Reward format
Every reward uses the same keys, whether it sits on a step inpaths.yml or in config.yml:
Bad item entries are skipped with a console warning that shows the expected
DIAMOND:3 shape. A money reward without Vault logs one warning and pays the rest of the reward.
A command-only reward has no automatic label. Add a
label so players see what they got.Step rewards
Each step inpaths.yml can have a reward. It pays when the goal is done, with a check line in chat:
/firsthour reset <player> starts a player over, rewards included.
Timed rewards
Timed rewards pay at minutes of playtime since a new player’s first join. The bossbar counts down to the next one, so there’s always something a few minutes away.plugins/FirstHour/config.yml
- Keys are whole minutes above 0. Add, remove or change them freely.
- Playtime is time online as FirstHour counts it, from the first join.
- They keep paying after the path is finished, until the last one.
- Veterans and players who ran
/firsthour skipdon’t get them.


Come-back days
Day 2 is where servers win or lose new players. Come-back rewards pay when a new player logs in on a later day.plugins/FirstHour/config.yml
When a day opens
Days count from the first join, with 4 hours of slack so evening players aren’t punished:
A day pays when the player joins during it, or within a minute if they’re already online when it opens. A missed day is gone. Days outside 2 to 7 are ignored with a warning.
The reminder
When a player finishes the path, or gets their last timed reward, FirstHour tells them what the next unclaimed day pays:The streak
The day reward line shows a login streak: the days in a row they’ve claimed, counting day 1.Sounds
Each reward moment has its own sound inconfig.yml: step-done, path-complete, timed-reward and day-reward. See Sounds.