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Configuration

Drehverschluss edited this page Nov 2, 2026 · 2 revisions

Configuration

All options are in the server config config/renegades-server.toml. To override it for a single world, put a copy into <world>/serverconfig/renegades-server.toml. NeoForge reloads the file when it is saved while the game runs, so changes take effect without a restart: most options apply right away; casterVisuals applies to new spells; the [strength] multipliers apply to renegades that spawn afterwards (existing ones keep their values).

Ranges are the allowed values; NeoForge resets values outside them to the default.

[drops]

Drop rules for the equipment worn by renegades. The regular loot table of each renegade is not affected. See Equipment and drops.

Option Default Range Effect
armorDropChance 1.0 0.0–1.0 Chance for each worn armor piece to drop.
weaponDropChance 1.0 0.0–1.0 Chance for each held item (main and off hand) to drop.
requirePlayerKill true – Equipment only drops when a player killed the renegade or hit it shortly before its death (like vanilla).
dropDurabilityMin 0.25 0.0–1.0 Lowest remaining durability of a dropped damageable item, as a fraction of its max durability (rolled per item).
dropDurabilityMax 0.75 0.0–1.0 Highest remaining durability of a dropped damageable item. 1.0 / 1.0 drops everything undamaged.
rareItemChanceMultiplier 1.0 0.0–100.0 Multiplies the chance of every rare item. 0 = no rare items, 100 = for testing.

[strength]

Multiplies the base values of the attributes when a renegade spawns, before level scaling (e.g. Dynamic Difficulty).

Option Default Range Effect
healthMultiplier 1.0 0.1–10.0 Multiplier for the base max health.
damageMultiplier 1.0 0.1–10.0 Multiplier for the base attack damage; also scales the archer's arrows and bolts and, with Spell Power, the spell power casters get from their gear.

[spawns]

Natural spawning with the renegades' own spawn timer per player. See Spawns and groups.

Option Default Range Effect
spawnIntervalSeconds 60 10–3600 Every this many seconds, each player gets one spawn attempt.
spawnChance 0.03 0.0–1.0 Chance that an attempt goes ahead (60 attempts per hour × 0.03 ≈ 1.8 spawns per hour and player).
minDistance 24 0–256 Minimum horizontal distance in blocks between the player and the spawn position.
maxDistance 64 8–256 Maximum horizontal distance in blocks.
allowUnderground true – Half of the attempts look for a cave spot (within 32 blocks of the player's height) instead of the surface.
requireDarkness false – true: normal monster light rules; false: they also spawn in daylight.
maxNearby 3 1–256 No spawn (and no further group members) if this many renegades of any class are within capRadius of the spawn position or of the nearest player.
capRadius 128 8–512 Radius in blocks for maxNearby.
persistentNaturalSpawns true – Renegades from natural spawns, spawn eggs and commands never despawn. Renegades from (trial) spawners always despawn like monsters.
noSpawnInColonies true – With MineColonies installed, renegades never spawn naturally inside a colony (leaders and group members).

[combat]

Combat behavior. Timings, ranges and cooldowns are defined per class (see Classes).

Option Default Range Effect
enableParry true – Warrior: sometimes parries close melee hits (half damage and a counter-strike).
enableDodge true – Rogue: sometimes evades a heavy hit (more than 4 damage) completely with a sidestep. The forcemaster's side step is not affected.
enableStealth true – Rogue: turns invisible while stalking. Armor and held items stay visible.
enableBrace true – Paladin: braces after a heavy hit (shield block, or half damage without a shield).
enableLeap true – Paladin: leaps at distant targets and lands with a ground impact. The berserker's leap has its own option (enableGuillotine).
enableTraps true – Archer: throws traps that go off when an enemy comes close.
enableNova true – Wizard: blasts an area around it when an enemy comes close.
enablePriestHealing true – The priest heals its allies, the guardian bard's song heals a little, and the aqua elemental wizard also casts springwater to heal wounded allies. If false, the priest only protects (absorption) and attacks, the song does not heal, and springwater is only cast against enemies close by.
healingMultiplier 1.0 0.0–5.0 Multiplies all healing done by renegades; the caps per heal still apply.
cooldownGroupScaling true – Renegades fighting near other renegades get somewhat shorter cooldowns: at most 25 % shorter than alone, never below 1 second.
enableBerserkerRage true – Berserker: stronger below 50 % health (up to +40 % damage, +25 % speed, shorter cooldowns).
enableGuillotine true – Berserker: leaps at targets 5–10 blocks away with an announced finishing blow.
enableBardSongs true – Bard: plays songs for its allies; if false, it only uses its other abilities.
enableAsal true – Forcemaster: unloads 5 arcane charges in an announced huge blow and is exhausted afterwards; if false, it keeps its charges.

[visuals]

Option Default Values Effect
casterVisuals "auto" "auto", "builtin" "auto": Spell Engine looks where a spell is assigned and exists, otherwise the built-in look. "builtin": always the built-in look (only for the six original classes). See Spell looks.

[elite]

Only with Apotheosis installed. See Elites (Apotheosis).

Option Default Range Effect
apotheosisEliteGear true – Each Apotheosis affix item a renegade gets on spawn upgrades one of its own pieces instead. If false, Apotheosis has no effect on renegade gear (and there are no elite sets).
fullSetEliteChance 0.0 0.0–1.0 Chance per spawn (not from (trial) spawners, only while a player is in the world) that all worn pieces get affixes with the same rarity. Needs apotheosisEliteGear. E.g. 0.02 = 2 %.

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