Achievements
Planned feature โ not released yet. This page is the functional reference for the achievement system designed in issue #530 (engine) and filled by the catalogue issue #833 that follows it. The first part of the page is for players; from Server configuration onwards it is for server operators and contributors, and the Catalogue at the end is for players who do not mind spoilers.
An achievement is a success a player obtains once: a permanent, timestamped record that a player did something notable in Lasers-Enigma โ solved a first puzzle, collected every bonus of a chapter, walked five kilometres inside puzzlesโฆ It is announced when unlocked and can be browsed in a menu at any time.
When the server enables it, Lasers-Enigma replaces Minecraft's native advancements: players stop earning them, the native screen stays empty, and Lasers-Enigma's own menu is the only achievement interface (see Native advancements).
What an achievement isโ
| Property | Meaning |
|---|---|
| Obtained once | Unlocked a single time per player. A re-unlock only happens after an explicit admin reset or a full progress reset. |
| Individual | An achievement is always earned by your own actions or progress โ never inherited from a partner or from someone who played the puzzle before you. An achievement may require someone else to be present, but you always have to earn it yourself. Achievements may one day unlock content, so they must prove what you did. |
| Permanent | Never lost because content changed (a chapter gained a level, a bonus was added, an area was deleted, a plugin was removed). The only things that remove an achievement are a full progress reset and an admin reset. There is no seasonal or automatic reset. |
| Per server | The play server and the beta server keep separate achievement histories. |
| Owned by one plugin | Lasers-Enigma owns the achievements about puzzles and statistics; a companion plugin (LEPSU on the play server) owns the campaign achievements about chapters, paths, difficulty tiers and skill โ and, more generally, anything that rests on knowledge the engine does not have, such as which levels are built for several players. Every achievement has exactly one owner, which applies the achievement's policies. |
| Categorised | Each achievement belongs to one category, shown as a tab of the menu with its completion x / N (empty categories are not shown). The engine ships nine, in this order: Firsts ยท Solver ยท Bonuses ยท Together ยท Dedication ยท Explorer ยท Mastery ยท Race ยท Mishaps, and the play server adds Campaign, Teamwork and Skill after them, so its three tabs sit together at the end rather than interleaving with the engine's. An achievement registered without a category lands in an Other tab of its own plugin (<namespace>:other) rather than disappearing. Secrets are spread across the categories (there is no Secret tab). |
| Rarity | onboarding ยท common ยท rare ยท radiant. Presentation only โ it decides the colour the title is written in, in four places: the item in the menu, the action bar of a single unlock, and the title inside both the unlock chat line and the server-wide announcement. A line announcing several unlocks at once joins the titles without colouring them, and the unlock sound is the same whatever the rarity. The word itself is never displayed, and nothing in the engine behaves differently because of it. |
| Optionally hidden | A hidden (secret) achievement shows as ??? in its category โ no description, no progress โ until it is unlocked, or until its prerequisite unlocks (then it is revealed and displayed like any locked achievement). Hidden achievements count in the total and are never named by any message before you unlock them. |
| Optionally chained | An achievement may name one prerequisite (for instance 10 puzzles โ 25 puzzles โ 50 puzzles). The prerequisite orders the menu and the notifications and reveals hidden children; it is not a lock: unlocking the child never requires the parent, and unlocking the child never unlocks the parent. |
| Optional progress | When it is cheap to compute, the menu shows x / N. An achievement may also declare what its numbers count, and the bar then names it: 37 / 50 puzzles, 47 / 300 minutes, 1 240 / 5000 blocks. That word matters because a threshold does not always count in the unit its description speaks of โ Time Flies asks for five hours but counts minutes, Backpacker asks for twenty kilometres but counts blocks โ so without it the bar would read 47 / 300 under a sentence about hours. A bar whose unit is obvious from the title keeps the bare x / N. Progress is computed when the menu opens, never stored, and disappears once the achievement is unlocked. |
Not part of the system: points or scores, rewards, repeatable achievements, deep achievement trees, a "100 % complete" achievement, percentages.
Unlocking and notificationโ
- An achievement unlocks immediately when its criteria become true, on a discrete game event: winning and leaving a puzzle, a statistic being saved, a companion plugin's own trigger, an admin grantโฆ There is no periodic check.
- Achievements unlocked within the same couple of seconds are announced together, once. Anything a finished run earned you arrives straight away, wherever you are standing: the puzzle is behind you, and waiting for you to be outside every area would mean walking back to the spawn on a server whose hubs are areas too. An unlock earned without finishing a run, such as a feat of optics noticed mid-solve, is held back while you are inside an area so it does not land on the puzzle you are still looking at; it arrives the moment you step out of it, or after five minutes at most if you never do. The announcement itself is a clickable chat block (
โ Achievement unlocked: <title>with the description, the title in its rarity's colour, orโ N achievements unlockedfollowed by up to three titles, joined plainly; clicking opens the menu), a short action-bar line (the title in its rarity's colour for a single unlock, the bare count for several), and an unlock sound. There is one unlock sound, the same whatever the rarity, and it is the achievements' own short sequence of bells and a chime โ no longer the puzzle-victory jingle. It goes through the usual sound customisation hook (see Sound effects), so a server or resource pack can replace or silence it. - Everyone hears about it: each batch of unlocks earned in play is also announced to the other players, in each one's language, in one chat line:
โ <player> unlocked <title>.for a single unlock, and for a batchโ <player> unlocked <title>, <title>, <title> and more (N achievements).โ at most three titles are named, whatever the size of the batch, and the number in brackets is the total. A hidden achievement is announced as a secret achievement, never by its title. The line carries no sound and is not clickable. Recognitions from history, admin grants and unlocks left over from a previous session are never broadcast. Three independent settings let you stop seeing the other players' lines, stop your own unlocks from being announced, or stop your own notifications (see Player settings). - The very first achievement you ever receive, whatever the way, adds one extra line telling you where they live: your achievements are in
/lasersenigma achievements. On a server that still shows Minecraft's own advancements, the line also says that these are a separate thing from them. It is sent once in a player's life, never again. - Offline players (an admin grant, a creator achievement earned while absent): the achievement is recorded at once and announced at the next join.
- Recognition from your history: at every join, achievements you already deserve from your existing statistics (for instance 75 unique bonuses) are unlocked without fanfare. Achievements about how a run was played (speed, efficiency, what happened during the run) are never granted retroactively.
- Join summary: offline awards and recognised-from-history awards are merged into one clickable message, a few seconds after joining, naming up to three titles: "โ 3 achievements unlocked while you were away โ 2 recognised from your history". Recognised achievements show unlocked from your history in the menu instead of a date.
- Quiet play: a player can turn their own achievement notifications off (see Player settings); achievements keep unlocking, stay visible in the menu, and are marked NEW until seen.
- The tainted-run notice shown at victory (Records are only counted in solo runs.) carries a second line whenever the achievement system is on: Some achievements are not awarded for shared runs either. It is printed on every shared run, not only on the ones that actually cost you something, and it says some on purpose โ only a few achievements refuse a shared run (Nothing Escapes and Record Breaker are the two built-ins that do), and a shared run is even worth something of its own: the hidden Tainted Love rewards exactly the run a stranger walked into.
Runs, modes and fairnessโ
| Situation | Effect on achievements |
|---|---|
| Spectator, creative or editor mode; entering a puzzle through its victory area | No run exists, so nothing unlocks. A builder testing their own puzzle earns nothing. |
| Several players in the puzzle at once (tainted run) | Victory- and bonus-related achievements still unlock. By default, record-, speed-, efficiency- and mechanic-related achievements do not (records are already not counted in tainted runs); each achievement states its own policy. Duo/Trio levels on the play server are not tainted, so those achievements count there too โ but each player still earns only what their own actions caused (see Who gets credit?). The taint flag is also what tells playing together apart from being walked in on: a second live run taints a puzzle that was not built for two. Nothing inside Lasers-Enigma ever cancels a taint โ only a companion plugin knows which levels are built for several players โ so on a server running Lasers-Enigma alone every shared run is a tainted run, and the hidden Tainted Love is the achievement it earns. The opposite achievement, the one for winning a level designed for company, is therefore not the engine's to own (see Catalogue). |
| A puzzle that was already solved when you walked in (for instance kept open by someone in creative mode) | Your run is marked pre-solved: achievements about the run itself (its time, its actions, its bonuses, what happened in it) are never awarded on such a run. Reset the puzzle and solve it yourself. |
| Mechanic-based achievements ("send white light through a prism") | Credited to the one player whose own action made the effect appear โ see Who gets credit?. Awarded the moment the effect appears, win or not โ a mechanic achievement rewards doing something, not finishing the puzzle. The announcement still waits until you leave the puzzle. A few achievements are explicitly about the winning run (their description says so); those wait for a legitimate win. |
Admin progress grant (/. progress grant) | Counts as solved levels, so threshold achievements (N puzzles solved, chapters) unlock. Achievements about a real run (time, actions, mechanics) and difficulty-tier achievements never unlock from a grant. |
Full progress reset (/lasersenigma progress reset, or the same thing spelled /lasersenigma stats resetProgress allAreasForPlayer / allPlayerForAllArea โ confirmation required; lasers.admin, except a whole-player reset aimed at yourself, which needs no permission at all โ anyone may start over) | Also deletes the player's achievements, and everything a companion plugin remembers about them: a full reset is a fresh start, and a tally that outlived it would hand an achievement straight back on the next win. The confirmation names how many achievements will be deleted. |
| Area-scoped progress reset (one area) | Achievements untouched. |
| Area reset from inside a puzzle | Ends the current run and starts a new one: run-based achievements are evaluated on the new run. |
| Content change after unlock | Nothing: an unlocked achievement stays unlocked. |
| Difficulty-dependent achievements | Owned by the play-server plugin. A level's tier is only established after 20 solvers; the achievement is evaluated again when the tier becomes established, so early solvers get it then (quietly, without a server-wide announcement). Descriptions say "a level with an established Legendary rating". |
| Skill achievements (speed, efficiency) | Owned by the play-server plugin, restricted by a difficulty floor and a per-level game-design decision (see the Eligibility column). Record achievements require the level to already have a few solvers. |
| Your own levels | Authors are never excluded: you earn achievements on the levels you built like anyone else. |
| Admin reset | Silent for the player. For a play-server-owned achievement it is undone the next time the plugin re-evaluates it (a test tool, not a moderation tool). |
Who gets credit?โ
Mechanic achievements ("send white light through a prism", "send white light into a prism"โฆ) are credited to the player who made the effect appear: the last player who acted on the puzzle โ rotated a component, placed or removed a mirror, placed a portal, grabbed or released a cube, resized a gravity sphere โ within about ten seconds before the effect showed up (light takes time to travel across a level). Walking on plates, opening doors or flipping vanilla levers does not count as acting on the puzzle.
- My friend rotated the last mirror. They get it, not you. If you both acted within the ten seconds, nobody gets it: when the game cannot tell who caused it, it credits no one.
- The beam was already going through the prism when I arrived. Nobody gets it. Reset the puzzle and do it yourself.
- I acted, and the effect only showed up much later, or the level moves its own mirrors on a timer. Nobody gets it. Only effects that follow your own action closely, with no timer-driven change in between, are credited. On a level whose components move on a timer, mechanic achievements are simply not available.
This rule is deliberately conservative: it may miss a credit you deserved, but it never gives you one you did not.
The achievements menuโ
/lasersenigma achievements (aliases /lasers achievements, /le achievements) opens a paginated chest menu:
- one page set per category, the categories acting as tabs showing
x / N. The tabs share a single row of nine slots, and that row scrolls: while the categories fit, each one gets a slot; past that the last slot becomes a More categories control that pages through them eight at a time, so no category is ever unreachable, however many a companion plugin registers. The count is not Lasers-Enigma's to bound โ it brings nine itself and the play server adds three more; - one item per achievement: its title, its description (or
???), its state (locked ยท NEW ยท unlocked on<date>โ in your time zone, localised ยท unlocked from your history), its progress while locked โx / N, orx / N <unit>when the achievement says what it counts (47 / 300 minutes). An unlocked title is written in its rarity's colour, a locked one in grey; - a footer row holding the summary item with the total
unlocked / total(and the page number when the category needs more than one page), the toggle item for the notification preference, and the page arrows; - administrators also see each achievement's technical identifier on its item, which is what the grant and reset commands take. It appears only on an achievement the player can already see: a secret that is still
???shows no identifier at all.
The menu opens anywhere, puzzles included, and needs no permission.
Achievements defined by a plugin that is no longer installed are kept in the database but no longer listed; the total shrinks accordingly and nothing is announced when the total changes.
Player settingsโ
| Setting | Command | Default | Effect |
|---|---|---|---|
| My notifications | /lasersenigma achievements notifications on|off (or the menu toggle) | on | off = no chat block, no action-bar line, no sound when you unlock something. Achievements still unlock, remain visible in the menu and are marked NEW until seen. Does not change what other players see. |
| Announce my unlocks | /lasersenigma achievements broadcasts mine on|off | on | off = your unlocks are no longer announced to the other players. |
| Others' announcements | /lasersenigma achievements broadcasts others on|off | on | off = you no longer see the server-wide unlock lines of other players. |
| Time zone | /lasersenigma settings timezone [zone|auto] | your location when the server allows the automatic lookup, otherwise the server's time zone | Used by time-of-day achievements (Nocturne) and by the dates shown in the menu. The argument is optional: without it, the command tells you which zone is currently in use. auto hands the zone back to the automatic lookup and runs that lookup straight away, rather than leaving you on the server's zone until your next join. |
These are the first per-player settings of the plugin; the same store will host future per-player preferences.
How the automatic time zone works: when the server enables it, the plugin asks an outside service over HTTPS which time zone your connection's address belongs to, once per player, refreshed monthly, in a background thread. Only the resulting zone is kept; the address is never stored. The service used is ipapi.is, chosen because it is free, needs no account, is hosted in the European Union and states that it keeps no logs of the queries. Because your address does leave the server, the lookup is off by default โ see player_timezone_lookup. If the guess is wrong (VPN, travelling), set your zone yourself with the command; a zone you set yourself is never overwritten by a later automatic refresh.
Commandsโ
| Command | Permission | Effect |
|---|---|---|
/lasersenigma achievements list [player] [page] | none for your own list; lasers.admin for another player | Prints the unlocked achievements with their dates, a page at a time. Unlocked secret achievements are listed by title. |
/lasersenigma achievements grant <id> [player] | lasers.admin | Unlocks the achievement for the player (default: yourself). Announced to the player like a normal unlock (not to the server); a no-op if already unlocked. Works for offline players. |
/lasersenigma achievements reset <id> [player] confirm | lasers.admin | Deletes that one unlock, silently (a debug tool; the confirm keyword is required). The achievement can be earned again later (immediately, for play-server-owned achievements, without a new announcement). |
/lasersenigma achievements resetAll [player] confirm | lasers.admin | Deletes every unlock of that player, silently (a debug tool; confirm required). |
<id> is the achievement's stable identifier, <namespace>:<name> (for instance le:first_victory, lepsu:chapter_cleared_solo_2); administrators see it in each menu item's lore. Identifiers are only suggested to administrators. In a command it is typed with a dot instead of the colon โ le.first_victory โ because Minecraft's command parser rejects a colon in an unquoted argument; tab-completion offers that spelling, and the console accepts either.
Server configurationโ
From here on, this page is for server operators and contributors.
Key (config.yml) | Default | Effect |
|---|---|---|
achievements_enabled | true | false disables the whole system: nothing unlocks, nothing is written, and the menu, list, grant, reset and resetAll answer "achievements are disabled on this server". The notifications and broadcasts sub-commands are the exception โ they record the preference either way, so a player's choices survive the system being switched off and back on. Companion plugins can still register their achievements without error. Existing unlocks are kept and become visible again when re-enabled; run-based achievements missed while disabled are lost, threshold ones are recognised at the next join. |
achievements_broadcast | true | false stops the server-wide unlock lines. |
vanilla_advancements_hidden | false | Whether the plugin neutralises Minecraft's native advancements for players (see below). Independent from achievements_enabled: with the defaults, Lasers-Enigma achievements and vanilla advancements coexist. The Lasers-Enigma play and beta servers run with true (set on the play server's own configuration, inherited by the beta mirror; the public server pack ships the default). A startup warning reminds operators that vanilla advancement grants no longer complete while it is on. |
vanilla_advancements_purge_existing | false | One-shot, irreversible removal of the vanilla advancement progress players already hold, applied once per player at their next join (otherwise veterans keep seeing the tabs they completed before, with frozen progress). Ignored unless vanilla_advancements_hidden is true. The play and beta servers run with true. |
player_timezone_lookup | false | Resolves each player's time zone from their connection's address by asking ipapi.is over HTTPS โ once per player, refreshed monthly, from a background thread; only the resulting zone is stored, never the address. Off by default because it does send players' addresses to a third party: disclose it in your server rules before you turn it on. The provider was picked for being free, account-free, hosted in the European Union and committed to keeping no query logs. The play and beta servers run with true. When off, players can still set their zone with the command; the server's zone is the fallback. |
player_timezone_lookup_url | https://api.ipapi.is/?q={ip} | The service the lookup above queries; {ip} is replaced by the player's address. The answer may be a bare zone id such as Europe/Paris or a JSON object carrying a timezone field, so another provider โ or one of your own โ can be used without a code change. |
Sharing one MySQL database between two live servers is not supported for achievements (each server keeps its own in-memory state).
Native advancementsโ
Lasers-Enigma does not use Minecraft's native advancement screen for its achievements, and โ when vanilla_advancements_hidden is on โ it neutralises the native advancements so that the two systems never coexist:
- Why a plugin-owned menu: the native screen cannot be translated per player (Lasers-Enigma ships 25 languages), cannot be opened by the server, and its content is either global to the server or needs version-fragile packet code (make-or-use study in issue #530).
- How the native advancements are neutralised, by the plugin alone (no data pack, no server configuration): the plugin cancels every vanilla advancement criterion the moment it is granted, for every
minecraftadvancement except the recipe-book ones. A vanilla advancement therefore never completes: no toast, no chat announcement, no tab in the native screen (a tab only appears once its root advancement is completed), and nothing already earned is destroyed โ unless the purge option is enabled. The recipe book keeps working. - Three possible states for an operator to choose deliberately: hidden + purged (clean, irreversible โ the Lasers-Enigma play and beta servers) ยท hidden only (veterans keep frozen tabs โ confusing) ยท not hidden (the two systems coexist โ the default of a fresh install and of the public server pack).
- Side effects: while the neutralisation is on,
/advancement granton a vanilla advancement, other plugins' vanilla advancement grants and advancement-based quest rewards silently do nothing (a warning is logged at startup). - Server operators who prefer a server-level switch can disable all vanilla advancements in
spigot.ymlinstead (advancements.disabled: [minecraft]), at the cost of the recipe book.
Catalogueโ
This section is for players who do not mind spoilers, and for contributors.
The two tables below are the single functional reference for every achievement: a row of the Catalogue table plus its row in the Delivery table is meant to be implementable without further questions. They are filled and validated in the catalogue issue #833 (prerequisite: #530's player-surface sub-issue), then kept up to date with each achievement shipped. The built-in achievements Lasers-Enigma ships, across its nine categories, are already listed in full.
One achievement left this catalogue and came back through the front door. Double Slit โ win a puzzle built for several players, with someone else in it โ was a built-in while V11.1.0 was being written, and was taken out again before it ever shipped: it is gone from the plugin and from its 25 translation files. It required an untainted run, and nothing inside Lasers-Enigma ever cancels a taint: only a companion plugin knows which levels are built for several players. An achievement no server can earn without a companion plugin is that plugin's to own, not the engine's โ so LEPSU registers it through the public API as
lepsu:two_heads, under an id in its own namespace sinceleis reserved and refused to every other plugin. It is listed below as a play-server row.
โ ๏ธ Spoiler alert. The tables list every achievement, hidden ones included, with their exact unlock criteria. Read on only if you do not mind knowing.
Naming charterโ
- Title โ the one hard rule: a title is never a plain restatement of what the player did to get it. Win Ten Puzzles is the criteria column with capital letters; Centurion is a title. Everything else below is guidance. Puns, wordplay, elevated or old-fashioned vocabulary, and references to geek, literary or scientific culture (computer science, optics and the physics of light, astronomy, psychology, sociology, philosophy, science fiction), to Portal 2 and to other puzzle games are welcome. Guidance: aim for about 24 characters and three words โ that is a house style, not a limit, and nothing truncates a longer one (see Where a title is rendered below) ยท allude, never quote (a song, film or game phrase used verbatim is a borrowed brand, not a joke of ours) ยท roughly half the catalogue legible from the game's own vocabulary (light, colour, optics, astronomy), the rest may be deep cuts ยท never mock the player's competence at the moment the achievement fires (self-deprecation about the game or a shared mishap is fine; a title that lands while the player is failing must be wry, not cruel) ยท a visible title must not name a component the player meets later in the campaign (if it must, the achievement is hidden โ hidden achievements are announced to others as a secret achievement) ยท two titles must never render the same, or nearly the same, in any of the 25 languages โ both plugins share one menu, so the comparison is against the whole catalogue and against the category tab names, not just against the neighbours in a tab.
- A number in a title is allowed. Five Kilometres of Puzzle says five kilometres and is a fine title; what would not be is Walk Five Thousand Steps, which is the criteria read aloud. If the threshold is later re-tuned, the title is re-read like any other โ the same as when a description's figure changes.
- Where a title is rendered, and why length is guidance rather than a rule: the action bar shows the title alone, with no prefix, and comfortably fits far more than the catalogue's longest (
AchievementController.sendOwnNotification) ยท the unlock chat line and the server announcement put it in a sentence, and chat wraps ยท the menu item carries it as an item display name, which Minecraft draws as a tooltip sized to the text and never truncates ยท the/lasersenigma achievements listpage puts it in a chat line too. No render site clips a long title. The longest in the catalogue today is 28 characters (it Cinquanta Sfumature di Laser, uk ะ'ััั ะัะปะพะผะตัััะฒ ะะพะปะพะฒะพะปะพะผะพะบ) and they display correctly. - Description โ the in-game text under the title: one or two short sentences in the imperative, telling the player the thing to do ("Solve your first puzzle.", "Send white light into a prism and take it apart.") rather than narrating it back at them, in the same playful tone. For a visible achievement the description is self-sufficient: it contains the number and every exclusion the player must know (solo runs only), because the player never sees the criteria column. For a hidden achievement it is only revealed once unlocked.
- Mechanic rows โ five rules, because credit is individual: (1) active voice with a verb of doing โ "send white light through a prism", never "white light is split during your run"; (2) name an act the game can see โ rotate, place, remove, drop, resize; (3) never write "solo only" โ it is an authorship rule, not a solo rule; write "by your own doing" if anything; (4) no progress formula, ever โ partial credit cannot be attributed; (5) one shared credit rule (Who gets credit?) โ no description repeats it. A mechanic row is only admissible if the effect appears shortly after the action that causes it; a duration or delayed consequence must be measured from its start.
- Translations โ 25 languages. Every title carries a translator context note (the Context column) explaining the reference and the intent; translators translate the spirit, not the words and may substitute a locally legible reference; a language may keep the English title when no equivalent exists. Singular and plural notification forms are separate entries.
- Notification โ a fixed template, not a per-achievement text:
โ Achievement unlocked: <title>+ the description + the clickable menu link (titles only when several unlock together). - Families โ one row may stand for a family of achievements generated from content (one per chapter): its ID is a pattern (
lepsu:chapter_cleared_<branch>_<n>), its title and description are parameterised, its count follows the content. A generated family is the one place the allusive guidance does not apply: a title assembled from the content's own branch and chapter number has to name them, and naming them is the point.
Catalogue table (functional contract)โ
| Column | Content |
|---|---|
| ID | Stable identifier <namespace>:<name> (or an ID pattern for a family) โ never changes once shipped (it is the key of the players' unlock records). Translation keys derive from it. |
| Title | Player-facing title (English master text). |
| Context | Translator note: the reference and the intent behind the title, one line. |
| Description | Player-facing description (English master text), self-sufficient for visible rows. |
| Category | Menu category key. |
| Scope | The window the fact is measured over: lifetime ยท single run ยท single day ยท single event ยท per level ยท per chapter ยท mechanic fact (one instant, a condition became true) ยท mechanic measure (one instant, a quantity reached a figure). |
| Criteria | The positive rule only, in plain words: what is counted, over the scope, with the exact threshold. No exclusions here. |
| Eligibility | Which runs / levels qualify: any area ยท campaign levels only ยท tier โฅ Hard ยท levels where the beam must be routed into the prism ยท levels with โฅ 3 solvers ยท โฆ (the anti-farm and difficulty-floor lever). Never restates a Policies key; never excludes a level's authors. |
| Policies | Fixed triad, always complete, always written the same way: tainted: accept/refuse ยท granted: accept/refuse ยท retroactive: yes/no, or โ where a row can only be recognised the next time the player finishes something โ retroactive: on the next victory. Pre-solved runs are always refused for run-shaped rows (not a per-row choice). Mandatory for play-server rows too โ the owning plugin is bound to apply them. Policies and Eligibility win over Criteria if they ever conflict. |
| Progress | The exact formula shown in the menu (unique puzzles won / 50) followed by the unit the bar names (in puzzles, minutes, blocksโฆ), or โ. State the unit whenever the number the player sees is not the number the description names โ minutes under a sentence about hours, blocks under one about kilometres โ and leave it out when the title already makes it obvious. Never shown once unlocked; never on a hidden row; never on a mechanic row; a row whose formula reads the lifetime totals the plugin has always kept is retroactive: yes, while one reading a tally begun with this release is retroactive: no โ a bar is not itself a promise of a past; a hidden row whose reveal would turn into a grind has no formula. |
| Hidden | yes / no. |
| Prerequisite | ID of the parent, or โ. Ordering and reveal only; never a gate, never a cascade; same owner. |
| Rarity | onboarding ยท common ยท rare ยท radiant. |
| Order | Integer, sort position inside the category (a family occupies one block). |
Delivery table (project-facing)โ
| Column | Content |
|---|---|
| ID | Join key with the catalogue table. |
| Owner | LE (Lasers-Enigma) or LEPSU (play server) โ the single plugin that defines, evaluates and awards it. |
| Trigger | The discrete moment that evaluates it: victory ยท stats saved ยท join (retroactive) ยท owner event ยท component event ยท mechanic fact ยท mechanic measure. |
| Icon | Exact material name or head texture id. |
| Data needs | existing ยท derived (computable from existing tables, not a single counter) ยท new event ยท new counter ยท detector (a new observation in the laser/portal loop) ยท hard. |
| Wave | engine (ships with the #530 engine itself) ยท 1 (no new plumbing) ยท 2 (needs a new event / counter / detector) ยท 3 (later). The wave says when a row ships, not what it once needed: a row whose detector has since been written moves into the wave that carries it, and its Data needs cell keeps the record of what it cost. |
| Status | candidate ยท validated ยท shipped in vX.Y.Z ยท refused. |
| Notes | Free text: open questions, anti-farm rationale, known degenerate path. Not part of the implementable contract. |
Invariants (stated once, never per row): everything registered counts in the total, hidden included; an earned achievement shows its unlock date, a recognised-from-history one shows unlocked from your history; a granted achievement is not visibly distinct from an earned one; "simultaneous players" always means simultaneous runs (a spectator or creative bystander never counts).
Catalogueโ
โ marks an achievement that is built and shipping โ and every row below now carries one. The catalogue is fully implemented across the two plugins, apart from the four rows named in Set aside, and why, which are not listed here. The Delivery table below records what each row cost to build.
| ID | Title | Context | Description | Category | Scope | Criteria | Eligibility | Policies | Progress | Hidden | Prerequisite | Rarity | Order |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
โ
le:first_victory | First Light | Astronomy: a telescope's "first light" is its first real observation. | Solve your first puzzle. | le:firsts | lifetime | unique puzzles won โฅ 1. | any area | tainted: accept ยท granted: accept ยท retroactive: yes | โ | no | โ | onboarding | 1 |
โ
le:first_bonus | Treasure Hunter | Adventure fiction's treasure hunter: the player who looks into every corner instead of heading straight for the exit. | Collect your first bonus. | le:firsts | lifetime | unique bonuses collected โฅ 1. | any area | tainted: accept ยท granted: accept ยท retroactive: yes | โ | no | โ | onboarding | 2 |
โ
le:first_portal | Thinking With Portals | Portal: the game's own promise that a portal changes how you think about a room. | Travel through a portal you placed yourself. | le:firsts | single event | Stepping out of a portal of the player's own making, for the first time. | any area, while actually running it โ a builder in edition mode, a creative visitor and a spectator have no run and earn nothing | tainted: accept ยท granted: refuse ยท retroactive: no | โ | no | โ | common | 3 |
โ
le:first_lock | Locksmith | The trade name, deadpan: one lock opened makes you one. | Open your first lock. | le:firsts | single event | Opening a lock, for the first time. | any area, while actually running it โ a builder in edition mode, a creative visitor and a spectator have no run and earn nothing | tainted: accept ยท granted: refuse ยท retroactive: no | โ | no | โ | common | 4 |
โ
le:first_cube | Heavy Lifting | The idiom to do the heavy lifting, taken literally for once. | Pick up your first cube. | le:firsts | single event | Picking up a cube, for the first time. | any area, while actually running it โ a builder in edition mode, a creative visitor and a spectator have no run and earn nothing | tainted: accept ยท granted: refuse ยท retroactive: no | โ | no | โ | common | 5 |
โ
le:first_receiver | Signal Received | Radio and telecoms: the acknowledgement sent back when a transmission finally gets through โ the receiver has heard you. | Light a receiver with a beam of your own making. | le:firsts | mechanic fact | The mechanic fact receiver activated is credited to you โ it appeared right after one of your own causal actions โ win or not. | any area where you light the receiver yourself: a receiver already lit when you arrived credits nobody, and nobody at all when the game cannot tell whose action did it | tainted: accept ยท granted: refuse ยท retroactive: no | โ | no | โ | onboarding | 6 |
โ
le:first_try | Beginner's Luck? | The English expression, with a raised eyebrow: solved at the first attempt โ skill, or luck? | Solve a puzzle on your very first visit to it. | le:firsts | single run | Winning run that was the player's very first entry into that puzzle. | any area | tainted: accept ยท granted: refuse ยท retroactive: no | โ | no | โ | common | 7 |
โ
le:ten_puzzles | Coherent Light | Laser physics: coherence is the property that makes a laser a laser โ after ten puzzles the player's solving becomes coherent. | Solve ten different puzzles. | le:solver | lifetime | unique puzzles won โฅ 10. | any area | tainted: accept ยท granted: accept ยท retroactive: yes | unique puzzles won / 10, in puzzles | no | le:first_victory | common | 2 |
โ
le:twenty_five_puzzles | Centurion | Rome: the centurion, the officer set over a hundred โ here the veteran of a long campaign of puzzles. | Solve twenty-five different puzzles. | le:solver | lifetime | unique puzzles won โฅ 25. | any area | tainted: accept ยท granted: accept ยท retroactive: yes | unique puzzles won / 25, in puzzles | no | le:ten_puzzles | common | 3 |
โ
le:fifty_puzzles | Fifty Shades of Laser | A nod to the novel title Fifty Shades of Grey, turned towards the many colours a beam takes. | Solve fifty different puzzles. | le:solver | lifetime | unique puzzles won โฅ 50. | any area | tainted: accept ยท granted: accept ยท retroactive: yes | unique puzzles won / 50, in puzzles | no | le:twenty_five_puzzles | rare | 4 |
โ
le:serial_solver | Serial Solver | Plays on "serial killer": someone who does it again, and again, and again โ this one counts the replays too. | Win a hundred and fifty runs, replays included. | le:solver | lifetime | winning runs, replays included โฅ 150. | any area | tainted: accept ยท granted: accept ยท retroactive: yes | winning runs / 150, in wins | no | โ | rare | 5 |
โ
le:ten_bonuses | Bonus Collector | First of a trio whose appetite grows: collector, then hoarder, then devourer. | Collect ten different bonuses. | le:bonus | lifetime | unique bonuses collected โฅ 10. | any area | tainted: accept ยท granted: accept ยท retroactive: yes | unique bonuses collected / 10, in bonuses | no | le:first_bonus | common | 1 |
โ
le:thirty_bonuses | Bonus Hoarder | Second of the trio: ten was a collection, thirty is a hoard. | Collect thirty different bonuses. | le:bonus | lifetime | unique bonuses collected โฅ 30. | any area | tainted: accept ยท granted: accept ยท retroactive: yes | unique bonuses collected / 30, in bonuses | no | le:ten_bonuses | common | 2 |
โ
le:seventy_five_bonuses | Bonus Devourer | Last of the trio: the appetite has turned into an eating habit. | Collect seventy-five different bonuses. | le:bonus | lifetime | unique bonuses collected โฅ 75. | any area | tainted: accept ยท granted: accept ยท retroactive: yes | unique bonuses collected / 75, in bonuses | no | le:thirty_bonuses | rare | 3 |
โ
le:clean_sheet | Nothing Escapes | Black holes: past the event horizon, nothing escapes โ not one bonus is left behind. | Collect every bonus of a puzzle in a single run, on your own. | le:bonus | single run | Winning run in which the bonuses collected equal the bonuses present in the area (area with โฅ 1 bonus). | any area with at least one bonus | tainted: refuse ยท granted: refuse ยท retroactive: no | โ | no | โ | rare | 10 |
โ
le:tainted_love | Tainted Love | The 1964 soul song made famous by Soft Cell, punning on the tainted run the plugin already names: the company was not invited. | Win a puzzle someone walked into while you were solving it alone. | le:social | single run | Winning run that was tainted โ a second run went live in the puzzle and nothing cancelled the taint. | any area; a companion plugin that marks a level as built for several players cancels the taint there, so the achievement does not fire on such a level | tainted: accept ยท granted: refuse ยท retroactive: no | โ | yes | โ | common | 20 |
โ
le:five_kilometres | Five Kilometres of Puzzle | The distance stated flatly; the joke is that every metre of it was walked indoors, inside puzzles. | Walk five kilometres inside puzzles. | le:dedication | lifetime | blocks walked inside puzzles โฅ 5000 (one block โ one step โ one metre). | any area | tainted: accept ยท granted: accept ยท retroactive: yes | blocks walked inside puzzles / 5000, in blocks โ the description says kilometres, the bar counts blocks | no | โ | common | 1 |
โ
le:twenty_kilometres | Backpacker | The long-distance walker with everything on their back โ twenty kilometres of corridors. | Walk twenty kilometres inside puzzles. | le:dedication | lifetime | blocks walked inside puzzles โฅ 20000. | any area | tainted: accept ยท granted: accept ยท retroactive: yes | blocks walked inside puzzles / 20000, in blocks โ same reason | no | le:five_kilometres | rare | 2 |
โ
le:five_hours | Time Flies | The proverb time flies when you are having fun: five hours went somewhere. | Spend five hours inside puzzles. | le:dedication | lifetime | minutes spent inside puzzles โฅ 300 (five hours). | any area | tainted: accept ยท granted: accept ยท retroactive: yes | minutes spent inside puzzles / 300, in minutes โ the description says hours, because a bar counted in hours would barely move | no | โ | common | 3 |
โ
le:thirty_hours | No Life, All Lasers | Gamer slang no life, worn as a badge: affectionate self-deprecation, never an insult. | Spend thirty hours inside puzzles. | le:dedication | lifetime | minutes spent inside puzzles โฅ 1800 (thirty hours). | any area | tainted: accept ยท granted: accept ยท retroactive: yes | minutes spent inside puzzles / 1800, in minutes โ same reason | no | le:five_hours | rare | 4 |
โ
le:five_thousand_actions | Busy Hands | Hands that are never idle: five thousand mirrors turned, cubes grabbed, components rotated. | Perform five thousand actions inside puzzles. | le:dedication | lifetime | actions performed inside puzzles โฅ 5000. | any area | tainted: accept ยท granted: accept ยท retroactive: yes | actions performed inside puzzles / 5000, in actions | no | โ | common | 5 |
โ
le:two_hundred_entries | Frequent Visitor | The frequent-flyer card, applied to puzzle doorways: coming back counts even when you leave empty-handed. | Enter a puzzle two hundred times. | le:dedication | lifetime | puzzle entries, won or not โฅ 200. | any area | tainted: accept ยท granted: accept ยท retroactive: yes | puzzle entries / 200, in entries | no | โ | common | 6 |
โ
le:anniversary | Many Happy Returns | The traditional English birthday greeting, punning on the player returning to the game a year later. | Win a puzzle on the anniversary of your first victory. | le:dedication | single event | Victory falling on the same day and month, read in the player's own time zone, as the day First Light was recorded for them, in a later year. | any area; the date compared against is the date First Light was recorded, which is the only date a first victory has ever had โ so this dates from when the achievement was recorded, never from a victory that predates the achievement system | tainted: accept ยท granted: refuse ยท retroactive: no | โ | yes | โ | radiant | 7 |
โ
le:night_owl | Nocturne | Music: a nocturne is a piece written for the night (Chopin, Field). | Win a puzzle in the dead of night, between three and four in the morning, your time. | le:dedication | single event | Victory between 03:00 and 04:00 in the player's time zone (see Player settings; the server's zone when unknown). | any area | tainted: accept ยท granted: refuse ยท retroactive: no | โ | yes | โ | rare | 50 |
โ
le:beam_through_portal | Through the Looking-Glass | Lewis Carroll's 1871 novel Through the Looking-Glass: a mirror one can pass through โ here it is the light that goes through. | Send a beam through one of your portals. | le:mastery | mechanic fact | The mechanic fact beam through a portal is credited to you โ it appeared right after one of your own causal actions โ win or not. | any area where you route the beam into the portal yourself: a crossing already happening when you arrived credits nobody, and nobody at all when the game cannot tell whose action did it | tainted: accept ยท granted: refuse ยท retroactive: no | โ | no | โ | common | 2 |
โ
le:set_in_stone | Set in Stone | The English idiom for what is made permanent โ a beam, normally the most fleeting thing in the game, turned into a block that stays. | Turn a beam into solid glass. | le:mastery | mechanic fact | The mechanic fact laser solidified is credited to you โ it appeared right after one of your own causal actions โ win or not. | levels with a solidifier you feed yourself: a beam already held as glass when you arrived credits nobody, and nobody at all when the game cannot tell whose action did it | tainted: accept ยท granted: refuse ยท retroactive: no | โ | no | โ | common | 3 |
โ
le:senders_facing | Mexican Standoff | The film trope of the spaghetti western and of Tarantino: two opponents aiming straight at each other, neither able to fire first. | Leave two laser senders pointing straight at each other. | le:mastery | mechanic fact | The mechanic fact senders facing is credited to you โ it appeared right after one of your own causal actions โ win or not. | levels where you turn a sender onto another yourself: two senders already facing when you arrived credit nobody, and nobody at all when the game cannot tell whose action did it | tainted: accept ยท granted: refuse ยท retroactive: no | โ | yes | โ | rare | 4 |
โ
le:record_breaker | Record Breaker | Sports commentary: the athlete who beats a standing record โ here, your own. | Beat one of your own records on a puzzle. | le:mastery | single run | Winning run that improved on one of the player's own records on that puzzle. | any area you already hold a record on โ a first win has nothing to beat | tainted: refuse ยท granted: refuse ยท retroactive: no | โ | no | โ | common | 5 |
โ
le:attrition | Attrition | A war of attrition: not won by a clever stroke but by being the one still standing when everyone else has stopped. | Solve a puzzle that more players have given up on than finished. | le:solver | single run | Winning run on a puzzle where, once this victory is recorded, the players who never solved it outnumber those who did โ counted over at least ten distinct players who entered. | any area at least ten people have tried; a level's own builder is not excluded, but cannot produce the figure alone | tainted: refuse ยท granted: refuse ยท retroactive: no | โ | no | โ | rare | 6 |
โ
le:glassworks | Glassworks | The works where glass is made: a building full of it at once, rather than a single pane. | Freeze twenty-five blocks of light into glass at once. | le:mastery | mechanic measure | The measure blocks solidified at once reaches twenty-five and is credited to you โ it was reached right after one of your own causal actions โ win or not. | levels with a solidifier you feed yourself: glass already held when you arrived credits nobody, and nobody at all when the game cannot tell whose action did it | tainted: accept ยท granted: refuse ยท retroactive: no | โ | no | โ | rare | 6 |
โ
le:first_mirror | Hands On | The English idiom for doing the thing yourself instead of watching it done. | Place a mirror for the first time. | le:firsts | single event | Placing a mirror in any support or sphere, for the first time. | any area, while actually running it โ a builder in edition mode, a creative visitor and a spectator have no run and earn nothing | tainted: accept ยท granted: refuse ยท retroactive: no | โ | no | โ | onboarding | 8 |
โ
le:first_elevator | Going Up | What a lift operator used to announce. Plain, and about the cage rather than the passenger. | Ride an elevator for the first time. | le:firsts | single event | Standing in an elevator cage when it starts moving, for the first time. | any area, while actually running it โ a builder in edition mode, a creative visitor and a spectator have no run and earn nothing | tainted: accept ยท granted: refuse ยท retroactive: no | โ | no | โ | onboarding | 10 |
โ
le:emancipated | Emancipated | The grid's own name, read as the fate it hands out. Dry about the situation, never about the player. | Walk into an emancipation grid set to kill. | le:mishaps | single event | Walking through an emancipation grid whose Death effect is on. | any area, while actually running it โ a builder in edition mode, a creative visitor and a spectator have no run and earn nothing | tainted: accept ยท granted: refuse ยท retroactive: no | โ | yes | โ | common | 4 |
โ
le:first_rotation | Turn of Events | The English expression for a change of situation, turned into a pun: here the turning is literal. | Turn a component for the first time. | le:firsts | single event | Turning any component for the first time. | any area, while actually running it โ a builder in edition mode, a creative visitor and a spectator have no run and earn nothing | tainted: accept ยท granted: refuse ยท retroactive: no | โ | no | โ | onboarding | 9 |
โ
le:untouched | Untouched | Plainly: the puzzle was never put back to its starting state โ you took it as you found it. | Solve a puzzle without ever asking it to start over. | le:solver | per level | Winning run on a puzzle the player has never asked to reset, counted over their whole history with it rather than over this run. | any area | tainted: accept ยท granted: refuse ยท retroactive: no | โ | no | โ | common | 7 |
โ
le:percussive_maintenance | Percussive Maintenance | The engineer's deadpan term for hitting a machine until it behaves. Aimed at the situation, never at the player. | Ask for a fresh start twenty-five times. | le:mishaps | lifetime | fresh starts asked for โฅ 25, across every puzzle. | any area | tainted: accept ยท granted: refuse ยท retroactive: no | โ | yes | โ | common | 3 |
โ
le:frequent_flyer | Frequent Flyer | The airline's name for its regulars โ here, of the portal. | Come out of a portal thirty times. | le:mastery | lifetime | portals come out of โฅ 30. | any area | tainted: accept ยท granted: refuse ยท retroactive: no | portals come out of / 30 | no | โ | common | 7 |
โ
le:own_worst_rival | Own Worst Rival | The English saying, turned into a compliment: nobody is harder to beat than the version of you that already did it. | Beat your own record on a puzzle ten times. | le:mastery | lifetime | own records beaten โฅ 10. | any area, solo runs only โ a shared run keeps no record to beat | tainted: refuse ยท granted: refuse ยท retroactive: no | own records beaten / 10 | no | le:record_breaker | common | 8 |
โ
le:prism_split | Newton's Window | Newton's 1666 experiment: sunlight through a prism in a darkened room, split into its colours. | Send white light into a prism and take it apart. | le:mastery | mechanic fact | The mechanic fact prism decomposition of white light is credited to you โ it appeared right after one of your own causal actions โ win or not. | levels where the beam must be routed into the prism (a prism lit from the start credits nobody โ reset and route it yourself) | tainted: accept ยท granted: refuse ยท retroactive: no | โ | no | โ | common | 10 |
โ
le:arrow_in_a_puzzle | Robin Hood | The archer of English legend, whose arrows always hit โ this one hits nothing that matters. | Shoot an arrow inside a puzzle. It will not help. | le:mishaps | single event | Loosing an arrow from a bow while standing inside a puzzle area, for the first time. | any area, while actually running it โ a builder in edition mode, a creative visitor and a spectator have no run and earn nothing | tainted: accept ยท granted: refuse ยท retroactive: no | โ | yes | โ | common | 1 |
โ
le:firestarter | Firestarter | The one who sets things alight, in the spirit of the Stephen King novel and of the song of the same name: here the arsonist is you, usually by accident. | Set a burnable block alight with a beam. | le:mishaps | mechanic fact | The mechanic fact burnable block ignited is credited to you โ it appeared right after one of your own causal actions โ win or not. | levels with a burnable block you set alight yourself: a block already burning when you arrived credits nobody, and nobody at all when the game cannot tell whose action did it | tainted: accept ยท granted: refuse ยท retroactive: no | โ | no | โ | common | 2 |
โ
le:no_second_chances | No Second Chances | Plainly: there was one visit, and it had to do. | Take every bonus of a puzzle on your very first visit. | le:bonus | single run | Winning run on a puzzle you had never entered before, where every bonus of that puzzle is collected. | any area with at least one bonus; a puzzle you have already walked into can never award it again | tainted: refuse ยท granted: refuse ยท retroactive: no | โ | no | โ | rare | 4 |
โ
le:stairway | Glass Staircase | What the thing looks like once it is there: solid light going up, a step at a time. Not the song. | Freeze a climbing beam, and leave a staircase of glass. | le:mastery | mechanic fact | A solidifier freezes a beam whose path gains height, credited to you โ it was frozen right after one of your own causal actions. | levels with a solidifier and a beam that climbs; glass already standing when you arrived credits nobody, and nobody at all when the game cannot tell whose action did it | tainted: accept ยท granted: refuse ยท retroactive: no | โ | yes | โ | rare | 9 |
โ
le:escape_velocity | Escape Velocity | Astronomy's term for the speed at which a body leaves for good โ here it is the portal doing the throwing. | Be flung out of a portal at speed. | le:mishaps | single event | Coming out of a portal moving faster than 1.2 blocks per tick. | any area with a portal you arrive at fast enough; the figure is to be confirmed against a real level | tainted: accept ยท granted: refuse ยท retroactive: no | โ | yes | โ | common | 5 |
โ
le:cube_courier | Cube Courier | The courier carries the parcel through, rather than sending it ahead. | Carry a cube through a portal. | le:mishaps | single event | Coming out of a portal while holding a cube. | any area with both a cube and a portal | tainted: accept ยท granted: refuse ยท retroactive: no | โ | yes | โ | common | 6 |
โ
le:wrist_workout | Wrist Workout | The gym's warm-up, for the one joint this game actually uses. | Turn components a hundred times. | le:dedication | lifetime | components turned โฅ 100. | any area, while actually running it โ a turn with no author (a scheduled action, a partner component syncing, a command) counts for nobody | tainted: accept ยท granted: refuse ยท retroactive: no | x/100 | no | โ | common | 8 |
โ
le:wrist_workout_ii | Well Oiled | Said of a mechanism that has stopped needing any effort. | Turn components five hundred times. | le:dedication | lifetime | components turned โฅ 500. | same as its first rung | tainted: accept ยท granted: refuse ยท retroactive: no | x/500 | no | le:wrist_workout | rare | 9 |
โ
le:wrist_workout_iii | Clockmaker | The trade that turns small things, precisely, all day. | Turn components two thousand times. | le:dedication | lifetime | components turned โฅ 2000. | same as its first rung | tainted: accept ยท granted: refuse ยท retroactive: no | x/2000 | no | le:wrist_workout_ii | radiant | 10 |
โ
le:gravity_fiddler | Gravity Fiddler | Fiddling: turning the knob to see what it does, rather than because you need it there. | Resize a gravitational sphere ten times. | le:mishaps | lifetime | sphere resizes โฅ 10 โ a resize counts only when the size actually moved and nothing refused it. | any area with a gravitational sphere you are allowed to resize | tainted: accept ยท granted: refuse ยท retroactive: no | โ | yes | โ | common | 7 |
โ
le:butterfingers | Butterfingers | The English word for someone who keeps dropping things. About the hands, never about the player. | Lose your portals to an emancipation grid five times. | le:mishaps | lifetime | portals lost to a grid โฅ 5 โ counted once per contact, and only when a portal of yours was standing in that puzzle to lose. | any area with both portals and a grid that takes them | tainted: accept ยท granted: refuse ยท retroactive: no | โ | yes | โ | common | 8 |
โ
le:cube_overboard | Cube Overboard | The cry from the deck of a ship, for a cube instead of a sailor. | Carry a cube into a grid that will not give it back. | le:mishaps | single event | Walking into an emancipation grid that consumes cubes, kills, or sends you back to spawn, while holding one โ all three take the cube out of your hands. | any area with both a cube and a grid set to destroy cubes, kill, or send you back to spawn | tainted: accept ยท granted: refuse ยท retroactive: no | โ | yes | โ | common | 9 |
โ
le:sightseer | Sightseer | The tourist who came to look, not to stay. | Enter ten different puzzles. | le:explorer | lifetime | Ten distinct puzzles have a record of this player having entered them. | any area; read from the rows the statistics have always kept, so a long-standing player already qualifies | tainted: accept ยท granted: refuse ยท retroactive: no | x/10 | no | โ | common | 1 |
โ
le:scenic_route | The Scenic Route | The polite English name for the long way round. | Walk a thousand blocks inside one puzzle in a single run. | le:explorer | single run | A run ends, won or not, with more than a thousand blocks walked inside the puzzle. | any area big enough to wander in | tainted: accept ยท granted: refuse ยท retroactive: no | โ | yes | โ | common | 2 |
โ
le:lost | Still Looking | Wry about the situation, never about the player: the search is simply still going. | Enter the same puzzle ten times without ever solving it. | le:explorer | lifetime, one puzzle | A run ends without a victory in a puzzle this player has now entered ten times and never solved. | any area; winning it later never takes the row away | tainted: accept ยท granted: refuse ยท retroactive: no | โ | yes | โ | common | 3 |
โ
le:stubborn | Stubborn | Plainly: you were not going to be the one to leave first. | Spend half an hour inside one puzzle without leaving. | le:dedication | single run | A run ends, won or not, having lasted at least thirty minutes. | any area | tainted: accept ยท granted: refuse ยท retroactive: no | โ | yes | โ | common | 11 |
โ
le:colour_theorist | Colour Theorist | The person who studies what colours do to each other, rather than the one who paints. | Solve a puzzle that holds a prism, a filtering sphere and a reflecting sphere. | le:mastery | single run | Winning run on a puzzle whose components include all three. | levels built with the whole optical bench; the condition is about the level, not about how you solved it | tainted: accept ยท granted: refuse ยท retroactive: no | โ | no | โ | rare | 12 |
โ
le:clockwork | Clockwork | A mechanism that keeps going without a hand on it. | Walk into a puzzle that runs itself. | le:firsts | single event | Entering a puzzle holding at least one component with a scheduled action. | any area with a scheduled action, while actually running it โ a builder in edition mode, a creative visitor and a spectator have no run and earn nothing | tainted: accept ยท granted: refuse ยท retroactive: no | โ | no | โ | common | 11 |
โ
le:on_your_marks | On Your Marks | The starter's first call, kept for the row that is only about turning up and finishing. | Finish a race run. | le:race | single event | Your race group reaches the finish. | any multi-level race; awarded to everyone who ran in the group | tainted: accept ยท granted: refuse ยท retroactive: no | โ | no | โ | common | 1 |
โ
le:podium | Podium | The three steps, without saying which one you were on. | Finish a race among the three fastest groups. | le:race | single event | The race run ends naturally and your group is among its three fastest. | any multi-level race that ran to its end with at least three groups ranked; a cancelled run, and a race nobody else was in, rank nobody | tainted: accept ยท granted: refuse ยท retroactive: no | โ | no | โ | rare | 2 |
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le:photo_finish | Photo Finish | What decides a race too close to call by eye. | Finish a race as the fastest group of all. | le:race | single event | The race run ends naturally and your group holds the best total time. | as above, with at least two groups ranked โ coming first in a field of one is not coming first | tainted: accept ยท granted: refuse ยท retroactive: no | โ | no | โ | radiant | 3 |
โ
le:race_regular | Race Regular | The one who is there every week, whether or not they win. | Finish three race runs. | le:race | lifetime | race runs finished โฅ 3. | any multi-level race | tainted: accept ยท granted: refuse ยท retroactive: no | x/3 | no | le:on_your_marks | common | 4 |
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le:rtfm | Consulting the Oracle | Going to ask the one who knows, in the grand manner, about a laser sender. | Ask the info item about a component five times. | le:mishaps | lifetime | info-item readings โฅ 5 โ counted only when the item actually had something to say. | any area where the info item works | tainted: accept ยท granted: refuse ยท retroactive: no | โ | yes | โ | common | 10 |
โ
le:hard_head | Undeterred | About the persistence, not about the player: they kept asking. | Have a puzzle refuse what you asked, ten times. | le:mishaps | lifetime | refusals โฅ 10. | any area; counted whether or not the explanatory message is switched on | tainted: accept ยท granted: refuse ยท retroactive: no | โ | yes | โ | common | 11 |
โ
le:skeleton_key | Skeleton Key | The key that opens anything, here because there was nothing to open. | Open three locks that asked for no key at all. | le:mastery | lifetime | keyless locks opened โฅ 3 โ a lock counts when it has no key chest attached, not when you happened to hold the right keys. | levels with a lock and no key chests behind it | tainted: accept ยท granted: refuse ยท retroactive: no | โ | yes | โ | common | 11 |
โ
le:boomerang | Boomerang | It comes back whether you wanted it to or not. | Be sent back across a puzzle ten times. | le:mishaps | lifetime | command teleports inside a run โฅ 10 โ a teleport Minecraft attributes to a command; the plugin's own teleports are plugin-caused and excluded by construction. | levels whose builder sends fallers back with a command block | tainted: accept ยท granted: refuse ยท retroactive: no | โ | yes | โ | common | 12 |
โ
le:boomerang_ii | Round Trip | The ticket that was always going to bring you home. | Be sent back across a puzzle twenty times. | le:mishaps | lifetime | as above, twenty. | same | tainted: accept ยท granted: refuse ยท retroactive: no | โ | yes | le:boomerang | common | 13 |
โ
le:boomerang_iii | Return to Sender | Stamped on the envelope nobody wanted. | Be sent back across a puzzle thirty times. | le:mishaps | lifetime | as above, thirty. | same | tainted: accept ยท granted: refuse ยท retroactive: no | โ | yes | le:boomerang_ii | rare | 14 |
โ
le:switchboard | Switchboard | The operator's board, where lighting one lamp is the whole job. | Light ten receivers yourself. | le:dedication | lifetime | receivers lit โฅ 10 โ counted per receiver, so five lighting in the same instant are five, and credited to you when your own action brought them on, win or not. | any area with a receiver you feed yourself; a receiver already lit when you arrived credits nobody, and nobody at all when the game cannot tell whose action did it. A receiver switched off and on again counts each time โ the row is about how much light you have handled, not how many different receivers, and telling them apart would need the per-component identity that stays set aside | tainted: accept ยท granted: refuse ยท retroactive: no | x/10 | no | โ | common | 12 |
โ
le:switchboard_ii | Control Room | The room the board grew into. | Light fifty receivers yourself. | le:dedication | lifetime | as above, fifty. | same | tainted: accept ยท granted: refuse ยท retroactive: no | x/50 | no | le:switchboard | rare | 13 |
โ
le:switchboard_iii | Grid Operator | The one who keeps the lights on for a whole region. | Light two hundred receivers yourself. | le:dedication | lifetime | as above, two hundred. | same | tainted: accept ยท granted: refuse ยท retroactive: no | x/200 | no | le:switchboard_ii | radiant | 14 |
โ
le:spectrum_master | Spectrum Master | Mastery of the part of the spectrum nothing hands you ready-made. | Light a receiver in yellow, in magenta and in cyan. | le:mastery | lifetime | Each of the three secondary colours has, at least once, lit a receiver by your own doing. | levels asking for a mixed colour; nothing emits yellow, magenta or cyan, so each one has to be made | tainted: accept ยท granted: refuse ยท retroactive: no | x/3 | no | โ | rare | 15 |
โ
le:ouch | Ouch | What you say, rather than what happened. | Be set alight by a beam. | le:mishaps | single event | A beam sets you alight โ counted once per fire the beam sets, so standing in one is one burn however often the flames are put out. | any area where laser_affect_players is on and a beam can reach you | tainted: accept ยท granted: refuse ยท retroactive: no | โ | yes | โ | common | 15 |
โ
le:well_done | Well Done | The kitchen's verdict on a steak, said of a player. | Be set alight by a beam twenty-five times. | le:mishaps | lifetime | burns โฅ 25 โ one per fire, never one per tick. | same | tainted: accept ยท granted: refuse ยท retroactive: no | โ | yes | le:ouch | common | 16 |
โ
le:kaboom | Kaboom | The noise, spelled out. | Be caught by a burnable block going up. | le:mishaps | single event | A burnable block finishes melting within three blocks of you. | levels with a burnable block you can stand next to | tainted: accept ยท granted: refuse ยท retroactive: no | โ | yes | โ | common | 17 |
โ
le:server_legend | On the Board | Where the fastest times are written up, without saying which one is yours. | Take a server record on a puzzle three people have already solved. | le:mastery | single run | Winning run that improves the puzzle's duration, step or action record, on a puzzle at least three distinct players had solved before this run. | any area three distinct players had solved before your run โ below that the first person through sets every record unopposed. A player who had already solved it is one of the three, so on a puzzle with exactly three they still have two to beat | tainted: refuse ยท granted: refuse ยท retroactive: no | โ | no | โ | radiant | 16 |
โ
le:triple_crown | Triple Crown | Racing's name for winning all three of the season's great races. | Take all three server records of one puzzle in a single run. | le:mastery | single run | Winning run whose duration, steps and actions are all three the puzzle's record once it is recorded. Holding the three across several runs is a different thing, and not this row. | as above | tainted: refuse ยท granted: refuse ยท retroactive: no | โ | no | โ | radiant | 17 |
โ
le:chain_reaction | Chain Reaction | Physics' name for one thing setting off the next. | Set three burnable blocks alight within fifteen seconds. | le:mishaps | single run | Three ignitions credited to the same run, in three different instants, fall inside a fifteen-second window โ a beam fanning onto three blocks at once is one link, not three. | levels with three burnable blocks you can reach in that time; each ignition credits you the usual way, and nobody at all when the game cannot tell whose action did it | tainted: accept ยท granted: refuse ยท retroactive: no | โ | yes | โ | rare | 18 |
โ
le:cube_factory | Production Line | What a distributor becomes once you stop solving and start ordering. | Ask for twenty-five cubes in a single run. | le:mishaps | single run | A run ends with twenty-five cubes dispensed for it. | levels with a cube distributor and its button | tainted: accept ยท granted: refuse ยท retroactive: no | โ | yes | โ | rare | 19 |
โ
le:turn_it_off_and_on | Have You Tried | The first question of every helpdesk, left unfinished. | Ask a puzzle to start over five times in one visit. | le:mishaps | single visit | Five fresh starts asked for between walking in and walking out. | any area you can reset | tainted: accept ยท granted: refuse ยท retroactive: no | โ | yes | โ | common | 20 |
โ
lepsu:efficient | Efficient | Said of a solution, not of a person. | Win a hard level in ten actions or fewer. | lepsu:skill | single run | Winning run of at most ten actions on a level published at Hard or above. | levels whose builder chose a difficulty; one left at the model's default earns nothing, because the default cannot be told apart from a choice. A run shared with anybody else earns nothing either โ read as the run having been shared, not as the taint flag, since this plugin cancels the taint on the levels it declares built for several players โ and neither does a level that was already solved when you walked in | tainted: refuse ยท granted: refuse ยท retroactive: no | โ | no | โ | rare | 1 |
โ
lepsu:surgical | Surgical | Precise, and nothing more than necessary. | Win a hard level in five actions or fewer. | lepsu:skill | single run | As above, five actions. | same | tainted: refuse ยท granted: refuse ยท retroactive: no | โ | no | lepsu:efficient | radiant | 2 |
โ
lepsu:speedrunner | Speedrunner | The community's own word for the people who do this. | Win a hard level in under a minute. | lepsu:skill | single run | Winning run under sixty seconds on a level published at Hard or above. | same | tainted: refuse ยท granted: refuse ยท retroactive: no | โ | no | โ | rare | 3 |
โ
lepsu:blink | Blink | And you would have missed it. | Win a hard level in under ten seconds. | lepsu:skill | single run | As above, ten seconds. | same | tainted: refuse ยท granted: refuse ยท retroactive: no | โ | no | lepsu:speedrunner | radiant | 4 |
โ
lepsu:legendary_slayer | Legendary Slayer | The builder's own rating, taken at its word. | Win a level its builder published as Legendary. | lepsu:skill | single run | Winning run on a level whose published tier is Legendary or Mythic. | levels whose builder chose a difficulty | tainted: refuse ยท granted: refuse ยท retroactive: no | โ | no | โ | rare | 5 |
โ
lepsu:mythic_slayer | Mythic Slayer | The top of the same scale. | Win a level its builder published as Mythic. | lepsu:skill | single run | Winning run on a level whose published tier is Mythic. | same | tainted: refuse ยท granted: refuse ยท retroactive: no | โ | no | lepsu:legendary_slayer | radiant | 6 |
โ
le:chest_raider | Chest Raider | Plain: the chests hold mirrors, and you came for the mirrors. | Open ten different mirror chests. | le:explorer | lifetime | Ten different mirror chests opened, one count per component. | any area, while actually running it โ a builder opening their own chests in edition mode neither earns it nor builds the tally | tainted: accept ยท granted: refuse ยท retroactive: no | mirror chests opened / 10 | no | โ | common | 4 |
โ
le:mirror_mirror | Second Thoughts | The mirror you cannot leave alone. | Turn the same mirror support twenty times in a single run. | le:mastery | single run | Twenty rotations of one mirror support by this player during one run. | any area | tainted: accept ยท granted: refuse ยท retroactive: no | โ | yes | โ | rare | 13 |
โ
le:full_spectrum_out | The Whole Palette | A painter's full set, put through one instrument. | Make one concentrator send out every colour there is, in a single run. | le:mastery | single run | One concentrator emits white, red, green, blue, yellow, magenta and cyan during one run. | any area | tainted: accept ยท granted: refuse ยท retroactive: no | โ | no | โ | radiant | 14 |
โ
le:full_spectrum_in | Rainbow Diet | What the receiver is being fed, rather than what it asked for. | Send every colour there is into the same receiver, in a single run. | le:mastery | single run | The same seven colours arriving at one receiver during one run, whether or not it lights. | any area | tainted: accept ยท granted: refuse ยท retroactive: no | โ | no | โ | radiant | 18 |
โ
le:pinball | Bank Shot | Billiards: the shot played off the cushion. | Bend ten beams at the same instant. | le:mastery | mechanic measure | Ten derived beams made in one tick โ a reflection, a split, a portal crossing each count as one. | any area | tainted: accept ยท granted: refuse ยท retroactive: no | โ | no | โ | common | 19 |
โ
le:pinball_ii | Ricochet | The bounce that carries on bouncing. | Bend fifteen beams at the same instant. | le:mastery | mechanic measure | Fifteen derived beams made in one tick. | any area | tainted: accept ยท granted: refuse ยท retroactive: no | โ | no | le:pinball | common | 20 |
โ
le:pinball_iii | Crossfire | Lines of fire crossing from every side. | Bend twenty beams at the same instant. | le:mastery | mechanic measure | Twenty derived beams made in one tick. | any area | tainted: accept ยท granted: refuse ยท retroactive: no | โ | no | le:pinball_ii | rare | 21 |
โ
le:pinball_iv | Hall of Mirrors | The room where you cannot tell the reflections apart. | Bend thirty beams at the same instant. | le:mastery | mechanic measure | Thirty derived beams made in one tick. | any area | tainted: accept ยท granted: refuse ยท retroactive: no | โ | no | le:pinball_iii | rare | 22 |
โ
le:pinball_v | Kaleidoscope | The toy that turns one light into a pattern. | Bend forty beams at the same instant. | le:mastery | mechanic measure | Forty derived beams made in one tick. | any area | tainted: accept ยท granted: refuse ยท retroactive: no | โ | no | le:pinball_iv | radiant | 23 |
โ
le:light_year | Long Haul | The distance, not the speed. | Send the beams you command a thousand kilometres in all. | le:dedication | lifetime | Beam kilometres โฅ 1 000, accumulated while this player had the running of the level's beams. | any area | tainted: accept ยท granted: refuse ยท retroactive: no | beam kilometres / 1 000 in km | no | โ | common | 16 |
โ
le:light_year_ii | Far Flung | Further than anywhere you can point at. | Send the beams you command twenty-five thousand kilometres in all. | le:dedication | lifetime | Beam kilometres โฅ 25 000. | any area | tainted: accept ยท granted: refuse ยท retroactive: no | beam kilometres / 25 000 in km | no | le:light_year | rare | 17 |
โ
le:light_year_iii | Speed of Light | Three hundred thousand kilometres is one second of it. | Send the beams you command three hundred thousand kilometres in all. | le:dedication | lifetime | Beam kilometres โฅ 300 000. | any area | tainted: accept ยท granted: refuse ยท retroactive: no | beam kilometres / 300 000 in km | no | le:light_year_ii | radiant | 18 |
โ
le:marathon_solver | Marathon | The distance run in one go. | Solve ten different puzzles in a single server day. | le:dedication | single day | Ten different puzzles solved between one server midnight and the next. | any area | tainted: accept ยท granted: refuse ยท retroactive: no | puzzles solved today / 10 in puzzles | no | โ | rare | 15 |
โ
lepsu:chapter_one_cleared | First Chapter | The first of a book, and the first of the campaign. | Solve every level of the first solo chapter. | lepsu:campaign | lifetime | Every level under the solo.1 path is solved. | the play server's campaign; a server without it has no such rows | tainted: accept ยท granted: accept ยท retroactive: on the next victory | x/N levels | no | โ | common | 1 |
โ
lepsu:solo_complete | Solo Journey | The whole road, walked alone. | Solve every level of the solo campaign. | lepsu:campaign | lifetime | Every level under solo is solved. | as above | tainted: accept ยท granted: accept ยท retroactive: on the next victory | x/N levels | no | lepsu:chapter_one_cleared | rare | 2 |
โ
lepsu:solo_perfect | Nothing Left Behind | Said of a search, not of a score. | Solve every solo level and collect all of their bonuses. | lepsu:campaign | lifetime | Every level under solo solved and every one of their bonuses collected. | as above | tainted: accept ยท granted: accept ยท retroactive: on the next victory | x/N bonuses | no | lepsu:solo_complete | radiant | 3 |
โ
lepsu:duo_debut | Two by Two | How the animals boarded, and how this chapter is played. | Solve every level of the first duo chapter. | lepsu:campaign | lifetime | Every level under duo.1 is solved. | as above | tainted: accept ยท granted: accept ยท retroactive: on the next victory | x/N levels | no | โ | common | 4 |
โ
lepsu:duo_complete | Better Together | The plain truth about the duo road. | Solve every level of the duo campaign. | lepsu:campaign | lifetime | Every level under duo is solved. | as above | tainted: accept ยท granted: accept ยท retroactive: on the next victory | x/N levels | no | lepsu:duo_debut | rare | 5 |
โ
lepsu:community_explorer | Visiting Hours | Calling on what other people built. | Solve five levels built by the community. | lepsu:campaign | lifetime | Five levels under community are solved. | as above | tainted: accept ยท granted: accept ยท retroactive: on the next victory | x/5 | no | โ | common | 6 |
โ
lepsu:community_champion | Local Hero | The one everybody in the neighbourhood knows. | Solve twenty levels built by the community. | lepsu:campaign | lifetime | Twenty levels under community are solved. | as above | tainted: accept ยท granted: accept ยท retroactive: on the next victory | x/20 | no | lepsu:community_explorer | rare | 7 |
โ
lepsu:two_heads | Double Slit | Young's experiment, where one slit is never the whole story. | Win a puzzle built for several players, with someone else beside you. | lepsu:campaign | single run | Winning run that was not tainted and had at least two runs live at once โ which on this server means a level the play server has declared built for several players. | levels declared for several players; a stranger wandering into a solo puzzle taints the run and earns nobody anything | tainted: refuse ยท granted: refuse ยท retroactive: no | โ | no | โ | common | 8 |
โ
lepsu:chapter_one_perfected | Spotless Start | Nothing left on the floor of the first room. | Solve every level of the first solo chapter and collect all of their bonuses. | lepsu:campaign | lifetime | Every level under solo.1 solved and every one of their bonuses collected โ the prerequisite orders the menu, it never gates the award, and a chapter with no bonuses at all is perfected by solving it. | campaign levels only | tainted: accept ยท granted: accept ยท retroactive: on the next victory | x/N bonuses | no | lepsu:chapter_one_cleared | rare | 9 |
โ
lepsu:apprentice_builder_solo | Solo Road | The road you took to earn the tools. | Solve every level of the first four solo chapters. | lepsu:campaign | lifetime | Every level of solo.1 to solo.4 solved โ the solo branch of the builder-rank rule, read on its own. | campaign levels only | tainted: accept ยท granted: accept ยท retroactive: on the next victory | x/N levels | no | โ | rare | 10 |
โ
lepsu:apprentice_builder_duo | Duo Road | The other road to the same tools. | Solve every level of the first two duo chapters. | lepsu:campaign | lifetime | Every level of duo.1 and duo.2 solved โ the duo branch of the same rule, read on its own, so finishing the second road after the first is still worth something. | campaign levels only | tainted: accept ยท granted: accept ยท retroactive: on the next victory | x/N levels | no | โ | rare | 11 |
โ
lepsu:partners_in_light | Old Friends | The one you always call when it takes two. | Win on Duo levels three times with the same partner. | lepsu:social | lifetime | Three victories on levels tagged Duo alongside the same other player. | levels tagged Duo, with exactly two runs live and exactly one other player having shared the visit | tainted: accept ยท granted: refuse ยท retroactive: no | best partnership / 3 | no | โ | rare | 1 |
โ
lepsu:trio_trouble | Three's Company | Said of the third, usually less kindly. | Win a Trio level with three players in it. | lepsu:social | single run | A victory on a level tagged Trio with three runs live at once. | levels tagged Trio | tainted: accept ยท granted: refuse ยท retroactive: no | โ | no | โ | rare | 2 |
โ
lepsu:mission_impossible | Not a Scratch | Through the beams without touching one. | Win a Dodge level without a single beam catching you, on your own. | lepsu:skill | single run | A victory on a level tagged Dodge, alone, with no laser burn recorded against the player between walking in and walking out. | levels tagged Dodge, with no other run live โ the taint flag is not enough, since this plugin cancels it on the levels it has declared built for several players | tainted: refuse ยท granted: refuse ยท retroactive: no | โ | no | โ | radiant | 7 |
โ
lepsu:chapter_cleared_<branch>_<n> | {0} Chapter {1} | Family, one per chapter: the chapter names itself. | Solve every level of chapter {1} of the {0} campaign. | lepsu:campaign | per chapter | Every level of that chapter solved. One pair generated per chapter found under solo and duo, re-checked whenever the portal tree changes; solo.1 is excluded because it has two hand-written rows of its own. | campaign levels only | tainted: accept ยท granted: accept ยท retroactive: on the next victory | x/N levels | no | โ | common | 20 + 2ยทk |
โ
lepsu:chapter_perfected_<branch>_<n> | {0} Chapter {1}: Perfect | The same chapter, with nothing left behind. | Solve every level of chapter {1} of the {0} campaign and collect all of their bonuses. | lepsu:campaign | per chapter | Every level of that chapter solved and every one of their bonuses collected โ a chapter whose builders gave it no bonuses is perfected by solving it, rather than being left unfinishable. | campaign levels only | tainted: accept ยท granted: accept ยท retroactive: on the next victory | x/N bonuses | no | lepsu:chapter_cleared_<branch>_<n> | rare | 21 + 2ยทk |
Deliveryโ
| ID | Owner | Trigger | Icon | Data needs | Wave | Status | Notes |
|---|---|---|---|---|---|---|---|
โ
le:first_victory | LE | stats saved / join (retroactive) | Torch | existing | engine | validated | Built-in, ships with #530's core sub-issue. |
โ
le:first_bonus | LE | stats saved / join (retroactive) | Gold nugget | existing | 1 | validated | Implemented; ships with V11.1.0. Sits in Firsts but opens the bonus chain. |
โ
le:first_portal | LE | component event | End portal frame | existing (AfterPlayerPortalTeleportEvent) | 1 | validated | Implemented; ships with V11.1.0. Hangs off a single event, so no progress bar and nothing to recognise from history. |
โ
le:first_lock | LE | component event | Tripwire hook | existing (LockPlayerOpenEvent) | 1 | validated | Implemented; ships with V11.1.0. Same shape: no bar, no retroactive award โ there is no record of a lock opened last year. |
โ
le:first_cube | LE | component event | Iron block | existing (CubeAfterGrabEvent) | 1 | validated | Implemented; ships with V11.1.0. Same shape. |
โ
le:first_receiver | LE | mechanic fact | Target | detector (fact marked at the receiver, on the unlit-to-lit transition) | 1 | validated | Implemented; ships with V11.1.0. The onboarding row of the mechanic facts: the first thing a player ever makes the light do. |
โ
le:first_try | LE | victory | Rabbit's foot | existing (victory summary: first entry into the area) | 1 | validated | Implemented; ships with V11.1.0. Reads the summary's new first entry flag. |
โ
le:ten_puzzles | LE | stats saved / join (retroactive) | Glowstone | existing | engine | validated | Built-in, ships with #530's core sub-issue; tests chains, prerequisite display and progress. |
โ
le:twenty_five_puzzles | LE | stats saved / join (retroactive) | Sea lantern | existing | 1 | validated | Implemented; ships with V11.1.0. |
โ
le:fifty_puzzles | LE | stats saved / join (retroactive) | Beacon | existing | 1 | validated | Implemented; ships with V11.1.0. |
โ
le:serial_solver | LE | stats saved / join (retroactive) | Redstone lamp | existing | 1 | validated | Implemented; ships with V11.1.0. The only solver row counting total wins rather than distinct puzzles, so replays count. |
โ
le:ten_bonuses | LE | stats saved / join (retroactive) | Raw gold | existing | 1 | validated | Implemented; ships with V11.1.0. |
โ
le:thirty_bonuses | LE | stats saved / join (retroactive) | Gold block | existing | 1 | validated | Implemented; ships with V11.1.0. |
โ
le:seventy_five_bonuses | LE | stats saved / join (retroactive) | Enchanted golden apple | existing | 1 | validated | Implemented; ships with V11.1.0. |
โ
le:clean_sheet | LE | victory | Gold ingot | existing (victory summary: bonuses won / total in area, tainted, pre-solved) | engine | validated | Built-in, ships with #530's core sub-issue; tests tainted: refuse and the pre-solved rule. |
โ
le:tainted_love | LE | victory | Redstone | existing | 1 | validated | Implemented; ships with V11.1.0. Tests tainted: accept and the secret-achievement broadcast. Its counterpart โ winning a level built for several players โ left the built-ins and belongs to LEPSU (see the note above the catalogue). |
โ
le:five_kilometres | LE | stats saved / join (retroactive) | Leather boots | existing | 1 | validated | Implemented; ships with V11.1.0. |
โ
le:twenty_kilometres | LE | stats saved / join (retroactive) | Diamond boots | existing | 1 | validated | Implemented; ships with V11.1.0. |
โ
le:five_hours | LE | stats saved / join (retroactive) | Feather | existing | 1 | validated | Implemented; ships with V11.1.0. Progress counted in minutes. |
โ
le:thirty_hours | LE | stats saved / join (retroactive) | Recovery compass | existing | 1 | validated | Implemented; ships with V11.1.0. Progress counted in minutes. |
โ
le:five_thousand_actions | LE | stats saved / join (retroactive) | Lever | existing | 1 | validated | Implemented; ships with V11.1.0. |
โ
le:two_hundred_entries | LE | stats saved / join (retroactive) | Oak door | existing | 1 | validated | Implemented; ships with V11.1.0. Counts entries, won or not. |
โ
le:anniversary | LE | victory | Cake | existing (clock at victory in the player's time zone, and the date First Light was recorded) | 1 | validated | Implemented; ships with V11.1.0. Dates from when First Light was recorded, not from a victory that predates the achievement system โ which is exactly why it cannot be recognised from a player's history. |
โ
le:night_owl | LE | victory | Clock | existing (clock at victory, in the player's time zone) | engine | validated | Built-in, ships with #530's core sub-issue; tests hidden rows and the secret-achievement broadcast. |
โ
le:beam_through_portal | LE | mechanic fact | Ender eye | detector (fact marked at the portal exit, once per crossing) | 1 | validated | Implemented; ships with V11.1.0. |
โ
le:set_in_stone | LE | mechanic fact | White stained glass | detector (fact marked at the solidifier, while it holds any block) | 1 | validated | Implemented; ships with V11.1.0. |
โ
le:senders_facing | LE | mechanic fact | Redstone torch | detector (fact marked at the sender being hit head-on) | 1 | validated | Implemented; ships with V11.1.0. Hidden: its title and description name a component the player meets late in the campaign. |
โ
le:record_breaker | LE | victory | Diamond | existing (victory summary: a personal record beaten, tainted) | 1 | validated | Implemented; ships with V11.1.0. Reads the summary's new beat a personal record flag. Refuses a shared run, because such a run keeps no record to beat. |
โ
le:attrition | LE | victory | Wither rose | existing (victory event: the puzzle's standing before and after the run) | 1 | validated | Implemented; ships with V11.1.0. Reads the area's distinct-solver and distinct-entrant counts, which the same release makes real โ nb_players had always counted entrants. Difficulty measured as this server's players experience it, so no difficulty tier is needed and none goes stale on a small server. |
โ
le:glassworks | LE | mechanic measure | Light blue stained glass | detector (measure reported at the solidifier: one block of glass per particle it is about to place) | 1 | validated | Implemented; ships with V11.1.0. First achievement about a magnitude rather than a condition: the figure lives in the registration, not in the enum, so retuning it after the beta costs one number and the descriptions naming it. Twenty-five is above one solidified beam's worth and is to be confirmed against a real level. |
โ
le:first_mirror | LE | component event | Glass pane | new (the actor named on the existing mirror-placed event) | 1 | validated | Implemented; ships with V11.1.0. The actor travels through the placement animation task, so the event that says the mirror is in place also says whose it is. Read from that completion, never from the attempt. |
โ
le:first_elevator | LE | component event | Piston | new (the cage announces its passengers where it already sweeps them) | 1 | validated | Implemented; ships with V11.1.0. The elevator names no Player anywhere, but it does hold every Entity inside its cage โ sweeping them is how it carries them โ so a passenger costs one instanceof in a loop that runs regardless. Announced once per ride, not once per block. |
โ
le:emancipated | LE | component event | Iron bars | existing (the grid's walk-through event, plus its Death flag) | 1 | validated | Implemented; ships with V11.1.0. Read from the walk-through, which the grid fires before it takes the player's health โ so the run is still live, the fairness check applies normally, and the notification reaches someone who can still read it. The design had assumed this row would need the ungated award path; checked against the code, it does not. |
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le:first_rotation | LE | component event | Compass | new (the actor named on the existing rotation event) | 1 | validated | Implemented; ships with V11.1.0. Read from the after-event, never the attempt. The catalogue's title for this row was a verbatim song title, which the naming charter does not allow โ renamed, and easy to overrule while it is unreleased. Its plumbing is the convention the other actor-dependent rows will follow. |
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le:untouched | LE | victory | Snow block | new (per-puzzle tally: fresh starts asked for) | 1 | validated | Implemented; ships with V11.1.0. Read at the victory from what the puzzle's own tally holds โ the restatement that made a second per-player lifetime unnecessary. |
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le:percussive_maintenance | LE | stats saved | Stick | new (lifetime tally: fresh starts asked for) | 1 | validated | Implemented; ships with V11.1.0. Hidden and barless: a bar counting towards a secret is the secret, told badly. Judged at the next run boundary, since asking for a reset fires no evaluation of its own. |
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le:frequent_flyer | LE | stats saved | Ender pearl | new (lifetime tally: portals come out of) | 1 | validated | Implemented; ships with V11.1.0. Crossings are buffered in memory and written in one statement when the player leaves the puzzle, so repeating one costs no extra write. |
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le:own_worst_rival | LE | stats saved | Clock | new (lifetime tally: own records beaten) | 1 | validated | Implemented; ships with V11.1.0. The habit to le:record_breaker's first time; raised only on a solo run, since a shared one keeps no record. |
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le:prism_split | LE | mechanic fact | Amethyst shard | detector (smoke fact at the prism site) | engine | validated | Built-in, ships with #530's mechanic-facts sub-issue; proves the mechanic-fact pipeline and the causal attribution. |
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le:arrow_in_a_puzzle | LE | component event | Arrow | existing (Bukkit EntityShootBowEvent, filtered on the shooter standing inside an area) | 1 | validated | Implemented; ships with V11.1.0. Opens the Mishaps category. Hidden, because a joke read off a checklist is not one. |
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le:firestarter | LE | mechanic fact | Flint and steel | detector (fact marked once at the burnable block, when it starts melting) | 1 | validated | Implemented; ships with V11.1.0. The only mechanic fact that lives in Mishaps: setting the scenery on fire solves nothing. |
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le:no_second_chances | LE | victory | Golden carrot | existing (victory event: first entry, and the run's collected bonuses) | 1 | validated | Implemented; ships with V11.1.0. The strict form of le:clean_sheet: same sweep, but only the very first visit counts, so there is no second attempt and nothing to show progress on. |
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le:stairway | LE | mechanic fact | Amethyst block | detector (fact marked at the solidifier when the frozen path gains height) | 1 | validated | Implemented; ships with V11.1.0. Height is compared with a small epsilon rather than exactly, since a beam's path is computed in floating point. Named for what it looks like โ the catalogue's original title quoted a song, which the naming charter refuses. |
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le:escape_velocity | LE | component event | Firework rocket | existing (AfterPlayerPortalTeleportEvent, reading the arriving speed) | 1 | validated | Implemented; ships with V11.1.0. The 1.2 blocks-per-tick threshold is reasoned from the code and is to be confirmed against a real level; it lives in the listener, so correcting it costs one number. |
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le:cube_courier | LE | component event | Chest minecart | existing (AfterPlayerPortalTeleportEvent, plus whether the player is holding a cube) | 1 | validated | Implemented; ships with V11.1.0. Hangs off the same event as Escape Velocity, asking a different question of it. |
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le:wrist_workout | LE | stats saved | Lever | new (lifetime tally: components turned) | 1 | validated | Implemented; ships with V11.1.0. Counted from the rotation after-event, which carries the actor, so a scheduled or synced turn credits nobody โ and only while the actor has a live run in that puzzle, so a builder laying out a level does not fill in a chain about playing. |
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le:wrist_workout_ii | LE | stats saved | Iron trapdoor | same tally | 1 | validated | Implemented; ships with V11.1.0. |
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le:wrist_workout_iii | LE | stats saved | Netherite ingot | same tally | 1 | validated | Implemented; ships with V11.1.0. Two thousand turns is the catalogue's own figure, kept as the chain's top rung. |
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le:gravity_fiddler | LE | stats saved | Slime ball | new (lifetime tally: sphere resizes) | 1 | validated | Implemented; ships with V11.1.0. There is no after-event for a resize, so it is read at MONITOR on the attempt: not cancelled, and the size actually different. |
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le:butterfingers | LE | stats saved | Ender eye | new (lifetime tally: portals lost to a grid) | 1 | validated | Implemented; ships with V11.1.0. Counted on the grid's contact announcement, which is fired before anything is applied โ the only moment the portals are still there to be counted. |
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le:cube_overboard | LE | component event | Bucket | existing (PlayerWalkedThroughEmancipationGridEvent, plus whether the player is holding a cube) | 1 | validated | Implemented; ships with V11.1.0. Same moment as Butterfingers, asking a different question: the grid releases the held cube a moment later, so this is the last tick on which it is still in hand. |
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le:sightseer | LE | area exit | Map | existing (area_player_stats: one row per puzzle entered) | 1 | validated | Implemented; ships with V11.1.0. Opens the new Explorer category. Counted by a single query when a run ends, not per rule and not on a timer, so it is right for a veteran without a new tally. |
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le:scenic_route | LE | area exit | Leather boots | existing (the run's own step counter, published when the run ends) | 1 | validated | Implemented; ships with V11.1.0. Reads the new run-ended announcement, which fires for a win and for walking away alike. |
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le:lost | LE | area exit | Compass | existing (area_player_stats: entries and victories in this puzzle) | 1 | validated | Implemented; ships with V11.1.0. Self-destroying condition handled by the ratchet: solving it later never takes the row back. The title is wry about the search, never about the player. |
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le:stubborn | LE | area exit | Obsidian | existing (the run's own duration) | 1 | validated | Implemented; ships with V11.1.0. |
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le:colour_theorist | LE | victory | Glass | derived (the area's component types, asked once per victory) | 1 | validated | Implemented; ships with V11.1.0. Needed a by-id lookup of a loaded area, which the area manager now offers; it walks the loaded areas rather than keeping an index, because an id is asked for at the pace somebody finishes a puzzle. |
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le:clockwork | LE | component event | Repeater | existing (PlayerEnteredAreaEvent, plus the area's own components) | 1 | validated | Implemented; ships with V11.1.0. A level property, free to ask: the components are already in memory when the entry fires. The catalogue mentions a second scheduled-action row whose text never reached us; it is still unspecified. |
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le:on_your_marks | LE | component event (race) | Golden boots | existing (AfterRaceGroupFinishedEvent) | 1 | validated | Implemented; ships with V11.1.0. Opens the new Race category. Awarded by UUID rather than to a player standing in a puzzle: a racer is teleported out the moment they finish. |
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le:podium | LE | component event (race) | Iron ingot | existing (AfterRaceRunFinishedEvent + the persisted per-group results) | 1 | validated | Implemented; ships with V11.1.0. A race is scored per group and by total time, so placement only means anything once every group is in โ which is why it waits for the run rather than the group. |
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le:photo_finish | LE | component event (race) | Gold ingot | same | 1 | validated | Implemented; ships with V11.1.0. |
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le:race_regular | LE | component event (race) + stats saved | Redstone torch | new (lifetime tally: race runs finished) | 1 | validated | Implemented; ships with V11.1.0. Awarded on the spot when the tally reaches three, with a rule that catches up at the next statistics write so a player who was offline still gets it. |
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le:rtfm | LE | stats saved | Book | new (lifetime tally: info-item readings) | 1 | validated | Implemented; ships with V11.1.0. The info feature announces a reading rather than counting one, so it knows about neither the statistics nor the achievements. Counted only once the item has told the player something โ pointing it at nothing is not reading the manual. |
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le:hard_head | LE | stats saved | Iron helmet | new (lifetime tally: refusals) | 1 | validated | Implemented; ships with V11.1.0. Announced at the refusal itself, not at the message: the component_blocked_message option decides what the player reads, never whether the refusal happened. |
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le:skeleton_key | LE | stats saved | Tripwire hook | existing (LockPlayerOpenEvent) + the lock's key chests | 1 | validated | Implemented; ships with V11.1.0. The catalogue asked for "all keys optional"; there is no optional key chest in the model, so the honest reading is a lock with no key chest at all. |
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le:boomerang | LE | stats saved | Ender pearl | new (per-puzzle tally: command teleports) | 1 | validated | Implemented; ships with V11.1.0. Read from Bukkit's teleport event filtered on the COMMAND cause while a run is live, so the plugin's own teleports โ reset, checkpoint, portal โ are excluded by construction. |
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le:boomerang_ii | LE | stats saved | Ender eye | same tally | 1 | validated | Implemented; ships with V11.1.0. |
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le:boomerang_iii | LE | stats saved | Chorus fruit | same tally | 1 | validated | Implemented; ships with V11.1.0. |
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le:switchboard | LE | mechanic fact | Lever | detector (the receiver's unlit โ lit transition, already marked) + new lifetime tally | 1 | validated | Implemented; ships with V11.1.0. Reads a tally but is decided on the light rather than at the next statistics write, so the row arrives when the thing happens. The tally is raised by the statistics listener one event priority earlier, which is what lets the rule count the receiver that has just lit. |
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le:switchboard_ii | LE | mechanic fact | Redstone lamp | same | 1 | validated | Implemented; ships with V11.1.0. |
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le:switchboard_iii | LE | mechanic fact | Beacon | same | 1 | validated | Implemented; ships with V11.1.0. |
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le:spectrum_master | LE | mechanic fact | Glass bottle | detector (three new facts: a receiver asking for yellow, magenta or cyan going from unlit to lit) + three lifetime tallies | 1 | validated | Implemented; ships with V11.1.0. Three facts rather than one so the bar can say which colours are still missing. Settles the catalogue's #39-vs-#93 overlap in favour of the lifetime reading; the single-run seven-colour row stays set aside with the rest of the per-component work. |
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le:ouch | LE | component event | Blaze powder | new (PlayerBurntByLaserEvent, fired from the impact processor) | 1 | validated | Implemented; ships with V11.1.0. The episode is bounded by the fire itself โ announced only when the player was not already alight โ so standing in a beam is one burn rather than four hundred. |
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le:well_done | LE | stats saved | Cooked beef | same event + new lifetime tally | 1 | validated | Implemented; ships with V11.1.0. The same event will carry the per-run "never hit" flag the companion plugin's dodge row needs. |
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le:kaboom | LE | component event | Gunpowder | new (PlayerCaughtInBlastEvent, fired per player caught by the melt-down) | 1 | validated | Implemented; ships with V11.1.0. The blast already knew its victims โ it damages them by name โ so nothing had to be inferred. |
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le:server_legend | LE | victory | Nether star | existing (the puzzle's standing before and after the run, already published on the victory) | 1 | validated | Implemented; ships with V11.1.0. Needed nothing new: the victory already publishes the records as a before/after pair, which is exactly the comparison. |
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le:triple_crown | LE | victory | Golden apple | same, compared against the run's own duration, steps and actions | 1 | validated | Implemented; ships with V11.1.0. Holding the three is a fact about one instant, and the award is a ratchet: somebody beating one of them tomorrow never takes it back. |
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le:chain_reaction | LE | mechanic fact | Fire charge | derived (the run's own history of ignition credits) | 1 | validated | Implemented; ships with V11.1.0. The fact nothing marks: three separate instants are not something one tick can see, so it is worked out on the run tracker and added to the credited set at the moment it becomes true. The queue never grows past three entries. |
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le:cube_factory | LE | area exit | Iron block | new (per-run tally on the run tracker) | 1 | validated | Implemented; ships with V11.1.0. The service that makes a cube is handed a distributor, not a player; the button press is the only place that knows who asked, so that is where the run is credited. |
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le:turn_it_off_and_on | LE | area exit | Redstone | existing (the per-puzzle reset tally) read as a difference since entry | 1 | validated | Implemented; ships with V11.1.0. A reset abandons the run and starts a fresh one, so a per-run counter could never see across it; the tallies now remember what they held the moment the player walked in, and "since you came in" is a subtraction. |
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lepsu:efficient | LEPSU | victory (LEPSU @MONITOR) | Feather | existing (the run summary the engine publishes on the victory) + the room's published difficulty | 1 | validated | Implemented; ships with LEPSU V1.30.0. Opens the new Skill tab. The catalogue asked for a tier established over twenty distinct players; no such tier exists โ what the model has is the builder's own figure โ so the floor is the published tier, and a room sitting on the model's default earns nothing. |
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lepsu:surgical | LEPSU | victory | Shears | same | 1 | validated | Implemented; ships with LEPSU V1.30.0. |
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lepsu:speedrunner | LEPSU | victory | Sugar | same | 1 | validated | Implemented; ships with LEPSU V1.30.0. |
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lepsu:blink | LEPSU | victory | Ender eye | same | 1 | validated | Implemented; ships with LEPSU V1.30.0. The catalogue wanted it hidden as trivially farmable; the difficulty floor is what stops that, so it is shown like its chain. |
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lepsu:legendary_slayer | LEPSU | victory | Red concrete | existing (the room's published difficulty) | 1 | validated | Implemented; ships with LEPSU V1.30.0. |
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lepsu:mythic_slayer | LEPSU | victory | Purple concrete | same | 1 | validated | Implemented; ships with LEPSU V1.30.0. |
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le:chest_raider | LE | component event | Chest | new counter (player_component_mark, keyed by component) | 2 | validated | Implemented; ships with V11.1.0. A mirror chest is a real chest and the plugin lets the right-click through, so the moment caught is Minecraft's own inventory opening; the block behind it says which chest it was. Keyed per component so opening one chest ten times counts once. |
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le:mirror_mirror | LE | component event | Glass pane | new counter (per-run, keyed by component) | 3 | validated | Implemented; ships with V11.1.0. The run tracker now carries per-component tallies, bounded at 256 components per run so a wandering run cannot grow them without limit. |
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le:full_spectrum_out | LE | component event | Prismarine crystals | existing event + the same per-run, per-component mask | 3 | validated | Implemented; ships with V11.1.0. ConcentratorColorChangeEvent names no player, so the area is asked who โ if anyone โ can be held responsible on exactly the terms the optical facts use. Earning it needs a level where three primary feeds into one concentrator can be switched independently; to be confirmed against a real level. |
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le:full_spectrum_in | LE | component event | Beacon | new event (LaserReceiverInputColorChangeEvent) + the same mask | 3 | validated | Implemented; ships with V11.1.0. The receiver's per-tick task already built the set of colours arriving; it now merges it and announces the result only when it changes, so the added cost is one comparison. Same caveat as the row above: to be confirmed against a real level. |
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le:pinball | LE | mechanic measure | Slime ball | detector (BEAM_REDIRECTIONS) | 2 | validated | Implemented; ships with V11.1.0. Read off the buffer the laser step already fills with the tick's derived particles, so there is no per-component site to forget or double-count. Figures to be confirmed against a real level. The description is an active imperative โ Bend ten beamsโฆ โ and not a state โ Leave ten beams bentโฆ: the figure is the level's, but the credit rule means only the player whose own move brought it about is awarded, and le:glassworks, the other mechanic measure, is phrased the same way. Raised twice in review and settled here, so it is not re-opened. |
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le:pinball_ii | LE | mechanic measure | Magma cream | same | 2 | validated | Implemented; ships with V11.1.0. |
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le:pinball_iii | LE | mechanic measure | Firework star | same | 2 | validated | Implemented; ships with V11.1.0. |
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le:pinball_iv | LE | mechanic measure | Amethyst cluster | same | 2 | validated | Implemented; ships with V11.1.0. |
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le:pinball_v | LE | mechanic measure | Nether star | same | 2 | validated | Implemented; ships with V11.1.0. |
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le:light_year | LE | stats saved | Glowstone dust | new counter (beam_kilometres) + a per-run accumulator | 2 | validated | Implemented; ships with V11.1.0. Each tick, the number of particles alight is the number of half-blocks the light covered; it is credited to the single run whose own last action is the most recent, and to nobody while two runs have acted on the same tick. Nothing is counted in a level nobody is in. Figures to be confirmed against a real level. |
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le:light_year_ii | LE | stats saved | Glowstone | same | 2 | validated | Implemented; ships with V11.1.0. |
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le:light_year_iii | LE | stats saved | Sea lantern | same | 2 | validated | Implemented; ships with V11.1.0. |
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le:marathon_solver | LE | victory | Clock | new counter (player_daily_victory) | 2 | validated | Implemented; ships with V11.1.0. One row per player, per day, per puzzle, so a puzzle replayed all afternoon counts once; the day is the server's own calendar, and rows older than today are swept away at start-up. |
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lepsu:chapter_one_cleared | LEPSU | victory (LEPSU @MONITOR) | Paper | existing (the portal-tree progress snapshot) | 1 | validated | Implemented; ships with LEPSU V1.30.0. Re-asked in full at every victory rather than tracked, which is also what hands a player who finished the branch long ago everything they had earned, the next time they win anything. |
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lepsu:solo_complete | LEPSU | victory | Written book | same | 1 | validated | Implemented; ships with LEPSU V1.30.0. |
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lepsu:solo_perfect | LEPSU | victory | Nether star | same, plus the branch's bonus totals | 1 | validated | Implemented; ships with LEPSU V1.30.0. |
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lepsu:duo_debut | LEPSU | victory | Lead | same | 1 | validated | Implemented; ships with LEPSU V1.30.0. |
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lepsu:duo_complete | LEPSU | victory | Golden apple | same | 1 | validated | Implemented; ships with LEPSU V1.30.0. |
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lepsu:community_explorer | LEPSU | victory | Spyglass | same | 1 | validated | Implemented; ships with LEPSU V1.30.0. |
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lepsu:community_champion | LEPSU | victory | Amethyst cluster | same | 1 | validated | Implemented; ships with LEPSU V1.30.0. The denominator is unbounded and grows, so it counts rather than showing a percentage. |
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lepsu:two_heads | LEPSU | victory | Player head | existing (the run summary the engine publishes) | 1 | validated | Implemented; ships with LEPSU V1.30.0. Moved here from Lasers-Enigma: nothing in the engine ever cancels a taint, so on a server running the plugin alone the row could never be earned. Only a plugin that knows which levels are built for several players can own it. |
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lepsu:chapter_one_perfected | LEPSU | victory | Gold ingot | existing (sumBonusesUnder / totalBonusesUnder) | 1 | validated | Implemented; ships with LEPSU V1.30.0. |
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lepsu:apprentice_builder_solo | LEPSU | victory | Crafting table | existing (CreatorUnlockService) | 1 | validated | Implemented; ships with LEPSU V1.30.0. The promotion rule stops at the first branch that says yes, which is right for a role granted once and wrong for two rows, so the service gained a per-branch reading. The award ratchets where the rule does not. |
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lepsu:apprentice_builder_duo | LEPSU | victory | Smithing table | same | 1 | validated | Implemented; ships with LEPSU V1.30.0. |
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lepsu:partners_in_light | LEPSU | victory | Lantern | new counter (duo_partner_victory, owned by LEPSU) | 3 | validated | Implemented; ships with LEPSU V1.30.0. Nothing in the engine records who somebody played with, so this plugin keeps a per-visit note of who shared the level and a persisted counter per pair, written from both sides. |
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lepsu:trio_trouble | LEPSU | victory | Campfire | existing (tag + the run summary) | 1 | validated | Implemented; ships with LEPSU V1.30.0. |
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lepsu:mission_impossible | LEPSU | victory | Shield | existing event (PlayerBurntByLaserEvent) + a per-visit flag owned by LEPSU | 2 | validated | Implemented; ships with LEPSU V1.30.0. The engine announces a burn as it happens; what the row needs is whether one ever happened during the visit, so this plugin holds that flag itself rather than widening the engine's run summary. |
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lepsu:chapter_cleared_<branch>_<n> | LEPSU | victory | Map | existing | 1 | validated | Implemented; ships with LEPSU V1.30.0. Generated from the portal tree at enable and re-checked on every PortalsUpdatedEvent, so a chapter built tomorrow gets its pair the moment it appears. Titles are parameterised on the branch and the chapter number. |
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lepsu:chapter_perfected_<branch>_<n> | LEPSU | victory | Gold ingot | existing | 1 | validated | Implemented; ships with LEPSU V1.30.0. |
Set aside, and whyโ
Rows from the catalogue this wave did not build. The bar for setting one aside is narrow: a significant cost to the running server, or a complexity out of proportion to the row. Nothing else qualifies โ in particular, not being able to measure something in game is a reason to ship the row with its figure marked to confirm, never a reason to leave the row unwritten, and neither is sequencing: a structure that has to be written first is work, not a refusal.
| Row | Set aside because | What it would take |
|---|---|---|
| Dรฉjร Vu (the same beam twice on the same mirror) | cost โ the only row in the catalogue that adds per-particle bookkeeping to the loop that moves every beam of every active area. Its cost is the data structure, not the observation, so the "free when nobody asks" gate cannot cover it. | Its own project, with a measured budget on the beta server, and a configuration switch. |
| Gravity Well (beams bent by one sphere) | cost โ counting how many beams a single sphere is bending is per-particle work in the same loop. | A detector shaped on purpose behind the observation gate, with its cost measured before it ships. The measure channel is ready for it. |
| Loop Wrangler (a self-sustaining laser loop) and Infinite Loop (a floor-to-ceiling portal momentum loop held for thirty seconds) | cost โ neither loop has a detector, and neither detector is small: one has to notice the instant a beam path closes on itself, the other has to keep a per-area tick counter in the portal subsystem. Both are projects, not rows. | A detector each, budgeted and measured on the beta server before it ships, behind the observation gate so a server nobody asks pays nothing. |
Several rows that appeared here in an earlier pass have since been written, and the reasons given for them did not meet the bar above. Chest Raider was set aside on a factual error โ a mirror chest placed by a builder is a real chest, and a player opening it to take the mirrors is an ordinary act of play. Pinball was said to have no single place where a beam is bent; it has one, the buffer the laser step already fills with the tick's derived beams. Light Year and Marathon Solver were set aside for sequencing, which is not one of the two admissible reasons: an unmeasured figure ships marked to confirm, and a new persisted structure is work, not a refusal. Full Spectrum and Mirror, Mirror needed per-component identity within a run; that axis has now been built, bounded at 256 components per run.
Some shipped rows carry a figure that was reasoned from the code rather than measured in game: Glassworks (twenty-five blocks of glass at once), Escape Velocity (1.2 blocks per tick on the way out of a portal), the Bank Shot chain (ten to forty beams bent at once) and the Long Haul chain (a thousand to three hundred thousand kilometres). Each is noted in the delivery table as to be confirmed against a real level. Calibrating them is testing work, not a defect: the figure lives in the registration rather than in any enum, so correcting one costs a number and the descriptions that name it.