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Configuration

okereke-dev edited this page Jul 12, 2026 · 8 revisions

Configuration

RPGMood ships four config files, generated automatically in plugins/RPGMood/ on first start: config.yml, zones.yml, triggers.yml, and farming.yml. Edit them and run /rpgmood reload to apply changes.

  • zones.yml — zone definitions. See Zones.
  • triggers.yml — time/weather/block-break events. See Ambient Events.
  • farming.yml — crops, seasons, recipes, and animals. See Farming.
  • config.yml — everything else, detailed below.

settings

Key Type Default Description
zone_change_cooldown Integer (seconds) 45 Minimum time between zone-change feedback for the same player
particle_update_interval Integer (ticks) 40 Reserved for future ambient particle scheduling — not yet read by any feature

messages

Key Default
delivery ACTION_BAR — ambient messages (time/weather events, farming/animal feedback) go to the action bar instead of chat. Set to CHAT for the traditional behavior. Server-wide only for now; there's no in-game command yet to let individual players switch (the per-player override key player_actionbar.<uuid> exists internally but nothing currently writes to it). Doesn't affect zone entry — that's Title/Subtitle only, see Zones
no_permission &c[RPGMood] You do not have permission to use this command.
plugin_reloaded &a[RPGMood] Configuration reloaded successfully.
toggle_enabled &a[RPGMood] Effects enabled.
toggle_disabled &e[RPGMood] Effects disabled.

Every message routed through delivery (all of AmbientTask's time/weather events, plus all farming/animal interaction feedback) is centralized in MessageService, and action-bar messages are sticky — resent twice, a second apart, so a short vanilla fade or a different message a moment later doesn't erase it before it's been read. If a newer message is sent to the same player before a resend fires, the stale resend is skipped instead of flashing old text back over the new one.

Achievement unlocks always go to chat regardless of delivery — see Achievements → Notifications.

mob_scaling

See Mob Scaling for the full formula. Quick reference:

Key Type Default Description
enabled Boolean true Master switch
hostile-only Boolean true Only scale Monster entities
max-level Integer 40 Upper clamp on the computed level
health_per_level Decimal 2.0 Max health added per level
damage_per_level Decimal 0.12 Attack damage added per level
armor_per_level Decimal 0.25 Armor added per level
speed_per_level Decimal 0.0015 Movement speed added per level
radius.step_distance Decimal (blocks) 180 Distance per "ring" of difficulty from spawn
players_bonus_per_player Integer 1 Level added per nearby player (within ~30 blocks)
name_format String "&cLv. {level} {name}" Custom name shown above scaled mobs. Supports {level} and {name}
show_name_tags Boolean false Show the floating name tag above scaled mobs. Off by default — RPGMood shows level via particle auras instead
particle_aura Boolean true Level-tiered coloured particles around scaled mobs (blue → yellow → orange → red as level rises), only rendered for mobs within ~30 blocks of a player
bonus_xp_per_level Integer 2 Bonus XP granted per level when a player kills a scaled mob. 0 disables
base-levels Map<EntityType, Integer> see below Per-mob-type difficulty seed
biome-bonuses Map<Biome, Integer> see below Flat bonus per biome
structure-bonuses Map<structure key, Integer> see below Flat bonus near a vanilla structure
announcement.* see below Server-wide broadcast when a high-level mob spawns
mob_scaling:
  base-levels:
    ZOMBIE: 1
    SKELETON: 2
    SPIDER: 2
    CREEPER: 3
    ENDERMAN: 4
    WITHER_SKELETON: 5
  biome-bonuses:
    PLAINS: 0
    FOREST: 1
    MOUNTAINS: 3
    SOUL_SAND_VALLEY: 4
  structure-bonuses:
    stronghold: 3
    desert_pyramid: 2
    jungle_pyramid: 2
    woodland_mansion: 4
    ocean_monument: 4
    nether_fortress: 3
  announcement:
    enabled: true
    min-level: 25
    cooldown-seconds: 120
    message: "&c⚠ A Level {level} {name} has emerged in {biome}!"

Any EntityType / Biome not listed defaults to 0 (or 1 for base-levels) — you don't need to list every enum value, only the ones you want to deviate from baseline. See Mob Scaling for the rewards and announcement behavior in detail.

death_messages

Fully documented on the Death Messages page. Top-level keys: fallback, causes (includes killers.player for PvP), biomes, killers, killer_synonyms, armed, modifiers, location_name_templates, location_name_descriptors (ships per-biome pools for common biomes plus default), location_names.

player_effects / player_titles

Not hand-edited — RPGMood writes player_effects.<uuid>: true|false and player_titles.<uuid>: true|false here automatically when a player runs /rpgmood toggle / /rpgmood toggle titles.

Persisted data files

None of these are hand-edited — each is written automatically by its owning feature and read back on startup / /rpgmood reload.

File Backs
stats.yml /rpgmood leaderboard — per-player deaths, zone changes, highest mob level killed. See Commands
achievements.yml /rpgmood achievements — unlock timestamps and progress counters. See Achievements
season.yml Current season and day-in-season. See Farming → Seasons
recipes.yml Per-player discovered recipes. See Farming → Cooking & recipes
animals.yml Owned animals and their affection/health/hunger/sickness state. See Farming → Animal husbandry
playerdata/<uuid>.yml /diary entries. See Commands

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