Kit room
The shelf of gear players build kits from: categories, what a click takes, and how an admin edits it.
The kit room is a shelf. A player opens it while building a kit, clicks an item, and gets a copy — the shelf itself never empties and never changes.
/kitroom opens it, /kitroom <category> opens it on one category, and it opens by itself five ticks
after a player enters the kit creator.
The screen
The bottom row is the categories; everything above it is the current category's grid, forty-five slots wide. Holes in the grid are preserved: an admin can lay items out in blocks with gaps between them and the gaps stay empty.
What a click takes
| Click | What you get |
|---|---|
| Left or right click | One stack |
| Shift + left or right click | A full stack, up to the material's maximum |
| F | The item into your offhand; whatever was there comes back to you |
| Q | The item dropped at eye level, with no pickup delay |
A full inventory refuses with kitroom.no-space. Anything that will not fit is dropped at the player's
feet rather than deleted.
The shipped categories
Five categories are seeded the first time the plugin runs with an empty table, holding roughly 130 pre-enchanted items between them.
| Id | Name | Icon | What is in it |
|---|---|---|---|
armaduras | Armaduras | Netherite chestplate | Netherite and diamond gear with Protection IV, Unbreaking III, Mending; Sharpness V swords, tridents with Impaling V and Loyalty III, maces, elytra |
consumibles | Consumibles | Golden apple | Golden and enchanted golden apples, pearls, cobwebs, XP bottles, water buckets, totems, obsidian, end crystals, respawn anchors, glowstone |
explosivos | Explosivos | TNT | TNT, TNT minecarts, fireworks, wind charges, breeze rods |
pociones | Pociones | Splash potion | Twenty-three splash potions |
flechas | Flechas | Tipped arrow | Twenty-three tipped-arrow types, plus spectral and normal arrows |
armaduras, consumibles, explosivos, pociones and flechas are what the plugin seeds. Rename
the display names from the admin screen at any time; the ids are what /kitroom <category> takes and
they do not change with a rename.
Editing it
/sandbox → KIT ROOM lists the categories.
| Click | What it does |
|---|---|
| Left | Opens the category's item grid |
| Right | Opens an icon picker for the category |
| Shift + left | Deletes the category, with no confirmation |
| + CREATE CATEGORY | Chat prompt for a name; the id is that name lowercased with spaces turned into underscores and everything else stripped |
| Reset to Defaults | Puts the five shipped categories back, through a confirmation screen |
The order categories appear in is their stored priority, which the shipped five set to 0 through 4.
The item grid opens, accepts drops and looks like it works, but the code that writes it back to the database is never wired up: closing the screen discards everything. Build categories with Reset to Defaults and the shipped set, and treat the grid as read-only until this is fixed.
What is stored
Two tables. sandbox_kitroom_categories holds one row per category — id, display name, icon material
and priority. sandbox_kitroom_items holds one row per filled slot, keyed <categoryId>:<slot>, each
carrying a single item stack.
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