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Server events

Double XP, double harvest, and the rest.

The point of an event is that it changes what a session is worth. A player who logs in during double XP plays longer than one who logs in during nothing, and a server that runs events on a schedule people can learn is a server people come back to.

Starting one

From the panel, which is where most people will do it:

/event menu

Left click an event to run it for its usual length, right click for twice that, and click one that is already running to stop it. Those three gestures are written on the tile, so nobody has to be told.

By hand:

/event start doublexp 60
/event stop doublexp
/event stop all

Or let the server do it on its own. random.enabled in events.yml - or the toggle in the panel, or /event random on - makes the server roll every so often and start something from a weighted pool.

What ships

Event Kind Effect
Double Experience xp Every source of experience pays twice
Double Harvest harvest Fully grown crops drop twice
Miner's Fortune mining Every other block drops twice
Monster Hunt loot Mobs drop twice
Angler's Luck fishing The water is generous
Triple Experience xp Three times the XP, staff-started only

Writing your own

events:
  harvest:
    display: "Double Harvest"
    icon: WHEAT
    kind: harvest
    multiplier: 2.0
    default-minutes: 60
    weight: 4
    colour: YELLOW
    description:
      - "Fully grown crops drop twice as much."

kind is what it multiplies: xp, harvest, mining, loot, fishing, or custom. A custom event does nothing on its own - its start-commands and stop-commands do the work, which is the hook for anything the built-in kinds do not cover.

weight is its odds in the random pool. Zero excludes it entirely while still leaving it startable by hand, which is what you want for anything strong enough that you would rather decide to run it.

Things worth knowing before you stack three of them

Multipliers compound. Double XP during a double harvest weekend really is four times the crops if both touch crops. That is deliberate, and it is why the boss bar lists every active event rather than only the latest one.

Only finished crops count. A harvest event checks that a crop is at full growth before multiplying it, so it does not pay people for breaking seedlings.

Drop multipliers are whole numbers in practice. x2 means one extra copy of each drop; x2.5 rounds to x3. Use the xp kind when you want fine control - experience is not made of items and can be multiplied properly.

Extra drops go on the floor, not into the inventory. A full inventory during double harvest then behaves exactly like a full inventory normally does, instead of quietly eating the bonus.

Nothing is saved. An event ends when the server restarts. That is the honest behaviour: a multiplier that survives a restart nobody remembers starting is how a server ends up permanently at 3x without anybody deciding to be.

Nothing starts on an empty server. A random roll on zero players does nothing, because an event nobody sees is an event wasted. That one is not configurable.

In pictures