AcidIsland
An island in an acid sea that burns whoever swims in it, with acid rain, a tide, vents, geysers and buried ruins.
An AcidIsland island stands in an acid sea. The sea burns whoever swims in it, and acid rain burns whoever it falls on. Water taken from the sea is acid too: a bottle of it poisons the one who drinks it until it is made clean. Rain a cauldron catches is clean already, but a cauldron a bucket of sea water was poured into holds the sea until it is emptied.
Turning it on
- Set
enabled = trueinmodules/acidisland.conf. - Add
acid_islandtopresets.modesinmodules/presets.conf.
The shipped preset acid_island starts with "uxm:platform" and "uxm:acid-sea", the action that
lays the sea around the island.
The sea
The sea fills the air around the island and never replaces a block the island already has.
| Setting | Shipped | What it does |
|---|---|---|
sea.below-island | 2 | How many blocks below the island's start height the surface stands |
sea.depth | 4 | How many blocks of water stand above the floor |
sea.radius | 64 | How far from the centre the sea reaches. Keep it inside half the grid spacing |
sea.floor | SANDSTONE | The block the sea stands on. A falling block is replaced by sandstone |
sea.bed | What the floor is made of, by weight, how thick it is and how high its mounds rise |
Vents and geysers
A sulfur vent is magma on the floor that pulls a swimmer down, with fumes that reach whoever is
near. A geyser is soul sand that throws a swimmer up out of the sea. vents.chance and
geysers.chance are the chance a column of the floor is one, and 0 lays none. vents.effects
are the fumes' effects, each written name:amplifier:seconds.
Offerings
An item a player throws into the sea that sinks onto a vent is an offering. If an offering in
vents.offerings.list names it, the vent takes as many as takes says, and a roll of that
offering's loot table comes back to whoever threw it while they are near. Only a player's own
throw counts. An item no offering takes dissolves as any other.
offerings {
after = "2s"
list = [
{ items = ["minecraft:gold_ingot"], takes = 1, loot = "minecraft:chests/buried_treasure" }
]
}
Buried ruins
sea.buried lays structures in the floor around the island, the way Poseidon lays its wrecks.
Each group lays count of its templates, distance blocks from the centre and spread evenly
around it, and gives each chest a loot table from loot. groups = {} buries nothing.
The tide
The sea rises tide.rise blocks over half of tide.period and falls back over the other half, a
block at a time, by the clock, so every server of a network keeps the same tide. Water is added
only over the sea, never on an island. rise = 0 keeps the sea still. The effect lists
acid-tide-rising and acid-tide-falling in modules/effects.conf fire at each block.
One sea between islands
With sea.between.enabled, every chunk the server makes in the world between.world names is
laid with the sea, so the islands of that world stand in one sea that runs on as far as players
go, and a boat goes from island to island. Give the AcidIsland preset that world, keep other
modes out of it, and set surface to the islands' sea level. Chunks made before it was on are
left as they are, so start it on a new world.
How it looks
sea.look.biome is painted over the sea when an island is made. The plugin's own
uxmskyblock:sulfur_sea is drawn in the colours below it, each written #rrggbb: water,
water-fog, fog and sky. The plugin writes it into a data pack at start, so a change to the
colours shows after a restart. Any biome the game or a data pack has may be named instead, and
"" leaves the biome the world made.
The hazard
| Setting | Shipped | What it does |
|---|---|---|
hazard.check-every | 1s | How often each player on an AcidIsland island is checked |
hazard.water-damage | 2.0 | Health taken at each check from a player in the sea. A heart is 2 |
hazard.rain-damage | 1.0 | Health taken at each check from a player the rain falls on |
hazard.helmet-blocks-rain | true | Whether anything worn on the head keeps the rain off |
hazard.water-protection | ["water_breathing"] | Effects that keep a player safe in the sea |
hazard.water-effects | ["poison:0:3"] | Effects the sea gives |
hazard.armour | netherite | A full set of these keeps the acid off, losing wear durability per check |
Sea life
At each check the sea looks within sea-life.reach blocks of each player. An item lying in the
sea dissolves after items.after. A creature in it takes creatures.damage at each check, except
those in creatures.spared, which live in it.
Clean water
A bottle of acid water is made clean by smelting it in a furnace or brewing it with coal, as
purification allows. A bucket smelted comes out clean too. A bottle of clean water drunk heals
clean-water.heals health and gives clean-water.effects.
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