Event types
The seven kinds of event, what each one counts, and the settings that belong to each type.
Every event in events.yml has a type. The type decides which player actions are counted and which of the optional settings mean anything. The point value of each action comes from the event's own targets list, so two mining events can value the same block differently.
| Type | What it counts | Point value comes from |
|---|---|---|
MINING | Blocks broken | targets, one value per block |
FARMING | Crops harvested | targets, one value per crop |
LOGGING | Logs and stems broken | targets, one value per log |
FISHING | Things pulled out of the water | targets, one value per catch |
ENCHANTING | Enchants at the table and the anvil | Levels spent, or one point per item |
COMBAT | Damage dealt to hostile mobs | Hearts of damage, times the mob's value |
FARMPOINTS | All of the above at once | farmpoints.yml |
Every type runs the same fairness checks first. Creative and spectator players, staff with the bypass permission, disabled worlds and blocks placed during the event are all worth nothing, whatever the type. See Scoring rules.
MINING
Counts every block broken that is listed under targets. A block that is not listed is worth default, which the shipped events set to 0 so only the listed blocks score.
type: MINING
targets:
default: 0
STONE: 1
COBBLESTONE: 1
DIAMOND_ORE: 15Block names are the ones Minecraft uses, in capitals with underscores. A name the running version does not have stops that event from loading, with a console warning naming the key, and every other event still works.
FARMING
Counts crops harvested. Age based crops such as wheat, carrots, potatoes, beetroot, nether wart and cocoa only count when they are fully grown, so tearing up a seedling scores nothing. Crops with no growth stages, such as sugar cane, cactus, bamboo, melon and pumpkin, count as soon as they are broken.
type: FARMING
settings:
require-fully-grown: true
targets:
default: 0
WHEAT: 2
NETHER_WART: 3
MELON: 3| Setting | What it does | Default |
|---|---|---|
require-fully-grown | Age based crops only count at full growth. Turn it off to count every stage. | true |
A crop replanted during the event still counts once it has fully regrown, even though a player put it down. That is the one exception to the placed block rule, and it exists so a shared farm does not turn into a field nobody can score from after the first harvest. Bamboo is left out of that exception because it can be placed already at full height.
LOGGING
Counts logs, wood, stems and hyphae broken. The shipped timber_run sets default: 1 so any log not listed still scores one point, and lists the rarer woods at more.
type: LOGGING
targets:
default: 1
CHERRY_LOG: 3
CRIMSON_STEM: 3FISHING
Counts what a player reels in. Only a real catch counts, not the moment the bobber lands or a bite that got away.
type: FISHING
targets:
default: 0
TROPICAL_FISH: 5
PUFFERFISH: 3
settings:
count-treasure: false
count-junk: false| Setting | What it does | Default |
|---|---|---|
count-treasure | Whether treasure catches can score at all. They still need to be listed under targets. | false |
count-junk | The same for junk catches. | false |
Treasure means a bow, an enchanted book, a fishing rod, a name tag, a nautilus shell or a saddle. Junk means a lily pad, a bowl, leather, leather boots, rotten flesh, a stick, string, a potion, a bone, an ink sac or a tripwire hook. Anything else is a fish and only needs to be in targets.
ENCHANTING
Counts enchants done at an enchanting table and at an anvil. At the table the cost is the level cost of the slot the player picked. At the anvil the cost is what the anvil charged, and only a result that adds a new enchantment or raises the level of one counts, so renaming and plain repairs are worth nothing. A shift click that crafts a whole stack counts as one result.
type: ENCHANTING
settings:
min-levels: 5
count-anvil: true
count-table: true
points-per-level: 1| Setting | What it does | Default |
|---|---|---|
min-levels | Enchants that cost fewer levels than this are ignored, so nobody can farm one level enchants in a loop. | 0 |
count-anvil | Whether the anvil counts. | true |
count-table | Whether the enchanting table counts. | true |
points-per-level | Points for every level spent. Set it to 0 to score one point per item instead. | 0 |
An anvil result a player cannot pay for is never taken out of the anvil, so it never scores either. An enchanting event has no targets list.
COMBAT
Counts damage dealt to hostile mobs. What is counted is the damage that actually landed after armour and resistance, and anything past the mob's remaining health is trimmed, so finishing a mob on one heart is worth one heart and not a full hit. Arrows, thrown potions and a tamed pet all count towards the player behind them.
type: COMBAT
settings:
ignore-spawner-mobs: true
points-per-damage: 1
targets:
HOSTILE: 1| Setting | What it does | Default |
|---|---|---|
ignore-spawner-mobs | Skip mobs that came out of a spawner, so a grinder does not decide the event. | false |
points-per-damage | A multiplier on every heart of damage. | 1 |
targets takes either HOSTILE with one value, which covers every hostile mob, or a list of mob names such as ZOMBIE: 1 and CREEPER: 2 to count only those. Players, villagers, armour stands and tamed pets never count whatever is listed. Hostile covers every monster, plus slimes, phantoms, ghasts, hoglins, shulkers, the ender dragon and the wither.
A point is one heart of damage, times the value of that mob, times points-per-damage. Two hearts on a zombie worth 1 with the default multiplier is two points.
FARMPOINTS
The mixed event. Mining, farming, logging, fishing, enchanting and combat all count at once, converted to one score using the values in farmpoints.yml, so a miner and a farmer can compete against each other in the same event. It has no targets and no settings of its own, everything comes from that one file. See FarmPoints.
type: FARMPOINTSSolo and team
Every type can run solo or as a team event, where every member of the same island adds to one score. The values above are used the same way in both, a team event simply adds the members' points together. See Team mode.