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1Fix the driver behind crashes, sound loss and screen glitches2Repair Windows errors before they cause bigger problems3Scan for outdated or missing drivers - takes under a minuteExperimental gameplay is enabled in the Bedrock world, not with a Bedrock server.properties switch. Turn on the required experiments in a Minecraft Bedrock client, enter the world once so the setting is saved, then upload that world to the server. Finally, set level-name to the uploaded folder’s exact name. Make a complete backup first: enabling an experiment is effectively permanent for that world and disables achievements.
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How Bedrock experiments work on a server
Minecraft Bedrock Dedicated Server does not provide a server-side toggle for experimental gameplay. The experiment flags belong to the world data. A server can load a world that already has those flags, but it does not add them through server.properties.
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That architecture determines the workflow. You use a Bedrock client to edit the world’s settings, save the world by loading it, and then place the resulting world folder in the server’s worlds directory. The server must be pointed at that exact folder with level-name. If the server starts a different folder, players will see a normal world even though you enabled experiments elsewhere.
Instructions that tell you to add an experimental-feature setting to server.properties are for Java Edition. Applying that method to Bedrock will not enable the experiments in a Bedrock world.
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Read this before enabling anything
Experiments are a world-level, effectively one-way change
When you accept the warning in the Bedrock world settings, the experiment state is written to that world. You should treat the change as irreversible: the supported recovery path is to restore a backup made before the change, not to switch the experiment back off in the same world.
Bedrock also disables achievements for a world after an experiment is enabled. This applies to the world itself, so moving it to a dedicated server does not restore achievements.
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For a new world, you can simply discard it if an experiment causes trouble. For an established survival or community world, download or otherwise copy the complete world from the server before changing it. Keep that untouched copy in a separate location and label it as the pre-experiment backup. Enabling experiments on an existing world can cause severe corruption, so do not rely on the server’s live copy as your only backup.
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Confirm the current toggle names
Experiment names and availability change between Bedrock versions. The list shown by your current client is more useful than an old tutorial’s screenshot. Microsoft Learn’s Bedrock documentation is official, but an indexed version of that page is older and should be treated as historical. The Minecraft Wiki can provide additional context, but third-party lists do not always agree. Check the current client screen and, when a feature matters to your deployment, verify it against current official documentation.
Bedrock 26.20 patch notes, for example, refer to toggles such as Beta APIs and Upcoming Creator Features for some 2026 features. Those names are examples from that version, not a permanent list of every available experiment.
Enable experiments on a new world
This is the lowest-risk workflow because there is no existing player progress to protect. Perform the preparation in a Bedrock client that can open the world, then transfer the saved world to the server.
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- Create or open the world in a Bedrock client. Use the same Bedrock edition family as the server. Open the world’s settings before entering gameplay.
- Turn on the required experiments. In the world-settings experiment section, enable each feature your behavior pack, add-on, or test requires. Read the warning and accept it only after confirming that achievements are not needed for this world.
- Load the world once. Enter the world and allow it to finish loading, then leave normally. This first load writes the experiment state into the world data; changing a menu option without loading the world does not give you a reliable server-ready copy.
- Align basic world settings. Before uploading, compare the client’s game mode and difficulty with the values you intend to use on the server. One published workflow recommends matching them at this stage; the recommendation is not an official server requirement, but it prevents an avoidable settings mismatch when you transfer the world.
- Stop using the client copy as the production copy. Close the world so all files are flushed. Keep the local copy as an additional backup and use a separate exported or copied folder for the upload.
- Upload the world folder. Place the complete world folder in the Bedrock server’s worlds directory through your host’s file manager, transfer tool, or local file copy process. Upload the folder itself, not only selected subfolders or individual database files.
- Set
level-name. Inserver.properties, setlevel-nameto the folder name exactly as it appears in the worlds directory. Preserve capitalization, spaces, punctuation, and every character; do not substitute the world’s display name unless it is also the folder name. - Start the server and verify the loaded world. Join with a Bedrock client and check that you are in the transferred world, with its expected terrain, structures, inventories, and settings. Then test the feature that required the experiment.
If the server opens a fresh seed or an older copy, stop it before making further changes. The first check is whether level-name exactly matches the uploaded folder; a small spelling or capitalization difference can select another world.
Enable experiments on an existing server world
Changing a live world has a materially higher risk than preparing a new one. Schedule downtime and tell players that the world may not be recoverable without the backup if an unfinished experiment fails.
- Stop normal activity and obtain the current world. Download the existing world from the server using your host’s world-download option or file access. Do not edit a copy while the server is still writing to the live files.
- Make and verify a pre-change backup. Store the downloaded world under a distinct name and, where possible, keep a second copy. Confirm that the backup contains the complete world before proceeding.
- Open the downloaded world in a Bedrock client. If the client warns about version differences, resolve that before enabling anything; an experiment cannot make an incompatible world safe.
- Enable the required experiments in world settings. Accept the warning only after confirming that you can accept permanent experiment state and loss of achievements for this world.
- Load the world once and exit cleanly. This commits the changed world metadata. Do not upload a world that has only been edited in a menu and never entered.
- Upload the changed folder as a replacement. Remove or rename the server’s old working copy according to your host’s documented file procedure, then upload the changed folder. Retain the untouched backup outside the active worlds directory so it cannot be overwritten accidentally.
- Point the server at the replacement folder. Set
level-nameto the replacement folder’s exact name. If you renamed the folder during transfer, use the final name, not the name used on your computer. - Start in a controlled test window. Join with an operator account, inspect several known locations, and test the feature before allowing players back in. If the world is damaged or the server repeatedly crashes, stop it and restore the pre-change backup rather than repeatedly restarting the damaged copy.
Upload and level-name: the part that most often goes wrong
| Item | What must be true | Why it matters |
|---|---|---|
| World folder | The complete folder produced by the Bedrock client is in the server’s worlds directory. | Experiments are stored with the world; a partial upload can omit the data the server needs. |
level-name |
Its value is exactly the uploaded folder name, including case, spaces, and punctuation. | The server uses this value to select which world to load. |
| Server state during transfer | The server is stopped or otherwise not writing to the world while files are replaced. | Replacing files during active saves can leave an incomplete or inconsistent world. |
| Backup | An untouched pre-experiment copy is stored separately. | Experiments cannot be reliably turned off; restoration is the rollback plan. |
Do not infer that a successful server start proves the experiment is active. A server can start normally while loading a different folder. Confirm the terrain and player data first, then exercise the feature that motivated the change.
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What changes after you enable an experiment
Achievements are disabled
Bedrock disables achievements for a world once an experiment is enabled. If the world is intended for achievement progress, create a separate experimental copy instead of modifying the achievement world.
The experiment may be unfinished
Experimental features can crash, break existing behavior, or stop working after a future Bedrock update. Treat the world as a test environment: keep dated backups, record which toggles were enabled, and test after updating both the client and the dedicated server.
Future updates can change the controls
A toggle can be renamed, removed, or moved between experiment categories. A world that depended on a feature in one release may require a different toggle in another. Recheck the current client screen after updates rather than assuming that an old setting remains valid.
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Troubleshooting
The server loads a new or unrelated world
- Stop the server before inspecting files.
- Compare the actual folder name in the worlds directory with the
level-namevalue character by character. - Check that the upload did not create an extra nested directory, such as a world folder inside another folder with the same name.
- Restart only after the correct folder is selected. Keep the old copy until you have confirmed the new world loads.
The expected experiment does not appear in the client
- Confirm that the client is running the Bedrock version you intend to support.
- Look at the current experiment screen rather than relying on a guide written for another release.
- Check current Microsoft documentation or the Minecraft Wiki for whether the feature was renamed, moved, or removed. Historical documentation may not show the current list.
- Do not replace a missing Bedrock toggle with a Java-only
server.propertiessetting.
The server crashes or the world shows corruption
- Stop the server and preserve the failed copy for diagnosis; do not overwrite your backup with it.
- Restore the untouched pre-experiment world and confirm that the server can load it.
- If the clean backup works, the failure is associated with the changed world or experiment combination. Re-test only on a disposable copy, one experiment at a time where practical.
- Check compatibility between the Bedrock client, the dedicated-server build, and any add-on that depends on the experiment before attempting another migration.
Players report that achievements disappeared
This is expected after enabling an experiment and is not repaired by moving the world to a server or changing server.properties. Use the untouched pre-experiment backup for an achievement-enabled world, or maintain separate production and experimental copies.
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The feature works locally but not on the server
- Verify that the server is loading the transferred folder, not the original or a newly generated one.
- Verify that the complete world was uploaded and that the upload finished before the server was started.
- Confirm that the dedicated server and connecting clients support the same Bedrock feature version.
- Repeat the feature test with operator permissions and a controlled scenario so that missing permissions are not mistaken for a missing experiment.
A repeatable maintenance process
For a one-time test, the new-world procedure is usually enough. For a long-running server, use a small change-control routine:
- Record the Bedrock client and dedicated-server versions, the date, and the exact experiment names enabled.
- Keep the original world backup and a separate backup of each later milestone that you know loads correctly.
- Test an update on a copied world before applying it to the active server.
- After every update, confirm that the toggles still exist and that the feature still behaves as expected.
- Only then replace the production world, preserving the previous working copy until the new one has passed its test window.
This process matters because the experiment list is version-dependent and unfinished features can change without preserving compatibility. A dated record also tells you which world copy to restore when several experimental combinations have been tried.
Decision guide: new world or existing world?
| Situation | Recommended approach | Main trade-off |
|---|---|---|
| You are starting a test map or a new community season. | Enable experiments before the first server upload. | You lose achievements on that world, but there is little existing data to risk. |
| You need an experimental feature in a valuable established world. | Download it, preserve a verified backup, enable the experiment in a client, and replace the server copy. | There is a real corruption risk; restoration requires the untouched backup. |
| You need achievements and experimental features at the same time. | Keep separate worlds: one achievement-enabled world and one experimental copy. | Progress and player inventories will not automatically stay synchronized between copies. |
| A tutorial mentions a server.properties experiment switch. | Confirm that it is for Java Edition; use the Bedrock world workflow instead. | Following the wrong edition’s instructions leaves the Bedrock world unchanged. |
Final pre-start checklist
- The required experiment names were checked in the current Bedrock client.
- The warning was accepted knowingly, with achievements no longer required for this world.
- The world was loaded once after enabling the toggles.
- An untouched backup exists, especially for an existing world.
- The complete world folder is in the server’s worlds directory.
level-namematches that folder name exactly.- The server was stopped during replacement and restarted only after the upload completed.
- A controlled player test confirmed the intended world and feature.
The reliable Bedrock method is therefore a world migration, not a server-property change: configure the world in a client, save it by loading it, upload it, and select it by exact folder name. Keep the backup because experiments are effectively permanent, achievements are disabled, and future Bedrock releases can change or remove the feature you enabled.
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