Modules & Reloading
Everything Is a Module¶
uxmEssentials isn't one monolithic blob of features — it's 23 independent modules (bounded contexts) wired together. Homes is a module. The economy is a module. Moderation, holograms, NPCs, the scoreboard, the world manager — each is its own self-contained module.
This matters because of one simple rule:
A disabled module costs you nothing
When a module is off it registers no commands, adds no listeners, runs no database migrations, ticks no background tasks, and holds zero runtime state. Turn off what you don't use — it is genuinely free.
So if you only want homes, warps and an economy, disable the rest and run a lean server. Nothing you switch off is loaded.
Turning a Module On or Off¶
Every module has its own config file, and the very first key in it is enabled.
To switch a module off:
- Open
plugins/uxmEssentials/modules/<module>/config.conf. - Set
enabled = false. - Reload it:
/uxmess reload <module>.
That's it — no modules.conf, no central switchboard. The enabled key inside
each module's own file is the switch. Flip it back to true and reload to bring
the module back. Disabling a module never deletes its data, so you can safely
turn it off and on again.
The Management Commands¶
| Command | What it does |
|---|---|
/uxmess status |
Lists every module and whether it's enabled |
/uxmess doctor |
Runtime health checks — database, economy provider, soft-depends, threading |
/uxmess reload [module] |
Reload one module by id, or everything if you omit the id |
/uxmess reload <module> re-reads just that module's config, stops and restarts it
off the main thread, and republishes its commands — no full server restart needed.
The admin root /uxmess also answers to /uxmessentials and /uxe.
The 23 Modules¶
| Module id | Name | What it does |
|---|---|---|
teleport |
Teleport | /tpa, /back, /rtp, /spawn and staff teleports, with warmups & cooldowns |
worlds |
Worlds | Multi-world create/import, gamerules, generators, pregeneration, backups |
homes |
Homes | Slot-based, GUI-first personal homes, invites and visiting |
economy |
Economy | DB-backed multi-currency wallet, /pay, /baltop, banks and loans |
warps |
Warps | Server-wide warps with cost, lock, password and ratings |
kits |
Kits | Claimable kits with cooldowns, previews and an editor GUI |
playerstate |
Player State | /god, /fly, /heal, /feed, /gamemode, /speed and info verbs |
messaging |
Messaging | Private messages, mail, ignore lists, helpop and socialspy |
presence |
Presence | AFK, vanish, /list, /nick, /whois, /gc, /staff |
moderation |
Moderation | Mute, jail, ban, tempban, warn, freeze — with history and a GUI |
itemworld |
Item & World | ~65 item, workstation, cleanup and admin-fun verbs (7 sub-groups) |
vaults |
Vaults | DB-persisted player item storage with quotas and optional cost |
communication |
Communication | Join/quit messages, rotating announcer, info pages, chat control |
holograms |
Holograms | Native-display holograms with action chains and leaderboards |
playerwarps |
Player Warps | Player-owned warps keyed by owner and name |
scoreboard |
Scoreboard | Per-player sidebar; also drives the tablist header/footer |
tablist |
Tablist | Packet/config-driven tablist (no commands) |
nametags |
Nametags | Packet/config-driven above-head nametags (no commands) |
vote |
Vote | Votifier-bridged vote rewards, vote party and leaderboards |
discordlink |
Discord Link | Self-service account linking (redeemed in the Discord bridge) |
staff |
Staff | Staff-mode-only loadout swap, gadget hotbar and staff chat |
npc |
NPC | Server-wide packet NPCs (fake players/entities) with action chains |
custommenus |
Custom Menus | The operator surface over the data-driven menu engine (/menu) |
Each module id is the exact token you use everywhere — in the config path
(modules/<id>/config.conf), the reload command (/uxmess reload <id>), and the
tier permission node below.
Two Special Cases¶
A couple of things behave a little differently from the 23 toggleable modules:
migration— the EssentialsX / Vault / LiteBans importer. It's the only thing that ships disabled by default, because it's a one-shot admin tool. Enable it for a cutover, run your import, then switch it back off. See Migrating from EssentialsX.management— the in-game management GUI framework that backs/uxmess guiand every module's admin panel. It's always on and isn't a toggleable module.
Everything else ships enabled by default.
The Module Permission Node¶
Each module has a tier node used to gate its reload and inspect access:
This node defaults to op. It (together with uxmessentials.admin.reload)
controls who can reload or inspect that specific module.
Next Steps¶
- 🧠 Core Concepts — modules, config, permissions and messages
- ⚙️ Per-Module Config — what's inside each module's file
- 📟 Commands Overview — every command, grouped by module
- 🔑 Permission Reference — module tiers and quota nodes