
ปรับเปลี่ยน
GitHub · Documentation · Discord
Plain text version
Everything above & more, as readable text. Expand whichever section you need.
Overview - What is Adapt
No commands required, right click a bookshelf to open up the interface.
Skills 20+ independent skill trees - movement, every weapon class, mining, digging, farming, fishing, hunting, brewing, enchanting, crafting, building, taming, stealth, exploration, and stranger things like time, teleportation and more.
Adaptations players choose 300+ abilities, recipes, brews and items spread across those trees. Skill levels pay knowledge into their own line; knowledge buys adaptation levels; refund adaptation to try out different builds.
Full customization One config file per skill and per adaptation, a permission node per component, an in-game editor, and protection integrations so abilities respect land claims.
The skill system - XP, knowledge and ability power
Play normally → the matching skill earns XP → skill levels pay knowledge into that line → knowledge buys adaptation levels.
Knowledge Is earned per skill and spent per skill. Your mining knowledge cannot buy combat abilities, so every line is its own progression track.
Ability power Your global budget, every adaptation unlocked occupies power, this forces players to think about their options instead of unlocking everything and being OP. You can unlearn adaptations to refund the power to try out different builds.
Configurable defaults for each skill / adaptation:
XP curve ADAPT_BALANCED - One of 40+ selectable curves
Max skill level 1000 - reaching it awards wisdom and re-arms the line
Knowledge (level / 13) + 1 per skill level
Ability power 0.65 per master level; 1 held per adaptation level
Refunds full knowledge back, power freed, unless permanent
Usage XP using an adaptation trickles XP back on a cooldownOther game modes do not earn experience or trigger skills by default. You can blacklist xp gain or abilities per world and learning permanent adaptations warns and requires a second confirmation before unlocking.
The 23 skills - What each one does
Every Skill tree has it's own adaptation tree with a variety of unique unlocks.
Agility Sprinting, swimming, jumping and climbing. Wall jumps, super jumps, slides and safe landings.
Architect Placing and building. Silk-touch glass, a builders wand, elevators and wireless redstone.
Axes Chopping and axe combat. Fell whole trees, vein-chop logs and leaves, convert wood families.
Blocking Damage blocked with a shield. Chainmail and horse-armor crafting, counter guards, shield upgrades.
Brewing Potion work. Unlocks the custom brews below, plus longer and stronger potions.
Chronos Time itself: playtime, clocks, sleeping. Time in a Bottle, time bombs and recalls.
Crafting Crafting and smelting. Backpacks, mob skulls, deconstruction and XP from the bench.
Discovery Exploring and first-times. Villager charms, better mending and XP-driven defenses.
Enchanting Table work. Quick-apply books, lapis and XP returns, anvil and grindstone perks.
Excavation Shovel digging. Digging haste, ore-revealing spelunking and the Omni Tool.
Herbalism Farming and foraging. Growth auras, harvest-and-replant, luck and craftable nature blocks.
Hunter Hostile kills. Buffs that trigger when hurt: adrenaline, regeneration, strength, speed.
Kinetics Momentum and impact. Moon jumps, ground smashes, charge lances and fall control.
Nether Surviving the nether. Fire and wither resistance, lava walking, ghast wards, piglin brokering.
Pickaxes Mining. Veinminer, autosmelt, ore chiseling, silk-touch spawners and deep-core digging.
Ranged Bows and crossbows. Arrow recovery, piercing, trajectory sight and web bombs.
Rift Pearls and ender eyes. Blink teleports, recall gates and remote container access.
Seaborne Swimming and fishing. Water breathing, underwater speed, vision and mining.
Stealth Sneaking. Sneak speed, shadow decoys, silent steps and assassinations.
Swords Sword combat. Bleeds, poisons, dual-wield stances and execution windows.
Taming Pets and mounts. Stronger, healthier companions with shared-fate bonds.
TragOul Blood magic, fueled by taking damage. Thorns, life-steal, corpse lances and blood pacts.
Unarmed Bare fists. Sucker punches, glass-cannon builds and combo chains.
Visit our documentation for in-depth details about every skill and adaptation.
Crafting unlocks recipes in the vanilla recipe book
Learning an adaptation can unlock real crafting recipes registered with the server, discovered in the vanilla recipe book the moment they are learned, and gone again on unlearning. The recipe book itself levels with the player.
100+ of them across the skill trees
Chainmail armor from iron nuggets, saddles from leather, horse armor in four materials
Shields, including an upgraded netherite variant
Mob skulls from bone blocks, skeleton, wither skeleton, zombie, creeper and dragons
Cobwebs, mushroom blocks, mycelium and grass blocks
Log swapping between every wood family, with a sapling as the catalyst
Ore reconstruction, stone or deepslate plus eight resources back into the ore block, all the way up to ancient debris
Elevators, wireless redstone torches, snares, web bombs, backpacks, chalk wands, recall gates and time bottles
Every recipe requires its owning adaptation at the listed level. No adaptation, no recipe.
Custom brewing
Unlock adaptations that add a variety of custom brewing into the vanilla game. No resource packs, no new blocks, no custom GUIs, the ordinary brewing stand learns new recipes.
EFFECT WEAK STRONG
Haste Amethyst Shard Amethyst Block
Resistance Iron Ingot Iron Block
Health Boost Golden Apple Enchanted Golden Apple
Absorption Quartz Quartz Block
Saturation Baked Potato Hay Bale
Mining Fatigue Slime Ball Slime Block
Blindness Ink Sac Glow Ink Sac
Darkness Black Concrete -
Decay Poisonous Potato Crimson Roots
Nausea Brown Mushroom Crimson Fungus
Hunger Rotten Flesh Rotten FleshSignature items
Below are some of Adapts unique and special items.
Omni Tool Shift-click your tools & weapons into one item; it selects the right tool or weapon for whatever you hit and comes apart on sneak-drop
Multi Armor An elytra and a chestplate combined into one piece that switches as you move
Backpacks Leather around a chest; slot-based or bundle-weight storage, convertible between modes
Bound items Pearls, eyes and torches bound to a place: open a chest from anywhere, recall across the world, activate redstone remotely
Chalk wands Draw straight lines, polylines, circles and arcs of block placement plans
Time in a Bottle and Time Bomb Stored time as an item, spent or thrown
Anti-farm Mechanics
Adapt incorporates features that aid against easy experience farming.
Your own blocks Placed blocks are remembered for a full day, re-breaking them gives no experience.
Heat mapping Doing tasks in the same area lowers the experience gains overtime and recovers once you earn experience in a different location.
One activity Gaining experience over long periods of time in the same skill builds pressure, which lowers your gains; promoting doing different activities.
You are rewarded with an adjacency bonus so doing mixed activities is more beneficial. All of the different options are fully configurable, so you can make it more or less grind-happy depending on your server type.
Commands and Permissions
Players can open the GUI by right-clicking a bookshelf.
/adapt configure In-game config editor
/adapt gui [player=] Open a menu for a player
/adapt boost seconds=<time> multiplier=<multiplier> Run an XP event
/adapt experience <skill> [amount=] [player=] Grant skill XP
/adapt knowledge <skill> [amount=] [player=] Grant knowledge
/adapt claim-adaptation <skill:id> <level> Set an adaptation level
/adapt clear all|xp|knowledge|adaptations Wipe a player's progress
/adapt reset confirm Full wipe, run twice within 30 s
/adapt default skill|adaptation|all Restore defaultsPlayers are granted access to all skills by default, revoke to restrict something or turn the adaptation off completely in the config.
adapt.use.* Access to all commands
adapt.use.<skill> Grants access to an entire skill tree
adapt.use.<adaptation> Grants access to a single adaptationNode names strip dashes from the id, agility-wall-jump permission node would be adapt.use.agilitywalljump
Configuration
All configuration options are hot loaded upon save. There is one .toml file for the overall plugin settings, each skill and each adaptation. Every option is commented with a description as well as our documentation having all of the information for what everything does.
plugins/Adapt/adapt/adapt.toml global rules
plugins/Adapt/adapt/skills/<skill>.toml One per skill tree
plugins/Adapt/adapt/adaptations/<id>.toml One per adaptation
plugins/Adapt/data/players/<uuid>.json Player dataSome notable features you may want to configure
adaptActivatorBlock "BOOKSHELF" Rename or change the activator block
blacklistedWorlds [...] Worlds Adapt is turned off in
xpCurve ADAPT_BALANCED One of 40+ curves available
experienceMaxLevel 1000 Experience for Max Level
powerPerLevel 0.65 Ability power per master level
xpInCreative false If Creative mode grants XP
hardcoreNoRefunds false If hardcore mode allows refunds
hardcoreResetOnPlayerDeath false Optional hardcore mode, reset a player on death
advancements true Turn on or off custom achievements
actionbarNotifyXp true Action-bar notificationsEvery adaptation file has a wide variety of configuration options such as being able to turn on/off every aspect of it, if it is a permanently learned adaptation, what the max level is, knowledge cost, particles, sounds, plus it's own mechanics such as damage, range, radius, duration, chance or anything specific to that ability.
Use the in-game editor with /adapt configure to modify anything you could through the files with the in-game GUI.
Optional Settings Vault for learning costs, MySQL for cross-server storage and permission-based XP multipliers for ranks.
17 languages are translated from the standard English default to choose from.
To switch, set language in plugins/Adapt/adapt.toml
language = "en_US"
de_DE German (Germany)
es_ES Spanish (Spain)
fi_FI Finnish (Finland)
fr_FR French (France)
he_IL Hebrew (Israel)
it_IT Italian (Italy)
ja-JP Japanese (Japan)
ko_KR Korean (South Korea)
lt_LT Lithuanian (Lithuania)
nl_NL Dutch (Netherlands)
pl_PL Polish (Poland)
pt_PT Portuguese (Portugal)
ru_RU Russian (Russia)
tr_TR Turkish (Turkey)
vi_VI Vietnamese (Vietnam)
zh_CN Chinese (Simplified)
zh_TW Chinese (Traditional)PlaceholderAPI
With PlaceholderAPI installed, Adapt registers the `adapt` expansion. This allows you to showcase live values for scoreboards, tab lists and holograms.
%adapt_player.level% Player Master level
%adapt_player.power% Ability power still available
%adapt_player.known-skills% Skills that are level 1+
%adapt_skill.<skill>.level% Per-skill level
%adapt_skill.<skill>.progress-percent% Per-skill level progress
%adapt_skill.<skill>.knowledge% Available knowledge in that line
%adapt_adaptation.<id>.level% What the player has bought
%adapt_adaptation.<id>.can-claim-next% Can they afford the next level
%adapt_catalog.skills% Registered skill count
%adapt_catalog.adaptations% Registered adaptation counts
Adapt supports Paper, Purpur, Leaf, Folia, Canvas and Spigot on Java 25 for Minecraft 26.x+
Optional integrations
PlaceholderAPI Supporting an Adapt PAPI Expansion
Economy Supporting the ability to charge for unlocking adaptations and refunds through Vault
Protection Works with WorldGuard, GriefPrevention, GriefDefender, Residence, ChestProtect, LockettePro and Factions claim protections.
Iris An extra Axe Adaptation is enabled to support Iris worlds with tree-felling.
HiddenOre Supports ores that are hidden with this plugin, so they still function as normal.
React Supports 19 Adapt-specific samplers for performance monitoring.
Storage Per-player JSON files are set by default, optionally you can switch to MySQL and sync the players data across multiple servers.
พร้อมที่จะสร้างสิ่งที่น่าทึ่งแล้วหรือยัง?
เข้าร่วมชุมชน MCModels และเริ่มสร้างโปรเจกต์ในฝันของคุณวันนี้











