> For the complete documentation index, see [llms.txt](https://edseries-plugins.gitbook.io/p/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://edseries-plugins.gitbook.io/p/edminions/features/integrations.md).

# Plugin Integrations

Every integration is a **soft depend** — EdMinions runs fine with any subset installed. All integrations use only the host plugins' public, thread-safe APIs, so the whole grind path stays off the main thread.

## PinnaPrison — mine with you

Active while you stand **inside your own private mine**.

* Targets come from the owned-mine API (`findBlocksNear` / `findTopBlock`) — the same lock-free path PinnaPrison's built-in autominers use.
* Breaks go through `breakBlocksInOwnMine(...)` with full payment flags: block currencies, autosell/backpack and Token Greed apply exactly as if you mined the block.
* **Enchant upgrade** procs route the block through `breakBlock(..., affectEnchants=true)` so your pickaxe enchants can chain.
* **Simulated gravity on packet blocks**: the mine floor only exists client-side and packet mobs have no server physics, so the ticker simulates gravity itself — the minion stands on the mine's `highestBlockY` column data, falls with vanilla-like acceleration as the blocks under it get mined and steps up on mine resets. One double of state per minion.
* The minion mirrors your **PinnaPrison pickaxe** in its hand.

## EdTools — farm with you

Active while you are in a regen-zone session.

* Targets come from your per-player fake-block layout (`getPlayersLoadedBlocks`).
* Breaks go through `mineBlockAsPlayer(...)` with your current omnitool id — sell, block currencies, lucky blocks and (with the enchant upgrade) your tool enchants all apply.
* The minion mirrors your **omnitool**.

## EdDungeons — fight with you

Active while you are in a dungeon session.

* The minion attacks your **auto-hit mob** first, otherwise the nearest living mob in your session, positioning itself next to it.
* Damage = `behavior.eddungeons.damage-percent` % of your sword damage, dealt through `hitMob(...)` — your damage boosters, swing currencies, enchant procs and kill rewards all apply (dungeon mobs are per-player, so attribution is inherent).
* The **area upgrade** cleaves several mobs at once; the **enchant upgrade** procs your sword enchants.
* The minion mirrors your **dungeon sword**, custom model data included.

## Upgrade costs

Every upgrade is charged in a currency of the installed provider plugin (auto-detected) — see [Upgrades & Food](/p/edminions/features/upgrades-and-food.md).
