FAQ
Bedrock players, performance, what players see without PacketEvents, editing journeys while players are on them, and other common questions.
Bedrock
Do Bedrock players get journeys? Yes, every journey, every objective and every reward. What changes is how the way is shown: a Bedrock client draws display entities poorly or not at all and has no locator bar, so Bedrock players get the step in chat when it starts, an action bar line with title, progress and distance, a particle column over the target and particle footprints along trails. Cinematics are sent as their subtitles in chat and count as watched. This is decided player by player, so Java players on the same server keep the full guidance.
Performance
What does it cost on a busy server? Very little.
- Every listener first asks whether anybody, then whether this player, waits for that kind of objective. On
a server where nobody is on a
BREAK_BLOCKstep, breaking a block costs one set lookup. - Polled objectives (
LEVEL,PLAYTIME,WAIT,EQUIP,PLACEHOLDER, andREACHas a safety net for teleports) are checked once a second, only for players whose current step is one of them. - Guidance is packets to one player. A still player costs nothing on the wire; a walking one costs a panel glide every few steps and one trail marker in and out per marker spacing.
- Progress writes are batched (
save-interval), and placeholders are read from memory. - On Folia, everything about a player runs on that player's region thread.
Without PacketEvents
What do players see without PacketEvents? The same journeys with simpler guidance: the step in chat when it starts, an action bar line, particle beams and footprints. There is no floating panel, no waypoint, no glow, no toasts and no NPCs of the plugin's own (ExyliaDisplays NPCs still work). Cinematics keep their subtitles, in chat at their times, and their sounds, but the camera does not move. See Installation.
Editing a live journey
What happens to players on a journey I edit? They stay on it. An edit in the editor replaces the live journey at once and moves each player to the same step by its id, keeping their count. If their step was deleted, they continue on the step now in its place, started afresh. If an edit leaves the journey unreadable, the last working version stays live.
A hand edit followed by /journeyadmin reload does the same: each player stays on their step by its id.
If the journey got shorter than the step they were on, they continue on its last step.
I renamed a step's id. Why did its stats reset? The funnel counts each step by its id. Change the
title freely; keep the id.
Common questions
A FIRST_JOIN journey did not start for me. It starts only for a player who has never played on the
server before — players who joined before ExyliaJourney was installed never get it; give them a JOIN or
PERMISSION journey instead. To test it, use the editor's TEST ON YOURSELF, /journeyadmin start, or a
fresh account.
A journey does not start at all. Turn on debug: true: the console says why each start was refused
(disabled, skipped, already done, cooldown, group busy, requirements, cancelled). Also check the journey
has a trigger: a journey created in the editor has none.
A player skipped the onboarding by mistake. A skipped journey never starts again from a trigger.
/journeyadmin reset <player> <journey> clears it, or /journeyadmin start starts it anyway.
A player skipped a step and got no journey rewards. Intended: a run where any step was skipped gives
no journey completion rewards, so skipping cannot be used to collect them. The on-complete lines still
run, and /journeyadmin complete pays in full.
Players run out of time and lose the journey. A step's timeout fails the step: the whole journey
stops and the step counts as abandoned. The journey's triggers can start it again, from the first step.
Remove the time limit, or make sure the journey has a trigger that can start it again.
Can players farm objectives? Not the easy ways. These do not count: breaking blocks a player placed
(for the materials a BREAK_BLOCK filter names), placing on a spot already counted this session, picking
up items any player dropped, and killing mobs from spawners, spawn eggs, dispensed eggs or built iron and
snow golems. Not covered: crafts that can be undone (crafting a block and taking it apart again),
KILL_PLAYER on a player's own alt accounts, and a BREAK_BLOCK step with no filter, which does not check
placed blocks. Give such steps a filter, or no rewards.
My PLACEHOLDER step never completes. Conditions fail closed: a placeholder that does not resolve to a
number never passes a numeric comparison. Check the placeholder with PlaceholderAPI's parse command.
Can two journeys run at the same time? Yes, if they are in different groups. Progress counts on all of them; the guidance shows the tracked one.
Does a cinematic hold a journey forever if it cannot play? No. A WATCH_CINEMATIC step completes when the
cinematic ends in any way, refused or skipped included.
Something missing on this page? Tell us on Discord