A comprehensive guide for setting up and managing challenges in ConradChallenges.
- Configuration files
- Prerequisites
- Creating a Challenge
- Basic Challenge Setup
- Completion Types
- Rewards System
- Challenge Area System
- Regeneration System
- Challenge Areas vs Regeneration Areas
- Block breaking in challenges
- Edit Mode
- Difficulty Tiers
- Configuration Options
- Loot table manager
- Challenge Management
- Player Guide - How to Do Challenges
- Quick Reference
Before you start, it helps to know where settings are stored:
config.yml– General plugin settings: spawn world, party, difficulty tiers, lives, anti-forgery, edit mode, world/challenge aliases, and so on. Edit this file or use in-game commands where applicable.challenges.yml– All challenge definitions (destination, completion type, rewards, areas, block break settings, etc.). This file is created automatically. Use the in-game challenge commands to create and edit challenges; the plugin writes tochallenges.ymlfor you.messages.yml– All player-facing messages. The plugin merges in new keys on version upgrade and backs up tomessages.yml.bakbefore updating.
If you are upgrading from an older version and your challenges were previously in config.yml, the plugin will migrate them into challenges.yml on first load and create a backup at config.yml.old. When config or messages are updated during migration, backups are also written to config.yml.bak and messages.yml.bak before the merge.
- Permission: You need
conradchallenges.adminpermission, OP: Default - WorldEdit/FastAsyncWorldEdit (optional but recommended): For easier area setup using
//1and//2 - MythicMobs (optional): For difficulty tier mob level modifications
Note: All commands can use either /conradchallenges challenge <command> or the shorter alias /challenge <command>
/challenge create <id> or
/conradchallenges challenge create <id> Example: /challenge create dungeon1
This creates a new challenge with the specified ID. The ID is used in all commands to reference this challenge.
- Write a book in-game with a title
- Hold the book in your main hand
- Run:
/challenge setbook [id] Example: /challenge setbook dungeon1
Note: In edit mode, you can omit the [id] - it will use the challenge you're editing.
- Stand at the location where players should be teleported when they start the challenge
- Run:
/challenge setdestination [id] Example: /challenge setdestination dungeon1
This sets the spawn point inside the challenge area. This is where players will be teleported when they enter the challenge.
Note: This command can be run outside of edit mode (unlike most other commands). This is necessary because edit mode teleports you to the challenge area using the destination, so you need to set the destination before entering edit mode.
Choose how players complete the challenge:
/challenge settype [id] <BOSS|TIMER|ITEM|SPEED|NONE> Completion Types:
- BOSS: Kill a specific boss entity
- TIMER: Survive for a set amount of time
- ITEM: Bring a specific item to the GateKeeper
- SPEED: Complete as fast as possible (speed affects reward multipliers)
- NONE: Just return to GateKeeper anytime
Example: /challenge settype dungeon1 BOSS
/challenge setboss [id] <EntityType> [Name] Example: /challenge setboss dungeon1 WITHER "The Dark Lord"
/challenge settimer [id] <seconds> Example: /challenge settimer dungeon1 300 (5 minutes)
/challenge setitem [id] <Material> <amount> <consume:true|false> Example: /challenge setitem dungeon1 DIAMOND 10 true
/challenge setspeed [id] <maxSeconds> Example: /challenge setspeed dungeon1 300
Important for SPEED challenges:
- Speed tiers (Gold/Silver/Bronze) are set via the
setspeedcommand and determine multipliers, NOT rewards - Rewards come from difficulty tier rewards (use
addtierrewardcommands) - Speed tier
reward-commandsin config are ignored - they're kept for backward compatibility only - See Speed Multipliers section for details
The reward system uses difficulty tiers with inheritance, speed multipliers, and RNG chance. Higher difficulty tiers inherit rewards from lower tiers with multipliers applied.
Each difficulty tier (easy, medium, hard, extreme) has its own reward table. Higher tiers inherit all lower tier rewards with multipliers.
Inheritance Example:
- Easy: Gets only Easy tier rewards (1.0x difficulty multiplier)
- Medium: Gets Easy rewards (×1.5) + Medium rewards (×1.0)
- Hard: Gets Easy (×3.0) + Medium (×2.0) + Hard (×1.0)
- Extreme: Gets all previous (×9.0, ×6.0, ×3.0) + Extreme (×1.0)
/challenge addtierreward [id] <tier> <type> [args] [chance] Tiers: easy, medium, hard, extreme
Types:
hand- Uses item in your hand/challenge addtierreward dungeon1 easy hand [chance]item <material> [amount]- Specifies item type/challenge addtierreward dungeon1 easy item DIAMOND 8 [chance]command <command>- Custom command/challenge addtierreward dungeon1 easy command eco give %player% 5000 [chance]
Chance: Optional, 0.0-1.0 (default: 1.0 = 100%). Lower values mean rewards have a random chance to be given.
Examples:
/challenge addtierreward dungeon1 easy item DIAMOND 8 1.0 /challenge addtierreward dungeon1 medium item BEACON 2 0.8 /challenge addtierreward dungeon1 hard command eco give %player% 10000 /challenge cleartierrewards [id] <tier> /challenge listtierrewards [id] [tier] For SPEED challenges, completion time affects reward multipliers:
- Gold tier (fast time): 1.5x multiplier
- Silver tier (average time): 1.0x multiplier (normal)
- Bronze tier (slow time): 0.5x multiplier (half rewards)
- New record: 3x multiplier (replaces tier multiplier)
How Speed Tiers Work:
- Speed tiers are configured via
/challenge setspeed <id> <maxSeconds>and stored incompletion.tiers - Each tier has a
name(GOLD, SILVER, BRONZE) andmax-seconds(time limit) - The
reward-commandsfield in speed tiers is completely ignored - kept only for backward compatibility - Speed tiers are used only to determine which multiplier applies based on completion time
- Actual rewards come from
difficulty-tier-rewards(see Difficulty Tier Rewards section)
Setting Speed Tiers: Speed tiers are automatically created when you use /challenge setspeed. The plugin creates default tiers (GOLD, SILVER, BRONZE) based on the max time. You can customize them in the config file, but remember: reward-commands in tiers are ignored.
Special rewards only given when a player sets a new top time (SPEED challenges only). These get 3x multiplier on top of difficulty multiplier.
/challenge addtoptimereward [id] <hand|item|command> [args] [chance] Examples:
/challenge addtoptimereward dungeon1 item NETHERITE_BLOCK 1 0.5 /challenge addtoptimereward dungeon1 command eco give %player% 5000 Fallback rewards are used if no difficulty tier rewards are set. They work with all completion types and support chance values. These are the "old" reward system - if you set tier rewards, fallback rewards are ignored.
When to use:
- Simple challenges that don't need tier-based rewards
- Quick setup without complexity
- Backward compatibility with existing challenges
When NOT to use:
- If you want different rewards per difficulty tier
- If you want inheritance (higher tiers get lower tier rewards)
- For SPEED challenges (use tier rewards with speed multipliers instead)
/challenge addreward [id] <command> [chance] Examples:
/challenge addreward dungeon1 eco give %player% 1000 1.0 /challenge addreward dungeon1 give %player% diamond 5 0.8 Note:
- Use
%player%as a placeholder - it will be replaced with the player's name - Chance defaults to 1.0 (100%) if not specified
- All fallback rewards get difficulty multipliers applied (Easy=1.0x, Medium=1.5x, Hard=3.0x, Extreme=9.0x)
- For SPEED challenges, speed multipliers also apply (Gold=1.5x, Silver=1.0x, Bronze=0.5x, New Record=3.0x)
- Each player gets their own separate roll on the loot table - rewards are not shared between party members
/challenge clearrewards [id] Example 1: Hard Difficulty, Gold Time (60s), New Record
Player gets:
- Easy tier rewards: 5000 money, 8 diamonds
- Multiplier: ×3.0 (Hard difficulty) × 3.0 (new record) = 9.0x
- Result: 45,000 money, 72 diamonds
- Medium tier rewards: 2 beacons
- Multiplier: ×2.0 (Hard difficulty) × 3.0 (new record) = 6.0x
- Result: 12 beacons
- Hard tier rewards: 1 netherite pickaxe
- Multiplier: ×1.0 (Hard difficulty) × 3.0 (new record) = 3.0x
- Result: 3 netherite pickaxes
- Top time rewards: 5000 money (50% chance), 1 netherite block (50% chance)
- Multiplier: ×1.0 (Hard difficulty) × 3.0 (new record) = 3.0x
- Result: 15,000 money (if rolled), 3 netherite blocks (if rolled)
Example 2: Hard Difficulty, Gold Time (60s), NOT New Record
Player gets:
- Easy tier rewards: 5000 money, 8 diamonds
- Multiplier: ×3.0 (Hard difficulty) × 1.5 (Gold tier) = 4.5x
- Result: 22,500 money, 36 diamonds
- Medium tier rewards: 2 beacons
- Multiplier: ×2.0 (Hard difficulty) × 1.5 (Gold tier) = 3.0x
- Result: 6 beacons
- Hard tier rewards: 1 netherite pickaxe
- Multiplier: ×1.0 (Hard difficulty) × 1.5 (Gold tier) = 1.5x
- Result: 1 netherite pickaxe (rounded down from 1.5)
- Top time rewards: None (not a new record)
Example 3: Easy Difficulty, Bronze Time (250s)
Player gets:
- Easy tier rewards: 5000 money, 8 diamonds
- Multiplier: ×1.0 (Easy difficulty) × 0.5 (Bronze tier) = 0.5x
- Result: 2,500 money, 4 diamonds
- Medium/Hard/Extreme rewards: None (only Easy tier selected)
- Top time rewards: None (not a new record)
The challenge area is one of two area types (the other is the regeneration area). It is used for:
- Barrier boxing (optional): invisible barrier walls are placed around the challenge area
- Blocked-use items: items you block cannot be used inside the challenge area
- Teleport-into rule: non-admins cannot teleport into a challenge area; they must use the challenge book at the GateKeeper
- Explosion protection: blocks in the challenge area are protected from creepers, TNT, etc.
Flags (block break/place, entity spawn, etc.) are tied to the regeneration area and are per-regen area (regen area 1, 2, 3, …). Each regen area has its own flag set in the Flags GUI. If no regen area is set, flags fall back to challenge area (per-challenge area). See Challenge Areas vs Regeneration Areas for how the two area types work together and which one controls movement boundaries.
Important: Challenge area commands require edit mode. Enter edit mode first:
/challenge edit <id> - While in edit mode, use WorldEdit to set two positions:
//1at one corner of the challenge area//2at the opposite corner
- Run (no ID needed in edit mode):
/challenge setchallengearea This will automatically use your WorldEdit selection and capture the challenge area state.
Note: Challenge area state is only captured when you set the area. It is NOT recaptured on save (only regeneration area is recaptured on save).
While in edit mode:
/challenge clearchallengearea You can enable barrier boxing in config.yml to automatically create invisible barrier walls around the challenge area:
challenge-area: barrier-boxing: true # Set to true to enableWhen enabled, barrier blocks are placed around the challenge area (only replacing air blocks) when you set the challenge area.
The regeneration system automatically resets the challenge area when new players enter, restoring broken blocks, refilled chests, and other changes.
Important: Regeneration area and challenge area are separate. Flags are tied to the regeneration area and are per-regen area (each regen area 1, 2, 3, … has its own flag set). See Challenge Areas vs Regeneration Areas for full details on what each area does and how boundaries work.
Important: Regeneration area commands require edit mode. Enter edit mode first:
/challenge edit <id> - While in edit mode, use WorldEdit to set two positions:
//1at one corner of the regeneration area//2at the opposite corner
- Run (no ID needed in edit mode):
/challenge setregenerationarea This will automatically use your WorldEdit selection and capture the initial state.
- While in edit mode, stand at one corner of the regeneration area
- Run:
/challenge setregenerationarea(no ID needed) - Stand at the opposite corner
- Run the command again
The plugin will automatically capture the initial state of all blocks in the area.
If you've already set the challenge area and want the regeneration area to match it exactly:
- While in edit mode, run:
/challenge areasync This will copy the challenge area's coordinates to the regeneration area and automatically capture the initial state.
Note: This requires the challenge area to be set first using /challenge setchallengearea.
After setting the regeneration area, the initial state is captured automatically. You can manually trigger it if needed (while in edit mode):
/challenge captureregeneration Note: The save command recaptures the regeneration area state (not challenge area). Challenge area is only captured when you set it.
By default, regeneration uses the Y coordinates from your two corners. However, you can enable auto-extend mode to regenerate from bedrock to build height, ignoring the corner Y values.
While in edit mode:
/challenge setautoregenerationy [true|false] true(oron,enable,yes): Enables auto-extend - regeneration spans from bedrock to build heightfalse(oroff,disable,no): Uses manual Y range from corner coordinates- No argument: Toggles the current setting
Example:
- Set two corners at ground level (Y=64) with auto-extend enabled
- Regeneration will restore blocks from Y=-64 (bedrock) to Y=319 (build height)
- Perfect for full-height dungeons or challenges that span multiple levels
Note: When you change this setting, the initial state is automatically re-captured with the new Y range.
While in edit mode:
/challenge clearregenerationarea Each challenge can have two kinds of areas: challenge area(s) and regeneration area(s). Both can have multiple boxes (e.g. area 1, 2, 3, 4). Understanding the difference avoids confusion about boundaries and rules.
Challenge area
- Barrier boxing (optional): barrier blocks are placed around the challenge area only.
- Blocked-use items: materials you block cannot be used (right-click) inside the challenge area.
- Teleport-into rule: non-admins cannot teleport into a challenge area; they must use a Conrad Challenge Book at the GateKeeper. The challenge area defines “the challenge zone” for entry.
- Explosion protection: blocks in the challenge area are protected from creepers, TNT, etc.
- PvP: when enabled in config, PvP between players in the same challenge is blocked (applies to the whole challenge, not a specific box).
Regeneration area
- Player boundary: when the challenge has any regen area set, movement and teleport are restricted to the regen area(s). Players cannot leave the regeneration area (they get “You cannot leave the regeneration area!” and are teleported back).
- Block state capture and restore: the initial block state is captured for the regen box(es). When a run ends or a new one starts, only the regen area is restored to that state.
- Flags: flags are tied to the regeneration area and are per-regen area. Each regen area (1, 2, 3, …) has its own set of flags (block break/place/interact, entity spawn, entity damage, pressure plates, etc.). If no regen area is set, flags use challenge area index instead. For event checks, both “in challenge area” and “in regen area” may be considered so that rules apply consistently in overlapping or adjacent zones.
- Loot: chest/barrel/shulker candidates for loot tables are taken from the regen area(s). Guaranteed loot uses a chosen regen area.
- Block place restriction: non-editors and non-challengers cannot place blocks in the regen area (“Enter edit mode to make changes to this area”).
Leaving / movement
- Players cannot walk or move outside the boundary.
- The boundary is chosen in this order:
- If the challenge has a regen area → boundary = regen area. Message: “You cannot leave the regeneration area! Use /exit or /challengecomplete to leave.”
- Else if it has a challenge area → boundary = challenge area. Message: “You cannot leave the challenge area! …”
- Else → boundary = destination world only (no box).
So when a regen area is set, players are confined to the regen area, not the challenge area.
Teleport
- While in a challenge: teleport is allowed only inside the same boundary (regen area if set, else challenge area, else world). The “teleport outside regeneration area” vs “teleport outside challenge area” message matches that choice.
- From outside: players cannot teleport into a challenge area unless they are admin, the challenge is in edit mode, or an admin is near the destination. Otherwise they must use the challenge book at the GateKeeper.
Overlap
- A regen area must not overlap with any other challenge’s challenge or regen areas.
- A challenge area must not overlap with any other challenge’s challenge or regen areas.
Edit mode
- In edit mode, movement/teleport restrictions are bypassed for that player.
- Challenge area = where “challenge zone” rules apply for entry (no teleport in), barrier boxing, and blocked-use items. You can have multiple challenge areas (e.g. different rooms).
- Regeneration area = what gets reset and where players are allowed to be. Flags are per-regen area, so each regen box can have its own break/place/spawn rules.
You can:
- Have a regen area larger than the challenge area (e.g. whole dungeon resets, but only part has barrier/entry rules),
- Have a challenge area larger than regen (e.g. a non-regen lobby that still has challenge rules), or
- Keep them in sync with
/challenge areasyncso one box does both.
You can control whether and what challengers are allowed to break inside a challenge.
- Block break OFF (default): Challengers can break any block in the challenge area (normal gameplay).
- Block break ON: Challengers can only break:
- Blocks they placed during that run, or
- Blocks whose material is in the challenge’s allow list (e.g.
stone_slab,oak_planks).
- Regeneration area: Breaking blocks inside a challenge’s regen area is only allowed if you are in edit mode for that challenge. Anyone else (including admins not in edit mode) gets: "Enter edit mode to make changes to this area."
- Admins in edit mode: Can always break blocks in that challenge’s area, regardless of the block-break setting.
Placed blocks are tracked in memory only and are cleared when the challenge area is regenerated.
Toggle block breaking for the challenge you’re editing:
/challenge blockbreak - ON = restriction enabled (challengers only break placed + allow list).
- OFF = no restriction (challengers can break any block).
Allow a block type to be broken when block break is ON:
/challenge allowbreak <material> Example: /challenge allowbreak stone_slab
Only block materials are valid (e.g. oak_planks, stone_slab). Tab completion suggests block names.
Remove a material from the allow list:
/challenge disallowbreak <material> When block break is enabled, each challenge stores:
block-break-enabled: truebreak-allowed-blocks: [ stone_slab, oak_planks, ... ]
Edit mode allows you to modify challenges while preventing player access. All changes are backed up and can be saved or cancelled.
/challenge edit <id> This will:
- Teleport you to the challenge start location
- Regenerate the challenge area (if regeneration area is set)
- Lock the challenge from players (shows "maintenance" message)
- Create backups of the challenge config and block states
While in edit mode, you can use all configuration commands without specifying the challenge ID:
/challenge setbook(no ID needed)/challenge setdestination(no ID needed)/challenge addreward <command>(no ID needed)/challenge setchallengearea(no ID needed)/challenge setregenerationarea(no ID needed)- etc.
Note: In edit mode, you can teleport anywhere within the challenge world to make changes.
/challenge save Important: You must set a challenge area before saving!
This will:
- Recapture the regeneration area state (if regeneration area is set)
- Save all your changes
- Teleport you back to your original location
- Unlock the challenge for players
Note: Challenge area state is NOT recaptured on save - it's only captured when you set it via setchallengearea.
/challenge cancel This will:
- Restore the challenge to its state before edit mode
- Restore the regeneration state
- Teleport you back to your original location
- Unlock the challenge for players
Important: You cannot teleport out of edit mode using normal teleport commands. You must use /challenge save or /challenge cancel to exit. However, you CAN teleport within the challenge world while in edit mode.
Players can select difficulty tiers when accepting challenges, which affect:
- Mob Levels: MythicMobs spawn levels are increased based on tier
- Rewards: All rewards are multiplied based on tier
When accepting a challenge:
/accept- Defaults to Easy (no multiplier)/accept easy- Easy difficulty/accept medium- Medium difficulty/accept hard- Hard difficulty/accept extreme- Extreme difficulty
Edit config.yml:
# Difficulty tier level modifiers (adds to spawner's base mob_level) difficulty-tiers: easy: 0 # No level increase medium: 10 # Adds 10 levels hard: 35 # Adds 35 levels extreme: 100 # Adds 100 levels # Difficulty tier reward multipliers (multiplies rewards from previous tier) difficulty-reward-multipliers: easy: 1.0 # Base multiplier (no change) medium: 1.5 # Medium = Easy * 1.5 hard: 2.0 # Hard = Medium * 2.0 (3.0x Easy total) extreme: 3.0 # Extreme = Hard * 3.0 (9.0x Easy total)How it works:
- These multipliers apply to all tier rewards (difficulty tier rewards, fallback rewards, top time rewards)
- Speed multipliers (for SPEED challenges) are applied on top of difficulty multipliers
- Example with Easy tier reward of 1000 money:
- Easy: 1000 money (1.0x difficulty)
- Medium: 1500 money (1.5x difficulty)
- Hard: 3000 money (3.0x difficulty)
- Extreme: 9000 money (9.0x difficulty)
- If Gold time (SPEED): Multiply by 1.5x
- If new record (SPEED): Multiply by 3.0x
Players receive a limited number of lives when entering a challenge, based on the difficulty tier selected. Lives determine what happens when a player dies:
Lives Per Tier (configurable in config.yml):
- Easy: 3 lives (default)
- Medium: 2 lives (default)
- Hard: 1 life (default)
- Extreme: 1 life (default)
When a player dies:
- With lives remaining: Player keeps inventory, respawns in challenge destination, lives decrement
- No lives remaining: Player is removed from challenge, drops inventory (normal death), teleported to spawn
Buy-Back System:
- Players who run out of lives can use
/buybackcommand to pay a fee (configurable, default $6000) - Paying the fee resets lives and teleports player back to challenge destination
- Requires economy plugin (Vault) to be installed
Dead Party Member Rewards:
- If a party member dies (runs out of lives) but the party completes the challenge:
- Dead members receive Easy tier rewards with 0.5x multiplier
- This applies regardless of the actual difficulty tier the party selected
- Rewards are automatically given when the party completes
General plugin options are in config.yml. Challenge definitions (destination, completion, rewards, areas, block break, etc.) are in challenges.yml. The following covers both where relevant.
# World players are sent to when using /challengecomplete or when time limit expires spawn-world: world# Radius in blocks for party members to be detected party-radius: 10 # Seconds before a pending challenge is automatically cancelled pending-challenge-timeout-seconds: 15 # Countdown time in seconds before solo players are teleported to challenge solo-countdown-seconds: 30 # Countdown time in seconds before party members are teleported to challenge party-countdown-seconds: 45# Lives system: Number of lives per difficulty tier # When a player dies, they keep inventory and are teleported back to challenge destination # When lives run out, they're removed from challenge and drop inventory lives-per-tier: easy: 3 # Easy tier gets 3 lives medium: 2 # Medium tier gets 2 lives hard: 1 # Hard tier gets 1 life extreme: 1 # Extreme tier gets 1 life # Buy-back fee: Amount to pay to get back into challenge after running out of lives # Players can use /buyback command to pay this fee and re-enter with lives reset buy-back-fee: 6000.0 # Default: $6000Prevents players from using fake challenge books:
anti-forgery: enabled: true # Enable/disable anti-forgery checks fine-amount: 50.0 # Amount to charge for a fake book drain-if-less: true # If player has less than fine-amount, drain entire balance broadcast: true # Announce to the server when detected required-author: OfficerConradd # Books must be signed by this author name (leave empty to disable author check)How it works:
- When a player tries to use a challenge book, the plugin checks if it matches the registered book for that challenge
- If the book is fake (wrong title, wrong author, or not signed by the required author), the player is fined
- If
broadcast: true, a message is sent to all players announcing the forgery attempt - If
drain-if-less: trueand the player has less thanfine-amount, their entire balance is drained
Controls the GateKeeper's angry responses when players try to use fake books:
anger: enabled: true # Enable/disable anger system duration-seconds: 300 # How long the GateKeeper stays angry (5 minutes)Note: Insult messages are configured in messages.yml under anger.insults. Edit that file to customize the GateKeeper's responses.
edit-mode: # What to do when a player disconnects while in edit mode # Options: "cancel" (restore from backup) or "save" (keep changes) disconnect-action: saveOptions:
cancel: If you disconnect while in edit mode, all changes are discarded and the challenge is restored from backupsave: If you disconnect while in edit mode, all changes are saved automatically
Disconnect Behavior:
- When you disconnect in edit mode, your original location (before entering edit mode) is saved
- When you reconnect, you are automatically teleported back to that original location
- This matches the behavior of
/challenge saveor/challenge cancel- you return to where you were before entering edit mode
challenge-area: # Whether to automatically box in challenge areas with barrier blocks # Set challenge area using /challenge setchallengearea <id> # Use WorldEdit selection (//1 and //2) to select the area barrier-boxing: false # Default: false (off)When enabled, barrier blocks are automatically placed around the challenge area (only replacing air blocks) when you set the challenge area.
# GateKeeper NPC UUID list (set via /conradchallenges setnpc) npcs: - 12fb852c-0d06-4d9f-b343-f0d12a4b102cAdd NPC UUIDs here. Players right-click these NPCs with challenge books to start challenges.
Challenge data is stored in challenges.yml. Here's a complete example of one challenge's structure:
# In challenges.yml challenges: fear_hole: book-title: fear_hole # Destination (where players spawn when entering the challenge) world: ConradsChallenges x: 4792.614971999264 y: 27.0 z: 1390.7076254479057 yaw: -89.24994 pitch: -18.449978 # Challenge settings cooldown-seconds: 3600 # 1 hour cooldown between attempts max-party-size: 1 # Max players per party; -1 = unlimited time-limit-seconds: 600 # 10 minutes max time in challenge time-limit-warnings: # Warnings at these remaining seconds - 60 - 10 # Completion type and requirements completion: type: SPEED # SPEED, BOSS, TIMER, ITEM, or NONE max-seconds: 300 # Max time for SPEED challenges tiers: # Speed tiers (used for multipliers only, reward-commands are ignored) - name: GOLD max-seconds: 90 reward-commands: [] # IGNORED - kept for backward compatibility - name: SILVER max-seconds: 180 reward-commands: [] # IGNORED - name: BRONZE max-seconds: 300 reward-commands: [] # IGNORED # Difficulty tier rewards (this is where rewards come from now) # Higher tiers inherit lower tier rewards with multipliers difficulty-tier-rewards: easy: rewards: - type: COMMAND command: "eco give %player% 5000" chance: 1.0 - type: ITEM material: DIAMOND amount: 8 chance: 1.0 medium: rewards: # Medium gets: Easy rewards (×1.5) + Medium rewards (×1.0) - type: ITEM material: BEACON amount: 2 chance: 1.0 hard: rewards: # Hard gets: Easy (×3.0) + Medium (×2.0) + Hard (×1.0) - type: ITEM material: NETHERITE_PICKAXE amount: 1 chance: 1.0 extreme: rewards: # Extreme gets: Easy (×9.0) + Medium (×6.0) + Hard (×3.0) + Extreme (×1.0) - type: COMMAND command: "eco give %player% 10000" chance: 1.0 # Top time rewards (NEW - only given for new records) top-time-rewards: rewards: - type: COMMAND command: "eco give %player% 5000" chance: 1.0 - type: ITEM material: NETHERITE_BLOCK amount: 1 chance: 0.5 # 50% chance # Fallback rewards (used if no difficulty-tier-rewards are set) # Format: List of maps with "command" and "chance" (0.0-1.0) # Old format (just strings like ['7000']) is automatically converted to chance 1.0 # This example shows empty fallback rewards since tier rewards are set above reward-commands: [] # Challenge state locked-down: false # true = challenge disabled # Challenge area (playable boundaries) challenge-area: world: ConradsChallenges corner1: x: 4767.0 y: -53.0 z: 1369.0 corner2: x: 4799.0 y: 43.0 z: 1407.0 # Regeneration area (what gets reset) regeneration: world: ConradsChallenges corner1: x: 4765.0 y: -50.0 z: 1369.0 corner2: x: 4800.0 y: 43.0 z: 1414.0 auto-extend-y: false # true = regenerate from bedrock to build heightNote: All fields are always saved, even if empty/unset, to maintain consistent structure. You don't need to manually edit challenges.yml — use the in-game commands instead. Block break settings (block-break-enabled, break-allowed-blocks) are also stored per challenge when you use /challenge blockbreak, allowbreak, and disallowbreak.
Admins can manage custom chest loot per challenge via Loot table in the challenge menu (/conradchallenges → Edit loottable).
- List GUI: Shows all loot tables in a 54-slot inventory. The bottom row is a fixed nav bar: Back (return to main menu), empty slot, Previous page, empty slot, Next page. Loot table icons appear only in the top 45 slots (5 rows); when there are more than 45 tables, use the arrows to change pages. Your current page is remembered when you open a loot table and then go Back.
- Options GUI: For each loot table you can set size (single/double chest), edit contents, rename, assign to challenges, change icon (type name or use item in hand), loot type (Normal or Legendary), and delete. Icon options are in the second row (staggered slots).
Each loot table has a loot type: Normal or Legendary (default: Normal). When a chest is opened in a challenge, the plugin uses only loot tables whose type matches the chest’s type.
- Normal chests use loot tables with type Normal (assigned to that challenge).
- Legendary chests use loot tables with type Legendary (assigned to that challenge).
All chests in a challenge are Normal by default. In edit mode, look at a chest in the regeneration area and run /challenge loottype to toggle that chest between Normal and Legendary. Use /challenge chestignore to exclude a chest from loot entirely (no table applied).
/challenge info [id] Shows all challenge configuration details.
/challenge list /challenge setcooldown [id] <seconds> Example: /challenge setcooldown dungeon1 3600 (1 hour cooldown)
/challenge settimelimit [id] <seconds> Example: /challenge settimelimit dungeon1 600 (10 minute time limit)
/challenge setmaxparty [id] <size|-1> Example: /challenge setmaxparty dungeon1 4 (max 4 players) Use -1 for unlimited party size.
/challenge lockdown <id> Completely disables a challenge. Players cannot start it or be queued.
/challenge unlockdown <id> /challenge delete <id> Warning: Cannot delete challenges that are currently active or reserved.
- Get the Challenge Book: Obtain the challenge book from an NPC or admin
- Right-click the GateKeeper NPC with the book in your hand
- Accept the Challenge: Type
/accept(or/accept <difficulty>for difficulty tiers)/accept- Easy difficulty (default)/accept easy- Easy difficulty/accept medium- Medium difficulty/accept hard- Hard difficulty/accept extreme- Extreme difficulty
- Wait for Countdown: A countdown will begin (default 30 seconds for solo, 60 seconds for party)
- If regeneration is needed, you may wait longer while the area regenerates
- You'll see a message if regeneration is in progress
- Enter the Challenge: After countdown, you'll be teleported into the challenge
- Teleportation: You can teleport within the regeneration area, but cannot teleport outside of it. Non-admin players cannot teleport into challenge areas (must use challenge books at GateKeeper).
- Explosion Protection: Blocks in the challenge area are protected from explosions (creepers, TNT, etc.)
- Block Breaking: Depends on the challenge’s block-break setting. If off, you can break any block. If on, you can only break blocks you placed or block types the admin added to the allow list (e.g. certain slabs or planks). Breaking inside the regen area is only allowed for admins in edit mode.
- Movement: You cannot walk outside the regeneration area - movement is blocked and you'll be teleported back if you try to leave
- Lives System: You have a limited number of lives based on difficulty tier:
- Easy: 3 lives (default)
- Medium: 2 lives (default)
- Hard: 1 life (default)
- Extreme: 1 life (default)
- When you die with lives remaining: You keep your inventory and respawn in the challenge
- When you run out of lives: You're removed from the challenge and drop inventory (normal death)
- Use
/buybackto pay a fee and re-enter the challenge with lives reset
- Complete the challenge requirements (kill boss, survive timer, complete speed challenge, etc.)
- Return to the GateKeeper NPC
- Right-click the GateKeeper to receive rewards
- Rewards are based on your selected difficulty tier (easy/medium/hard/extreme)
- For SPEED challenges, your completion time affects multipliers (Gold=1.5x, Silver=1.0x, Bronze=0.5x)
- If you set a new record, you get 3x multiplier and top time rewards
- Collect the required item(s)
- Return to the GateKeeper NPC
- Right-click the GateKeeper while holding the item(s)
- Return to the GateKeeper NPC anytime
- Right-click to receive rewards
- Complete: Use
/challengecompleteor/ccafter meeting requirements, then right-click GateKeeper- Completion Keys: All party members' completion keys will be consumed when using
/cc - One completion key from any party member is required to complete
- Completion Keys: All party members' completion keys will be consumed when using
- Exit Early: Use
/exitto leave without completing (no rewards, no cooldown) - Buy Back: If you ran out of lives, use
/buybackto pay a fee and re-enter the challenge with lives reset
If you disconnect while in a challenge:
- 30 Second Grace Period: You have 30 seconds to reconnect
- Solo Challenge: If you don't reconnect within 30s, the challenge is cancelled
- Party Challenge: If you don't reconnect within 30s, you'll be teleported to spawn when you reconnect. Other party members continue playing.
- Reconnecting: If you reconnect within 30s, you'll be restored to the challenge automatically
- Start a Party: One player right-clicks GateKeeper with challenge book
- Invite Members: Nearby players (within party radius) with the challenge book are eligible
- Accept Invites: Each player types
/acceptto join - Start Together: Party leader types
/acceptagain or uses/party confirmto start - Complete Together: All party members must complete requirements, then one member right-clicks GateKeeper
- Completion Keys: When using
/cc, all completion keys from all party members are consumed - Dead Party Members: If a party member dies (runs out of lives) but the party completes:
- Dead members receive Easy tier rewards with 0.5x multiplier
- This applies even if the party was on a higher difficulty tier
-
Create challenge:
/challenge create dungeon1 -
Set book (hold book in hand):
/challenge setbook dungeon1 -
Set destination (stand at spawn point):
/challenge setdestination dungeon1 -
Set completion type:
/challenge settype dungeon1 BOSS /challenge setboss dungeon1 WITHER "The Dark Lord" -
Enter edit mode to set areas and rewards:
/challenge edit dungeon1 -
Add tier rewards (while in edit mode, no ID needed):
/challenge addtierreward easy item DIAMOND 8 /challenge addtierreward easy command eco give %player% 5000 /challenge addtierreward medium item BEACON 2 /challenge addtierreward hard item NETHERITE_PICKAXE 1 -
Set challenge area (using WorldEdit):
//1 (at one corner of playable area) //2 (at opposite corner) /challenge setchallengearea -
Set regeneration area (using WorldEdit):
//1 (at one corner of area to regenerate) //2 (at opposite corner) /challenge setregenerationarea -
Save changes:
/challenge save -
Set cooldown (optional, outside edit mode):
/challenge setcooldown dungeon1 3600
Note: If you prefer fallback rewards instead of tier rewards, you can use /challenge addreward <command> [chance] instead of tier rewards. Fallback rewards are used if no tier rewards are set.
-
Enter edit mode:
/challenge edit dungeon1 -
Make changes (no ID needed):
# Add tier rewards /challenge addtierreward easy item DIAMOND 8 /challenge addtierreward medium item BEACON 2 # Or use fallback rewards (if no tier rewards set) /challenge addreward eco give %player% 500 # Configure challenge settings /challenge setcooldown 7200 /challenge setchallengearea (if using WorldEdit: //1 and //2 first) /challenge setregenerationarea (if using WorldEdit: //1 and //2 first) # Or sync regeneration area with challenge area: /challenge areasync -
Save or cancel:
/challenge saveOR
/challenge cancel
Important: You must set a challenge area before saving!
When in edit mode, omit the challenge ID:
setbook- Set challenge booksetdestination- Set spawn locationsettype- Change completion typesetboss,settimer,setitem,setspeed- Configure completionsetcooldown- Set cooldown timesettimelimit- Set time limitsetmaxparty- Set party size limitaddreward- Add fallback reward command (with chance)clearrewards- Clear all fallback rewardsaddtierreward- Add reward to difficulty tier (easy/medium/hard/extreme)cleartierrewards- Clear rewards for a specific tierlisttierrewards- List tier rewardsaddtoptimereward- Add top time reward (SPEED challenges only)setchallengearea- Set challenge area (captures state when set)clearchallengearea- Clear challenge areasetregenerationarea- Set regeneration area (captures state automatically)areasync- Sync regeneration area with challenge area (copies challenge area coordinates)clearregenerationarea- Clear regeneration areacaptureregeneration- Manually capture regeneration statesetautoregenerationy- Toggle auto-extend Y rangeblockbreak- Toggle block breaking (on = restricted to placed + allow list; off = break any block)allowbreak <material>- Add a block type to the break allow list (e.g.stone_slab)disallowbreak <material>- Remove a block type from the allow listblockitem <material>- Block an item from being taken into the challenge (moved to ender chest on entry)unblockitem <material>- Remove an item from the block list
- Always test challenges before making them available to players
- Use edit mode for making changes - it prevents player access and backs up your work
- Set challenge area first, then regeneration area - challenge area defines playable boundaries
- Set regeneration areas for challenges with destructible environments - this is what gets reset
- Challenge area and regeneration area can overlap - regeneration area should typically be larger or equal
- Challenge area is only captured when set - save command only recaptures regeneration area
- Use difficulty tier rewards for better reward control - higher tiers inherit lower tier rewards
- Set speed tiers for SPEED challenges (used for multipliers, not rewards)
- Use RNG chance (0.0-1.0) to add grind elements - lower chance = rarer rewards
- Use WorldEdit (
//1and//2) for easier area setup - Set appropriate cooldowns to prevent challenge farming
- Test difficulty tiers to ensure rewards are balanced
- Barrier boxing (if enabled) only replaces air blocks, so it won't destroy existing structures
- Make sure regeneration area is set (both corners)
- Run
/challenge captureregeneration <id>manually (or enter edit mode and use without ID) - Check that both corners are in the same world
- Verify initial state was captured (check challenge info)
- Check if challenge is locked down:
/challenge info <id> - Check if challenge is in edit mode
- Verify challenge has a destination set
- Check if player has the required challenge book
- Verify challenge area is set (required for saving)
- Players can only teleport within the regeneration area (cannot teleport outside)
- Non-admin players cannot teleport into challenge areas (must use challenge books at GateKeeper)
- If no regeneration area is set, the system falls back to challenge area or destination world restrictions
- Admins can bypass teleportation restrictions to enter challenge areas
- Players cannot walk outside the regeneration area - movement is blocked and they'll be teleported back
- Verify reward commands are correct (use
%player%placeholder) - Check economy plugin is installed (for
eco givecommands) - Test commands manually in console first
- Use
/challenge saveor/challenge cancel - If you disconnect, edit mode is automatically handled based on
edit-mode.disconnect-actionsetting:cancel: Changes are discarded and challenge is restored from backupsave: Changes are saved automatically
- When you reconnect after disconnecting in edit mode, you are automatically returned to your original location (before entering edit mode)
- You must set challenge area before using
/challenge save - Challenge area is only captured when you set it, not on every save
- Use
/challenge setchallengeareain edit mode (with WorldEdit//1and//2)
- Challenge data is now in
challenges.yml, notconfig.yml. On first load, the plugin migrates fromconfig.ymland creates a backup atconfig.yml.old. If something went wrong, you can copy thechallengessection fromconfig.yml.oldinto a newchallenges.yml(under a top-levelchallenges:key).
For more information, see:
PLACEHOLDERS.md- PlaceholderAPI placeholdersCHANGELOG.md- Version history and changesconfig.yml- General configuration optionschallenges.yml- Challenge definitions (created and migrated automatically)messages.yml- Customizable messages