# Configuration file debug { # Enable debug output to fml-client-latest.log [default: false] B:DoDebugMessages=false # LogLevel for the separate DungeonGenerator Logger. Valid options: info, debug, trace [default: INFO] S:DungeonLoggerLogLevel=INFO } games { # Enable or disable struct exploding on max failed attempts [default: true] B:ExplodeEvent=true # Enable or disable struct filling with lava on max failed attempts [default: true] B:LavaEvent=true # Enable or disable struct filling with monsters on max failed attempts [default: true] B:MobEvent=true gol { # Enable or disable Debugging of this game (Only enable this if you expect a bug. This will blow up your logfile...) [default: false] B:Debug=false # At which stage should the playfield become a full 3x3 pattern? Set 0 to disable and keep the 4-block size; set 1 to always start with 3x3 [range: 0 ~ 4, default: 2] I:ExpandPlayFieldAtStage=2 I:MaxDigits=30 # How many attempts does a player have? 1 means the struct will fail after the first misclicked block [range: 1 ~ 256, default: 3] I:MaxGameTries=2 # How many digits should be randomly choosen at game-start? [range: 1 ~ 256, default: 2] I:StartDigits=2 # How long does it take to timeout a game? Value is in seconds. If no player input is done in that time, the game will go to sleep. The next player will start fresh [range: 5 ~ 600, default: 60] I:Timeout=15 gamestages { stagei { # Syntax: ;;; one line for each Dimension. If you use AdditionalDigitsRequired, make sure to use the same or an higher number on each stage [default: []] S:DimensionalConfig < > # The amount of time (in milliseconds; 1000ms = 1s) to wait at playback before moving to the next color [range: 100 ~ 2000, default: 1200] I:DisplayTime=1200 # The loottable for the chest in this stage [default: dungeonChest] S:LootTable=chest1 # Maximum amount of items to be spawned [range: 1 ~ 256, default: 2] I:MaxItems=8 # Minimum correct digits required to complete this stage and unlock the chest. This can be adjusted per-Dimension in S:DimensionalConfig [range: 1 ~ 256, default: 5] I:MinDigitsRequired=5 # Minimum amount of items to be spawned [range: 1 ~ 256, default: 2] I:MinItems=4 # If true, the pattern will randomize on each level in this stage [default: false] B:RandomizeSequence=false } stageii { # Syntax: ;;; one line for each Dimension. If you use AdditionalDigitsRequired, make sure to use the same or an higher number on each stage [default: []] S:DimensionalConfig < > # The amount of time (in milliseconds; 1000ms = 1s) to wait at playback before moving to the next color [range: 100 ~ 2000, default: 800] I:DisplayTime=800 # The loottable for the chest in this stage [default: mineshaftCorridor] S:LootTable=chest2 # Maximum amount of items to be spawned [range: 1 ~ 256, default: 4] I:MaxItems=10 # Minimum correct digits required to complete this stage and unlock the chest. This can be adjusted per-Dimension in S:DimensionalConfig [range: 1 ~ 256, default: 10] I:MinDigitsRequired=10 # Minimum amount of items to be spawned [range: 1 ~ 256, default: 4] I:MinItems=5 # If true, the pattern will randomize on each level in this stage [default: false] B:RandomizeSequence=false } stageiii { # Syntax: ;;; one line for each Dimension. If you use AdditionalDigitsRequired, make sure to use the same or an higher number on each stage [default: []] S:DimensionalConfig < > # The amount of time (in milliseconds; 1000ms = 1s) to wait at playback before moving to the next color [range: 100 ~ 2000, default: 600] I:DisplayTime=600 # The loottable for the chest in this stage [default: pyramidJungleChest] S:LootTable=chest3 # Maximum amount of items to be spawned [range: 1 ~ 256, default: 6] I:MaxItems=11 # Minimum correct digits required to complete this stage and unlock the chest. This can be adjusted per-Dimension in S:DimensionalConfig [range: 1 ~ 256, default: 15] I:MinDigitsRequired=15 # Minimum amount of items to be spawned [range: 1 ~ 256, default: 6] I:MinItems=6 # If true, the pattern will randomize on each level in this stage [default: false] B:RandomizeSequence=false } stageiv { # Syntax: ;;; one line for each Dimension. If you use AdditionalDigitsRequired, make sure to use the same or an higher number on each stage [default: []] S:DimensionalConfig < > # The amount of time (in milliseconds; 1000ms = 1s) to wait at playback before moving to the next color [range: 100 ~ 2000, default: 500] I:DisplayTime=500 # The loottable for the chest in this stage [default: strongholdCorridor] S:LootTable=chest4 # Maximum amount of items to be spawned [range: 1 ~ 256, default: 8] I:MaxItems=12 # Minimum correct digits required to complete this stage and unlock the chest. This can be adjusted per-Dimension in S:DimensionalConfig [range: 1 ~ 256, default: 20] I:MinDigitsRequired=25 # Minimum amount of items to be spawned [range: 1 ~ 256, default: 8] I:MinItems=7 # If true, the pattern will randomize on each level in this stage [default: true] B:RandomizeSequence=true } } } } main { # Switch to enable or disable the Master-Blocks. If disabled, no minigames will spawn. You can change this ingame [default: false] B:MinigamesEnabled=true # Disables downloading of donors list. It will speed-up mod loading, when you don't have an access to the Pastebin or play offline. [default: false] B:disableDonorListDownloading=true } worldgen { # List DimensionIDs where LootGame Dungeons are allowed to spawn, with Rhombus Size. Syntax is : [default: [0; 20]] S:DimensionWhitelist < 0;12 > # Enable or disable RetroGen [default: false] B:RetroGenDungeons=false # Enable or disable WorldGen [default: false] B:WorldGenEnabled=true I:WorldGenRhombusSize=12 }