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migration‐guides
Mardssss edited this page Jun 20, 2026
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1 revision
This version introduces a major configuration restructure for areas. The old nested regions system under each world has been replaced with a flat, more flexible areas list.
- Old structure:
world → regions → area - New structure: Top-level
areaslist (each area explicitly references its world) - Many new fields have been added with sensible defaults
- Coordinates (
point1/point2) are now required - More control over regeneration behavior, triggers, priorities, and container handling
my_world:
enabled: true
regions:
area1:
enabled: true
regen-time: 10
delay: 2
blacklisted-blocks: {}
whitelisted-blocks:
- STONEareas:
area1:
world: my_world
priority: 1
enabled: true
attributes:
area-name: area1
delay: 2
regen-time: 10
regen-pattern: NORMAL
triggers:
- EXPLOSION
blacklist-materials: []
whitelist-materials:
- STONE
containers:
mode: EMPTY
point1:
x: -65.0
y: 74.0
z: 11.0
point2:
x: -60.0
y: 80.0
z: 16.0-
Backup your current
areas.yamlbefore upgrading. -
Create the new structure for each area:
- Move every region into the top-level
areaslist. - Add the
worldfield (previously implied by the parent key). - Add
point1andpoint2(these define the cuboid area — required).
- Move every region into the top-level
-
Update field names where changed:
Old Key New Location / Key Notes blacklisted-blocksattributes.blacklist-materialsNow under attributeswhitelisted-blocksattributes.whitelist-materialsNow under attributes -
Add the new recommended fields (with defaults):
areas: your-area-id: world: "world_name" # Required priority: 1 # Higher = processed first enabled: true attributes: area-name: "your-area-id" # Display name delay: 2 regen-time: 10 regen-pattern: NORMAL # NORMAL, SCHEMATIC, etc. triggers: - EXPLOSION # Add more as needed: PLAYER_BREAK, TNT, etc. blacklist-materials: [] whitelist-materials: [] containers: mode: EMPTY # EMPTY, CLEAR, KEEP, etc. point1: # Required - one corner x: 0.0 y: 64.0 z: 0.0 point2: # Required - opposite corner x: 10.0 y: 80.0 z: 10.0
-
Area ID: The key under
areas:(e.g.area1) should be unique and is now used as the internal identifier. -
Coordinates: You must define both
point1andpoint2. Use the lowest and highest coordinates of your region. - Triggers: The new system supports multiple regeneration triggers. Add the ones relevant to your area.
-
Containers: New
containers.modecontrols how chests, furnaces, etc. are handled on regen. - Priority: Useful if you have overlapping areas — higher priority areas take precedence.
-
regen-pattern:
NORMALis the default (block-by-block). Other patterns (like schematic-based) may be available.