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AetherSky OneBlock Phases
On a OneBlock island the player starts on a single block. Every time it is broken it is replaced one tick later by a new block from the island's current phase. After enough breaks the island advances to the next phase.
- The player breaks the OneBlock. Drops and XP go straight into the inventory (see Auto-Pickup).
- The phase counter goes up by 1 and the island gains
oneblock.xp-per-blockisland XP. - The next block is rolled:
- with a chance of
chest-chanceit becomes a loot chest filled fromchest-loot; - otherwise a block is picked from
blocksusing the weights.
- with a chance of
- With a chance of
mob-chancea mob frommobsspawns on top of the block. - The action bar shows the progress, for example:
Phase 3: Nether | Blocks Broken: 450/1500.
When blocks-required is reached the island moves to the next phase: all online members get a OneBlock Phase Advanced! title and the new phase starts with its first-block.
After the last phase:
-
oneblock.cycle-phases: true(default): the island starts again at phase 1 and members get an All phases completed message. -
oneblock.cycle-phases: false: the island stays in the last phase forever (the action bar showsMAX).
When a player breaks a loot chest, the chest and its contents are not put in the inventory. They drop motionless on top of the new OneBlock, so nothing falls into the void.
The OneBlock cannot be destroyed by anything except a player: gravity (sand/gravel do not fall), block physics, leaf decay, fire, melting, explosions, pistons and endermen are all blocked. If the block is ever missing (for example after WorldEdit), it is restored when a member uses /is go or /is center.
Phases run top to bottom in the order they appear in the file. The key (plains, nether) is the phase id used by /aethersky setphase.
phases:
plains:
display-name: '<green>Plains</green>' # MiniMessage, used in action bar, titles and GUI
icon: GRASS_BLOCK # GUI icon
blocks-required: 500 # breaks to reach the next phase
first-block: GRASS_BLOCK # placed when the phase starts
chest-chance: 0.015 # 0.0 - 1.0 (1.5%)
mob-chance: 0.03 # 0.0 - 1.0 (3%)
blocks: # MATERIAL: weight
GRASS_BLOCK: 30
DIRT: 25
OAK_LOG: 18
COBBLESTONE: 10
mobs: # ENTITY_TYPE: weight
COW: 30
SHEEP: 30
chest-loot:
rolls: '3-5' # number of item stacks in the chest
items:
- { material: OAK_SAPLING, amount: '1-3', weight: 20 }
- { material: IRON_INGOT, amount: '1-3', weight: 8 }
- { material: WATER_BUCKET, amount: '1', weight: 6 }Weights are relative and do not need to add up to 100. In the example above GRASS_BLOCK: 30 and DIRT: 25 mean grass is picked 30 out of every 83 breaks (30+25+18+10).
- Blocks and items use Bukkit
Materialnames (DEEPSLATE_DIAMOND_ORE,CHERRY_LOG). - Mobs use
EntityTypenames (ZOMBIE,ZOMBIFIED_PIGLIN). - Unknown names are skipped with a warning in the console, for example:
[phases.yml] nether: unknown block 'NETHER_STONE' skipped.
| # | Id | Blocks required | Typical blocks | Mobs |
|---|---|---|---|---|
| 1 | plains |
500 | grass, dirt, logs, sand, clay, melons | cows, sheep, pigs, chickens |
| 2 | underground |
1000 | stone variants, deepslate, all overworld ores | zombies, skeletons, spiders, creepers |
| 3 | nether |
1500 | netherrack, soul sand, basalt, quartz & gold ore, ancient debris | piglins, blazes, magma cubes, hoglins |
| 4 | end |
2500 | end stone, purpur, obsidian, amethyst | endermen, endermites, shulkers |
- Use full, solid blocks. Avoid flowers, torches, liquids, crops or blocks that need support (chorus plants, cactus). They can pop off and leave the island without a block.
- Add as many phases as you like (an Ocean or Deep Dark phase), the order in the file is the order in game.
- After editing run
/aethersky reload. Islands keep their phase; if you removed or renamed a phase, islands in that phase fall back to phase 1. - Test a phase quickly with
/aethersky setphase <player> <phase>.
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