Skip to content

boosters.yml

boosters.yml defines the three things a player buys and then uses on a spawner: boosters, tickets and wands. It carries no config-version and is not merged on update, the same as spawners.yml — delete an entry and it stays deleted. Where each is drawn in the buying menu is menus/boosters.yml instead; this file is only what each one is, what it costs, and what tags its item lore may use. The words themselves — kinds, scopes, and the lore lines — live beside each definition here, not in messages.yml.

For how each of these behaves once bought, see Boosters, tickets and wands.

A booster is a multiplier bought as an item instead of paid for as a permanent upgrade. A SPAWNER-scope booster is used on one spawner and lives in that block; an ALL-scope booster is used from the hand anywhere and covers everything its owner has, on every server sharing the database.

boosters:
item:
lore:
- '<gray><kind> <white>x<factor>'
- '<gray>Covers: <white><scope>'
- '<gray>Lasts: <white><duration>'
- ''
- '<green>Right-click a spawner to use it'
kinds:
amount: 'Production'
delay: 'Speed'
experience: 'Experience'
drops: 'Drops'
sell: 'Sale price'
scopes:
spawner: 'one spawner'
all: 'everything you own'
types:
rush:
display: '<gold>Rush Booster'
item: { material: BLAZE_POWDER, model: 0 }
scope: SPAWNER # SPAWNER or ALL
kind: AMOUNT # AMOUNT, DELAY, EXPERIENCE, DROPS or SELL
factor: 2.0
duration: 30m # 30m, 1h30m, 2d. 0 lasts until uses run out
uses: -1 # -1 is unlimited. Only meaningful for SPAWNER
price: 50000
empire:
display: '<light_purple>Empire Booster'
item: { material: NETHER_STAR, model: 0 }
scope: ALL
kind: AMOUNT
factor: 1.5
duration: 1h
uses: -1
price: 400000

uses only applies to SPAWNER scope — an ALL booster ignores it and is always treated as unlimited, since one owner could otherwise burn a hundred uses across fifty spawners in a couple of seconds. Within one scope, one booster of each kind runs at a time: buying a second of the same kind replaces the first rather than stacking with it.

A ticket is the same upgrade the menu sells, paid for once and carried about as an item, instead of wearing off like a booster.

tickets:
overflow:
refund: 'hands the rest back'
partial: 'raises what fits'
refuse: 'does nothing'
types:
amount-10:
display: '<gold>Amount Ticket <white>x10'
item: { material: PAPER, model: 0 }
upgrade: AMOUNT # RANGE, DELAY, AMOUNT, CAPACITY, XP, or ANY
levels: 10
overflow: REFUND # REFUND, PARTIAL, or REFUSE
price: 200000
any-5:
display: '<light_purple>Upgrade Ticket <white>x5'
item: { material: PAPER, model: 0 }
upgrade: ANY
levels: 5
overflow: REFUND
price: 120000

upgrade: ANY lets the player pick which of the five axes the ticket raises when it is used. overflow decides what happens when a ticket’s levels would push a spawner past its type’s max-level: REFUND raises what fits and hands back a smaller ticket for the rest (nothing bought is lost), PARTIAL raises what fits and spends the whole ticket, REFUSE does nothing and says how many levels are left.

A wand does to several spawners at once what the spawner menu does to one.

wands:
largest-radius: 8
kinds:
sell: 'Sells what it reaches'
experience: 'Takes the experience'
types:
sell:
display: '<green>Sell Wand'
item: { material: BLAZE_ROD, model: 0 }
kind: SELL # SELL or EXPERIENCE
uses: 100 # -1 is unlimited
radius: 5 # blocks around the clicked spawner also reached; 0 = only that one
price: 150000
experience:
display: '<green>Experience Wand'
item: { material: STICK, model: 0 }
kind: EXPERIENCE
uses: -1
radius: 5
price: 100000

largest-radius is the ceiling any wand’s radius is clamped to. A wand’s uses count is spent once per click, not once per spawner reached, and is stored in the item itself, so giving the wand away carries however many uses are left on it.