Experiences, worlds and builds
A few words mean something exact on Glowstone. They're the same in the IDE, the dashboard and the API.
| Term | What it is |
| ---------------- | -------------------------------------------------------------------------------------------------------------------------------------------- |
| Organisation | Who owns experiences. Everyone has a personal one, named after their Minecraft name; teams can make more and invite members. |
| Experience | What players browse and play, addressed @org/slug. Its worlds share player data and one content namespace. |
| World | One runnable game inside an experience, with a key like hub or island. A Skyblock experience might have a hub world and an island world. |
| Build | An immutable upload of a world's files, numbered #1, #2, … Ember checks it before it can go live. |
| Release | Makes one build of a world live. Rolling back is releasing an older build. |
| Server | A running copy of a world. Ember starts as many as players need. |
| Map | An .embermap file a match is played on. A world can rotate between several. |
| Mode | A variant inside one world, like solo and teams. |
Roles
Each member of an organisation is an owner, admin, developer or viewer, from the most it can do to the least. A personal organisation has one member, its owner.
Visibility
An experience starts private: only its organisation sees it. Unlisted experiences can be played by anyone with the link. Going public, listed for every player to find, needs a review by Glowstone staff. See publishing.
The content namespace
Your custom blocks and items are keyed under the experience's namespace, fixed when it's created: coin in Coin Rush is coinrush:coin to the server. Every world of an experience shares it, so an item you give in the hub is the same item on the island.