Create an NPC
Create, place, label, and configure an NPC on a Paper build server.
Manage resource packs
Inspect PackSets and select a channel or release for Stage in the Portal.
Integrate a scene host
Implement the Minestom renderer and action contracts.
Build and publish assets
Compose contributions and publish immutable PackSet artifacts.
Ownership and data flow
Follow the right workflow
1
Author and save
Edit the scene in your build world, validate it, and run
/scene save. A saved sidecar becomes part of the next map source upload.2
Derive and publish the map
The map pipeline validates the exact catalog references and emits a canonical scene with the world bundle. Check derive status before moving a map pin.
3
Make the assets available
Build and publish the PackSet that declares the scene assets. A published PackSet does not change the active Config selection by itself.
4
Load and deliver
The lobby loads the selected scene at startup. Velocity resolves the configured PackSet in the background and offers it at login or the next backend connection.
Changing a PackSet selection does not replace a running lobby’s scene or world. Changing a map pin does not select a PackSet. Keep the asset catalog supported by the editor, derivation worker, and scene host compatible with the map you activate.
Current implementation scope
The lobby uses explicit renderer factories for thegrounds:editor/guide NPC body and grounds:editor/marker prop. It supports authored transforms, labels, private highlights, collision, and the catalog-backed lobby navigator action. The general scene library can describe more capabilities than this host implements; unsupported capabilities fail preflight.
Pack delivery is global through Velocity. Per-gamemode overlays and a Minestom delivery adapter are not implemented. The Portal selection endpoint is fixed to Stage, even when the Portal itself is served from its production URL.
Start with scene authoring, scene format, map publication, or PackSet architecture.
