#Should players be sent entering/leaving colony notifications? [Default: true]
sendenteringleavingmessages=true
#Should players be allowed to change citizen names? -1 for false, 0 for certain players only, 1 for true. (To set which players can change the names, see "Special Permissions Group" below.) [Default: 1, min: -1, max: 1]
#Range: -1 ~ 1
allowglobalnamechanges=1
#Should special holiday content be displayed? [Default: true]
holidayfeatures=true
#Quantity of dirt per compost filling. [Default: 1, min: 0, max: 100]
#Range: 0 ~ 100
dirtfromcompost=1
#Chance for the Miner to get an ore when mining cobblestone or stone (by default, can be expanded with datapacks to other materials). This is a percentage. (To change which ores the Miner can find, see "List of Lucky Ores".) [Default: 1, min: 0, max: 100]
#Range: 0 ~ 100
luckyblockchance=1
#The minimum level a Town Hall has to be to allow teleportation to allied colonies. [Default: 3, min: 0, max: 5]
#Range: 0 ~ 5
minthleveltoteleport=3
#Suggest build tool usage when trying to place a building without the build tool. [Default: true]
#How common diseases are. 1 = Very common, 100 = extremely rare. [Default: 5, min: 1, max: 100]
#Range: 1 ~ 100
diseasemodifier=10
#If part of the colony is loaded by an owner/officer, should the colony be kept loaded? (Set how many chunks are loaded with the "Colony Chunk Loading Strictness" option.) [Default: false]
forceloadcolony=true
#Set how long chunks stay loaded after player leaves, does not persist through restarts. Default: 10min [Default: 10, min: 1, max: 1440]
#Range: 1 ~ 1440
loadtime=10
#This controls how many chunks are loaded with the "Chunk Load Colony" option. The higher this value, the fewer chunks will be loaded. (The innermost chunks will be loaded first.) 1 = load all claimed chunks. [Default: 3, min: 1, max: 15]
#Chance to get an evil Tavern visitor that will run off with the resources you give them. This is a %. [Default: 2, min: 1, max: 100]
#Range: 1 ~ 100
badvisitorchance=2
#Max log count in one tree for the Forester to check during their tree search. [Default: 400, min: 1, max: 1000]
#Range: 1 ~ 1000
maxtreesize=400
#Disables supply camp placing restrictions, intended for skyworlds and similar [Default: false]
nosupplyplacementrestrictions=false
#Raiders will spawn in the sky if this is enabled [Default: false]
skyraiders=false
#All configurations related to the research system
[research]
#Allows automatic and (near) instant completion of research for players in creative mode. If false, creative players will still be able to begin researches, but will have normal progress rates. [Default: true]
researchcreativecompletion=true
#Significantly increases the amount of information related to research datapacks that is logged during the world load. [Default: false]
researchdebuglog=false
#A list of items to charge players when undoing an already-completed research.
researchresetcost=["minecolonies:ancienttome:1"]
#All configurations related to the MineColonies commands
[commands]
#Should players be allowed to use the /mc rtp command? [Default: false]
canplayerusertpcommand=false
#Should players be allowed to use the /mc colony teleport command? [Default: false]
canplayerusecolonytpcommand=false
#Can players teleport to allied colonies? [Default: true]
canplayeruseallytownhallteleport=true
#Should players be allowed to use the /mc home command? Note: Only owners of the colony can use this command. [Default: false]
canplayerusehometpcommand=false
#Should players be allowed to use the /mc colony info command? [Default: true]
canplayeruseshowcolonyinfocommand=true
#Should players be allowed to use the /mc citizens kill command? [Default: false]
canplayerusekillcitizenscommand=false
#Should players be allowed to use the /mc colony addOfficer command? [Default: true]
canplayeruseaddofficercommand=true
#Should players be allowed to use the /mc colony delete command? [Default: true]
canplayerusedeletecolonycommand=true
#Amount of attempts to find a safe random teleport (with /mc rtp). [Default: 4, min: 1, max: 10]
#Range: 1 ~ 10
numberofattemptsforsafetp=4
#All configuration related to colony claims
[claims]
#Maximum claim range for a colony. This is the radius, measured in chunks. [Default: 20, min: 1, max: 50]
#Range: 1 ~ 50
maxColonySize=20
#The minimum distance (in chunks) between colonies. [Default: 8, min: 1, max: 200]
#Range: 1 ~ 200
minColonyDistance=8
#Initial claim size for a colony. This is the radius, measured in chunks. [Default: 4, min: 1, max: 15]
#Range: 1 ~ 15
initialColonySize=4
#Should the min/max distance from spawn also affect colony placement? [Default: false]
restrictcolonyplacement=false
#Max distance (in blocks) from world spawn for a colony. [Default: 8000, min: 1000, max: 100000]
#Range: 1000 ~ 100000
maxdistancefromworldspawn=8000
#Min distance (in blocks) from world spawn for a colony. [Default: 512, min: 1, max: 1000]
#Range: 1 ~ 1000
mindistancefromworldspawn=512
#Should officers of a colony receive advancements from that colony? [Default: true]
officersreceiveadvancements=true
#All configuration items related to the combat elements of MineColonies
#Health multiplier for all Guards. [Default: 1.000000, min: 0.100000, max: 5.000000]
#Range: 0.1 ~ 5.0
guardhealthmult=1.0
#Turn on MineColonies PVP mode (colonies can be destroyed and griefed under certain conditions). [Default: false]
pvp_mode=false
#Days until the pirate ships despawn. [Default: 3, min: 1, max: 10]
#Range: 1 ~ 10
daysuntilpirateshipsdespawn=3
#Max Y level (height) for Raiders to spawn. [Default: 200, min: 1, max: 500]
#Range: 1 ~ 500
maxyforbarbarians=200
#All permission configuration options
[permissions]
#Should colony protection be enabled? [Default: true]
enablecolonyprotection=false
#Set the max amount of backups kept [Default: 50, min: 3, max: 5000]
#Range: 3 ~ 5000
maxkeptbackups=50
#Independent from the colony protection, should explosions be turned off inside colonies? DAMAGE_NOTHING prevents explosions completely. DAMAGE_PLAYERS, allows explosions to damage players and hostile mobs, but not blocks or neutral or friendly mobs. DAMAGE_ENTITIES allows damage to all entities. DAMAGE_EVERYTHING allows explosions to damage entities and blocks.
#Offset for the maximum durability unenchanted rod a T2 Fishing Hut can use, compared to iron tools (250). Thermal Foundation Iron requires +6. T3 huts can use unenchanted rods of any durability level, so long as they can take damage at all. Anything below -250 will only allow vanilla rods, except as allowed by T1. [Default: 6, min: -249, max: 250000]
#Range: -249 ~ 250000
fishingroddurabilityadjustt2=6
#Offset for the maximum durability unenchanted rod a T1 Fishing Hut can use, compared to other wooden tools (59). Vanilla rods always work, but equivalents would need +6. Default value allows up to Thermal Foundation Silver Anything below -59 will only allow vanilla rods. [Default: 22, min: -58, max: 250000]
#Range: -58 ~ 250000
fishingroddurabilityadjustt1=22
#All diseases citizens can get. The name, how common it is, and all ingredients to cure it.
#Minimum number of consecutive rails for citizens to use them. [Default: 8, min: 5, max: 100]
#Range: 5 ~ 100
minimumrailstopath=8
#Amount of additional threads to be used for pathfinding. [Default: 2, min: 1, max: 10]
#Range: 1 ~ 10
pathfindingmaxthreadcount=2
#All configurations related to the request system
[requestSystem]
#The maximal amount of tries that the request system will perform for retryable requests. Higher increases server load. [Default: 3, min: 1, max: 10]
#Range: 1 ~ 10
maximalretries=3
#The amount of ticks between retries of the request system for retryable requests. Lower increases server load. [Default: 1200, min: 30, max: 10000]
#Range: 30 ~ 10000
delaybetweenretries=1200
#Should the request system creatively resolve (if possible) when the player is required to resolve a request? This is a debugging tool and can take a very long time to resolve a request. [Default: false]
creativeresolve=false
#Should players be allowed to use the /mc colony requestsystem-reset command? [Default: false]