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Complete Example

Wertík edited this page Oct 23, 2025 · 1 revision

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"

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