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Key takeaways
5- Install the Multiverse-Core JAR in plugins and keep all Multiverse modules on the same major version.
- Use /mv create creative normal to create an overworld, then assign its game mode separately.
- Paper 26.1 and later requires namespaced keys for world imports.
- Test access restrictions and per-world game modes with a non-op account without bypass permissions.
- Removing a world keeps its folder, while deleting permanently removes it.
This guide is for server owners who want a creative, minigame or resource world alongside their main world. You will install Multiverse-Core 5, learn the world creation and import commands, set a world's game mode and plan access permissions. You will also learn the difference between unloading a world and permanently deleting it.
Choose the worlds you need
Multiverse-Core manages multiple worlds on one Bukkit-based server. Its documented features include world creation, per-world game modes, access restrictions and entity spawning controls. It is free and open source.
Start with one additional world and give it a clear purpose. For example, a creative world needs a different game mode, while a resource world needs a recovery plan before anyone regenerates or deletes it.
- Creating a world: ask the server to generate another world through Multiverse.
- Importing a world: register an existing world with Multiverse.
- Managing a world: change its settings, spawn location or access rules after it is registered.
Core does not generate terrain itself. It calls the Bukkit API to create worlds, so do not assume it includes a custom terrain generator.
Install Multiverse-Core 5
Download the plugin JAR from its official listing. The installation documentation says to use the JAR itself, rather than a ZIP package. Every additional Multiverse module requires Core, and all installed Multiverse modules must use the same major version.
Before changing an established server, work through our backup and restore guide. Have a recoverable copy before you start adding or removing worlds.
- Stop the server through its normal management process.
- Place the Multiverse-Core JAR in the server's
pluginsfolder. - Start the server. Multiverse generates its default configuration files on first start.
- Stop the server using the panel controls.
- Open the File Manager and upload the Multiverse-Core JAR into
plugins. SFTP is another route for uploading it. - Start the server and check the Console during startup.
- Stop the server using the panel controls.
- Use Files / FTP to upload the Multiverse-Core JAR into
plugins. - Start the server and check the console during startup.
The installation guideSource site also recommends a permissions plugin. We cover that after creating the first world.
Create a world and test teleporting
The creation syntax is /mv create <name> <environment>. The command referenceSource site lists three environment values: normal for an overworld, nether and the_end.
The example below creates an overworld named creative. A name alone does not set its game mode; that is a separate step.
Join the server with an account permitted to manage Multiverse and run these commands in game, regardless of where the server is hosted:
/mv create creative normal
/mv list
/mv tp creativeThe creation command also accepts options for a seed and a generator. Choose those before generation: the world properties documentation says the seed cannot be changed after the world has been generated.
Import an existing world instead
Importing brings an existing world under Multiverse management. There is an important version difference: the basic usage documentationSource site describes folder names for Spigot and older Paper versions, but says Paper 26.1 and later requires namespaced keys for imports.
Back up the existing world before moving its files. Use your shell or file-transfer access to prepare the world for import, following the basic usage instructions for your server version.
Back up the existing world before uploading it through the File Manager or SFTP. Follow the basic usage instructions for your server version, including the namespaced-key requirement where applicable.
Back up the existing world before transferring it through Files / FTP. Follow the basic usage instructions for your server version, including the namespaced-key requirement where applicable.
Then join the server with an account permitted to import worlds. The syntax is /mv import <name> <environment>, using normal, nether or the_end to match the existing world.
For example, on Spigot or older Paper, an existing overworld folder named my_world in the server root uses the first command below. On Paper 26.1 and later, an existing overworld at <level-name>/dimensions/myplugin/pvp_arena/ uses the second command. Run only the example that matches your files and server version:
/mv import my_world normal
/mv import myplugin:pvp_arena normalDo not copy an older folder-name example unchanged onto a server that requires a namespaced key. Resolve the identifier first, rather than repeatedly changing the world's name to make the command work.
Set a different game mode and world spawn
Multiverse 5 puts the optional world argument before set when changing a world property. The example below sets the world named creative to creative mode. Teleport there, stand at the intended spawn position and set its spawn.
Run these in game with the required permissions. Move to the intended spawn position before the final command.
/mv modify creative set gamemode creative
/mv tp creative
/mv setspawnOperators have mv.bypass.gamemode.* by default, which bypasses Multiverse's per-world game modes. Test the creative world's game mode with a non-op account that has no game mode bypass permission.
The world properties referenceSource site also covers difficulty, PvP, hunger, respawn behaviour and player limits. Prefer the documented property commands to hand-editing worlds.yml; the documentation advises against manual edits unless necessary.
Setting a world's spawn is separate from directing first-time joiners to a chosen world. The configuration reference provides first-spawn-override and first-spawn-location for that purpose. The override defaults to false.
If the additional world includes a public arrival area, our guide to protecting spawn, shops and arenas covers that next planning step.
Control who can enter and manage worlds
Multiverse's installation documentation recommends LuckPerms for permissions. Its permissions guide includes an example that grants an admin group access to the world-list command.
From an authorised account in game, grant the documented list permission:
/lp group admin permission set multiverse.core.list trueThat permission controls listing worlds. It does not establish your full world-access policy. For group inheritance and rank management, follow our LuckPerms groups and permissions guide.
The docs disagree on the world-access prefix: the configuration referenceSource site shows mv.access.<worldname>, while the permissions setup page and Permissions ListSource site show multiverse.access.[worldname]. Check the Permissions List for your installed version before granting access, replace the world-name placeholder with the actual name, and verify the result with a non-op account.
Choose carefully between unloading, removing and deleting
These lifecycle operations have different consequences. Use the command referenceSource site to check the full syntax before using one.
- Unload: unloads a world without deleting it.
- Remove: unloads the world and removes its Multiverse configuration entry, while keeping the world folder.
- Delete: permanently removes the world and its folder, with confirmation required.
- Regenerate: regenerates a world, with documented options for a seed and resetting its world configuration.
Before opening the additional world to players, check its game mode, spawn position and access rules. Keep a written record of each world's purpose and who may manage it. A resource world should have an agreed reset procedure before players start treating it as permanent storage.
Frequently asked questions
How do I create multiple worlds with Multiverse-Core?
Install Multiverse-Core, then run /mv create creative normal to create an overworld named creative. The environment values are normal, nether and the_end. Set the world's game mode separately after creating it.
How do I import an existing world into Multiverse?
Prepare and back up the existing world according to the basic usage documentation. On Spigot or older Paper, /mv import my_world normal imports an overworld folder named my_world from the server root. Paper 26.1 and later requires a namespaced key instead, for example /mv import myplugin:pvp_arena normal for the corresponding existing overworld.
How do I set a different game mode for each world?
For a world named creative, run /mv modify creative set gamemode creative. Operators have mv.bypass.gamemode.* by default, which bypasses Multiverse's game mode management. Test world changes with a non-op account that has no game mode bypass permission.
Why can players enter a world without its access permission?
The enforce-access setting defaults to false, so world-access permissions are not required until enforcement is enabled. The configuration reference shows mv.access., while the permissions pages show multiverse.access.[worldname]; check the Permissions List for your installed version. Operators receive all Multiverse permissions by default, so verify restrictions with a non-op account.
Does removing a Multiverse world delete its files?
The remove operation unloads the world and removes its Multiverse configuration entry, but keeps its folder. The delete operation permanently removes both the world and its folder after confirmation. Back up before either operation.