
Wiki
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.
config.yml is the server-wide admin tools for Airdrops. It decides how drops are scheduled, how crates can be opened, how display entities look while falling, and how the plugin cleans up after itself.
The top-level sections that matter
The current config is organized around these major blocks:
generalinteractionsschedulercallinssmokePlumedropPhysicseffectsmessageschunkHandlingcleanupadmin
If you treat crateTypes.yml as the only important file, you will miss most of the live-server behavior that makes drops feel good or broken.
general
This is the broad server policy layer.
Important keys:
enabledWorldsdebugonlyOneActiveDropnearbyAnnouncementRadius
This is where you decide whether the server behaves like a tightly controlled event lane or a looser sandbox where drops can overlap more often.
interactions.crate
This section controls how players actually open crates.
Important keys include:
blockClickRadiusignoreInteractableBlockssearchRadiuscleanupRadiushitboxWidthhitboxHeightprojectileOpensprojectileModeprojectileHitboxExtra
The biggest practical settings here are the ones that stop foliage or nearby blocks from eating right-clicks and the ones that decide whether shots open the crate or shoot it down into an impact-open flow.
scheduler
This is the timed drop pipeline.
Important keys:
enabledbaseIntervalMinutesrandomJitterMinutesannounceOffsetsSecondsautoReschedule
If the server depends on drops as a recurring event loop, this is the section to lock down before you touch the crate families.
callins
This is the manual drop path layered on top of the scheduler.
Important keys:
enabledignoreOnlyOneActiveDropcloud.*torch.*crackshot.*
If you want scheduled drops to stay limited while allowing staff or players to use flare call-ins separately, this section is where that policy lives.
smokePlume
This controls the staged smoke effect used by call-ins.
Important keys:
tickIntervalTicksbaseYOffsetgrowth.*colorInterpolation.*smokeLayer.*stages
The stage list is especially important if you are trying to preserve the older MCWAR green-to-red warning plume while still using the modern display-based plugin.
dropPhysics
This controls where drops begin and how they travel down.
Important keys:
defaultDropYminGroundYdescentBlocksPerSecondparachuteAttachDelaySecondsminClearanceAboveglide.*
This is the difference between crates that feel cinematic and crates that feel like a vertical teleport with particles.
effects
This is the visual and audio backbone for the modernized build.
The biggest subsections are:
viewRangedisplaySmoothingswayplaneparachutecrate
Inside effects.crate you will find the main live-server behavior for:
- landing sounds and particles
- open sounds and particles
deliveryMode- container inventory rules
blastOpenlootSpray- denied-open feedback
- panel open behavior
This section matters just as much as the crate entry itself.
messages
This controls player-side announcement output for both scheduled drops and call-ins.
The current config uses chat, title, subtitle, and actionbar message lanes for announcements, plus call-in deployment messaging.
chunkHandling and cleanup
These sections exist to keep long-flying display pipelines from becoming a restart problem.
Important cleanup keys:
enabledcleanOnChunkLoadrecordFlightPathstartupSweep.enabledstartupSweep.chunksPerTicktargets
If a server has ever been hard-killed with planes in the air, these sections are not optional reading.
admin
The admin.visualTuning.timedPreview settings control how long preview visuals stay up and where they appear in front of the admin.
That matters when you are tuning models and animation behavior in-game instead of blindly reloading YAML.
A good editing order
For most live servers, use this order:
generalinteractionsschedulercallinsdropPhysicseffectsmessagescleanup
Only after that should you start major reward balancing in crateTypes.yml.
Next pages
Use these pages together:

