MultiWorld: make a separate workshop for your server

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Create a named flat workshop, manage loading and keep world administration separate from player access.

A separate flat world gives your building team a place to compare wall patterns, rehearse a lobby or keep an event build away from the main spawn. MultiWorld manages those worlds inside one PocketMine server. Start with a clearly named workshop and learn its load/unload cycle before adding more destinations.

Compatibility: MultiWorld 2.1.2 · PocketMine-MP 5.44.3 · plugin API 5.36.0 · Bedrock client target 26.30. A 26.52 client does not match this server release. This PHAR belongs on a PocketMine server, not in a local Bedrock world's packs or Microsoft's Bedrock Dedicated Server.

Original saved MultiWorld log excerpts showing PocketMine 5.44.3, MultiWorld 2.1.2 and the named flat world.

Saved server output: MultiWorld creates modonix_qa with the flat generator, lists the two loaded worlds and completes an unload/load cycle.

Put the plugin in the server

Stop PocketMine cleanly with stop in its console and wait for shutdown. Keep a backup of the server's worlds and plugin data. Find the server data folder: a normal layout contains server.properties, worlds, plugins and plugin_data. If your host specifies a custom plugins directory, use that location.

Place the downloaded MultiWorld.phar in plugins. Keep one version of the plugin there; move the previous PHAR into your backup folder before updating. Leave the PHAR intact. Start PocketMine with your usual launcher and look for Enabling MultiWorld v2.1.2. A source-code ZIP is not the same download.

Create a small workshop

Use the server console for these commands, without a leading slash:

mw create modonix_qa 20260928 flat
mw list

modonix_qa is the new world's name, 20260928 is its seed and flat selects the flat generator. Replace the name with a short purpose such as build_lab, but choose one that does not already exist. Keep spelling consistent in later commands. The seed here identifies our example; it is not a promise of a particular vanilla biome or landmark.

The saved output above shows the actual example world alongside the server's original world. Use the list to distinguish a loaded world from a name you have merely written in your planning notes. Give each new world a job: lobby prototypes in one, event construction in another. A handful of recognizable names is easier to maintain than a series of test2 and test_final folders.

Know which command is a pause

For an unused workshop, the ordinary management cycle is:

mw unload modonix_qa
mw list
mw load modonix_qa

Unload releases the loaded world; it is not the delete command. Choose a non-default world and arrange for players to leave before doing maintenance. MultiWorld refuses to unload the default world. After loading again, inspect the list and return to a recognizable part of the build.

Saved restart log with world load, marker persistence and another unload/load cycle.

Saved server output after restart: the workshop reloads and the original fixture confirms that its two stored block markers remain.

In our server example, a gold block and a stone-brick marker written through the server API remained after unload/load and a full server restart. The saved output records that small persistence check. For your own workshop, keep a recognizable sign or corner as a quick orientation point, and keep dated backups before substantial changes. World management is not an automatic backup system.

Give builders the access they need

In game, commands begin with /. An authorized player uses /mw tp modonix_qa to request travel to the loaded world's spawn; from the console, include the player: mw tp modonix_qa PlayerName. Use the full intended player name rather than an ambiguous prefix. These are the plugin's travel commands, separate from the console management cycle above.

MultiWorld's command permissions default to operators. A permission manager can grant multiworld.command plus specific nodes such as multiworld.command.list or multiworld.command.teleport. Keep create, unload and delete permissions with the people who maintain the server. Access to a destination and authority to remove that destination are different jobs.

If a command is missing after installation, check the startup log for the plugin name, version and API errors first. If a world name is rejected, check mw list before creating another copy. Finish with a clean stop and preserve the whole relevant server data when moving the project to another machine.

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Version 2.1.2

Stable

MultiWorld.phar

Server software: PocketMine-MP
0 downloads
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Requirements & details

PocketMine-MP 5.44.3 · API 5.36.0

  • Server software: PocketMine-MP · Server API version: 5.36.0

Place the intact PHAR in the stopped PocketMine server’s plugins directory, then start the server normally. Tested server: PocketMine-MP5.44.3 / PHP8.2.30; declared plugin API5.36.0. This server targets Bedrock26.30, not26.52. No Bedrock client joined the test. Not a local-world add-on, Microsoft Bedrock Dedicated Server plugin or Realms pack.

Requirements & notes
Server runtime requirements
PocketMine-MP5.44.3 with its PHP8.2.30 runtime. Server client target26.30/protocol1001. No client connection, chat display, player teleport or permission attachment was tested. The recorded example uses a newly generated flat workshop.
Technical details
File details
Server API versions
5.36.0 declared by the original plugin; exercised on PocketMine-MP5.44.3.
File information

This file format requires manual inspection. Its contents have not been parsed.

Manifest values describe the package. They do not prove that it works with every game version. This check is not an antivirus scan.

SHA-256: 6292a9fb112474a3a1b86ae2146dc63532dad9b2d89a0e31a2d2d19b3cc993e7

Release updates

Version 2.1.2

Stable

Original MultiWorld author PHAR. Server administration and saved-data persistence inspected on PocketMine-MP5.44.3; no connected-client or gameplay test.

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