[Miscellaneous] #At what durability percentage should the xp bonus start going down from? (75 means that at 75% durability or above, the xp bonus will be max, and at 37.5%, the xp boost will be half #Range: 0.0 ~ 100.0 scaleXpBoostByDurabilityEnd = 75.0 #Should item specific config values take precedence over tag based values? (true means minecraft:oak_log would take precedence over #minecraft:logs) itemPriorityOverTag = true #Should the Welcome message come up? showWelcome = true #Should Xp Boosts be scaled by the item Durability? (Max boost at Max durability, 50% at half Durability) scaleXpBoostByDurability = true #Should your personal Donator Welcome message come up? showPatreonWelcome = true #Should Xp gains be logged in debug.log? logXpGainedInDebugLog = false #At what durability percentage should the xp bonus go away fully at and below? (25 means at 25% or below durability, there is no longer any xp boost) #Range: 0.0 ~ 100.0 scaleXpBoostByDurabilityStart = 0.0 #Should right click xp be enabled? rightClickXpEnabled = true #Should a warning come up if your Project MMO is outdated? warnOutdatedVersion = true [Party] #How much bonus xp a Party gains extra, per player? (5 = 1 player -> 5% xp bonus, 2 players -> 10% xp bonus #Range: 0.0 ~ 1.0E9 partyXpIncreasePerPlayer = 5.0 #How much damage you can deal to people in the same Party (0 = no damage, 100 = full damage) #Range: 0.0 ~ 100.0 partyFriendlyFireAmount = 33.333333333333336 #In what range do Party members have to be to benefit from the other members? #Range: 1.0 ~ 1.0E9 partyRange = 64.0 #Should players leave their party if they disconnect? autoLeavePartyOnDisconnect = false #How many Members can a party have? #Range: 1 ~ 1000000000 partyMaxMembers = 10 #How much bonus xp is the maximum that a Party can receive? (50 = 50% increase max. If partyXpIncreasePerPlayer is 5, and there are 20 members, the xp bonus caps at 50%, at 10 members) #Range: 0.0 ~ 1.0E9 maxPartyXpBonus = 50.0 ["Anti Cheese"] #What is the minimum xp multiplier a player can reach by afking? (0.1 means 10% xp gained of what you'd gain while not afking at all) #Range: 0.0 ~ 1.0 minimumCheeseXpMultiplier = 0.1 #How many points of Cheese do not contribute to the Cheese Xp Penalty? (This should always be lower than cheeseMaxStorage, otherwise it'd break.) #Range: 1 ~ 1000000000 freeCheese = 100 #How often are Cheese Points Given/Taken? (5 means every 5 seconds) #Range: 0.1 ~ 1.0E9 cheeseCheckFrequency = 5.0 #How many points of Cheese are reduced when the player is no longer afk? (10 means ten times as fast as gaining while afk) #Range: 1 ~ 1000000000 activityCheeseReplenishSpeed = 10 #Should player xp rates be reduced while they afk? antiCheeseEnabled = true #How many points of Cheese is the maximum? (At maximum, the xp gain is at minimum, which is the minimumCheeseXpMultiplier value) #Range: 1 ~ 1000000000 cheeseMaxStorage = 200 #When the Cheese Multiplier falls below this value, the player will get a warning to stop afking every Cheese Check (If this value is 1, any penalty will be displayed. 0 means no warnings will be displayed) #Range: 0.0 ~ 1.0 sendPlayerCheeseWarningBelowMultiplier = 1.0 ["Vein Mining"] #Boost in veining ability dependant on your tool's speed (5 is fairly balanced, raising this number makes tools more powerful while veining) #Range: 1.0E-9 ~ 1.0E9 toolSpeedVeinScale = 5.0 #Every how many levels does 1 charge become worth +1 hardness? (If this is set to 32, your level is 50, and you have 64 charge, you can vein (50 / 160) * 320 = 100 hardness worth of blocks, which is 2.0 Obsidian, or 33.3 Coal Ore) #Range: 0.01 ~ 10000.0 levelsPerHardnessMining = 240.0 #Should veining wood material blocks start from the highest block? veinWoodTopToBottom = true #How many blocks max can be veined? #Range: 1 ~ 1000000 veinMaxBlocks = 10000 #What is the lowest hardness for each block veined? (Crops have 0 hardness, this makes crops not infinitely veined) #Range: 0.0 ~ 10000.0 minVeinHardness = 0.5 #Every how many levels does 1 charge become worth +1 hardness? (If this is set to 16, your level is 50, and you have 64 charge, you can vein (50 / 320) * 320 = 50 hardness worth of ground, which is 100 Dirt) #Range: 0.01 ~ 10000.0 levelsPerHardnessExcavation = 240.0 #How much vein is restored for each player when the day is skipped by sleeping in bed? #Range: 0.0 ~ 1.0 sleepVeinRestorePercent = 0.8477 #How much hunger should be exhausted per block veined? #Range: 0.0 ~ 20.0 exhaustionPerBlock = 0.2 #Every how many levels does 1 charge become worth +1 hardness? (If this is set to 80, your level is 50, and you have 320 charge, you can vein (50 / 80) * 320 = 200 hardness worth of Crafting Related (Such as wool, carpet, bed) blocks, which depends on how hard they are) #Range: 0.1 ~ 10000.0 levelsPerHardnessCrafting = 240.0 #Is vein mining allowed? true = on, false = off veiningAllowed = true #How much is the lowest cost for each block veined? (1 = 1 charge, 1 charge regens per second) #Range: 0.01 ~ 10000.0 minVeinCost = 0.5 #How much vein charge can a player hold at max? (1 recharges every second) #Range: 0.0 ~ 100000.0 maxVeinCharge = 320.0 #How many blocks should be highlighted while holding the Vein key #Range: 0 ~ 10000 maxVeinDisplay = 250 #What is the maximum distance a player's vein can reach? #Range: 1.0 ~ 1.0E9 veinMaxDistance = 1000.0 #Every how many levels does 1 charge become worth +1 hardness? Plants have no hardness, but there is a minimum hardness while veining config in here, which is 0.5 by default, making it 200 plants at level 50 farming, with 320 charge, if this is set to 160 #Range: 0.1 ~ 10000.0 levelsPerHardnessFarming = 240.0 #How many blocks get broken every tick? #Range: 1 ~ 10000 veinSpeed = 1 #Should players be allowed to vein blocks that they did not place? veiningOtherPlayerBlocksAllowed = false #Every how many levels does 1 charge become worth +1 hardness? (If this is set to 32, your level is 50, and you have 64 charge, you can vein (50 / 160) * 320 = 100 hardness worth of logs, which is 50 Logs) #Range: 0.01 ~ 10000.0 levelsPerHardnessWoodcutting = 240.0 #Should blocks broken by veining damage your tool? damageToolWhileVeining = true ["Mob Scaling"] #What is the maximum amount an aggressive mob's speed will be boosted? #Range: 0.0 ~ 100.0 maxMobSpeedBoost = 10.0 #What is the maximum amount an aggressive mob's HP will be boosted? #Range: 0.0 ~ 1024.0 maxMobHPBoost = 1000.0 #Should mob xp multipliers inside of biomes be enabled? false means no multipliers biomeMobMultiplierEnabled = true #How much an aggresive mob's HP will increase per one Power Level? #Range: 0.0 ~ 100.0 mobHPBoostPerPowerLevel = 5.0 #How much an aggresive mob's speed will increase per one Power Level? #Range: 0.0 ~ 10.0 mobSpeedBoostPerPowerLevel = 1.0 #What is the maximum amount an aggressive mob's damage will be boosted? #Range: 0.0 ~ 1.0E9 maxMobDamageBoost = 100.0 #How much an aggresive mob's damage will increase per one Power Level? #Range: 0.0 ~ 10.0 mobDamageBoostPerPowerLevel = 1.0 [Requirements] #Should mob kill xp be enabled? false means no requirements killXpEnabled = true #When a Weapon requirement is not met, should the player be stopped from dealing any damage? strictReqWeapon = false #Is Salvaging items using the Repairing skill enabled? false = off salvageEnabled = true #When a Tool requirement is not met, should the player be stopped from breaking with it completely? strictReqTool = true #Should wear requirements be enabled? false means no requirements wearReqEnabled = true #Should weapon requirements be enabled? false means no requirements weaponReqEnabled = true #Main held items xp multiplier enabled? false = off heldItemXpBoostEnabled = true #Should fished items have a chance at being Enchanted? enabled? false = off fishEnchantPoolEnabled = true #When a Use Enchantment requirement is not met, should the item be dropped? strictReqUseEnchantment = false #Should ores be enabled? false means no extra chance oreEnabled = true #Should mob kill req be enabled? false means no requirements killReqEnabled = true #Should biome requirements be enabled? false means no requirements biomeReqEnabled = true #Should logs be enabled? false means no extra chance logEnabled = true #Should Enchantment Use requirements be enabled? false means no requirements enchantUseReqEnabled = true #When a Kill requirement is not met, should the player be stopped from dealing any damage? strictReqKill = true #Should xp multipliers be enabled? false means no multipliers biomeXpBonusEnabled = true #Should certain items be restricted from being crafted, without the level requirement? craftReqEnabled = true #Should config from default_data.json be loaded? false means only data.json is loaded loadDefaultConfig = true #Is catching items from Fish Pool while Fishing enabled? false = off fishPoolEnabled = true #Should xp values for general things be enabled? (Such as catching fish) xpValueGeneralEnabled = true #worn items xp boost enabled? false = off wornItemXpBoostEnabled = true #Should plants be enabled? false means no extra chance plantEnabled = true #Should biome negative effects be enabled? false means no negative effects negativeBiomeEffectEnabled = true #Should Enchantment Use requirements automatically scale according to previous values, provided they exist? example: level1Req = 5 agility, level2Req = 10 farming - Level 4 enchantment would require level 10 agility, and level 20 farming (highestSpecifiedLevelReqs / highestSpecifiedLevel * enchantLevel) enchantUseReqAutoScaleEnabled = true #Should biome positive effects be enabled? false means no positive effects positiveBiomeEffectEnabled = true #Should break requirements be enabled? false means no requirements breakReqEnabled = true #Should xp values for breaking things first time be enabled? false means only Hardness xp is awarded for breaking xpValueBreakingEnabled = true #Commands being fired on specific level ups enabled? false = off levelUpCommandEnabled = true #Should use requirements be enabled? false means no requirements useReqEnabled = true #Should dimensional travel requirements be enabled? false means no requirements dimensionTravelReqEnabled = true #Should mob rare drops be enabled? false means no requirements mobRareDropEnabled = true #Should tool requirements be enabled? false means no requirements toolReqEnabled = true #Should place requirements be enabled? false means no requirements placeReqEnabled = true #When a Wear requirement is not met, should the item be dropped? strictReqWear = false [Levels] #What is the global max level #Range: 1 ~ 2000000000 maxLevel = 1523 #Should fireworks appear on Milestone level up, to other players? milestoneLevelUpFirework = true #Should players loose Percentage of Full Levels instead of Xp above Whole Level upon death? deathLoosesLevels = false #What is the x in: x * (exponentialBase^(exponentialRate * level)) #Range: 1.0 ~ 1000000.0 exponentialBaseXp = 83.0 #What is the x in: exponentialBaseXp * (x^(exponentialRate * level)) #Range: 0.0 ~ 1000000.0 exponentialBase = 1.104088404342588 #What is the xp increase per level (baseXp + level * xpPerLevel) #Range: 1.0 ~ 1000000.0 xpIncreasePerLevel = 50.0 #Should a player have all their skills wiped to level 1 upon death? wipeAllSkillsUponDeathPermanently = false #Should fireworks appear on Milestone level up, from other players? spawnFireworksCausedByOthers = true #Should fireworks appear on level up? levelUpFirework = true #What is the baseXp to reach level 2 (baseXp + level * xpPerLevel) #Range: 1.0 ~ 1000000.0 baseXp = 250.0 #Every how many levels should a level up broadcast be sent to all players? (10 = every 10 levels) #Range: 1 ~ 1000000 levelsPerMilestone = 10 #Should fireworks appear on Milestone level up, to anyone, by you? spawnFireworksCausedByMe = true #Should every 10th level up be broadcast to everyone? broadcastMilestone = true #What is the x in: exponentialBaseXp * (exponentialBase^(x * level)) #Range: 0.0 ~ 1000000.0 exponentialRate = 1.0 #Should levels be determined using an Exponential formula? (false = the original way) useExponentialFormula = true #Every how many levels should a total level milestone broadcast be sent to all players? (50 = every 50 levels) #Range: 1 ~ 1000000 levelsPerTotalLevelMilestone = 50 [Multipliers] #How much xp everyone gains on Peaceful Difficulty (1 = normal, 2 = twice as much) #Range: 0.0 ~ 1000.0 peacefulMultiplier = 0.3333333333333333 #How much xp you get in biomes you do not meet the requirements for (1 = Full xp, 0.5 = Half xp) #Range: 0.0 ~ 1.0 biomePenaltyMultiplier = 0.5 #How much xp everyone gains on Easy Difficulty (1 = normal, 2 = twice as much) #Range: 0.0 ~ 1000.0 easyMultiplier = 0.6666666666666666 #How much xp everyone gains on Hard Difficulty (1 = normal, 2 = twice as much) #Range: 0.0 ~ 1000.0 hardMultiplier = 1.3333333333333333 #How much xp everyone gains on Normal Difficulty (1 = normal, 2 = twice as much) #Range: 0.0 ~ 1000.0 normalMultiplier = 1.0 #How much xp everyone gains (1 = normal, 2 = twice as much) #Range: 0.0 ~ 1000.0 globalMultiplier = 1.0 #How much percentage of level you loose on death (Full Levels or Xp above Whole Level depends on deathLoosesLevels) #Range: 0.0 ~ 1.0 deathPenaltyMultiplier = 0.5 [GUI] #If Off, The skills list at the top left corner will no longer appear (You still have the GUI to show you all of your skills info) showSkillsListAtCorner = true #Should the Xp left indicator always be on? false = only appears with Show GUI key xpLeftDisplayAlwaysOn = false #Should xp drops sync up with the bar being open or closed? HIGHLY RECOMMEND TO KEEP FALSE IF YOU ARE MOVING XP DROP POSITIONS xpDropsAttachedToBar = true #Should World Xp Drops Skill appear? worldXpDropsShowSkill = true #True is the animated rainbow, False is the old, plain grey box xpBarTheme = true #How opaque (visible) can the xp drop get? #Range: 0.0 ~ 255.0 xpDropMaxOpacity = 200.0 #GUI bar position Y (Height, 0 is top, 1 is bottom (1 is probably invisible due to clipping)) #Range: 0.0 ~ 1.0 veinBarOffsetY = 0.65 #GUI bar position X (Width) #Range: 0.0 ~ 1.0 veinBarOffsetX = 0.5 #Should Xp Drops make the Xp Bar pop up? xpDropsShowXpBar = true #When a screenshot is taken upon levelling up, should the skills list turn on automatically to be included in the screenshot? lvlUpScreenshotShowSkills = false #Value by which World Xp Drops Size is scaled (2 = twice as big) #Range: 0.01 ~ 100.0 worldXpDropsSizeMultiplier = 1.0 #If Off, xp drops will no longer stack with each other stackXpDrops = true #GUI Xp drops position X (Width) #Range: 0.0 ~ 1.0 xpDropOffsetX = 0.5 #GUI Xp drops position Y (Height, 0 is top, 1 is bottom (1 is probably invisible due to clipping)) #Range: 0.0 ~ 1.0 xpDropOffsetY = 0.0 #How far away does the Xp Drop spawn #Range: 0.0 ~ 1000.0 xpDropSpawnDistance = 50.0 #GUI bar position Y (Height, 0 is top, 1 is bottom (1 is probably invisible due to clipping)) #Range: 0.0 ~ 1.0 barOffsetY = 0.0 #GUI bar position X (Width) #Range: 0.0 ~ 1.0 barOffsetX = 0.5 #If Off, xp drops will no longer appear showXpDrops = true #Should World Xp Drops appear when xp is gained? worldXpDropsEnabled = true #At what age do xp drops start to decay? #Range: 0.0 ~ 5000.0 xpDropDecayAge = 350.0 #GUI Skills List position X (Width) #Range: 0.0 ~ 1.0 skillListOffsetX = 0.0 #GUI Skills List position Y (Height, 0 is top, 1 is bottom (1 is probably invisible due to clipping)) #Range: 0.0 ~ 1.0 skillListOffsetY = 0.0 #Should World Xp Drops of other people show up for you? showOthersWorldXpDrops = false #How far (Max) should World Xp Drops be rotated (Degrees, either direction from flat) #Range: 0.0 ~ 180.0 worldXpDropsDecaySpeedMultiplier = 1.0 #Should a screenshot be taken everytime you level up? lvlUpScreenshot = false #Should the Xp Bar always be on? false = only appears while holding Show GUI or when you gain xp xpBarAlwaysOn = false #How much out of MaxOpacity does the Xp Drop become visible per 1 distance #Range: 0.0 ~ 255.0 xpDropOpacityPerTime = 5.0 #Should you be notified by what new features you have access to on level ups? showLevelUpUnlocks = true #What is the minimum amount xp grows a set amount of time? (Default 0.2, increase to speed up growth) #Range: 0.01 ~ 100.0 minXpGrow = 5.0 ["Breaking Speed"] #How many blocks it takes to reach 0 Break Speed (will get capped by Minimum Breaking Speed) #Range: -1.7976931348623157E308 ~ 1.7976931348623157E308 blocksToUnbreakableY = 1000.0 #How much your cutting speed increases per level in (1 = 1% increase per level) #Range: 0.0 ~ 10.0 woodcuttingBonusSpeed = 1.0 #How much your farming speed increases per level in (1 = 1% increase per level) #Range: 0.0 ~ 10.0 farmingBonusSpeed = 1.0 #How much your digging speed increases per level in (1 = 1% increase per level) #Range: 0.0 ~ 10.0 excavationBonusSpeed = 1.0 #Minimum Breaking Speed (1 is Original speed, 0.5 is half) #Range: 0.0 ~ 100.0 minBreakSpeed = 0.5 #How much your mining speed increases per level (1 = 1% increase per level) #Range: 0.0 ~ 10.0 miningBonusSpeed = 1.0 [Mining] #Hardest considered block (1 hardness = 1 remove xp. 0 = no xp for block hardness, 30 means obsidian caps at 30xp per block.) #Range: 0.0 ~ 1000000.0 blockHardnessLimitForBreaking = 20.0 [Building] #Every how many levels you gain an extra block of reach #Range: 1.0 ~ 1.0E9 levelsPerOneReach = 20.0 #Hardest considered block (1 hardness = 1 build xp. 0 = no xp for block hardness, 30 means obsidian caps at 30xp per block.) #Range: 0.0 ~ 1000000.0 blockHardnessLimitForPlacing = 20.0 #What is the maximum reach a player can have #Range: 0.0 ~ 1.0E9 maxExtraReachBoost = 20.0 #Should xp values for crafting be enabled? false means the hardness value is used xpValuePlacingEnabled = true [Excavation] #Do players find Treasure inside of blocks? treasureEnabled = true [Farming] #Do players get xp for breeding animals? breedingXpEnabled = true #How much xp should be awarded in Farming for growing crops? (Json Overrides this) (Set to 0 to disable default xp) #Range: 0.0 ~ 1000000.0 defaultBreedingXp = 15.0 #How much faster on average should crops grow per level? (Percentage) #Range: 0.0 ~ 1000000.0 growthSpeedIncreasePerLevel = 0.003333333333333333 [Agility] #Every how many levels you gain an extra block of jumping height while Crouching #Range: 1.0 ~ 1.0E9 levelsPerCrouchJumpBoost = 45.0 #Maximum chance to save each point of fall damage (100 = no fall damage) #Range: 0.0 ~ 100.0 maxFallSaveChance = 64.0 #How much jump boost can you gain max (above 0.33 makes you take fall damage) #Range: 0.0 ~ 100.0 maxJumpBoost = 0.33 #How much speed boost you can get from Agility (100 = 100% vanilla + 100% = twice as fast max) #Range: 0.0 ~ 1.0E9 maxSpeedBoost = 100.0 #How much your chance to save each point of fall damage increases per level (1 = 1% increase per Level) #Range: 0.0 ~ 100.0 saveChancePerLevel = 64.0 #Every how many levels you gain an extra block of jumping height while Sprinting #Range: 1.0 ~ 1.0E9 levelsPerSprintJumpBoost = 60.0 #How much speed boost you get from each level (1 = 1% speed boost per level) #Range: 0.0 ~ 100.0 speedBoostPerLevel = 0.5 [Endurance] #Per how many levels you gain 1 Max Heart #Range: 1.0 ~ 1.0E9 levelsPerHeart = 10.0 #Multiplier for xp gained in endurance from Regeneration #Range: 0.0 ~ 1000000.0 hpRegenXpMultiplier = 15.23 #Addition per level to hpRegenPerMinuteBase (if set to 0.01, every 100 Endurance levels, you regen 1 more half heart per 60 seconds, 0 means no extra regeneration) #Range: 0.0 ~ 1000.0 hpRegenPerMinuteBoostPerLevel = 0.02 #How much endurance is max (100 = god mode) #Range: 0.0 ~ 100.0 maxEndurance = 50.0 #How many Max Hearts you can have (20 means 10 vanilla + 20 boosted) #Range: 0 ~ 1000000000 maxExtraHeartBoost = 100 #How many half hearts regenerate per minute at level 0 Endurance (at 1, and at level 0 Endurance, you regenerate half a heart every 60 seconds, 0 means no base regeneration) #Range: 0.0 ~ 1000.0 hpRegenPerMinuteBase = 1.0 #How much endurance you gain per level (1 = 1% per level) #Range: 0.0 ~ 100.0 endurancePerLevel = 0.25 [Combat] #How much percentage bonus damage do you get per Combat level in Melee? #Range: 0.001 ~ 1000.0 damageBonusPercentPerLevelMelee = 0.005 #How much extra damage can you get from the Combat skill max? #Range: 0.0 ~ 1.0E9 maxExtraDamagePercentageBoostMelee = 100.0 [Archery] #How much percentage bonus damage do you get per Archery level in Archery? #Range: 0.001 ~ 1000.0 damageBonusPercentPerLevelArchery = 0.005 #How much extra damage can you get from the Archery skill max? #Range: 0.0 ~ 1.0E9 maxExtraDamagePercentageBoostArchery = 100.0 [Smithing] #Should PMMO anvil handling be enabled? (xp rewards for repair, and also Enchantment handling) (some mod items break, if you experience lost enchantments, set this to false) anvilHandlingEnabled = true #Anvil combination limits enchantments to this level #Range: 0 ~ 255 maxEnchantLevel = 255 #Vanilla starts at 50, hence: (50 - [this] * level) #Range: 0.0 ~ 100.0 anvilCostReductionPerLevel = 0.25 #From what level can you salvage from both hands at the same time? #Range: 1 ~ 99999 dualSalvageSmithingLevelReq = 50 #Bonus repair durability per level (100 = twice as much repair per level) #Range: 0.0 ~ 100.0 anvilFinalItemBonusRepaired = 1.0 #How many levels per each Enchantment Level Bypass above max level enchantment can support in vanilla #Range: 1 ~ 1000000000 levelsPerOneEnchantBypass = 50 #Anvil combination limits enchantments to max level set in this config bypassEnchantLimit = true #Max amount of levels enchants are able to go above max vanilla level #Range: 0 ~ 1000000000 maxEnchantmentBypass = 10 #Each Enchantment Save Chance per Level #Range: 0.0 ~ 100.0 enchantSaveChancePerLevel = 0.9 #Do players get xp for Smelting items in a Furnace? smeltingXpEnabled = true #What is the chance to Bypass a max enchant level (provided you got the skill to do so) #Range: 0.0 ~ 100.0 upgradeChance = 50.0 #Vanilla caps at 50, at around 30 vanilla you can no longer anvil the item again. allows unlocking infinite Anvil uses. #Range: 0 ~ 50 anvilFinalItemMaxCostToAnvil = 10 #Chance to not break anvil, 100 = twice the value, half the chance per Level. #Range: 0.0 ~ 100.0 extraChanceToNotBreakAnvilPerLevel = 1.0 #What is the chance to Reduce a level after a Upgrade chance fails (100 = everytime you fail bypass, enchant level goes down by 1) #Range: 0.0 ~ 100.0 failedUpgradeKeepLevelChance = 50.0 #Max Percentage chance to return each Enchantment Level #Range: 0.0 ~ 100.0 maxSalvageEnchantChance = 90.0 #false = Upgrade Chance if only rolled if you are trying to upgrade your item ABOVE vanilla max level. true = you ALWAYS have an upgrade chance level. alwaysUseUpgradeChance = false #Do Furnaces produce extra items according to Item Owner Smithing level? smeltingEnabled = true [Cooking] #Do players get xp for Cooking items in Furnaces/Smokers/Fireplaces? cookingXpEnabled = true #Do Furnaces/Smokers/Fireplaces produce extra items according to Item Owner Cooking level? cookingEnabled = true [Alchemy] #Does Brewing provide a chance to produce Extra potions? brewingEnabled = true #Do players get xp for Brewing potions in Brewing Stands? brewingXpEnabled = true [Swimming] #Is Underwater Nightvision enabled? underwaterNightVision = true #Underwater Nightvision Unlock Level #Range: 0 ~ 1000000 nightvisionUnlockLevel = 25 [Fishing] #Should normal drops from Fishing be disabled? disableNormalFishDrops = false #What is the chance on each successful fishing attempt to access the fish_pool #Range: 0.0 ~ 100.0 fishPoolBaseChance = 0.0 #What is the increase per level to access the fish_pool #Range: 0.0 ~ 100.0 fishPoolChancePerLevel = 0.1523 #What is the max chance to access the fish_pool #Range: 0.0 ~ 100.0 fishPoolMaxChance = 80.0 [Crafting] #How much xp should be awarded in Crafting for each item crafted? (Json Overrides this) (Set to 0 to disable default xp) #Range: 0.0 ~ 1000000.0 defaultCraftingXp = 1.0 #Should xp values for crafting be enabled? false means the default value is used xpValueCraftingEnabled = true [Magic] #How much extra damage can you get from the Magic skill max? #Range: 0.0 ~ 1.0E9 maxExtraDamagePercentageBoostMagic = 100.0 #How much percentage bonus damage do you get per Magic level in Magic? #Range: 0.001 ~ 1000.0 damageBonusPercentPerLevelMagic = 0.005 [Gunslinging] #How much percentage bonus damage do you get per Gunslinging level in Gunslinging? #Range: 0.001 ~ 1000.0 damageBonusPercentPerLevelGunslinging = 0.005 [Slayer] #How much slayer xp is awarded upon killing an aggresive mob by default #Range: 0.0 ~ 10000.0 aggresiveMobSlayerXp = 0.0 [Hunter] #How much hunter xp is awarded upon killing a passive mob by default #Range: 0.0 ~ 10000.0 passiveMobHunterXp = 0.0 [Taming] #Do players get xp for growing Plants? (Different from Harvest xp) growingXpEnabledXpEnabled = true #How much xp should be awarded in Taming for Taming an animal? (Json Overrides this) (Set to 0 to disable default xp) #Range: 0.0 ~ 1000000.0 defaultTamingXp = 0.0 #Do players get xp for taming animals? tamingXpEnabled = true #Should default Taming Xp go to Farming instead of Taming? defaultTamingXpFarming = false ["Easter Eggs"] #How much xp do you get for impersonating Jesus? #Range: 0.0 ~ 1000000.0 jesusXp = 0.075 ["Auto Values"] #Multiplier for the Auto Generated Crafting Xp Value, in the Crafting skill #Range: 0.0 ~ 1000000.0 autoGeneratedCraftingXpValueMultiplierCrafting = 1.0 #Multiplier for the Auto Generated Crafting Xp Value, in the Smithing skill #Range: 0.0 ~ 1000000.0 autoGeneratedCraftingXpValueMultiplierSmithing = 1.0 #Automatically assign values for Tool Requirement? autoGenerateToolReqEnabled = true #Automatically assign values for Cooking Extra Chance? (Works for Food) autoGenerateCookingExtraChanceEnabled = true #How much the Speed of the tool scales the Requirement of Mining to Use the tool #Range: 0.0 ~ 1000000.0 toolReqScaleOre = 5.0 #Spam the log with every Auto Value generation? outputAllAutoValuesToLog = false #Valued used by autoGenerateExtraChanceEnabled, for Logs #Range: 0.0 ~ 1000000.0 defaultExtraChanceLog = 2.0 #How much the Attack Damage values scales the Combat Requirement for Weapons #Range: 0.0 ~ 1000000.0 attackDamageReqScale = 4.0 #Valued used by autoGenerateExtraChanceEnabled, for Ores #Range: 0.0 ~ 1000000.0 defaultExtraChanceOre = 1.0 #How much the Armor value scales the Endurance Requirement for Armor #Range: 0.0 ~ 1000000.0 armorReqScale = 4.0 #How much the Speed of the tool scales the Requirement of Woodcutting to Use the tool #Range: 0.0 ~ 1000000.0 toolReqScaleLog = 5.0 #Automatically assign values for Extra Chance? (Works for Ores/Logs/Plants) autoGenerateExtraChanceEnabled = true #Automatically assign values for Weapon Requirement? autoGenerateWeaponReqEnabled = true #Multiplier for the Auto Generated Crafting Xp Value, in the Cooking skill #Range: 0.0 ~ 1000000.0 autoGeneratedCraftingXpValueMultiplierCooking = 1.0 #Automatically assign values for Tool Requirement Dynamically? (This enables Live Scaling, for mods like Tinker's, or Draconic Evolution) autoGenerateToolReqDynamicallyEnabled = true #Automatically assign values for Weapon Requirement Dynamically? (This enables Live Scaling, for mods like Tinker's, or Draconic Evolution) autoGenerateWeaponReqDynamicallyEnabled = true #How much the Speed of the tool scales the Requirement of Excavation to Use the tool #Range: 0.0 ~ 1000000.0 toolReqScaleDirt = 5.0 #If this is off, Decimal point level requirements will be assigned during Auto Value generation autoGenerateRoundedValuesOnly = true #How much the Armor Toughness value scales the Endurance Requirement for Armor #Range: 0.0 ~ 1000000.0 armorToughnessReqScale = 6.0 #Automatically assign values for Cooking Experience? (Works for Food) autoGenerateCookingXpEnabled = true #Valued used by autoGenerateExtraChanceEnabled, for Plants #Range: 0.0 ~ 1000000.0 defaultExtraChancePlant = 1.5 #Level Offset for all auto-generated Weapon Requirements #Range: -1000000.0 ~ 1000000.0 autoGenerateWeaponReqOffset = 0.0 #Automatically assign values for un-assigned items? (May be inaccurate) autoGenerateValuesEnabled = true #Automatically assign values for Crafting Experience? (Works for Armor/Tools/Weapons) autoGenerateCraftingXpEnabled = true #Level Offset for all auto-generated Tool Requirements #Range: -1000000.0 ~ 1000000.0 autoGenerateToolReqOffset = 0.0 #Automatically assign values for Wear Requirement Dynamically? (This enables Live Scaling, for mods like Tinker's, or Draconic Evolution) autoGenerateWearReqDynamicallyEnabled = true #Automatically assign values for Wear Requirement? autoGenerateWearReqEnabled = true #Should Automatically generated values for Wearing be Combat instead of Endurance? (True = Combat, False = Endurance) autoGenerateWearReqAsCombat = false #Level Offset for all auto-generated Wear Requirements #Range: -1000000.0 ~ 1000000.0 autoGenerateWearReqOffset = 0.0