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@SeaDonkey81
Created June 25, 2019 09:47
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minecolonies.cfg
# Configuration file
general {
##########################################################################################################
# gameplay
#--------------------------------------------------------------------------------------------------------#
# All configuration related to gameplay
##########################################################################################################
gameplay {
# Should players be allowed to change names? -1 for false, 0 for specific groups, 1 for true
I:allowGlobalNameChanges=1
# Should players be allowed to abandon their colony to create a new one easily?
B:allowInfiniteColonies=true
# Should players be able to place an infinite amount of supplychests?
B:allowInfiniteSupplyChests=false
# Should colonies in other dimensions be allowed (Default = false)?
B:allowOtherDimColonies=false
# Should player made schematics be allowed
B:allowPlayerSchematics=false
# Should citizen name tags be rendered?
B:alwaysRenderNameTag=true
# Sets the amount of hours until a colony will be deleted after not seeing it's mayor, set to zero to disable
I:autoDeleteColoniesInHours=0
# Sets weither or not Colony structures are destroyed automatically.
B:autoDestroyColonyBlocks=true
# The average amount of nights between raids
I:averageNumberOfNightsBetweenRaids=3
# The difficulty setting for barbarians
# Min: 0
# Max: 10
I:barbarianHordeDifficulty=5
# Delay modifier to mine a block (Decreasing it, decreases the delay)
I:blockMiningDelayModifier=500
# Delay after each block placement (Increasing it, increases the delay)
I:builderBuildBlockDelay=15
# Should builder and miner build without resources? (this also turns off what they produce)
B:builderInfiniteResources=false
# Should builder place construction tape?
B:builderPlaceConstructionTape=true
# Should the player be allowed to use the '/mc citizens respawn' command?
B:canPlayerRespawnCitizensCommand=true
# Should the player be allowed to use the '/mc colony addOfficer' command?
B:canPlayerUseAddOfficerCommand=true
# Should the player be allowed to use the '/mc backup' command?
B:canPlayerUseBackupCommand=false
# Should the player be allowed to use the '/mc citizens info' command?
B:canPlayerUseCitizenInfoCommand=true
# Should the player be allowed to use the '/mc colony teleport' command?
B:canPlayerUseColonyTPCommand=false
# Should the player be allowed to use the '/mc colony delete' command?
B:canPlayerUseDeleteColonyCommand=true
# Should the player be allowed to use the '/mc home' command?
B:canPlayerUseHomeTPCommand=true
# Should the player be allowed to use the '/mc citizens kill' command?
B:canPlayerUseKillCitizensCommand=true
# Should the player be allowed to use the '/mc citizens list' command?
B:canPlayerUseListCitizensCommand=true
# Should the player be allowed to use the '/mc rtp' command?
B:canPlayerUseRTPCommand=true
# Should the player be allowed to use the '/mc colony refresh' command?
B:canPlayerUseRefreshColonyCommand=false
# Should the player be allowed to use the '/mc colony info' command?
B:canPlayerUseShowColonyInfoCommand=true
# Chat frequency of worker requests
I:chatFrequency=30
# Average citizen respawn interval (in seconds)
# Min: 10
# Max: 600
I:citizenRespawnInterval=60
# List of items the Students in the library can use.
# Format: itemname;SkillIncreasePCT[100-1000];BreakPCT[0-100]
# Example: minecraft:paper;400;100
# Which adds minecraft Paper with a 400%(4x) increased chance to skillup and a 100% chance to be used up during the try to skillup
S:configListStudyItems <
minecraft:paper;400;100
>
# What the crusher can produce at the cost of 2:1
S:crusherProduction <
minecraft:cobblestone!minecraft:gravel
minecraft:gravel!minecraft:sand
minecraft:sand!minecraft:clay
>
# Days until the pirate ships despawn again.
I:daysUntilPirateshipsDespawn=3
# Quantity of dirt per Compost filling. Default: 1
I:dirtFromCompost=1
# Whether or not to barbarians can break, scale, bridge obstacles
B:doBarbariansBreakThroughWalls=true
# Whether or not to spawn barbarians
B:doBarbariansSpawn=true
# Should the colony protection be enabled?
B:enableColonyProtection=true
# Should the colony have a fixed radius or should it be dynamic
B:enableDynamicColonySizes=true
# Should in development features be enabled (might be buggy)
B:enableInDevelopmentFeatures=false
# Ores for the miner to mine that aren't autodetected
S:extraOres <
minestuck:ore_cruxite
minestuck:ore_uranium
>
# Chance to get a sponge drop for the fisherman starting at level 4.
D:fisherSpongeChance=0.1
# Automatically fix orphaned chunks which were caused by chunk loading and saving issues
B:fixOrphanedChunks=false
# Food consumption modifier. (Default: 1, Min: 1)
D:foodModifier=1.0
# Blocks players should be able to interact with in any colony (Ex vending machines)
S:freeToInteractBlocks <
block:dirt
0 0 0
>
# Child growth modifier, default on avg they take about 60min to grow (at 1.0x modifier). Setting to 5 = 5x as fast. Default value: 1
D:growthModifier=1.0
# Health multiplier for all Guards: Default:1.0
D:guardHealthMult=1.0
# ResourceLocations for extra entities for the GuardHut's list.
# once done you'll need to recalculate the list.EntityMob's already calculated in list.
S:guardResourceLocations <
minecraft:slime
tconstruct:blueslime
>
# Should special holiday content be displayed?
B:holidayFeatures=true
# Amount of initial citizens
I:initialCitizenAmount=4
# Damage multiplier for Knight Guards: Default:1.0
D:knightDamageMult=1.0
# Should there be at max 1 warehouse per colony?
B:limitToOneWareHousePerColony=true
# The items and item-tags that the composter can use to produce compost.
S:listOfCompostableItems <
minecraft:rotten_flesh
minecraft:tallgrass
minecraft:yellow_flower
minecraft:red_flower
minecraft:brown_mushroom
minecraft:red_mushroom
minecraft:double_plant
food
seed
treeSapling
>
# Chance to get a lucky block in percent. Default: 1
I:luckyBlockChance=1
# The blocks where the miner has a chance to get a random ore.
S:luckyBlocks <
minecraft:stone
minecraft:cobblestone
>
# The random ores the miner can get separated by ! for rarity
S:luckyOres <
minecraft:coal_ore!64
minecraft:iron_ore!32
minecraft:gold_ore!16
minecraft:redstone_ore!8
minecraft:lapis_ore!4
minecraft:diamond_ore!2
minecraft:emerald_ore!1
>
# The max size of a barbarian horde
# Min: 6
# Max: 40
I:maxBarbarianSize=20
# Amount of blocks the builder checks (to decrease lag by builder)
I:maxBlocksCheckedByBuilder=1000
# Max citizens in one colony
I:maxCitizenPerColony=50
# Max distance from world spawn
I:maxDistanceFromWorldSpawn=8000
# Max Y level for Barbarians to spawn
I:maxYForBarbarians=200
# Min distance from world spawn
I:minDistanceFromWorldSpawn=512
# The minimum level a townhall has to have to allow teleportation to other colonies.
I:minThLevelToTeleport=3
# The minimum distances between town halls for dynamic colony sizes (used as default initial claim too).
I:minTownHallPadding=3
# The minimum number of nights between raids
I:minimumNumberOfNightsBetweenRaids=1
# Amount of attempts to find a save rtp
I:numberOfAttemptsForSafeTP=4
# Which level counts as op level on the server
I:opLevelForServer=3
# Should player get one guidebook on first join to a new world?
B:playerGetsGuidebookOnFirstJoin=true
# Should players be allowed to build their colonies over existing villages?
B:protectVillages=false
# Turn on Minecolonies pvp mode, attention (colonies can be destroyed and can be griefed under certain conditions.)
B:pvp_mode=false
# Damage multiplier for Ranger Guards: Default:1.0
D:rangerDamageMult=1.0
# Should Guard Rangers benefit from Power/Smite/Bane of Arthropods enchants?
B:rangerEnchants=true
# If the builder should be slower underground or as fast as anywhere else
B:restrictBuilderUnderground=false
# Should the min/max distance from spawn also affect colony placement?
B:restrictColonyPlacement=false
# Seconds between permission messages.
I:secondsBetweenPermissionMessages=30
# Should Players be sent entering/leaving colony notifications?
B:sendEnteringLeavingMessages=true
# The blocks which can be sifted for items
S:siftableBlocks <
minecraft:dirt
minecraft:sand
minecraft:gravel
minecraft:soul_sand
>
# The possible drops from sifting - keyBlock, keyMesh, item, probability
S:sifterDrops <
0,0,minecraft:wheat_seeds,25
0,0,minecraft:sapling:0,1
0,0,minecraft:sapling:1,1
0,0,minecraft:sapling:2,1
0,0,minecraft:sapling:3,1
0,1,minecraft:wheat_seeds,50
0,1,minecraft:sapling:0,5
0,1,minecraft:sapling:1,5
0,1,minecraft:sapling:2,5
0,1,minecraft:sapling:3,5
0,1,minecraft:carrot:0,1
0,1,minecraft:potato:0,1
0,2,minecraft:wheat_seeds,50
0,2,minecraft:sapling:0,10
0,2,minecraft:sapling:1,10
0,2,minecraft:sapling:2,10
0,2,minecraft:sapling:3,10
0,2,minecraft:pumpkin_seeds:0,1
0,2,minecraft:melon_seeds:0,1
0,2,minecraft:beetroot_seeds:0,1
0,2,minecraft:carrot:0,1
0,2,minecraft:potato:0,1
0,2,minecraft:sapling:4,1
0,2,minecraft:sapling:5,1
0,3,minecraft:wheat_seeds,25
0,3,minecraft:sapling:0,10
0,3,minecraft:sapling:1,10
0,3,minecraft:sapling:2,10
0,3,minecraft:sapling:3,10
0,3,minecraft:pumpkin_seeds:0,5
0,3,minecraft:melon_seeds:0,5
0,3,minecraft:beetroot_seeds:0,5
0,3,minecraft:carrot:0,5
0,3,minecraft:potato:0,5
0,3,minecraft:sapling:4,5
0,3,minecraft:sapling:5,5
1,0,minecraft:cactus,2.5
1,0,minecraft:reeds,2.5
1,1,minecraft:cactus,5
1,1,minecraft:reeds,5
1,1,minecraft:gold_nugget,5
1,2,minecraft:cactus,10
1,2,minecraft:reeds,10
1,2,minecraft:dye:3,10
1,2,minecraft:gold_nugget,10
1,3,minecraft:cactus,15
1,3,minecraft:reeds,15
1,3,minecraft:dye:3,15
1,3,minecraft:gold_nugget,15
2,0,minecraft:iron_nugget,5
2,0,minecraft:flint,5
2,0,minecraft:coal,5
2,1,minecraft:redstone,10
2,1,minecraft:iron_nugget,10
2,1,minecraft:flint,10
2,1,minecraft:coal,10
2,2,minecraft:redstone,15
2,2,minecraft:iron_nugget,15
2,2,minecraft:coal,15
2,2,minecraft:dye:4,5
2,2,minecraft:iron_ingot,1
2,2,minecraft:gold_ingot,1
2,2,minecraft:emerald,1
2,2,minecraft:diamond,1
2,3,minecraft:redstone,20
2,3,minecraft:coal,20
2,3,minecraft:dye:4,10
2,3,minecraft:iron_ingot,2.5
2,3,minecraft:gold_ingot,2.5
2,3,minecraft:emerald,2.5
2,3,minecraft:diamond,2.5
3,0,minecraft:nether_wart,5
3,0,minecraft:quartz,5
3,1,minecraft:nether_wart,10
3,1,minecraft:quartz,10
3,1,minecraft:glowstone_dust,5
3,2,minecraft:nether_wart,10
3,2,minecraft:quartz,10
3,2,minecraft:glowstone_dust,10
3,2,minecraft:blaze_powder,1
3,2,minecraft:magma_cream,1
3,3,minecraft:nether_wart,15
3,3,minecraft:quartz,15
3,3,minecraft:glowstone_dust,15
3,3,minecraft:blaze_powder,5
3,3,minecraft:magma_cream,5
3,3,minecraft:skull:3,5
>
# The different meshes which can be bought in the building with durability
S:sifterMeshes <
minecraft:string,0
minecraft:flint,0.1
minecraft:iron_ingot,0.1
minecraft:diamond,0.1
>
# The spawn size of a barbarian horde
# Min: 1
# Max: 10
I:spawnBarbarianSize=5
# Players who have special permission (Patreons for example)
S:specialPermGroup <
Aric_Southland
>
# Suggest build tool usage when trying to place a building without build tool. (Default: true)
B:suggestBuildToolPlacement=true
# Should supply chests be craftable on this server?
B:supplyChests=false
# Time until a next teleport can be executed (in seconds)
I:teleportBuffer=120
# Padding between colonies - deprecated, don't use
I:townHallPadding=20
# Padding between colonies in chunks
I:townHallPaddingChunk=1
# Independent from the colony protection, should explosions be turned off?
B:turnOffExplosionsInColonies=true
# AI Update rate, increase to improve performance. Default: 1
I:updateRate=1
# Should workers work during the rain?
B:workersAlwaysWorkInRain=true
# Max distance a colony can claim a chunk from the center, 0 if disable maximum
I:workingRangeTownHall=320
# Colony size (radius in chunks around central colony chunk). Only for the static mode.
I:workingRangeTownHallChunks=8
}
##########################################################################################################
# compatibility
#--------------------------------------------------------------------------------------------------------#
# All configuration related to mod compatibility
##########################################################################################################
compatibility {
# Harvest trunk-size for dynamic trees:1-8, default:5
I:dynamicTreeHarvestSize=5
}
##########################################################################################################
# pathfinding
#--------------------------------------------------------------------------------------------------------#
# All configurations related to pathfinding
##########################################################################################################
pathfinding {
# Draw pathfinding paths (might be laggy)
B:pathfindingDebugDraw=false
# Verbosity of pathfinding
I:pathfindingDebugVerbosity=0
# Max amount of Nodes(positions) to map during pathfinding. Default 5000: Lowering increases performance, but might lead to pathing glitches
I:pathfindingMaxNodes=5000
# Amount of additional threads to be used for pathfinding
I:pathfindingMaxThreadCount=2
}
##########################################################################################################
# requestsystem
#--------------------------------------------------------------------------------------------------------#
# All configurations related to the request system
##########################################################################################################
requestsystem {
# Should the player be allowed to use the '/mc colony rs reset' command?
B:canPlayerUseResetCommand=false
# Should the request system creatively resolve (if possible) when the player is required to resolve a request.
B:creativeResolve=false
# The amount of ticks between retries of the request system for retryable requests. Lower increases server load.
I:delayBetweenRetries=1200
# Should the request system print out debug information? Useful in case of malfunctioning of set system.
B:enableDebugLogging=false
# The maximal amount of buildings the Delivery Man should try to gather before attempting a drop off at the warehouse.
I:maximalBuildingsToGather=6
# The maximal amount of tries that the request system will perform for retryable requests. Higher increases server load.
I:maximalRetries=3
# The minimal amount of buildings the Delivery Man should try to gather before attempting a drop off at the warehouse.
I:minimalBuildingsToGather=3
}
}
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