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Permissions

Blueprint has one node per command, a bypass node for locked worlds, and a parent node that grants everything.

Command nodes default to true

Every 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​

NodeGrantsDefault
blueprint.adminEvery node below.op
blueprint.command.help/bp help, and access to /bp itself.true
blueprint.command.version/bp versiontrue
blueprint.command.create/bp createtrue
blueprint.command.import/bp importtrue
blueprint.command.list/bp listtrue
blueprint.command.teleport/bp tptrue
blueprint.command.hub/bp hubtrue
blueprint.command.open/bp opentrue
blueprint.command.close/bp closetrue
blueprint.command.lock/bp locktrue
blueprint.command.unlock/bp unlocktrue
blueprint.command.clone/bp clonetrue
blueprint.command.snapshotAll four /bp snapshot actionstrue
blueprint.command.rename/bp renametrue
blueprint.command.delete/bp deletetrue
blueprint.bypass.lockBuild, 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 command

Paper 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.

RoleCan use
Builderhelp, version, list, tp, hub, snapshot
StaffEverything, including building in locked worlds
Snapshots include restore

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.

  1. Deny the management commands for the default group, as above, and also deny blueprint.command.snapshot.
  2. Lock every world visitors can reach with /bp lock.
  3. Give builders blueprint.bypass.lock so 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.