Concepts
Packages, blueprints, builders, jobs, the preview and the warehouse.
Package
A schematic on sale, defined in packages.yml. It names the .schem file, a price, a shop category,
an icon and optional rules: a permission, a cooldown, a minimum builder level, a build order.
packages:
house_oak:
display: "<white>Small Oak House</white>"
category: houses
schematic: house_oak.schem
icon: OAK_PLANKS
price: 1500
Every package gets a generated permission, uxmbuilders.package.<id>, used when its permission is
set to that node.
Blueprint
The item the shop hands out after payment. It is a paper item by default, carries the package id in its persistent data, and is marked prepaid: placing it never charges again. A renamed paper is not a blueprint; the plugin reads the data, not the name.
/builders admin give hands out free blueprints for events and crates.
Builder
The crew that builds a package, defined in builders.yml. A builder has levels, and each level sets:
| Stat | Effect |
|---|---|
blocksPerSecond | How fast the job places blocks, and how fast the NPC moves |
efficiency | The chance a block costs no material, from 0.00 to 1.00 |
price | What the next level costs to buy |
A player owns one or more builders and has one selected. The selected builder is the one a new build uses, and a running build keeps the builder and level it started with.
Job
One build in progress. It moves through these states:
| State | Meaning |
|---|---|
QUEUED | Waiting for a free build slot (performance.maxConcurrentJobs) |
BUILDING | Placing blocks |
PAUSED | Stopped by the owner, by missing materials, an offline owner, an unloaded world, or a restart |
COMPLETED | Every block is in place |
CANCELLED | Ended early, with a refund decided by the reason |
A job remembers its order of blocks, so a job paused for a week resumes at the exact block it stopped at.
Preview
Holding a blueprint and right-clicking opens the preview: the whole structure drawn in the player's own client as fake blocks, plus a particle outline. Nothing is placed and no entity spawns. The outline is green where the build is allowed and red where it is not. See Preview.
Warehouse
An optional per-player store of materials, off by default (materials.enabled). When it is on, each
placed block takes one matching item from the owner's warehouse, and a build with nothing left to take
pauses until it is restocked. See Warehouse.
How they fit together
flowchart LR
A[Shop] -->|pay| B[Blueprint]
B -->|right-click| C[Preview]
C -->|confirm| D[Job]
D --> E{Slot free?}
E -- no --> F[QUEUED]
E -- yes --> G[Site preparation]
F --> G
G --> H[BUILDING]
H -->|materials out, owner offline| I[PAUSED]
I --> H
H --> J[COMPLETED]
H -->|cancel| K[CANCELLED + refund]
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