Cosmetic

ParticleForge

Effects you compose in a file, not in Java

ParticleForge cover

ParticleForge is a particle effect engine for Paper and Spigot, 1.17 to 26.x. Fifty-six finished effects you can play immediately, and eighteen building blocks to compose your own in a YAML file — no Java, no restart.

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WHY PARTICLEFORGE

  • You compose effects, you do not code them. Rings, spirals, beams, helixes, bursts and cones are pieces you stack in a file, in sequence or at the same time. A new effect is a text edit and a reload
  • It has a budget and it keeps to it. There is a cap on how much work particles are allowed to do per tick, globally and per player, so an ambitious effect cannot take the server down with it
  • Distance costs less. Faraway viewers get a simplified version, and players who cannot see the location are not processed at all
  • One broken effect does not break the rest. Each running effect is isolated, so a mistake in one file does not stop the others or spam your console into the ground
  • Other plugins can use it. There is a clean API, and plugins that ask for it and do not find it simply carry on without effects rather than failing to start

WHAT YOU GET

  • 56 ready effects — for claims, combat, crate rewards by rarity tier, enchantments, homes, quests, shops, skills and teleports. Play them as they are or copy them as a starting point
  • 18 building blocks — burst, ring, sphere, helix, vortex, shockwave, cone, line, trail, orbit, text, shape, delay, repeat, parallel and more
  • Composition in YAML — steps in order, steps at the same time, repeats and pauses, all declared
  • Parameters per call — size, colour and duration passed in when the effect is played, so one file covers many uses
  • Preview in game — play any effect at your feet to see it before you wire it to anything
  • Performance controls — per-player and global tick budgets, simplified rendering at distance and viewer filtering
  • Hot reload — change a file and reload with players online
  • Developer API — play, stop and parameterise effects from your own plugin, with a fluent builder if you would rather not write YAML
  • English and Spanish included, and every string a player reads lives in messages.yml in MiniMessage format

HOW IT WORKS IN PLAY

You want a spiral of colour when somebody claims land. You copy the closest of the fifty-six effects, change its colour and its radius, reload, and preview it at your feet until it looks right. Then you point your own plugin at it by name. On a Friday night with two hundred players online, the budget keeps that effect from becoming everybody's lag.

WRITING AN EFFECT

A complete effect: a ring and a vortex that climbs through it at the same time, then a burst of fireworks.

[CODE=yaml]

name: claims/claim-marker

category: claims

steps:

- id: marker

type: PARALLEL

steps:

- id: ring

type: RING

duration: 40

params:

particle: END_ROD

radius: 1.5

points: 24

- id: climb

type: VORTEX

duration: 40

params:

particle: DUST

color: "#4FA3FF"

start-radius: 1.2

end-radius: 0.2

height: 3.0

turns: 2

- id: pop

type: BURST

duration: 6

params:

particle: FIREWORK

count: 30

speed: 0.3

[/CODE]

CONFIGURATION

  • effects/ — one YAML file per effect, reloadable with players online
  • config.yml — the tick budgets, the distance at which effects simplify, viewer filtering and logging, every key with a comment beside it

COMMANDS AND PERMISSIONS

  • /pf preview <effect> · /pf list [category] · /pf info <effect> · /pf reload
  • particleforge.use and particleforge.preview default to operators
  • Every node is declared in plugin.yml, so your permissions plugin lists them all

Commands

CommandWhat it does
/pfParticleForge main command

Full command and permission reference in the docs ↗