DUXPLIMA Documentation

Modules & Reloading

Everything Is a Module

uxmEssentials isn't one monolithic blob of features, it's 34 independent modules (bounded contexts) wired together. Homes is a module. The economy is a module. Moderation, holograms, NPCs, the scoreboard, the world manager: each is its own self-contained module.

This matters because of one simple rule:

A disabled module costs you nothing

When a module is off it registers no commands, adds no listeners, runs no database migrations, ticks no background tasks, and holds zero runtime state. Turn off what you don't use — it is genuinely free.

So if you only want homes, warps and an economy, disable the rest and run a lean server. Nothing you switch off is loaded.


Turning a Module On or Off

Every module has its own config file, and the very first key in it is enabled. To switch a module off:

  1. Open plugins/uxmEssentials/modules/<module>/config.conf.
  2. Set enabled = false.
  3. Reload it: /uxmess reload <module>.
# plugins/uxmEssentials/modules/holograms/config.conf
holograms {
    enabled = false
    ...
}

That's it — no modules.conf, no central switchboard. The enabled key inside each module's own file is the switch. Flip it back to true and reload to bring the module back. Disabling a module never deletes its data, so you can safely turn it off and on again.


The Management Commands

CommandWhat it does
/uxmess statusLists every module and whether it's enabled
/uxmess doctorRuntime health checks — database, economy provider, soft-depends, threading
/uxmess reload [module]Reload one module by id, or everything if you omit the id

/uxmess reload <module> re-reads just that module's config, stops and restarts it off the main thread, and republishes its commands — no full server restart needed.

The admin root /uxmess also answers to /uxmessentials and /uxe.


The 34 Modules

Module idNameWhat it does
teleportTeleport/tpa, /back, /rtp, /spawn and staff teleports, with warmups & cooldowns
worldsWorldsMulti-world create/import, gamerules, generators, pregeneration, backups
homesHomesSlot-based, GUI-first personal homes, invites and visiting
economyEconomyDB-backed multi-currency wallet, /pay, /baltop, banks and loans
warpsWarpsServer-wide warps with cost, lock, password and ratings
kitsKitsClaimable kits with cooldowns, previews and an editor GUI
playerstatePlayer State/god, /fly, /heal, /feed, /gamemode, /speed and info verbs
messagingMessagingPrivate messages, mail, ignore lists, helpop and socialspy
presencePresenceAFK, /list, /nick, /whois, /gc, /staff
moderationModerationMute, jail, ban, tempban, warn, freeze — with history and a GUI
itemworldItem & World~65 item, workstation, cleanup and admin-fun verbs (7 sub-groups)
vaultsVaultsDB-persisted player item storage with quotas and optional cost
communicationCommunicationJoin/quit messages, rotating announcer, info pages, chat control
hologramsHologramsNative-display holograms with action chains and leaderboards
playerwarpsPlayer WarpsPlayer-owned warps keyed by owner and name
scoreboardScoreboardPer-player sidebar; also drives the tablist header/footer
tablistTablistPacket/config-driven tablist (no commands)
nametagsNametagsPacket/config-driven above-head nametags (no commands)
voteVoteVotifier-bridged vote rewards, vote party and leaderboards
discordlinkDiscord LinkSelf-service account linking (redeemed in the Discord bridge)
staffStaffStaff-mode-only loadout swap, gadget hotbar and staff chat
vanishVanishPremiumVanish-class invisibility with layered see/use levels
npcNPCServer-wide packet NPCs (fake players/entities) with action chains
custommenusCustom MenusThe operator surface over the data-driven menu engine (/menu)
survivalSurvivalOpt-in gameplay mechanics: auto-smelt, auto-tool, auto-sell, auto-replant and friends
ranksRanksRankup, prestige and autorank on a DB-backed ladder, no permission plugin required
posesPosesGSit-parity /sit, /lay, /bellyflop, /spin and /crawl
tradeTradeSecure player-to-player trading with items, money and two-sided confirmation
securitySecurityOpt-in second factor, op-command protection and same-IP alt detection
commandcontrolCommand ControlDecide which commands each player may run, and hide the rest from tab-complete
invrollbackInventory RollbackDB-backed inventory snapshots at death and logout, restorable by staff
villagersVillagersVillager trade management: never-locking trades, restock timers, a trade editor
regionsRegionsA GUI over WorldGuard regions: browse, edit flags, manage the roster
servertweaksServer TweaksA grab-bag of small infrastructure toggles, each independently switched

Each module id is the exact token you use everywhere: the config path (modules/<id>/config.conf), the reload command (/uxmess reload <id>), and the tier permission node below.


What a Fresh Install Starts With

Most modules are on out of the box. Nine ship off, because each of them either changes something a server may already handle another way or needs something the plugin cannot assume you have:

ModuleWhy it starts offTurn it on when
scoreboardRewrites the sidebar every player seesYou want uxmEssentials to own the sidebar
tablistRewrites the tab-list header and footerYou want uxmEssentials to own the tab list
nametagsReplaces the above-head name with a display entityYou want custom nametags and no other plugin draws them
survivalChanges how vanilla blocks break and dropYou want tree-feller, veinminer, auto-smelt and friends
villagersChanges how villager trading worksYou want never-locking trades, restock timers or the trade editor
discordlinkNeeds a Discord bot token to do anythingYou have configured the Discord bridge
voteNeeds Votifier and a vote-site listingYour server is listed and Votifier is installed
regionsIs a front end for WorldGuardWorldGuard is installed
invrollbackWrites an inventory snapshot on every death and logoutYour staff actually restore inventories

Turning one on is the same two steps as turning anything off: set enabled = true in modules/<id>/config.conf, then /uxmess reload <id>. /uxmess status prints the live state of every module, so it is the quickest way to see where you stand.

Everything not in that table ships enabled.


Two Special Cases

A couple of things behave a little differently from the 34 toggleable modules:

  • migration — the EssentialsX / Vault / LiteBans importer. It ships disabled because it's a one-shot admin tool: enable it for a cutover, run your import, then switch it back off. See Migrating from EssentialsX.
  • management — the in-game management GUI framework that backs /uxmess gui and every module's admin panel. It's always on and isn't a toggleable module.

The Module Permission Node

Each module has a tier node used to gate its reload and inspect access:

uxmessentials.module.<id>        # e.g. uxmessentials.module.economy

This node defaults to op. It (together with uxmessentials.admin.reload) controls who can reload or inspect that specific module.


Next Steps