Upgrades & Limits

Limits keep an island's footprint sane; upgrades are how players pay to lift those limits. Together they give you a progression sink that scales with your economy.

Block and entity limits

You can cap how many of each block one island may place, and how many of each entity may exist in its region at once.

config.yml
limits:
  max-scan-radius: 128
  block-limits:
    BEACON: 16
    SPAWNER: 64
    HOPPER: 512
  entity-limits:
    VILLAGER: 32
    IRON_GOLEM: 16
    SNOW_GOLEM: 16

A block placement past its cap is refused; a mob spawn that would push an island past its entity cap is cancelled. Material and entity names follow Bukkit's enums. A value of 0, or leaving an entry out, means unlimited.

limits.enabled: false keeps the counters and recalculation logic available while ignoring the caps themselves. That is useful when you still want worth/value tracking but do not want the limits to block play.

Caps activate after a scan

Block limits are enforced once an island's counts have been seeded by a scan, so importing or pasting a build never trips a half counted limit. Admin and plugin spawns (spawn eggs, custom spawns) are never blocked by entity caps.

Upgrade ladders

Upgrades live in progression/upgrades.yml. Each upgrade is a ladder of tiers a player buys through /is upgrades, and each tier raises something: a block limit, a member or role cap, an economy bonus, and so on.

CommandWhat it does
/is upgradesOpen your island's upgrade ladders

Bundled upgrade ladders

These ship by default. Each is just config: edit the tiers and costs, add your own, or remove one entirely (the GUI lists whatever exists).

UpgradeEach tier raises
member-limitHow many members the island may hold
warp-limitHow many warps it may set
island-sizeThe build radius (Skyblock / OneBlock)
generatorThe cobble generator tier (see Custom Generators)
crop-growthThe chance crops advance an extra stage
bank-limitThe most the island bank may hold
spawner-ratesHow many mobs a stacked spawner produces (still capped per cycle)
mob-dropsHow many items mobs drop on the island

bank-limit, spawner-rates and mob-drops are where IgniteSky pulls ahead: instead of one flat server-wide number, each is a per-island ladder a team buys into, and spawner-rates / mob-drops also stack with skill tree bonuses through the same modifier system. Remove any of these upgrades to fall back to unlimited (bank) or vanilla (rates, drops).

Raising a role cap with an upgrade

Role member limits (see Members & Roles) can be raised per island by an upgrade named role-limit-<id>. For example, to let islands buy more co-owner slots, add a role-limit-coowner upgrade. Each tier the island buys increases that role's cap on that island only.

progression/upgrades.yml
role-limit-coowner:
  # Each tier raises the co-owner cap for the island that buys it.
  # (tier layout follows the same shape as every other upgrade ladder)

Per-upgrade and per-tier extras

Every upgrade can carry more than a value and a cost. Two optional knobs:

progression/upgrades.yml
spawner-rates:
  display: "<red>Spawner Rates"
  icon: SPAWNER
  permission: ignitesky.upgrade.spawner   # only holders of this node may buy it
  tiers:
    - { value: 1.0, cost: 0 }
    - value: 1.5
      cost: 30000
      commands:                            # run as console when an island buys this tier
        - "broadcast {player} boosted their spawners!"
        - "give {player} diamond 1"

permission gates who may purchase an upgrade at all, so you can sell premium ladders to a rank. Each tier's commands run from console on purchase with {player}, {island} and {level} filled in, which turns any upgrade into a reward hook (broadcasts, item grants, crate keys) without a separate plugin.

Design tip

Pair limits with upgrades intentionally. A low starting block-limits for spawners plus a paid upgrade ladder turns "how many spawners can I run" into a long term goal rather than a flat cap.