Boosts
Spawn-amount and spawn-time boosts, as items players apply.
A boost is an item a player applies to a spawner for a fixed period. Boosts are defined in
modules/boosts.yml and handed out with /uxmspawners giveboost <player> <boost>.
boosts:
enabled: true
list:
boost1:
material: "DIAMOND"
type: "SPAWN_AMOUNT"
amount: 2
model-data: 0
duration: "1d"
name: "<yellow><bold>BOOST <dark_gray>- <white>1 days"
lore:
- "<gray> Applying this boost will increase"
- "<gray> the spawner's mob output by <green>+2"
| Key | Meaning |
|---|---|
material | The item that represents the boost |
type | SPAWN_AMOUNT or SPAWN_TIME |
amount | How much is added or multiplied |
duration | How long it lasts (1d, 12h, and so on) |
model-data | Custom model data for resource packs |
name, lore | The item's appearance, MiniMessage |
The two types
| Type | Effect |
|---|---|
SPAWN_AMOUNT | Adds amount mobs to each spawn cycle |
SPAWN_TIME | Divides the delay between cycles (amount: 4 means four times faster) |
The boost id (boost1, boost2, whatever you name it) is what tab completion offers and what
giveboost takes. Name them after what they do rather than by number, and the staff command
becomes readable: /uxmspawners giveboost Notch double-spawn.
Boosts are the thing to sell
A boost is temporary and consumable, which makes it a much healthier crate or store item than a
permanent upgrade. Two shipped examples (+2 per cycle for a day, 4× speed for twelve hours)
are a reasonable starting shape.
Was this page helpful?