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Configuration
Solo Mining has five config files in the config folder of your game or server. They are created on the first start.
| File | What it controls |
|---|---|
solomining.json |
Everything about gates, runs, monsters, bosses, valleys, death and progression |
solomining_shop.json |
The Hunter Shop: offers and prices |
solomining_loot.json |
Extra chest loot: enchanted books, potions, templates … |
solomining_custom_mobs.json |
Extra monsters and bosses, also from other mods |
solomining-update.json |
The update notification |
Tip
Every option is explained right inside the file. Lines starting with // are comments; they are ignored when the file is read and rewritten on every start. Edit a value, save the file, restart the game or server.
Warning
- The config files are shared by all worlds of an installation. Per-world data (open gates, runs, the gate plaza, Hunter Ranks) is stored in
<world>/data/solomining-state.json– do not edit that one. - A value that cannot be read falls back to its default. To reset everything, delete the file.
- Changes apply to new gates. A gate that already exists keeps its rank, type, death mode and layout.
Ranks are written E, D, C, B, A, S, S_PLUS (S+) and S_STAR (S*). Times in ticks: 20 ticks = 1 second.
| Option | Default | What it does |
|---|---|---|
enableNaturalPortalSpawns |
true |
Gates open on their own near players from time to time. Off = gates only come from the Gate Catalyst or /solomining spawn. |
naturalPortalMinMinutes |
25 |
Earliest time in minutes after the last gate before the next natural gate can appear. |
naturalPortalMaxMinutes |
45 |
Latest time in minutes after the last gate. The next gate is guaranteed to appear somewhere between the minimum and this value. |
naturalPortalCheckIntervalSeconds |
15 |
How often (in seconds) the mod checks whether a gate is due. This does not change how often gates appear, only how precisely the timer is met. |
naturalPortalPlayersPerPortal |
3 |
Gate throttling on servers. A PartyLink party always counts as one group. Without PartyLink, each group waits min(groups, this value) times longer, so a busy server does not get one gate per player. 1 = no throttling. |
portalAllowedDimensions |
["minecraft:overworld"] |
Dimensions in which gates may open, as full IDs (for example "minecraft:overworld" or "somemod:dimension"). Empty list = everywhere. Nether and End are excluded by default because the gate would land on the bedrock roof or over the void. |
restrictManualPortalsToAllowedDimensions |
true |
Also apply the dimension list to gates from the Gate Catalyst and /solomining spawn. Off = only natural gates are restricted. |
naturalPortalMinDistance |
18 |
Minimum distance in blocks between the player and a natural gate. |
naturalPortalMaxDistance |
42 |
Maximum distance in blocks between the player and a natural gate. |
naturalPortalAllowNearbyPlayers |
true |
Players standing near a new natural gate are notified and may join it too. |
naturalPortalNearbyNotifyRadius |
96 |
Radius in blocks for the option above (minimum 8). |
portalExpireMinutes |
15 |
How long an unused gate stays open before it expires. |
portalPingMarkerSeconds |
5 |
How long the particle column above a pinged gate (/solomining ping) keeps pulsing. |
spawnInvasionOnExpiredPortal |
true |
A wave of monsters pours out when a gate expires unused. |
expiredPortalExplosion |
true |
An expiring gate explodes. Independent of the invasion. |
expiredPortalMonsterCount |
10 |
Number of monsters in the invasion wave. |
expiredPortalExplosionPower |
3.0 |
Explosion strength (TNT = 4.0). |
expiredPortalExplosionDamagesBlocks |
false |
Whether the explosion destroys blocks. Off = it only hurts. |
gateLeakMaxMonsters |
4 |
Gate breakout: from half of its lifetime, an ignored gate lets out one of its area's creatures per minute, up to this many. 0 = off. |
| Option | Default | What it does |
|---|---|---|
portalAccessMode |
"open" |
Who may enter a gate: "open" = anyone. "nearby" = the owner, their party, players who were near when it opened, and anyone within portalNearbyAccessRadius when entering. "party" = only the owner and their party (checked when entering, so a party formed later counts). Unknown values fall back to "open". |
portalNearbyAccessRadius |
48 |
Radius in blocks for portalAccessMode = "nearby". |
gatePlazaMaxPortals |
6 |
Gate plaza: maximum number of unused gates standing there at once. The plaza itself is set in-game with /solomining plaza set. When it is full, gates wait instead of being lost. |
gatePlazaForCatalystPortals |
false |
Gates from the Gate Catalyst also open at the plaza instead of next to the player. |
gatePlazaQuietExpiry |
true |
Gates at the plaza expire silently, without explosion or invasion. |
| Option | Default | What it does |
|---|---|---|
lobbyReadyTimeoutSeconds |
90 |
After this many seconds in the waiting room the run starts automatically, as long as enough players are ready. |
requireAllLobbyPlayersReady |
false |
The run only starts when every player in the waiting room is ready. |
minimumPlayersToStart |
1 |
Minimum number of ready players needed to start a run. |
groupRankMode |
"highest" |
How the gate rank is chosen from the gear of the ready players: "highest" = the best-equipped player decides. "average" = the rounded average, so one player in diamond does not drag a friend in leather into an S gate. |
partyRankUpgradeMinMembers |
3 |
With at least this many ready players the gate rank goes up by one step. |
partyDamageBonusPerReadyPlayer |
0.06 |
Extra monster damage for every ready player after the first (0.06 = +6% each). |
| Option | Default | What it does |
|---|---|---|
globalMonsterHealthMultiplier |
1.18 |
Health multiplier for every gate monster, on top of the rank scaling. |
globalMonsterDamageMultiplier |
1.12 |
Damage multiplier for every gate monster, on top of the rank scaling. |
dungeonBossHealthMultiplier |
5.0 |
Additional health multiplier for the boss. |
dungeonBossDamageMultiplier |
1.45 |
Additional damage multiplier for the boss. |
worldBossDungeonBossHealthMultiplier |
0.14 |
Health multiplier when the boss is a World Bosses mob. Those are already very strong, so this is below 1. |
worldBossDungeonBossDamageMultiplier |
0.35 |
Damage multiplier when the boss is a World Bosses mob. |
partyExtraMonsterMinPerReadyPlayer |
1 |
Minimum number of extra monsters for every ready player after the first. |
partyExtraMonsterMaxPerReadyPlayer |
5 |
Maximum number of extra monsters for every ready player after the first. |
| Option | Default | What it does |
|---|---|---|
loyalCompanionsIntegration |
true |
Use Loyal Companions if it is installed. Off = companions are treated like any other mob. |
loyalCompanionMonsterDamageBonus |
0.05 |
Extra monster damage when companions are present (0.05 = +5%). |
loyalCompanionMonsterHealthBonus |
0.05 |
Extra monster health when companions are present (0.05 = +5%). |
companionMaxDamagePerHit |
3.0 |
Maximum damage a companion can deal to a gate monster per hit, so companions cannot clear a gate on their own. 0 or less = no limit. |
| Option | Default | What it does |
|---|---|---|
lockArmorAfterDungeonStart |
true |
Armor cannot be changed once the run has started. The gate rank is based on your gear, so swapping to better armor afterwards is blocked. |
portalTransitionSeconds |
3 |
How long you have to stand in a gate surface before you are teleported. The nether portal screen effect plays meanwhile. |
portalCooldownSeconds |
3 |
After a teleport, gate surfaces ignore you for this many seconds. |
hunterShopTrader |
true |
A villager trader stands at the Hunter Shop stall in the waiting room. Off = use the stall block directly. |
giveExitCrystalOnEnter |
true |
Every player gets a Dungeon Exit Crystal when entering a gate. |
takeExitCrystalOnLeave |
true |
The Exit Crystal is taken away again when leaving the gate. |
allowExitDuringDungeon |
true |
Players may leave while a run is in progress (Exit Crystal, /solomining exit). Red Gates block this anyway, see redGateLocksExit. |
highlightRemainingMonsters |
5 |
When this many normal monsters or fewer are left, they glow through walls. 0 = off. |
remainingMonsterPointer |
10 |
When this many normal monsters or fewer are left, an arrow in the action bar points to the nearest one. 0 = off. |
gateLightBeams |
true |
A light beam in the color of the rank stands over every open gate in your world, so you can find it from far away. |
runSummary |
true |
After the boss, a summary in chat: time, monsters, deaths, secrets, Hunter points. |
| Option | Default | What it does |
|---|---|---|
dungeonMinMainRooms |
6 |
Number of combat zones at rank E. Each rank adds one, S+ and S* add two more. |
dungeonMaxMainRooms |
16 |
Upper limit for the number of combat zones, including all rank bonuses. |
dungeonBranchRoomsBase |
2 |
Side zones (dead ends with loot or traps) at rank E. Grows with the rank. |
dungeonMonsterCountMultiplier |
1.4 |
Multiplier on the number of monsters. More monsters = more server load. |
dungeonMonsterCountBonus |
0 |
Fixed number of extra monsters in every gate. |
| Option | Default | What it does |
|---|---|---|
dungeonBuildMillisPerTick |
8 |
Milliseconds per server tick spent building a gate valley (a tick has 50 ms). Higher = the gate is ready sooner but the server stutters more; lower = smoother but longer wait. |
dungeonPreloadChunkRadius |
4 |
Chunks around the start point loaded before players are teleported in, so the world is already there when you arrive. Radius in chunks. |
dungeonChunkTickets |
true |
Keep the chunks of a running gate loaded while someone is inside. Without it, monsters far away are lost and the gate can complete itself. Only turn off if chunk load is a real problem. |
dungeonChunkTicketRadius |
1 |
Radius in chunks kept loaded around each zone. 0 = only the zone's own chunk. |
dungeonChunkTicketLimit |
320 |
Maximum number of chunks kept loaded per gate. |
dungeonHandoverTicks |
30 |
Short pause at 100% before the teleport into the valley, in ticks. |
dungeonHandoverFade |
true |
Fade to darkness during the teleport into the valley. Off = hard cut. |
| Option | Default | What it does |
|---|---|---|
returnToWorldOnRejoin |
true |
Players who log out inside a gate wake up in the normal world on their next login. The run is kept and /solomining return brings them back. Off = back into the waiting room or the running gate. Red Gates always keep you inside. |
keepDungeonAliveWhenPlayersLogout |
true |
Currently has no effect. Runs are always kept and paused while nobody is inside. |
cleanupFinishedInstances |
true |
Remove finished, failed and abandoned gates after a grace period. Off = every gate stays in the world forever and the world folder keeps growing. |
instanceCleanupMinutes |
10 |
Grace period in minutes after the last player has left a finished gate. |
abandonedLobbyCleanupMinutes |
30 |
Grace period in minutes for a waiting room that was never started. |
recycleInstanceSlots |
true |
Build new gates on the space of removed ones instead of further out. Saves disk space; leftovers of a larger old valley may remain visible beyond the border. |
| Option | Default | What it does |
|---|---|---|
dungeonDeathRescue |
true |
Master switch for the death handling below. Off = normal vanilla death inside gates. |
dungeonDeathRescueHealthPercent |
50 |
Health in percent of maximum after being rescued. |
dungeonDeathRescueGraceSeconds |
6 |
Seconds of Resistance after being rescued, so you are not killed again instantly. |
dungeonDeathMode |
"rescue" |
What dying in a gate costs: "rescue" = nothing, you continue at the start of the valley. "drop" = all items drop where you died, you continue at the start of the valley. "hardcore" = all items drop and you are out of this run for good; only a teammate can recover your items. "random" = chosen per gate, harsher at higher ranks (hardcore only from rank A). The mode is fixed when a gate is created and shown in the waiting room. The gamerule keepInventory always wins. |
dungeonDeathDropsNeverDespawn |
true |
Items dropped on death inside a gate never despawn. |
dungeonDeathLosesExperience |
true |
With "drop" and "hardcore", dying also costs your experience. |
| Option | Default | What it does |
|---|---|---|
dungeonTimeLimitMinutes |
20 |
Base time limit of a run in minutes. 0 = no limit. The clock only runs while someone is inside the gate. When it runs out, the run fails. |
dungeonTimeLimitMinutesPerRank |
5 |
Extra minutes per rank step (E = 0 ... S* = 7). |
showDungeonTimer |
true |
Show the remaining time in the info box. |
| Option | Default | What it does |
|---|---|---|
adminCommandsRequireOp |
true |
/solomining spawn, close, expire and plaza require operator rights. Self-help commands (ready, exit, return, rescue, ping, where, stats) stay open to everyone. |
adminCommandPermissionLevel |
2 |
Permission level needed for the admin commands (2 = normal operator). |
armorLockMessageCooldownSeconds |
8 |
Seconds between two "armor is locked" messages. |
| Option | Default | What it does |
|---|---|---|
protectDungeonBlocks |
true |
Blocks inside gates cannot be broken or placed, except ores (see allowDungeonOreMining). |
removeNaturalDungeonMonsters |
true |
Remove monsters that did not come from the gate itself (other mods, spawners). |
removeNaturalDungeonCreatures |
true |
Also remove animals and other creatures that did not come from the gate. Named, leashed, ridden and owned animals and companions are always kept. |
keepDungeonWeatherClear |
true |
No rain or thunder inside gates. |
| Option | Default | What it does |
|---|---|---|
bossRoomLockedUntilMobsCleared |
false |
Old iron-bar cage around the boss zone. Replaced by the boss entrance below; leave off. |
bossIntroDarkness |
true |
When the last normal monster falls, darkness covers all players and the boss appears inside it. |
bossIntroTicks |
80 |
Length of the boss entrance in ticks (clamped to 20-200). |
bossIntroEffect |
"darkness" |
Effect used for the entrance: "darkness", "blindness" or "both". Use "blindness" if a client mod removes the Warden darkness. |
gateBosses |
true |
Every area has its own boss (Brood Queen, Frost Colossus ...). Off = strengthened vanilla monsters as before. |
bossTitle |
true |
Show the boss name as a title in the middle of the screen when it appears. |
allowDungeonOreMining |
true |
Ore veins are placed in the valley and may be mined. |
disableDefaultDungeonMonsterDrops |
true |
Gate monsters do not drop their normal vanilla loot; rewards come from the reward chests. |
useToastMessages |
true |
Show mod messages as pop-ups in the top right corner. |
fallbackToastMessagesToChat |
true |
If a pop-up cannot be shown (for example a vanilla client on a server), send the message to chat instead. |
| Option | Default | What it does |
|---|---|---|
enableGateTypes |
true |
Gates come in different types (normal, treasure, elite, boss, red, special S*). Off = only normal gates. |
treasureGateLootMultiplier |
1.45 |
Loot multiplier for Treasure Gates. |
bossGateBossHealthMultiplier |
1.25 |
Currently has no effect; Boss Gates use their built-in values. |
bossGateBossDamageMultiplier |
1.15 |
Currently has no effect; Boss Gates use their built-in values. |
redGateMonsterHealthMultiplier |
1.12 |
Health multiplier for monsters in Red Gates. |
redGateMonsterDamageMultiplier |
1.1 |
Damage multiplier for monsters in Red Gates. |
specialGateLootMultiplier |
1.85 |
Loot multiplier for the special S* gate. |
enableDungeonHud |
true |
Show the info box at the top of the screen while inside a gate. |
useDungeonBossBar |
false |
Use the full-width vanilla boss bar instead of the compact info box. |
enableSoloLevelingSystemMessages |
true |
"System" style messages at quest start and gate clear. |
enhancedRewardLoot |
true |
Extra loot rolls in the boss reward chest, depending on the rank. |
bonusLootRollsPerRank |
2 |
Extra loot rolls per rank step. |
bossCoreDropChanceSPlus |
0.35 |
Chance for a Boss Core in the reward chest from rank S+ (0.35 = 35%). |
gateFragmentDropChance |
0.45 |
Chance for a Gate Fragment below rank C. From rank C it always drops. |
jackpotGateChance |
0.03 |
Chance per gate to be a Jackpot Gate with twice the loot in the boss chest (0.03 = 3%). |
gateEvents |
true |
Optional event zones in the valley: Trial Shrine, Ambush, Seals (one per gate, two from rank C, three from rank A). |
forcedGateEvents |
[] |
Fixed event zones instead of random ones, for example ["shrine", "seals"]. Possible values: shrine, ambush, seals. Empty = random. |
enableBossSkills |
true |
Bosses use special abilities. |
bossSkillCooldownSeconds |
10 |
Base cooldown between two boss abilities. Shorter at higher ranks and in later boss phases. |
bossSkillMinionBaseCount |
3 |
Minions summoned by summoning abilities; one more per extra ready player. |
bossSkillHazardRadius |
3 |
Radius in blocks of block-based hazards (ice, sand, webs). |
bossEnragePhaseHealthPercent |
50 |
Below this health percentage the boss becomes enraged: faster and with new abilities. |
bossDesperatePhaseHealthPercent |
25 |
Below this health percentage the boss enters its last, most dangerous phase. |
bossAbilityTelegraphTicks |
30 |
Warning time in ticks (particles and sound) before an ability hits. 0 = no warning. |
bossAbilityDamage |
4.0 |
Base damage of boss abilities before rank and phase scaling. |
bossAbilityRadius |
14.0 |
Radius in blocks of area abilities. |
announceBossAbilities |
false |
Chat or pop-up line for every boss ability. Off = only particles and sound warn you. |
announceBossPhases |
true |
Message when the boss changes phase. |
| Option | Default | What it does |
|---|---|---|
enableRoomTerrainFeatures |
true |
Only for the old room layout (valleyMode = false): hills, streams and pillars in rooms. |
roomTerrainFeaturesPerRoom |
3 |
Only for the old room layout: terrain features per room. |
valleyMode |
true |
Gates are one open valley under the sky, with combat zones connected by passes. Off = the old closed rooms with walls and ceiling. |
dungeonLayout |
"random" |
Layout of the zones: "random" (depends on rank) or one of CORRIDOR, ZIGZAG, SERPENTINE, SPIRAL, STAIRCASE, HORSESHOE. Larger layouts take longer to build. |
forcedTheme |
"" |
Always use this area type, for example "SAND_TEMPLE". Empty = random. Types: DEEP_CAVE, ICE_WASTELAND, SAND_TEMPLE, VOLCANIC_DEPTHS, OVERGROWN_RUIN, ABYSSAL_VOID. |
forcedLandscape |
"" |
Always use this landscape, for example "CANYON". Only applies if it fits the area type. Empty = random. |
valleyBorderHeight |
42 |
Height of the outer mountain ring above the valley floor. |
valleyRidgeHeight |
20 |
Average height of the ridges between two zones. |
valleyMargin |
30 |
Space in blocks between the outermost zone and the border mountains. |
valleyNaturalGround |
true |
Valley floor made of grass, dirt, sand or snow instead of built stone. |
valleyGroundRoughness |
2 |
How uneven the floor inside a zone is (0 = completely flat). |
valleyPassWidth |
7 |
Width in blocks of the passes between zones. |
valleyFlatRadius |
6 |
How far it stays flat around zones and passes before the slopes start. Small = narrow gorges, large = wide open valley. |
valleySlopeLength |
11 |
Over how many blocks the slope rises from the floor to the ridge. |
valleyFlora |
true |
Trees, plants, cacti and ponds in the valley. |
valleyFloraDensity |
1.0 |
Multiplier for all vegetation. 0 = bare, 2 = twice as dense. |
valleyZoneFeatures |
true |
Rock ridges, platforms, hollows, pillars and ruins on the combat zones. |
valleyZoneFeaturesPerZone |
3 |
Features per zone (0-8); the boss zone gets one more. |
valleyZoneLandmarks |
true |
Each zone gets its own landmark (arch, stone circle, camp, fossil ...). |
valleyZoneGroundVariety |
true |
Each zone gets its own ground pattern. |
valleyInvisibleBarrier |
true |
Invisible wall around the valley so nobody climbs out and falls into the void. |
valleyBarrierInset |
14 |
How far outside the outermost zone the invisible wall stands. Must be smaller than valleyMargin. |
valleyBarrierExtraHeight |
10 |
How far the invisible wall reaches above the border mountains. |
rescuePlayersFallingIntoVoid |
true |
Players falling into the void of the gate world are brought back to the normal world. |
voidRescueDepth |
40 |
How many blocks below the valley floor a fall counts as falling into the void. |
| Option | Default | What it does |
|---|---|---|
enableAdvancedDungeonTraps |
true |
Traps in the valley. |
extraTrapCountPerRank |
1 |
Additional traps per rank step. |
hiddenDungeonTraps |
true |
Traps are invisible: they click when stepped on and trigger half a second later. Off = the old visible traps. |
hiddenTrapHints |
true |
Rare faint particles above hidden traps, so attentive players can spot them. |
hiddenTrapDamage |
3.0 |
Base damage of a hidden trap; plus half a point per rank step. |
hiddenTrapRearmSeconds |
25 |
Seconds until a triggered trap is armed again. 0 = triggers only once. |
dungeonSecrets |
true |
Secrets in the valley: hidden vault, buried treasure, mimic, treasure thief, caves. |
secretVaultChance |
1.0 |
Chance per run for a hidden vault under a hatch in the ground (1.0 = always). |
valleyCaves |
2 |
Maximum number of caves in the mountains per run (one more from rank B). 0 = none. |
gateAffixes |
true |
Gate modifiers (Swift, Armored, Giants ...): one from rank C, two from A, three from S+. |
forcedGateAffixes |
[] |
Always use these modifiers instead of random ones, for example ["SWIFT", "GIANTS"]. Empty = random. |
redGateLocksExit |
true |
Red Gates: once the run has started there is no way out until the boss falls or time runs out. Logging out does not get you out either. Off = Red Gates are only stronger. |
caveMonsters |
true |
From rank B caves are longer, have side chambers and monsters. |
caveGuardianChance |
0.6 |
Chance from rank S that a Cave Guardian waits in the deepest cave chamber. |
mimicChance |
0.3 |
Chance that the chest in the hidden vault is a Mimic. |
buriedTreasureSites |
2 |
Maximum number of dig sites with suspicious sand or gravel per run. |
treasureThiefChance |
0.35 |
Chance per run that a Treasure Goblin appears. |
treasureThiefSeconds |
40 |
How long the Treasure Goblin stays before it tries to vanish with its loot. |
treasureThiefInterrupts |
3 |
How often a hit can stop the Treasure Goblin while it charges its escape (2 seconds of swirling particles). Each stop gives you 10 more seconds. 0 = it vanishes at once. |
| Option | Default | What it does |
|---|---|---|
hunterRanks |
true |
Hunter Rank: every cleared gate gives points (rank E 1, D 2 ... S* 8, Red Gate +1). See /solomining stats. |
hunterRankPoints |
[4, 12, 28, 55, 100] |
Points needed for Hunter Rank D, C, B, A and S. |
shopHunterRankLocks |
true |
Some shop offers require a minimum Hunter Rank. |
gateCreatures |
true |
The mod's own monsters (Cave Crawler, Frost Ripper, Dune Scorpion ...) appear in gates. |
gateCreatureShare |
0.4 |
Share of the mod's own monsters among normal enemies, 0 to 1. |
ariseEasterEgg |
true |
A small secret after defeating the boss. |
speedrunAdvancementMinutes |
10 |
Hidden advancement: clear a gate of rank S or higher within this many minutes. |
| Option | Default | What it does |
|---|---|---|
enableMiniBosses |
true |
An elite guardian appears before the boss in higher-ranked gates. |
eliteCreatures |
true |
The elite guardian is one of the area's own creatures, enlarged. Off = a strengthened vanilla monster. |
miniBossFromRankScore |
4 |
Rank from which elite guardians can appear (0 = E, 1 = D, 2 = C, 3 = B, 4 = A, 5 = S, 6 = S+, 7 = S*). |
miniBossGuaranteedFromRankS |
true |
From rank S there is always an elite guardian. |
miniBossRewardChest |
true |
The elite guardian leaves its own reward chest. |
miniBossHealthMultiplier |
2.75 |
Health multiplier of the elite guardian. |
miniBossDamageMultiplier |
1.5 |
Damage multiplier of the elite guardian. |
miniBossExtraLootRolls |
4 |
Loot rolls in the elite guardian's chest. |
| Option | Default | What it does |
|---|---|---|
instanceSpacing |
512 |
Distance in blocks between two gates in the gate world. |
instanceBaseX |
100000 |
X coordinate of the first gate in the gate world. |
instanceBaseZ |
100000 |
Z coordinate of the first gate in the gate world. |
lobbyY |
180 |
Height of the waiting rooms. |
dungeonY |
120 |
Height of the valley floor. |
The trader's assortment. Items are written as registry IDs ("minecraft:golden_apple", "solomining:hunter_coin", "othermod:item"), so items from other mods work too. Unknown IDs are skipped with a warning in the log. The default offers are listed on Hunter Shop.
| Option | Default | What it does |
|---|---|---|
enabled |
true |
Turn the shop on or off. |
title |
"" |
Title of the shop window. Empty = the translated default name. Free text or a translation key. |
offers |
see Hunter Shop | Offers on the Supplies, Gate Supplies and Currency Exchange tabs. |
gearPageEnabled |
true |
Show the Gear tab. |
gearPrices |
see Hunter Shop | Prices for the Gear tab, per tier. |
Fields of an entry in offers:
| Field | Meaning |
|---|---|
enabled |
false hides the offer. |
page |
Tab: SUPPLIES, GATE, GEAR or EXCHANGE. |
slot |
Position 0–44 on the tab, -1 = next free slot. |
result, resultCount
|
What you get, and how many. |
cost, costCount
|
What you pay with, and how many. |
label |
Optional display name. Empty = the item's own name. |
minHunterRank |
Hunter Rank needed (E … S). Empty = everyone. |
Fields of an entry in gearPrices:
| Field | Meaning |
|---|---|
tier |
1 = leather/wood, 2 = chain/stone, 3 = iron, 4 = diamond. Netherite is never sold. |
cost |
Currency item. |
armorCost / toolCost
|
Price per armor piece / per tool or weapon. |
minHunterRank |
Hunter Rank needed for this tier. Empty = everyone. |
Example – sell a stack of cobblestone for one Hunter Coin on the Supplies tab:
{
"enabled": true,
"page": "SUPPLIES",
"slot": -1,
"result": "minecraft:cobblestone",
"resultCount": 64,
"cost": "solomining:hunter_coin",
"costCount": 1,
"label": "",
"minHunterRank": ""
}Note
When the mod is updated, new default offers are added to your file without touching the prices you changed.
Extra chest loot on top of the normal gate rewards: enchanted books, potions, smithing templates – or any item from any mod. Every entry is rolled once per chest with its own chance.
| Option | Default | What it does |
|---|---|---|
enabled |
true |
Turn the extra loot on or off. Off = only the normal gate loot. |
entries |
see below | The loot entries. |
Fields of an entry:
| Field | Meaning |
|---|---|
enabled |
false switches the entry off. |
item |
Item ID, for example "minecraft:book" or "othermod:item". Unknown IDs are skipped with a warning. |
minCount, maxCount
|
How many. |
chance |
Base chance from 0 to 1 (0.25 = 25%). |
chancePerRank |
Added per rank step (E = 0 … S* = 7). 0.05 adds 20% at rank A. |
chests |
Which chests: boss (reward chest), elite (elite guardian chest), secret (hidden vault, mimic, treasure goblin). Empty = all. |
minRank, maxRank
|
Rank range: E, D, C, B, A, S, S_PLUS, S_STAR. |
themes |
Area types: deep_cave, ice_wasteland, sand_temple, volcanic_depths, overgrown_ruin, abyssal_void. Empty = all. |
gateTypes |
NORMAL, TREASURE, ELITE, BOSS, RED, S_STAR_SPECIAL. Empty = all. |
requiresMod |
Only if this mod is installed. Empty = always. |
enchantRandomly |
"" = no; "table" = like an enchanting table; "treasure" = can also roll treasure enchantments such as Mending (never curses). |
enchantLevel, enchantLevelPerRank
|
Enchanting power, like enchanting table levels (30 = best table), plus this much per rank step. |
enchantments |
Fixed enchantments, for example {"minecraft:mending": 1}. A plain book becomes an enchanted book. |
potion |
Potion type for potions and tipped arrows, for example "minecraft:strong_healing". |
Tip
"item": "minecraft:book" with "enchantRandomly": "table" gives a random enchanted book whose quality grows with the rank.
Default entries:
| Item | Chests | Chance | Condition |
|---|---|---|---|
|
|
boss | 55% + 5% per rank | – |
|
|
boss | 35% + 4% per rank | rank B+ |
|
|
elite | 30% + 3% per rank | – |
|
|
secret | 20% + 2% per rank | – |
|
|
boss | 6% + 1% per rank | rank A+ |
|
|
boss | 10% + 2% per rank | rank A+ |
|
|
boss, elite | 12% | rank B+ |
|
|
boss, elite | 35% | – |
|
|
boss | 20% + 2% per rank | rank C+ |
|
|
boss, elite | 45% | Volcanic Depths |
|
|
boss, secret | 25% + 3% per rank | – |
|
|
secret, elite | 12% | – |
|
|
boss, secret | 15% | matching area |
|
|
boss | 25% + 5% per rank | rank S+ |
|
|
boss | 5% | rank S+ |
|
|
boss | 8% | Treasure Gate |
|
|
boss | 5% + 1.5% per rank | rank C+, the set's own area |
Example – a 10% chance for a Sharpness V book in Red Gates from rank A:
{
"enabled": true,
"item": "minecraft:book",
"minCount": 1,
"maxCount": 1,
"chance": 0.1,
"chancePerRank": 0.0,
"chests": ["boss"],
"minRank": "A",
"maxRank": "S_STAR",
"themes": [],
"gateTypes": ["RED"],
"requiresMod": "",
"enchantRandomly": "",
"enchantLevel": 10,
"enchantLevelPerRank": 3,
"enchantments": { "minecraft:sharpness": 5 },
"potion": ""
}Note
When the mod is updated, new default entries are added to your file without touching the entries you changed.
Adds monsters – vanilla or from other mods – to the gates. Entries whose mod is not installed are simply skipped, so you can keep entries for optional mods.
| Option | Default | What it does |
|---|---|---|
enabled |
true |
Use the entries below. |
normalMobs |
2 examples | Extra normal monsters. |
bossMobs |
1 example | Extra bosses. |
Fields of an entry:
| Field | Meaning |
|---|---|
entity |
Entity ID, for example "minecraft:zombie" or "wildcreatures:bear". |
requiresMod |
Mod ID that must be installed. Empty = none. |
themes |
Area types: deep_cave, ice_wasteland, sand_temple, volcanic_depths, overgrown_ruin, abyssal_void, or all. |
fromRank, toRank
|
Rank range, for example "B" to "S_STAR". |
weight |
How often it is picked compared with other entries. |
healthMultiplier, damageMultiplier
|
Extra strength on top of the normal gate scaling. |
Example – bears from Wild Creatures in the Deep Cave from rank B:
{
"entity": "wildcreatures:bear",
"requiresMod": "wildcreatures",
"themes": ["deep_cave"],
"fromRank": "B",
"toRank": "S_STAR",
"weight": 4,
"healthMultiplier": 1.25,
"damageMultiplier": 1.15
}| Option | Default | What it does |
|---|---|---|
enableUpdateChecker |
true |
Check for a newer version and tell players in chat. Only a small version file is downloaded. |
checkDelayTicks |
200 |
Wait this long after the start before checking. |
connectTimeoutMillis |
2500 |
Give up connecting after this many milliseconds. |
readTimeoutMillis |
4000 |
Give up reading after this many milliseconds. |
notifyOnlyOncePerRun |
true |
Only notify once per game start. Off = players who join later are told too. |
Failures (no internet, server down) are silent.
Solo Mining wiki · version 2.0.0 · all Minecraft versions and loaders · Values are defaults and can be changed in the Configuration.