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Sovereign Frontier Genesis — Configuration

Every setting in the mod config file, with what it changes.

OptionWhat it does
airraidchanceAir raid chancePercentage 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 airNeeds 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 distanceAn 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 roomExtra 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 modifierMultiplies 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 SpeedHow 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 groundThe 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 rangeHow 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 limitLargest 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 visitHow 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 VisionHow 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 DutyWhether 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 hutCows, 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 LoadedDefault 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 daysHow 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 EventsLogs 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 colonyHard 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 colonyHow 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 DistanceHow 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 WaterMinimum number of consecutive water blocks for citizens to cross them by boat instead of swimming.
pathfindingthreadsPathfinding ThreadsHow 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 VisionHow 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 VisionHow 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
stopsearchonarrivalStop Searching On ArrivalWhen 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. On by default. Measured on a live colony it takes about 4% off the pathfinding thread, because mos
stuckrescuesecondsStuck Rescue TimeHow 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.
visitorintervalmodifierTavern visitor intervalMultiplies every wait between visitor arrivals: the delay before a new tavern's first visitor, the gap between arrivals after that, and the pause after a visitor is killed. Below 1 they come faster, above 1 slower. A tavern cannot produce more than one visitor
visitorspertavernlevelTavern visitors per levelHow many visitors a tavern may hold for each level it has been built to, so the default of 3 gives a level 1 tavern 3 and a level 5 tavern 15. Every visitor is a live entity walking around a loaded colony, costing roughly a third of what a citizen costs, so th
aircraftwarningsWarn about hostile aircraftNeeds the Simple Planes mod. Sounds the raid warning and alerts the guards when an aircraft the colony did not send comes near, or the moment a scripted attack run is ordered against anything the colony owns.