Docs

Bombs, drills and lucky blocks

Items used inside mines to mine a lot at once or to roll rewards. Everything they break is paid like normal mining: auto-sell, backpack, levels, clan value and visitor tax.

Configurationplaceables.yml
Command/placeables (aliases /placeable, /colocables)
Moduleplaceables

Bombs

Right click while looking at a mine block (a public mine or a private mine you can mine). The bomb flies from the hand to the block, spins during the fuse and explodes.

yaml
bombs:
  nuke:
    enabled: true
    item:
      material: TNT
      name: "@placeables.items.nuke-bomb-name"
      lore:
        - "@placeables.items.bomb-lore"
      glow: true
    fuse-ticks: 80                   # 20 ticks = 1 second
    shape: layers                    # sphere, cube, disc, layer, layers, column, line
    height: 5                        # layers for layers; depth for column and line
    radius: 12
    max-blocks: 0                    # 0 uses the enchants.yml cap
    range: 40                        # maximum distance to the aimed block
    cooldown-ticks: 100
    fuse-particle: "FLAME"
    explosion-particle: "EXPLOSION_EMITTER|EXPLOSION_HUGE"
    explosion-sound: ENTITY_DRAGON_FIREBALL_EXPLODE
    actions:
      - "[broadcast] @placeables.items.nuke-broadcast"
    visual:
      enabled: true
      material: ""                   # empty uses the item material
      scale: 1.2
      travel-ticks: 20               # 0 places it instantly
      arc-height: 4.0
      trail-particle: "LAVA"
      spin-degrees: 8
      glow: true

actions run after the explosion with {blocks} and {money}. With visual.enabled: false there is no animation and the bomb explodes at the block when the fuse ends.

Drills

Right click on a mine: the drill appears spinning above the mine and drills it layer by layer downwards.

yaml
drills:
  basic:
    item:
      material: HOPPER
      name: "@placeables.items.basic-drill-name"
    radius: 1                        # 1 = 3×3 per layer
    depth: 30                        # layers; also stops after three empty layers
    ticks-per-layer: 10
    range: 20
    cooldown-ticks: 40
    particle: "CRIT"
    sound: BLOCK_GRINDSTONE_USE
    finish-actions: []               # with {blocks} and {money}
    visual:
      enabled: true
      scale: 1.0
      spin-degrees: 20

settings:
  max-active-drills-per-player: 2

Lucky blocks

The player carries the lucky block in the hotbar or off hand while mining. It charges with mined blocks and, once full, right clicking with it opens it and rolls the rewards.

yaml
lucky-blocks:
  common:
    item:
      material: SPONGE
      name: "@placeables.items.lucky-name"
      lore:
        - "@placeables.items.lucky-lore"
    charge-blocks: 1000
    rolls: 1
    open-sound: ENTITY_PLAYER_LEVELUP
    rewards:
      - weight: 50
        display: "@placeables.items.reward-tokens"
        actions:
          - "[give] tokens 2500"
      - weight: 15
        display: "@placeables.items.reward-bomb"
        actions:
          - "[console] placeables give {player} bomb small 3"
      - weight: 5
        display: "@placeables.items.reward-jackpot"
        actions:
          - "[give] gems 50"
          - "[broadcast] @placeables.items.jackpot-broadcast"

weight is the relative chance. The lucky-charge stat makes them charge faster. The item shows {charge}, {required}, {progress} and {bar}.

Item options

Every placeable accepts in item: material (or texture-<base64> for a head), name, lore, glow and custom-model-data. Item placeholders: bombs {radius} {fuse}, drills {radius} {depth}.

Commands

CommandPermissionDoes
/placeables give <player> <bomb|drill|lucky> <id> [amount]pulseprison.placeables.adminGives placeables
/placeables listpulseprison.placeables.adminLists the ids
/placeables reloadpulseprison.placeables.adminReloads placeables.yml

From crates or rewards: [console] placeables give {player} bomb small 1.

Bombs, drills and lucky blocks | PulsePrison Core Docs