These three features are tools to use before you put a map on the server. Markers are server point markers such as spawns, NPC spots and regions. They are not blocks. The load budget counts block entities, props, light sources and flowing water per chunk to show the load on the server. A snapshot is a named save point, used to compare with or restore the current world.
| What | Where |
|---|
| Marker mode | Markers (MMORPG) in the mode row of the main toolbar, or M |
| Place markers quickly | Main toolbar Add › Marker |
| Export markers.json | Export markers.json in the marker panel, or Build › Export: markers.json (server markers) |
| Load budget | Tools › Check server load budget, or Window menu › Load budget panel |
| Turn off the load heatmap | Tools › Hide load heatmap, or the Hide load heatmap button above the viewport |
| Snapshots panel | Window menu › Snapshots |
| Quick snapshot | File › Quick snapshot (all) (Ctrl+Alt+S) |
- Press M to enter marker mode.
- Pick a type in the Tools panel on the left (for example Regions).
- Place a point marker by clicking the top face of a block.
- For area markers (region · mob spawn), click the vertices in order and close with Enter.
- Fill in the name, level, BGM, etc. in the Properties section and click Apply.
- Use Check to find missing values.
- Create the server file with Export markers.json, or include it in the .npbuild with Include markers in the export window.
- Click Tools › Check server load budget.
- A colored tile (heatmap) appears over each chunk in the viewport. Load increases from green → yellow → orange → red.
- Click a red row in the Load budget panel table to move the camera to that chunk.
- Reduce block entities or light sources, then Check again.
- In the Snapshots panel, fill in Name and Note (for example “1st floor frame done”).
- Click Save all or Save selection.
- While working, select a snapshot in the list and click Compare with current.
- Green = added, red = deleted, yellow = changed.
- In the Diff list, check only the cells to restore and click Restore checked blocks.
| Type | Shape | Main properties |
|---|
| Region | Area (polygon prism) | Region type (town · hunting ground · dungeon · safe zone · field · custom) · min/max level · PvP · BGM (sound id) · priority · bottom Y · top Y |
| Mob spawn | Area | Reference id = mob id · mob count · respawn (s) · bottom Y · top Y |
| NPC spot | Point | Reference id · facing (yaw) |
| Quest point | Point | Reference id = quest id · radius |
| Warp | Point | Reference id = warp name (/warp) · radius · linked warp |
| Player spawn | Point | Facing (yaw) · default spawn |
- Every marker has id, Name and Tags (
key=value; key=value).
- Facing (yaw) is 0 = south, 90 = west, 180 = north.
- With Priority, the larger value wins where regions overlap.
| Field | Meaning |
|---|
| Check | Finds problems such as missing values, self-intersecting polygons and missing warps. |
| Origin | The server coordinate origin (X · Y · Z). |
| Rotate | 0° · 90° · 180° · 270° |
| Mirror X | Flips left and right. |
| World name | The server world name. |
| Export folder | The folder to write markers.json to. |
| Ignore errors | Exports even if there are check errors. |
- Server coordinates = editor coordinates → (mirror) → rotate → + origin, in that order.
- Markers are saved together in the world file (.npworld).
- Broader checks (overlapping regions · mob spawns inside safe zones · naming rules) are in Checks · design sheet in Design tools.
| Item | What | Default limit |
|---|
| Block entities | Containers · signs · banners · heads + beds · beacons · spawners, etc. | 64 |
| Containers | Chests · barrels · shulker boxes · hoppers · furnaces · dispensers, etc. | 32 |
| Signs | Signs · wall signs · hanging signs | 24 |
| Banners | Banners · wall banners | 16 |
| Heads | Heads · skulls | 16 |
| Props | 1 editor prop = 1 server ItemDisplay | 48 |
| Light sources | Blocks with brightness greater than 0 | 96 |
| Flow | Flowing water · lava, and water · lava cells that can flow | 128 |
- If the ratio of the worst item is at or above Warn at (default 0.75), the chunk is yellow Warning; above 1, it is red Over.
- Setting a limit to 0 skips that item.
- Custom blocks are note blocks, so they are not counted as block entities.
| Field | Meaning |
|---|
| Region | Whole world · Selection |
| Check | Counts the current range. |
| Heatmap | Toggles the viewport tiles. |
| Warning·over only | Shows only problem chunks in the table. |
| By height (vertical chunks) | Counts per 16×16×16 box to see at which height things are concentrated. |
| Limits · Warn at | Changes apply and are saved immediately. Reset with Default. |
| Save CSV | Saves the table as CSV (_v2 if the name exists). |
- If Load budget check (on by default) is on in the export window and there are chunks over the limit, you are asked Export anyway or Cancel.
- The default limits are conservative starting values. If you have values measured on your server, use those instead.
| Button | Action |
|---|
| Save all · Save selection | Creates a save point. Saved in <world>.snapshots/ next to the world file. |
| Compare with current | Shows the differences from the selected snapshot → the current world. You can also double-click it in the list. |
| Compare two | Select two with Ctrl+click to see the differences from the earlier one → the later one. |
| Hide diff | Clears the diff display (same as Edit › Hide snapshot diff). |
| See through blocks | Draws the diff so blocks do not hide it. |
| Vertical chunk heatmap | Groups changed cells into 16³ boxes. |
| Restore checked blocks | Restores only the cells and chunks checked in the diff list to the snapshot state. |
| Actors too · Existing actor names · types too | Also restores actors (group table) when restoring. |
| Undo | Restores everything to the selected snapshot state (with a confirmation dialog). |
| Archive | Removes it from the list and moves it to the _보관 folder. Files are not deleted. |
| Open folder · Rescan | Open the snapshot folder · reread the list |
- One Ctrl+Z cancels a restore.
- Restores of more than 500,000 cells show progress and a cancel option.
- Cells locked by co-building are skipped.
- If the name exists,
_v2 is appended; nothing is overwritten.
| Setting | Where | Default |
|---|
| Load limits | Load budget panel | Table above · Warn at 0.75 |
| Load check before export | Load budget check in the export window | On |
| Include markers (markers within range in the .npbuild) | Export window | On |
| Key | Action |
|---|
| M | Marker mode |
| Enter | Close an area marker |
| Backspace | Cancel the last vertex |
| Esc | Stop placing |
| Arrow keys | Move the selected marker 1 block in X · Z |
| PgUp · PgDn | Move the selected marker 1 block up · down |
| R · Shift+R | Rotate the selected marker 45° · the other way |
| Delete | Delete the selected marker |
| Ctrl+Z · Ctrl+Y | Undo · redo markers (in marker mode) |
| Ctrl+Alt+S | Quick snapshot (all) |
- If the marker check has errors, markers.json is not written. Fix them or turn on Ignore errors.
- To hide markers, choose Hide markers in the view mode menu.
- The load heatmap remains after the check. When you are done, click Hide load heatmap.
- Leaving a quick snapshot before a big operation is a safe habit.