made discoverable; every/tparejection now gives clear feedback.
New & overhauled features
- Announcements: DB-backed announcement editor GUI behind
/announce, an announcer-settings screen, and editor announcements shown in/announce list. - Playtime: overhauled into an AFK-aware DB-backed tracker with its own panel.
- Warps: kit-style manager GUI + category system;
/warp set→/warp create,/warp edit→/warp editor. - Jail: fully GUI-driven jail system.
- Economy: admin GUI on
/eco, eco-admin ops logged to transaction history, unified currency selection, per-item payout currency for/sell, banks get a random id + in-GUI currency picker. - NPCs: each type shows its spawn egg in the editor selector; a go-to teleport action + coordinates added across the NPC, hologram, warp and jail GUIs.
- Worlds: right-click a world's icon to teleport; create worlds straight from the GUI.
- Text input unified behind one configurable anvil/chat seam.
- Online
/enderseerouted through a managed copy menu; staff loadout keyed per-server; jail/pwarp deletion folded into their parent commands; world delete behind a/worlds confirm.
Fixes & polish
- Discord link code only issued when the bridge is connected.
- Fake-player tab entry kept unlisted instead of removed.
- Player-warp visits recorded atomically off the sync path; vacuous striped wallet lock removed.
- Three message/gamemode behaviour quirks fixed; set-icon buttons show the configured material; cleaner anvil titles; coloured lore glyphs and neutral GUI filler panes.
Docs & release
- Bumped to 0.3.0; README rewritten (Paper 26.1.2, module toggles documented per
config.conf, Velocity add-on described as the bus broker); changelog replaced by release notes.
0.2.0Альфа26.1.2, 26.2 · 21 июня 2026 г.
uxmEssentials 0.2.0
The largest release yet 5 new modules, a config-driven management GUI for every feature, a complete UI restyle, and a deep PlaceholderAPI integration. Now built on Paper 26.1.2 / Java 25.
New modules
Worlds a full multi-world manager
- Create / import / load / unload / delete worlds (with confirm-staged deletion)
- Per-world properties & gamerules, applied live and on load; force per-world gamemode
- Built-in void and flat generators, selectable at create time
- Access control: per-world entry permissions, economy entry fees, restricted-join redirect
/world tp//world spawn, per-world spawn points & aliases- Portals linked across worlds with coordinate scaling
- World editor GUI (list / settings / generation / rules / access)
- Pre-generation engine with
/worlds pregenprogress - Backup & restore with a zip-slip-guarded archiver
- Idle-world auto-unload, plus worlds placeholders
NPCs packet-based fake-player & entity NPCs (no real entities, our own packet layer)
- Any entity type: players, mobs, and display entities (text / block / item / interaction-hitbox)
- Skins by username, MineSkin (v2), URL, or raw texture; slim-variant support
- Click-action chains (delay, chance, condition, cost, give, command, player_op, random-pick, title, sound…) with full chain editing
- Equipment, glowing + glow colour, poses, non-uniform scale & translation, look-at-player
- Deep per-type metadata (horse/sheep/cat/frog/wolf/axolotl/panda/shulker… variants & states)
- Ownership: per-owner creation quota, command blocklist, owner recorded on create
- Tools:
/npc copy/info/nearby/teleport/center/fix/help/list, typed/npc create
Staff Mode a dedicated staff context
- Toggle with loadout swap (saved & restored), vanish, examine, freeze, follow, navigator, compass
- Staff chat, online-staff list, mode alerts, flight + night vision
- Rollback to revoke an actor's active sanctions, server lockdown, targeted socialspy
Nametags above-head nametags via display entities
- Hides the vanilla name, respects vanish, separate view-range vs cull distance, packet-rendered
Tablist split out of Scoreboard into its own module
- Per-player tab name formatting & sorting, animated header/footer
- Fixed-slot layouts with filler entries, optional synthetic tablist that hides real players, custom skins via packets
Major expansions to existing modules
Holograms action chains on click, multi-page holograms (per-viewer click-to-cycle), leaderboard holograms (e.g. balance), per-player visibility & per-hologram blacklist, inline animations (rainbow/typewriter/scroll), player-head/item/block/frozen-entity types, glow colour & text opacity, alignment/see-through/3-axis scale/shadow, text macros + built-in tokens + PAPI/MiniPlaceholders, link-to-NPC follow, /hologram moveto, FancyHolograms & DecentHolograms importers.
Homes rewritten to a slot-based GUI model; home visibility + invites (/visit, /invite); land-claim gating across 9 providers (Lands, GriefPrevention, uxmClaims…); optional economy charge; death-respawn chain (home/bed/spawn); /homeadmin; unsafe/blacklisted-world guards; EssentialsX import into slots.
Vote VotingPlugin-class overhaul: vote totals + /vote top, config-driven reward engine, vote party (escalation, admin, rewards, cross-server sync), voting streaks, per-site cooldowns + reminders (/vote next/last), vote-sites GUI, multi-channel broadcasts, Discord webhook notifications, offline queue + /vote claim.
Vaults /vault delete + economy cost, item blacklist, selector GUI, per-vault name & icon, overflow rescue, inactive-vault purge, open sound.
Moderation silent sanctions, duration limits, warn escalation, unified /history /staffhistory /checkban /checkmute, IP history + address-strictness, cross-server ban kicks, LiteBans importer.
Messaging & Announcements AFK notices, offline-message mail fallback, /mail sendall, multi-channel auto-announcements (placeholders, conditions, cadence), custom advancement notifications.
Scoreboard condition-selected sidebar boards (per-player by priority), animated & conditional lines, hide score numbers, re-render on world/gamemode change.
Teleport configurable arrival sound/particle effects.
Server management & UI
- Config-driven management GUI for every module + a
/uxmess guihub and shared framework edit holograms, NPCs, warps, vaults, moderation, settings panels, etc. entirely in-game - A reusable colour-picker widget (glass swatches + hex), now used consistently everywhere
- Full UI restyle: blue palette, no bold/gradients,
&8titles, singleuxmEssentials »prefix, glyph/emoji cleanup driven by one shared style-token resolver
PlaceholderAPI
Broad placeholder coverage added across every module economy (per-currency, indexed baltop), homes, presence/nickname, teleport, moderation (ban/mute/freeze/warn), vaults, kits, warps & player-warps, messaging, staff, Discord, communication, holograms, and server-metric tokens.
Platform & importers
- Base raised to Paper 26.1.2 / Java 25
- Our own GPL-free packet layer for NPCs, nametags & tablist skins
- Importers: EssentialsX (homes), FancyHolograms, DecentHolograms, LiteBans
Notable fixes
- NPCs/nametags now render on 1.21.11 fixed the packet channel resolver (inherited-field walk + fail-closed on uniterable connection-graph collections)
- Management-GUI polish: coloured lore icons, grey titles, reordered list clicks, populated "Current" hints
- Anvil text-input no longer returns the prompt item to the player
- Flyway self-heals checksum drift before migrating
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