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1.1.0 · Paper 26.3 / Folia 26.3
Cosmos adds a second dimension above your world: keep flying up and you break through into a silent starfield where every planet is generated from a coordinate hash. Fall back down and you return to where you left off.
| Feature | What it gives you |
|---|---|
| A sky full of planets | Every planet is generated from its coordinates and a seed, so the same seed always produces the same sky. Spheres of stone, sand, ice, basalt and more, each with a crust, a thicker shell and a solid core. |
| Y-axis travel | Fly past Y = 400 in the overworld to enter Cosmos; drop below Y = 0 in Cosmos to come home. No portals, no commands needed. |
| Scale that keeps you oriented | The two worlds share one horizontal map at 1:64 — x = 1600 in the overworld is x = 25 in Cosmos. Your position always maps back. |
| Low gravity, elytra-first | Falling is slowed to a gentle drift, and anyone wearing an elytra is left completely alone so gliding feels vanilla. |
| Floating items | Dropped items hang in space instead of dropping forever (experience orbs optional). |
| A landmark to land under | A guaranteed planet sits right above the arrival point, so stepping into the void is never a dead end. |
| Folia ready | Runs on both Paper and Folia, detected at runtime. |
- Paper 26.3 or Folia 26.3 (older 1.21.x servers work only with a jar built for their API version)
- Java 21 or newer on the server
- Drop
Cosmos-1.1.0.jarintoplugins/. - Start the server.
- That's it — the
cosmosworld is created the first time someone travels there, or immediately with/cosmos reload.
- Stand in the overworld and fly (or build) up to
Y = 400. - You are moved to Cosmos at
(x / 64, 10, z / 64)— right under the origin planet. - Look up: that planet is your landmark. Everything else is procedural sky.
- To come back, drop below
Y = 0in Cosmos and you reappear at(x * 64, 390, z * 64).
A 3-second cooldown after each jump prevents bouncing back and forth, and the Cosmos world border always mirrors your overworld border.
On a 320-block-tall overworld the build limit is
Y = 319, so reachingY = 400needs an elytra and fireworks. That is intentional — but you can lowerteleport-y-world(for example to330) if you prefer an easier trip.
Two files, both in plugins/Cosmos/. Run /cosmos reload after editing; world-level settings (name, environment, seed) only apply to a world that is created afterwards.
| Key | Default | Meaning |
|---|---|---|
scale |
64 |
Horizontal ratio between the worlds. 4 means Cosmos is 4× smaller. |
main-world |
world |
The overworld name travel starts from. |
teleport-y-world |
400 |
Y in the overworld that sends you up to Cosmos. |
teleport-y-cosmos |
0 |
Y in Cosmos that sends you back down. |
teleport-y-offset |
10 |
Safety margin: you arrive at teleport-y-cosmos + offset and leave at teleport-y-world - offset. |
teleport-cooldown-ms |
3000 |
Ignore new jumps for this long after one. |
portal-cooldown-ticks |
100 |
Vanilla portal cooldown applied after travel. |
y-check-interval-ticks |
10 |
How often player heights are checked. |
teleport-preload-radius |
2 |
Chunks around the landing spot loaded before the jump (radius 2 = 5×5). 0 disables preloading. |
fallback-location |
cosmos 0.5 160 0.5 |
Where /cosmos tp puts players who have no position to map. |
| Key | Default | Meaning |
|---|---|---|
cosmos-world-name |
cosmos |
Name of the dimension's world folder. Change it to get a brand-new sky. |
cosmos-world-environment |
THE_END |
World type; THE_END gives a dark, cloudless sky. Height limits follow the environment. |
cosmos-biome |
THE_END |
Biome used everywhere. |
cosmos-world-seed |
1337 |
Seed of the world itself (terrain features, not planets). |
cosmos-world-auto-create |
true |
Create the world automatically if it does not exist. |
cosmos-world-border-sync |
true |
Mirror the overworld border into Cosmos at the chosen scale. |
cosmos-world-gamerules |
see file | Gamerules applied to Cosmos (mob spawning off, time running, weather frozen, fall damage on). |
world-check-interval-ticks |
100 |
How often the plugin looks for the world / border changes. |
cosmos-view-distance |
0 |
Simulation view distance for Cosmos. 0 keeps the server default; 6–8 makes dimension changes much lighter. |
cosmos-send-view-distance |
8 |
Chunks sent to the client in Cosmos. Lower = faster to enter and leave, but fog closer in. |
| Key | Default | Meaning |
|---|---|---|
item-float-enabled |
true |
Dropped items stop falling in Cosmos. |
float-experience-orb |
false |
Also freeze experience orbs. |
float-freeze-velocity |
true |
Stop items completely instead of letting them drift. |
float-unlimited-lifetime |
false |
Keep floating items forever. |
float-sweep-interval-ticks |
200 |
How often the area around each player is re-checked. |
float-sweep-radius |
16 |
Radius of that re-check — dropped items inside it are re-applied the floating state. |
player-float-enabled |
true |
Slow down falling in Cosmos. |
player-float-fall-speed |
0.08 |
Maximum downward speed while falling, in blocks per tick. |
player-float-interval-ticks |
2 |
How often that speed limit is applied. |
player-float-skip-elytra |
true |
Leave players wearing an elytra alone — keep this on unless you want the slow fall to fight your glider. |
debug |
false |
Extra log lines. |
| Key | Default | Meaning |
|---|---|---|
enabled |
true |
Turn all procedural planets off (the world becomes empty space). |
cell-size |
96 |
Size of the grid cell each planet is placed in. Smaller = denser sky. |
chance |
0.6 |
Probability that a cell holds a planet. Higher = denser sky. |
min-radius / max-radius |
6 / 28 |
Size range of generated planets. |
min-shell-thickness / max-shell-thickness |
2 / 8 |
Thickness of the crust between surface and core. |
min-y / max-y |
40 / 240 |
Height band for planet centres (clamped to the world's build range). |
seed |
20260101 |
Change it for a completely different sky. |
spawn-planet |
true |
Keep one planet directly above the arrival point. |
spawn-radius / spawn-center-y |
42 / 60 |
Size and height of that landmark planet. |
weight |
0 |
Draw order when planets overlap. |
palette |
6 entries | Block pairs (outer-block / core-block) used to build planets; one is picked per planet. |
Quick tuning:
- More planets — lower
cell-size(e.g.64) or raisechance(e.g.0.8). - Fewer, bigger planets — raise
cell-size, raisemax-radius. - Different sky, same world — change
seed. - No landmark —
spawn-planet: false. - Empty space —
enabled: false.
| Command | Permission | Default | What it does |
|---|---|---|---|
/cosmos reload (/cos reload) |
cosmos.reload |
op | Reload config.yml, planets.yml and message.yml. |
/cosmos tp <player> |
cosmos.tp |
op | Send a player into Cosmos. |
/cosmos info |
cosmos.info |
everyone | Show scale, thresholds and world status. |
cosmos.admin grants all three. Every message (prefix, colours, wording) is editable in message.yml.
| Symptom | Fix |
|---|---|
| Flying up does nothing | You must be in main-world and at or above teleport-y-world. Check /cosmos info. |
| I arrive in empty space | spawn-planet is off, or spawn-center-y puts the landmark out of reach — set spawn-center-y: 60. |
| Planets look sparse | Lower cell-size or raise chance; or pick a new seed. |
| The sky looks nothing like the screenshots | Chunks that already exist are never redrawn. Travel to new areas, or change cosmos-world-name for a fresh world. |
| Elytra barely works in Cosmos | Make sure player-float-skip-elytra is true (the default). |
| Client freezes when entering or leaving | Lower cosmos-send-view-distance to 6, and teleport-preload-radius to 0. |
My old planets: list is ignored |
Correct — hand-written planets were replaced by the procedural field. Delete the section. |
| Config edits do nothing | Run /cosmos reload; changing cosmos-world-name, environment or seed requires a new world. |
- Planets are static solid spheres; they do not orbit or pull you in.
- Cosmos is a normal Bukkit world, so its height limit follows
cosmos-world-environment(THE_END= 256 blocks). Planets that would stick out are flattened at the top. THE_ENDskies have no sun or clouds — that is the point, but it means no natural light source.- Changing the environment or seed of an existing world is not supported; rename the world instead.
MIT © 2026 LiuyeStudio — see LICENSE.