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Airdrops wiki

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Airdrops Wiki

Scheduled drops, flare call-ins, loot crates, admin tooling, and crash-safe cleanup for MCWAR Airdrops.

Getting Started

Start here for the current Paper build, first boot checks, and the runtime settings that affect every drop.

Crate Authoring

Learn how crate families are structured, where the loot really lives, and how zones and models fit into one crate definition.

Drop Pipeline and Effects

Run the scheduled event lane, manual call-ins, and the staged smoke signaling that tells players where to look.

Admin and Operations

Use the in-game tools, command surface, migration support, and cleanup systems that make the plugin maintainable on live servers.

Admin and Operations

Admin GUI, Migration, and Live Editing

Use the crate editor, loot editor, simulation tools, and migration reports to edit Airdrops safely on a live server.

The modern Airdrops build is meant to be edited in-game, not only through raw YAML.

The main entry points

The current plugin exposes these GUI-focused lanes:

  • /airdrop gui
  • /airdrop gui <crateType>
  • /airdrop crate <crateType>
  • /airdrop loot <crateType>

That means staff can jump directly into the part of the workflow they need instead of browsing a giant file from the top every time.

What the admin GUI is for

The GUI is especially good for:

  • creating crate types
  • cloning crates
  • deleting crates
  • editing display names and enabled state
  • editing loot actions
  • editing zones
  • editing open rules
  • previewing and simulating outcomes

If the task is exploratory or repetitive, use the GUI first. Save raw YAML editing for bulk work and versioned maintenance.

Loot quality-of-life features

The current 2.1.x admin tooling includes several high-value workflow improvements:

  • SHIFT-click inventory items into the Loot GUI to add them as single-item drops
  • SHIFT-click inventory items into the Itemspray GUI to add them into a pool
  • use /airdrop addhand <crateType> <chance> to capture the held item into the reward table
  • simulate rolls without spawning a live drop
  • optionally print simulation results to chat

Those features are the difference between a maintainable crate library and a crate library everyone avoids touching.

Itemspray editing in the GUI

The newer Itemspray editor supports:

  • ranged counts with min_count and max_count
  • per-entry weights
  • duplicate toggles

That is especially useful for high-tier crates where a flat total_count no longer models the reward feel you want.

Migration support

The plugin also includes:

TEXT
/airdrop migrate

That flow is meant to:

  • create a timestamped backup of crateTypes.yml
  • normalize schema issues
  • write a readable migration report to migration-reports/

Use it whenever you are carrying forward older crate data or after large manual edits to the file.

When to use GUI vs file edits

Use the GUI for:

  • quick inspection
  • small reward additions
  • zone fixes
  • live previews
  • safe validation

Use file edits for:

  • bulk loot table maintenance
  • large copy-forward merges from legacy sources
  • mass naming cleanup
  • version-controlled balancing passes

The best workflow is usually both, not one or the other.

Suggested order

  1. back up or commit the current files
  2. run the GUI or migration flow
  3. simulate the loot roll
  4. spawn a test crate
  5. reload only after the edit is coherent
  6. keep the migration report if schema was normalized

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