DUXPLIMA Documentation

AcidIsland

An island in an acid sea that burns whoever swims in it, with acid rain, a tide, vents, geysers and buried ruins.

An AcidIsland island stands in an acid sea. The sea burns whoever swims in it, and acid rain burns whoever it falls on. Water taken from the sea is acid too: a bottle of it poisons the one who drinks it until it is made clean. Rain a cauldron catches is clean already, but a cauldron a bucket of sea water was poured into holds the sea until it is emptied.

Turning it on

  1. Set enabled = true in modules/acidisland.conf.
  2. Add acid_island to presets.modes in modules/presets.conf.

The shipped preset acid_island starts with "uxm:platform" and "uxm:acid-sea", the action that lays the sea around the island.

The sea

The sea fills the air around the island and never replaces a block the island already has.

SettingShippedWhat it does
sea.below-island2How many blocks below the island's start height the surface stands
sea.depth4How many blocks of water stand above the floor
sea.radius64How far from the centre the sea reaches. Keep it inside half the grid spacing
sea.floorSANDSTONEThe block the sea stands on. A falling block is replaced by sandstone
sea.bedWhat the floor is made of, by weight, how thick it is and how high its mounds rise

Vents and geysers

A sulfur vent is magma on the floor that pulls a swimmer down, with fumes that reach whoever is near. A geyser is soul sand that throws a swimmer up out of the sea. vents.chance and geysers.chance are the chance a column of the floor is one, and 0 lays none. vents.effects are the fumes' effects, each written name:amplifier:seconds.

Offerings

An item a player throws into the sea that sinks onto a vent is an offering. If an offering in vents.offerings.list names it, the vent takes as many as takes says, and a roll of that offering's loot table comes back to whoever threw it while they are near. Only a player's own throw counts. An item no offering takes dissolves as any other.

offerings {
    after = "2s"
    list = [
        { items = ["minecraft:gold_ingot"], takes = 1, loot = "minecraft:chests/buried_treasure" }
    ]
}

Buried ruins

sea.buried lays structures in the floor around the island, the way Poseidon lays its wrecks. Each group lays count of its templates, distance blocks from the centre and spread evenly around it, and gives each chest a loot table from loot. groups = {} buries nothing.

The tide

The sea rises tide.rise blocks over half of tide.period and falls back over the other half, a block at a time, by the clock, so every server of a network keeps the same tide. Water is added only over the sea, never on an island. rise = 0 keeps the sea still. The effect lists acid-tide-rising and acid-tide-falling in modules/effects.conf fire at each block.

One sea between islands

With sea.between.enabled, every chunk the server makes in the world between.world names is laid with the sea, so the islands of that world stand in one sea that runs on as far as players go, and a boat goes from island to island. Give the AcidIsland preset that world, keep other modes out of it, and set surface to the islands' sea level. Chunks made before it was on are left as they are, so start it on a new world.

How it looks

sea.look.biome is painted over the sea when an island is made. The plugin's own uxmskyblock:sulfur_sea is drawn in the colours below it, each written #rrggbb: water, water-fog, fog and sky. The plugin writes it into a data pack at start, so a change to the colours shows after a restart. Any biome the game or a data pack has may be named instead, and "" leaves the biome the world made.

The hazard

SettingShippedWhat it does
hazard.check-every1sHow often each player on an AcidIsland island is checked
hazard.water-damage2.0Health taken at each check from a player in the sea. A heart is 2
hazard.rain-damage1.0Health taken at each check from a player the rain falls on
hazard.helmet-blocks-raintrueWhether anything worn on the head keeps the rain off
hazard.water-protection["water_breathing"]Effects that keep a player safe in the sea
hazard.water-effects["poison:0:3"]Effects the sea gives
hazard.armournetheriteA full set of these keeps the acid off, losing wear durability per check

Sea life

At each check the sea looks within sea-life.reach blocks of each player. An item lying in the sea dissolves after items.after. A creature in it takes creatures.damage at each check, except those in creatures.spared, which live in it.

Clean water

A bottle of acid water is made clean by smelting it in a furnace or brewing it with coal, as purification allows. A bucket smelted comes out clean too. A bottle of clean water drunk heals clean-water.heals health and gives clean-water.effects.