Missions
Missions give players a steady list of goals beyond raising their level. They come in daily, weekly and one-off flavours, track progress live, and pay out rewards on completion.
| Command | What it does |
|---|---|
/is missions | View your island's missions and progress |
How resets work
Daily and weekly missions reset on a cadence you set. A mission's category (in progression/missions.yml) decides which clock it follows.
missions:
daily-reset-hours: 24
weekly-reset-hours: 168Live progress feedback
While a player makes progress on a tracked goal, a boss bar slides in to show it, then fades after a moment. You control its look and how long it lingers:
bossbar:
enabled: true
duration-ticks: 60 # lingers 3 seconds after the last update
color: BLUE # PINK, BLUE, RED, GREEN, YELLOW, PURPLE, WHITE
overlay: PROGRESS # PROGRESS, NOTCHED_6/10/12/20Defining missions
Missions are authored in progression/missions.yml. Each one sets a type (what to do), a target (how much), an optional material/entity filter, a category (which reset clock it follows), and the reward for finishing. Edit the file and reload with /is admin reload.
missions:
cobble-miner:
display: "<yellow>Cobble Miner"
description: "Break 1000 cobblestone."
type: break_blocks
material: COBBLESTONE # optional filter; omit to count any block
target: 1000
reward: 5000
category: normal # normal | daily | weekly
icon: DIAMOND_PICKAXE # optional tile material (default BOOK)
# permission: ignitesky.mission.vip # optional - hidden unless the player has this node
# required-level: 5 # optional - locked until the island reaches this levelPer-mission gating
Three optional keys let you stage or restrict a mission:
| Key | Effect |
|---|---|
icon | The material shown for the mission tile (defaults to a book) |
permission | Players without this node never see the mission at all |
required-level | The mission stays locked (a barrier tile) until the island reaches this level |
Mission types
| Type | Counts |
|---|---|
place_blocks / break_blocks | Blocks placed or broken (optional material filter) |
mob_kills | Mobs killed (optional entity filter) |
craft_items | Items crafted (optional material filter) |
farming | Crops harvested |
fishing | Fish caught |
smelting | Items smelted |
enchanting | Items enchanted |
item_pickup | Items picked up |
reach_level | Reaching an island level (target is the level) |
bank_balance | Holding an amount in the island bank (target is the balance) |
Eleven types in all, more than SuperiorSkyblock2's set, and all typed and declarative: no fragile scripting engine to maintain. Mix material/entity filters with the counting types to make precise goals (mine diamond ore, kill blazes), and use the state types (reach_level, bank_balance) as milestone-style one-offs.
Rewards
Every reward in IgniteSky is the same rich object, so a mission can pay far more than cash. reward: 5000 is shorthand for money; the full form adds an island-bank deposit, console commands and items (single or lists):
reward:
money: 2500 # paid to the claiming player (Vault)
bank: 1000 # deposited into the island bank
commands: # run as console; {player} {island} {owner} {mission}
- "crate give {player} vote 1"
items:
- { material: DIAMOND, amount: 16 }
- { material: NETHERITE_INGOT, amount: 1, name: "<gold>Pioneer Prize" }
effects: # played to the claimer on payout
sound: ENTITY_PLAYER_LEVELUP
title: "<gold>Mission complete!"
particle: TOTEM_OF_UNDYING
particle-count: 30The same reward object is used everywhere the plugin pays out, so milestones, prestige, OneBlock phases and seasons all take these exact options, including the on-payout effects (sound, title, action bar and particles). See the full reference on the Rewards page.
A healthy mission board usually has a few quick dailies for daily logins, a couple of meatier weeklies, and a handful of permanent one-offs that act as a tutorial through the plugin's features.