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Modules

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: true

debug adds console detail, including which actor each configured command line runs as. It is re-read on /sc reload; the switches are not.

A module switch needs a restart

/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

SwitchWhat it gives a playerPage
spawn/spawn, with a warmup, and forced spawn on join or respawnMovement
homesPersonal homes, across the networkMovement
warpsServer warps, priced and cooled down, across the networkMovement
tpaTeleport requests between players, across serversMovement
back/back to where they died or last teleported fromMovement
rtpA random safe drop, served from a pre-generated poolMovement
nearWho is nearby, with distance and directionMovement
kill-rewardsMoney and a streak for a killCombat
bountiesMoney on another player's headCombat
statsTracked statistics, the counters other modules read, and leaderboardsCombat
deathScattered drops, fire-proof drops, the plugin's death messageCombat
gravesA grave where they died, holding what they droppedCombat
duel-roomsEnclosed PvP rooms that lock when enough players step inDuel rooms
rankupA rank ladder with requirements and prestigeProgression
playtime-rewardsRewards claimed for time playedProgression
farmingPer-N and milestone rewards for farming and killingProgression
reclaim/reclaim for whichever section they holdProgression
missionsDaily and weekly missions, measured against the stat countersMissions and seasons
seasonsDaily, weekly and monthly rankings over the stat counters, paid when they closeMissions and seasons
rewardsRewards claimed from a menu: once, on an interval, or daily, weekly and monthlyRewards and votes
votesVotes through NuVotifier: rewards, daily streaks and a network vote partyRewards and votes
kitsKits with cooldowns, use limits and a previewKits and crates
cratesCrates with keys, tiers, pity and ten animationsKits and crates
loot-chestsRefilling chests built from templatesKits and crates
item-spawnersGlowing items dropping from a spawner blockKits and crates
minesRegions that reset whole or block by blockZones
regen-zonesRegions rebuilt from a schematicZones
afk-zonesPaid for standing still in a regionZones
portalsWalk into a region, be teleported or have commands runZones
jumpadsPads that launch a player, optionally glidingZones
powerupsFloating pickups that grant an effect or a rewardZones
enchantmentsEnchantment caps per world or regionRestrictions
blocked-itemsItems that cannot be used or craftedRestrictions
player-utils/heal, /feed, /fly, /hat, /craft, /anvil, /ec, /nv, /pingQuality of life
repair/repair hand and /repair all, priced per groupQuality of life
join-leaveStyled join and leave broadcasts, per rankQuality of life
scheduled-commandsConsole commands and broadcasts on a timerQuality of life
player-settings/settings: which broadcasts and requests reach themQuality of life
optimizationFewer entities: stacked items, mobs and spawners, and limits per chunkOptimization
item-updaterOutdated items replaced by their fixed version on join, slot switch and inventory closeOptimization
economyStored currencies, /balance, /pay, /baltop, /wallet, a command per currency, and the Vault bridgeEconomy
boostersMoney and experience boosters, for one player or for everybodyEconomy
sell-wandsSell wands for containers, and autosell for what they break, at shop pricesEconomy
shopThe server shop: categories of products, edited in gameShop
marketA market players list items on and buy from each otherMarket
auctionsAn auction house: bids in any currency, the highest when time runs out winsMarket
ordersBuy orders: pay up front for an amount of an item, and anybody may sell into itMarket
tradeTrading face to face: two grids, two accepts, then the swapTrade and vaults
vaultsPersonal storage: a container per playerTrade and vaults
protectionsLand protected with a core block or a selection, with roles, clans and flagsProtections

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.

`player-settings` decides who hears a broadcast

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.

`stats` keeps the counters `missions` and `seasons` read

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.

`economy` is where most currencies come from

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.

`boosters`, `sell-wands` and the shop

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.

Clans, graves and deaths

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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