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Tycoon Menu Config

Tycoon Control Panel Configuration

Central menu configuration for the Tycoon Control Panel. Mirrors the BTCSky data-driven pattern: the Typewriter Pages own ALL visuals and commands (via the [TycoonMenuActionEntry] layout pool). This config only holds the templates for inherently dynamic list slots — entries the code must render one per tagged slot (owned animals, research animals, shop items, leaderboard rows, …). Every dynamic list template defaults to an EMPTY [SlotItemConfig]: nothing is invented. A page that wants a list must define the template here (or accept the empty slot).

Champs

ChampTypePar défautDescription
commonCommonTycoonButtonsConfig—Buttons shared across every Tycoon list (empty slot, progress bar).
CommonTycoonButtonsConfig (1)
ChampTypePar défautDescription
emptySlotSlotItemConfig—Template shown on a dynamic list slot with no entry. Leave unset to render an empty (AIR) slot.
SlotItemConfig (3)
ChampTypePar défautDescription
itemItem—Base item (use the Item Editor). Leave empty to show only text / a data-driven icon.
loreList<String>emptyLore lines. Each supports MiniMessage and placeholders.PlaceholdersCouleursMultiligne
glowingBooleanfalseApply enchantment glow to the item.
progressBarTycoonProgressBarConfig—Textual progress-bar rendering used by {progress_bar}.
TycoonProgressBarConfig (8)
ChampTypePar défautDescription
fullCharString█Character for filled progress.
emptyCharString░Character for empty progress.
fullColorString<green>Colour for filled progress.
emptyColorString<gray>Colour for empty progress.
sizeInt10Size of the progress bar in characters.
prefixString[Prefix for the progress bar.
suffixString]Suffix for the progress bar.
showPercentageBooleantrueShow percentage text after the bar.
researchViewIdStringtycoon_recherchesId de la vue ouverte en cliquant une categorie de recherche. L'id de la categorie est ajoute apres ':'.
expeditionViewIdStringtycoon_expeditionsId de la vue ouverte en cliquant un emplacement d'expedition vide. ':start' est ajoute.
bestiaryViewIdStringtycoon_bestiaireId de la vue du Bestiaire. L'id de l'espece selectionnee est ajoute apres ':'.
bestiaryEntrySlotItemConfig—Bestiary tab: one entry per owned animal. Tags: {animal_name} {rarity} {level} {max_level} {xp} {prestige_count}
SlotItemConfig (3)
ChampTypePar défautDescription
itemItem—Base item (use the Item Editor). Leave empty to show only text / a data-driven icon.
loreList<String>emptyLore lines. Each supports MiniMessage and placeholders.PlaceholdersCouleursMultiligne
glowingBooleanfalseApply enchantment glow to the item.
placedEntrySlotItemConfig—Zoo tab: one entry per placed animal. Tags: {animal_name} {world} {x} {y} {z} {biome} {happiness}
SlotItemConfig (3)
ChampTypePar défautDescription
itemItem—Base item (use the Item Editor). Leave empty to show only text / a data-driven icon.
loreList<String>emptyLore lines. Each supports MiniMessage and placeholders.PlaceholdersCouleursMultiligne
glowingBooleanfalseApply enchantment glow to the item.
bestiarySpeciesEntrySlotItemConfig—Bestiaire, liste haute : une ESPECE par slot. Tags: {animal_name} {rarity} {owned_count} {placed_count} {reserve_count} {best_level} {max_level} {space_cost} {revenue_each}. Etat via {state} (selected/placed/reserve).
SlotItemConfig (3)
ChampTypePar défautDescription
itemItem—Base item (use the Item Editor). Leave empty to show only text / a data-driven icon.
loreList<String>emptyLore lines. Each supports MiniMessage and placeholders.PlaceholdersCouleursMultiligne
glowingBooleanfalseApply enchantment glow to the item.
speciesManageInfoSlotItemConfig—Bestiaire, en-tete du panneau de gestion. Tags: {animal_name} {rarity} {owned_count} {placed_count} {reserve_count} {free_slots} {space_cost}. Etat via {state} (adding/idle).
SlotItemConfig (3)
ChampTypePar défautDescription
itemItem—Base item (use the Item Editor). Leave empty to show only text / a data-driven icon.
loreList<String>emptyLore lines. Each supports MiniMessage and placeholders.PlaceholdersCouleursMultiligne
glowingBooleanfalseApply enchantment glow to the item.
placementSlotEntrySlotItemConfig—Un emplacement de zoo declare, gabarit par defaut. Tags: {slot_label} {group_name} {x} {y} {z} {occupant} {max_space} {required_level} {state}.
SlotItemConfig (3)
ChampTypePar défautDescription
itemItem—Base item (use the Item Editor). Leave empty to show only text / a data-driven icon.
loreList<String>emptyLore lines. Each supports MiniMessage and placeholders.PlaceholdersCouleursMultiligne
glowingBooleanfalseApply enchantment glow to the item.
placementSlotStatesMap<String, SlotItemConfig>emptyGabarit d'emplacement PAR ETAT, pour donner une couleur a chacun. Cles: free, occupied, occupied_species (occupe par l'espece consultee), too_large, level. Une cle absente retombe sur placementSlotEntry.
SlotItemConfig (3)
ChampTypePar défautDescription
itemItem—Base item (use the Item Editor). Leave empty to show only text / a data-driven icon.
loreList<String>emptyLore lines. Each supports MiniMessage and placeholders.PlaceholdersCouleursMultiligne
glowingBooleanfalseApply enchantment glow to the item.
speciesLevelEntrySlotItemConfig—Fiche d'espece : un palier de niveau. Tags: {level} {max_level} {revenue} {xp_required} {prestige_bonus}. Etat via {state} (reached/current/locked).
SlotItemConfig (3)
ChampTypePar défautDescription
itemItem—Base item (use the Item Editor). Leave empty to show only text / a data-driven icon.
loreList<String>emptyLore lines. Each supports MiniMessage and placeholders.PlaceholdersCouleursMultiligne
glowingBooleanfalseApply enchantment glow to the item.
researchCategoryEntrySlotItemConfig—Research categories (left panel). Tags: {category_name} {mobs_killed} {required_kills} {progress} {progress_bar}
SlotItemConfig (3)
ChampTypePar défautDescription
itemItem—Base item (use the Item Editor). Leave empty to show only text / a data-driven icon.
loreList<String>emptyLore lines. Each supports MiniMessage and placeholders.PlaceholdersCouleursMultiligne
glowingBooleanfalseApply enchantment glow to the item.
researchAnimalEntrySlotItemConfig—Research animals (right panel). Tags: {animal_name} {rarity} {catalyst_power} {current_power} {required_power} {level} {progress} {progress_bar}. State via {state}.
SlotItemConfig (3)
ChampTypePar défautDescription
itemItem—Base item (use the Item Editor). Leave empty to show only text / a data-driven icon.
loreList<String>emptyLore lines. Each supports MiniMessage and placeholders.PlaceholdersCouleursMultiligne
glowingBooleanfalseApply enchantment glow to the item.
expeditionEntrySlotItemConfig—Expeditions tab: one entry per active expedition slot. Tags: {animal_name} {remaining_time} {started_at}
SlotItemConfig (3)
ChampTypePar défautDescription
itemItem—Base item (use the Item Editor). Leave empty to show only text / a data-driven icon.
loreList<String>emptyLore lines. Each supports MiniMessage and placeholders.PlaceholdersCouleursMultiligne
glowingBooleanfalseApply enchantment glow to the item.
expeditionEmptyEntrySlotItemConfig—Empty expedition slot (no active expedition). Tags: {slot_index}. Click opens the start sub-view.
SlotItemConfig (3)
ChampTypePar défautDescription
itemItem—Base item (use the Item Editor). Leave empty to show only text / a data-driven icon.
loreList<String>emptyLore lines. Each supports MiniMessage and placeholders.PlaceholdersCouleursMultiligne
glowingBooleanfalseApply enchantment glow to the item.
expeditionStartEntrySlotItemConfig—Eligible animal to send on expedition (sub-view). Tags: {animal_name} {rarity} {level} {duration}.
SlotItemConfig (3)
ChampTypePar défautDescription
itemItem—Base item (use the Item Editor). Leave empty to show only text / a data-driven icon.
loreList<String>emptyLore lines. Each supports MiniMessage and placeholders.PlaceholdersCouleursMultiligne
glowingBooleanfalseApply enchantment glow to the item.
mountEntrySlotItemConfig—Mounts tab: one entry per mountable animal. Tags: {animal_name} {mount_speed} {fatigue} {level}
SlotItemConfig (3)
ChampTypePar défautDescription
itemItem—Base item (use the Item Editor). Leave empty to show only text / a data-driven icon.
loreList<String>emptyLore lines. Each supports MiniMessage and placeholders.PlaceholdersCouleursMultiligne
glowingBooleanfalseApply enchantment glow to the item.
shopEntrySlotItemConfig—Delivery shop items. Tags: {item_name} {price} {stock} {max_stock} {buyback_multiplier}
SlotItemConfig (3)
ChampTypePar défautDescription
itemItem—Base item (use the Item Editor). Leave empty to show only text / a data-driven icon.
loreList<String>emptyLore lines. Each supports MiniMessage and placeholders.PlaceholdersCouleursMultiligne
glowingBooleanfalseApply enchantment glow to the item.
adventureChunkEntrySlotItemConfig—Adventure map chunk. Tags: {chunk_name} {biome} {min_level}. State via {state} (discovered/undiscovered/locked).
SlotItemConfig (3)
ChampTypePar défautDescription
itemItem—Base item (use the Item Editor). Leave empty to show only text / a data-driven icon.
loreList<String>emptyLore lines. Each supports MiniMessage and placeholders.PlaceholdersCouleursMultiligne
glowingBooleanfalseApply enchantment glow to the item.
adventureInfoSlotItemConfig—Adventure status/enter-exit button. Tags: {chunks_discovered} {chunks_total} {fatigue}. State via {state} (exploring/home).
SlotItemConfig (3)
ChampTypePar défautDescription
itemItem—Base item (use the Item Editor). Leave empty to show only text / a data-driven icon.
loreList<String>emptyLore lines. Each supports MiniMessage and placeholders.PlaceholdersCouleursMultiligne
glowingBooleanfalseApply enchantment glow to the item.
prestigeEntrySlotItemConfig—Prestige tab: one entry per prestige-ready animal. Tags: {animal_name} {prestige_count} {prestige_bonus}
SlotItemConfig (3)
ChampTypePar défautDescription
itemItem—Base item (use the Item Editor). Leave empty to show only text / a data-driven icon.
loreList<String>emptyLore lines. Each supports MiniMessage and placeholders.PlaceholdersCouleursMultiligne
glowingBooleanfalseApply enchantment glow to the item.
rankingEntrySlotItemConfig—Leaderboard row. Tags: {rank} {player_name} {value} {active_sort}. Player-head templates get the owner's skin.
SlotItemConfig (3)
ChampTypePar défautDescription
itemItem—Base item (use the Item Editor). Leave empty to show only text / a data-driven icon.
loreList<String>emptyLore lines. Each supports MiniMessage and placeholders.PlaceholdersCouleursMultiligne
glowingBooleanfalseApply enchantment glow to the item.
rankingSortTextsMap<String, String>emptyDisplay text for {active_sort}, keyed by sort mode. The key ORDER defines the sort cycle.
challengeEntrySlotItemConfig—Challenge entry. Tags: {challenge_name} {description} {progress} {target} {progress_bar} {reward} {period}. State via {state} (in_progress/complete/claimed).
SlotItemConfig (3)
ChampTypePar défautDescription
itemItem—Base item (use the Item Editor). Leave empty to show only text / a data-driven icon.
loreList<String>emptyLore lines. Each supports MiniMessage and placeholders.PlaceholdersCouleursMultiligne
glowingBooleanfalseApply enchantment glow to the item.
breedingParentEntrySlotItemConfig—Breeding parent entry. Tags: {animal_name} {rarity} {level}. State via {state} (selected/available).
SlotItemConfig (3)
ChampTypePar défautDescription
itemItem—Base item (use the Item Editor). Leave empty to show only text / a data-driven icon.
loreList<String>emptyLore lines. Each supports MiniMessage and placeholders.PlaceholdersCouleursMultiligne
glowingBooleanfalseApply enchantment glow to the item.
breedingEggEntrySlotItemConfig—Breeding egg entry. Tags: {result_name} {rarity} {remaining_time}.
SlotItemConfig (3)
ChampTypePar défautDescription
itemItem—Base item (use the Item Editor). Leave empty to show only text / a data-driven icon.
loreList<String>emptyLore lines. Each supports MiniMessage and placeholders.PlaceholdersCouleursMultiligne
glowingBooleanfalseApply enchantment glow to the item.
breedingInfoSlotItemConfig—Breeding info/start button. Tags: {parent_a} {parent_b} {result_name} {can_breed} {status} {eggs_count} {eggs_ready} {next_hatch}.
SlotItemConfig (3)
ChampTypePar défautDescription
itemItem—Base item (use the Item Editor). Leave empty to show only text / a data-driven icon.
loreList<String>emptyLore lines. Each supports MiniMessage and placeholders.PlaceholdersCouleursMultiligne
glowingBooleanfalseApply enchantment glow to the item.
staffEntrySlotItemConfig—Staff entry. Tags: {staff_name} {description} {role} {hire_cost} {upkeep}. State via {state} (hired/available).
SlotItemConfig (3)
ChampTypePar défautDescription
itemItem—Base item (use the Item Editor). Leave empty to show only text / a data-driven icon.
loreList<String>emptyLore lines. Each supports MiniMessage and placeholders.PlaceholdersCouleursMultiligne
glowingBooleanfalseApply enchantment glow to the item.
staffInfoSlotItemConfig—Staff summary. Tags: {staff_count} {revenue_bonus} {upkeep_total}.
SlotItemConfig (3)
ChampTypePar défautDescription
itemItem—Base item (use the Item Editor). Leave empty to show only text / a data-driven icon.
loreList<String>emptyLore lines. Each supports MiniMessage and placeholders.PlaceholdersCouleursMultiligne
glowingBooleanfalseApply enchantment glow to the item.
marketEntrySlotItemConfig—Market listing (browse/buy). Tags: {animal_name} {rarity} {level} {price} {seller}.
SlotItemConfig (3)
ChampTypePar défautDescription
itemItem—Base item (use the Item Editor). Leave empty to show only text / a data-driven icon.
loreList<String>emptyLore lines. Each supports MiniMessage and placeholders.PlaceholdersCouleursMultiligne
glowingBooleanfalseApply enchantment glow to the item.
marketMineEntrySlotItemConfig—Own market listing (cancel). Tags: {animal_name} {rarity} {level} {price}.
SlotItemConfig (3)
ChampTypePar défautDescription
itemItem—Base item (use the Item Editor). Leave empty to show only text / a data-driven icon.
loreList<String>emptyLore lines. Each supports MiniMessage and placeholders.PlaceholdersCouleursMultiligne
glowingBooleanfalseApply enchantment glow to the item.
marketSellEntrySlotItemConfig—Sellable animal (list). Tags: {animal_name} {rarity} {level} {suggested_price}.
SlotItemConfig (3)
ChampTypePar défautDescription
itemItem—Base item (use the Item Editor). Leave empty to show only text / a data-driven icon.
loreList<String>emptyLore lines. Each supports MiniMessage and placeholders.PlaceholdersCouleursMultiligne
glowingBooleanfalseApply enchantment glow to the item.
animalContractEntrySlotItemConfig—Animal contract. Tags: {contract_name} {description} {required} {owned} {reward}. State via {state} (ready/incomplete/completed).
SlotItemConfig (3)
ChampTypePar défautDescription
itemItem—Base item (use the Item Editor). Leave empty to show only text / a data-driven icon.
loreList<String>emptyLore lines. Each supports MiniMessage and placeholders.PlaceholdersCouleursMultiligne
glowingBooleanfalseApply enchantment glow to the item.
decorationEntrySlotItemConfig—Decoration catalog entry. Tags: {decoration_name} {description} {cost} {happiness_bonus} {revenue_bonus}.
SlotItemConfig (3)
ChampTypePar défautDescription
itemItem—Base item (use the Item Editor). Leave empty to show only text / a data-driven icon.
loreList<String>emptyLore lines. Each supports MiniMessage and placeholders.PlaceholdersCouleursMultiligne
glowingBooleanfalseApply enchantment glow to the item.
decorationPlacedEntrySlotItemConfig—Placed decoration entry. Tags: {decoration_name} {world} {x} {y} {z}.
SlotItemConfig (3)
ChampTypePar défautDescription
itemItem—Base item (use the Item Editor). Leave empty to show only text / a data-driven icon.
loreList<String>emptyLore lines. Each supports MiniMessage and placeholders.PlaceholdersCouleursMultiligne
glowingBooleanfalseApply enchantment glow to the item.
listPagerSlotItemConfig—Pager d'une liste (slot 'tycoon_button:LIST_PAGER:<listId>[:<pageSize>]'). Ne s'affiche que si la liste depasse un ecran. Tags: {page} {pages} {total} {page_size}.
SlotItemConfig (3)
ChampTypePar défautDescription
itemItem—Base item (use the Item Editor). Leave empty to show only text / a data-driven icon.
loreList<String>emptyLore lines. Each supports MiniMessage and placeholders.PlaceholdersCouleursMultiligne
glowingBooleanfalseApply enchantment glow to the item.

How to use it​

Create one entry. For every list you use in the Control Panel, fill the matching item template and use its tags (listed in each field help). Per-state variants such as placementSlotStates use the keys free, occupied, occupied_species, too_large and level; a missing key falls back to the default template. The view id fields (researchViewId, expeditionViewId, bestiaryViewId) must match the ids of the views of your control panel.