Minecraft Bedrock Crossplay Guide
A complete guide to Geyser and Floodgate, opening the Bedrock port, and getting phone and console players onto your Java server.
A Minecraft schematic is a file that stores a section of a Minecraft world so that it can be placed into a different world later. It holds every block and its exact state, and in modern formats it also holds entities and biomes. Schematics are the standard way builders and server owners move a creation between worlds without shipping an entire world folder.
This guide explains what a schematic actually contains, how the old and the new file formats differ, how to create one, how to import it on a server, and what to do when the result does not look the way you expected.
A schematic is a saved copy of a region of blocks. Think of it as a blueprint. The file records the size of the region, the blocks inside it, the state of each block such as the direction a stair faces or whether a door is open, and a reference point that tells the tool where the build should sit when it is placed again.
Schematics are not an official Minecraft feature. The format was created by the community so that programs outside the game could store parts of a world, and it grew up around tools such as MCEdit, WorldEdit and Litematica. This is also why vanilla Minecraft cannot open a schematic on its own. You always need something to read the file and stamp it into the world, which in practice means FastAsyncWorldEdit, WorldEdit or a building mod.
A modern schematic file typically contains the following:
Everything past this point is done with a plugin, and there are two worth knowing by name. WorldEdit is the original, and it is the tool the schematic formats grew up around. FastAsyncWorldEdit, usually shortened to FAWE, is a fork of it with large performance and memory improvements, and it is the plugin most build sellers and server owners actually run.
The difference that matters for schematics is how a paste is carried out. FAWE performs heavy operations asynchronously, which is exactly what you want when a single paste touches millions of blocks, while classic WorldEdit does the work on the main thread and the server waits for it to finish. Because other plugins talk to the WorldEdit interface, installing FAWE also speeds those plugins up without any extra configuration.
The extra commands are worth a look too. FAWE can load several clipboards at once, move files between folders, place a clipboard without applying transformations, hand you a clipboard through a web interface, and fix lighting after a large edit.
The rest of this guide uses FAWE, which is why you will see the name throughout. Every command below exists in classic WorldEdit as well, so you can continue with that one, and where it behaves differently the guide says so.
A schematic only contains the build itself. A world download contains the build plus everything around it, including the terrain, the world settings and the generated chunks. Both are useful, but they solve different problems.
Use a schematic when you want to add a build to a server you already run. It is a small file, it drops into a world that already exists, and the same one can be rotated, mirrored and pasted as many times as you like. Use a full world when you want a finished map that only needs to be uploaded and loaded, with the terrain and the world settings already in place.
A full world is the better choice when the terrain itself is part of the product, when the map was made with a custom generator, or when the buyer wants to be certain that the result matches the preview exactly. Adventure maps and RPG server worlds usually fall into this category.
The trade off is practical. A world has to be uploaded, registered on the server and connected to the rest of the network, it takes far more disk space in backups, and it can only be moved forward between Minecraft versions. Downgrading a world to an older version is not supported and tends to corrupt data.
Both extensions describe a saved region of blocks, but they come from different eras of Minecraft and the file inside is built differently. Renaming one to the other does nothing, because the plugin reads the structure of the file, not the extension.
The original format stores its data as NBT and is loosely based on a very old Minecraft level format. Blocks are stored as numeric identifiers with a small block of extra data attached to each one, which was exactly how Minecraft itself described blocks at the time. The file records the width, height and length of the region, the block array, the block data array, and lists of entities and block entities. One notable weakness of the format is that it cannot express the difference between air that should overwrite existing blocks and air that should be ignored. Minecraft 1.13 then changed the way blocks are described, the old format could not follow, and the tools moved to a new one.
The modern format is defined by the Sponge Schematic Specification. Sponge is an open source modding platform for Minecraft Java Edition, and its team wrote the specification that the building tools then standardised on, which is where the name comes from. It is still NBT, compressed with GZip, but the structure is very different. Instead of describing every block over and over, the file lists each distinct block once, down to which way it faces and whether it holds water, and then stores the build as numbers pointing at that list. The extension .schem was chosen deliberately so that the modern files can be told apart from the legacy ones.
Yes. FAWE and modern WorldEdit both keep a compatibility layer that converts legacy blocks, entities and block entities into something that can exist in a current world. The conversion is not always perfect, because older files simply do not store as much information as newer ones, but it does a reasonable job.
Writing legacy files is a different story. Current versions cannot save in the old format, because the conversion in that direction would lose data. WorldEdit 6 and older wrote it, and those builds run on Minecraft 1.12 and below, which is still where a good number of servers sit. There are converters that turn a .schem into a .schematic, with some limitations. If you find a product that is only available as a legacy file and you run a current server, load it and save it again as a .schem file and keep that copy.
Schematics are not the only build files in circulation. These are the two you are most likely to meet.
| Extension | Tool | Notes |
|---|---|---|
.litematic |
Litematica | A client side mod that displays the build as a hologram and lists the required materials. Popular for survival building. Neither FAWE nor WorldEdit reads this format. |
.bp |
Axiom | The blueprint format of the Axiom building mod. Axiom itself can import and export schematics. |
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//wand to receive the selection tool, which is a wooden axe by default.//pos1 and //pos2.//copy.//schem save name-of-the-build.Step three matters more than it looks. The copy command remembers where you were standing relative to the region, and that offset is saved into the file. When somebody later pastes the build, it lands relative to where they stand in the same way. Copying while floating high above the build is the single most common reason a paste ends up in the air.
Two flags are worth adding to the copy command. Use -e to include entities such as item frames, armor stands and paintings. Use -b to include biomes. Neither is included by default.
The folder depends on which plugin you installed:
plugins/WorldEdit/schematicsplugins/FastAsyncWorldEdit/schematicsThe folder is not created until the first schematic is saved in game, so if it does not exist yet, create it manually and drop your files inside. The quickest way to have it made for you is to select any small region, run //copy and then //schem save test, which writes the folder in the right place along with the file.
The save and load commands also accept a path in the form folder/file, which creates a subfolder and keeps large collections readable. If you want to share one schematic folder between several servers, you have to enable the allow-symbolic-links option in the config.
A player who makes files needs worldedit.wand and worldedit.selection.pos for the selection, worldedit.clipboard.copy for the copy, and worldedit.clipboard.save with worldedit.schematic.save for the file itself. The nodes keep the worldedit prefix under FAWE, which reuses the classic WorldEdit permission set.
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.schem or .schematic file into plugins/FastAsyncWorldEdit/schematics on your server. Extract the archive first if the build was delivered as a ZIP or RAR file.//schem list in game to confirm that the server can see the file.//schem load followed by the file name to load the build into your clipboard.//paste to place the build in the world.//undo if the position is wrong, then move and paste again.The listing produced by //schem list is interactive. It offers a button that loads the file directly, it can be sorted by modification date with -n or -d, and it is paginated with -p.
On classic WorldEdit the six steps are identical apart from the folder in step one.
| Flag | Effect |
|---|---|
-a |
Skips air blocks, so the surrounding terrain is left intact |
-o |
Pastes at the original coordinates instead of relative to you |
-s |
Selects the pasted region afterwards |
-n |
Selects the target region without pasting anything, useful as a preview |
-e |
Pastes entities, if the file contains any |
-b |
Pastes biomes, if the file contains any |
The one worth adding by default is -e. Item frames, armor stands and paintings are entities rather than blocks, so a plain paste leaves them behind even when the file carries them. Pasting with -e brings them across, and it does nothing at all when the file has none, so there is no reason to leave it off.
Rotation works on the clipboard, not on the world, so nothing is placed until you paste. Use //rotate 90 to turn the build clockwise by 90 degrees. Rotations happen around the point you were standing on when the build was copied, which is another reason that reference point matters.
A player who imports builds needs worldedit.schematic.list to see the folder, worldedit.clipboard.load and worldedit.schematic.load to read the file, worldedit.clipboard.paste to place it, and worldedit.history.undo to take it back.
The permission that people forget is worldedit.setnbt. Without it, block entities are not written, which means chests arrive empty and signs arrive blank.
| Command | What it does |
|---|---|
//wand |
Gives you the selection tool |
//pos1, //pos2 |
Set the selection corners at your position |
//size |
Shows the size of the selection, or of the clipboard with -c |
//copy |
Copies the selection into your clipboard |
//cut |
Copies the selection and removes it from the world |
//paste |
Places the clipboard into the world |
//rotate, //flip |
Transform the clipboard before pasting |
//schem save |
Saves the clipboard to a file, -f overwrites an existing one |
//schem load |
Loads a file into the clipboard |
//schem list |
Lists the files in the schematics folder |
//schem delete |
Deletes a file from the schematics folder |
//schem share |
Uploads the clipboard and returns a short lived link |
/clearclipboard |
Empties your clipboard |
//undo, //redo |
Step back or forward through your edit history |
Every command above works in both plugins, because FAWE keeps the WorldEdit command set and adds to it. One note on the list. The //schem share command uploads to a paste service intended for short term sharing, and those uploads are removed after a month, so it is not a distribution channel.
Your clipboard lives in your session rather than in the world, and the session is kept for a short time after you log out, so a disconnect in the middle of a job is not necessarily a disaster.
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Because the paste is relative to the position stored inside the file. When the build was copied, the offset between the builder and the region was saved with it, and your paste reproduces that offset from where you stand. Run //undo, then either move and paste again, or use //paste -o to place the build at the coordinates it originally occupied.
This is the problem FAWE exists to solve, so the first answer is to install it. It moves the work off the main thread, which is what keeps the watchdog from tripping while a paste of several million blocks runs. Pasting with -a helps as well, because the air inside the box is then never written.
Large edits are still memory hungry either way. The WorldEdit documentation suggests allocating roughly 2GB for every ten million blocks in the edit.
Memory also builds up across a session rather than being freed after every paste, because each edit is kept so that it can be undone. After a long run of large operations the only thing that frees it again is a restart of the server.
Note that more memory keeps the server alive, it does not keep your client connected. Being disconnected during a very large paste while the server finishes the job is normal behaviour.
Chest contents and sign text are stored as block entities, and writing them requires the worldedit.setnbt permission, under FAWE as well as classic WorldEdit.
They are entities, not blocks, so they are only present if the file was created with the entity flag and only placed if the paste also uses it. Copy with -e and paste with -e. If the file itself was saved without entities, no flag on the paste can bring them back.
Lighting is not stored inside the file, it is calculated by the server. After a large paste the server needs to relight the area, and it does not always do so immediately. This is one of the places where FAWE has an answer that classic WorldEdit does not, because it ships //fixlighting, which forces a relight of the selection.
Once you know how the files work, adding a finished build to your server takes a couple of minutes. You can browse Minecraft schematics on PixelEast, or jump straight into spawn builds, lobby builds, arena builds or medieval builds.
Every listing states the supported Minecraft versions, the file formats and the tags, so you know before you buy whether the file will load on your server.
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Browse Minecraft schematics