Permissions
Blueprint has one node per command, a bypass node for locked worlds, and a parent node that grants everything.
trueEvery blueprint.command.* node defaults to true, so every player can use every command, including delete, until you say otherwise. Only blueprint.admin and blueprint.bypass.lock default to op. If not everyone on your server should manage worlds, set up permissions before opening the server to players.
Nodes
| Node | Grants | Default |
|---|---|---|
blueprint.admin | Every node below. | op |
blueprint.command.help | /bp help, and access to /bp itself. | true |
blueprint.command.version | /bp version | true |
blueprint.command.create | /bp create | true |
blueprint.command.import | /bp import | true |
blueprint.command.list | /bp list | true |
blueprint.command.teleport | /bp tp | true |
blueprint.command.hub | /bp hub | true |
blueprint.command.open | /bp open | true |
blueprint.command.close | /bp close | true |
blueprint.command.lock | /bp lock | true |
blueprint.command.unlock | /bp unlock | true |
blueprint.command.clone | /bp clone | true |
blueprint.command.snapshot | All four /bp snapshot actions | true |
blueprint.command.rename | /bp rename | true |
blueprint.command.delete | /bp delete | true |
blueprint.bypass.lock | Build, break, and use buckets in locked worlds. | op |
Note that /bp tp is controlled by blueprint.command.teleport, not .tp.
blueprint.command.help gates the whole commandPaper checks blueprint.command.help before running any /bp subcommand. Denying it locks a player out of Blueprint completely, which is useful for visitors but will surprise you if you only meant to hide the help list.
The help listing and tab completion only show subcommands the player has permission for, so a builder with a limited set of nodes only sees what they can use.
Suggested setups
These examples use LuckPerms syntax. Any permissions plugin that can set a node to false works.
Private build team
Everyone on the server is a trusted builder. The defaults already fit: every player has every command, and operators can edit locked worlds. Nothing to do.
Builders and staff
Builders can move around, build, and snapshot their work. Only staff can create, delete, rename, lock, or restructure worlds.
Deny the management commands for everyone:
/lp group default permission set blueprint.command.create false
/lp group default permission set blueprint.command.import false
/lp group default permission set blueprint.command.open false
/lp group default permission set blueprint.command.close false
/lp group default permission set blueprint.command.lock false
/lp group default permission set blueprint.command.unlock false
/lp group default permission set blueprint.command.clone false
/lp group default permission set blueprint.command.rename false
/lp group default permission set blueprint.command.delete false
Give staff everything:
/lp group staff permission set blueprint.admin true
If a staff member still sees "You don't have permission to do that", check which node wins with /lp user <name> permission check blueprint.command.delete, and set that node to true on the staff group directly if needed.
| Role | Can use |
|---|---|
| Builder | help, version, list, tp, hub, snapshot |
| Staff | Everything, including building in locked worlds |
blueprint.command.snapshot covers restore and delete as well as create. If builders should only take snapshots, not roll worlds back, deny the node for them and let staff handle snapshots.
Showcase or public server
Visitors can look around finished builds but cannot change anything.
- Deny the management commands for the default group, as above, and also deny
blueprint.command.snapshot. - Lock every world visitors can reach with
/bp lock. - Give builders
blueprint.bypass.lockso they can still work in those worlds.
Locked-world bypass
blueprint.bypass.lock is checked at the moment a player acts, so granting or removing it takes effect straight away. See Locked worlds for what the lock blocks.