DUXPLIMA Documentation

Output

The three destinations, the storage window, price sources, banking and smelting.

The owner picks one destination per minion with the hopper on the panel. You decide which of the three exist on this server.

destinations {
  internal { enabled = true, permission = "" }
  sell     { enabled = true, permission = "uxmminions.destination.sell" }
  chest    { enabled = true, permission = "", max-distance = 5 }
}
DestinationOutput goes
internalInto the minion's own storage, kept in the database; a full minion stops. This brings a player back to the island
sellSold at once, the money credited to the owner. The shipped node makes it a rank perk
chestInto a container within max-distance blocks. The container is a handle, never the truth: break it, replace it or let its chunk unload, and no item is lost

A destination switched off, or one the owner lacks the node for, is skipped by the cycle button.

The storage window

A live view over the database: every take is its own transaction and nothing is written back when the window closes, so nothing duplicates while the minion works. See Storage. A material can be stopped there, so the minion stops collecting it and everything else carries on.

Prices

prices {
  sources = ["uxmshop", "file"]
}

The first source that is installed and can price the item wins. uxmshop is a link to uxmShop, skipped without error when it is not installed; file is prices.conf, about 100 materials from cobblestone at 0.4 to netherite scrap at 280. An item no source prices stays in the minion: never deleted, never dropped, never sold for nothing.

Banking

banking {
  enabled = false
}

On, money is held in the minion until the owner clicks the gold nugget on the panel to collect it. It is a reason to log in and never a cap: the minion keeps working. Off, a sale credits the owner at once, except when the owner is not on the server: then it waits in the minion and is collected next time. effects.sold runs when money reaches the player.

Smelting

A level with smelt = true stores the cooked form, using the server's own furnace recipes, read once at start. An override names one material and what it becomes, or none:

smelting {
  overrides {
    COBBLESTONE    = STONE
    ANCIENT_DEBRIS = none
  }
}

A material with no recipe and no override is stored as it was produced.

Related: Storage, prices.conf