# Configuration file general { # How much slayer xp is awarded upon killing an aggresive mob by default # Min: 0.0 # Max: 10000.0 D:aggresiveMobSlayerXp=0.0 # 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. B:alwaysUseUpgradeChance=false # Vanilla starts at 50, hence: (50 - [this] * level) # Min: 0.0 # Max: 100.0 D:anvilCostReductionPerLevel=0.25 # Bonus repair durability per level (100 = twice as much repair per level) # Min: 0.0 # Max: 100.0 D:anvilFinalItemBonusRepaired=1.0 # Vanilla caps at 50, at around 30 vanilla you can no longer anvil the item again. allows unlocking infinite Anvil uses. # Min: 0 # Max: 100 I:anvilFinalItemMaxCostToAnvil=10 # 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) B:anvilHandlingEnabled=true # How much the Armor value scales the Endurance Requirement for Armor # Min: 0.0 # Max: 1000000.0 D:armorReqScale=4.0 # How much the Armor Toughness value scales the Endurance Requirement for Armor # Min: 0.0 # Max: 1000000.0 D:armorToughnessReqScale=6.0 # How much the Attack Damage values scales the Combat Requirement for Weapons # Min: 0.0 # Max: 1000000.0 D:attackDamageReqScale=4.0 # Automatically assign values for Crafting Experience? (Works for Armor/Tools/Weapons) B:autoGenerateCraftingXpEnabled=true # Automatically assign values for Extra Chance? (Works for Ores/Logs/Plants) B:autoGenerateExtraChanceEnabled=true # If this is off, Decimal point level requirements will be assigned during Auto Value generation B:autoGenerateRoundedValuesOnly=true # Automatically assign values for Tool Requirement Dynamically? (This enables Live Scaling, for mods like Tinker's, or Draconic Evolution) B:autoGenerateToolReqDynamicallyEnabled=true # Automatically assign values for Tool Requirement? B:autoGenerateToolReqEnabled=true # Automatically assign values for un-assigned items? (May be inaccurate) B:autoGenerateValuesEnabled=true # Automatically assign values for Weapon Requirement Dynamically? (This enables Live Scaling, for mods like Tinker's, or Draconic Evolution) B:autoGenerateWeaponReqDynamicallyEnabled=true # Automatically assign values for Weapon Requirement? B:autoGenerateWeaponReqEnabled=true # Should Automatically generated values for Wearing be Combat instead of Endurance? (True = Combat, False = Endurance) B:autoGenerateWearReqAsCombat=false # Automatically assign values for Wear Requirement Dynamically? (This enables Live Scaling, for mods like Tinker's, or Draconic Evolution) B:autoGenerateWearReqDynamicallyEnabled=true # Automatically assign values for Wear Requirement? B:autoGenerateWearReqEnabled=true # Multiplier for the Auto Generated Crafting Xp Value, in the Crafting skill # Min: 0.0 # Max: 1000000.0 D:autoGeneratedCraftingXpValueMultiplierCrafting=1.0 # Multiplier for the Auto Generated Crafting Xp Value, in the Smithing skill # Min: 0.0 # Max: 1000000.0 D:autoGeneratedCraftingXpValueMultiplierSmithing=1.0 # Should players leave their party if they disconnect? B:autoLeavePartyOnDisconnect=false # GUI bar position X (Width) # Min: 0.0 # Max: 1.0 D:barOffsetX=0.5 # GUI bar position Y (Height, 0 is top, 1 is bottom (1 is probably invisible due to clipping) ) # Min: 0.0 # Max: 1.0 D:barOffsetY=0.0 # What is the baseXp to reach level 2 ( baseXp + level * xpPerLevel ) # Min: 1.0 # Max: 1000000.0 D:baseXp=250.0 # Should mob xp multipliers inside of biomes be enabled? false means no multipliers B:biomeMobMultiplierEnabled=true # How much xp you get in biomes you do not meet the requirements for (1 = Full xp, 0.5 = Half xp) # Min: 0.0 # Max: 1000.0 D:biomePenaltyMultiplier=0.5 # Should biome requirements be enabled? false means no requirements B:biomeReqEnabled=true # Should xp multipliers be enabled? false means no multipliers B:biomeXpBonusEnabled=true # Hardest considered block (1 hardness = 1 remove xp. 0 = no xp for block hardness, 30 means obsidian caps at 30xp per block.) # Min: 0.0 # Max: 1000000.0 D:blockHardnessLimitForBreaking=20.0 # Hardest considered block (1 hardness = 1 build xp. 0 = no xp for block hardness, 30 means obsidian caps at 30xp per block.) # Min: 1.0 # Max: 1.0E9 D:blockHardnessLimitForPlacing=20.0 # How many blocks it takes to reach 0 Break Speed (will get capped by Minimum Breaking Speed) # Min: 0.0 # Max: 100.0 D:blocksToUnbreakableY=1000.0 # Should break requirements be enabled? false means no requirements B:breakReqEnabled=true # Do players get xp for breeding animals? B:breedingXpEnabled=true # Does Brewing provide a chance to produce Extra potions? B:brewingEnabled=true # Do players get xp for Brewing potions in Brewing Stands? B:brewingXpEnabled=true # Should every 10th level up be broadcast to everyone? B:broadcastMilestone=true # Anvil combination limits enchantments to max level set in this config B:bypassEnchantLimit=true # Do Furnaces/Smokers/Fireplaces produce extra items according to Item Owner Cooking level? B:cookingEnabled=true # Do players get xp for Cooking items in Furnaces/Smokers/Fireplaces? B:cookingXpEnabled=true # Should certain items be restricted from being crafted, without the level requirement? B:craftReqEnabled=true # Should blocks broken by veining damage your tool? B:damageToolWhileVeining=true # Should players loose Percentage of Full Levels instead of Xp above Whole Level upon death? B:deathLoosesLevels=false # How much percentage of level you loose on death (Full Levels or Xp above Whole Level depends on deathLoosesLevels) # Min: 0.0 # Max: 1000.0 D:deathPenaltyMultiplier=0.5 # How much xp should be awarded in Farming for breeding two animals? (Json Overrides this) (Set to 0 to disable default xp) # Min: 0.0 # Max: 1000000.0 D:defaultBreedingXp=10.0 # How much xp should be awarded in Crafting for each item crafted? (Json Overrides this) (Set to 0 to disable default xp) # Min: 0.0 # Max: 1000000.0 D:defaultCraftingXp=1.0 # How much xp should be awarded in Farming for growing crops? (Json Overrides this) (Set to 0 to disable default xp) # Min: 0.0 # Max: 1000000.0 D:defaultCropGrowXp=15.0 # Valued used by autoGenerateExtraChanceEnabled, for Logs # Min: 0.0 # Max: 1000000.0 D:defaultExtraChanceLog=2.0 # Valued used by autoGenerateExtraChanceEnabled, for Ores # Min: 0.0 # Max: 1000000.0 D:defaultExtraChanceOre=1.0 # Valued used by autoGenerateExtraChanceEnabled, for Plants # Min: 0.0 # Max: 1000000.0 D:defaultExtraChancePlant=1.5 # How much xp should be awarded in Farming for growing a sapling? (Json Overrides this) (Set to 0 to disable default xp) # Min: 0.0 # Max: 1000000.0 D:defaultSaplingGrowXp=25.0 # How much xp should be awarded in Taming for Taming an animal? (Json Overrides this) (Set to 0 to disable default xp) # Min: 0.0 # Max: 1000000.0 D:defaultTamingXp=0.0 # Should normal drops from Fishing be disabled? B:disableNormalFishDrops=false # From what level can you salvage from both hands at the same time? # Min: 0 # Max: 100 I:dualSalvageSmithingLevelReq=50 # How much xp everyone gains on Easy Difficulty (1 = normal, 2 = twice as much) # Min: 0.0 # Max: 1000.0 D:easyMultiplier=0.6666666666666666 # Each Enchantment Save Chance per Level # Min: 0.0 # Max: 100.0 D:enchantSaveChancePerLevel=0.9 # 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) B:enchantUseReqAutoScaleEnabled=true # Should Enchantment Use requirements be enabled? false means no requirements B:enchantUseReqEnabled=true # How much endurance you gain per level (1 = 1% per level) # Min: 0.0 # Max: 100.0 D:endurancePerLevel=0.25 # How much your digging speed increases per level in (1 = 1% increase per level) # Min: 0.0 # Max: 100.0 D:excavationBonusSpeed=1.0 # How much hunger should be exhausted per block veined? # Min: 1.0 # Max: 1.0E9 D:exhaustionPerBlock=0.2 # What is the x in: exponentialBaseXp * ( x^( exponentialRate * level ) ) # Min: 1.0 # Max: 1000000.0 D:exponentialBase=1.104088404342588 # What is the x in: x * ( exponentialBase^( exponentialRate * level ) ) # Min: 1.0 # Max: 1000000.0 D:exponentialBaseXp=83.0 # What is the x in: exponentialBaseXp * ( exponentialBase^( x * level ) ) # Min: 1.0 # Max: 1000000.0 D:exponentialRate=1.0 # Chance to not break anvil, 100 = twice the value, half the chance per Level. # Min: 0.0 # Max: 100.0 D: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) # Min: 0.0 # Max: 100.0 D:failedUpgradeKeepLevelChance=50.0 # How much your farming speed increases per level in (1 = 1% increase per level) # Min: 0.0 # Max: 100.0 D:farmingBonusSpeed=1.0 # Should fished items have a chance at being Enchanted? enabled? false = off B:fishEnchantPoolEnabled=true # What is the chance on each successful fishing attempt to access the fish_pool # Min: 0.0 # Max: 100.0 D:fishPoolBaseChance=0.0 # What is the increase per level to access the fish_pool # Min: 0.0 # Max: 100.0 D:fishPoolChancePerLevel=0.5 # Is catching items from Fish Pool while Fishing enabled? false = off B:fishPoolEnabled=true # What is the max chance to access the fish_pool # Min: 0.0 # Max: 100.0 D:fishPoolMaxChance=80.0 # How much xp everyone gains (1 = normal, 2 = twice as much) # Min: 0.0 # Max: 1000.0 D:globalMultiplier=1.0 # Do players get xp for growing Plants? (Different from Harvest xp) B:growingXpEnabled=true # How much xp everyone gains on Hard Difficulty (1 = normal, 2 = twice as much) # Min: 0.0 # Max: 1000.0 D:hardMultiplier=1.3333333333333333 # Main held items xp multiplier enabled? false = off B:heldItemXpBoostEnabled=true # How much xp do you get for impersonating Jesus? # Min: 0.0 # Max: 1000000.0 D:jesusXp=0.075 # Should mob kill req be enabled? false means no requirements B:killReqEnabled=true # Should mob kill xp be enabled? false means no requirements B:killXpEnabled=true # Commands being fired on specific level ups enabled? false = off B:levelUpCommandEnabled=true # Should fireworks appear on level up? B:levelUpFirework=true # Every how many levels you gain an extra block of jumping height while Crouching # Min: 0.0 # Max: 100.0 D:levelsPerCrouchJumpBoost=33.0 # Per how many levels you gain 1 Extra Damage from Archery # Min: 1.0 # Max: 1.0E9 D:levelsPerDamageArchery=20.0 # Per how many levels you gain 1 Extra Damage from Magic # Min: 1.0 # Max: 1.0E9 D:levelsPerDamageMagic=20.0 # Per how many levels you gain 1 Extra Damage from Combat # Min: 1.0 # Max: 1.0E9 D:levelsPerDamageMelee=20.0 # 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) # Min: 1.0 # Max: 1.0E9 D:levelsPerHardnessCrafting=160.0 # 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) # Min: 1.0 # Max: 1.0E9 D:levelsPerHardnessExcavation=320.0 # 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 # Min: 1.0 # Max: 1.0E9 D:levelsPerHardnessFarming=160.0 # 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) # Min: 1.0 # Max: 1.0E9 D:levelsPerHardnessMining=160.0 # 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 logs, which is 50 Logs) # Min: 1.0 # Max: 1.0E9 D:levelsPerHardnessWoodcutting=160.0 # Per how many levels you gain 1 Max Heart # Min: 0.0 # Max: 100.0 D:levelsPerHeart=10.0 # Every how many levels should a level up broadcast be sent to all players? (10 = every 10 levels) # Min: 1 # Max: 1000000 I:levelsPerMilestone=10 # How many levels per each Enchantment Level Bypass above max level enchantment can support in vanilla # Min: 0 # Max: 100 I:levelsPerOneEnchantBypass=50 # Every how many levels you gain an extra block of reach # Min: 1.0 # Max: 1.0E9 D:levelsPerOneReach=20.0 # Every how many levels you gain an extra block of jumping height while Sprinting # Min: 0.0 # Max: 100.0 D:levelsPerSprintJumpBoost=50.0 # Every how many levels should a total level milestone broadcast be sent to all players? (50 = every 50 levels) # Min: 1 # Max: 1000000 I:levelsPerTotalLevelMilestone=50 # Should config from default_data.json be loaded? false means only data.json is loaded B:loadDefaultConfig=true # Should logs be enabled? false means no extra chance B:logEnabled=true # Should a screenshot be taken everytime you level up? B:lvlUpScreenshot=false # When a screenshot is taken upon levelling up, should the skills list turn on automatically to be included in the screenshot? B:lvlUpScreenshotShowSkills=false # Anvil combination limits enchantments to this level # Min: 0 # Max: 100 I:maxEnchantLevel=255 # Max amount of levels enchants are able to go above max vanilla level # Min: 0 # Max: 100 I:maxEnchantmentBypass=10 # How much endurance is max (100 = god mode) # Min: 0.0 # Max: 100.0 D:maxEndurance=50.0 # How much extra damage can you get from the Archery skill max? # Min: 1.0 # Max: 1.0E9 D:maxExtraDamageBoostArchery=100.0 # How much extra damage can you get from the Magic skill max? # Min: 1.0 # Max: 1.0E9 D:maxExtraDamageBoostMagic=100.0 # How much extra damage can you get from the Combat skill max? # Min: 1.0 # Max: 1.0E9 D:maxExtraDamageBoostMelee=100.0 # How many Max Hearts you can have (20 means 10 vanilla + 20 boosted) # Min: 0 # Max: 100 I:maxExtraHeartBoost=100 # What is the maximum reach a player can have # Min: 1.0 # Max: 1.0E9 D:maxExtraReachBoost=20.0 # Maximum chance to save each point of fall damage (100 = no fall damage) # Min: 0.0 # Max: 100.0 D:maxFallSaveChance=64.0 # How much jump boost can you gain max (above 0.33 makes you take fall damage) # Min: 0.0 # Max: 100.0 D:maxJumpBoost=0.33 # What is the global max level # Min: 1 # Max: 1000000 I:maxLevel=120 # What is the maximum amount an aggressive mob's damage will be boosted? # Min: 0.0 # Max: 1.0E9 D:maxMobDamageBoost=100.0 # What is the maximum amount an aggressive mob's HP will be boosted? # Min: 0.0 # Max: 1.0E9 D:maxMobHPBoost=1000.0 # What is the maximum amount an aggressive mob's speed will be boosted? # Min: 0.0 # Max: 1.0E9 D:maxMobSpeedBoost=10.0 # 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) # Min: 1.0 # Max: 1.0E9 D:maxPartyXpBonus=50.0 # Max Percentage chance to return each Enchantment Level # Min: 0.0 # Max: 100.0 D:maxSalvageEnchantChance=90.0 # How much speed boost you can get from Agility (100 = 100% vanilla + 100% = twice as fast max) # Min: 0.0 # Max: 100.0 D:maxSpeedBoost=100.0 # How much vein charge can a player hold at max? (1 recharges every second) # Min: 1.0 # Max: 1.0E9 D:maxVeinCharge=320.0 # Should fireworks appear on Milestone level up, to other players? B:milestoneLevelUpFirework=true # Minimum Breaking Speed (1 is Original speed, 0.5 is half) # Min: 0.0 # Max: 100.0 D:minBreakSpeed=0.5 # How much is the lowest cost for each block veined? (1 = 1 charge, 1 charge regens per second) # Min: 1.0 # Max: 1.0E9 D:minVeinCost=0.5 # What is the lowest hardness for each block veined? (Crops have 0 hardness, this makes crops not infinitely veined) # Min: 1.0 # Max: 1.0E9 D:minVeinHardness=0.5 # What is the minimum amount xp grows a set amount of time? (Default 0.2, increase to speed up growth) # Min: 0.0 # Max: 1.0 D:minXpGrow=5.0 # How much your mining speed increases per level (1 = 1% increase per level) # Min: 0.0 # Max: 100.0 D:miningBonusSpeed=1.0 # How much an aggresive mob's damage will increase per one Power Level? # Min: 0.0 # Max: 1.0E9 D:mobDamageBoostPerPowerLevel=1.0 # How much an aggresive mob's HP will increase per one Power Level? # Min: 0.0 # Max: 1.0E9 D:mobHPBoostPerPowerLevel=5.0 # Should mob rare drops be enabled? false means no requirements B:mobRareDropEnabled=true # How much an aggresive mob's speed will increase per one Power Level? # Min: 0.0 # Max: 1.0E9 D:mobSpeedBoostPerPowerLevel=1.0 # Should biome negative effects be enabled? false means no negative effects B:negativeBiomeEffectEnabled=true # Underwater Nightvision Unlock Level # Min: 0 # Max: 1000000 I:nightvisionUnlockLevel=25 # How much xp everyone gains on Normal Difficulty (1 = normal, 2 = twice as much) # Min: 0.0 # Max: 1000.0 D:normalMultiplier=1.0 # Should ores be enabled? false means no extra chance B:oreEnabled=true # How much damage you can deal to people in the same Party (0 = no damage, 100 = full damage) # Min: 1.0 # Max: 1.0E9 D:partyFriendlyFireAmount=33.333333333333336 # How many Members can a party have? # Min: 1 # Max: 1000000000 I:partyMaxMembers=10 # In what range do Party members have to be to benefit from the other members? # Min: 1.0 # Max: 1.0E9 D:partyRange=64.0 # How much bonus xp a Party gains extra, per player? (5 = 1 player -> 5% xp bonus, 2 players -> 10% xp bonus # Min: 1.0 # Max: 1.0E9 D:partyXpIncreasePerPlayer=5.0 # How much hunter xp is awarded upon killing a passive mob by default # Min: 0.0 # Max: 10000.0 D:passiveMobHunterXp=0.0 # How much xp everyone gains on Peaceful Difficulty (1 = normal, 2 = twice as much) # Min: 0.0 # Max: 1000.0 D:peacefulMultiplier=0.3333333333333333 # Should place requirements be enabled? false means no requirements B:placeReqEnabled=true # Should plants be enabled? false means no extra chance B:plantEnabled=true # Should biome positive effects be enabled? false means no positive effects B:positiveBiomeEffectEnabled=true # Is Salvaging items using the Repairing skill enabled? false = off B:salvageEnabled=true # How much your chance to save each point of fall damage increases per level (1 = 1% increase per Level) # Min: 0.0 # Max: 100.0 D:saveChancePerLevel=64.0 # Should Xp Boosts be scaled by the item Durability? (Max boost at Max durability, 50% at half Durability) B:scaleXpBoostByDurability=true # 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 # Min: 0.0 # Max: 100.0 D:scaleXpBoostByDurabilityEnd=75.0 # 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) # Min: 0.0 # Max: 100.0 D:scaleXpBoostByDurabilityStart=0.0 # Should you be notified by what new features you have access to on level ups? B:showLevelUpUnlocks=true # Should your personal Donator Welcome message come up? B:showPatreonWelcome=true # 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) B:showSkillsListAtCorner=true # Should the Welcome message come up? B:showWelcome=true # If Off, xp drops will no longer appear B:showXpDrops=true # GUI Skills List position X (Width) # Min: 0.0 # Max: 1.0 D:skillListOffsetX=0.0 # GUI Skills List position Y (Height, 0 is top, 1 is bottom (1 is probably invisible due to clipping) ) # Min: 0.0 # Max: 1.0 D:skillListOffsetY=0.0 # Should a succesful sleep recharge every player currently in that world Vein Charge? B:sleepRechargesAllPlayersVeinCharge=true # Do Furnaces produce extra items according to Item Owner Smithing level? B:smeltingEnabled=true # Do players get xp for Smelting items in a Furnace? B:smeltingXpEnabled=true # How much speed boost you get from each level (1 = 1% speed boost per level) # Min: 0.0 # Max: 100.0 D:speedBoostPerLevel=0.5 # If Off, xp drops will no longer stack with each other B:stackXpDrops=true # When a Kill requirement is not met, should the player be stopped from dealing any damage? B:strictReqKill=false # When a Tool requirement is not met, should the player be stopped from breaking with it completely? B:strictReqTool=true # When a Use Enchantment requirement is not met, should the item be dropped? B:strictReqUseEnchantment=false # When a Weapon requirement is not met, should the player be stopped from dealing any damage? B:strictReqWeapon=false # When a Wear requirement is not met, should the item be dropped? B:strictReqWear=false # Do players get xp for taming animals? B:tamingXpEnabled=true # Should tool requirements be enabled? false means no requirements B:toolReqEnabled=true # How much the Speed of the tool scales the Requirement of Excavation to Use the tool # Min: 0.0 # Max: 1000000.0 D:toolReqScaleDirt=5.0 # How much the Speed of the tool scales the Requirement of Woodcutting to Use the tool # Min: 0.0 # Max: 1000000.0 D:toolReqScaleLog=5.0 # How much the Speed of the tool scales the Requirement of Mining to Use the tool # Min: 0.0 # Max: 1000000.0 D:toolReqScaleOre=5.0 # Do players find Treasure inside of blocks? B:treasureEnabled=true # What is the chance to Bypass a max enchant level (provided you got the skill to do so) # Min: 0.0 # Max: 100.0 D:upgradeChance=50.0 # Should levels be determined using an Exponential formula? (false = the original way) B:useExponentialFormula=true # Should use requirements be enabled? false means no requirements B:useReqEnabled=true # GUI bar position X (Width) # Min: 0.0 # Max: 1.0 D:veinBarOffsetX=0.5 # GUI bar position Y (Height, 0 is top, 1 is bottom (1 is probably invisible due to clipping) ) # Min: 0.0 # Max: 1.0 D:veinBarOffsetY=0.65 # How many blocks max can be veined? # Min: 1 # Max: 1000000000 I:veinMaxBlocks=10000 # What is the maximum distance a player's vein can reach? # Min: 1.0 # Max: 1.0E9 D:veinMaxDistance=1000.0 # How many blocks get broken every tick? # Min: 1 # Max: 1000000000 I:veinSpeed=1 # Should veining wood material blocks start from the highest block? B:veinWoodTopToBottom=true # Is vein mining allowed? true = on, false = off B:veiningAllowed=true # Should players be allowed to vein blocks that they did not place? B:veiningOtherPlayerBlocksAllowed=false # Should weapon requirements be enabled? false means no requirements B:weaponReqEnabled=true # Should wear requirements be enabled? false means no requirements B:wearReqEnabled=true # Should a player have all their skills wiped to level 1 upon death? B:wipeAllSkillsUponDeathPermanently=false # How much your cutting speed increases per level in (1 = 1% increase per level) # Min: 0.0 # Max: 100.0 D:woodcuttingBonusSpeed=1.0 # worn items xp boost enabled? false = off B:wornItemXpBoostEnabled=true # Should the Xp Bar always be on? false = only appears while holding Show GUI or when you gain xp B:xpBarAlwaysOn=false # True is the animated rainbow, False is the old, plain grey box B:xpBarTheme=true # At what age do xp drops start to decay? # Min: 0.0 # Max: 1.0 D:xpDropDecayAge=350.0 # How opaque (visible) can the xp drop get? # Min: 0.0 # Max: 1.0 D:xpDropMaxOpacity=200.0 # GUI Xp drops position X (Width) # Min: 0.0 # Max: 1.0 D:xpDropOffsetX=0.5 # GUI Xp drops position Y (Height, 0 is top, 1 is bottom (1 is probably invisible due to clipping) ) # Min: 0.0 # Max: 1.0 D:xpDropOffsetY=0.0 # How much out of MaxOpacity does the Xp Drop become visible per 1 distance # Min: 0.0 # Max: 1.0 D:xpDropOpacityPerTime=5.0 # How far away does the Xp Drop spawn # Min: 0.0 # Max: 1.0 D:xpDropSpawnDistance=50.0 # Should xp drops sync up with the bar being open or closed? HIGHLY RECOMMEND TO KEEP FALSE IF YOU ARE MOVING XP DROP POSITIONS B:xpDropsAttachedToBar=true # Should Xp Drops make the Xp Bar pop up? B:xpDropsShowXpBar=true # What is the xp increase per level ( baseXp + level * xpPerLevel ) # Min: 1.0 # Max: 1000000.0 D:xpIncreasePerLevel=50.0 # Should the Xp left indicator always be on? false = only appears with Show GUI key B:xpLeftDisplayAlwaysOn=false # Should xp values for breaking things first time be enabled? false means only Hardness xp is awarded for breaking B:xpValueBreakingEnabled=true # Should xp values for crafting be enabled? false means the default value is used B:xpValueCraftingEnabled=true # Should xp values for general things be enabled? (Such as catching fish) B:xpValueGeneralEnabled=true # Should xp values for crafting be enabled? false means the hardness value is used B:xpValuePlacingEnabled=true localconfig { } }