Server Events
Server events are rotating, server-wide goals that the whole player base chips away at together. One shared target is live at a time - "mine 50,000 blocks across every island in 30 minutes" - and every player contributes to it from their own island. Hit the goal in time and everyone who helped is rewarded, with a bonus for the biggest contributor.
| Command | What it does |
|---|---|
/is event | Open the current event, its goal and your contribution (aliases: /is quest, /is events) |
How the rotation works
One event runs at a time. When it ends - whether the goal was reached or the timer ran out - a gap of interval-minutes passes and the next one begins. The active event and its progress are saved to plugins/IgniteSky/quests-active.yml, so a restart resumes the same event exactly where it left off rather than rerolling.
Progress pings broadcast to the server each time it crosses a percentage threshold, so players know when an event is close.
Configuration
Events live in features/quests.yml. The top-level keys set the cadence; each entry under entries is one event in the pool.
quests:
enabled: true
# Minutes between one event ending and the next starting.
interval-minutes: 90
# true: pick a random event from the pool each time. false: cycle through them in order.
random-order: true
# Announce a server message each time progress crosses this many percent (0 disables milestone pings).
announce-each-percent: 25
entries:
miner:
type: break # break | place | kill | fish
display: "<gold>Server Mining Rush"
description: "Mine blocks across every island"
icon: DIAMOND_PICKAXE
# material: STONE # optional: count only one block type
goal: 50000
duration-minutes: 30
reward:
money: 250
top-reward:
money: 1500| Type | Counts |
|---|---|
break | Blocks mined across islands (optional material filter) |
place | Blocks placed (optional material filter) |
kill | Mobs slain (optional entity filter) |
fish | Fish reeled in from island waters |
Add a material: (for break/place) or entity: (for kill) to narrow an event to a single type; leave it out to count everything.
Rewards
Both reward (paid to everyone who contributed) and top-reward (a bonus for the single biggest contributor) are the standard IgniteSky reward object, so an event can pay money, a bank deposit, console commands, items and on-payout effects - not just cash. See the full shape on the Rewards page.
On a busy server, shorter duration-minutes and a smaller interval-minutes keep events feeling constant; on a quieter one, raise the gap and lower the goal so a goal is still reachable. random-order: false lets you script a fixed daily rotation instead.