DUXPLIMA Documentation

Boosts

Spawn-amount and spawn-time boosts, as items players apply.

A boost is an item a player applies to a spawner for a fixed period. Boosts are defined in modules/boosts.yml and handed out with /uxmspawners giveboost <player> <boost>.

boosts:
  enabled: true
  list:
    boost1:
      material: "DIAMOND"
      type: "SPAWN_AMOUNT"
      amount: 2
      model-data: 0
      duration: "1d"
      name: "<yellow><bold>BOOST <dark_gray>- <white>1 days"
      lore:
        - "<gray> Applying this boost will increase"
        - "<gray> the spawner's mob output by <green>+2"
KeyMeaning
materialThe item that represents the boost
typeSPAWN_AMOUNT or SPAWN_TIME
amountHow much is added or multiplied
durationHow long it lasts (1d, 12h, and so on)
model-dataCustom model data for resource packs
name, loreThe item's appearance, MiniMessage

The two types

TypeEffect
SPAWN_AMOUNTAdds amount mobs to each spawn cycle
SPAWN_TIMEDivides the delay between cycles (amount: 4 means four times faster)

The boost id (boost1, boost2, whatever you name it) is what tab completion offers and what giveboost takes. Name them after what they do rather than by number, and the staff command becomes readable: /uxmspawners giveboost Notch double-spawn.

Boosts are the thing to sell

A boost is temporary and consumable, which makes it a much healthier crate or store item than a permanent upgrade. Two shipped examples (+2 per cycle for a day, 4× speed for twelve hours) are a reasonable starting shape.