If you're running HuskSync on Arclight or similar, please note we will not be able to provide you with support, but have been reported to save & sync correctly with HuskSync v3.x+.
**TL;DR** — modded items may work, but since we can't guarantee compatibility, we do not officially mark them as supported. Be sure to test thoroughly before deploying on production!
These plugins, which provide custom items, should be supported as of HuskSync v3.x; but do note we cannot guarantee compatibility with all methods of injecting custom data to create custom items. Be sure to test thoroughly before deploying on production!
These plugins, which provide custom items, should be supported as of HuskSync v3.x+; but do note we cannot guarantee compatibility with all methods of injecting custom data to create custom items. Be sure to test thoroughly before deploying on production!
What about modded items? Or custom item plugins such as MMOItems or SlimeFun? These items are **not compatible**—check the [[FAQs]] for more information.
*Purpur's custom ender chest resizing feature is also supported.
†This is intended for servers that have mirrored worlds across instances (such as RPG servers). With this option enabled, players will be placed at the same coordinates when changing servers.
* What about modded items (Arclight, etc.)? – Though we can't provide support for these setups to work, they have been reported to save & sync correctly with HuskSync v3.x+.
* What about SlimeFun, MMOItems, etc.? – Yes, items created via these plugins should save & sync correctly, but be sure to test thoroughly first.
* What about Purpur's custom ender chest resizing feature? – Yes, this is supported (but make sure it's enabled on _all_ servers!).
* What do you mean by location syncing? – This is intended for servers that have mirrored worlds across instances (such as RPG servers). With this enabled, players will be placed at the same coordinates when changing servers.
### Map syncing
Map items are a special case, as their data is not stored in the item itself, but rather in the game world files. In addition to this, their data is dynamic and changes based on the updating of the world, something that can't be tracked across multiple instances. As a result, it's not possible to sync unlocked map items. Locked maps, however, are supported. This works by saving the pixel canvas grid to the map NBT itself, and generating virtual maps on the other servers.