Configuration.yml
Configuration.yml
This is the main config file of IridiumSkyblock, where you can enable, disable or change certain features of the plugin. If you have any questions, please feel free to ask on our discord server.
Config Option
Description
Possible Values
prefix
The prefix of all of the messages sent by the plugin.
Any string value
worldName
The name of the world that the plugin will generate. This is where all of the islands will be created.
Any string value
islandCreateTitle
The title that will be shown to players when they create an island.
Any string value
islandCreateSubtitle
The subtitle of "islandCreateTitle".
Any string value
dateTimeFormat
The date time format that the plugin will use
EEEE
- day of the week, MMMM
- month, dd
day, HH
- hour, mm
- minute, ss
- second. For more information, please read this tutorial.
placeholderDefaultValue
The text that will show up if a placeholder does not have any value (null).
Any string value
clearInventoryOnRegen
This will dictate whether players' inventory will be cleared upon island deletion, or island regen or not.
true
or false
clearEnderChestOnRegen
This will dictate whether players' ender chest will be cleared upon island deletion or island regen.
true
or false
defaultIslandPublic
This will dictate whether the player's island is public or private upon island creation. Public islands can be visited by other players, as opposed to private islands.
true
or false
voidTeleport
This will dictate whether the players will get automatically teleported to their island home when they fall to the void or not.
true
or false
netherIslands
This will dictate whether nether islands are enabled or not. Players must go through a nether portal in order to go to their nether island.
true
or false
endIslands
This will dictate whether end islands are enabled or not. Players must go through an end portal in order to go to their end island.
true
or false
respawnOnIsland
This will dictate whether the players will respawn on their island upon death or not.
true
or false
distance
This will dictate how far adjacent islands are from each other's island center.
Any positive integer value
schematicPastingDelay
This will dictate how fast (in ticks) the schematic will paste. Setting this to 0 would paste the schematic instantly.
Any positive integer value
islandRecalculateInterval
This will dictate how often (in seconds) the plugin will recalculate island values.
Any positive integer value
maxIslandName
This will dictate the maximum amount of characters allowed for island names.
Any positive integer value higher than minIslandName
minIslandName
This will dictate the minimum amount of characters allowed for island names.
Any positive integer value lower than maxIslandName
teleportDelay
This will dictate how long (in seconds) the player has to wait before teleporting.
Any positive integer value
islandLevelUpSound
The sound that will play once a player's island levels up
Please refer to this page.
numberFormatter
In this section, you will be able to configure how the abbreviated values would look like (values will change from 1000 - > 1k or 1,200 -> 1.2k).
None
numberAbbreviationDecimalPlaces
The number of decimal places in the abbreviated value.
Any positive integer value
thousandAbbreviation
The suffix of values in the thousands.
Any string value
millionAbbreviation
The suffix of values in the millions.
Any string value
billionAbbreviation
The suffix of values in the billions.
Any string value
displayNumberAbbreviations
This will dictate whether numbers should be abbreviated or not.
Any string value
generatorSettings
In this section, you will be able to configure what type of island will generate.
None
generatorType
This will dictate whether the plugin will generate a skyblock or an ocean island.
SKYBLOCK
or OCEAN
waterHeight
This will determine how high the water will be. This config option will be ignored if SKYBLOCK
is your generatorType
.
0 - 256
minOceanFloorLevel
This will determine the minimum y level of the ocean floor. This config option will be ignored if SKYBLOCK
is your generatorType
.
0 - 256 (This value must be lower than maxOceanFloorLevel
)
maxOceanFloorLevel
This will determine the maximum y level of the ocean floor. This config option will be ignored if SKYBLOCK
is your generatorType
.
0 - 256 (This value must be higher than minOceanFloorLevel
)
oceanFloorBottomMaterial
This will determine the block that will be placed at the "bottom" of the ocean floor. This config option will be ignored if SKYBLOCK
is your generatorType
.
Blocks (Please refer to this page)
oceanFloorTopMaterial
This will determine the block that will be placed at the "top" of the ocean floor. This config option will be ignored if SKYBLOCK
is your generatorType
.
Blocks (Please refer to this page)
islandTopSlots
This list will let you determine where each island top will be placed in the Island Top GUI.
islandTopPosition: slot (e.g 1: 4
)
islandWarpSlots
his list will let you determine where each island warp will be placed in the Island Warps GUI.
islandWarpNumber: slot (e.g 1: 9
)
Island Level Rewards
In this section, you will be able to configure the rewards that a player will receive once their island reaches a certain level. We will go through each config option and provide some examples. To start off, here's what the default islandLevelRewards
will look like:
islandLevelRewards:
1:
item:
material: "EXPERIENCE_BOTTLE"
amount: 1
displayName: "&b&lLevel %island_level% Reward"
headData: null
headOwner: null
lore:
- "&7Island Level %island_level% Rewards:"
- "&b&l* &b5 Island Crystals"
- "&b&l* &200 Island Money"
- ""
- "&b&l[!] &bLeft click to redeem"
slot: null
commands: []
islandExperience: 0
crystals: 5
money: 200.0
experience: 0
sound: "ENTITY_PLAYER_LEVELUP"
First off is 1
, this integer will determine the island level that needs to be reached in order to receive the reward. Here's an example:
islandLevelRewards:
1:
5:
10:
The rewards and how it will appear in the GUI will be explained later. In this example, rewards will be given once the island level reaches 1, 5 and 10.
The next one is item
, this section will be responsible with how the item in the GUI will look like.
material
determines which block or item will be displayed in the GUI, please use Material IDs from this site.amount
determines the amount of said material that will be displayed in the GUI. You may use any positive integer.displayName
determines the name of the item in the GUI.headData
will determine the player head's data. (This will be ignored ifPLAYER_HEAD
is not the material that is used.)headOwner
will determine the player head's owner. (This will be ignored ifPLAYER_HEAD
is not the material that is used, or ifheadData
is not null.)lore
is a list of string that will determine the item's lore,slot
determines where the item will be placed in the GUI. Possible values are in this image. Because of how the rewards GUI is handled (reward 1 in slot 0, reward 2 in slot 1, and so on) this config option will be ignored.
Here's an example:
item:
material: "PLAYER_HEAD"
amount: 1
displayName: "&b&lLevel %island_level% Reward"
headData: null
headOwner: "Peaches_MLG"
lore:
- "&7Island Level %island_level% Rewards:"
- "&b&l* &bThis is a super cool reward!"
- "&b&l* &200 Island Money"
- ""
- "&b&l[!] &bLeft click to redeem"
slot: null
Now that we're done with that, let's proceed to commands
. This is the list of commands that will run in the console once the reward is redeemed. Here's an example:
commands:
- "give %player% diamond 1"
- "give %player% iron_ingot 16"
This will run both commands, which should give the player 1 diamond and 16 iron ingots.
Up next are islandExperience
, crystals
, money
, and experience
, which are pretty straightforward. Here's an example:
islandExperience: 50
crystals: 5
money: 1000.0
experience: 75
This will give the island 50 island experience (experience needed to level up), and will deposit 5 crystals, 1000 money, and 75 experience (experience for players, not islands.) into the island bank.
Last, but not the least, is sound
, which determines what sound will play once the reward gets redeemed. Please use the enums listed here. Here's an example:
sound: "ENTITY_PLAYER_LEVELUP"
This will play the ENTITY_PLAYER_LEVELUP
sound once the reward gets redeemed.
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