minecraft-modpack-1.16.5/config/mana-and-artifice-general.toml
2022-07-26 12:56:10 +02:00

113 lines
5.8 KiB
TOML

#How many souls are animals worth when killed?
#Range: 1 ~ 20000
animalSouls = 100
#How many souls are mobs worth when killed?
#Range: 1 ~ 20000
mobSouls = 150
#How many souls are players worth when killed?
#Range: 1 ~ 20000
playerSouls = 2500
#How many souls are enemy faction members worth when killed?
#Range: 1 ~ 20000
factionSouls = 250
#How many souls are villagers worth when killed?
#Range: 1 ~ 20000
villagerSouls = 250
#How many souls are undead worth when killed?
#Range: 1 ~ 20000
undeadSouls = 50
#Raids are incremented when you use items/spells from the other factions. When they get angry enough, you will be raided.
[ma_faction_raids]
#Should classic raiding be enabled? Raids are based on a chance value. The value is increased each day there is not a raid. If the chance hits a total of 1.0 or greater, it's a guaranteed raid. The chance resets after a raid successfully spawns.
classicRaids = false
#How many attempts (within a 20x20x5 box centered on the player in question) should the game make to spawn a raid? Note this will be re-attempted every 100 ticks until a successful spawn is made. If you're lagging due to raid spawn attempts, lower this setting.
#Range: 1 ~ 1000
raidSpawnAttempts = 100
#Adjust the base amount per day that the chance to be raided goes up for each player. This has no effect if classic raids are disabled.
#Range: 0.0 ~ 1.0
raidBaselineIncrease = 0.05
#Adjust the amount per day that the chance to be raided goes up for each player based on their tier above 3 (this value * (tier-3)). This is added to the baseline. This has no effect if classic raids are disabled.
#Range: 0.0 ~ 1.0
raidTierIncrease = 0.05
#Mana and Artifice // General Options
[ma_general_options]
#How many kills does it take to fill up a crystal phylactery
#Range: 1 ~ 1000
phylacteryKills = 100
#If true, the Ritual of Arcana will instantly rote spells upon completion, in addition to giving you the spell..
liteMode = false
#Should summons be able to be right clicked with items to interact? For example, shearing sheep or milking cows that have been summoned.
summonInteractions = true
#A comma separated list of entity IDs that the warding candle should block (in addition to what it blocks by default); use this to expand what it will block. Note that blacklist overrides this, so an entry in both will be blacklisted.
wardingCandleWhitelist = ""
#What the mod considers 'melee distance' between two entities when one attacks the other. This value is squared, so if you want 8 blocks put 64 in this config.
#Range: 1.0 ~ 4096.0
meleeDistance = 64.0
#Comma separated list of biome ids that spells can't be cast in.
spellBiomeBlacklist = ""
#Set this to true to disable new villager profession registration. This allows compatibility with Bukkit. Note that you'll need to ensure the Codex Arcana is obtainable through different means!
disableNewProfessions = false
#Can bosses be summoned?
bossSummons = false
#A comma separated list of entity IDs that the warding candle should ignore, regardless of detection (use this if it's stopping you from something you think it shouldn't; this isn't to expand what it will block)
wardingCandleBlacklist = ""
#What the mod considers to be the average manaweave cost when generating manaweaves automatically for the player.
#Range: 0 ~ 500
averageManaweaveCost = 25
#Change this to determine how many of a tier's tasks need to be completed before tiering up is allowed. It is a percentage of the total tasks in the tier. If you set this above 1, you cannot tier up through normal gameplay. Use with caution.
#Range: 0.01 ~ 2.0
tierCompletePct = 0.8
#Rituals of Aurora and Eventide by default will change time gradually for a prettier effect. However this isn't without its performance impacts, and this can be toggled off by setting this to false, making the transition instant like the /time set commands. [true / false]
gradualTimeChange = true
#Comma separated list of dimension ids that spells can't be cast in.
spellDimensionBlacklist = ""
#How much damage does the fortification effect set all damage to
#Range: 1.0 ~ 20.0
fortificationDamageAmount = 4.0
#Can bosses be captured in phylacteries?
bossPhylacteries = false
#Mana and Artifice // Villager Modification
[ma_villager_modification]
#Adjust librarian villagers to not have enchanted books until tier 3. This is done for balancing and to remove the exploit of rolling librarians for cheap enchants. [true / false]
modifyVillagerTrades = true
#Mana and Artifice // Artifact Options
[ma_artifact_options]
#By default meteor jump will follow the mobGriefing rule. Set this to true to override that regardless of the game rule.
meteorJumpDestruction = true
#The percent chance the fey armor will randomly teleport melee attackers.
#Range: 0.0 ~ 1.0
feyArmorTeleportChance = 0.20000000298023224
#How many ticks the Spellweaver armor set needs to regenerate one reflect charge
#Range: 20 ~ 2000
councilArmorReflectRecharge = 100
#How many reflect charges the Spellweaver armor set has
#Range: 0 ~ 99
councilArmorReflectCharges = 3
#The percent chance the fey armor will reflect projectiles.
#Range: 0.0 ~ 1.0
feyArmorReflectChance = 0.20000000298023224
#Mana and Artifice // Worldgen Options
[ma_worldgen_options]
#If true, total wellspring power will be calculated per faction rather than per player.
wellspringFactionClaims = false
#Count of vinteum veins
#Range: 1 ~ 100
vinteumVeinCount = 20
#Max Y-value of vinteum veins
#Range: 10 ~ 255
vinteumVeinYValue = 63
#Size of vinteum veins
#Range: 1 ~ 20
vinteumVeinSize = 9
#If true, wellsprings will generate with no affinity and the type of lens used will set the affinity of the node.
genericWellsprings = false
#How far apart wellspring nodes must be as a minimum. They can be farther than this depending on world seed and generation.
#Range: 100 ~ 15000
wellspringDistance = 500