Content generated with AI — it may contain mistakes.

Reference

Configuration

config.yml key by key, what templates.yml, boosts.yml and messages.yml hold, the menu files, and where the database is set.

Everything is generated in plugins/ExyliaMines/ on first boot, with comments. Edit the files there, never the copies in the jar, and apply them with /minesadmin reload. Any length of time accepts a bare number of seconds or the written form: 300, 5m, 1h30m.

The mines themselves are not in any file: they live in the database and are edited from /minesadmin.

config.yml

plugins/ExyliaMines/config.yml
language: default
debug: false
settings:
  default-reset-interval-seconds: 300
  default-reset-warning-seconds: 10
  classic-tick-interval-seconds: 1
  realistic-tick-interval-seconds: 1
  default-realistic-regen-seconds: 60
  clean-entities-on-reset: true
sounds:
  reset: ENTITY_ENDER_DRAGON_GROWL|0.6|1.4
  enter: BLOCK_BEACON_ACTIVATE|1.0|1.4
  block-mined: ''
announcements:
  reset: NEARBY
  radius: 64
  lucky: NEARBY
  boosts: SERVER
fortune:
  mode: VANILLA
  target: ITEMS
  per-level: 0.25
  lucky-per-level: 0.0
  max-level: -1
  silk-touch: true

Top level

KeyDefaultWhat it does
languagedefaultThe language of the menus and messages. default follows the language set in ExyliaLib's config.yml; en, es or pt set this plugin alone. Each is a folder under lang/ you can edit.
debugfalseExplains in the console what the plugin is doing, such as who a loot command runs as.

settings

KeyDefaultWhat it does
default-reset-interval-seconds300The reset interval a new classic mine starts with. Each mine then has its own.
default-reset-warning-seconds10The warning a new classic mine starts with.
classic-tick-interval-seconds1How often classic mines are checked for a refill that is due or a threshold reached.
realistic-tick-interval-seconds1How often realistic mines are checked for blocks to grow back.
default-realistic-regen-seconds60The regen time a new level of a realistic mine starts with.
clean-entities-on-resettrueRemoves dropped items, experience orbs, projectiles, minecarts, end crystals and fireworks inside a classic mine when it refills.

The two tick intervals are at least one second. The countdowns players read — boss bars, holograms — are redrawn every second whatever they say.

sounds

Each one is written NAME|volume|pitch. An empty value plays nothing.

KeyDefaultPlayed
resetENTITY_ENDER_DRAGON_GROWL|0.6|1.4To the players inside a classic mine when it has refilled.
enterBLOCK_BEACON_ACTIVATE|1.0|1.4When a player walks into a classic mine.
block-mined''To whoever breaks a block of a realistic mine.

announcements

KeyDefaultWhat it does
resetNEARBYWho is told in chat that a classic mine refilled: OFF, NEARBY or SERVER.
radius64How far from the mine a player hears it with NEARBY, in blocks.
luckyNEARBYWho is told that somebody found a lucky reward. Measured from the block.
boostsSERVERWho is told that a boost started or ended. Measured from every mine it covers.

fortune

KeyDefaultWhat it does
modeVANILLAHow Fortune changes custom loot: OFF, VANILLA, LINEAR or CHANCE.
targetITEMSWhat the mode multiplies: ITEMS, MONEY or BOTH.
per-level0.25What each level adds with LINEAR and CHANCE.
lucky-per-level0.0What each level adds to the chance of lucky rewards.
max-level-1The highest Fortune level counted in mines. -1 any, 0 none.
silk-touchtrueWhether Silk Touch works in mines.

A mine can override mode, max-level and silk-touch for itself. See Fortune.

templates.yml

The starting points offered by Create from template, keyed by id:

KeyWhat it is
nameWhat the menu calls the template, and the name the new mine gets.
iconThe material the menu shows, and the new mine's icon.
typeCLASSIC or REALISTIC.
blocksMaterial to weight. A classic template becomes this composition; a realistic one makes a level of each material and ignores the weights.
regenThe regen time of each level of a realistic template.

Six ship by default: coal, iron, gold, diamond, nether and ores. See Mines.

boosts.yml

Two sections: boosts, every boost by id with its name, drops, experience, money, duration and mines; and schedule, the entries that start them on their own, each with boost, days, times and min-players. Two boosts and one schedule entry ship by default. See Boosts.

messages.yml

lang/<language>/messages.yml holds every line the plugin sends. The top-level keys are the chat lines and the menu labels; then come the sections:

SectionWhat it holds
luckyThe announcement, the finder's title, what a command prize is called, the editor's title.
boostsStarted, ended, stopped, the list lines, the custom boost's name, the menu labels and the boss bar inside a boosted mine.
potionsThe title of the potion effect editor.
fortuneHow each Fortune setting reads in a mine's menu.
hologramsThe lines over a classic and over a realistic mine. See Holograms.
visualsThe reset warning title, the reset countdown boss bar, the entry title and the "next reset" boss bar.

Colours use palette tokens such as {primary}, {error} or {highlight}, so recolouring the server never means editing this file. %prefix% is replaced by the prefix value at the top. A line may open with an effect tag that never reaches the screen: [sound:NAME|volume|pitch] plays a sound to whoever receives it. An empty line sends nothing, which is how one is turned off; a title or a boss bar with an empty text is not shown.

The values each line may use are written in the comment above it. Two worth knowing:

  • visuals.bossbar gets %next_reset% as a number of seconds — the default ends it with s — while the hologram and the menus get it written out, 4m 12s.
  • visuals.reset-bossbar counts down with %time%, and visuals.reset-warning-title with %seconds%.
FileScreen
lang/<language>/menus/user/mines.ymlThe players' /mines list. Yours to restyle. See Players' menu.
lang/<language>/menus/admin/mine_list.ymlThe list of mines in /minesadmin.
lang/<language>/menus/admin/mine_templates.ymlThe templates.
lang/<language>/menus/admin/mine_setup_classic.ymlThe overview of a classic mine.
lang/<language>/menus/admin/mine_setup_realistic.ymlThe overview of a realistic mine.
lang/<language>/menus/admin/mine_setup_general.ymlName, icon, permission.
lang/<language>/menus/admin/mine_setup_area.ymlRegion, shape, hologram.
lang/<language>/menus/admin/mine_setup_resets.ymlInterval, warning, threshold, force reset.
lang/<language>/menus/admin/mine_setup_teleports.ymlEntry and safe teleports, lifting buried players.
lang/<language>/menus/admin/mine_setup_rewards.ymlLucky rewards, Fortune, boost.
lang/<language>/menus/admin/mine_setup_mining.ymlAuto-pickup, restrict breaking, break and potion effects.
lang/<language>/menus/admin/mine_composition.ymlA classic mine's composition.
lang/<language>/menus/admin/mine_levels.ymlA realistic mine's levels.
lang/<language>/menus/admin/mine_level_detail.ymlOne level.
lang/<language>/menus/admin/mine_level_chain.ymlOne level's degrade chain.

The admin/ screens are rewritten from the jar on every start; edits there are lost.

Database

database.yml is ExyliaLib's: H2 by default, or mysql, mariadb, postgresql and mongodb. See Installation for the five tables and the library's database page for every key.

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