Docs
Pickaxe
Every player has a persistent pickaxe given on join. It has a level, experience, stats, enchants, a skin and crystal sockets, and it is the key to almost every form of progression.
| Configuration | config.yml (pickaxe section), enchants.yml |
| Data | data/pickaxes/ or the database |
| Module | pickaxe-system |
Levels and experience
Every mined block gives experience-per-block, multiplied by Exp Boost, the pickaxe-exp stat, the skill tree and the pet. The experience for the next level grows with the level:
required(level) = base-requirement × level ^ exponent
| Level | EXP needed | Blocks without multipliers |
|---|---|---|
| 1 → 2 | 250 | 25 |
| 10 → 11 | 5,600 | 560 |
| 100 → 101 | 125,300 | 12,530 |
- Several levels can be gained from one block.
- Every level grants skill tree points (
points-per-pickaxe-level). - The level unlocks enchants, skins, crystal sockets and abilities.
- A title shows on screen on level up.
yaml
pickaxe:
prevent-death-drop: true # the pickaxe is not lost on death
recovery-timeout-minutes: 30
autosell-default: true # auto-sell of a new pickaxe
progression:
experience-per-block: 10
base-requirement: 250
exponent: 1.35 # higher = slower late game
max-level: 500
display:
name: "ee8fa⛏ &fPickaxe &8• &#b388ffLv. {level}"
idle-refresh-millis: 2500
level-up-title: true
disenchant:
enabled: true
refund-percent: 50 # refund when removing levelsHow it looks
- Name and lore: level, progress, blocks, money earned, auto-sell and enchants. They update instantly on level up, when buying or removing enchants and when toggling auto-sell. Blocks and experience update once the player stops mining for
idle-refresh-millis, because rewriting the item in hand replays the hold animation. - Action bar: always live, with experience gained, level, bar, percentage and money.
- Skin: the selected skin changes material, model and name.
- Identity: the pickaxe is recognized by a hidden tag, not by its name or material, so changing the skin or renaming it doesn't break it.
Pickaxe menu
Right click with the pickaxe, or /pickaxe, opens menus/pickaxe.yml:
- The center grid lists enchants with their status: locked, available, active or maxed. Clicking one opens its upgrade menu, also when maxed, to remove levels.
- Auto-sell and settings buttons.
- Links to skins, crystals, masteries, abilities, armor sets and stats. Each button hides when its module is disabled.
Protection
- With
prevent-death-drop, the pickaxe doesn't drop on death: it is kept and returned on respawn, forrecovery-timeout-minutes. - Progress lives in the player data, not in the item: if it is lost,
/pickaxe givehands out one with every level and enchant. - On join, the player gets their pickaxe if they don't have it.
Commands
| Command | Permission | Does |
|---|---|---|
/pickaxe · /pickaxe stats | pulseprison.pickaxe.use | Level, experience, stats and enchants |
/pickaxe autosell [on|off] · /autosell [on|off] | pulseprison.pickaxe.use · pulseprison.autosell | Auto-sell |
/pickaxe refresh | pulseprison.pickaxe.use | Rebuilds the item |
/pickaxe give <player> | pulseprison.pickaxe.admin | Gives a replacement pickaxe |
/pickaxe reset <player> confirm | pulseprison.pickaxe.admin | Deletes a player's pickaxe |
/prisonadmin pickaxe <player|me> ... | pulseprison.prisonadmin | Level and experience, see Staff commands |
/pickaxe aliases: /pico, /pick.
Placeholders
%pulseprison_pickaxe_level%, %pulseprison_pickaxe_exp%, %pulseprison_pickaxe_exp_needed%, %pulseprison_pickaxe_progress%, %pulseprison_pickaxe_blocks_mined%, %pulseprison_pickaxe_enchant_<id>%.