NPCs & holograms
Place characters and floating text anywhere, with per-permission limits. They are recreated from saved data on every load.
Launching Wednesday, September 23
Every player gets a private, empty world in creative mode. No global maps, no restrictive regions, just ownership, visitors, and whatever they decide to build.
One empty world per player. Everything after that is theirs.
Private worlds
Each house is its own world, generated empty from a void template with a single block at spawn.
It loads the moment someone walks in and unloads once the last player leaves.
Nothing survives an unload by accident: holograms, NPCs and decorations are rebuilt from
house.json every time, so a house is always exactly what its owner saved.
Players build with the whole block palette and the full height of the world. WorldEdit is respected where it matters: build permissions are honoured, and the blocks placed count toward the building rewards.
Flags
Weather, time, PvP, explosions, fly, gamemode, the world border, all set per house, from a menu, without a single config reload.
Decoration
Place characters and floating text anywhere, with per-permission limits. They are recreated from saved data on every load.
A huge, dynamically loaded head catalog, bought with the plugin's own economy and placed like any other block.
Cosmetic trails and effects that follow the player around their house, and around the houses they visit.
Backups
Manual and automatic backups per house, each one a dated ZIP the owner can browse from a menu. Left click restores it. Right click deletes it. That is the whole recovery story.
Scripting
Every house runs its own Lua. Drag blocks together if that is your speed, or write the code directly. It is the same program either way, edited from a browser while the server is running.
Switch between the block canvas and the raw editor at any time. Blocks are a view of the code, not a cage around it.
Scripts get string, table, math and utf8, and nothing else: no filesystem, no OS, no Java. A player can hand you a script without handing you the server.
Every handler runs under an instruction budget. A runaway loop is killed and logged rather than freezing the tick, and nested events stop at a fixed depth.
35 events, from block placing to fishing. Spawn and fill, entities, regions and warps, holograms and NPCs, flags, the scoreboard, moderation, economy, particles, music, boss bars, cooldowns and your own /h commands.
Describe a menu once and it renders as an inventory GUI for Java players and as a native form for Bedrock ones. The script does not need to know which it is talking to.
The editor stores nothing: projects, scripts and version history all live on your server. The page is a window onto it.
Every meaningful change is versioned automatically, so rolling a script back never depends on remembering to save.
housing.on('house_enter', function(event) if joins == nil then joins = 0 end joins = joins + 1 event.player:message('You have joined ' .. joins .. ' times')end)
And the rest of it
Owner, trusted, added and visitor are only the start: define any custom role and give it capabilities through scripting.
Fixed global lines you control, plus lines the owner of each house can write themselves.
Internal provider, Vault, or your own through PlaceholderAPI. Rewards for building and playtime.
Players buy extra slots, extend their border, tip the houses they visit and sell houses to each other.
Whitelist, bans, kicks and per-house permissions, all reachable from the in-game menus.
Players browse and visit other houses instead of building alone in an empty server.
Every menu exists twice: inventory GUIs for Java, native forms for Bedrock through Floodgate and Geyser.
One player, several houses. Each one its own world, its own flags, its own scripts.
$14.99 $12.74 −15%
Available Wednesday, September 23, 2026