Stars.yml
The stars.yml file is where you define the different types of stars can spawn in your world. Each top-level key in this file represents a unique star type name (e.g., MyCommonStar:)
Under each star type name, you can configure the following options:
item
Type:
StringDescription: The Bukkit Material name for the item that falls from the sky. Names are case-insensitive. (Find names here)
Example:
nether_star,DIAMOND,glowstone_dustDefault:
"NETHER_STAR"(If omitted or invalid)
name
Type:
StringDescription: The display name shown for the item in-game. Supports standard Bukkit color codes using
&.Example:
"&e&lShooting Star"Default:
"&bFalling Star"(If omitted)
lore
Type:
List of StringsDescription: The descriptive lines (lore) appearing below the item's name. Supports
&color codes.Example:YAML
lore: - "&7A fragment from the sky." - "&eMake a wish!"Default:
[](Empty list - no lore if omitted)
particles
Type:
StringDescription: The Bukkit Particle type for the trail effect while falling. Names are case-insensitive. (Find names here)
Example:
flame,GLOW,soul_fire_flameDefault:
"FLAME"(If omitted or invalid)
sound
Type:
StringDescription: The Bukkit Sound name played repeatedly while falling. Names are case-insensitive. (Find names here)
Example:
entity.firework_rocket.launch,BLOCK_AMETHYST_BLOCK_BREAKDefault:
"ENTITY_FIREWORK_ROCKET_LAUNCH"(If omitted or invalid)
probability
Type:
Number(Double)Description: Controls the chance of this star spawning automatically per player during each check cycle (defined in
config.yml). The internal check compares(random_number_0_to_1 * 10)against this value; if the random number is lower, the spawn attempt passes. Higher values mean a higher chance. A value of 0 means it never spawns automatically.Example:
0.1(approx 1% chance per cycle),1.5(approx 15% chance per cycle)Default:
0.0(If omitted)
altitude
Type:
String(Format:"min-max")Description: The range of blocks above the determined ground/surface location where the star will initially spawn. If min and max are the same, it spawns at a fixed relative height.
Example:
"30-70","50-50"Default:
"25-50"(If omitted or invalid format)
sky
Type:
Boolean(trueorfalse)Description: If
true, the star will only spawn automatically if the block chosen on the ground has direct access to the sky (no solid blocks above it up to the world height limit).Default:
false(If omitted)
time
Type:
StringDescription: Determines when this star can spawn automatically based on the world time. Options are
"night","day", or"any". Case-insensitive.Example:
day,Night,ANYDefault:
"night"(If omitted or invalid)
world
Type:
StringDescription: The exact name of the world where this star type is allowed to spawn automatically via the background task.
Example:
world_nether,survival_worldDefault:
"world"(If omitted)
explosion
Type:
Number(Double/Integer) orStringDescription: Defines the explosion behavior upon impact.
Number (e.g.,
3.5): Creates a real explosion with the specified power (TNT=4.0 is a reference). Damages entities. Whether it breaks blocks depends ondamage_blocksand WorldGuard rules.String
"fake": Creates only visual (particles) and sound effects of an explosion. Causes no damage or block breaking.String
"false"or Number0: No explosion effect occurs at all.
Default: Behaves like
"fake"if omitted or the value is invalid.
damage_blocks
Type:
Boolean(trueorfalse)Description: Only effective if
explosionis set to a positive number. Iftrue, the real explosion will attempt to break blocks. This respects WorldGuard rules based on the flag configured inconfig.yml(settings.worldguard.explosion-check-flag).Default:
false(If omitted)
damage
Type:
Number(Double)Description: Extra damage (in half-hearts) dealt directly to entities within the radius defined by
settings.impact.damage-radiusinconfig.yml. This damage is applied in addition to any damage caused by a real explosion effect.Example:
5.0(deals 2.5 hearts of direct damage)Default:
0.0(If omitted)
remove_item_on_impact
Type:
Boolean(trueorfalse)Description: If
true, the star item entity itself disappears upon impact after effects are triggered. Iffalse, the item entity remains (or is re-dropped) on the ground after impact effects, allowing players to pick it up.Default:
true(If omitted)
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