Maze Generator
Epic showcase by KasaiSora
Usable on low end servers or big crowded servers

📧 Feel free to contact me at mazegenerator@radqnico.anonaddy.com
MazeGenerator 🧩
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.
- Paper
Features ✨
- Streaming generation and placement - no giant in-memory queues.
- On-demand chunk loading only (never preloads).
- Autotuned per-tick time budget to protect TPS.
- Chunk-grouped placement (multiple cells per job) to reduce overhead.
- Weighted material themes for floor, wall, and top (
themes.yml). - Options for hollow walls and closed roofs.
- Tab-complete for arguments, plus
/maze help,/maze stop,/maze reload.
Installation ⚙️
- Build or download the plugin JAR.
- Drop the JAR into your server’s
plugins/folder. - Start the server once to generate default config and data files.
Files created/used:
plugins/MazeGenerator/config.yml- performance and behavior settings.plugins/MazeGenerator/themes.yml- material weights per theme.plugins/MazeGenerator/messages.yml- user-facing messages.
Use /maze reload after changing these files, or restart the plugin/server.
Commands ⌨️
/maze- starts a build with sensible defaults near your position./maze stop- stops all active maze builds./maze help- prints usage and argument reference./maze reload- reloadsconfig.yml,themes.yml, andmessages.yml.
Permissions:
mazegenerator.maze- use/mazeand view status.mazegenerator.reload- use/maze reload.
Arguments (key:value)
Order does not matter; tab-complete suggests keys and many values.
x,y,z: World coordinates (defaults to your position).world: World name (defaults to your world).mazeSizeX,mazeSizeZ: Maze size in cells (odd enforced internally).cellSize: Block width and length of each cell footprint.wallHeight: Vertical wall height (excluding top layer).hasExits:true|false- ensure at least one exit at maze border.additionalExits: Extra exits on top of the first (0..N).hasRoom:true|false- carves a central rectangular room.roomSizeX,roomSizeZ: Room dimensions (cells) for the central room.erosion: 0..1 - occasional small holes in nearby walls while carving.closed:true|false- roof over paths as well (otherwise paths are open to sky).hollow:true|false- wall cells as a shell (edges only) for huge block savings.themeName: Theme key fromthemes.yml(tab-complete lists available themes).
Examples:
/maze mazeSizeX:51 mazeSizeZ:51 cellSize:2 wallHeight:4 hasExits:true additionalExits:1 themeName:forest/maze world:world_nether x:100 y:80 z:-200 mazeSizeX:41 mazeSizeZ:41 themeName:snowy/maze mazeSizeX:75 mazeSizeZ:75 cellSize:3 wallHeight:5 hasExits:true hollow:true closed:false themeName:desert
Configuration (config.yml) 🛠️
Defaults are tuned to preserve TPS on most servers. Key settings:
-
millis-per-tick(default 3) Base time budget per tick used by the builder. Autotune adjusts this up or down within bounds. -
jobs-batch-cells(default 64) How many maze cells the scheduler tries to collect per top-up. Larger values reduce overhead a little, but can increase burstiness. -
cells-per-job(default 16) How many cells to pack into a single placement job for a given chunk. Higher values reduce scheduler overhead and redundant chunk loads. -
set-block-data(default false) Attach CustomBlockData to placed blocks. For most builds this should remain false (saves I/O and memory). -
defer-wall-fill(default false) Build order option:true: carve first (corridors appear quickly), then fill remaining walls; generally fewer total writes.false: fill walls first, then carve; looks like a solid mass at first, then paths appear.
-
autotune:(enabled by default)min-millis-per-tick,max-millis-per-tick- bounds for the per-tick time budget.increase-step,decrease-step- how fast the budget grows or shrinks.spare-high,spare-low- thresholds based on remaining time in the current 50 ms tick.
-
status-interval-jobs(default 1000) Prints a progress update in chat roughly every N jobs executed.
Note: The plugin loads chunks on demand at placement time. There is no preloading and no background chunk budgets.
Example: Smooth (minimal TPS impact)
millis-per-tick: 2
jobs-batch-cells: 32
cells-per-job: 8
set-block-data: false
autotune:
enabled: true
min-millis-per-tick: 1
max-millis-per-tick: 4
increase-step: 1
decrease-step: 2
spare-high: 18
spare-low: 12
defer-wall-fill: true
status-interval-jobs: 500
Example: Balanced (default-like)
millis-per-tick: 3
jobs-batch-cells: 64
cells-per-job: 16
set-block-data: false
autotune:
enabled: true
min-millis-per-tick: 1
max-millis-per-tick: 8
increase-step: 1
decrease-step: 2
spare-high: 18
spare-low: 12
defer-wall-fill: false
status-interval-jobs: 1000
Example: Fast (accept some risk of spikes)
millis-per-tick: 5
jobs-batch-cells: 128
cells-per-job: 32
set-block-data: false
autotune:
enabled: true
min-millis-per-tick: 2
max-millis-per-tick: 10
increase-step: 1
decrease-step: 1
spare-high: 20
spare-low: 10
defer-wall-fill: true
status-interval-jobs: 750
Themes (themes.yml) 🎨
Themes control weighted material selection for three sections: floor, wall, and top.
Example:
desert:
floor:
SANDSTONE: 20
RED_SANDSTONE: 10
wall:
SAND: 40
CHISELED_SANDSTONE: 20
top:
SANDSTONE: 3
forest:
floor:
GRASS_BLOCK: 20
DIRT: 2
wall:
OAK_LOG: 30
OAK_LEAVES: 25
top:
OAK_LOG: 3
Weights are positive integers. Higher weight means more likely. If a section is empty, it falls back to STONE.
Tips:
- Use more variety in
wallandtopfor a more organic look. - Keep
topmaterials lighter for interesting silhouettes.
Messages (messages.yml) 💬
plugin-prefix,job-started,job-status,job-done,job-stopped,command-error,no-permission,config-reloaded.- Color codes use
&and are translated on send.
How Autotune Works (Quick) ⚖️
- Measures spare time within the current 50 ms server tick (based on a tick start event).
- If there is plenty of spare time (
spare >= spare-high), it increases the per-tick time budget byincrease-stepup tomax-millis-per-tick. - If the tick is tight (
spare < spare-low), it decreases bydecrease-stepdown tomin-millis-per-tick. - The builder places blocks only until
now + currentMillisPerTickin each tick.
Performance Tips 🚀
- Use
hollow: trueand a largercellSizeto reduce total blocks dramatically. - Increase
cells-per-jobandjobs-batch-cellsto reduce scheduling overhead. - Keep
set-block-data: falseunless you really need it. - Prefer
defer-wall-fill: truefor faster time-to-visible maze and fewer writes.
Troubleshooting 🧰
-
"Maze seems stuck" or no progress:
- Chat updates are periodic. Lower
status-interval-jobsfor more frequent feedback. - Check console for errors. If chunks are extremely far, each job will load them on demand; this can be slow but should not stall.
- Chat updates are periodic. Lower
-
TPS dips during build:
- Lower
millis-per-tick,jobs-batch-cells, orcells-per-job. - Keep
autotune.enabled: trueso the budget backs off automatically.
- Lower
-
Themes look too uniform:
- Add more materials and weights to
wallandtopsections.
- Add more materials and weights to
Have fun, cheers! 🎉
All Versions
+ Add VersionAdded Dialogs support. Try /maze
## 1.8.1
- Phase-aware progress: separate generation and placement tracking with per-phase boss bars; action bar updates every second, chat once per minute.
- Configurable preview skip:
request-confirm=falsebuilds immediately without particle preview; newbuild-no-previewmessage. - Adaptive placement batching and optional disk spillover to limit RAM (
placement-max-pending,disk-spill.*), with size strings (10M,2G) parsed viaSizeParser. - Removed maze size/height caps; only world Y-range is enforced.
- Removed unused non-stream
MazePlacerimplementation. - Refined tab-completion to include
confirm/canceland refactored command handling. - Preview height columns render top-down.
- Separated chat update cadence (1/min) from bossbar/action bar cadence (1/sec).
> Changes prior to 1.7.3 are not listed here.
Autotuning the building to make it faster without impacting lag.
Internal refactor to make it more efficient.
New README.
Sorry for the delay guys
- Now you can generate **enclosed mazes**!
- Autocompletion** for
x,y,zcoordinates **while looking a block** 
- Changes**:
- Bug fixes.
- Changes**:
- Fixed a little problem with the progress percentage display
- Added command permission
- Changes**:
- More memory efficent in "normal mode"
- Much better "low memory" mode
- Variuos code enhancements
Fixes:
- Plugin prefix
## v1.1
Adds:
- Added roomsAmount parameter to generate open spaces in the labyrinth (if possible)
## v1.0
First version with basic but solid functionalities.