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Complete Example
Wertík edited this page Oct 23, 2025
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Below is a full Blocklist.yml file with all of the BlockRegen features used.
Blocks:
# The block that gets broken
DIAMOND_ORE:
# The block to replace it with.
replace-block: STONE
# The delay in which this block regenerates to its original block type in seconds.
# Should be kept above 1
regen-delay: 7
# Vault money given to player when he breaks the block.
# Requires Vault and an Economy plugin installed.
money: 100
# Command(s) executed by console once the block is broken.
console-commands:
- 'say The console-command function is working!'
# Command(s) executed by the player.
player-commands:
- 'me I, %player%, executed this command'
# Tools required to break this block.
# If they don't have this tool they get an error message (Messages.yml)
tool-required: DIAMOND_PICKAXE, IRON_PICKAXE
# Enchants required to break the block.
# You can, but don't have to, specify a minimum level required .
# If they don't have this enchant they get an error message (Messages.yml)
enchant-required: FORTUNE;2, MENDING
# Jobs Requirement
# You can check what job and what level a player needs to be.
# ex.
#jobs-check: Farmer;2
# Remove the comment to enable ^^
# On break there can be particles displayed.
# Available particles as of ${project.version}: flame_crown, witch_spell, fireworks
particles: flame_crown
# Sound to play on location when the block is broken.
# Available sounds as of ${project.version}: https://github.com/CryptoMorin/XSeries/blob/master/src/main/java/com/cryptomorin/xseries/XSound.java
sound: ENTITY_EXPERIENCE_ORB_PICKUP
# Give drops, exp and amount as it would be in vanilla.
# Set this to false to use custom drops.
natural-break: false
# Affects all item drops, except for events.
# false == places the item in players inventory, if it's full, drops it on the ground.
# true == drops it on the ground.
drop-naturally: false
# Only works when natural-break is set to false.
drop-item:
# The material of the dropped item.
material: DIAMOND
# Custom model data added to the item.
# Works on 1.14+
custom-model-data: 1300
# The name that is given to the dropped item
name: "&3A little diamond"
# Lore applied to dropped item.
lores:
- ' '
- '&7A little diamond, mined by &f%player%'
- ' '
exp:
# false == exp is added directly to players exp bar.
# true == drops it on the ground.
drop-naturally: true
# Amount of exp dropped.
amount: 100
# Enchantments and their corresponding levels you want to add to the dropped item.
# Note that these enchants are relative to your server version. The plugin will display a warning if any of the are invalid.
# Valid options (latest): https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/enchantments/Enchantment.html
enchants:
- 'FORTUNE:2'
# ItemFlags that you want added to the item.
# Valid options: HIDE_ATTRIBUTES, HIDE_DESTROYS, HIDE_DYE, HIDE_ENCHANTS, HIDE_PLACED_ONE, HIDE_POTION_EFFECTS, HIDE_UNBREAKABLE
# Source: https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/inventory/ItemFlag.html
flags:
- 'HIDE_ENCHANTS'
# How many should the player get?
# This generates a random number between, in this case, 0 and 5
# Can be used everywhere where a number is needed. for ex. regen-delay, money, amount
amount: 0-5
# Events are added in 2.0 and can do a few things already.
# It can double drops on specific ores, give double exp or make ores have a chance of dropping custom equips
# Not wish to use this? You can completely remove it without getting null errors
# Below is an example. Read more info on the spigot updates page.
event:
# Event display name, the preset (block) name is used in commands.
event-name: '&3Double Diamonds'
# Display a boss bar for all players when the event is active.
bossbar:
# Text to be displayed
name: "&bDiamonds, diamonds everywhere!"
# Color of the boss bar
# Options: BLUE, GREEN, PINK, WHITE, YELLOW, RED, PURPLE
color: BLUE
# Style of the boss bar
# Options: SOLID, SEGMENTED_6, SEGMENTED_10, SEGMENTED_12, SEGMENTED_20
style: SOLID
# Should we double the drops or exp?
double-drops: true
double-exp: false
# You can also use rewards from the root section (console-commands(aka commands), player-commands, drop-item, etc.)
commands:
- 'say Hello from the event.'
custom-item:
amount: 1
material: LEATHER_BOOTS
name: "&6Fancy shoes"
lores:
- "&fLook at them shoooeees"
- "&e&oBling bling bling"
drop-naturally: false
# How rare it is to get the item. In this case a 1 in 50 chance of getting it.
# Can't use a random (low & high) number here.
rarity: 50
##### Blocks chaining example
# Coal regenerates into Iron, Iron into Gold, Gold back to Coal.
COAL_ORE:
replace-block: STONE
regenerate-into: IRON_ORE
regen-delay: 3
drop-naturally: true
IRON_ORE:
replace-block: STONE
regenerate-into: GOLD_ORE
regen-delay: 5
drop-naturally: true
GOLD_ORE:
replace-block: STONE
regenerate-into: COAL_ORE
regen-delay: 10
drop-naturally: true
##### Block chance example with simple block chaining #####
# When you mine a stone, there's a 20% chance it will regenerate back into emeralds, but 80% that it will turn to stone.
# There's also a 50-50 chance it will turn into cobblestone, or bedrock.
STONE:
replace-block: COBBLESTONE:50;BEDROCK
regenerate-into: EMERALD_ORE:20;STONE
regen-delay: 3
natural-break: false
# Then if you mine the emerald ore, it gives you your reward, has a 50% chance to replace with STONE of COBBLE when regenerating.
# Then it turns into emerald, or stone again.
EMERALD_ORE:
replace-block: STONE:50;COBBLESTONE
regen-delay: 2-10
regenerate-into: EMERALD_ORE:10;STONE
natural-break: false
regeneration-particles: block_frame
drop-item:
material: emerald
amount: 1
name: '&aA cute emerald'
lores:
- '&7Mined with &d<3 &7by &f%player%'
#### Oraxen example
caveblock:
# oraxen:<oraxen item id>
target-material: oraxen:caveblock
replace-block: STONE
regen-delay: 1
natural-break: false
#### Advanced conditions
conditioned:
target-material: diamond_ore
regen-delay: 10
conditions:
tool:
material: NETHER_PICKAXE
placeholder: "%player_y% < 100"