Complete Configuration Guide
Master every aspect of Essence Arrays with this in-depth guide.
Essence Arrays is designed for maximum creativity. This guide will walk you through every configuration option available, allowing you to craft truly unique experiences for your players.
File 1: `config.yml` - General Settings
This file controls the core operational parameters of the plugin.
- language: Sets the default language for all plugin messages and commands. Comes with `en` (English) and `vi` (Vietnamese) by default. You can create your own language files in the `/plugins/ArrayCraft/lang/` folder.
- debug-logging: When set to `true`, the plugin will print detailed information to your server console during startup, such as which formations were loaded successfully. This is useful for troubleshooting configuration errors. Set to `false` for normal operation to keep your console clean.
- effect-check-interval-ticks: This is a critical performance setting. It determines how often (in server ticks; 20 ticks = 1 second) the plugin applies gameplay effects like DAMAGE, HEAL, or POTION to entities within an active formation.
A
lower value (e.g., `10`) makes effects apply more frequently, feeling smoother and more responsive, but it will increase server load.
A
higher value (e.g., `40`) is better for performance but effects will apply less often.
The default of `20` is a balanced choice for most servers.
File 2: `formations.yml` - The Heart of the Plugin
This is where you bring your magical creations to life. You can define an unlimited number of formations here. Let's break down the structure of a single formation.
Section A: Core Properties
These define the formation's identity and basic parameters.
Code (Text):
my-unique-formation-id:
display_name: "<gold><bold>My Awesome Formation</bold></gold>"
activation_item: "DIAMOND" # Can also be a detailed item section
duration: "30m"
radius: 20
- your-unique-formation-id: The internal name for the formation. Must be unique and contain no spaces. Used in commands like `/ttp give`.
- display_name: The name shown to players in-game. Supports MiniMessage formatting for colors and styles.
- activation_item: The item required to activate the formation. Can be a simple material name or a detailed section for a unique item with custom name/lore.
- duration: How long the formation remains active after being triggered. Use `s` for seconds, `m` for minutes, `h` for hours. Use `0` for an infinite duration until the center block is broken.
- radius: The radius in blocks from the center that most effects and particles will apply to.
Section B: The `pattern`
This defines the physical block structure players must build.
Code (Text):
pattern:
key:
X: "BEACON"
G: "GOLD_BLOCK"
shape:
- " GGG "
- "G X G"
- " GGG "
- key: A list where you define which character corresponds to which Minecraft material. `X` is always reserved for the central block that players must right-click to activate.
- shape: A visual representation of the formation layout. Each string in the list is a row of blocks on the Z-axis, read from top to bottom. Spaces are ignored, allowing for non-square shapes.
Section C: `particles` - The Visuals
This section is optional but highly recommended to give your formations a unique visual identity. You can layer multiple shapes.
Code (Text):
particles:
shapes:
- type: RING
particle: TOTEM
y-offset: 0.1
rotation_speed: 0.8
- type: PILLAR
particle: LAVA
count: 4
height: 8
Here are all the available `type`s and their specific options:
- RING: A flat, spinning ring.
`particle`, `radius`, `density`, `y-offset`, `rotation_speed`
- PILLAR: Vertical pillars rotating around the center.
`particle`, `radius`, `count`, `height`, `density`, `rotation_speed`
- SPHERE: A sphere of particles, often above the center.
`particle`, `radius`, `y-offset`, `density`
- DOME: A dome-like shield covering the formation.
`particle`, `radius`, `lines`, `density`, `rotation_speed`
- HELIX: Upward-spiraling DNA-like strands.
`particle`, `radius`, `height`, `strands`, `revolutions`, `density`, `rotation_speed`
- VORTEX: A tornado shape, wide at the top and narrow at the bottom.
`particle`, `radius`, `height`, `density`, `rotation_speed`
- RAIN: Particles falling from the sky.
`particle`, `radius`, `height`, `density`
Section D: `effects` - The Gameplay
This is a list of the actual mechanics the formation will perform. You can add as many as you want.
Code (Text):
effects:
- type: "HEAL"
target: "UNDAMAGEABLE"
value: 1.5
- type: "POTION"
target: "UNDAMAGEABLE"
potion_effect: "REGENERATION"
value: 1
The `target` Key is Crucial:
- OWNER: Affects only the player who activated the formation.
- ALL: Affects all living entities (players, mobs, animals).
- MOBS: Affects hostile monsters only (Zombies, Skeletons, etc.).
- DAMAGEABLE: Affects monsters AND non-allied players. Great for offensive arrays.
- UNDAMAGEABLE: Affects animals and allied players (including the owner). Perfect for support arrays.
Complete List of Effect Types & Options:
- DAMAGE: `target`, `value` (damage amount)
- HEAL: `target`, `value` (health amount)
- POTION: `target`, `potion_effect` (name), `value` (amplifier)
- REPEL: `target`, `value` (push force)
- VORTEX: `target`, `value` (pull force)
- ROOT: `target`, `duration`, `value` (slow amplifier)
- IGNITE: `target`, `duration`
- CLEANSE: `target` (removes debuffs)
- REPAIR: `target` (players only), `value` (durability amount)
- FREEZE: (no target/value, freezes water/lava)
- GROWTH: `value` (growth multiplier)
- HARVEST: `replant` (true/false)
- BREED: `value` (cooldown in ticks)
- XP: `value` (total experience)
- STASIS: `target`, `value` (slow amplifier for entities & projectiles)
- LIGHTNING: `target`, `visual_only` (true/false)
- SMELT: `value` (furnace speed multiplier)
- COLLECT: `value` (item pull speed)
- EXPLOSION: `target`, `value` (explosion power)
- CLIMATE: `mode` (RAIN, SNOW, THUNDER, DROUGHT, ACID_RAIN)
- BARRIER: `target`, `value` (push-back force)
- DEVOLVE: `value` (devolution strength, reverses growth)
- SANCTUARY: (no target/value, prevents natural mob spawning)