# # All world configuration has been moved into worldConfig.yml # You do not need to edit the worldConfig.yml file manually. # # Instead you can configure it using these commands: # # Add a new world to the configuration: # # /hothaddworld worldname [hoth|tatooine|dagobah] # # Delete a world from the configuration # # /hothdelworld worldname # # Change the world type of a hoth world # # /hothsetworldtype worldname [hoth|tatooine|dagobah] # # Set a flag for a hoth world # # /hothsetworldflag world flag value # # Prints information about a hoth world. Exclude worldname for a list of worlds # # /hothworldinfo worldname # # --- Advanced options --- # # There's no need to change anything of the following unless there's # some game mechanics you really want to change. If you want to play # the worlds as the author intended, just leave the following as is. # # If you should mess up the config then just stop the server, remove the # config file and then start the server again. # # Almost all options can be overridden per world by using the /hothsetworldflag # command. This is useful if you want specific rules for each world. Like one hoth # world with spikes, and one without. # # Do note that not all options are valid for all world types. # Some examples: # Ice spikes can only be generated in hoth type worlds # Freeze damage is only available in hoth type worlds # Oasises are only available in tatooine type worlds # Tree huts are only available in dagobah worlds # .. etc .. # # Worldguard regions can also override a lot of these options by using the # hothregion command. # hoth: # # debug - true/false. Will print some debug info into the console if set to true. debug: false # # iteminfotool - true/false. If true then right clicking a block with a clay ball will print some data about that block. iteminfotool: false # # smoothsnow - true/false. Set to false to turn off the smooth snow cover. smoothsnow: true # # smoothlava - true/false. Set to false to turn off the smooth lava cover. smoothlava: true # # worldeditselection - true/false. Set to true to use world edit cuboid region selections when using hothexport. worldeditselection: false # # selectiontoolid - Tool to use for making region selections. Does not affect world edit selection. selectiontoolid: 271 # # world.surfaceoffset - 0 or a positive value. Offsets the surface upward from the default of 64 by adding more stone layers. world.surfaceoffset: 0 # # structure.spikes.rarity - 0-10. Rarity for spikes. 0 is off, 1-10 is rarity (1 = common, 10 = very rare) structure.spikes.rarity: 2 # # structure.gardens.rarity - 0-10. Rarity for gardens. 0 is off, 1-10 is rarity (1 = common, 10 = very rare) structure.gardens.rarity: 2 # # structure.domes.rarity - 0-10. Rarity for domes. 0 is off, 1-10 is rarity (1 = common, 10 = very rare) structure.domes.rarity: 3 # # structure.domes.plantstem - Block ID for alien plant stems structure.domes.plantstem: 19 # # structure.domes.planttop - Block ID for alien plant top structure.domes.planttop: 89 # # structure.domes.floor - Block ID for dome floor material structure.domes.floor: 3 # # structure.domes.placeminidome - true/false. Whether the central building should be generated. structure.domes.placeminidome: true # # structure.domes.floorrandom - Block ID for the random floor material structure.domes.floorrandom: 89 # # structure.bases.rarity - 0-10. Rarity for bases. 0 is off, 1-10 is rarity (1 = common, 10 = very rare) structure.bases.rarity: 2 # # structure.bases.spawner - true/false. Whether bases can have monster spawners structure.bases.spawner: true # # structure.mazes.rarity - 0-10. Rarity for room clusters. 0 is off, 1-10 is rarity (1 = common, 10 = very rare) structure.mazes.rarity: 2 # # structure.mazes.minrooms - 1-99. Minimum number of rooms the generator attempts to make structure.mazes.minrooms: 8 # # structure.mazes.maxrooms - 1-99. Maximum number of rooms the generator attempts to make structure.mazes.maxrooms: 32 # # structure.mazes.spawner - true/false. Whether mazes can have monster spawners structure.mazes.spawner: true # # structure.skeletons.rarity - 0-10. Rarity for skeletons. 0 is off, 1-10 is rarity (1 = common, 10 = very rare) structure.skeletons.rarity: 2 # # structure.sandcastle.rarity - 0-10. Rarity for sand castles. 0 is off, 1-10 is rarity (1 = common, 10 = very rare) structure.sandcastle.rarity: 2 # # structure.village.rarity - 0-10. Rarity for villages. 0 is off, 1-10 is rarity (1 = common, 10 = very rare) structure.village.rarity: 2 # # structure.supergarden.rarity: - 0-10. Rarity for super gardens. 0 is off, 1-10 is rarity (1 = common, 10 = very rare) structure.supergarden.rarity: 2 # # structure.oasis.rarity - 0-10. Rarity for oasises. 0 is off, 1-10 is rarity (1 = common, 10 = very rare) structure.oasis.rarity: 2 # # structure.sarlacc.rarity: - 0-10. Rarity for sarlaccs. 0 is off, 1-10 is rarity (1 = common, 10 = very rare) structure.sarlacc.rarity: 2 # # structure.hugetree.rarity: - 0-10. Rarity for huge trees. 0 is off, 1-10 is rarity (1 = common, 10 = very rare) structure.hugetree.rarity: 2 # # structure.spiderforest.rarity: - 0-10. Rarity for spider forests. 0 is off, 1-10 is rarity (1 = common, 10 = very rare) structure.spiderforest.rarity: 2 # # structure.swamptemple.rarity: - 0-10. Rarity for swamp temples. 0 is off, 1-10 is rarity (1 = common, 10 = very rare) structure.swamptemple.rarity: 2 # # structure.treehut.rarity: - 0-10. Rarity for tree huts. 0 is off, 1-10 is rarity (1 = common, 10 = very rare) structure.treehut.rarity: 2 # # structure.mustafarbase.rarity: - 0-10. Rarity for mustafar bases. 0 is off, 1-10 is rarity (1 = common, 10 = very rare) structure.mustafarbase.rarity: 2 # # structure.mustafartemple.rarity: - 0-10. Rarity for mustafar temples. 0 is off, 1-10 is rarity (1 = common, 10 = very rare) structure.mustafartemple.rarity: 2 # # generate.logs - true/false. Whether frozen logs should be generated generate.logs: true # # generate.caves.rarity - 0-10. Rarity for caves. 0 is off, 1-10 is rarity (1 = common, 10 = very rare) generate.caves.rarity: 2 # # generate.ores - true/false. Whether ore should be generated generate.ores: true # # generate.extendedore - true/false. If true then ores can use type id's>255 and its data value can be set. # Warning: Extended ores are much slower to generate! generate.extendedore: true # # generate.cactuses - true/false. Whether cactuses should be generated generate.cactuses: true # # generate.shrubs - true/false. Whether shrubs should be generated generate.shrubs: true # # generate.mushroomhuts - true/false. Whether mushroom huts should be generated generate.mushroomhuts: true # # rules.dropice - true/false. Whether ice should drop ice blocks when destroyed. rules.dropice: true # # rules.droppackedice - true/false. Whether packed ice should drop packed ice blocks when destroyed. rules.droppackedice: true # # rules.dropsnow - true/false. Whether snow blocks should drop snow blocks when destroyed. rules.dropsnow: true # # rules.freezewater - true/false. Whether water should freeze when placed above stone layer. rules.freezewater: true # # rules.freezelava - true/false. Whether lava should freeze when placed above stone layer. rules.freezelava: true # # rules.plantsgrow - true/false. Whether plants and trees can grow under open sky. rules.plantsgrow: false # # rules.grassspread - true/false. Whether grass can spread under open sky. rules.grassspread: false # # rules.stopmelt - true/false. Whether ice and snow should be able to melt above stone layer. rules.stopmelt: true # # rules.limitslime - true/false. Whether slime can only spawn in the stone layer. rules.limitslime: true # # rules.snowgravity - true/false. Whether gravity is applied to snow blocks. rules.snowgravity: false # # rules.volcanoes - true/false. Whether volcanoes should be generated in mustafar worlds rules.volcanoes: true # # rules.rfg.enable - true/false. Whether it's possible to use a Repulsor Field Generator rules.rfg.enable: true # # rules.rfg.coal - 0-4096. Number of usages of a Repulsor Field Generator per Coal. 0 = infinite rules.rfg.coal: 5 # # rules.rfg.coal - 0-4096. Number of usages of a Repulsor Field Generator per Redstone. 0 = infinite rules.rfg.coal: 10 # # rules.rfg.name - Name of the Repulsor Field Generator rules.rfg.name: Repulsor Field Generator # # rules.rfg.message1 - Message sent when using an empty bucket on lava in mustafar world without a rfg. rules.rfg.message1: "&cYou need a Repulsor Field Generator piston to extract ore from lava." # # rules.rfg.message2 - Message sent when using a rfg without restone in inventory. rules.rfg.message2: "&cYou need Redstone to power the Repulsor Field Generator." # # rules.rfg.message3 - Message sent when using a rfg without coal in inventory. rules.rfg.message3: "&cYou need Coal to power the Repulsor Field Generator." # # rules.rfg.message4 - Message sent when using a rfg without any room in inventory. rules.rfg.message4: "&cInventory full." # # rules.lavaburn - true/false. Whether lava burns the player when near it in mustafar worlds. rules.lavaburn: true # # rules.placewater - true/false. Whether a player can place water using a bucket in a mustafar world. rules.placewater: true # # rules.lessstone - true/false. Reduces the amount of blocks you get from breaking stone. rules.lessstone: true # # rules.snowgravity - true/false. Whether gravity is applied to snow blocks. rules.snowgravity: false # # rules.environment.period - Positive integer value. Period between environment damage checks. 0 = no damage (global off) # 2 is recommended. rules.environment.period: 2 # # rules.environment.suit - true/false. Enable or disable environment suit. rules.environment.suit: true # # rules.freeze.damage - Positive integer value. Damage taken when freezing. 0 = off rules.freeze.damage: 2 # # rules.freeze.stormdamage - Positive integer value. Extra damage taken during storms. 0 = no damage rules.freeze.stormdamage: 1 # # rules.freeze.message - Message sent when freezing rules.freeze.message: "&bYou are freezing. Find shelter!" # # rules.heat.damage - Positive integer value. Damage taken when over heated. 0 = off rules.heat.damage: 2 # # rules.heat.message1 - Message sent when moving into water rules.heat.message1: "&6The water removes your thirst." # # rules.heat.message2 - Message sent when getting thirsty rules.heat.message2: "&6Your are starting to feel thirsty." # # rules.heat.message3 - Message sent when very thirsty rules.heat.message3: "&6Your feel very thirsty." # # rules.heat.message4 - Message sent when taking heat damage rules.heat.message4: "&6You are exhausted from the heat. Find water or shelter!" # # rules.mosquito.damage - Positive integer value. Damage taken from mosquito. 0 = off rules.mosquito.damage: 1 # # rules.mosquito.rarity - Rarity of mosquito swarms. 1-10 (1 = common, 10 = very rare) rules.mosquito.rarity: 5 # # rules.mosquito.runfree Distance to run to get free of mosquitos. (10-100) rules.mosquito.runfree: 10 # # rules.mosquito.message1 - Message sent when losing the mosquitos rules.mosquito.message1: "&2You seem to have lost the mosquito swarm." # # rules.mosquito.message2 - Message sent when hearing mosquitos. rules.mosquito.message2: "&2You hear some buzzing nearby." # # rules.mosquito.message3 - Message sent when seeing mosquitos. rules.mosquito.message3: "&2You can see a swarm of huge mosquitos nearby." # # rules.mosquito.message4 - Message sent when attacked by mosquitos. rules.mosquito.message4: "&2Mosquitos are attacking you! Run!!" # # rules.leech.damage - Positive integer value. Damage taken from mosquito. 0 = off rules.leech.damage: 1 # # rules.leech.rarity - Rarity of leeches. 1-10 (1 = common, 10 = very rare) rules.leech.rarity: 5 # # rules.leech.message1 - Message sent when losing the leeches rules.leech.message1: "&2You manage to remove all leeches." # # rules.leech.message2 - Message sent when close to leeches. rules.leech.message2: "&2You notice something moving in the water nearby." # # rules.leech.message3 - Message sent when seeing leeches. rules.leech.message3: "&2You can see leeches moving in the water." # # rules.leech.message4 - Message sent when attacked by leeches. rules.leech.message4: "&2Leeches are attacking you! Get out of the water!" # # rules.leech.message5 - Message sent when sucked dry by leeches. rules.leech.message5: "&2Leeches are sucking you dry, run to shake them off!" # # rules.spawn.neutral.on - true/false. turn on or off the hothgenerator's own neutral mob spawning. rules.spawn.neutral.on: true # # rules.spawn.neutral.rarity - Rarity of neutral mob spawns 1-10 rules.spawn.neutral.rarity: 2 # # rules.spawn.neutral.mobs - Comma separated list of which neutral mobs to spawn. # Currently supported neutral mobs: # chicken,cow,mushroom_cow,ocelot,pig,sheep,wolf,horse rules.spawn.neutral.mobs: chicken,cow,mushroom_cow,ocelot,pig,sheep,wolf,horse