PlayerDataSync
One player profile for your whole network.
Inventories, Ender Chests, XP, health, effects, attributes and economy follow your players to every server — automatically, safely, in the right order.
Overview
Players on a network expect one thing: what they had on Survival is still there on SkyBlock, and what they earned on SkyBlock is waiting for them back on Survival.
PlayerDataSync makes that happen. Every server writes to one shared database, every server reads from it on join, and Redis tells the others the moment something changed. Your network behaves like a single world.
No manual file transfers. No duplicated inventories. No lost progress. No "my boots are gone".
What Gets Synchronized
Every entry is an individual toggle in the config, so you decide exactly what travels with your players.
| Category | Included |
|---|---|
| Items | Inventory (incl. armor and off-hand), Ender Chest, selected hotbar slot |
| Progression | Experience, levels, advancements, statistics |
| Vitals | Health, absorption, hunger, saturation, exhaustion, air, fire ticks, freeze ticks, arrows in body |
| Effects & state | Potion effects, game mode, flight, walk & fly speed, fall distance, player time, player weather |
| Advanced | Attributes, Persistent Data Container, Vault economy balance |
| Optional | Location (disabled by default — see below) |
📍 About location sync
Location sync teleports players to their stored position on join. It ships disabled (sync.location: false) because it only makes sense when the destination server has a world of the same name. If that world is missing, the restore is skipped with a log warning instead of dropping the player somewhere wrong.
Built to Never Roll Back
Most sync plugins work fine until two things happen at once. PlayerDataSync is designed around exactly those moments:
- Proxy handshake. With the Velocity bridge, a server switch waits until the old server confirms its save. The new server never reads the database before the write has landed.
- Ordered loads. Join event, proxy notification and Redis notification all trigger loads — they are queued per player, so the newest record is always the one applied last.
- No premature saves. Autosave, quit and proxy saves are refused until the stored profile has been applied. The stale local player file can never overwrite the database.
- No redundant re-applies. A late notification for a record the player already has is ignored. Gear equipped in the meantime stays equipped.
- Save on shutdown.
/stopand/pds reloadsave every online player and wait for the writes. Paper kicks players after disabling plugins — we save before that happens. - Honest failures. A failed database write is counted, logged and retried on the next save instead of being silently marked as "unchanged".
- Encrypted means encrypted. If encryption is enabled and fails, the save fails. Plaintext never reaches the database by accident.
More Than Just Sync
Redis live sync — other servers reload a profile the moment it was saved; the subscriber reconnects automatically if Redis drops
AES encryption — encrypt stored profiles with your own key
Backups — export the whole database to a compressed snapshot, import it back with one command
Storage migration — move between MySQL, MariaDB, PostgreSQL and MongoDB in place
Legacy import — profiles from the original PlayerDataSync are read automatically
Discord webhooks — notifications for sync successes and failures
Autosave — periodic saves as a crash safeguard, with an optional minimum interval
Exclusions — skip specific worlds or specific item types
Diagnostics —
/pds statusfor counters and the last error,/pds info <player>for one player's exact sync statebStats & FastStats metrics
Developer API — force-save, force-reload and direct access to stored profiles from your own plugins
Why PlayerDataSync?
Running a network without proper synchronization leads to lost inventories, duplicated items, missing experience and players who stop trusting your server.
PlayerDataSync removes those failure modes — including the rare ones that only show up under load.
One shared player profile across your whole network
Instant propagation with Redis
Four database backends to choose from
Asynchronous — the main thread stays free
Skips saves when nothing changed
Race conditions covered by unit tests, not by hope
Open source (MIT) and actively maintained
Supported Platforms
| Component | Supported |
|---|---|
| Minecraft | 1.20 – 26.2 |
| Server software | Paper, Spigot, Purpur, Folia, Fabric, Velocity (proxy bridge) |
| Java | 21+ — Minecraft 26.x servers require Java 25 |
| Database | MySQL, MariaDB, PostgreSQL, MongoDB |
Every platform is a separate download:
| File | Goes to |
|---|---|
PlayerDataSyncReloaded-<version>.jar | Paper / Spigot plugins/ |
PlayerDataSyncReloaded-Velocity-<version>.jar | Velocity plugins/ |
PlayerDataSyncReloaded-Fabric-<mc>-<version>.jar | Fabric mods/ — pick the jar for your Minecraft line (1.20, 1.21, 26.1, 26.2) |
Please note:
- Fabric is not yet at feature parity. Advancements and statistics are not synchronized on Fabric. The 1.20 and 1.21 Fabric builds additionally lack Ender Chest, potion effects and attributes; the 26.x builds have those. Fabric does not answer the proxy save handshake yet.
- Forge is currently unavailable while its build tooling catches up with the Minecraft 26.x toolchain.
- On Fabric, use MariaDB, PostgreSQL or MongoDB. The MySQL driver is not bundled and mod loaders do not supply one. The MariaDB driver connects to MySQL servers just fine. Paper and Spigot are unaffected.
- SQLite is not supported for networks — data must live in a database every server can reach.
Configuration
Full documentation: https://pds.devvoxel.de/config
- Paper / Spigot:
plugins/PlayerDataSyncReloaded/config.yml - Fabric:
config/playerdatasync.properties, created on first start - Velocity:
plugins/playerdatasync/playerdatasync.properties, created on first start
storage:
type: "mariadb" # mysql, mariadb, postgres, mongodb
host: "localhost"
port: 3306
database: "minecraft"
username: "root"
password: ""
redis:
enabled: true # strongly recommended for multi-server setups
host: "localhost"
port: 6379
autosave:
enabled: true
interval: 300 # seconds
sync:
inventory: true
ender_chest: true
economy: true # requires Vault + an economy plugin
location: false # teleports players on join
Velocity bridge (playerdatasync.properties):
# How long a server switch waits for the old server to confirm its save. 0 = don't wait.
save_ack_timeout_ms=2000
Commands & Permissions
Everyday operation is fully automatic — players never touch a command. For administrators, everything lives under /playerdatasync (aliases /pds, /pdasync) behind the playerdatasync.admin permission.
| Command | Description |
|---|---|
/pds status | Load/save counters, skips, last durations, last error, excluded worlds |
/pds info <player> | One player's sync state: data applied, load in flight, applied record and last save timestamps |
/pds save <player> | Force-save a player |
/pds saveall | Force-save everyone online |
/pds load <player> | Reload a player from storage (overrides what they have now) |
/pds backup list | List available backups |
/pds backup export <name> | Export the whole database to a backup |
/pds backup import <name> | Restore a backup into the database |
/pds migrate | Migrate to the storage backend configured under migration |
/pds debug on|off|toggle | Toggle verbose logging at runtime |
/pds reload | Reload configuration and reconnect storage, Redis and Discord |
Performance
Asynchronous database operations on a dedicated pool — the main thread is never blocked
Saves are skipped when the inventory has not changed since the last write
Configurable minimum interval between saves
Compressed, Base64-encoded item data; compressed backups
Low CPU and memory footprint
Suitable for small communities and large networks alike.
Requirements
Java 21+ (Java 25 for Minecraft 26.x servers)
MySQL, MariaDB, PostgreSQL or MongoDB
Paper, Spigot or Fabric server
Multiple servers pointed at the same database
Redis (optional, recommended) — instant cross-server propagation
Velocity bridge (optional, recommended) — save handshake on server switches
Vault + an economy plugin (optional) — required for economy sync
Support
Join our Discord server
Report bugs on GitHub —
/pds info <player>output and the server log make reports actionableRead the documentation
Share feature requests and suggestions
Credits
Developed with by DerGamer09
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