Single File Generator Configuration

Who doesn't like organized config files?

if you don't want to have messy config files you can also make multiple generator files with 1 or more generators in each allowing you to organize your files and generators more extensively

here is an example on the pre configured single generator files you get with the plugin it shows 2 generators in 1 .yml file

snow_generator:
  # The display name of the generator that will be used across messages
  display-name: "#81FFFB&lSnow Generator"
  # How often should the generator drop? (in seconds)
  interval: 20
  # Is the generator corrupted?
  # If the generator is corrupted, it will break occasionally and player need
  # to fix them by shift + right-clicking the generator and pay set amount of money
  # Set the corrupted algorithm on "config.yml"
  corrupted:
    enabled: true
    cost: 5000 # The cost to fix the corruption
    chance: 6.25 # Chance that the generator will be broken
  # The upgrade system for the generator
  upgrade:
    # The generator that will be used upon upgrading
    # If you don't want the generator to be upgradeable, simply put "null"
    next-generator: null
    upgrade-cost: 10000
  # The generator item
  item:
    material: SNOW_BLOCK
    display-name: "#81FFFB&lSnow Generator"
    # Enchantment Format:
    # <ENCHANT>;<LEVEL>
    # Example: DURABILITY;1
    enchantments: [ ]
    # Item Flag Example:
    # - HIDE_ATTRIBUTES
    # - HIDE_ENCHANTS
    flags: [ ]
    custom-model-data: 0
    lore:
      - "&8Purchasable Generator"
      - "&7"
      - "#81FFFB&lINFO"
      - "&8Time: &f20 seconds"
      - "&8Generator Tier: &f24"
      - "&8Corruption Chance: &f6.25%"
      - "&aUpgrade Cost: &a&nNon Upgradable"
      - "&cReparation Cost: &c&n$50,000,000"
      - "&7"
      - "#81FFFB&lPossible Drops"
      - "&7Snow &8(value: &a$4800&8)"
      - "&7Condensed Snow &8(value: &a$5600&8)"
      - "&7Money &8(value: &a$6000&8)"
      - "&7"
      - "&7&oPlace down to activate the generator"
  # List of drops that can be dropped from the generators
  drops:
    # Unique identifier, could be anything
    '0':
      chance: 60 # The chance that this drop will be chosen
      sell-value: 5600 # The sell value of the drop item (only for dropped items)
      commands: [] # Commands that will be executed
      item:
        material: NETHER_STAR
        display-name: "#5DB6FF&lSnow &a(/sell for money)"
        # Enchantment Format:
        # <ENCHANT>;<LEVEL>
        # Example: DURABILITY;1
        enchantments: [ ]
        # Item Flag Example:
        # - HIDE_ATTRIBUTES
        # - HIDE_ENCHANTS
        flags: [ ]
        custom-model-data: 0
        lore:
          - "&8Generator Drop Level 27"
          - "&7"
          - "&7Use &a/sell &7to sell this for &a&n$5600"
          - "&7"
          - "&e&lGENERATOR DROP!"
    '1':
      chance: 20 # The chance that this drop will be chosen
      sell-value: 5600 # The sell value of the drop item (only for dropped items)
      commands: [] # Commands that will be executed
      item:
        material: head;eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvNTdjNjZmNWE0YjQwODAwNWIzMzZkYTY2NzZlOGY2YTJhNjdlZWEzMTVmYjdlOTEzNjBhY2MwNDc4MDJmYTMyMCJ9fX0=
        display-name: "#5DB6FF&lCondensed Snow &a(/sell for money)"
        # Enchantment Format:
        # <ENCHANT>;<LEVEL>
        # Example: DURABILITY;1
        enchantments: [ ]
        # Item Flag Example:
        # - HIDE_ATTRIBUTES
        # - HIDE_ENCHANTS
        flags: [ ]
        custom-model-data: 0
        lore:
          - "&8Generator Drop Level 27"
          - "&7"
          - "&7Use &a/sell &7to sell this for &a&n$6000"
          - "&7"
          - "&e&lCONDENSED DROP!"
    '2':
      chance: 20 # The chance that this drop will be chosen
      commands:
        - "eco give {player} 6500"

earth_generator:
  # The display name of the generator that will be used across messages
  display-name: "#935828&lEarth Generator"
  # How often should the generator drop? (in seconds)
  interval: 20
  # Is the generator corrupted?
  # If the generator is corrupted, it will break occasionally and player need
  # to fix them by shift + right-clicking the generator and pay set amount of money
  # Set the corrupted algorithm on "config.yml"
  corrupted:
    enabled: true
    cost: 50000000 # The cost to fix the corruption
    chance: 6.5 # Chance that the generator will be broken
  # The upgrade system for the generator
  upgrade:
    # The generator that will be used upon upgrading
    # If you don't want the generator to be upgradeable, simply put "null"
    next-generator: null
    upgrade-cost: 10000
  # The generator item
  item:
    material: DRIPSTONE_BLOCK
    display-name: "#935828&lEarth Generator"
    # Enchantment Format:
    # <ENCHANT>;<LEVEL>
    # Example: DURABILITY;1
    enchantments: [ ]
    # Item Flag Example:
    # - HIDE_ATTRIBUTES
    # - HIDE_ENCHANTS
    flags: [ ]
    custom-model-data: 0
    lore:
      - "&8Purchasable Generator"
      - "&7"
      - "#935828&lINFO"
      - "&8Time: &f20 seconds"
      - "&8Generator Tier: &f24"
      - "&8Corruption Chance: &f6.5%"
      - "&aUpgrade Cost: &a&nUn-Upgradable"
      - "&cReparation Cost: &c&n$50,000,000"
      - "&7"
      - "#935828&lPossible Drops"
      - "&7Nether Star &8(value: &a$4800&8)"
      - "&7Condensed Nether star &8(value: &a$5600&8)"
      - "&7Money &8(value: &a$6000&8)"
      - "&7"
      - "&7&oPlace down to activate the generator"
  # List of drops that can be dropped from the generators
  drops:
    # Unique identifier, could be anything
    '0':
      chance: 60 # The chance that this drop will be chosen
      sell-value: 6000 # The sell value of the drop item (only for dropped items)
      commands: [] # Commands that will be executed
      item:
        material: POINTED_DRIPSTONE
        display-name: "#935828&lEarth &a(/sell for money)"
        # Enchantment Format:
        # <ENCHANT>;<LEVEL>
        # Example: DURABILITY;1
        enchantments: [ ]
        # Item Flag Example:
        # - HIDE_ATTRIBUTES
        # - HIDE_ENCHANTS
        flags: [ ]
        custom-model-data: 0
        lore:
          - "&8Generator Drop Level 28"
          - "&7"
          - "&7Use &a/sell &7to sell this for &a&n$6000"
          - "&7"
          - "&e&lGENERATOR DROP!"
    '1':
      chance: 20 # The chance that this drop will be chosen
      sell-value: 6500 # The sell value of the drop item (only for dropped items)
      commands: [] # Commands that will be executed
      item:
        material: head;eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvOWM4YzljMTAxM2NlNzQ5MTE1MTc0NGQzZTYyOTYyN2UxNjk5MWZhYTY2ZTk0NDAwNzRmY2ZiYWVmMGE4ZmM4OCJ9fX0=
        display-name: "#935828&lCondensed Earth &a(/sell for money)"
        # Enchantment Format:
        # <ENCHANT>;<LEVEL>
        # Example: DURABILITY;1
        enchantments: [ ]
        # Item Flag Example:
        # - HIDE_ATTRIBUTES
        # - HIDE_ENCHANTS
        flags: [ ]
        custom-model-data: 0
        lore:
          - "&8Generator Drop Level 28"
          - "&7"
          - "&7Use &a/sell &7to sell this for &a&n$6500"
          - "&7"
          - "&e&lCONDENSED DROP!"
    '2':
      chance: 20 # The chance that this drop will be chosen
      commands:
        - "eco give {player} 7000"

If you want to create your own simply create a copy and put it on your computer desktop for an example and change whatever you want and the file name from Generator_1.yml to Generator_ 2.yml and once you have done the changes to are happy with just put it back into the Nextgens Generators Folder

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