The generated file map under plugins/ThePit/, the Settings.yml keys that matter first, the 13-step guided setup flow, and what is configurable versus fixed.
The Pit's configuration is generated, not shipped: the jar contains no config templates — on first boot the plugin writes its full configuration tree under plugins/ThePit/, 24 managed YAML files plus one file per perk (35 of them), with working defaults on every key. That design guarantees the files always match the version that wrote them. Your job is to shape the tree, and this page maps it.
| File | What it holds |
|---|---|
Settings.yml | The master settings: world and plugin type, MongoDB/Redis connections, economy, combat log, temporary blocks, bounty aura, assists, diagnostics, lobby border |
Language/Messages_EN.yml | All player messages (language switch via Plugin.Language) |
Map/Spawn.yml, CustomSpawns.yml, Region.yml | Spawn and lobby locations, numbered respawn points, and the two-corner spawn-region / pit-hole regions |
Map/NPCs.yml, RandomGold.yml, Enderchest.yml, Hologram.yml | The 6 NPC definitions with professions and locations, random gold spawn points and generation cadence, enderchest positions and cooldown, and the pit-hole + unlocked-features holograms |
Events/Events.yml, Region.yml, Hologram.yml | Per-event toggles, durations, player requirements, names and descriptions, reward tiers, and the event region/hologram definitions |
Scoreboard.yml | Scoreboard enable/refresh, tab-list behavior (Defer-To-TAB), and the four layout states (normal, event starting/running/ending) with status lines |
Gui/*.yml | The six menus: shop (NonPermanentItems), PermanentUpgrades, Prestige, Stats, Contracts, ChatOption |
Perks/<Perk>.yml ×21, Perks/Prestige/<Perk>.yml ×14 | One file per perk: RequiredLevel, Price, prestige gates and renown price, icon, and every GUI lore string |
Cache/*.yml | Runtime caches (enderchest contents, map recovery, beast state) — never hand-edit |
| Key | Default | Meaning |
|---|---|---|
Plugin.SetupMode | true | Setup mode on first boot — only setup commands load until you finish the guided flow |
Plugin.WorldName | ThePitWorld | The single pit world (one arena per server) |
Plugin.PluginType | BUNGEE | Network mode — players return to Plugin.LobbyServer instead of an in-server lobby |
Plugin.Database.PlayerSync | false | Cross-server inventory/enderchest/XP synchronisation |
MongoDB.* | — | Host, port, database (default thePit), credentials — the required storage backend |
Redis.* | Enabled: false | Optional cache for cross-server setups |
Economy.DefaultBalance / Economy.GoldPickup | 0 / 2 | Starting gold and gold-per-ingot pickup |
CombatLog.Time | 25 | Combat-tag seconds; CombatLog.BannedCommands lists what is blocked while tagged |
TemporaryBlocks.* | Cobblestone 40, Obsidian 120, Liquid 20 | Seconds before temporary blocks revert |
Golden-Apple.Stack-Limit | 2 | Golden head stack cap |
Assist.GoldIncrease / Assist.XPIncrease | 6 / 4 | Assist rewards |
Bounty.Aura | true | Particle aura on bountied players |
Diagnostics.Tick-Threshold-Ms | 100 | Tick monitor alert threshold |
LobbyBorder.Radius | 400 | Lobby border clamp radius |
Setup mode is the reason The Pit's onboarding does not need a wiki. With Plugin.SetupMode: true, only setup commands load, and a helper runs at one-second intervals over 13 ordered steps — LOBBY, SPAWN, SPAWN_REGION, PIT_HOLE, NPCS, RANDOM_GOLD, ENDERCHEST, PIT_HOLE_HOLOGRAM, UNLOCKED_FEATURES_HOLOGRAM, then the events (locations and holograms for KOTH, Care Package and Rage Pit). Each step is placed with a /thepit set... command (or the /thepit gui wizard), confirmed with a sound, and tracked on a progress scoreboard; /thepit setupprogress shows what remains. When the checklist is green, /thepit disablesetup triggers a controlled restart and the full mode boots — /thepit enablesetup brings the flow back later without touching files.
Honesty helps tuning: the configurable surface is wide — every perk's level gate, price and prestige/renown costs in its own YAML, event toggles/durations/rewards, shop prices and per-item inventory limits, contract rewards, scoreboard layouts and messages. The fixed core is the progression spine: the level cap 120, the base kill reward (14g / 9XP), the prestige grinded-gold ladder (10,000 → 480,000), the renown reward tiers and the prestige cap 35. Those numbers are hard-coded so the economy cannot be accidentally broken by an edit — everything layered on top of them is yours to shape.
Warning:Player progression is persistent in MongoDB and synced across servers when PlayerSync is on — treat economy changes with the same care as schema changes. Test retuned values on a staging server before shipping them to a live network, and keep database backups current.
Tip:The tick monitor and /stats together answer most "is my economy healthy?" questions — check them after each tuning step instead of relying on feel.