{"id":98933,"date":"2026-06-05T19:25:57","date_gmt":"2026-06-05T16:25:57","guid":{"rendered":"https:\/\/vpesports.com\/minecraft\/mods\/mazegenerator\/"},"modified":"2026-06-05T19:25:57","modified_gmt":"2026-06-05T16:25:57","slug":"mazegenerator","status":"publish","type":"mod","link":"https:\/\/vpesports.com\/minecraft\/mods\/mazegenerator\/","title":{"rendered":"Maze Generator"},"content":{"rendered":"<p># Maze Generator<br \/>\n## Epic showcase by KasaiSora<br \/>\n<iframe loading=\"lazy\" width=\"560\" height=\"315\" src=\"https:\/\/www.youtube-nocookie.com\/embed\/TerHwLC5dfk\" title=\"YouTube video player\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" allowfullscreen><\/iframe><\/p>\n<p>## Usable on low end servers or big crowded servers<br \/>\n![Graph of performance](https:\/\/cdn.modrinth.com\/data\/cached_images\/e042accffff680dee0f98d809fedeaa2801d227f.png)<\/p>\n<p>&#8212;<\/p>\n<p>\ud83d\udce7 Feel free to contact me at **[mazegenerator@radqnico.anonaddy.com](mailto:mazegenerator@radqnico.anonaddy.com)**<\/p>\n<p>My plugins are **free to use** without any catch, but if you want to support me and give me a way to continuing releasing new features, please consider a small contribution \ud83d\ude0a<\/p>\n<p>\u2615 **https:\/\/www.buymeacoffee.com\/radqnico**<\/p>\n<p>&#8212;<\/p>\n<p># MazeGenerator \ud83e\udde9<\/p>\n<p>Download on Modrinth<\/p>\n<p>Build **massive, themed mazes** in Minecraft without freezing the server. The plugin generates the maze layout **incrementally** and places blocks **over time** with a configurable **per-tick budget**. Work is grouped per chunk, and chunks are only loaded on demand at the exact moment blocks need to be placed.<\/p>\n<p>* **Paper**<\/p>\n<p>## Features \u2728<\/p>\n<p>* **Streaming generation and placement** &#8211; no giant in-memory queues.<br \/>\n* **On-demand chunk loading only** (never preloads).<br \/>\n* **Autotuned per-tick time budget** to protect TPS.<br \/>\n* **Chunk-grouped placement** (multiple cells per job) to reduce overhead.<br \/>\n* **Weighted material themes** for floor, wall, and top (`themes.yml`).<br \/>\n* Options for **hollow walls** and **closed roofs**.<br \/>\n* **Tab-complete** for arguments, plus `\/maze help`, `\/maze stop`, `\/maze reload`.<\/p>\n<p>&#8212;<\/p>\n<p>## Installation \u2699\ufe0f<\/p>\n<p>1. Build or download the plugin JAR.<br \/>\n2. Drop the JAR into your server\u2019s `plugins\/` folder.<br \/>\n3. Start the server once to generate default config and data files.<\/p>\n<p>Files created\/used:<\/p>\n<p>* `plugins\/MazeGenerator\/config.yml` &#8211; performance and behavior settings.<br \/>\n* `plugins\/MazeGenerator\/themes.yml` &#8211; material weights per theme.<br \/>\n* `plugins\/MazeGenerator\/messages.yml` &#8211; user-facing messages.<\/p>\n<p>Use `\/maze reload` after changing these files, or restart the plugin\/server.<\/p>\n<p>&#8212;<\/p>\n<p>## Commands \u2328\ufe0f<\/p>\n<p>* `\/maze` &#8211; **starts a build** with sensible defaults near your position.<br \/>\n* `\/maze stop` &#8211; **stops all active maze builds**.<br \/>\n* `\/maze help` &#8211; prints usage and argument reference.<br \/>\n* `\/maze reload` &#8211; reloads `config.yml`, `themes.yml`, and `messages.yml`.<\/p>\n<p>**Permissions:**<\/p>\n<p>* `mazegenerator.maze` &#8211; use `\/maze` and view status.<br \/>\n* `mazegenerator.reload` &#8211; use `\/maze reload`.<\/p>\n<p>### Arguments (key:value)<\/p>\n<p>*Order does not matter; tab-complete suggests keys and many values.*<\/p>\n<p>* **`x`, `y`, `z`**: World coordinates (defaults to your position).<br \/>\n* **`world`**: World name (defaults to your world).<br \/>\n* **`mazeSizeX`, `mazeSizeZ`**: Maze size in cells (odd enforced internally).<br \/>\n* **`cellSize`**: Block width and length of each cell footprint.<br \/>\n* **`wallHeight`**: Vertical wall height (excluding top layer).<br \/>\n* **`hasExits`**: `true|false` &#8211; ensure at least one exit at maze border.<br \/>\n* **`additionalExits`**: Extra exits on top of the first (0..N).<br \/>\n* **`hasRoom`**: `true|false` &#8211; carves a central rectangular room.<br \/>\n* **`roomSizeX`, `roomSizeZ`**: Room dimensions (cells) for the central room.<br \/>\n* **`erosion`**: 0..1 &#8211; occasional small holes in nearby walls while carving.<br \/>\n* **`closed`**: `true|false` &#8211; roof over paths as well (otherwise paths are open to sky).<br \/>\n* **`hollow`**: `true|false` &#8211; wall cells as a shell (edges only) for huge block savings.<br \/>\n* **`themeName`**: Theme key from `themes.yml` (tab-complete lists available themes).<\/p>\n<p>**Examples:**<\/p>\n<p>* `\/maze mazeSizeX:51 mazeSizeZ:51 cellSize:2 wallHeight:4 hasExits:true additionalExits:1 themeName:forest`<br \/>\n* `\/maze world:world_nether x:100 y:80 z:-200 mazeSizeX:41 mazeSizeZ:41 themeName:snowy`<br \/>\n* `\/maze mazeSizeX:75 mazeSizeZ:75 cellSize:3 wallHeight:5 hasExits:true hollow:true closed:false themeName:desert`<\/p>\n<p>&#8212;<\/p>\n<p>## Configuration (`config.yml`) \ud83d\udee0\ufe0f<\/p>\n<p>Defaults are tuned to **preserve TPS** on most servers. Key settings:<\/p>\n<p>* **`millis-per-tick`** (default 3)<br \/>\n  Base time budget per tick used by the builder. Autotune adjusts this up or down within bounds.<\/p>\n<p>* **`jobs-batch-cells`** (default 64)<br \/>\n  How many maze cells the scheduler tries to collect per top-up. Larger values reduce overhead a little, but can increase burstiness.<\/p>\n<p>* **`cells-per-job`** (default 16)<br \/>\n  How many cells to pack into a single placement job for a given chunk. Higher values reduce scheduler overhead and redundant chunk loads.<\/p>\n<p>* **`set-block-data`** (default false)<br \/>\n  Attach CustomBlockData to placed blocks. For most builds this should remain false (saves I\/O and memory).<\/p>\n<p>* **`defer-wall-fill`** (default false)<br \/>\n  Build order option:<\/p>\n<p>    * `true`: carve first (corridors appear quickly), then fill remaining walls; generally fewer total writes.<br \/>\n    * `false`: fill walls first, then carve; looks like a solid mass at first, then paths appear.<\/p>\n<p>* **`autotune:`** (enabled by default)<\/p>\n<p>    * `min-millis-per-tick`, `max-millis-per-tick` &#8211; bounds for the per-tick time budget.<br \/>\n    * `increase-step`, `decrease-step` &#8211; how fast the budget grows or shrinks.<br \/>\n    * `spare-high`, `spare-low` &#8211; thresholds based on remaining time in the current 50 ms tick.<\/p>\n<p>* **`status-interval-jobs`** (default 1000)<br \/>\n  Prints a progress update in chat roughly every N jobs executed.<\/p>\n<p>> **Note:** The plugin loads chunks **on demand at placement time**. There is no preloading and no background chunk budgets.<\/p>\n<p>### Example: Smooth (minimal TPS impact)<\/p>\n<p>&#8220;`yaml<br \/>\nmillis-per-tick: 2<br \/>\njobs-batch-cells: 32<br \/>\ncells-per-job: 8<br \/>\nset-block-data: false<\/p>\n<p>autotune:<br \/>\n  enabled: true<br \/>\n  min-millis-per-tick: 1<br \/>\n  max-millis-per-tick: 4<br \/>\n  increase-step: 1<br \/>\n  decrease-step: 2<br \/>\n  spare-high: 18<br \/>\n  spare-low: 12<\/p>\n<p>defer-wall-fill: true<br \/>\nstatus-interval-jobs: 500<br \/>\n&#8220;`<\/p>\n<p>### Example: Balanced (default-like)<\/p>\n<p>&#8220;`yaml<br \/>\nmillis-per-tick: 3<br \/>\njobs-batch-cells: 64<br \/>\ncells-per-job: 16<br \/>\nset-block-data: false<\/p>\n<p>autotune:<br \/>\n  enabled: true<br \/>\n  min-millis-per-tick: 1<br \/>\n  max-millis-per-tick: 8<br \/>\n  increase-step: 1<br \/>\n  decrease-step: 2<br \/>\n  spare-high: 18<br \/>\n  spare-low: 12<\/p>\n<p>defer-wall-fill: false<br \/>\nstatus-interval-jobs: 1000<br \/>\n&#8220;`<\/p>\n<p>### Example: Fast (accept some risk of spikes)<\/p>\n<p>&#8220;`yaml<br \/>\nmillis-per-tick: 5<br \/>\njobs-batch-cells: 128<br \/>\ncells-per-job: 32<br \/>\nset-block-data: false<\/p>\n<p>autotune:<br \/>\n  enabled: true<br \/>\n  min-millis-per-tick: 2<br \/>\n  max-millis-per-tick: 10<br \/>\n  increase-step: 1<br \/>\n  decrease-step: 1<br \/>\n  spare-high: 20<br \/>\n  spare-low: 10<\/p>\n<p>defer-wall-fill: true<br \/>\nstatus-interval-jobs: 750<br \/>\n&#8220;`<\/p>\n<p>&#8212;<\/p>\n<p>## Themes (`themes.yml`) \ud83c\udfa8<\/p>\n<p>Themes control **weighted material selection** for three sections: `floor`, `wall`, and `top`.<\/p>\n<p>Example:<\/p>\n<p>&#8220;`yaml<br \/>\ndesert:<br \/>\n  floor:<br \/>\n    SANDSTONE: 20<br \/>\n    RED_SANDSTONE: 10<br \/>\n  wall:<br \/>\n    SAND: 40<br \/>\n    CHISELED_SANDSTONE: 20<br \/>\n  top:<br \/>\n    SANDSTONE: 3<\/p>\n<p>forest:<br \/>\n  floor:<br \/>\n    GRASS_BLOCK: 20<br \/>\n    DIRT: 2<br \/>\n  wall:<br \/>\n    OAK_LOG: 30<br \/>\n    OAK_LEAVES: 25<br \/>\n  top:<br \/>\n    OAK_LOG: 3<br \/>\n&#8220;`<\/p>\n<p>Weights are **positive integers**. Higher weight means more likely. If a section is empty, it falls back to `STONE`.<\/p>\n<p>**Tips:**<\/p>\n<p>* Use more variety in `wall` and `top` for a more organic look.<br \/>\n* Keep `top` materials lighter for interesting silhouettes.<\/p>\n<p>&#8212;<\/p>\n<p>## Messages (`messages.yml`) \ud83d\udcac<\/p>\n<p>* `plugin-prefix`, `job-started`, `job-status`, `job-done`, `job-stopped`, `command-error`, `no-permission`, `config-reloaded`.<br \/>\n* Color codes use `&#038;` and are translated on send.<\/p>\n<p>&#8212;<\/p>\n<p>## How Autotune Works (Quick) \u2696\ufe0f<\/p>\n<p>* Measures **spare time** within the current 50 ms server tick (based on a tick start event).<br \/>\n* If there is plenty of spare time (`spare >= spare-high`), it increases the per-tick time budget by `increase-step` up to `max-millis-per-tick`.<br \/>\n* If the tick is tight (`spare < spare-low`), it decreases by `decrease-step` down to `min-millis-per-tick`.\n* The builder places blocks **only until** `now + currentMillisPerTick` in each tick.\n\n---\n\n## Performance Tips \ud83d\ude80\n\n* Use `hollow: true` and a larger `cellSize` to **reduce total blocks dramatically**.\n* Increase `cells-per-job` and `jobs-batch-cells` to **reduce scheduling overhead**.\n* Keep `set-block-data: false` unless you really need it.\n* Prefer `defer-wall-fill: true` for faster **time-to-visible maze** and fewer writes.\n\n---\n\n## Troubleshooting \ud83e\uddf0\n\n* **\"Maze seems stuck\" or no progress:**\n\n    * Chat updates are periodic. Lower `status-interval-jobs` for more frequent feedback.\n    * Check console for errors. If chunks are extremely far, each job will load them on demand; this can be slow but should not stall.\n* **TPS dips during build:**\n\n    * Lower `millis-per-tick`, `jobs-batch-cells`, or `cells-per-job`.\n    * Keep `autotune.enabled: true` so the budget backs off automatically.\n* **Themes look too uniform:**\n\n    * Add more materials and weights to `wall` and `top` sections.\n\n\n# Have fun, cheers! \ud83c\udf89\n\n\n<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Generate custom, random and huge labyrinths. 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