DUXPLIMA Documentation

Survival

Tree-feller, veinminer, auto-pickup, auto-smelt, auto-sell, one-player sleep and the rest, each its own switch.

Survival is a set of opt-in gameplay conveniences most servers reach for a separate plugin (or three) to get: tree-feller, veinminer, fast leaf decay, farmland protection, farm assist, an anvil unlocker, one-player sleep, head drops, auto-pickup, auto-smelt, auto-sell and auto-tool. Each mechanic is independent, so you switch on only what your server wants.

Module survival · disabled by default · modules/survival/config.conf

Commands

CommandWhat it doesPermission
/autopickupToggle auto-pickup: mined drops go straight to your inventory.uxmessentials.survival.autopickup.toggle
/autosellToggle auto-sell: priced drops are sold for coin as you mine.uxmessentials.survival.autosell.toggle
/autosmeltToggle auto-smelt: ores are smelted as you mine them.uxmessentials.survival.autosmelt.toggle
/autotoolToggle auto-tool: the best tool swaps to hand as you mine.uxmessentials.survival.autotool.toggle
/farmprotectToggle farmland protection: stop yourself trampling crops.uxmessentials.survival.farmprotect.toggle
/survivalOpen your survival panel: toggle tree-feller, veinminer, auto-pickup and the rest.uxmessentials.survival.gui
/treefellerToggle tree-feller: fell a whole tree by breaking one log.uxmessentials.survival.treefeller.toggle
/veinminerToggle veinminer: break a whole ore vein by mining one block.uxmessentials.survival.veinminer.toggle

Permissions

NodeDefaultGrants
uxmessentials.module.survivalopHot-reload / inspect the survival module (opt-in gameplay mechanics).
uxmessentials.survival.autopickupeveryoneAuto-pickup acts for you: mined drops go straight to your inventory.
uxmessentials.survival.autopickup.toggleeveryone/autopickup: switch your personal auto-pickup on or off.
uxmessentials.survival.autoselleveryoneAuto-sell acts for you: priced drops are sold for coin as you mine.
uxmessentials.survival.autosell.toggleeveryone/autosell: switch your personal auto-sell on or off.
uxmessentials.survival.autosmelteveryoneAuto-smelt acts for you: ores are smelted as you mine them.
uxmessentials.survival.autosmelt.toggleeveryone/autosmelt: switch your personal auto-smelt on or off.
uxmessentials.survival.autotooleveryoneAuto-tool acts for you: the best tool swaps to hand as you mine.
uxmessentials.survival.autotool.toggleeveryone/autotool: switch your personal auto-tool on or off.
uxmessentials.survival.farmassisteveryoneRight-click a mature crop to harvest and replant it, spending one seed.
uxmessentials.survival.farmprotecteveryoneFarmland protection acts for you: you will not trample your crops.
uxmessentials.survival.farmprotect.toggleeveryone/farmprotect: switch your personal farmland protection on or off.
uxmessentials.survival.guieveryone/survival: open your personal survival mechanics settings panel.
uxmessentials.survival.treefellereveryoneTree-feller acts for you: break one log to fell the whole trunk.
uxmessentials.survival.treefeller.toggleeveryone/treefeller: switch your personal tree-feller on or off.
uxmessentials.survival.veinminereveryoneVeinminer acts for you: break one block to mine the connected vein.
uxmessentials.survival.veinminer.toggleeveryone/veinminer: switch your personal veinminer on or off.

Settings

KeyDefaultWhat it does
tree-feller.enabledtrueTree-feller: break one log of a tree and the whole connected trunk of the same wood comes down with it, up to max-blocks.
tree-feller.require-axetrueRequire an axe in hand to fell. With this off, breaking a log by any means fells the tree.
tree-feller.durability-draintrueDrain the axe's durability as the tree comes down.
tree-feller.durability-multiplier1Durability points spent per extra log felled (the log you broke by hand is not counted). 1 mirrors mining each log normally; raise it to make felling wear the axe faster.
tree-feller.max-blocks64The most logs a single fell brings down, counting the one you broke. A safety cap so an enormous custom tree cannot lag the server.
tree-feller.hunger-cost0.0Food exhaustion added per extra log felled (0 disables the hunger cost). 0.0 by default so felling costs no more hunger than mining the logs by hand would.
tree-feller.sneak-requiredfalseRequire the player to be sneaking to fell. This doubles as the "shift to fell" switch: with it on, a normal break chops a single log and a shift-break fells the tree; with it off (the default) any log break fells.
tree-feller.replant-saplingstrueReplant a matching sapling at the base after felling, when the block below is soil. Nothing is replanted for a species without a plantable sapling (the nether stems).
veinminer.enabledtrueVeinminer: break one of the listed blocks and the whole connected vein of that same material breaks with it, up to max-blocks.
veinminer.blocks[...]The blocks a vein-break triggers on. A break of any of these mines the connected run of the same block. Use the Bukkit material names; unknown names are skipped with a warning at startup.
veinminer.max-blocks64The most blocks a single vein-break mines, counting the one you broke. A safety cap for very large veins.
veinminer.tool-durabilitytrueDrain the mining tool's durability as the vein breaks.
veinminer.hunger-cost0.0Food exhaustion added per extra block mined (0 disables the hunger cost).
veinminer.sneak-requiredtrueRequire the player to be sneaking to vein. The "shift to vein" switch: with it on (the default) a plain break takes a single ore and a shift-break takes the vein; with it off any break of a listed block veins it.
leaf-decay.enabledtrueFast-leaf-decay: when a log is broken, the leaves it was holding up decay right away instead of lingering for vanilla's slow random-tick sweep.
leaf-decay.radius4How far from the broken log to look for leaves to decay, as the half-width of a cube. Larger values clear a bigger canopy but cost more to sweep; keep it modest.
leaf-decay.delay-ticks4Ticks to wait after the log breaks before decaying the leaves (20 ticks = 1 second). A small delay lets the cascade read as a gentle ripple rather than the whole canopy vanishing at once.
farmprotect.enabledtrueFarmland protection: a personal /farmprotect toggle (default on) that stops the player trampling farmland into dirt, whether by stepping on it or landing on it from a fall.
farmassist.enabledtrueFarm-assist: right-click a fully grown crop to harvest its drops and replant it in one motion.
farmassist.crops[...]The crops farm-assist acts on. Only crops that grow through a block age and replant from a single seed item are supported; unknown or seedless crops are skipped with a warning at startup.
anvilunlocker.enabledtrueAnvil-unlocker: lift vanilla's anvil caps so a costly combine is not rejected with "Too Expensive!".
anvilunlocker.remove-level-limittrueLift the "Too Expensive!" level ceiling (vanilla stops a survival combine once it costs 40 levels) so any combine, however many prior-work levels it has stacked up, produces a result.
anvilunlocker.remove-cost-limitfalseAlso zero the level price of the combine, so the unlocked repair is free rather than charging the full (and possibly enormous) XP cost. Off by default, so an unlocked combine still costs its levels.
oneplayersleep.enabledtrueOne-player-sleep: skip the night as soon as enough of a world's players are sleeping, evaluated per world.
oneplayersleep.required-percent50The percentage of eligible players that must be sleeping to skip the night, rounded up to a whole player. Only used when required-count is 0.
oneplayersleep.required-count1A fixed number of sleeping players that skips the night. When above 0 this takes precedence over required-percent entirely; the default of 1 is the classic one-player sleep. Set to 0 to fall back to the percentage instead.
headdrop.enabledtrueHead-drop: a slain entity may drop its head.
headdrop.player-head-on-pvptrueA player killed by another player drops their player head at full odds. PvE and environmental deaths never drop a player head.
headdrop.mob-chance0.0The default chance a slain mob drops its head, as a percentage. 0 means mobs drop no heads unless a per-mob override below raises their chance.
autopickup.enabledtrueAuto-pickup: a broken block's drops go straight into your inventory instead of scattering on the ground; only when the inventory is full do the extras spill out.
autopickup.transfer-xpfalseGrant the block's dropped experience straight to the player instead of spawning XP orbs on the ground. Off by default, so mining still drops the usual orbs.
autosmelt.enabledtrueAuto-smelt: a broken block's smeltable drop is turned into its furnace result as you mine, so an iron ore yields an ingot rather than raw iron.
autosmelt.smelt.RAW_IRONIRON_INGOTThe drop -> smelted-result map, keyed by the DROP material (raw iron, not the ore block) using Bukkit material names.
autosmelt.smelt.RAW_GOLDGOLD_INGOTThe drop -> smelted-result map, keyed by the DROP material (raw iron, not the ore block) using Bukkit material names.
autosmelt.smelt.RAW_COPPERCOPPER_INGOTThe drop -> smelted-result map, keyed by the DROP material (raw iron, not the ore block) using Bukkit material names.
autosmelt.smelt.ANCIENT_DEBRISNETHERITE_SCRAPThe drop -> smelted-result map, keyed by the DROP material (raw iron, not the ore block) using Bukkit material names.
autosell.enabledtrueAuto-sell: a broken block's priced drops are sold into the server economy as you mine and the coins credited to your wallet.
autosell.notify.mode"actionbar"Where the receipt goes: actionbar (the default; it overwrites itself and leaves the chat log clean), chat, or off for the silent behaviour.
autosell.notify.interval-seconds3Sales are pooled for this many seconds and reported as one line ("12x Iron Ingot, 3x Coal for $102"), so a vein does not print a receipt per block. Set 0 to report every sale on its own; raise it for chat mode.
autosell.prices.COAL2Per-item sell prices, keyed by the (post-smelt) drop material using Bukkit material names.
autosell.prices.IRON_INGOT8Per-item sell prices, keyed by the (post-smelt) drop material using Bukkit material names.
autosell.prices.COPPER_INGOT4Per-item sell prices, keyed by the (post-smelt) drop material using Bukkit material names.
autosell.prices.GOLD_INGOT12Per-item sell prices, keyed by the (post-smelt) drop material using Bukkit material names.
autosell.prices.REDSTONE1Per-item sell prices, keyed by the (post-smelt) drop material using Bukkit material names.
autosell.prices.LAPIS_LAZULI2Per-item sell prices, keyed by the (post-smelt) drop material using Bukkit material names.
autosell.prices.DIAMOND80Per-item sell prices, keyed by the (post-smelt) drop material using Bukkit material names.
autosell.prices.EMERALD60Per-item sell prices, keyed by the (post-smelt) drop material using Bukkit material names.
autosell.prices.QUARTZ3Per-item sell prices, keyed by the (post-smelt) drop material using Bukkit material names.
autosell.prices.NETHERITE_SCRAP120Per-item sell prices, keyed by the (post-smelt) drop material using Bukkit material names.
autotool.enabledtrueAuto-tool: as you start breaking a block, your held hotbar slot swaps to the strongest tool of the family that block needs: a pickaxe for stone, an axe for a log.

Placeholders

PlaceholderRenders
%uxmessentials_survival_autopickup%Whether the player has auto-pickup switched on (yes/no), the mechanic that sends drops straight to the inventory.
%uxmessentials_survival_autopickup_enabled%Whether this server runs auto-pickup at all (yes/no), the mechanic that sends drops straight to the inventory.
%uxmessentials_survival_autosell%Whether the player has auto-sell switched on (yes/no), the mechanic that sells what is mined.
%uxmessentials_survival_autosell_enabled%Whether this server runs auto-sell at all (yes/no), the mechanic that sells what is mined.
%uxmessentials_survival_autosmelt%Whether the player has auto-smelt switched on (yes/no), the mechanic that smelts what is mined.
%uxmessentials_survival_autosmelt_enabled%Whether this server runs auto-smelt at all (yes/no), the mechanic that smelts what is mined.
%uxmessentials_survival_autotool%Whether the player has auto-tool switched on (yes/no), the mechanic that swaps to the right tool.
%uxmessentials_survival_autotool_enabled%Whether this server runs auto-tool at all (yes/no), the mechanic that swaps to the right tool.
%uxmessentials_survival_farmprotect%Whether the player has farm protection switched on (yes/no), the mechanic that stops trampling crops.
%uxmessentials_survival_farmprotect_enabled%Whether this server runs farm protection at all (yes/no), the mechanic that stops trampling crops.
%uxmessentials_survival_treefeller%Whether the player has tree-feller switched on (yes/no), the mechanic that fells a whole tree in one break.
%uxmessentials_survival_treefeller_enabled%Whether this server runs tree-feller at all (yes/no), the mechanic that fells a whole tree in one break.
%uxmessentials_survival_veinminer%Whether the player has veinminer switched on (yes/no), the mechanic that follows an ore vein.
%uxmessentials_survival_veinminer_enabled%Whether this server runs veinminer at all (yes/no), the mechanic that follows an ore vein.

Notes

  • The module ships off because every mechanic changes how vanilla blocks break, drop or replant, which is a decision about your server's gameplay rather than an essentials default.
  • A mechanic answers to up to three layers: the config switch, the player's own /command toggle (on by default, remembered per player), and a permission node where one applies. All three must allow it.
  • Auto-sell runs after auto-smelt, so it prices the smelted result, and it needs an economy provider and a price list before anything is sold.
  • One-player sleep is evaluated per world. AFK players marked sleep-ignored by the presence module and spectators neither count toward the threshold nor block it.
  • required-percent only applies when required-count is 0, so set one or the other rather than both.

Related: Economy, Villagers, Presence