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Automatic Regeneration

How the snapshot and restore cycle works during a match.

Once an arena has a region, regeneration is fully automatic. There is nothing to run during normal play.

Diagram of the snapshot lifecycle from match start to restore, including the crash branch

The cycle

Match starts

Duel-Regen captures every block in the arena's region, including block states like chest contents and sign text. With persist-snapshots on (the default), a copy is also written to disk in the background.

Players fight

Blocks break, TNT goes off, water flows. None of it matters.

Match ends

The plugin waits regen-delay-ticks (default 40 ticks, two seconds) so players are teleported out, optionally clears dropped items and arrows, then restores the region.

Restore

Without WorldEdit, blocks are restored in batches of blocks-per-tick per server tick so the main thread never stalls. With WorldEdit or FAWE, the whole arena is pasted back at once. See Integrations.

Snapshot modes

The snapshot-each-match key picks between two ways of working:

snapshot-each-match: true

A new snapshot is taken at the start of every match and discarded after the restore. The arena always comes back exactly as that match found it. This is the right mode for almost everyone.

What gets restored

  • Every block in the region, with full block states
  • Chest and other container contents
  • Sign text
  • Other block entities (spawners, and similar) are restored while the server stays up; they are not part of the on-disk snapshot

Entity cleanup

Before restoring, the plugin can remove leftover entities from the arena so dropped items and stray arrows do not pile up:

clean-entities: true
clean-entity-types:
  - ITEM
  - ARROW
  - EXPERIENCE_ORB

Older and newer names for the same entity are both accepted (DROPPED_ITEM and ITEM, SPLASH_POTION and POTION, FIREWORK and FIREWORK_ROCKET), so the list keeps working across Minecraft versions. Unknown names are reported in the console instead of being silently ignored.

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