
Wiki
Kits Crates Plus Wiki
Public setup, commands, permissions, kit/crate authoring, previews, placed blocks, and troubleshooting for Kits Crates Plus.
Getting Started
Start here for install, generated files, commands, and the permission rules that decide whether the plugin actually works for players.
Reward Design
Use the shared reward engine intentionally instead of treating kits and crates like disconnected systems.
Runtime and Support
Check the real reasons a reward system looks broken on live servers before you blame the whole plugin.
This is the page for the deeper reward design side of Kits Crates Plus.
Use it after one simple kit and one simple crate already work.
What nested containers are for
Nested containers let one reward slot represent a smaller reward pool.
That matters when you want things like:
- one armor slot that can roll several armor outcomes
- one command bundle lane
- one special-effects lane
- one rare reward family inside a larger crate or kit
What effect rewards are for
The plugin supports non-item reward entries such as:
- self commands
- console commands
- sounds
- particles
This is what lets a reward pool do more than only hand out physical items.
Why the shared editor matters
The same general editing patterns carry across kits, crates, and nested containers.
That means staff do not have to relearn a different authoring model each time they switch from:
- a kit inventory
- a kit container
- a crate pool
- a nested reward container
Reveal presentation
On the crate side, reward presentation can be much richer than a flat reward popup.
The plugin supports:
- reveal styles
- reveal themes
- showcase animation lanes
- preview icons
- spin icons
- display items for non-item rewards
This is especially important for command-based, sound-based, or particle-based rewards because those entries still need readable presentation when players preview or watch a crate roll.
Preview and spin icons for non-item rewards
When a reward is not a real item, use a custom display item so players still see a meaningful icon during:
- preview
- spin
- reveal
The cleanest pattern is to use a custom item with:
- the right display name
- the right lore
- the right model data
so the preview surface explains what that reward actually represents.
Chance editing and editor clarity
The plugin now leans heavily on visible chance and quick-edit patterns.
That means you should use the GUI as the main authoring lane for:
- chance visibility
- quick chance adjustments
- nested-container authoring
- effect-entry icon setup
instead of trying to do every balance pass blind.

