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Progression

Players discover a resource on first gather, then build progress one action at a time.

Discovery

The first time a player gathers a resource, they discover it. Until then the resource shows as locked in the menu, with a hidden name and a hint telling them how to find it.

When a player discovers a resource they get a notification. You choose the style in config.yml: a title on screen, a chat message, an action bar message, a sound, or any mix of those.

Progress counts actions, not items

This is the rule that sets zCollections apart.

Each qualifying action adds exactly one progress, no matter how many items drop.

  • Breaking one wheat with Fortune III is +1, not +5.
  • Mining one diamond ore with Fortune III is +1, not +4.
  • Killing one zombie with Looting is +1.

The plugin only listens to break, kill, and fish-catch events. It never reads drops or inventory changes, so enchantments, drop multipliers, and auto-pickup plugins cannot inflate progress.

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This keeps progress fair and predictable. A tier set to 300 means 300 blocks broken, not 300 items collected. Two players who break the same number of blocks have the same progress, whatever enchantments they used.

What does not count

Some actions are skipped on purpose so progress reflects real gathering. See Anti-exploit for the full list, but in short:

  • Blocks a player placed themselves do not count for resources that opt in to this check.
  • Crops that are not fully grown do not count for resources that require full growth.

Reaching a tier

When progress crosses a tier threshold, the player tiers up and gets a notification. By default the reward then becomes claimable, and the player claims it from the resource menu; you can switch to paying instantly with rewards.mode. See Tiers and Rewards.

Stat-based progress (Divers)

Not everything is a break, kill, or catch. The Divers collection tracks running totals instead:

  • Experience adds up the XP a player earns over time (a lifetime total counted from when the plugin is installed, not their current spendable XP).
  • Playtime, votes, and island level are read on a timer and stored as a whole number. The refresh rate is divers.poll-interval in config.yml. Votes and island level read a PlaceholderAPI value, so they need that plugin and the one that provides the number.

These still tier up and reward exactly like action-based resources. See Categories for how to configure them.