WSkinLoader
# English
# WSkinLoader
A **Minecraft Fabric mod** that allows **custom skins and capes for offline players**, while keeping full support for **official skins for premium players**.
—
## Features
* ✅ Premium players use Mojang’s official skin system
* ✅ Offline players load skins and capes from custom APIs
* ✅ Supports multiple API sources with fallback order
* ✅ Graphical configuration interface via Cloth Config API
* ✅ ModMenu integration
* ✅ Player override configuration for specific players
* ✅ Hybrid mode: official skins + third-party capes (or vice versa)
* ✅ Player head icons displayed in the Tab list (multiplayer supported)
* ✅ Custom skins applied to player heads
—
# Default Configuration
By default, **LittleSkin** is used as the skin provider.
**Skin**
“`
https://littleskin.cn/skin/%name%.png
“`
**Cape**
“`
https://littleskin.cn/cape/%name%.png
“`
`%name%` will automatically be replaced with the player’s username.
—
# Configuration
## Configure In-Game
Recommended method.
1. Install **ModMenu**
2. Open **Main Menu → Mods → WSkinLoader → Configure**
3. Add, remove, or modify API URLs
4. Use the **Player Overrides** tab to configure specific players
—
## Configure via File
Configuration file location:
“`
.minecraft/config/wskinloader.json
“`
### Basic Configuration
“`json
{
“skinUrls”: [
“https://littleskin.cn/skin/%name%.png”,
“https://example.com/skins/%name%.png”
],
“capeUrls”: [
“https://littleskin.cn/cape/%name%.png”
],
“enableTabListHeads”: true
}
“`
### Configuration Fields
* **enableTabListHeads**
Whether player head icons are displayed in the Tab list.
Default: `true`.
—
# Advanced Configuration
## Player Overrides
You can configure custom rules for specific players.
“`json
{
“skinUrls”: [“https://littleskin.cn/skin/%name%.png”],
“capeUrls”: [“https://littleskin.cn/cape/%name%.png”],
“playerOverrides”: {
“PlayerName”: {
“skipPremiumCheck”: true,
“skin”: {
“useCustomApi”: true,
“apiIndex”: 0
},
“cape”: {
“useCustomApi”: true,
“apiIndex”: -1
}
},
“AnotherPlayer”: {
“skipPremiumCheck”: false,
“skin”: {
“useCustomApi”: true,
“apiIndex”: 0
},
“cape”: {
“useCustomApi”: false
}
}
}
}
“`
### Field Explanation
**skipPremiumCheck**
Skip Mojang premium check.
`true` = always use custom API.
**skin.useCustomApi**
Whether to use a custom API for skins.
`false` = Mojang skin.
**skin.apiIndex**
* `0` → first API
* `1` → second API
* `-1` → try all APIs in order
**cape.useCustomApi**
Whether to use a custom API for capes.
—
# Example Use Cases
## Force third-party skins for a premium player
“`json
“PlayerName”: {
“skipPremiumCheck”: true,
“skin”: { “useCustomApi”: true, “apiIndex”: 0 },
“cape”: { “useCustomApi”: true, “apiIndex”: 0 }
}
“`
## Hybrid mode
Official skin + custom cape
“`json
“PlayerName”: {
“skipPremiumCheck”: false,
“skin”: { “useCustomApi”: false },
“cape”: { “useCustomApi”: true, “apiIndex”: 0 }
}
“`
## Use a specific API
“`json
“PlayerName”: {
“skipPremiumCheck”: true,
“skin”: { “useCustomApi”: true, “apiIndex”: 1 },
“cape”: { “useCustomApi”: true, “apiIndex”: 1 }
}
“`
—
# How It Works
## Skin Loading Process
1. When Minecraft attempts to load a player skin, the mod first queries the Mojang API:
“`
https://api.mojang.com/users/profiles/minecraft/{name}
“`
2. **Premium players**
* The mod directly queries the Mojang Session Server:
“`
https://sessionserver.mojang.com/session/minecraft/profile/{UUID}
“`
* Retrieves the real skin and cape URLs
* Downloads and caches them locally.
3. **Offline players**
* The mod tries custom API URLs in the configured order.
4. Downloaded textures are cached in **SkinCache**.
5. If all sources fail, Minecraft’s **default skin** will be used.
—
## Tab List Player Heads
Player type detection:
* **HTTP 200** → Premium player
* **HTTP 404** → Offline player
For premium players, the mod directly retrieves the skin and cape URLs from the Mojang Session Server and downloads them immediately, ensuring the correct head texture appears in the Tab list without waiting for vanilla logic.
# 中文
# WSkinLoader
一个 **Minecraft Fabric 模组**,支持为 **离线玩家加载自定义皮肤和披风**,同时保持 **正版玩家使用 Mojang 官方皮肤系统**。
—
# 功能特性
* ✅ 正版玩家使用 Mojang 官方皮肤系统
* ✅ 离线玩家从自定义 API 加载皮肤和披风
* ✅ 支持多个 API 源并按顺序回退加载
* ✅ 通过 Cloth Config API 提供图形化配置界面
* ✅ 支持 ModMenu 集成
* ✅ 支持玩家级别的覆盖配置
* ✅ 混合模式:正版皮肤 + 第三方披风(或反之)
* ✅ Tab 列表中显示玩家头像(支持多人服务器)
* ✅ 玩家头颅显示自定义皮肤
—
# 默认配置
默认使用 **LittleSkin** 作为皮肤源。
**皮肤**
“`
https://littleskin.cn/skin/%name%.png
“`
**披风**
“`
https://littleskin.cn/cape/%name%.png
“`
`%name%` 会被自动替换为玩家名。
—
# 配置方法
## 游戏内配置(推荐)
1. 安装 **ModMenu**
2. 进入 **主菜单 → Mods → WSkinLoader → 配置**
3. 在配置界面中添加、删除或修改 API 地址
4. 在 **玩家覆盖(Player Overrides)** 标签页中配置特定玩家
—
## 通过配置文件
配置文件路径:
“`
.minecraft/config/wskinloader.json
“`
### 基础配置
“`json
{
“skinUrls”: [
“https://littleskin.cn/skin/%name%.png”,
“https://example.com/skins/%name%.png”
],
“capeUrls”: [
“https://littleskin.cn/cape/%name%.png”
],
“enableTabListHeads”: true
}
“`
### 配置说明
**enableTabListHeads**
是否在 Tab 玩家列表中显示玩家头像。
默认值:
“`
true
“`
—
# 高级配置
## 玩家覆盖配置(Player Overrides)
可以为特定玩家设置独立规则。
“`json
{
“skinUrls”: [“https://littleskin.cn/skin/%name%.png”],
“capeUrls”: [“https://littleskin.cn/cape/%name%.png”],
“playerOverrides”: {
“PlayerName”: {
“skipPremiumCheck”: true,
“skin”: {
“useCustomApi”: true,
“apiIndex”: 0
},
“cape”: {
“useCustomApi”: true,
“apiIndex”: -1
}
},
“AnotherPlayer”: {
“skipPremiumCheck”: false,
“skin”: {
“useCustomApi”: true,
“apiIndex”: 0
},
“cape”: {
“useCustomApi”: false
}
}
}
}
“`
### 配置字段说明
**skipPremiumCheck**
是否跳过正版检测。
“`
true = 直接使用自定义 API
false = 按正常流程检测正版
“`
—
**skin.useCustomApi**
皮肤是否使用自定义 API。
“`
false = 使用 Mojang 官方皮肤
true = 使用自定义皮肤 API
“`
—
**skin.apiIndex**
指定使用哪个 API。
“`
0 = 第一个 API
1 = 第二个 API
-1 = 按顺序尝试所有 API
“`
—
**cape.useCustomApi**
披风是否使用自定义 API。
“`
false = 使用官方披风
true = 使用自定义披风
“`
—
# 使用场景示例
## 正版玩家强制使用第三方皮肤站
“`json
“PlayerName”: {
“skipPremiumCheck”: true,
“skin”: { “useCustomApi”: true, “apiIndex”: 0 },
“cape”: { “useCustomApi”: true, “apiIndex”: 0 }
}
“`
—
## 混合模式
正版皮肤 + 第三方披风
“`json
“PlayerName”: {
“skipPremiumCheck”: false,
“skin”: { “useCustomApi”: false },
“cape”: { “useCustomApi”: true, “apiIndex”: 0 }
}
“`
—
## 指定使用某一个皮肤 API
“`json
“PlayerName”: {
“skipPremiumCheck”: true,
“skin”: { “useCustomApi”: true, “apiIndex”: 1 },
“cape”: { “useCustomApi”: true, “apiIndex”: 1 }
}
“`
—
# 工作原理
## 皮肤加载流程
1. 当 Minecraft 尝试加载玩家皮肤时,模组会首先查询 Mojang API:
“`
https://api.mojang.com/users/profiles/minecraft/{name}
“`
2. **正版玩家**
* 模组会主动请求 Mojang Session Server:
“`
https://sessionserver.mojang.com/session/minecraft/profile/{UUID}
“`
* 获取真实的皮肤与披风 URL
* 下载并缓存到本地。
3. **离线玩家**
* 按配置的 API URL 列表顺序尝试加载皮肤。
4. 下载后的皮肤材质会缓存到 **SkinCache** 中。
5. 如果所有来源都失败,则使用 **Minecraft 默认皮肤**。
—
# Tab 列表头像显示
玩家类型判断方式:
* **HTTP 200** → 正版玩家
* **HTTP 404** → 离线玩家
对于正版玩家,模组会直接通过 **Mojang Session Server** 获取皮肤和披风的真实 URL 并下载,从而在 Tab 列表中立即显示正确的头像,而无需等待原版逻辑。
Wrapped
# Minecraft Wrapped — Play Time Tracker
A Fabric mod that tracks your total playtime across every Minecraft world and server you’ve ever played, plus the detail behind it: blocks, deaths, biomes, mob kills, distance, XP, advancements.
Your lifetime hours show on the title screen as a small HUD. Stats sync to minecraftwrapped.com, where you get a personal dashboard and a shareable Wrapped card every Sunday.
# Features
– Lifetime playtime aggregated across every world and server you join — vanilla tracks per-world, this gives you the total.
– Active vs AFK split, with a configurable idle threshold.
– Title-screen HUD that ticks up in real time as you play.
– Retroactive import of your pre-mod single-player history from `saves/*/stats/.json` on first launch.
– Per-event detail: block break/place include block type, tool, biome, coordinates; deaths include cause and dimension; mob kills include mob type.
– Session boundaries with server attribution for multiplayer sessions.
– Offline-resilient — events queue to a local file and sync when you reconnect.
– Web dashboard: 24h × 7-day activity heatmap, top blocks, top servers, biome wheel, playstyle radar, top death causes.
– Weekly Wrapped card auto-generated every Sunday at 00:00 UTC.
Title-screen idle time does not count toward your hours. Only time spent in a world is recorded.
# How it works
The mod reads Minecraft’s own `ServerStatHandler` and `stats/*.json` files on a poll — vanilla already tracks blocks mined, mobs killed, distance walked, and playtime, so there’s no point re-intercepting them with mixins. A small set of mixins covers the things vanilla doesn’t: per-event coordinates, biome, session boundaries, server hostname, your own chat. Fewer mixins, fewer conflicts. Tested clean against Sodium, Lithium, and FerriteCore.
# Data and privacy
Play data syncs to minecraftwrapped.com. The cross-device total, the dashboard, and the Wrapped card all rely on a server-side aggregate; without sync you’d just have per-machine numbers, which is what vanilla gives you already.
**Consent lives on the client.** The mod stores its own Tier 1 / Tier 2 toggles locally and is the only authority for what it captures. The website cannot change those toggles remotely — there is no endpoint for it, and the mod’s bytecode never reads one. Each sync attaches the mod’s current local consent to the batch it’s sending.
In practice that means: turning a tier off in `/wrapped settings` stops the mod from sending it, full stop. The Data Vault’s **Pause** button on the website is a server-side filter — it tells the ingest endpoint to drop matching events as they arrive. The mod itself keeps capturing locally until you also turn it off there.
What’s captured by default:
– *Tier 1* — session start/end with server hostname, blocks broken/placed, deaths, mobs killed, distance, biome time, XP, advancements, your own chat messages.
– *Tier 2* — per-event coordinates, periodic inventory snapshots, damage dealt/taken, food consumed, fishing events, breeding events.
What’s never captured: IP addresses, device fingerprints, input patterns, system info beyond Minecraft + OS version, chat from other players, private messages, voice-chat audio.
The Data Vault at `minecraftwrapped.com/dashboard/vault` has full JSON export, delete-by-category, and a one-click wipe of every event the service has ever stored. Uninstalling the mod stops new collection. Deleting your account removes everything. Full policy: minecraftwrapped.com/privacy.
# Install
1. Download the jar matching your Minecraft version.
2. Install **Fabric API** (also on CurseForge).
3. Drop both into your `mods/` folder.
4. Launch — tracking starts immediately and your lifetime hours appear on the title screen.
To see the dashboard or share Wrapped cards, sign in at minecraftwrapped.com with Microsoft and paste the one-time install code the mod prints in chat. Skip this and your stats still sync; you just won’t have a dashboard or a public profile.
# Compatibility
– Minecraft **1.21.11 – 1.21.x** (Fabric)
– Java **21**
– Requires **Fabric API**
– Client-only — not needed on the server
– Tested with Sodium, Lithium, FerriteCore
Forge / NeoForge are on the roadmap, not in this build.
***
**Links**
– Site & dashboard — https://minecraftwrapped.com
– Privacy policy — https://minecraftwrapped.com/privacy
– Terms — https://minecraftwrapped.com/terms
– Discord (community, bugs, feature ideas) — https://discord.gg/HqNuvhpD
– Example profile — https://minecraftwrapped.com/p/blocklibrarian
WOT Magic
WOT Magic is a minecraft magic datapack heavily inspired by the series The Wheel of Time. The datapack adds nearly 50 unique spells, but since they can be made smaller or larger and can even be combined the possibilities are endless. The datapack is also compatible with survival gameplay.
**Some of the features included are:**
-Strength system that prevents unlimited magic usage
-Randomized strengths when first joining
-Spells made from 5 elements
-Ability to combine strengths
-Objects that makes you more powerful
-Chat and visual feedback to let you know what others are up to
**The spells include:**
-Spells that cause damage and destruction
-Ways to disable other player’s magic
-Spells that can annoy entities
-Spells that give yourself advantages
-Teleportation
[Basic guide](https://lucasv-github.github.io/Magic_website/)
Keep in mind that this is my interpretation and implementation of a magic system, your views might differ substantially.
For any questions please reach out to me on discord @lprogrammer
Wormy Dirt
This resource pack adds worms to dirt, for just a little more personality in your world. There is not yet any worms on the side of grass, I plan to add that in the future. To install, open the resourcepacks folder in your Minecraft installation and drop the .zip in there.
Worlium

Worlium replaces all vanilla cave generators with a Worley-noise-based carver modeled on the classic [Worley’s Caves](https://www.curseforge.com/minecraft/mc-mods/worleys-caves) mod by fluke. The Worlium carver produces sprawling, winding, interconnected tunnels. From a gameplay perspective, the underground becomes a massive, labyrinth-like cave system that feels both claustrophobic and expansive.
The mod ships for both Fabric and NeoForge through a shared common module that implements the carver as a custom `DensityFunction` (`worlium:worley_caves`). Under the hood, the density function samples a seeded 3D Worley F1/F3-edge cellular noise warped by a 2D Perlin displacement field, applies a depth-scaled warp amplitude so caves become more chaotic closer to bedrock, and eases the cutoff back toward solid near the surface.
## Features
– replaces all vanilla caves with a Worley noise-based carver
– custom aquifer logic (prevents caves from being flooded with water)
– first-class support for [Moderner Beta](https://modrinth.com/mod/moderner-beta)’s world preset
– increased diamond rarity
– removal of diorite, andesite, and granite blobs
– large lava lakes near bedrock (y=-63 to y=-56)
## Known Issues
– when close to aquatic biomes (oceans, rivers, etc) the carver will occasionally terminate with a flat stone wall
– the current aquifer removal logic uses biome tags, which works pretty well but is horrible for compatibility with other worldgen mods
## Compatibility
– **Moderner Beta**: supported
– – **CliffTree**: decent
– **Terralith**: suboptimal
– **Tectonic**: very suboptimal
– **Cave Overhaul**: no
WorldPrune
WorldPrune identifies region files that aren’t covered by GriefPrevention claims and safely moves them into a quarantine folder. Nothing is permanently deleted until you explicitly say so — every apply is fully reversible via a built-in undo command.
## Why use it?
Over time, Minecraft worlds accumulate thousands of region files generated by explorers who never claimed anything. WorldPrune lets you reclaim that disk space without risking player builds. A quarantine-first design means you can always roll back.
## How it works
1. `/prune scan` reads your GriefPrevention, Towny, Residence, and WorldGuard claims (whichever are present) and marks unclaimed regions as candidates.
2. **Heuristic filtering** checks candidate regions for player-placed entities (item frames, armor stands, paintings, etc.) and keeps them even if unclaimed.
3. **CoreProtect rescue** (optional) — if CoreProtect is installed, any unclaimed region with recent player block activity is automatically rescued from pruning, catching builds that were never claimed.
4. `/prune apply` moves candidate files to `/quarantine//`. An `apply-manifest.json` records every move.
5. `/prune undo` reads the manifest and puts files back exactly where they were.
6. `/prune drop` permanently deletes a quarantine entry once you’re satisfied.
7. **Web map overlay** (optional) — if BlueMap or Dynmap is installed, keep/prune markers are automatically pushed to the web map after each scan.
All destructive operations (`apply`, `drop`) require a `/prune confirm` within 30 seconds, so there are no accidental deletions.
## Requirements
– Paper or Spigot 1.20.1 or newer
– Java 21 or newer
– At least one claim plugin (all optional — WorldPrune works standalone, but claim awareness prevents false positives):
– **GriefPrevention** — API queried directly; falls back to claim file parsing
– **Towny Advanced** — API queried directly; falls back to townblock `.data` file parsing
– **Residence** — API queried directly; falls back to `Global.yml` parsing
– **WorldGuard** — API queried directly (requires WorldEdit); falls back to per-world `regions.yml` parsing
– CoreProtect — optional; enables activity-based rescue of unclaimed regions with recent player interaction
– BlueMap or Dynmap — optional; region markers pushed to the web map after each scan
## Commands
| Command | What it does |
|———|————-|
| `/prune scan [world|all]` | Analyse one or all worlds and generate a prune plan |
| `/prune apply [world]` | Preview and stage an apply |
| `/prune confirm` | Execute the staged operation |
| `/prune undo [world]` | Restore files from quarantine |
| `/prune drop ` | Permanently delete a quarantine entry (staged) |
| `/prune plans [world]` | List stored plans |
| `/prune map [world]` | Get a filled map showing the keep/prune grid |
| `/prune status` | Show current configuration |
## Permissions
`prune.admin` (default: op) covers read-only commands. Destructive actions require `prune.admin.apply` (apply/undo) or `prune.admin.purge` (drop/quarantine).
## Source
MIT licensed. Source available on [GitHub](https://github.com/dave-i-am/WorldPrune).
World Portal
# World Portal
World Portal can create custom world portal to travel between dimensions. You can make your own portal for your custom dimension easily.
### Important
– [0.0.8] Portal frame corner left and right will be swapped.
– [0.0.10] Client side issue fix and data migration. Load world with this version first before updating.
## Features
– No client needed custom portal.
– Transform nether portal to custom portal by changing it’s frame corners.
– Horizontal portal (>=0.0.8).
– Simple configuration and datapack support.
**Can be added to existing modpack or world and can be removed from existing world easly. Please make sure backup your world first.**
### Planned
– End portal mode.
– Customized portal frame.
– Customized portal spawned mobs not just piglin or disable it.
– Customized portal minimum spawn height.
– Add or change portal particles.
– Command or function execution when entering and exiting portal.
– Destination based on biome, dimension, height, moon phase, time, and weather.
– Destination based on player level, saturation, or even economy and mana.
– Destination based on executed command or function.
– Destination restricted by dimension and player permissions.
– Destination override gamerule.
– Support for economy, permission, and quest mods.
– And many more including compat mods in the way.
Suggest new features for world portal on [GitHub Discussion](https://github.com/mahmudindev/mcmod-worldportal/discussions) or [Discord](https://discord.gg/cuYgFmq3kz) would be appreciated.
## Usage
You can configure this mod by config or data driven by using datapack.
Config (worldportal.json)
The id “minecraft:example” can be anything as long as it’s unique.
“`
{
“portals”: {
“minecraft:example”: {
“frame_top_right”: “minecraft:gold_block”,
“frame_top_left”: “minecraft:iron_block”,
“frame_bottom_right”: “minecraft:iron_block”,
“frame_bottom_left”: “minecraft:gold_block”,
“mode”: “worldportal:default”,
“destination”: “customdimension:dimension”
},
“minecraft:example_horizontal”: {
“frame_top_right”: “minecraft:gold_block”,
“frame_top_left”: “minecraft:iron_block”,
“frame_bottom_right”: “minecraft:iron_block”,
“frame_bottom_left”: “minecraft:gold_block”,
“mode”: “worldportal:horizontal”,
“destination”: “customdimension:dimension_flat”
}
}
}
“`
Datapack
In your datapack namespace folder, create “worldportal” folder with “portal” folder inside. In portal folder create json file with any name with content:
“`
{
“frame_top_right”: “minecraft:gold_block”,
“frame_top_left”: “minecraft:iron_block”,
“frame_bottom_right”: “minecraft:iron_block”,
“frame_bottom_left”: “minecraft:gold_block”,
“mode”: “worldportal:default”,
“destination”: “test:test”
}
“`
-> data\{namespace}worldportalportal\{id}.json
For now you can only customize portal frame corner and destination dimension if matches. More mechanics will be added on the next update, for now it’s enough for my use case.
## Compatibility
– [Passengers Portal Fix](https://modrinth.com/project/LI0BrUQA)
– **Create** Addons: [Create: Portal Integration](https://modrinth.com/project/2f4ngcAb)
## Issues
– [Radium]
Use Canary instead for better mod compatibility or manually disable “mixin.ai.poi.fast_portals”.
There are no new compatibility issues or bugs being reported. Please report it on [GitHub](https://github.com/mahmudindev/mcmod-worldportal/issues) so it can be fixed.
## Support
🟩 26.1-26.1.2 / 🟩 1.21.1 / 🟥 1.21-1.21.11 / 🟩 1.20.1 / 🟪 1.16.5 / 🟪 1.12.2
🟩 Supported
🟥 Support Dropped
🟨 In Progress
🟪 Considered
## Important Note
This mod can only be used to create custom portal. To make dimension, you need datapack or another mod to do it.
Made for personal gameplay tinkering, server customization, and modpack creation. Feel free to use in modpacks, videos, stream, or similar media. Consider help me financially if you like this mod, I will be really grateful.





















WorldGuard ItemBlocker
# Summary:
Restrict Players from entering specific regions with restricted items.
Good for pvp zones, mace vs sword area etc
# Features
– Hooks into WorldGuard to prevent users from entering regions with any items you list in the config
– Sends hotbar and or chat message about the block & whats blocking you from entering
– Easily configurable and reload new restrictions and regions with one command
# Commands:
/wgib reload
# Permissions:
– worldguarditemblocker.reload – Reload config
– worldguarditemblocker.bypass – Bypass restrictions
# Dependancies:
– WorldGuard
Config:
“`
# AUTHOR: JAMPLIFIER
# SUPPORT: http://discord.gg/simplestudio
WARNINGS:
HOTBAR: true
CHAT: true
REGION-BLOCKS:
test:
BLOCKED-ITEMS:
– MACE
test2:
BLOCKED-ITEMS:
– MACE
– FIREWORK_ROCKET
MESSAGES:
BLOCKED-HOTBAR: “&cBlocked Item – &f- ”
BLOCKED-CHAT: “&cYou cannot bring &f- &cint
“`
WorldGuard
**Protect your server!**
WorldGuard lets you and players guard areas of land against griefers and undesirables as well as tweak and disable various gameplay features of Minecraft.

🛑 Make sure that you are using the Java version of Minecraft.
1. Set up a Bukkit server such as Spigot or Paper (Paper is recommended over Spigot).
2. Download WorldEdit from the WorldEdit page.
3. Download WorldGuard from this page (see the Files tab above for all versions).
4. Put the WorldEdit and WorldGuard plugin files into your plugins folder.
Check YouTube for tutorials, or read the official documentation.

[Join our Discord server](https://discord.gg/enginehub) if you need help with installing or using WorldGuard.
**Make sure to [check the docs](https://worldguard.enginehub.org/en/latest/) first!**
- Create zones in your world that only permit mods or certain players from building within
- Set additional game rules on your server (deny wither block damage, falling damage, etc.)
- Set game rules on specific areas (food regen, health regen, disable PvP, TNT, control mob damage) in your world
- Blacklist certain items and blocks so they can’t be used
- Dump useful statistics and information about your server (/wg report -p)
- CPU profile your server (/wg profile -p)
- Add useful commands like an immediate “STOP ALL FIRE SPREAD” command.
- Works, more or less, with mods (other Bukkit plugins and FTB mods)
- Protects against many types of grief (fire spread, tree growth, TNT cannons, piston machines, crop trampling, paintings and item frames, etc.), and certain interactions can also be allowed (door open, lever usage, etc.)
- Well documented, and one of the oldest Minecraft projects (older than Bukkit!)
- Open source
- Enable only features you want! Everything is off by default. You can just install WorldGuard and configure it later.
**Can anyone use it?**
Only opped users or users with permissions supplied with a permissions plugin can use WorldGuard.
**How do you use WorldGuard?**
To learn how to use WorldGuard, read the docs. Check YouTube for tutorials too!
**I need help!!**
You may visit our documentation or Discord Guild.
**I have some feature requests…**
Visit our issue tracker. However, if you just have a question, please try one of the methods above.
**Can I edit the source code?**
Visit our GitHub repository. WorldGuard is licensed under LGPLv3 and you can compile it with Gradle.
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WorldGameRules
# WorldGameRules
A fabric mod to change all gamerules to be separate per world
## Commands
The vanilla gamerule command has been replaced with a custom command that requires a dimension.
The gamerule command requires `world-gamerules.commands.gamerule` or operator level 2.
– `/gamerule [dimension selector]` – Query the gamerule `` in all specified dimensions
– `/gamerule [dimension selector]` – Set the gamerule `` to `` in all specified dimensions
### Dimension selectors
Dimension selectors allow you to specify what dimensions should be queried / set
– `@all` – Selects all dimensions
– `@namespace ` – Selects dimensions with the specified namespace (eg. namespace `minecraft` selects `minecraft:overworld`, `minecraft:the_nether` and `minecraft:the_end`, but not `custom:dimension`)
– `@regex ` – Selects all dimensions, where the dimension id matches the [regex](https://regex101.com/)
– `` – To select a specific dimension