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Markers, load budget and snapshots

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.

WhatWhere
Marker modeMarkers (MMORPG) in the mode row of the main toolbar, or M
Place markers quicklyMain toolbar Add › Marker
Export markers.jsonExport markers.json in the marker panel, or Build › Export: markers.json (server markers)
Load budgetTools › Check server load budget, or Window menu › Load budget panel
Turn off the load heatmapTools › Hide load heatmap, or the Hide load heatmap button above the viewport
Snapshots panelWindow menu › Snapshots
Quick snapshotFile › Quick snapshot (all) (Ctrl+Alt+S)
  1. Press M to enter marker mode.
  2. Pick a type in the Tools panel on the left (for example Regions).
  3. Place a point marker by clicking the top face of a block.
  4. For area markers (region · mob spawn), click the vertices in order and close with Enter.
  5. Fill in the name, level, BGM, etc. in the Properties section and click Apply.
  6. Use Check to find missing values.
  7. Create the server file with Export markers.json, or include it in the .npbuild with Include markers in the export window.
  1. Click Tools › Check server load budget.
  2. A colored tile (heatmap) appears over each chunk in the viewport. Load increases from green → yellow → orange → red.
  3. Click a red row in the Load budget panel table to move the camera to that chunk.
  4. Reduce block entities or light sources, then Check again.
  1. In the Snapshots panel, fill in Name and Note (for example “1st floor frame done”).
  2. Click Save all or Save selection.
  3. While working, select a snapshot in the list and click Compare with current.
  4. Green = added, red = deleted, yellow = changed.
  5. In the Diff list, check only the cells to restore and click Restore checked blocks.
TypeShapeMain properties
RegionArea (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 spawnAreaReference id = mob id · mob count · respawn (s) · bottom Y · top Y
NPC spotPointReference id · facing (yaw)
Quest pointPointReference id = quest id · radius
WarpPointReference id = warp name (/warp) · radius · linked warp
Player spawnPointFacing (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.
FieldMeaning
CheckFinds problems such as missing values, self-intersecting polygons and missing warps.
OriginThe server coordinate origin (X · Y · Z).
Rotate0° · 90° · 180° · 270°
Mirror XFlips left and right.
World nameThe server world name.
Export folderThe folder to write markers.json to.
Ignore errorsExports 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.

What is counted and default limits (per chunk)

Section titled “What is counted and default limits (per chunk)”
ItemWhatDefault limit
Block entitiesContainers · signs · banners · heads + beds · beacons · spawners, etc.64
ContainersChests · barrels · shulker boxes · hoppers · furnaces · dispensers, etc.32
SignsSigns · wall signs · hanging signs24
BannersBanners · wall banners16
HeadsHeads · skulls16
Props1 editor prop = 1 server ItemDisplay48
Light sourcesBlocks with brightness greater than 096
FlowFlowing water · lava, and water · lava cells that can flow128
  • 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.
FieldMeaning
RegionWhole world · Selection
CheckCounts the current range.
HeatmapToggles the viewport tiles.
Warning·over onlyShows 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 atChanges apply and are saved immediately. Reset with Default.
Save CSVSaves 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.
ButtonAction
Save all · Save selectionCreates a save point. Saved in <world>.snapshots/ next to the world file.
Compare with currentShows the differences from the selected snapshot → the current world. You can also double-click it in the list.
Compare twoSelect two with Ctrl+click to see the differences from the earlier one → the later one.
Hide diffClears the diff display (same as Edit › Hide snapshot diff).
See through blocksDraws the diff so blocks do not hide it.
Vertical chunk heatmapGroups changed cells into 16³ boxes.
Restore checked blocksRestores only the cells and chunks checked in the diff list to the snapshot state.
Actors too · Existing actor names · types tooAlso restores actors (group table) when restoring.
UndoRestores everything to the selected snapshot state (with a confirmation dialog).
ArchiveRemoves it from the list and moves it to the _보관 folder. Files are not deleted.
Open folder · RescanOpen 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.
SettingWhereDefault
Load limitsLoad budget panelTable above · Warn at 0.75
Load check before exportLoad budget check in the export windowOn
Include markers (markers within range in the .npbuild)Export windowOn
KeyAction
MMarker mode
EnterClose an area marker
BackspaceCancel the last vertex
EscStop placing
Arrow keysMove the selected marker 1 block in X · Z
PgUp · PgDnMove the selected marker 1 block up · down
R · Shift+RRotate the selected marker 45° · the other way
DeleteDelete the selected marker
Ctrl+Z · Ctrl+YUndo · redo markers (in marker mode)
Ctrl+Alt+SQuick 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.