Configuration reference
This is the config.yml QuestForge writes on first start, comments included. Every key you see here is the key the plugin reads; there are no hidden ones. Change a value, reload, and it applies.
Top-level sections: language, license-key, bossbar, action-bar, reach-check-interval.
# ─────────────────────────────────────────────────────────────────────────────
# QuestForge — main configuration
# ───────────────────────────────────────────────────────────────────────────
# This file controls plugin-wide behaviour. Quest definitions live in the
# separate quests/ folder; lang/ holds the localised strings.
# ─────────────────────────────────────────────────────────────────────────────
# ── Language ─────────────────────────────────────────────────────────────────
# Active language. ISO-639-1 two-letter code (lowercase).
# Bundled out of the box: es (Spanish), en (English).
# Missing keys fall back to en automatically. Operators can drop extra
# lang/<code>.yml files in plugins/QuestForge/lang/.
language: en
# ── License ─────────────────────────────────────────────────────────────────
# Your BuiltByBit license key. Leave blank in dev / Spigot builds.
# A blank / missing key falls back to grace mode (warns in console, runs).
license-key: ""
# ── Boss Bar tracker ────────────────────────────────────────────────────────
# A boss-bar pinned to the player's screen shows the current objective of
# the tracked quest. Click an active quest in /quest to change tracking.
bossbar:
enabled: true # set to false to disable the boss bar entirely
color: YELLOW # PINK | BLUE | RED | GREEN | YELLOW | PURPLE | WHITE
style: SOLID # SOLID | PROGRESS | NOTCHED_6 | NOTCHED_10 | NOTCHED_12 | NOTCHED_20
# ── Action bar progress ─────────────────────────────────────────────────────
# Shows the tracked quest's current objective progress in the action bar.
# interval-ticks: how often to update. 20 = 1 second.
action-bar:
enabled: true
interval-ticks: 20
# ── Reach objective polling ─────────────────────────────────────────────────
# How often (in ticks) the reach-check task scans players against any REACH
# objectives. Lower = tighter detection, higher = lighter CPU. 20 = 1 second.
reach-check-interval: 20