#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 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. [ma_faction_raids] #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 1000 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. #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. #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 #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