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- #All configuration items related to the core gameplay
- [gameplay]
- #Amount of initial citizens. [Default: 4, min: 1, max: 10]
- #Range: 1 ~ 10
- initialcitizenamount = 4
- #Should construction tape be placed around in-construction builds? [Default: true]
- builderplaceconstructiontape = true
- #Should players be able to place an infinite amount of supply camps/ships? [Default: false]
- allowinfinitesupplychests = false
- #Should players be allowed to abandon their colony to create a new one easily? Note: This is buggy! [Default: false]
- allowinfinitecolonies = false
- #Should colonies in other dimensions be allowed? [Default: true]
- allowotherdimcolonies = true
- #If a colony is under the initial citizen count, this changes the amount of time before a new citizen spawns. [Default: 60, min: 10, max: 600]
- #Range: 10 ~ 600
- citizenrespawninterval = 60
- #Max citizens in one colony. [Default: 250, min: 4, max: 500]
- #Range: 4 ~ 500
- maxcitizenpercolony = 250
- #Delay after each block placement (increasing it increases the delay). [Default: 15, min: 1, max: 500]
- #Range: 1 ~ 500
- builderbuildblockdelay = 15
- #Delay modifier to mine a block (decreasing it decreases the delay). [Default: 500, min: 1, max: 10000]
- #Range: 1 ~ 10000
- blockminingdelaymodifier = 500
- #Should development features be enabled (might be buggy)? [Default: false]
- enableindevelopmentfeatures = false
- #Should citizen name tags be rendered? [Default: true]
- alwaysrendernametag = true
- #Should workers work during the rain? [Default: false]
- workersalwaysworkinrain = false
- #Should players be sent entering/leaving colony notifications? [Default: true]
- sendenteringleavingmessages = true
- #Should players be allowed to change citizen names? -1 for false, 0 for certain players only, 1 for true. (To set which players can change the names, see "Special Permissions Group" below.) [Default: 1, min: -1, max: 1]
- #Range: -1 ~ 1
- allowglobalnamechanges = 1
- #Should special holiday content be displayed? [Default: true]
- holidayfeatures = true
- #Quantity of dirt per compost filling. [Default: 1, min: 0, max: 100]
- #Range: 0 ~ 100
- dirtfromcompost = 1
- #Chance for the Miner to get an ore when mining cobblestone or stone (by default, can be expanded with datapacks to other materials). This is a percentage. (To change which ores the Miner can find, see "List of Lucky Ores".) [Default: 1, min: 0, max: 100]
- #Range: 0 ~ 100
- luckyblockchance = 1
- #The minimum level a Town Hall has to be to allow teleportation to allied colonies. [Default: 3, min: 0, max: 5]
- #Range: 0 ~ 5
- minthleveltoteleport = 3
- #Suggest build tool usage when trying to place a building without the build tool. [Default: true]
- suggestbuildtoolplacement = true
- #Food consumption modifier. [Default: 1.000000, min: 0.100000, max: 100.000000]
- #Range: 0.1 ~ 100.0
- foodmodifier = 1.0
- #How common diseases are. 1 = Very common, 100 = extremely rare. [Default: 5, min: 1, max: 100]
- #Range: 1 ~ 100
- diseasemodifier = 5
- #If part of the colony is loaded by an owner/officer, should the colony be kept loaded? (Set how many chunks are loaded with the "Colony Chunk Loading Strictness" option.) [Default: false]
- forceloadcolony = true
- #Set how long chunks stay loaded after player leaves, does not persist through restarts. Default: 10min [Default: 10, min: 1, max: 1440]
- #Range: 1 ~ 1440
- loadtime = 10
- #This controls how many chunks are loaded with the "Chunk Load Colony" option. The higher this value, the fewer chunks will be loaded. (The innermost chunks will be loaded first.) 1 = load all claimed chunks. [Default: 3, min: 1, max: 15]
- #Range: 1 ~ 15
- colonyloadstrictness = 4
- #Chance to get an evil Tavern visitor that will run off with the resources you give them. This is a %. [Default: 2, min: 1, max: 100]
- #Range: 1 ~ 100
- badvisitorchance = 2
- #Max log count in one tree for the Forester to check during their tree search. [Default: 400, min: 1, max: 1000]
- #Range: 1 ~ 1000
- maxtreesize = 400
- #Disables supply camp placing restrictions, intended for skyworlds and similar [Default: false]
- nosupplyplacementrestrictions = false
- #Raiders will spawn in the sky if this is enabled [Default: false]
- skyraiders = false
- #All configurations related to the research system
- [research]
- #Allows automatic and (near) instant completion of research for players in creative mode. If false, creative players will still be able to begin researches, but will have normal progress rates. [Default: true]
- researchcreativecompletion = true
- #Significantly increases the amount of information related to research datapacks that is logged during the world load. [Default: false]
- researchdebuglog = false
- #A list of items to charge players when undoing an already-completed research.
- researchresetcost = ["minecolonies:ancienttome:1"]
- #All configurations related to the MineColonies commands
- [commands]
- #Should players be allowed to use the /mc rtp command? [Default: false]
- canplayerusertpcommand = false
- #Should players be allowed to use the /mc colony teleport command? [Default: false]
- canplayerusecolonytpcommand = false
- #Can players teleport to allied colonies? [Default: true]
- canplayeruseallytownhallteleport = true
- #Should players be allowed to use the /mc home command? Note: Only owners of the colony can use this command. [Default: false]
- canplayerusehometpcommand = false
- #Should players be allowed to use the /mc colony info command? [Default: true]
- canplayeruseshowcolonyinfocommand = true
- #Should players be allowed to use the /mc citizens kill command? [Default: false]
- canplayerusekillcitizenscommand = false
- #Should players be allowed to use the /mc colony addOfficer command? [Default: true]
- canplayeruseaddofficercommand = true
- #Should players be allowed to use the /mc colony delete command? [Default: true]
- canplayerusedeletecolonycommand = true
- #Amount of attempts to find a safe random teleport (with /mc rtp). [Default: 4, min: 1, max: 10]
- #Range: 1 ~ 10
- numberofattemptsforsafetp = 4
- #All configuration related to colony claims
- [claims]
- #Maximum claim range for a colony. This is the radius, measured in chunks. [Default: 20, min: 1, max: 50]
- #Range: 1 ~ 50
- maxColonySize = 20
- #The minimum distance (in chunks) between colonies. [Default: 8, min: 1, max: 200]
- #Range: 1 ~ 200
- minColonyDistance = 8
- #Initial claim size for a colony. This is the radius, measured in chunks. [Default: 4, min: 1, max: 15]
- #Range: 1 ~ 15
- initialColonySize = 4
- #Should the min/max distance from spawn also affect colony placement? [Default: false]
- restrictcolonyplacement = false
- #Max distance (in blocks) from world spawn for a colony. [Default: 8000, min: 1000, max: 100000]
- #Range: 1000 ~ 100000
- maxdistancefromworldspawn = 8000
- #Min distance (in blocks) from world spawn for a colony. [Default: 512, min: 1, max: 1000]
- #Range: 1 ~ 1000
- mindistancefromworldspawn = 512
- #Should officers of a colony receive advancements from that colony? [Default: true]
- officersreceiveadvancements = true
- #All configuration items related to the combat elements of MineColonies
- [combat]
- #Whether or not to spawn raiders. [Default: true]
- dobarbariansspawn = true
- #The difficulty setting for raiders. [Default: 5, min: 0, max: 10]
- #Range: 0 ~ 10
- barbarianhordedifficulty = 5
- #The max size of a raider horde. [Default: 80, min: 6, max: 400]
- #Range: 6 ~ 400
- maxBarbarianSize = 80
- #Whether or not raiders can break through obstacles [Default: true]
- dobarbariansbreakthroughwalls = true
- #The average number of nights between raids. [Default: 14, min: 1, max: 50]
- #Range: 1 ~ 50
- averagenumberofnightsbetweenraids = 14
- #The minimum number of nights between raids. [Default: 10, min: 1, max: 30]
- #Range: 1 ~ 30
- minimumnumberofnightsbetweenraids = 10
- #Should mobs attack citizens? [Default: true]
- mobattackcitizens = true
- #Whether or not raiders can break through doors. [Default: true]
- shouldraiderbreakdoors = true
- #Should citizens call Guards for help when attacked? [Default: true]
- citizencallforhelp = true
- #Attack damage multiplier for Archer Guards. [Default: 1.000000, min: 0.100000, max: 5.000000]
- #Range: 0.1 ~ 5.0
- rangerdamagemult = 1.0
- #Attack damage multiplier for Knight Guards. [Default: 1.000000, min: 0.100000, max: 5.000000]
- #Range: 0.1 ~ 5.0
- knightdamagemult = 1.0
- #Health multiplier for all Guards. [Default: 1.000000, min: 0.100000, max: 5.000000]
- #Range: 0.1 ~ 5.0
- guardhealthmult = 1.0
- #Turn on MineColonies PVP mode (colonies can be destroyed and griefed under certain conditions). [Default: false]
- pvp_mode = false
- #Days until the pirate ships despawn. [Default: 3, min: 1, max: 10]
- #Range: 1 ~ 10
- daysuntilpirateshipsdespawn = 3
- #Max Y level (height) for Raiders to spawn. [Default: 200, min: 1, max: 500]
- #Range: 1 ~ 500
- maxyforbarbarians = 200
- #All permission configuration options
- [permissions]
- #Should colony protection be enabled? [Default: true]
- enablecolonyprotection = true
- #Set the max amount of backups kept [Default: 50, min: 3, max: 5000]
- #Range: 3 ~ 5000
- maxkeptbackups = 50
- #Independent from the colony protection, should explosions be turned off inside colonies? DAMAGE_NOTHING prevents explosions completely. DAMAGE_PLAYERS, allows explosions to damage players and hostile mobs, but not blocks or neutral or friendly mobs. DAMAGE_ENTITIES allows damage to all entities. DAMAGE_EVERYTHING allows explosions to damage entities and blocks.
- #Allowed Values: DAMAGE_NOTHING, DAMAGE_PLAYERS, DAMAGE_ENTITIES, DAMAGE_EVERYTHING
- turnoffexplosionsincolonies = "DAMAGE_ENTITIES"
- #Players who have special permissions, especially to change citizen names (see "Name Changes" above).
- specialpermgroup = ["_Raycoms_"]
- #Blocks players should be able to interact with in any colony (ex: vending machines)
- freetointeractblocks = ["dirt", "0 0 0"]
- #Seconds between each permission message (to reduce spam). [Default: 30, min: 1, max: 1000]
- #Range: 1 ~ 1000
- secondsBetweenPermissionMessages = 30
- #All configuration related to mod compatibility
- [compatibility]
- #Items consumed by citizens in the Library.
- configliststudyitems = ["minecraft:paper;400;100", "minecraft:book;600;10"]
- #Items requested by Tavern visitors.
- configlistrecruitmentitems = ["minecraft:hay_block;3", "minecraft:book;2", "minecraft:enchanted_book;9", "minecraft:diamond;9", "minecraft:emerald;8", "minecraft:baked_potato;1", "minecraft:gold_ingot;2", "minecraft:redstone;2", "minecraft:lapis_lazuli;2", "minecraft:cake;11", "minecraft:sunflower;5", "minecraft:honeycomb;6", "minecraft:quartz;3"]
- #List of ore blocks rarely found magically by Miners (see "Ore Chance"). Includes the block and its chance, separated by exclamation marks.
- luckyores = ["minecraft:coal_ore!64", "minecraft:copper_ore!48", "minecraft:iron_ore!32", "minecraft:gold_ore!16", "minecraft:redstone_ore!8", "minecraft:lapis_ore!4", "minecraft:diamond_ore!2", "minecraft:emerald_ore!1"]
- #Forester harvest trunk size for dynamic trees: 1-8. [Default: 5, min: 1, max: 8]
- #Range: 1 ~ 8
- dynamictreeharvestsize = 5
- #Offset for the maximum durability unenchanted rod a T2 Fishing Hut can use, compared to iron tools (250). Thermal Foundation Iron requires +6. T3 huts can use unenchanted rods of any durability level, so long as they can take damage at all. Anything below -250 will only allow vanilla rods, except as allowed by T1. [Default: 6, min: -249, max: 250000]
- #Range: -249 ~ 250000
- fishingroddurabilityadjustt2 = 6
- #Offset for the maximum durability unenchanted rod a T1 Fishing Hut can use, compared to other wooden tools (59). Vanilla rods always work, but equivalents would need +6. Default value allows up to Thermal Foundation Silver Anything below -59 will only allow vanilla rods. [Default: 22, min: -58, max: 250000]
- #Range: -58 ~ 250000
- fishingroddurabilityadjustt1 = 22
- #All diseases citizens can get. The name, how common it is, and all ingredients to cure it.
- diseases = ["Influenza,100,minecraft:carrot,minecraft:potato", "Measles,10,minecraft:dandelion,minecraft:kelp,minecraft:poppy", "Smallpox,1,minecraft:honey_bottle,minecraft:golden_apple"]
- #When loading recipes, generate audit CSV files to help debug datapacks or extra mods. [Default: false]
- auditcraftingtags = false
- #Enable inventory debugging. [Default: false]
- debuginventories = false
- #Turn this on if you're using this world for blueprint building and scanning. [Default: false]
- blueprintbuildmode = false
- #All configurations related to pathfinding
- [pathfinding]
- #Verbosity of pathfinding debug messages. [Default: 0, min: 0, max: 10]
- #Range: 0 ~ 10
- pathfindingdebugverbosity = 0
- #Minimum number of consecutive rails for citizens to use them. [Default: 8, min: 5, max: 100]
- #Range: 5 ~ 100
- minimumrailstopath = 8
- #Amount of additional threads to be used for pathfinding. [Default: 2, min: 1, max: 10]
- #Range: 1 ~ 10
- pathfindingmaxthreadcount = 2
- #All configurations related to the request system
- [requestSystem]
- #The maximal amount of tries that the request system will perform for retryable requests. Higher increases server load. [Default: 3, min: 1, max: 10]
- #Range: 1 ~ 10
- maximalretries = 3
- #The amount of ticks between retries of the request system for retryable requests. Lower increases server load. [Default: 1200, min: 30, max: 10000]
- #Range: 30 ~ 10000
- delaybetweenretries = 1200
- #Should the request system creatively resolve (if possible) when the player is required to resolve a request? This is a debugging tool and can take a very long time to resolve a request. [Default: false]
- creativeresolve = false
- #Should players be allowed to use the /mc colony requestsystem-reset command? [Default: false]
- canplayeruseresetcommand = false
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