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Visual node editor that compiles your ability graphs into real Java, hot-loaded without a restart.





A node-based visual editor for Paper. Wire up logic like Unreal Blueprint, and Blueprints turns your graph into real, compiled Java code — then loads it into your server while it's still running.
No scripting language to learn, no interpreter running your logic at half speed. Under the hood, every graph you build is translated into genuine Java source, compiled in-memory by an embedded compiler, and hot-loaded straight into the plugin — so what you ship runs with the performance of a hand-written listener, not a script.
Drop the jar in plugins/, start Paper, join as an operator. Blueprints walks you through the rest in chat. A working example — Fire Sword, right-click to unleash a burst of fire — is already compiled and active before you've opened the editor once. Type /blueprints, click the link, confirm Yes, that's me in-game, and the editor opens on that exact graph so you can see how it's wired.
A handful of more advanced examples ship alongside it, ready to enable and study: a Storm Staff, a Hunter combo ability, a kit command, a pulsing arena effect, world/chat automation, and an integrations showcase.
White wires carry execution — the order things happen. Colored pins carry data — the player, the item, the location, the number that flows between nodes. Drag a trigger onto the canvas, wire it to an action, hit Compile & Load, and your ability is live. Issues are highlighted before you compile, not after your server complains. Undo/redo, duplicate, and JSON import/export are all built in, so iterating on a graph feels like editing a document, not fighting a build pipeline.
This is the part that sets Blueprints apart: Compile & Load doesn't interpret your graph on every event — it hands the generated Java source to an embedded compiler, produces real bytecode, and swaps it into the running server. No restart, no system JDK required on the host. Every custom item, ability, GUI flow, and automation you design runs as native compiled code from the moment you click the button, with a full backup of the previous version written before each compile.
190+ nodes across triggers, conditions, actions, inventory, GUIs, HUD elements, teams, world data, zones, records, and procedures give you the vocabulary to build custom weapons and abilities, interactive menus, scoreboard and boss-bar HUDs, kits, arenas, and cross-plugin automations — without writing a listener by hand for each one.
Optional integrations light up automatically when the corresponding plugin is present — PlaceholderAPI, Vault, WorldGuard, ItemsAdder, EssentialsX, and Factions — and stay dormant, without errors, when it isn't. A graph that depends on one of them simply refuses to compile until the dependency is installed, so you never ship a silently broken ability.
The in-browser editor isn't a trusted internal tool bolted onto your server — it's treated as public-facing by default. Every operator gets their own session through /blueprints; the token is never stored in plaintext, only its hash. Opening the editor in a browser sends a confirmation request in-game — Yes authorizes that browser and IP, No blocks it, and every API call without a confirmed session gets a flat 401. The bind defaults to loopback, and variables are persisted locally to YAML — there's no external backend collecting your server's data.
Server owners and builders who want the reach of a scripting tool — fast iteration, no separate IDE, no recompiling a whole codebase for one ability — without giving up the performance and reliability of native Java. If you've outgrown command-based scripting but don't want to hand-write and redeploy a full plugin for every new item or mechanic, this is the middle ground.