# Replace WorldEdit with FastAsyncWorldEdit safely

FastAsyncWorldEdit, usually called FAWE, is a replacement for WorldEdit on its supported platforms. Its official installation instructions say not to install ordinary WorldEdit alongside it. Plan the replacement as a tested change to the editing stack, not as an extra performance JAR.

## Check dependencies and preserve the existing editor

Record the Minecraft, Java, WorldGuard and current WorldEdit versions. Read FAWE's release requirements and check plugins that integrate with WorldEdit. A shared API name does not guarantee every third-party feature behaves identically.

Stop the server and take a completed backup of all affected worlds and plugin files. Preserve your existing schematics and configuration outside the installation. Record where schematics are actually stored; a server may use per-player folders or another configured path. Do not assume an editor's undo history will survive a replacement or restart.

## Test the replacement away from production

1. Create a separate test installation from the backup. Keep its databases and integrations isolated from production.
2. Move the ordinary WorldEdit JAR out of that test server's loaded plugins directory. Keep the original artifact for rollback.
3. Install one compatible FAWE build following the platform instructions. Start and inspect Console for dependency or integration errors.
4. Check configuration and generated permission limits before allowing edits. Do not copy an unrelated server's unlimited limits.
5. Confirm the expected schematic files can be found and a small known schematic can be read on the test copy.

## Verify a small selection and its boundaries

Begin with a disposable test area containing no player assets. Use the ordinary WorldEdit selection workflow, then inspect the selection with `//size` in Minecraft chat. Double slashes are part of this in-game command. Confirm the selected world and dimensions before performing any edit.

When you test a small change, observe resource use and check the documented undo behaviour immediately. An edit completing quickly does not mean it needed no memory or storage. Keep operations bounded and avoid pasting an unknown large schematic into a live world.

## Test region restrictions as an ordinary user

Review the specific permissions for your protection integration. FAWE documents separate access for WorldGuard owners, members and other supported region systems. Grant only the role needed, then test both inside an authorised region and just outside it.

Do not use unrestricted editing or bypass commands to make a failed protection test pass. Staff operators may already bypass the boundary, so use a non-operator test builder. Verify the actual blocks changed rather than relying solely on a success message.

## Deploy a matched setup or return to the backup

After testing, schedule the production replacement with another completed backup and normal stop. Keep the supported configuration and editor JAR together. If returning to WorldEdit, stop first and restore the matching setup; world changes need their own verified recovery point.

See [safe WorldEdit selections and undo](https://help.cloudexa-hosting.com/books/game-hosting/page/use-worldedit-selections-limits-and-undo-safely) and [region protection](https://help.cloudexa-hosting.com/books/game-hosting/page/protect-a-minecraft-spawn-with-worldguard-regions). Further reading: [FAWE installation](https://intellectualsites.gitbook.io/fastasyncworldedit/getting-started/installation), [permissions](https://intellectualsites.gitbook.io/fastasyncworldedit/customization/permissions) and [current project releases](https://github.com/IntellectualSites/FastAsyncWorldEdit).

Looking for another plugin? [Browse the Minecraft plugin guide directory](https://help.cloudexa-hosting.com/books/minecraft-plugins/page/find-a-minecraft-plugin-setup-or-troubleshooting-guide).