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Bedwars configuration

Every Bedwars config file and its defaults: match timings, generators, upgrade and shop prices, sounds, names, messages and menus.

Where the files are

Each plugin keeps its files in its own folder in plugins/, named after the product: plugins/Bedwars Game/ on game servers and plugins/Bedwars Lobby/ on lobbies. The loader prints the folder name when it starts.

FileBedwars GameBedwars LobbyWhat it holds
settings.ymlYesNoMatch timings, generators, upgrade prices, shop prices and sounds.
names.ymlYesYesWhat modes, teams, currencies, shop items, traps and statistics are called.
messages.ymlYesYesChat lines, titles and sidebars.
menus.ymlYesYesMenu titles, items and slots.

All files work the same way:

  • Saving a file reloads it. Upgrade prices and the timeline only change for matches that start after you save.
  • Delete a line to get its default back.
  • Each file is written with comments explaining every key.

Files are per server. If you change one, copy it to every server of the same kind.

settings.yml

This file is only on game servers. Most times say their unit in the key name. Generator intervals are in seconds. Currencies are IRON, GOLD, DIAMOND or EMERALD.

Match rules

plugins/Bedwars Game/settings.yml
match:
  countdownSeconds: 30
  respawnSeconds: 5
  rejoinSeconds: 120
  killCreditSeconds: 10
  tntFuseTicks: 40
  explosionDamageCap: 1.0
  magicMilkSeconds: 30
  healPoolRadius: 6.0
  trapRadius: 8.0
  trapCooldownSeconds: 10
KeyDefaultMeaning
countdownSeconds30Length of the pre-game countdown once enough players are in.
respawnSeconds5Wait before respawning while the bed stands.
rejoinSeconds120How long a player who left can rejoin their match.
killCreditSeconds10How long after the last hit the attacker still gets the kill.
tntFuseTicks40TNT fuse, in ticks. 20 ticks is 1 second.
explosionDamageCap1.0Most damage one explosion deals to a player, in health points. 2 is one heart.
magicMilkSeconds30How long Magic Milk protects from traps.
healPoolRadius6.0Heal Pool range around the team spawn, in blocks.
trapRadius8.0How close to a spawn or bed an enemy sets off a trap, in blocks.
trapCooldownSeconds10Wait before the same player can set off the same team's next trap.

Timeline

Each value is the number of minutes after the event before it. The first is counted from the start of the match.

timeline:
  diamondTwoMinutes: 6
  emeraldTwoMinutes: 6
  diamondThreeMinutes: 5
  emeraldThreeMinutes: 5
  bedDestructionMinutes: 6
  overtimeMinutes: 4
  gameEndMinutes: 10

Generators

Keyed by iron, gold, diamond and emerald. Iron and gold are the island generators. Diamond and emerald are the shared ones.

generators:
  iron:
    startingInterval: 2
    minimumInterval: 1
    upgradeStep: 1
    maxNearbyItems: 48
  gold:
    startingInterval: 4
    minimumInterval: 1
    upgradeStep: 1
    maxNearbyItems: 16
  diamond:
    startingInterval: 30
    minimumInterval: 4
    upgradeStep: 8
    maxNearbyItems: 8
  emerald:
    startingInterval: 45
    minimumInterval: 5
    upgradeStep: 12
    maxNearbyItems: 6
KeyMeaning
startingIntervalSeconds between drops when the match starts.
minimumIntervalThe fastest the generator can get, in seconds between drops.
upgradeStepSeconds taken off the interval by each forge or timeline upgrade. 0 turns upgrades off.
maxNearbyItemsThe generator stops dropping while this many of its items lie on it.

Team upgrades and traps

All upgrade prices are in diamonds. For tiered upgrades, list one price per tier, first tier first. Add or remove entries in protection and haste to change how many tiers there are.

upgrades:
  soloAndDoubles:
    sharpness: 4
    protection: [2, 4, 8, 16]
    haste: [2, 4]
    forge: [2, 4]
    healPool: 1
  triosAndQuads:
    sharpness: 8
    protection: [5, 10, 20, 30]
    haste: [4, 6]
    forge: [4, 8]
    healPool: 3
  trapCosts: [1, 2, 4, 8]
  trapQueueLimit: 3

trapCosts is the price of a trap by how many traps are already queued. Once the queue is longer than the list, the last price is used. trapQueueLimit is how many traps a team can have queued at once.

Shop prices

Each shop item is keyed by its id:

shop:
  items:
    wool_16:
      currency: IRON
      soloAndDoublesCost: 4
      triosAndQuadsCost: 4
      amount: 16
KeyMeaning
currencyWhat the item is paid with.
soloAndDoublesCostPrice in Solo and Doubles.
triosAndQuadsCostPrice in Trios and Quads.
amountHow many of the item one purchase gives.

Item ids:

TabIds
Blockswool_16, clay_16, glass_4, endstone_12, ladder_16, wood_16, obsidian_4
Meleestone_sword, iron_sword, diamond_sword, kb_stick
Armorchainmail_armor, iron_armor, diamond_armor
Toolsshears
Rangedarrows_8, bow, bow_power, bow_punch
Potionsspeed_potion, jump_potion, invis_potion
Utilitygapple, tnt, ender_pearl, water_bucket, magic_milk, sponge_4

The number in an id is only part of its name. Use amount to change how many a purchase gives.

Pickaxe and axe prices are set per tier under shop.pickaxe (tiers wood, iron, gold, diamond) and shop.axe (tiers wood, stone, iron, diamond). The pickaxe and axe entries under shop.items are not used for the price.

shop:
  pickaxe:
    wood:
      currency: IRON
      cost: 10
    iron:
      currency: IRON
      cost: 10
    gold:
      currency: GOLD
      cost: 3
    diamond:
      currency: GOLD
      cost: 6

Sounds

Sounds are Minecraft sound keys, the same as /playsound uses. Leave one empty to play nothing.

sounds:
  countdown: block.note_block.hat
  bedDestroyed: entity.ender_dragon.growl
  generatorUpgraded: entity.player.levelup
  overtime: entity.player.levelup
  trapTriggered: block.note_block.pling
  chestDeposit: block.chest.open

names.yml

Both plugins write their own copy. The names are filled into messages.yml and menus.yml wherever those mention them. Write plain text here. Colors come from the message around the name.

SectionKeyed by
modessolo, doubles, trios, quads
teamsred, blue, green, yellow, aqua, white, pink, gray
currenciesiron, gold, diamond, emerald, each with a singular and a plural
categoriesquick_buy, blocks, melee, armor, tools, ranged, potions, utility
shopItemsShop item ids, each with a name and a description
trapsits_a_trap, counter_offensive, alarm, miner_fatigue, each with a name and a description
statsplays, wins, losses, kills, deaths, beds-broken, final-kills, final-deaths, win-streak, highest-win-streak

messages.yml and menus.yml

Messages accept & color codes, hex colors like &#FFAA00 and MiniMessage tags. <primary> and <secondary> are the server colors set with primaryColor and secondaryColor in Kernel's kernel.yml. Words in braces, like {team}, are filled in by the plugin. The comment above each message lists the ones it gets.

PluginFileSections
Bedwars Gamemessages.ymlmatch (countdown, kills, beds, events and the end summary), scoreboard (the match sidebar), actions (building, chests, Magic Milk, traps), shop (shopkeeper holograms, purchases, upgrade names), joining (why a player couldn't be sent into a match)
Bedwars Gamemenus.ymlshop (item shop), hotbar (Hotbar Manager), upgrades (team upgrades and traps)
Bedwars Lobbymessages.ymlsidebar (the lobby sidebar)
Bedwars Lobbymenus.ymlplay (the /bedwars menu), stats (statistics), leaderboards

Scaffold settings that affect Bedwars

These live in Scaffold's folder, plugins/Scaffold/.

FileKeyDefaultMeaning
scaffold.ymlgameServertrueWhether this server hosts games. Keep it true on Bedwars game servers.
settings.ymlgame.fastForwardSeconds10When a match fills up, the countdown jumps down to this many seconds.
settings.ymlgame.abandonSeconds60How long a waiting match may stay empty before it is closed.
settings.ymlqueue.maxQueues4How many queues one player may be in at once.