#How many souls are players worth when killed? #Range: 1 ~ 20000 playerSouls = 2500 #How many souls are villagers worth when killed? #Range: 1 ~ 20000 villagerSouls = 250 #How many souls are enemy faction members worth when killed? #Range: 1 ~ 20000 factionSouls = 250 #How many souls are mobs worth when killed? #Range: 1 ~ 20000 mobSouls = 150 #How many souls are animals worth when killed? #Range: 1 ~ 20000 animalSouls = 100 #How many souls are undead worth when killed? #Range: 1 ~ 20000 undeadSouls = 50 #How many ticks should it take for a player to fully regenerate their mana bar? This doesn't take into account hunger, set bonuses, or other effects; this is the baseline value. #Range: > 1 ticksForFullManaRegen = 2400 #How much bonus health does each tier give? Only up to the first five values will be used. Reminder that a heart is TWO points. tier_health_boosts = [0, 2, 4, 6, 8] #How much brimstone is each heart worth? #Range: 1 ~ 20000 brimstonePerHeart = 50 #Mana and Artifice // General Options [ma_general_options] #Rituals of Aurora and Eventide by default will change time gradually for a prettier effect. However this isn't without its performance impacts, and this can be toggled off by setting this to false, making the transition instant like the /time set commands. [true / false] gradualTimeChange = true #A comma separated list of entity IDs that the warding candle should block, regardless of other factors. You can use explicit IDs, modid:* for all mobs within a given mod, or *.* for everything. wardingCandleBlacklist = ["*.*"] #A comma separated list of entity IDs that the warding candle should allow, regardless of other factors. Will defer to the blacklist in the event of a collision. This list also defines what mobs are allowed to 'mob grief' within the radius of a warding candle. You can use explicit IDs, modid:* for all mobs within a given mod, or *.* for everything. wardingCandleWhitelist = [] #Change this to determine how many of a tier's tasks need to be completed before tiering up is allowed. It is a percentage of the total tasks in the tier. If you set this above 1, you cannot tier up through normal gameplay. Use with caution. #Range: 0.01 ~ 2.0 tierCompletePct = 0.8 #What the mod considers 'melee distance' between two entities when one attacks the other. This value is squared, so if you want 8 blocks put 64 in this config. #Range: 1.0 ~ 4096.0 meleeDistance = 64.0 #What the mod considers to be the average manaweave cost when generating manaweaves automatically for the player. #Range: 0 ~ 500 averageManaweaveCost = 25 #How much damage does the fortification effect set all damage to #Range: 1.0 ~ 20.0 fortificationDamageAmount = 4.0 #How many kills does it take to fill up a crystal phylactery #Range: 1 ~ 1000 phylacteryKills = 50 #Can bosses be summoned? bossSummons = false #Can bosses be captured in phylacteries? bossPhylacteries = false #Should summons be able to be right clicked with items to interact? For example, shearing sheep or milking cows that have been summoned. summonInteractions = true #If true, the Ritual of Arcana will instantly rote spells upon completion, in addition to giving you the spell.. liteMode = false #By default, jump boost in vanilla is, to put it politely, lacking. If this is enabled, jumping while under the effects of jump boost will apply additional forward momentum. This does not stack with the infernal armor set bonus. fixJumpBoost = true #Set this to true to disable new villager profession registration. This allows compatibility with Bukkit. Note that you'll need to ensure the Codex Arcana is obtainable through different means! disableNewProfessions = false #Change this to globally scale the damage of M&A damaging spells - this will not affect bound items, this will only affect damaging spell components. #Range: 0.1 ~ 999.0 spellDamageMultiplier = 1.0 #How much XP should it cost to undo a mistake when runescribing? Regardless of this value, it will always consume clay. #Range: 0 ~ 9999 runescribeUndoXP = 100 #How many sigils should be allowed per player? #Range: 1 ~ 100 sigilsLimit = 5 #What permission level should rituals run commands at? The commands must be defined in the recipes. #Range: 0 ~ 4 ritualPermissionLevel = 2 #Should confuse affect players? It will invert their controls. confuseAffectsPlayers = true #Should possession affect players? It will not allow them to be controlled, they will be stunned. possessionAffectsPlayers = false #Should the splash component create permanent water sources? If false the sources it creates will be temporary. splashCreatesSources = false #Maximum RTP distance for RTP portals. #Range: > 100 rtpRange = 5000 #Should players be allowed to apply any enchantment on a Projection Rune at the Runic Anvil regardless of their tier? projectionEnchantAnything = false #What magnitudes of break should map to what tools? The number set on magnitude will determine the tool material simulated. breakMapping = ["minecraft:stone", "minecraft:iron", "minecraft:diamond"] #How much complexity should Tier 5 allow in spells? #Range: > 0 t5ComplexityLimit = 999999 #What colors should various damage types be when displayed by insight? Format is 'type_identifier;hex_color'. Defaults to white if not specified here. damageColors = ["inFire:0xff7400", "onFire:0xff7400", "lightningBolt:0xe5e51a", "lava:0xffffff", "hotFloor:0xff7400", "inWall:0xffffff", "cramming:0xffffff", "drown:0x3a92dc", "starve:0x03790e", "cactus:0x03790e", "fall:0xffffff", "flyIntoWall:0xffffff", "outOfWorld:0xffffff", "generic:0xffffff", "magic:0x871572", "wither:0x471b3f", "anvil:0xffffff", "fallingBlock:0xffffff", "dragonBreath:0x871572", "dryout:0xdbc88f", "sweetBerryBush:0x03790e", "freeze:0x18dee4", "fallingStalactite:0xffffff", "stalagmite:0xffffff", "ma-lightning:0xe5e51a", "ma-briars:0x03790e", "disperse:0x18dee4", "shuriken:0xffffff", "conflagrate:0xff7400"] #What enchantments should disjunction not work on? disjunctionBlacklist = ["mna:soulbound", "mna:fireproof"] #When a player gains a tier, should components X tiers below the current tier automatically be roted? Set to 5 to disable. #Range: 0 ~ 5 auto_rote_spells_below_tier = 3 #What is the brightness threshold for when a light pylon should place a new light? #Range: 5 ~ 15 lightPylonThreshold = 11 #Should constructs be unable to die when fighting enemies? If true, they will be knocked unconscious for 15 seconds instead of dying before getting up again. immortalConstructs = true #In what radius should lantern wraiths search for grouping limits when checking spawn validity? 0 disables the check, useful if it's causing lag. #Range: 0 ~ 1024 lanternWraithSpawnBoundsSize = 128 #How many lantern wraiths should be allowed within a grouping limit? Above this will deny new natural spawns, excluding raids and faction wars. #Range: 1 ~ 32 lanternWraithGroupLimit = 4 #Should boss arenas be protected? Setting this to true allows their contents to be broken and harvested, and may break the progression of the mod, and the challenge of the boss fights. disableBossArenaProtection = false #Should residual magic in chunks be required for spawns? Casting spells, using items, performing rituals all generate it and it decays naturally over time. recentMagicRequiredForSpawns = true #Mana and Artifice // Villager Modification [ma_villager_modification] #Adjust librarian villagers to not have enchanted books until tier 3. This is done for balancing and to remove the exploit of rolling librarians for cheap enchants. [true / false] modifyVillagerTrades = true #Mana and Artifice // Faction Raids #Raids are incremented when you use items/spells from the other factions. When they get angry enough, you will be raided. [ma_faction_raids] #Should classic raiding be enabled? Raids are based on a chance value. The value is increased each day there is not a raid. If the chance hits a total of 1.0 or greater, it's a guaranteed raid. The chance resets after a raid successfully spawns. classicRaids = false #Adjust the base amount per day that the chance to be raided goes up for each player. This has no effect if classic raids are disabled. #Range: 0.0 ~ 1.0 raidBaselineIncrease = 0.05 #Adjust the amount per day that the chance to be raided goes up for each player based on their tier above 3 (this value * (tier-3)). This is added to the baseline. This has no effect if classic raids are disabled. #Range: 0.0 ~ 1.0 raidTierIncrease = 0.05 #How many attempts (within a 20x20x5 box centered on the player in question) should the game make to spawn a raid? Note this will be re-attempted every 100 ticks until a successful spawn is made. If you're lagging due to raid spawn attempts, lower this setting. #Range: 1 ~ 1000 raidSpawnAttempts = 100 #Should killing faction mobs increase ire, and eventually result in a raid? factionKillIre = true #How strong should forced raids be? This is mostly for Moridrex's stream, you shouldn't need to mess with this. #Range: 1 ~ 10000 forceRaidStrength = 180 #Mana and Artifice // Worldgen Options [ma_worldgen_options] #How far apart wellspring nodes must be as a minimum. They can be farther than this depending on world seed and generation. #Range: 100 ~ 15000 wellspringDistance = 500 #If true, wellsprings will generate with no affinity and the type of lens used will set the affinity of the node. genericWellsprings = false #Mana and Artifice // Artifact Options [ma_artifact_options] #By default meteor jump will follow the mobGriefing rule. Set this to true to override that regardless of the game rule. meteorJumpDestruction = true #How many reflect charges the Spellweaver armor set has #Range: 0 ~ 99 councilArmorReflectCharges = 3 #How many ticks the Spellweaver armor set needs to regenerate one reflect charge #Range: 20 ~ 2000 councilArmorReflectRecharge = 100 #The percent chance the fey armor will reflect projectiles. #Range: 0.0 ~ 1.0 feyArmorReflectChance = 0.20000000298023224 #The percent chance the fey armor will randomly teleport melee attackers. #Range: 0.0 ~ 1.0 feyArmorTeleportChance = 0.20000000298023224 #Mana and Artifice // Faction Modification [ma_faction_modification] #How much extra damage should members of the demon faction be able to put on their spells? #Range: 0 ~ 1000 demonBonusDamage = 5 #How much extra range should members of the demon faction be able to put on their spells? #Range: 0 ~ 32 demonBonusRange = 4 #How much extra radius should members of the demon faction be able to put on their spells? #Range: 0 ~ 3 demonBonusRadius = 1 #What percentage of souls should sleeping in a coffin restore for undead? #Range: 0.0 ~ 1.0 undeadCoffinSoulsPct = 0.25 #How long should need to pass before undead will gain full souls again from sleeping in a coffin? #Range: > 0 undeadCoffinSleepDelay = 18000