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Player_Data.json
Stores each player's active and queued boosts, so they survive restarts and disconnects. Located at config/MoreSparkles/players/<player_uuid>.json, one file per player.
Caution
These files are written by the mod. You normally don't need to edit them: use /sparkles boost start, /sparkles boost stop and /sparkles clear-queue instead. If you do edit one, make sure that player is offline, because the mod loads the file when they join and overwrites it when their boosts change or they leave.
Note
Changed in 1.3.0. Player data moved from the playerdata/ folder to players/, and the format changed to support boost types. Old player data isn't carried over.
A player's file is created when they're given a boost and deleted when they no longer have any active or queued boosts.
A player with a running 2x IV boost, and a 2x IV boost queued after it:
{
"active_boosts": {
"IV": {
"boost_type": "iv",
"multiplier": 2.0,
"boost_start_time": "2026-09-30T18:00:14.502917",
"boost_expiration_time": "2026-09-30T20:00:14.502917",
"boost_pause_time": null
}
},
"queued_boosts": {
"IV": [
{
"boost_type": "iv",
"multiplier": 2.0,
"boost_start_time": "2026-09-30T18:05:14.502917",
"boost_expiration_time": "2026-09-30T19:05:14.502917",
"boost_pause_time": null
}
]
}
}| Field | Type | Description |
|---|---|---|
active_boosts |
object | A map of boost type → the player's active boost of that type. |
queued_boosts |
object | A map of boost type → list of the player's queued boosts of that type, in the order they'll start. |
Each boost uses the same fields as Global_Boosts.json.
Note
If a player's file can't be read, MoreSparkles renames it to <player_uuid>.json.broken so you can look at it, and the player starts with no boosts.
- How-It-Works: queues, pausing and saving.
- Global_Boosts.json: the same data for global boosts.