Types and levels
Every key of a type file and of a level, requirements and rewards.
One type per file under types/; the file name is the id. Copy a file, change the numbers and the name, and the server
has one more type on the next reload. types/collector.conf is commented in full.
| Key | Meaning |
|---|---|
job | miner, lumberjack, farmer, fisher, slayer, collector, feeder, seller, spawner or healer; a job another plugin registered is written quoted, "their-plugin:harvester" |
icon | The material the menus draw |
action-interval | Ticks between two actions, before fuel takes its share off |
display-name | A line of the messages ("@content.types.miner.display-name"), a block per language, or one name |
targets | What it acts on; empty means everything not blacklisted |
blacklist | What it never acts on |
experience | Optional: enabled, per-action, per-material over the server's block, key by key |
levels | The ladder |
loot | Fisher only: the sea, by weight |
effects | Healer only: the action lines it runs |
Both lists are read by whatever the job acts on: a miner names blocks, a slayer mob types, a fisher loot lines, a collector what it picks up, a seller what it refuses to sell.
The set of jobs is closed: a job this jar does not have fails at load with the name you wrote. A namespaced job nobody registered still loads: its minions keep their level, stock and money, say so on their panel, and work again when the plugin comes back.
A level
| Key | Meaning |
|---|---|
level | From 1 upward with no gap |
action-interval | This level's interval, in ticks |
range | How far the work reaches, in blocks |
storage | Slots in the internal container |
smelt | Smelt the output before storing it |
sell-multiplier | What a sale of this minion's output is multiplied by |
tax | The fraction the server keeps of a sale, below one |
held-item | What the minion is drawn holding |
armour | The suit colour: { red, green, blue }, 0 to 255 |
fuel-per-action | How much of the fuel budget one action costs |
multiply | chance (0 to 1) and extra: a hit produces that many more copies of the action's output; one roll per action |
requirements | What the owner must have to buy this level |
rewards | What runs when they buy it |
A ladder with a gap, or a level that improves nothing over the one before, is refused at load and named in the
console. A sale pays the price times sell-multiplier times one minus tax.
Requirements
requirements = [
{ money = ">= 3600", message = "@minion.upgrade.money" }
{ item = "HOPPER >= 64", message = "@minion.upgrade.item" }
{ actions = ">= 250", message = "@minion.upgrade.actions" }
]
| Kind | Compares |
|---|---|
money | The balance: "[currency] op amount" |
item | What the player holds: "<item> op amount" |
placeholder | Any comparison: "%statistic_time_played% >= 500" |
permission | A node the player must hold |
actions | This minion's own action counter |
Each carries its own message, so a player is told which one they miss.
Rewards
The lines that run when the level is bought, in order. The take verbs ([take-money], [take-item]) are the charge,
and every one is checked before any is taken.
Related: The ten jobs, Upgrades
Was this page helpful?