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.

CommandWhat it does
/is eventOpen 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.

features/quests.yml
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
TypeCounts
breakBlocks mined across islands (optional material filter)
placeBlocks placed (optional material filter)
killMobs slain (optional entity filter)
fishFish 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.

Tune the pace to your population

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.