Modules
The 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.
config.yml holds three things: debug, the module switches, and the teleport section described on
Configuration. The switches, in the order the file lists them:
debug: false
modules:
spawn: true
tpa: true
homes: true
join-leave: true
rtp: true
kill-rewards: true
scheduled-commands: true
playtime-rewards: true
rankup: true
player-utils: true
back: true
farming: true
reclaim: true
stats: true
portals: true
jumpads: true
kits: true
bounties: true
afk-zones: true
item-spawners: true
warps: true
near: true
loot-chests: true
crates: true
repair: true
death: true
powerups: true
mines: true
regen-zones: true
enchantments: true
blocked-items: true
player-settings: true
duel-rooms: true
missions: true
market: true
vaults: true
trade: true
graves: true
economy: true
shop: true
auctions: true
rewards: true
boosters: true
votes: true
sell-wands: true
seasons: true
optimization: true
orders: true
item-updater: true
protections: truedebug adds console detail, including which actor each configured command line runs as. It is re-read
on /sc reload; the switches are not.
/sc reload re-reads the configuration files, the module settings and the menus, but it never enables
or disables a module: its commands, listeners and hooks are registered once, at startup. When a switch
no longer matches what is running, the reload says so — "Restart to apply module changes » …" with
the ids of those modules. Restart to apply them.
What "off" means
A module that is off is never constructed past its own switch. It registers no commands, no listeners, no database tables, no placeholders and no timers. Its own configuration file is left alone on disk, so turning it back on picks up exactly where you left it.
A module id that nothing declares is simply off, which is not an error.
The modules load in a fixed order, which is not the order of the file: economy loads first, because
every module that prices, pays or trades reads its currencies; missions and seasons load after
stats, whose counters they read; graves loads after death.
The fifty
| Switch | What it gives a player | Page |
|---|---|---|
spawn | /spawn, with a warmup, and forced spawn on join or respawn | Movement |
homes | Personal homes, across the network | Movement |
warps | Server warps, priced and cooled down, across the network | Movement |
tpa | Teleport requests between players, across servers | Movement |
back | /back to where they died or last teleported from | Movement |
rtp | A random safe drop, served from a pre-generated pool | Movement |
near | Who is nearby, with distance and direction | Movement |
kill-rewards | Money and a streak for a kill | Combat |
bounties | Money on another player's head | Combat |
stats | Tracked statistics, the counters other modules read, and leaderboards | Combat |
death | Scattered drops, fire-proof drops, the plugin's death message | Combat |
graves | A grave where they died, holding what they dropped | Combat |
duel-rooms | Enclosed PvP rooms that lock when enough players step in | Duel rooms |
rankup | A rank ladder with requirements and prestige | Progression |
playtime-rewards | Rewards claimed for time played | Progression |
farming | Per-N and milestone rewards for farming and killing | Progression |
reclaim | /reclaim for whichever section they hold | Progression |
missions | Daily and weekly missions, measured against the stat counters | Missions and seasons |
seasons | Daily, weekly and monthly rankings over the stat counters, paid when they close | Missions and seasons |
rewards | Rewards claimed from a menu: once, on an interval, or daily, weekly and monthly | Rewards and votes |
votes | Votes through NuVotifier: rewards, daily streaks and a network vote party | Rewards and votes |
kits | Kits with cooldowns, use limits and a preview | Kits and crates |
crates | Crates with keys, tiers, pity and ten animations | Kits and crates |
loot-chests | Refilling chests built from templates | Kits and crates |
item-spawners | Glowing items dropping from a spawner block | Kits and crates |
mines | Regions that reset whole or block by block | Zones |
regen-zones | Regions rebuilt from a schematic | Zones |
afk-zones | Paid for standing still in a region | Zones |
portals | Walk into a region, be teleported or have commands run | Zones |
jumpads | Pads that launch a player, optionally gliding | Zones |
powerups | Floating pickups that grant an effect or a reward | Zones |
enchantments | Enchantment caps per world or region | Restrictions |
blocked-items | Items that cannot be used or crafted | Restrictions |
player-utils | /heal, /feed, /fly, /hat, /craft, /anvil, /ec, /nv, /ping | Quality of life |
repair | /repair hand and /repair all, priced per group | Quality of life |
join-leave | Styled join and leave broadcasts, per rank | Quality of life |
scheduled-commands | Console commands and broadcasts on a timer | Quality of life |
player-settings | /settings: which broadcasts and requests reach them | Quality of life |
optimization | Fewer entities: stacked items, mobs and spawners, and limits per chunk | Optimization |
item-updater | Outdated items replaced by their fixed version on join, slot switch and inventory close | Optimization |
economy | Stored currencies, /balance, /pay, /baltop, /wallet, a command per currency, and the Vault bridge | Economy |
boosters | Money and experience boosters, for one player or for everybody | Economy |
sell-wands | Sell wands for containers, and autosell for what they break, at shop prices | Economy |
shop | The server shop: categories of products, edited in game | Shop |
market | A market players list items on and buy from each other | Market |
auctions | An auction house: bids in any currency, the highest when time runs out wins | Market |
orders | Buy orders: pay up front for an amount of an item, and anybody may sell into it | Market |
trade | Trading face to face: two grids, two accepts, then the swap | Trade and vaults |
vaults | Personal storage: a container per player | Trade and vaults |
protections | Land protected with a core block or a selection, with roles, clans and flags | Protections |
What the switches do to each other
Modules are independent — none of them refuses to enable because another is off — but several read each other when they are both on, and a few do nothing useful alone.
Deaths, join and leave messages, rankups, kill streaks, bounties placed and claimed, crate wins, reclaims, duel wins, missions, market listings, auction wins, global boosters starting and ending, votes and the vote party, seasons closing, protection raids and siege windows, and protections abandoned for upkeep all check each receiver's preferences before they are sent. So do the titles shown walking into and out of a protection, whether a trade request reaches a player, and whether autosell sells for them.
With player-settings off, every broadcast goes to everybody, every trade request arrives, protection
titles show to everybody, and autosell is on for every player holding
exyliasurvivalcore.sellwands.autosell — /autosell then answers that it is on and changes nothing.
The three TPA switches are stored by the tpa module and keep working either way.
Missions measure progress against the stat counters, and seasons rank them. With stats off, both
modules still enable and each warns once at boot: no mission ever finishes, and no season ranks anyone.
The leaderboards are empty too. The kdr stat is computed from kills and deaths, and the shipped
playtime stat is read through PlaceholderAPI. The kill-rewards streak is counted separately and keeps
working.
Shop, market, auctions, orders and trade price and pay in the currencies ExyliaLib's economy has
registered: the ones the economy module stores, plus Vault or PlayerPoints when installed. With
economy off those two are all there is, and /balance, /pay, /baltop, /wallet, /economy and
/economyadmin do not exist. With nothing registered at all, prices and payouts are skipped and the
console says so at boot.
Money boosters apply to shop sales, missions, kill rewards, farming and votes. sell-wands sells
through the shop: with shop off a wand answers with the module-disabled message and autosell takes
nothing.
Duel rooms and protections read clans through ExyliaLib — ExyliaClans or SimpleClans. In a duel room,
players of the same clan or of allied clans are not set against each other; without a clan plugin
everybody counts as an enemy. Graves take the drops one step before death scatters them, so with both
on, what would have been scattered goes into the grave.
Turning off crates, kits, mines, shop, protections and the rest leaves everything they built in
the database untouched. Switching one back on brings its content back exactly as it was.
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