Commands and config¶
Commands¶
/trophypedestals mob_trophy <players> <entity> [pedestal] [rarity] (operators) gives each player a mob trophy, slain
by them, on a deepslate pedestal or the one named, ranked by the mob's toughness or as named.
Config¶
The server config (config/trophypedestals-server, per world) has three groups.
[mob_trophies]: trophies that mobs drop.
| Option | Default | Meaning |
|---|---|---|
enabled |
true |
whether mobs a player kills can drop a trophy |
chance |
0.01 |
the chance, 0 to 1 |
player_trophies |
false |
whether a player another player kills can drop a statue trophy |
gilded_chance |
0.02 |
the chance a mob trophy that drops is gilded, 0 to 1 |
growing |
true |
whether a placed mob trophy counts its slayer's kills, and grows a rank with KILLS |
rank |
NONE |
NONE, STRENGTH or KILLS (see Mob trophies) |
kills.uncommon ... kills.legendary |
10, 25, 50, 100 | kills for each rank, with KILLS |
kills.overrides |
bosses need fewer | other counts for some mobs or tags |
[earned_trophies]: trophies players earn (see Earned trophies).
| Option | Default | Meaning |
|---|---|---|
advancements |
NONE |
which advancements give a trophy: NONE, CHALLENGES, GOALS or ALL |
feats |
true |
whether data packs' trophies are given (the mod's own first kills and milestones included) |
announce |
true |
whether a player is told in chat when they earn one |
[ledger]: buying back mob trophies from the Mob Trophies Ledger (see Collecting).
| Option | Default | Meaning |
|---|---|---|
buy_back |
true |
whether a player can buy back a mob trophy they've collected |
levels |
5 |
the experience levels one costs (a gilded one twice as many); 0 makes it free |
[pedestals]: who may adjust pedestals, and what they can change.
| Option | Default | Meaning |
|---|---|---|
access |
OWNER |
who may adjust a pedestal: its owner (and whoever it allows) and operators, or ANYONE |
take_items |
true |
whether an item can be taken off a display pedestal with an empty hand |
trophy_settings.display, .text, .pose |
true |
whether a trophy's screen has those tabs (a tab turned off is hidden, and the server ignores its settings) |
display_pedestal_settings.display |
false |
whether a display pedestal's screen has a Display tab: its item's size, height and rotation |
display_pedestal_settings.text |
false |
whether a display pedestal's screen has its text's height and size, on a Text tab |
With both display_pedestal_settings off, a display pedestal keeps its one-page screen (when its text shows, redstone,
sounds and its showcase light). With either on, its screen has tabs too: Display (if on), Text, and Behavior (spin,
sounds, showcase light and redstone).
Other mods¶
- JEI and REI: a "Mob Trophies" page for each mob that can be a trophy (its egg, the trophy it drops, its rank and the chance), found from the deepslate pedestal.
- Jade and The One Probe: what a looked-at pedestal holds: its trophy, rank and who earned it (a mob trophy's kills too), an engraved name, a leaderboard's leader, a mannequin, an item on display, and its glass case. Before 26.1, The One Probe is on NeoForge and Forge only (it had no Fabric build).
- FTB Quests: a "Trophy" reward, made as it's claimed: titled as the pack maker writes it (the quest's title if left blank), showing the item they name, of the rank they pick, recorded as earned by the player who claims it. From 1.20.1 to 26.1.2 (FTB Quests has no build for 26.2 or 26.3 yet).
- EMI: not yet.
KubeJS (NeoForge and Forge, up to 26.1.2)¶
Server scripts get a TrophyPedestals binding:
| Call | Does |
|---|---|
TrophyPedestals.isPedestal(level, pos) |
whether there's a pedestal there |
TrophyPedestals.pedestalSettings(level, pos), setPedestal(level, pos, {...}) |
a pedestal's settings, by name: textMode, scale, height, yaw, pitch, roll, spins, animates, effects, sounds, textHeight, textScale, crown, light, redstone, statue, statuePose, animation (and locked) |
TrophyPedestals.forcePedestal(level, pos, {...}, message), lockPedestal(level, pos[, message]), unlockPedestal(level, pos) |
set and lock its settings against every player, with a refusal message (or null, silently) |