Wiki Release: 2026.09.5 · UltimateNexus: 1.0.0 · Documentation branch: 1
Event flow and scheduler#
Runtime lifecycle#
- Nexus definition is stopped and ready.
- Manual command, starter or scheduler starts the event.
- Objective manager creates the required structure/entity stages.
- Players/groups damage the active objective.
- Stage completes and the next HYBRID stage is activated when applicable.
- Objective reaches
COMPLETE, or maximum time resolves the event. - Winner/statistics/commands are applied.
- Temporary structures/entities/tasks/visual state are cleaned.
Maximum time#
The supplied configuration enables maximum time with a default of 300 seconds. /unexus maxtime exposes toggle, time/size and end-action settings. EndAction includes END and CREATEBORDER in the current source.
The general settings enum also includes a winner-by-most-damage-on-time-left option. Configure timeout/winner rules deliberately and test a time-expired event, not only a normal objective kill.
Scheduler#
/unexus scheduler create|remove|list|minplayers manages automatic starts. The supplied timezone is America/Sao_Paulo and timezone editing can require unexus.admin.timezone.edit.
Always make /unexus start <name> succeed manually before enabling the scheduler.
Proximity and warp#
The supplied Nexus default proximity is 16 blocks and player warp is enabled by default with a 3 second delay. Permission unexus.bypass.warp_teleport bypasses the teleport wait.
Forced stop test#
Run /unexus stop during each objective type at least once. Verify boss/guardians, structure blocks/fake blocks, scoreboard/bossbar and player state are removed/restored correctly.