Importing your world

Already built something on a singleplayer save, an old host, or a friend's server? You can carry that world over to PulsarServers exactly as it stands — buildings, players, inventories, the lot. This guide walks the whole journey, from finding the files on your machine to seeing them spawn back in on the dashboard.

Minecraft Last updated May 19, 2026 ~8 min read

Before you start

Two truths to internalise before touching anything:

Match the server type first

A vanilla world will load fine on Paper/Spigot. A modded world (Forge / Fabric) needs the same modpack on the server, or block IDs won't resolve and your build will load as a sea of dirt and air. Install the matching modpack before importing — see Installing a modpack.

Locating your existing world

From a singleplayer save

Open Minecraft, hit Singleplayer, click your world, then press EditOpen World Folder. That opens the folder you want, no path-typing required.

If you can't open the game, the saves live at:

paths
Windows  %appdata%\.minecraft\saves\<WorldName>
macOS    ~/Library/Application Support/minecraft/saves/<WorldName>
Linux    ~/.minecraft/saves/<WorldName>

For modded launchers (CurseForge, ATLauncher, Prism, MultiMC) the saves live inside the instance folder — usually instances/<InstanceName>/.minecraft/saves/<WorldName>.

From another hosting provider

Almost every panel has either a Files tab with a "Download archive" / "Compress" option, or SFTP access. Use whichever is faster:

What you actually need to copy

A "world" is usually more than one folder. The naming depends on your server type:

A world is the folder, not the .dat file

Inside the world folder you'll see level.dat, a region/ folder, playerdata/, data/, and friends. Don't try to upload level.dat on its own — Minecraft needs the whole folder structure to load.

Zipping it up

Uploading 50 small files one-by-one is misery. ZIP the folder first — one upload, instant unpack on the server.

Windows

  1. Right-click the world folder.
  2. Send toCompressed (zipped) folder.
  3. A WorldName.zip appears next to it. Rename if you want.

macOS

  1. Right-click the world folder.
  2. Compress "WorldName".
  3. A WorldName.zip lands next to it.

Bukkit-style (3 folders)

Select world, world_nether and world_the_end together (Ctrl/Cmd+click), then compress them all into one ZIP. The panel's unarchive will lay them down side by side, exactly where they need to be.

Uploading to PulsarServers

You have two routes — pick based on size:

Files tab (small worlds, < 500 MB)

  1. Stop the server from the dashboard.
  2. Open Files from the sidebar.
  3. Delete the existing world (and world_nether, world_the_end on Bukkit-style servers). Optional but cleaner — leaving them mixes old chunks with new.
  4. Click Upload in the top-right.
  5. Drag your ZIP onto the dropzone. Wait for it to hit 100%.
  6. Right-click the uploaded ZIP → Unarchive.

SFTP (anything bigger, or flaky connection)

For multi-gigabyte worlds the browser upload will time out at some point. Use SFTP — it resumes and runs at full line speed.

  1. Open FilesSFTP Details in the panel. Note the hostname, port and username.
  2. Connect with FileZilla, WinSCP or Cyberduck using your Game Panel password.
  3. Stop the server.
  4. Drag the ZIP (or the unzipped folders directly) into the server root.
  5. If you uploaded a ZIP, jump back to the panel and use Unarchive.

Full SFTP walkthrough: File manager & SFTP.

Placing the world correctly

After unarchiving, the world folder(s) need to sit at the server root — alongside server.properties, not nested two levels deep. Common mistake: the ZIP contained a MyWorld/ outer folder which contains world/, so the unarchive produces /MyWorld/world/. The server has no idea what to do with that.

What it should look like after unarchiving:

file tree
/
├── server.properties
├── eula.txt
├── start.sh
├── world/
│   ├── level.dat
│   ├── region/
│   └── playerdata/
├── world_nether/        (Bukkit-style only)
└── world_the_end/       (Bukkit-style only)

If your unarchive landed everything in a subfolder, just drag the inner folders up one level and delete the empty wrapper.

Naming & server.properties

Minecraft looks for the world named by the level-name setting in server.properties. By default that's world. Two options:

Renaming Bukkit dimensions

If you rename world to survival, you also need to rename world_nethersurvival_nether and world_the_endsurvival_the_end. Bukkit derives the dimension folders from level-name by suffix — get it wrong and you'll generate a brand-new Nether on top of the old one.

First boot

Press Start and watch the console. Two messages you want to see:

console
[INFO] Preparing level "world"
[INFO] Preparing start region for dimension minecraft:overworld
[INFO] Time elapsed: 1842 ms
[INFO] Done (8.412s)! For help, type "help"

Connect, run /tp @s 0 80 0 and you should be standing on your old spawn. Player inventories, ender chests, advancements and stats all come along — they're stored inside the world folder.

Modded worlds, extra steps

Modded saves embed block and item IDs that only mean something to the specific mod set that generated them. Importing into the wrong pack produces "missing block" warnings and replaces mod blocks with stone. To avoid that:

  1. Install the same modpack and version on the server first.
  2. Match the mod loader (Forge vs NeoForge vs Fabric) — these are not interchangeable.
  3. If you ran extra mods on top of the pack locally, copy those JARs into /mods on the server too.
  4. Then import the world.

Bonus: copy config/ from your local instance to the server so balancing tweaks and JEI overrides travel with the world.

Bringing player data along

If a player joined your singleplayer LAN session, their data lives inside the world folder under playerdata/<UUID>.dat and is included automatically. If you're merging worlds from multiple sources, copy individual UUID files into the destination's playerdata/ folder — Minecraft will load them on first join.

Common issues

Still stuck? Open a ticket with the last 200 lines of your console plus a ls of your server root and we'll dig in.