Docs

Backpacks

Per player virtual storage for mined blocks. It is not a real inventory: nothing can be taken out, only sold. That is what makes it immune to duplication.

Configurationbackpacks.yml
Datadata/backpacks/<uuid>.yml

Where mined blocks go

  1. Pickaxe auto-sell on (/autosell) → sold instantly
  2. Backpack auto-sell on (/bp autosell) → sold as they enter the backpack
  3. Otherwise → stored in the backpack
  4. Backpack full → sent to the inventory, with an action bar notice (throttled to avoid spam)
  5. Inventory full → dropped at the player's feet

Every sale uses the same price calculation: dynamic market, multipliers, skill tree, pet and rebirth bonus.

Extra blocks broken by area enchants follow the same path.


Commands

CommandDescription
/bpOpen the backpack menu
/bp sellSell every priced block
/bp autosellToggle selling on collect
/bp upgradeIncrease capacity with tokens
/bp infoLevel and capacity
/bp give <player> · /bp clear <player>Admin

Aliases: /backpack, /mochila. Permissions: pulseprison.backpack.use (everyone), pulseprison.backpack.admin (op).


Six read-only rows with the content grouped by material. Bottom row:

SlotButton
45Info (level, used capacity)
47Auto-sell ON/OFF
49Sell all
51Upgrade
53Close

Saving

The backpack is saved when the player leaves, every two minutes while playing if something changed, and when the server stops.


Upgrades

cost(level) = token-cost-base × token-cost-growth ^ (level - 1)

Each upgrade adds capacity-per-level up to max-level.

yaml
# backpacks.yml
collect-drops: true
default-capacity: 5000
full-warning: true
upgrade:
  capacity-per-level: 2500
  max-level: 20
  token-cost-base: 5000
  token-cost-growth: 1.5
Backpacks | PulsePrison Core Docs