Content generated with AI — it may contain mistakes.

Modules

Zones

Mines that reset, zones rebuilt from schematics, AFK zones that pay, portals, jump pads and power-ups.

Six modules turn a region of the world into something. All six are built from admin menus and stored in the database.

Mines, regenerating zones, AFK zones, jump pads and power-up zones record the server that created them. On a network whose servers share one database, each server loads and lists only its own. A row written before the server was recorded belongs to every server that reads it. Portals do not record a server.

Mines

A mine is a region that comes back. There are two kinds, and you pick which when you create it.

Classic

The whole region is rebuilt at once, from a composition — a weighted list of materials.

SettingDefaultWhat it does
default-reset-interval-seconds300Time between resets
default-reset-warning-seconds10Warning before one
resetThresholdPercentageper mineReset early once this much is mined out
clean-entities-on-resettrueRemove dropped items and mobs first

A player standing inside when it resets is a problem the mine solves for you: teleport to air lifts them to the nearest open block instead of letting them suffocate, and a safe teleport location can be set as well.

Realistic

Blocks do not come back all at once. Each block has levels — a chain of degrade stages it passes through as it is mined, each with its own regeneration time, loot and effects. mine_levels, mine_level_detail and mine_level_chain in the admin menus are where that chain is written.

default-realistic-regen-seconds is 60.

Every block still broken when the module starts is healed at once, whatever time it had left. A restart does not resume the timers. A block whose chunk is not loaded stays tracked and is retried every 10 seconds until the chunk loads; its row is only deleted once the block is back. Rows for a mine this server does not know are left alone, since on a shared database that mine belongs to another server.

Both kinds share: an entry teleport, a permission, auto-pickup — mined blocks go straight to the inventory — restrict-breaking, which stops anything not in the mine's own list from being broken, and break effects.

visuals carries the reset warning title, the reset boss bar, the entry title and the "next reset" bar, with %mine_name%, %seconds%, %next_reset% and %time%.

The "next reset" readout inside a classic mine is a boss bar, visuals.bossbar, no longer an action bar. It empties as the reset comes closer and gives way to the reset countdown bar for the warning seconds. An existing modules/mines/config.yml keeps its text: visuals.actionbar.text is moved to visuals.bossbar.text.

Breaking a block in a mine

A break the mine owns is performed by the plugin, not by the game:

  • Experience goes straight to the miner, Mending included, instead of dropping an orb.
  • The tool takes damage through the server's own path, so Unbreaking applies, PlayerItemDamageEvent fires and the tool breaks with its sound.
  • Each drop and each loot item is offered to autosell first, for a player who has it on. See Economy.

Other plugins' tools break mine blocks through the same path. A 3x3 pickaxe calling breakMineBlock in the API gets the mine's permission check, its loot and its regeneration on all nine blocks. A MineBlockBreakEvent is fired before every such break, and cancelling it leaves the block alone.

Regenerating zones

A region saved as a schematic and pasted back over itself. Built from /regenzonesadmin; the schematic button in the editor saves the region as it stands right now, which is the state it will be restored to.

Two modes:

ModeWhen it regenerates
FIXEDEvery interval-seconds, with a warning first
IDLEidle-delay-seconds after the last player leaves

The warning applies to FIXED only.

The flags screen is ExyliaLib's region policies, one row per flag, cycling allow → deny → default. Two extra keys sit alongside them: an allowed-blocks list, and a seconds value for temporary blocks.

ExyliaLib only resolves the flags; this plugin is what enforces them, in every region it registers. A player in creative mode is held by none of them.

FlagWhat it covers
PVPCombat between players, checked where both the attacker and the victim stand
BUILD, BREAKPlacing and breaking blocks
INTERACTUsing blocks and entities
PLAYER_BUILD_ONLYOnly blocks a player placed may be broken
ALLOWED_BLOCKS_ONLY, BREAKABLE_BLOCKS_ONLYOnly the materials on the list may be placed, or broken. When on, the list alone decides
TEMPORARY_BLOCKSPlaced blocks disappear after the seconds value
RE_GIVE_BLOCKSA temporary block is given back when it goes
REGION_MEMBERS_ONLYThese regions have no members, so nobody may build or use blocks
ENTRY, EXITWalking in or out, ender pearls, chorus fruit and typed commands included. A teleport run by a plugin passes
ITEM_DROP, ITEM_PICKUPDropping and picking up items
FALL_DAMAGETaking fall damage
KEEP_INVENTORYA player dying inside keeps their items and levels and drops nothing. This one is ExyliaSurvivalCore's own

The temporary-blocks seconds only reach ExyliaLib while TEMPORARY_BLOCKS is on.

No FastAsyncWorldEdit schematics means no regeneration

If schematic support is not usable the plugin logs Regen zones are off: <reason> once at boot. The module still enables and the menus still work — but a regeneration silently does nothing.

AFK zones

Stand in the region, get paid on a timer. /afkzone preview <id> shows what a zone pays.

SettingDefault
default-reward-interval-seconds60

Each zone has its own interval and its own reward list. visuals covers the boss bar, the entry title, the reward title, the action bar, and the two lines of the summary a player gets when they leave, with %zone_name%, %time_in_zone%, %next_reward%, %amount% and %reward_name%.

Item rewards are never dropped on the floor. On the first interval after a player's inventory fills up, they are told with afk-zones.inventory-full, and that round's items are kept for them and handed over on their next join. Every interval after that skips the item rewards until they make room. Money, commands, experience and messages need no room and are always paid.

There is no bare `/afkzone`

Only /afkzone preview <id> exists. /afkzone on its own prints the command framework's usage line.

Portals

A region that teleports whoever walks into it, or runs commands on them, or both. Built from /portalsadmin.

A portal is a region, a destination and a command list, stored in the database. The setup screen adds three more things:

Per-portal fieldWhat it does
NameWhat the entry title shows. Typed in when clicked; a portal with no name shows its id
StateA disabled portal stays where it is and does nothing
PermissionThe node a player needs. Left-click to type one, right-click to clear it. Anybody without it is told portals.no-permission and is not taken

modules/portals/config.yml holds what every portal shares:

settings:
  cooldown-seconds: 2
effects:
  enter-sound: "BLOCK_PORTAL_TRAVEL|0.4|1.6"
  enter-title: { … }   # %portal% is the portal's name

cooldown-seconds is how long the same portal waits before it takes the same player again, which is what stops two portals pointed at each other bouncing somebody back and forth. 0 turns it off. The wait is kept in memory and cleared when the player leaves.

A portal whose destination cannot be reached tells the player why, with the teleport lines described in Movement.

Jump pads

A block that launches whoever steps on it.

Per-pad fieldWhat it does
Power, vertical powerHow far and how high, adjustable by ±0.1 and ±0.5
DirectionA fixed yaw, or the player's own facing
GlideOpens the elytra after the launch
LocationsOne pad definition can cover many blocks

settings.launch-cooldown-ms is 500 by default. A gliding pad waits for the player to leave the ground before opening the elytra, and a pad is only looked up when a player changes block — not on every movement packet.

Power-ups

A floating item a player walks over to get a potion effect or a reward. They live in zones, and a zone spawns them either anywhere inside an area or at a list of fixed locations.

Per-zone fieldWhat it does
ModeArea, or a location list
Spawn intervalSeconds between spawns
Max activeHow many exist at once
LifetimeSeconds before one disappears
Auto-respawnWhether a taken power-up comes back
Random selectionPick from the entries at random rather than in order
Require solid below, allow in airWhere a spawn is allowed to land
EntriesThe power-ups themselves, each with a weight

Each power-up has an icon, a name, a weight, potion effects, rewards, and a glow with a colour of its own.

SettingDefault
pickup-radius1.0
item-scale0.8
view-distance48.0
rotation-speed-degrees90.0
particle-typeEND_ROD
area-max-attempts20

The floating items are drawn packet-level through PacketEvents, a hard dependency of the plugin.

`modules/powerups/config.yml` has no comments

It is the one generated file with no explanation in it — sixteen bare keys. The table above is what they mean.

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