Wiki › Mine Colonies Unofficial Fabric › Configuration
Mine Colonies Unofficial Fabric — Configuration
Every setting in the mod config file, with what it changes.
| Option | What it does |
|---|---|
boolean | [Default: %b] |
fishingroddurabilityadjustt1Adjustment for T1 Fishing Huts | 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 va |
fishingroddurabilityadjustt2Adjustment for T2 Fishing Huts | 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 |
animalpenrecalldistanceAnimal recall distance | An animal found this many blocks outside its herder hut is put back inside it rather than left to walk. This is the backstop for animals that cannot walk home at all - across water, down a ravine, taken away in a boat. Set to 0 to never move an animal by hand, |
animalpenslackAnimal roaming room | Extra blocks of roaming room beyond the herder hut's own footprint. Zero keeps the animals to exactly the ground the hut's blueprint covers; larger values let them graze around it. |
auditcraftingtagsAudit Crafting Tags | When loading recipes, generate audit CSV files to help debug datapacks or extra mods. |
averageemptycolonydistanceAverage Empty Colony Distance - Needs Complete Restart | Average distance in chunks between 2 empty colonies |
averagenumberofnightsbetweenraidsAverage Number of Nights Between Raids | The average number of nights between raids. |
maxkeptbackupsBackup Count | Set the max amount of backups kept |
badvisitorchanceBad Recruitment Chance | Chance to get an evil Tavern visitor that will run off with the resources you give them. This is a %. |
blueprintbuildmodeBlueprint Build Mode | Turn this on if you're using this world for blueprint building and scanning. |
buildgogglerangeBuild Goggles Range | How close (in blocks) you need to be to see work orders while wearing the Build Goggles. |
suggestbuildtoolplacementBuild Tool Placement | Suggest build tool usage when trying to place a building without the build tool. |
canplayeruseallytownhallteleportCan Players TP to Allies | Can players teleport to allied colonies? |
canplayeruseaddofficercommandCan Players Use the Add Officer Command | Should players be allowed to use the /mc colony addOfficer command? |
canplayerusecitizeninfocommandCan Players Use the Citizen Info Command | Should players be allowed to use the /mc citizens info command? |
canplayerusecolonytpcommandCan Players Use the Colony TP Command | Should players be allowed to use the /mc colony teleport command? |
canplayerusedeletecolonycommandCan Players Use the Delete Colony Command | Should players be allowed to use the /mc colony delete command? |
canplayerusehometpcommandCan Players Use the Home TP Command | Should players be allowed to use the /mc home command? Note: Only owners of the colony can use this command. |
canplayerusekillcitizenscommandCan Players Use the Kill Citizens Command | Should players be allowed to use the /mc citizens kill command? |
canplayeruselistcitizenscommandCan Players Use the List Citizens Command | Should players be allowed to use the /mc citizens list command? |
canplayerusemodifycitizenscommandCan Players Use the Modify Citizens Command | Should players be allowed to use the /mc citizens modify command? |
canplayeruseresetcommandCan Players Use the Request System Reset Command | Should players be allowed to use the /mc colony requestsystem-reset command? |
canplayerusertpcommandCan Players Use the RTP Command | Should players be allowed to use the /mc rtp command? |
canplayeruseshowcolonyinfocommandCan Players Use the Show Colony Info Command | Should players be allowed to use the /mc colony info command? |
forceloadcolonyChunk Load Colony | 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.) |
maxcitizenpercolonyCitizen Cap | Max citizens in one colony. |
disablecitizenvoicesCitizen Sounds | Disable citizen voices. |
citizencallforhelpCitizens Call for Help | Should citizens call Guards for help when attacked? |
claimsClaim Settings | All configuration related to colony claims |
loadtimeColony chunk loading duration | Set how long chunks stay loaded after player leaves, does not persist through restarts. Default: 10min |
colonyloadstrictnessColony Chunk Loading Strictness | 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. |
sendenteringleavingmessagesColony Notifications | Should players be sent entering/leaving colony notifications? |
combatCombat Settings | All configuration items related to the combat elements of MineColonies |
commandsCommand Settings | All configurations related to the MineColonies commands |
dirtfromcompostCompost to Dirt | Quantity of dirt per compost filling. |
builderplaceconstructiontapeConstruction Tape Placement | Should construction tape be placed around in-construction builds? |
researchresetcostCost to Undo a Completed Research | A list of items to charge players when undoing an already-completed research. |
creativeresolveCreatively Resolve Requests | 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. |
daysuntilpirateshipsdespawnDays Until Pirate Ships Despawn | Days until the pirate ships despawn. |
debuginventoriesDebug Inventories | Enable inventory debugging. |
delaybetweenretriesDelay Between Retries | The amount of ticks between retries of the request system for retryable requests. Lower increases server load. |
enableindevelopmentfeaturesDev Features | Should development features be enabled (might be buggy)? |
disableemptycoloniesDisable Empty Colonies | Will stop empty colonies from being generated in the world - Needs world Reload |
diseasemodifierDisease Modifier | How common diseases are. 1 = Very common, 100 = extremely rare. |
diseasesDiseases | All diseases citizens can get. The name, how common it is, and all ingredients to cure it. |
raidersbreakblocksDo raiders break blocks | Whether or not raiders are able to break through blocks |
raidersbreakdoorsDo Raiders Break Doors | Whether or not raiders can break through doors. |
dynamictreeharvestsizeDynamic Tree Harvest Size | Forester harvest trunk size for dynamic trees: 1-8. |
enablecolonyprotectionEnable Colony Protection | Should colony protection be enabled? |
enabledebugloggingEnable Debug Logging | Should the request system show debug information in the debug.log? Useful if malfunctioning. |
enabledynamiccolonysizesEnable Dynamic Colony Sizes | Should colonies have a fixed radius or should it be dynamic? |
skyraidersEnable raiders to spawn in the sky | Raiders will spawn in the sky if this is enabled |
enablecolonyraidsEnables colony raid spawning | Whether or not to spawn raiders. |
enchantmentsEnchantments | The possible enchantments for the enchanter. |
farmerpreparesgroundFarmer prepares its own ground | The farmer clears whatever it cannot till inside its field - stone, gravel, sand, anything - and lays ground down in its place, then tills that. It never touches water, lava or a waterlogged block. With free mode on for the colony the ground is conjured; other |
maxfieldclaimdistanceField claim range | How far, in blocks, a hut may reach when it claims a field on its own. Measured horizontally from the hut to the nearest block the field covers. A hut also lets go of a field that has drifted outside this range, unless the field was assigned by hand or the hut |
listofplantablesFlorist Flowers | The items and item-tags that the Florist can plant. |
foodmodifierFood Modifier | Food consumption modifier. |
freemodemaxfieldareaFree mode farm field area limit | Largest farm field, in blocks of ground, that may be laid out while free mode is on for the colony. Any shape is allowed as long as width times depth stays at or below this. Colonies without free mode keep the normal limit of 11x11. |
freemodefarmerbatchsizeFree mode farmer cells per visit | How many field cells the farmer may till, sow or harvest from one spot before pausing, while free mode is on for the colony. The pause between cells is the farmer's whole working rhythm, so this divides it: 3 means one pause for every three cells instead of on |
freetointeractblocksFree-to-Interact Blocks | Blocks players should be able to interact with in any colony (ex: vending machines) |
gameplayGameplay Settings | All configuration items related to the core gameplay |
guardDamageMultiplierGuard Damage Multiplier | Attack damage multiplier for Guards. |
guardhealthmultGuard Health Multiplier | Health multiplier for all Guards. |
animalpencontainmentHerded animals stay in their hut | Cows, sheep, pigs, chickens, rabbits and stabled horses standing inside a herder hut are given that hut as their home, which is the same restriction vanilla puts on a leashed animal: they no longer wander out of it, and one that has been pushed, frightened or |
holidayfeaturesHoliday Features | Should special holiday content be displayed? |
allowinfinitecoloniesInfinite Colonies | Should players be allowed to abandon their colony to create a new one easily? Note: This is buggy! |
allowinfinitesupplychestsInfinite Supply Camps/Ships | Should players be able to place an infinite amount of supply camps/ships? |
citizenrespawnintervalInitial Citizen Respawn Interval | If a colony is under the initial citizen count, this changes the amount of time before a new citizen spawns. |
initialcolonysizeInitial Colony Claim Size | Initial claim size for a colony. This is the radius, measured in chunks. |
initialcitizenamountInitital Citizen Count | Amount of initial citizens. |
crusherproductionList of Crusher Production | List of materials a Crusher can reduce and what they convert into, separated by exclamation marks. |
luckyoresList of Lucky Ores | List of ore blocks rarely found magically by Miners (see "Ore Chance"). Includes the block and its chance, separated by exclamation marks. |
configlistrecruitmentitemsList of Recruitment Items | Items requested by Tavern visitors. |
siftableblocksList of Siftable Blocks | List of materials a Sifter can rifle through for resources. |
siftermeshesList of Sifter Meshes | List of materials a sifter can use as a mesh material, along with bonus weights |
sifterdropsList of Sifter Production | List of materials a sifter can find from raw materials, as well as their weights. |
configliststudyitemsList of Study Items | Items consumed by citizens in the Library. |
researchdebuglogLog Research Data | Significantly increases the amount of information related to research datapacks that is logged during the world load. |
maxdistancefromworldspawnMax Distance from World Spawn | Max distance (in blocks) from world spawn for a colony. |
maxyforbarbariansMax Height for Raiders | Max Y level (height) for Raiders to spawn. |
maxitemsubtypescanMax Item Subtype Scan Range | Max amount of items we scan of a given subtype before we stop. |
maxtreesizeMax Tree Size | Max log count in one tree for the Forester to check during their tree search. |
maximalretriesMaximal Retries | The maximal amount of tries that the request system will perform for retryable requests. Higher increases server load. |
maxRaidersMaximum amount of raiders | The maximum amount of raiders spawned per raid |
maxcolonysizeMaximum Claim Range for Colonies | Maximum claim range for a colony. This is the radius, measured in chunks. |
maxforcedchunksMaximum force-loaded chunks per colony | Hard ceiling on how many chunks one colony may keep loaded while nobody is near it. Every one of them keeps a 5x5 block of chunks alive, so this is the real cost of the "Chunk Load Colony" option. The cap only refuses new chunks, it never releases one the colo |
maxoutlyingchunksMaximum outlying chunks per colony | How many chunks a colony may hold further from its town hall than the claim range above - the enclaves it has claimed with the Land Claim Scepter. Placing a building on ground the colony already owns always registers that ground, at any distance; this only lim |
mindistancefromworldspawnMin Distance from World Spawn | Min distance (in blocks) from world spawn for a colony. |
mincolonydistanceMinimum Colony Distance | The minimum distance (in chunks) between colonies. |
minimumnumberofnightsbetweenraidsMinimum Number of Nights Between Raids | The minimum number of nights between raids. |
minimumrailstopathMinimum Rails | Minimum number of consecutive rails for citizens to use them. |
minimumwatertoboatMinimum Water | Minimum number of consecutive water blocks for citizens to cross them by boat instead of swimming. |
blockminingdelaymodifierMining Delay | Delay modifier to mine a block (decreasing it decreases the delay). |
mobattackcitizensMobs Attack Citizens | Should mobs attack citizens? |
compatibilityMod Compatibility Settings | All configuration related to mod compatibility |
allowglobalnamechangesName Changes | 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.) |
alwaysrendernametagName Tags | Should citizen name tags be rendered? |
neighborbuildingrangeNeighbor Building Range | How close a building needs to be to another to be considered a neighbor, in blocks. -1 = intersecting, 0 = touching |
neighborbuildingrenderingNeighbor Building Rendering | By default, when placing a schematic near other buildings, the already-placed buildings will show as if they were at level 5 and have a blue outline around them. You can disable that by setting this to false. |
nosupplyplacementrestrictionsNo supply camp placing restrictions | Disables supply camp placing restrictions, intended for skyworlds and similar |
numberofattemptsforsafetpNumber of Attempts for Safe TP | Amount of attempts to find a safe random teleport (with /mc rtp). |
officersreceiveadvancementsOfficers Receive Advancements | Should officers of a colony receive advancements from that colony? |
luckyblockchanceOre Chance | 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".) |
allowotherdimcoloniesOther Dim Colonies | Should colonies in other dimensions be allowed? |
pathfindingdebugdrawPathfinding Debug Draw | Show pathfinding paths (might be laggy). |
pathNodeLimitMultiplierPathfinding Node Limit | Increases the pathfinding node limit by the given factor, enabling citizens to search a bigger area at the cost of performance (offthread) for more accurate pathfinding. |
pathfindingPathfinding Settings | All configurations related to pathfinding |
permissioneventbypassminpermlevelPermission Event Minimum Permission Level | Disables colony permissions if player has a given permission level. |
permissionsPermission Settings | All permission configuration options |
builderbuildblockdelayPlacing Delay | Delay after each block placement (increasing it increases the delay). |
allowplayerschematicsPlayer Schematics | Should player-made schematics be allowed |
pvp_modePVP Mode | Turn on MineColonies PVP mode (colonies can be destroyed and griefed under certain conditions). |
raidDifficultyRaid Difficulty | The difficulty setting for raids. |
requestsystemRequest System Settings | All configurations related to the request system |
researchcreativecompletionResearch Creative Completion | 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. |
researchResearch Settings | All configurations related to the research system |
restrictcolonyplacementRestrict Colony Placement | Should the min/max distance from spawn also affect colony placement? |
secondsbetweenpermissionmessagesSeconds Between Permission Messages | Seconds between each permission message (to reduce spam). |
colonyteambordersShow Colony Borders in Team Colors | When true, the colony borders shown when holding the build tool will be in the colony's team color. When false, the colony you're inside will be white and any other colony will be red. |
showdyetooltipsShow Dye Color tooltips for Leather Items | When true, dyed leather items will show a tooltip so that you know what color to use. |
specialpermgroupSpecial Permissions Group | Players who have special permissions, especially to change citizen names (see "Name Changes" above). |
stopsearchonarrivalStop Searching On Arrival | When a search finds a route to its destination, stop as soon as nothing left in the queue could beat that route, instead of expanding everything cheaper than it. Off by default because it is a trade: on an ordinary colony it saves about 4% of the pathfinding t |
stuckrescuesecondsStuck Rescue Time | How long a citizen may fail to get any closer to where its job sent it before it is teleported there, in seconds. 0 = never teleport. |
generatesupplylootSupply Loot | Whether to generate supply ships and camps in loot chests. |
minthleveltoteleportTown Hall Teleport | The minimum level a Town Hall has to be to allow teleportation to allied colonies. |
turnoffexplosionsincoloniesTurn off Explosions in Colonies | 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_ENT |
updaterateUpdate Rate | AI Update rate. Increase this to improve performance. This throttles citizen updates. |
workersalwaysworkinrainWorking in Rain | Should workers work during the rain? |