Sovereign Frontier Genesis Wiki

Sovereign Frontier Genesis Wiki & Guide
wiki.9minecraft.net/sovereign-frontier-genesis-mod/
Adds food items, cooking ingredients, and profession-specific hut blocks for village building and NPC management.
Recipes
Every recipe the mod adds, grouped by how it is made.
Crafting · 127minecraft:smelting · 2minecraft:campfire_cooking · 2minecraft:smoking · 2minecolonies:zero_waste · 1
Items
124 items · showing 24. Browse all →
Apple Pie
Assistanthammer Gold
Baked Salmon
Banner Rally Guards
Barrel Block
Blockconstructiontape
Blockhutalchemist
Blockhutarchery
Blockhutbaker
Blockhutbarracks
Blockhutbeekeeper
Blockhutblacksmith
Blockhutbuilder
Blockhutchickenherder
Blockhutcitizen
Blockhutcombatacademy
Blockhutcomposter
Blockhutconcretemixer
Blockhutcook
Blockhutcowboy
Blockhutcrusher
Blockhutdeliveryman
Blockhutdyer
BlockhutenchanterConfiguration
Every setting in the mod config file, with what it changes.
| Option | What it does |
|---|---|
airraidchanceAir raid chance | Percentage of pirate raids that arrive by air rather than on foot, when air raids are enabled and Simple Planes is installed. 0 disables air raids as surely as turning them off; 100 makes every pirate raid an air drop. |
airraidsAllow pirates to arrive by air | Needs the Simple Planes mod. When it is installed, some pirate raids arrive aboard an unmanned transport that flies over the colony, drops the raiders by parachute and leaves. Turn this off to keep every raid on foot; nothing else changes, and colonies without |
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. |
generationsbirthmodifierBirth rate modifier | Multiplies the generational birth rate. The rate is derived from the death rate - population divided by lifespan - so 1.0 means a colony with neutral living conditions exactly replaces itself, and a well fed, happy, well housed one already sits near 1.8 withou |
boatspeedBoat Speed | How fast citizens steer a colony boat, in blocks per second, the same unit as the vanilla maxMinecartSpeed game rule. The boat travels 0.9 of this once the game's in-water drag is applied, so the default 6 crosses water at 5.4 blocks per second. Change it live |
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 |
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 |
generationsGenerations (citizens age and die) | Citizens age one colony day per colony day and eventually die of old age, going through the same grave, undertaker and re-hiring machinery as any other death. Turning it on also changes reproduction: births no longer need a free bed, and their rate is driven b |
guardverticalvisionGuard Vertical Vision | How many blocks up and down a Guard looks for enemies. At the default of 3 a Knight does not notice a mob standing on a wall or a roof beside him; Archers on guard duty already look 28 blocks up. Raising this makes Guards fight more, and widens the entity sear |
guardsfallasleepGuards Fall Asleep On Duty | Whether Guards nod off while on duty, to be woken by a colleague. This happens by day as well as by night and costs a Guard roughly a tenth of his working time. Off means Guards never sleep. |
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 |
forceloadallclaimsKeep All Claimed Chunks Loaded | Default answer for colonies nobody has decided about: keep every chunk the colony owns loaded and ticking, not only the ones its buildings stand on. This is what stops citizens out on claimed ground - fields, roads, mines, enclaves - from freezing and then van |
generationslifespandaysLifespan in colony days | How long an adult citizen lives, in colony days, before living conditions are taken into account. A colony day is one in-game day of loaded colony, twenty real minutes; a colony nobody visits does not age. Each citizen gets a personal deviation of up to a quar |
cavalrydebuglogLog Cavalry Horse Events | Logs every hit a cavalry horse takes, every cavalry horse death and every cavalry horse leaving a chunk, each with a stack trace. Off by default: in a fight this is several lines per second. |
maxforcedchunksMaximum force-loaded chunks per colony | Hard ceiling, per colony, on how many chunks one colony may keep loaded while nobody is near it - colonies do not share it and cannot starve each other of tickets. Every one of them keeps a 5x5 block of chunks loaded and its own centre chunk ticking, so this i |
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 |
maxpathfindingdistanceMaximum Walking Distance | How far, in blocks, a citizen may be ordered to walk in one go. An order beyond this is refused outright and the citizen is sent home, so an enclave further away than this can never be reached. Raising it does not make the pathfinder work harder on any single |
minimumwatertoboatMinimum Water | Minimum number of consecutive water blocks for citizens to cross them by boat instead of swimming. |
pathfindingthreadsPathfinding Threads | How many worker threads the pathfinding pool runs. The default is 1, the size the pool was hard-coded to before this setting existed, so leaving it alone changes nothing. Read once, when the pool is first built, so a change here takes effect on the next server |
raiderarchervisionRaider Archer Vision | How far a raider Archer looks sideways for something to shoot. Its bow opens fire at 40 blocks and its eyes only reached 32, so it could never use its own range. The default of 40 matches the bow. Lowering it to 16 restores the old behaviour; raising it makes |
raiderverticalvisionRaider Vertical Vision | How many blocks up and down a Barbarian, Pirate, Mummy, Amazon or camp mob looks for something to attack. At the old value of 3 a Guard standing on a four-block wall was not a target at all and the raid simply walked underneath him. The default of 16 makes the |
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