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Tab, MOTD and joins

On a multi-world server (spawn, survival, mining…), each player only sees in the tab list the players of the same world group.

config.yml
tab_par_monde:
actif: true
groupes:
spawn:
nom: "Spawn"
mondes: [world]
survie:
nom: "Survival"
mondes: [survie, survie_nether, survie_the_end]
minage:
nom: "Mining"
mondes: [minage]
  • A world missing from the configuration forms its own group.
  • The list is updated on join, on every world change and every 5 seconds.
  • Invisible (vanished) players are never shown again: the plugin respects existing visibility rules.
  • Only the tab list is filtered: chat and commands are not affected.

Two placeholders complete the display (tab header, scoreboard):

Placeholder Value
%cobaltiaeffets_monde% Name of the player’s world group (Survival…), or the world name when it belongs to no group
%cobaltiaeffets_monde_joueurs% Number of online players in that group (all players when the feature is disabled)

The tab list order follows the highest weight found in the player’s cmi.tablistweight.<n> permissions (the bigger the number, the higher the player). The weight is recomputed on join and on every LuckPerms change of the player, with no restart.

lp group admin permission set cmi.tablistweight.100
lp group vip permission set cmi.tablistweight.20

The motd list replaces the message shown in the client server list. Each entry is a MiniMessage line (two visible lines).

config.yml
motd:
- "<gradient:#5FD3FF:#1E6BFF><bold>My Server</bold></gradient> <dark_gray>| <gray>1.21"
- "<gold>New season</gold> <white>is open!"

Leave the list empty to keep the server MOTD.

config.yml
connexion:
arrivee: "<gray>+ <white><player></white> joined the server."
depart: "<gray>- <white><player></white> left the server."
depart_chat: false # false: no quit message in chat
  • <player> is replaced by the player name.
  • Vanished players do not trigger the custom messages.
  • With depart_chat: false, the quit message is removed from chat and only a “… a quitté le serveur” line is written to the console.
  • Reloaded by /effets reload.

When the player data cobaltia:settings_hud is 0, the player’s BetterHud HUD is hidden on join. That data is written by your server settings menu; CobaltiaEffets takes care of applying it.

After the preference changes, apply it immediately with:

/effets hud <player>

(permission cobaltia.effets.admin.reload, typically called from the console by the settings menu).