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Tuning Fragments

Choose where fragments drop, how many, and balance the drop rate against the cube price and board size.

Fragments are the only currency the board takes. This page covers where they come from and how to balance them against what a hunt costs. Every key here lives in config.yml; run /miraclecubeadmin reload after editing.

Each source is a toggle under Fragments.Events:

Fragments:
Events:
Block-Break: true
Block-Place: false
PinnaPrison: false
EdDungeons: false
RivalHarvesterHoe: false
Source Fires on
Block-Break A player breaking a block.
Block-Place A player placing a block.
PinnaPrison PinnaPrison’s block mine event.
EdDungeons EdDungeons’ sword swing event.
RivalHarvesterHoe RivalHarvesterHoes’ block break event.

The three plugin sources only work when that plugin is installed and enabled at startup. Toggles are read each time the event fires, so a reload turns a source on or off without a restart.

Fragments:
Chance: 5.0
Min-Amount: 1
Max-Amount: 1
Ignore-Creative: true
  • Chance is the percent chance per event. 5.0 means about one drop every 20 blocks; 100 drops on every event.
  • Each drop is a random whole amount between Min-Amount and Max-Amount, both inclusive.
  • Ignore-Creative: true keeps creative-mode players from earning anything.
Fragments:
Worlds: ["mines", "mines_vip"]
Blocks: ["STONE", "COBBLESTONE", "DIAMOND_ORE"]

Both lists are whitelists, and an empty list means “everywhere”. World names are matched ignoring case. An invalid block name fails the load with the name printed to console.

Three numbers set the pace of a hunt:

  • Cube.Price - fragments per decrypt (default 10).
  • Board size - the number of cubes, which is the length of Cube-Slots in guis/board-menu.yml. The default board has 28 cubes.
  • The drop rate - Chance times the average of Min-Amount and Max-Amount.

On average a player finds the hidden cube after decrypting about half the board, so a rough cost is:

average hunt cost = Cube.Price × (board size + 1) ÷ 2

With the defaults that is 10 × 29 ÷ 2 = 145 fragments, or about 2,900 broken blocks at a 5% chance of one fragment. The worst case (the hidden cube is the last one) is Cube.Price × board size, which is 280 fragments.

Consolation prizes that pay [fragments] lower the real cost. With the default Random-Rewards weights, about 40% of misses refund 3 fragments and 20% refund 5, so the average miss gives back 2.2 of the 10 it cost.

Each drop sends FRAGMENTS-FOUND and plays the FRAGMENT-FOUND sound. At a high chance that is a lot of chat. To make drops quieter:

  • Move the line to the action bar by setting FRAGMENTS-FOUND.Message.Enabled: false and adding an Action-Bar block (see messages.yml).
  • Set the FRAGMENT-FOUND sound in config.yml to "" to silence it.

Show the balance anywhere with %optimalmiraclecubes_fragments_formatted%.

/miraclecubeadmin fragments give <player> <amount>
/miraclecubeadmin fragments take <player> <amount>
/miraclecubeadmin fragments set <player> <amount>

These work on offline players too. Balances never go below 0.