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FAQ
Another plugin, usually TAB, formats the list and overwrites the mark. Put %moafks_tag% into that plugin’s prefix: Integrations shows how.
Mo’Afks tells clients about collision through the player’s team: TAB’s, or its own moafks_afk team without TAB. A player who already sits in another plugin’s team keeps it, and Mo’Afks can’t change that team. Turn on debug to see who that is.
The idle timer waits while the player is in danger: in a fight, falling, burning, in water or lava, or chased by a mob. Anything in exit_triggers also restarts the timer, a camera turn included. Turn on debug, and the log says why each refusal happened.
They shouldn’t: water, pistons, and minecarts moving a player never count as activity. Check the log with debug on: it names the trigger that brought them back.
Yes. Vanilla statistics stay as they are, play time included. %moafks_afk_total% and Plan’s “time AFK” column give AFK time, so you can subtract it.
Mobs keep spawning around an AFK player. By default the player picks up no items or experience. gains.items and gains.experience change that. A farm that needs clicks needs an active player, who isn’t protected.
Not per player. limits.enabled: false turns the kick off for everyone.
Players behind a proxy or relay get its country. They can pick their language with /moafks language, or you can put client first in locales.sources. /moafks locale <player> shows what the plugin sees. See Languages.
Set geoip.enabled: false. Languages then come from the player’s game and locales.default.
No. AFK changes nothing the game saves. Only the AFK total, the count of AFK spells, and the chosen language go into the player’s data. The moafks_afk team exists only while someone is AFK, and the plugin removes a leftover one on start.
Players and server owners
- Installation
- First steps
- How AFK works
- Commands and permissions
- Configuration
- Languages
- Integrations
- FAQ
Developers