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"
| Key | Meaning |
|---|---|
material | The item that represents the boost |
type | SPAWN_AMOUNT or SPAWN_TIME |
amount | How much is added or multiplied |
duration | How long it lasts — 1d, 12h, and so on |
model-data | Custom model data for resource packs |
name, lore | The item's appearance, MiniMessage |
The two types
| Type | Effect |
|---|---|
SPAWN_AMOUNT | Adds amount mobs to each spawn cycle |
SPAWN_TIME | Divides 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.
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