
Documentation
ExyliaSurvivalCore
Homes, warps, TPA, RTP, kits, crates, mines, protections with raids and rent, an economy with its own currencies, a shop, a market, auctions, trades, missions, seasons, votes and duel rooms, each one a module that registers nothing at all when it is turned off.
- Version
- v1.1.2
- Minecraft
- 1.21+
- Category
- Survival
- Pages
- 31
Getting started03
IntroductionWhat ExyliaSurvivalCore is: fifty modules on one plugin, each one switchable, each one registering nothing when it is off.InstallationDependencies and what each optional one enables, first boot, the files the plugin generates, where the database is set, and what a reload actually reloads.First stepsA first permission group, the spawn, the first warp and kit, the currencies, and the ladders worth writing before opening the server.
Modules12
ModulesThe fifty switches in config.yml, what each one covers, what a module that is off does not do, and what the modules read from each other.MovementSpawn, homes, warps, TPA, /back, random teleport and /near — the seven modules that move a player.CombatKill rewards and streaks, bounties on players' heads, tracked statistics and module counters with leaderboards, what happens on death, and graves.Duel RoomsRegions that lock into a PvP room once enough enemies step in, fight to the last one standing, pay the winner and open again.ProgressionThe rank ladder and its prestige, playtime rewards, farming milestones and the /reclaim sections.Missions and seasonsDaily and weekly missions and daily, weekly and monthly rankings, both measured against the stat counters and paid once across servers.Rewards and votesRewards claimed from a menu, once, on an interval or on the calendar with streaks, and votes through NuVotifier with daily streaks and a network vote party.Kits and cratesKits with cooldowns and previews, crates with keys, tiers, pity and ten animations, refilling loot chests and item spawners.ZonesMines that reset, zones rebuilt from schematics, AFK zones that pay, portals, jump pads and power-ups.RestrictionsEnchantment caps per world or region, and items that cannot be used or crafted where you say.Quality of lifeThe utility commands, /repair and its groups, join and leave messages, scheduled commands, and the preferences screen.OptimizationGround items and mobs stacked into one entity, spawners stacked into one block, per-chunk limits, and outdated items replaced by their fixed version.
Economy04
EconomyCurrencies kept in the database and edited in game, the Vault bridge, the ledger, /balance, /pay, /baltop, /wallet and /economyadmin, money and experience boosters, and sell wands.ShopThe server shop: categories and products built in game, buying and selling, a currency per product, stock, limits, moving prices, rotations and discounts.Market, auctions and ordersPlayer listings at a fixed price, an auction house with held bids and anti-snipe, and buy orders paid up front that anybody can fill.Trade and vaultsFace-to-face trades with a shared window, a countdown and money in any currency, and personal vaults kept in the database.
Protections04
ProtectionsLand protected by a core block or a selection: tiers, the internal and WorldGuard backends, roles, flags, bans, lock, logs, plots, perks, warps, map markers, time and weather, and merging.Protection raidsLives, the core's health, what a raid opens, siege windows and the offline shield.Protection economyProtection banks, upkeep and abandonment, selling and giving protections, rent, and level upgrades.Administering protectionsThe protection admin menu, the in-game tier editor, importing ProtectionStones, removing inactive land, running with or without WorldGuard, and the permission nodes.
Reference08
CommandsEvery command every module registers, its arguments, its aliases, the node it checks and what it does.PermissionsEvery node the plugin checks, module by module, the ones that carry a number, and the ones you write yourself.PlaceholdersEvery placeholder the plugin registers, group by group, written in the PlaceholderAPI form every one of them takes.ConfigurationThe files on disk, how each kind is written and updated, what an edit survives, the teleport section of config.yml, and the comments that are out of date.MenusThe hundred and eighteen screens, which folder keeps your edits and how, the file schema, and the actions you can bind elsewhere.DatabaseThe seventy-two tables, which module owns each, what they hold, and the schema quirks worth knowing.APIRead homes, warps, kits, ranks, crate keys, bounties and leaderboards, drive the teleports, claims and mine breaks, open the plugin's screens, and hear about duels, resets and rank-ups.FAQThe questions that come up: the menus that get overwritten or updated, the economy that moved, what needs WorldGuard, NuVotifier or stats, and the settings that do nothing.