Event Pipeline
The events BuildSystem fires, and how to cancel them.
BuildSystem fires custom Bukkit events under de.eintosti.buildsystem.api.event allowing plugins to intercept lifecycle stages, audit player actions, or prevent world mutations.
1. World Lifecycle Events (event.world)
Listen to world events to hook into creation, load, unload, rename, or deletion tasks.
BuildWorldCreateEvent
Yes
Fired before a new world is generated or imported.
BuildWorldPostCreateEvent
No
Fired after world generation/import successfully completes.
BuildWorldDeleteEvent
Yes
Fired before a world directory is deleted.
BuildWorldPostDeleteEvent
No
Fired after the world directory is deleted.
BuildWorldLoadEvent
Yes
Fired before a world is loaded into server memory.
BuildWorldPostLoadEvent
No
Fired after a world is loaded.
BuildWorldUnloadEvent
Yes
Fired before a world is unloaded from server memory.
BuildWorldPostUnloadEvent
No
Fired after a world is unloaded.
BuildWorldUnimportEvent
No
Fired when a world is removed from the plugin registry.
BuildWorldRenameEvent
No
Fired when a world is renamed.
BuildWorldStatusChangeEvent
No
Fired when a world's build status is modified.
BuildWorldManipulationEvent
Yes
Core event fired when block placements, breaks, or interactions are processed.
PlayerBuildModeToggleEvent
Yes
Fired when a player toggles Build Mode (/build) on or off.
Example Listener: Auditing Creation Events
2. Folder Events (event.folder)
React when folders are registered or removed from the system.
FolderCreatedEvent
No
Fired after a new world folder is created.
FolderDeletedEvent
No
Fired after a folder is deleted.
3. Backup Events (event.backup)
Track archiving, uploads, and restorations.
BackupCreatedEvent
No
Fired after a backup is successfully generated and archived.
BackupDeletedEvent
No
Fired after a backup is deleted from storage.
BackupRestoredEvent
No
Fired after a backup is restored to a world.
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