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Configuration

Mining Economy's configuration files
Custom skull texture supports in GUI's - where the material goes put: skull-<base64> - use the value from https://minecraft-heads.com/custom-heads

config.yml

# Plugin must have a license or it will not run
license: ""
# Plugin Prefix - often displayed on commands
prefix: "&8[&cMining&8] "
sendUpdateReminder: true # on join and in console it will send a message to operators if the version is outdated
# After a block is mined it will turn into the below block
blockAfterMine: BEDROCK
# How quickly it takes for the blocks to regenerate - if set to 0 it will not reset
secondsToReset: 10
disableRegeneration: false # If this is true block regeneration is disabled
# This is the economy name, this will also act as the base command for the economy. Placeholders will still use "COINS"
economyName: "coins"
bypassProtectedRegions: true # Will allow mines to be broken in protected areas
useRomanNumerals: true
handleRewardsAsync: true # This will handle giving reward on another thread
mineTopUpdate: 1 # Time in minutes of how often /minetop will recalculate
editorModeSelectorTool: BLAZE_ROD
onlyMiningPickaxeCanBreakMine: true
defaultStartingLevel: 0 # Level of all enchants when the player receives the pickaxe
# Lore Placeholders: {keyhere_LEVEL} & {keyhere_MAX_LEVEL}
# keys: EFFICIENCY, FORTUNE, HASTE, EXPERIENCE, SPAWNERS, CRATES, COINS, SELLER, SMELTER
pickaxe:
name: "&b&lMining Pickaxe"
lore:
- "&7&oYou can only use this in the mines!"
- ""
- "&aOwner: &f{OGOwner}"
- "&aProgress: {Progress_Bar}"
- ""
- "&2&lStats:"
- "&8(&2*&8) &aEfficiency Booster: &e{EFFICIENCY_LEVEL}"
- "&8(&2*&8) &aFortune Booster: &e{FORTUNE_LEVEL}"
- "&8(&2*&8) &aHaste Booster: &e{HASTE_LEVEL}"
- "&8(&2*&8) &aExperience Booster: &e{EXPERIENCE_LEVEL}"
- "&8(&2*&8) &aSpawner Booster: &e{SPAWNERS_LEVEL}"
- "&8(&2*&8) &aCrate Booster: &e{CRATES_LEVEL}"
- "&8(&2*&8) &aCoin Booster: &e{COINS_LEVEL}"
- "&8(&2*&8) &aSell Booster: &e{SELLER_LEVEL}"
- "&8(&2*&8) &aAutosell: &e{AUTOSELL_LEVEL}"
- "&8(&2*&8) &aSmelter: &e{SMELTER_LEVEL}"
- "&8(&2*&8) &aSoulbound: &e{SOULBOUND_LEVEL}"
blockBreakProgressions:
enabled: true
1: # You are able to add as many progressions as you would like
blocks: 500 # This is the amount of blocks needed to be broken to execute this command
command: "eco give {PLAYER} 1000000"
message: "&aYou have received $1,000,000 for reaching 500 mines broken!"
2:
blocks: 1000 # This is the amount of blocks needed to be broken to execute this command
command: "lp user {PLAYER} perm set essentials.warp.mine1"
message: "&aYou have been given access to Mine 1!"
moneyReceived:
actionBar: true
message: "&bYou have received {AMOUNT} from mining" # Placeholders: {AMOUNT} <-- formatted money
mustUsePickaxe:
hasAdmin: "&cYou can only break this in editor-mode or with the correct pickaxe."
default: "&cYou can only break this with the correct pickaxe."
onlyUseOnMines:
canUseAnywhere: false # if true mining pickaxes can be used on any block # If true you must use the mining pickaxe to break mines, if false rewards will still only be given with mining pickaxe
message: "&cYou can only use this on mines! &7(Click to toggle message)"
cannotBreakBlock: "&cYou cannot break this block."
coins:
balanceMessage: "&aYou have {AMOUNT} {ECONOMY}" # Placeholders: {AMOUNT} {ECONOMY}
targetBalanceMessage: "&a{PLAYER} has {AMOUNT} {ECONOMY}" # Placeholders: {PLAYER} {AMOUNT} {ECONOMY}
cannotFindPlayer: "&cCannot find that player."
cannotSendSelfMoney: "&cYou cannot send yourself money."
howMuchMessage: "&cHow much are you giving?"
invalidAmount: "&cPlease enter a valid amount."
cannotAfford: "&cYou cannot afford this.."
paid: "&aSuccessfully sent {PLAYER} {AMOUNT} {ECONOMY}" # Placeholders: {PLAYER} {AMOUNT} {ECONOMY}
receivedFrom: "&a{PLAYER} has sent you {AMOUNT} {ECONOMY}" # Placeholders: {PLAYER} {AMOUNT} {ECONOMY}
beenGiven: "&aYou have been given {AMOUNT} {ECONOMY}" # Placeholders: {AMOUNT} {ECONOMY}
beenSet: "&aYour {ECONOMY} has been set to {AMOUNT}" # Placeholders: {AMOUNT} {ECONOMY}
receivedPickaxe: "&aYou have been given {AMOUNT}x Mining Pickaxes" # Placeholders: {AMOUNT}
upgrades:
mustBeHoldingPickaxe: "&cYou must be holding the mining pickaxe in your hand!"
alreadyMaximumLevel: "&cYou have already reached the maximum level!"
insufficientBalance: "&cYou do not have enough balance to do this, you need {COINS}" # Placeholders: {COINS}
success: "&aSuccessfully upgraded {TYPE} to level {LEVEL}" # Placeholders: {TYPE} {LEVEL}
leaderboard:
title: "&8----- &cMineTop &7[{PAGE}/{MAX_PAGE}] &8-----" # Placeholders: {PAGE} {MAX_PAGE}
ranking: "&c{POS}. &e{NAME} &8- &e{AMOUNT}" # Placeholders: {POS} {NAME} {AMOUNT}
gui:
enable: true
sendMessage: true
mineRequirements:
notEnough: "&cYou must break at least &4%s&c blocks to break &4%s&c mines."
captcha:
durationSeconds: 30
autoCaptcha:
enabled: true
chance: 0.3 # Chance is out of 100 (if set at 0.3, for every 100,000 blocks broken on average the player will be capcha'd 300 times)
command:
enabled: true
permission: miningeconomy.captcha
notify:
enabled: true
permission: miningeconomy.captcha.notify
advancedSettings:
breakListenerPriority: LOW
valueFormatting:
k: "k"
m: "m"
b: "b"
t: "t"

mines.yml

# Make as many custom mines as you want, you will be able to place them in game using the '/mining editor' command
requirement: false # If requirement is set to true, in order to mine the next mine (the one below in the list) you will have to reach the requirement (requirementAmount - which is the extra blocks required to access this mine)
common:
materials:
- "COAL_ORE"
- "IRON_ORE"
uncommon:
requirementAmount: 150 # to break uncommon mines you need to break this amount of mines.
materials:
- "LAPIS_ORE"
- "REDSTONE_ORE"
rare:
requirementAmount: 200 # to break rare mines you need to break this extra amount of mines.
materials:
- "GOLD_ORE"
- "EMERALD_ORE"
epic:
requirementAmount: 250 # to break epic mines you need to break this extra amount of mines.
materials:
- "DIAMOND_ORE"
- "IRON_BLOCK"
legendary:
requirementAmount: 300 # to break legendary mines you need to break this extra amount of mines.
materials:
- "DIAMOND_BLOCK"
- "EMERALD_BLOCK"
- "GOLD_BLOCK"

upgrades.yml

efficiency:
# defaultLevel: 5 # If you add this the default pickaxe will have level 5 efficiency
maxLevel: 15 # Maximum level that a player can upgrade to
baseCost: 150 # Initial cost for upgrading
costIncreasePerUpgrade: 25 # Additional cost per level of upgrading
fortune:
maxLevel: 15
baseCost: 150
costIncreasePerUpgrade: 25
haste:
maxLevel: 15
baseCost: 150
costIncreasePerUpgrade: 25
experience:
maxLevel: 15
baseCost: 150
costIncreasePerUpgrade: 25
extraEXPPerLevel: 11 # Amount of EXP that a player will receive per level
spawners:
maxLevel: 15
baseCost: 150
costIncreasePerUpgrade: 25
chance: 0.1
extraChancePerLevel: 0.01
commands:
# Other
commandMethod: random # 'random' will run one of these commands, 'all' will run all of these commands
commandList:
- "silkspawner give {PLAYER} zombie_pigman 1"
- "silkspawner give {PLAYER} iron_golem 1"
- "silkspawner give {PLAYER} villager 1"
- "silkspawner give {PLAYER} witch 1"
crates:
maxLevel: 15
baseCost: 150
costIncreasePerUpgrade: 25
chance: 0.1
extraChancePerLevel: 0.01
commands:
commandMethod: random # 'random' will run one of these commands, 'all' will run all of these commands
commandList:
- "crate give {PLAYER} common 1"
- "crate give {PLAYER} rare 1"
- "crate give {PLAYER} epic 1"
- "crate give {PLAYER} legendary 1"
- "crate give {PLAYER} extreme 1"
coins:
maxLevel: 15
baseCost: 150
costIncreasePerUpgrade: 25
initialCoinsPerBlock: 1
additionalCoinsPerUpgrade: 3
seller: # This me.fullpage.miningeconomy.hooks into your Vault economy
maxLevel: 15
baseCost: 150
costIncreasePerUpgrade: 25
timer: 15 # How often in seconds players will be paid money
flatrate: false # Will receive x amount regardless of the type of block
flatrateAmount: 100 # Player will receive $500 per block (if autosell enchant and flatrate is enabled flatrateAmount must be above 0)
flatrateIncreasePerUpgrade: 250
stillGiveItems: false # When this is true players will still receive the items from the block they broke
specificRate: # (add and remove any) Money received will be specific to each block (flatrate must be disabled)
'COAL_ORE':
rate: 250
increasePerUpgrade: 125
'IRON_ORE':
rate: 250
increasePerUpgrade: 125
'LAPIS_ORE':
rate: 350
increasePerUpgrade: 175
'REDSTONE_ORE':
rate: 350
increasePerUpgrade: 175
'GLOWING_REDSTONE_ORE':
rate: 350
increasePerUpgrade: 175
'GOLD_ORE':
rate: 500
increasePerUpgrade: 250
'EMERALD_ORE':
rate: 500
increasePerUpgrade: 250
'DIAMOND_ORE':
rate: 700
increasePerUpgrade: 350
'IRON_BLOCK':
rate: 700
increasePerUpgrade: 350
'GOLD_BLOCK':
rate: 1000
increasePerUpgrade: 500
'EMERALD_BLOCK':
rate: 1000
increasePerUpgrade: 500
'DIAMOND_BLOCK':
rate: 1000
increasePerUpgrade: 500
smelter:
baseCost: 150
soulbound:
baseCost: 150
autosell:
enabled: true
applyFortune: true
baseCost: 150

upgradesGui.yml

# Configure the upgrades gui here
gui:
setup:
- " - "
- " b c d e "
- " f g h "
- " i j "
- " x "
- " "
- " k "
title: "Upgrades"
elements:
' ':
title: " "
lore:
- " "
material: "GRAY_STAINED_GLASS_PANE"
damage: 0
glowing: true
upgrade: none
b:
title: "&b&lEfficiency Booster"
lore:
- "&eCurrent Level: &f{LEVEL}"
- "&eProgress: {PROGRESS_BAR}"
- "&eCost: &f{COST}"
material: "ENCHANTED_BOOK"
damage: 0
glowing: true
upgrade: efficiency
c:
title: "&b&lFortune Booster"
lore:
- "&eCurrent Level: &f{LEVEL}"
- "&eProgress: {PROGRESS_BAR}"
- "&eCost: &f{COST}"
material: "DIAMOND"
damage: 0
glowing: true
upgrade: fortune
cost: 150
costIncreasePerUpgrade: 25
d:
title: "&b&lHaste Booster"
lore:
- "&eCurrent Level: &f{LEVEL}"
- "&eProgress: {PROGRESS_BAR}"
- "&eCost: &f{COST}"
material: "GHAST_TEAR"
damage: 0
glowing: true
upgrade: haste
e:
title: "&b&lExperience Booster"
lore:
- "&eCurrent Level: &f{LEVEL}"
- "&eProgress: {PROGRESS_BAR}"
- "&eCost: &f{COST}"
material: "EXP_BOTTLE"
damage: 0
glowing: true
upgrade: experience
f:
title: "&b&lSpawner Booster"
lore:
- "&eCurrent Level: &f{LEVEL}"
- "&eProgress: {PROGRESS_BAR}"
- "&eCost: &f{COST}"
material: "MOB_SPAWNER"
damage: 0
glowing: true
upgrade: spawners
g:
title: "&b&lCrate Booster"
lore:
- "&eCurrent Level: &f{LEVEL}"
- "&eProgress: {PROGRESS_BAR}"
- "&eCost: &f{COST}"
material: "STORAGE_MINECART"
damage: 0
glowing: true
upgrade: crates
h:
title: "&b&lCoin Booster"
lore:
- "&eCurrent Level: &f{LEVEL}"
- "&eProgress: {PROGRESS_BAR}"
- "&eCost: &f{COST}"
material: "SUNFLOWER"
damage: 0
glowing: true
upgrade: coins
i:
title: "&b&lSell Booster"
lore:
- "&eCurrent Level: &f{LEVEL}"
- "&eProgress: {PROGRESS_BAR}"
- "&eCost: &f{COST}"
material: "GOLD_NUGGET"
damage: 0
glowing: true
upgrade: seller
j:
title: "&b&lSmelter"
lore:
- "&eCurrent Level: &f{LEVEL}"
- "&eProgress: {PROGRESS_BAR}"
- "&eCost: &f{COST}"
material: "FURNACE"
damage: 0
glowing: true
upgrade: smelter
x:
title: "&d&lSoulbound"
lore:
- "&eCurrent Level: &f{LEVEL}"
- "&eProgress: {PROGRESS_BAR}"
- "&eCost: &f{COST}"
material: "NETHER_STAR"
damage: 0
glowing: true
upgrade: soulbound
'-':
title: "&e&lAutosell"
lore:
- "&eCurrent Level: &f{LEVEL}"
- "&eProgress: {PROGRESS_BAR}"
- "&eCost: &f{COST}"
material: "NETHER_STAR"
damage: 0
glowing: true
upgrade: autosell
k:
title: "&e&lCoins"
lore:
- "&7You have &e{COINS} &7coins."
material: "PAPER"
damage: 0
glowing: true

leaderboardGui.yml

# Configure the leaderboard gui here
gui:
setup:
- "---------"
- "----a----"
- "---aaa---"
- "--aaaaa--"
- "---------"
- "---<i>--x"
title: "MineTop Leaderboard"
playerHead:
element: "a"
title: "&e{player} &8- &e{amount}"
lore:
- " "
elements:
'-':
title: " "
lore:
- " "
material: "STAINED_GLASS_PANE"
damage: 7
glowing: false
'<':
title: "&7Go to previous page (%prevpage%)"
lore:
- " "
material: "PAPER"
damage: 0
glowing: true
action: previous-page
'>':
title: "&7Go to next page (%nextpage%)"
lore:
- " "
material: "PAPER"
damage: 0
glowing: true
action: next-page
'i':
title: " "
lore:
- " "
material: "BOOK"
damage: 0
glowing: true
action: none
'x':
title: " "
lore:
- " "
material: "BARRIER"
damage: 0
glowing: false
action: close

coins-shop.yml

Shop-Title: "Coins Shop"
Shop-Size: 27
Fill-Empty-Slots-With-Glass: true # This will fill empty slots in the upgrade menu with glass
Glass-Color: 15 # The color of glass you want
Glass-Glowing: true # Will make the glass enchanted
11:
Buyable: true
Name: "&aHelm"
Type: "Diamond_Helmet"
Data: 0
Glowing: False
Price: 1
Command: "give {Player} diamond_helmet 1"
Empty-Slots-Needed: 1
Lore:
- "&2God Helmet"
- ""
- "&cClick to buy for 1 coin"
12:
Buyable: true
Name: "&aChest"
Type: "Diamond_Chestplate"
Data: 0
Glowing: False
Price: 1
Command: "give {Player} diamond_chestplate 1"
Empty-Slots-Needed: 1
Lore:
- "&2God ChestPlate"
- ""
- "&cClick to buy for 1 coin"
13:
Buyable: true
Name: "&aLeggings"
Type: "Diamond_Leggings"
Data: 0
Glowing: False
Price: 1
Command: "give {Player} diamond_leggings 1"
Empty-Slots-Needed: 1
Lore:
- "&2God Leggings"
- ""
- "&cClick to buy for 1 coin"
14:
Buyable: true
Name: "&aBoots"
Type: "Diamond_Boots"
Data: 0
Glowing: False
Price: 1
Command: "give {Player} diamond_boots 1"
Empty-Slots-Needed: 1
Lore:
- "&2God Boots"
- ""
- "&cClick to buy for 1 coin"
15:
Buyable: false
Name: "&aBlank Slot"
Type: "Diamond_Sword"
Data: 0
Glowing: False
Lore:
- "&2God Sword"
- ""

area-filter.yml

enabled: true
blocks: # make sure material type is in upper case
'COAL_ORE': # specific ore
mineType: epic # when this is present it and is a valid mine type (capital sensitive) - it will make the block turn into one the configured materials. [!] These over materials need to be configured in here too!
Regions: # Requires world guard
enabled: true
whitelisted: # regions that this 'COAL_ORE' area classified as mines
- 'MineArea'
- 'Warzone' # regions are case-sensitive
areaFilter:
enabled: true
world: 'world' # Limits Coal Ore mine filter to one worlds (case-sensitive)
'DIAMOND_ORE': # specific ore
Regions:
enabled: true
whitelisted:
- 'MineArea'
- 'Warzone'
areaFilter:
enabled: true
world: 'world'