Skip to content

Configuration

MKI edited this page Oct 21, 2026 · 6 revisions

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.

solomining.json

Natural gates

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.

Gate access and gate plaza

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.

Waiting room and group

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).

Monster strength

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.

Loyal Companions integration

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.

Inside the gate

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.

Size of a gate

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.

Building and loading

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.

Logging out and cleanup

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.

Death inside a gate

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.

Time limit

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.

Commands

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.

Gate world rules

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.

Boss

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.

Gate types and loot

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.

Valley shape (advanced)

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.

Traps and secrets

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.

Progression

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.

Elite guardian

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.

Gate world layout (advanced, do not change on an existing world)

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.

solomining_shop.json

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.

solomining_loot.json

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
Random enchanted book (power 10 + 3 per rank) boss 55% + 5% per rank –
Second random enchanted book (power 20 + 2 per rank) boss 35% + 4% per rank rank B+
Random enchanted book (power 12 + 3 per rank) elite 30% + 3% per rank –
Random treasure book (can be Mending, power 15 + 2 per rank) secret 20% + 2% per rank –
Mending book boss 6% + 1% per rank rank A+
Enchanted diamond sword boss 10% + 2% per rank rank A+
Enchanted bow boss, elite 12% rank B+
Potion of Healing II ×1–2 boss, elite 35% –
Potion of Strength (long) boss 20% + 2% per rank rank C+
Potion of Fire Resistance (long) boss, elite 45% Volcanic Depths
Golden Apple ×1–2 boss, secret 25% + 3% per rank –
Name Tag secret, elite 12% –
Armor trim template (Vex, Sentry, Dune, Rib, Wild, Ward – one per area) boss, secret 15% matching area
Netherite Upgrade template boss 25% + 5% per rank rank S+
Music Disc "otherside" boss 5% rank S+
Heart of the Sea boss 8% Treasure Gate
Gate gear – one entry per piece (4 armor pieces + blade, 6 sets = 30 entries) 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.

solomining_custom_mobs.json

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
}

solomining-update.json

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.

Clone this wiki locally