113 lines
5.8 KiB
TOML
113 lines
5.8 KiB
TOML
#How many souls are animals worth when killed?
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#Range: 1 ~ 20000
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animalSouls = 100
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#How many souls are mobs worth when killed?
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#Range: 1 ~ 20000
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mobSouls = 150
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#How many souls are players worth when killed?
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#Range: 1 ~ 20000
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playerSouls = 2500
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#How many souls are enemy faction members worth when killed?
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#Range: 1 ~ 20000
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factionSouls = 250
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#How many souls are villagers worth when killed?
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#Range: 1 ~ 20000
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villagerSouls = 250
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#How many souls are undead worth when killed?
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#Range: 1 ~ 20000
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undeadSouls = 50
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#Raids are incremented when you use items/spells from the other factions. When they get angry enough, you will be raided.
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[ma_faction_raids]
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#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.
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classicRaids = false
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#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.
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#Range: 1 ~ 1000
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raidSpawnAttempts = 100
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#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.
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#Range: 0.0 ~ 1.0
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raidBaselineIncrease = 0.05
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#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.
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#Range: 0.0 ~ 1.0
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raidTierIncrease = 0.05
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#Mana and Artifice // General Options
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[ma_general_options]
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#How many kills does it take to fill up a crystal phylactery
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#Range: 1 ~ 1000
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phylacteryKills = 100
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#If true, the Ritual of Arcana will instantly rote spells upon completion, in addition to giving you the spell..
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liteMode = false
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#Should summons be able to be right clicked with items to interact? For example, shearing sheep or milking cows that have been summoned.
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summonInteractions = true
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#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.
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wardingCandleWhitelist = ""
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#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.
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#Range: 1.0 ~ 4096.0
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meleeDistance = 64.0
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#Comma separated list of biome ids that spells can't be cast in.
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spellBiomeBlacklist = ""
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#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!
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disableNewProfessions = false
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#Can bosses be summoned?
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bossSummons = false
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#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)
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wardingCandleBlacklist = ""
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#What the mod considers to be the average manaweave cost when generating manaweaves automatically for the player.
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#Range: 0 ~ 500
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averageManaweaveCost = 25
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#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.
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#Range: 0.01 ~ 2.0
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tierCompletePct = 0.8
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#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]
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gradualTimeChange = true
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#Comma separated list of dimension ids that spells can't be cast in.
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spellDimensionBlacklist = ""
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#How much damage does the fortification effect set all damage to
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#Range: 1.0 ~ 20.0
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fortificationDamageAmount = 4.0
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#Can bosses be captured in phylacteries?
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bossPhylacteries = false
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#Mana and Artifice // Villager Modification
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[ma_villager_modification]
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#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]
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modifyVillagerTrades = true
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#Mana and Artifice // Artifact Options
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[ma_artifact_options]
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#By default meteor jump will follow the mobGriefing rule. Set this to true to override that regardless of the game rule.
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meteorJumpDestruction = true
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#The percent chance the fey armor will randomly teleport melee attackers.
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#Range: 0.0 ~ 1.0
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feyArmorTeleportChance = 0.20000000298023224
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#How many ticks the Spellweaver armor set needs to regenerate one reflect charge
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#Range: 20 ~ 2000
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councilArmorReflectRecharge = 100
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#How many reflect charges the Spellweaver armor set has
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#Range: 0 ~ 99
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councilArmorReflectCharges = 3
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#The percent chance the fey armor will reflect projectiles.
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#Range: 0.0 ~ 1.0
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feyArmorReflectChance = 0.20000000298023224
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#Mana and Artifice // Worldgen Options
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[ma_worldgen_options]
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#If true, total wellspring power will be calculated per faction rather than per player.
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wellspringFactionClaims = false
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#Count of vinteum veins
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#Range: 1 ~ 100
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vinteumVeinCount = 20
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#Max Y-value of vinteum veins
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#Range: 10 ~ 255
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vinteumVeinYValue = 63
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#Size of vinteum veins
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#Range: 1 ~ 20
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vinteumVeinSize = 9
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#If true, wellsprings will generate with no affinity and the type of lens used will set the affinity of the node.
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genericWellsprings = false
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#How far apart wellspring nodes must be as a minimum. They can be farther than this depending on world seed and generation.
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#Range: 100 ~ 15000
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wellspringDistance = 500
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