DUXPLIMA Documentation

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"
KeyMeaning
materialThe item that represents the boost
typeSPAWN_AMOUNT or SPAWN_TIME
amountHow much is added or multiplied
durationHow long it lasts — 1d, 12h, and so on
model-dataCustom model data for resource packs
name, loreThe item's appearance, MiniMessage

The two types

TypeEffect
SPAWN_AMOUNTAdds amount mobs to each spawn cycle
SPAWN_TIMEDivides 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.