Skip to content

Server config

Every ExfilCraft config option with its default.

Server rules

Gameplay rules. They live in config/exfilcraft-server.toml, a copy in a world's serverconfig folder overrides them for that world, and every player who joins gets the server's values. File: exfilcraft-server.toml

AFK

AFK auto-responder settings.

OptionDefaultWhat it does
Auto-mark AFK when inactive
afkAutoAwayEnabled
trueWhether a player who has not moved or looked around for afkAutoAwayMinutes is marked AFK so chat mentions get the auto-reply. Default true, cleared the moment they move; AFK a player set themselves is never cleared this way.
Inactivity before auto-AFK (minutes)
afkAutoAwayMinutes
5
1 to 1440
Minutes of no activity before a player is marked AFK, when afkAutoAwayEnabled is on.

Air Drops

Air-drop loot events (Overworld raid map): a courier ghast drops loot barrels at fixed times.

OptionDefaultWhat it does
Air Drop Beacon Beam
airDropBeaconBeam
trueWhether a landed crate shines a beam in its tier colour, yellow through red, so it is visible from across the map. Default true, and a client-side visual.
Air Drop Count
airDropCount
3
0 to 10
How many air drops fall per open window, spaced evenly through it, with the last held back by airDropTailBufferMinutes.
Crate Break XP (per tier)
airDropCrateBreakXp
4
0 to 200
Experience for breaking open an unlocked air-drop crate, multiplied by its tier, so a Tier 3 crate pays three times this. 0 disables it.
Enable Air Drops
airDropEnabled
trueWhether air drops happen at all. Default true.
Air Drop Ring Radius
airDropRingRadius
64
16 to 256
Radius of the search ring drawn on the map, in blocks. The crate lands somewhere inside it, and the ring is clamped so it never crosses the border.
Air Drop Tail Buffer (minutes)
airDropTailBufferMinutes
8
0 to 60
The least time between the last air drop and the window closing, in minutes, so the final crate is always retrievable.
Scatter Crate Chance (Tier 1)
scatterCrateT1Chance
0.4
0 to 1
Chance from 0 to 1 that a scattered chest is a key-locked Tier 1 crate instead, tinted and with no beam or patrol. Barrels never convert.
Scatter Crate Chance (Tier 2)
scatterCrateT2Chance
0.2
0 to 1
Chance that a scattered chest is a key-locked Tier 2 crate instead.
Scatter Crate Chance (Tier 3)
scatterCrateT3Chance
0.1
0 to 1
Chance that a scattered chest is a key-locked Tier 3 crate instead, the rarest of the three. Keep the three tiers under 1 between them.

Ammunition

Tipped ammunition: how a tipped arrow or bolt spreads its potion. What a tipped shot does depends on the bottle it was tipped from at the fletching table. Tipped from a drinkable potion, it only affects what it hits. Tipped from a splash potion, it bursts where it lands the way a thrown splash potion does, so everyone close enough gets the effect and the closer they are the longer it lasts. Tipped from a lingering potion, it bursts the same way and also leaves a small cloud on the ground for 10 seconds. Whatever it hits directly still takes the full effect, and the burst works on a miss too.

OptionDefaultWhat it does
Tipped Arrows Splash
tippedArrowSplash
trueWhether arrows and bolts tipped from splash or lingering potions burst on impact. Turn it off and every tipped shot only affects what it hits, with no burst and no cloud.
Tipped Splash Potency
tippedArrowSplashPotency
1
0 to 8
How strong the burst is compared to the arrow's own tip, where 1 is the same strength. An arrow's tip is deliberately weaker than a bottle, so raise this if you want a tipped shot to hit as hard as a splash potion does.
Tipped Splash Radius
tippedArrowSplashRadius
4
0.5 to 16
How far the burst reaches, in blocks. A thrown splash potion reaches 4.

Archeology

Archeology: brushing dig sites for artifact shards and fossils. Nine shards make an Artifact, which the Archeologist trades for a sealed schematic or an unidentified book.

OptionDefaultWhat it does
Archeologist
archeologistEnabled
trueWhether the Archeologist roams the Overworld raid, the only place an Artifact is worth anything. Default true; turn him off and shards and fossils still drop with nowhere to spend them.
Diamond Brush Speed
diamondBrushTickRate
5
1 to 40
Ticks between sweeps of the Diamond Brush.
Iron Brush Speed
ironBrushTickRate
7
1 to 40
Ticks between sweeps of the Iron Brush, where lower is faster. Vanilla's own brush sweeps every 10.

Auction House

Auction house: the player-to-player marketplace opened from the Plot Trader and the Faction Officer. One shared marketplace for the whole server, open to every player. Sellers put an item up with either a fixed price, an open invitation for offers, or both; the item is held by the auction house until it sells, is cancelled, or expires. Nothing is ever pushed back into an inventory: goods, payments and returned offers all wait in the seller's or bidder's Claims tab.

OptionDefaultWhat it does
Emeralds to buy or offer
auctionBuyFeeEmeralds
1
0 to 64
Emeralds charged to buy outright or to make an offer, on top of the asking price and never refunded, including on a rejected offer. 0 makes buying free.
Enable the auction house
auctionEnabled
trueWhether the auction house is open. Default true; when false the row is hidden and every action refused, and anything already listed stays safe until it is turned back on.
Hours a listing stays up
auctionListingHours
72
1 to 8760
How many real hours a listing stays up. An expired listing is not destroyed: the item goes to the seller's Claims tab.
Emeralds to list an item
auctionPostFeeEmeralds
1
0 to 64
Emeralds charged to put an item up for sale, never refunded whether it sells or not. 0 makes listing free.
Listings allowed per player
maxActiveListingsPerPlayer
10
1 to 200
How many listings one player may have up at a time.
Offers allowed per listing
maxOffersPerListing
10
1 to 100
How many offers one listing may hold at a time, after which no more can be made until the seller answers some.

Chat

Chat settings.

OptionDefaultWhat it does
Show Creator tag in chat
creatorChatTagEnabled
trueWhether a tag is appended after a named player's name in chat, so their lines read like <PlayerName - Creator>. Default true, chat only, and the names come from creatorFormats below.
Creator chat tags (username=format)
creatorFormats
nonePer-player chat tags, one entry per line as username=format, with {playerName} where the name goes. Empty by default, and the first matching entry wins. End an entry with |RRGGBB (six hex digits) to give that player's tag its own colour, for example Steve=[Mod] {playerName}|55FFFF. Without one, the tag uses creatorTagColor. Only the tag is coloured; the name keeps its usual look.
Creator tag color (hex)
creatorTagColor
FFAA00Colour of the tag text, as six hex digits with no leading hash, for every entry in creatorFormats that does not set its own. Default FFAA00, gold, and anything invalid falls back to it.
House rule hints
houseRuleHints
trueWhether a player gets a one-time chat hint the first time they run into one of the mod's house rules, such as fishing being refused at home, with a link to that rule on exfilcraft.dev. Each hint is shown once per player. Default true.

Dailies

Dailies: repeatable quests rolled every real 24h (the same window as the Plot Trader's Daily Deals), turned in at the Plot Trader's Dailies category. Same set for everyone each cycle.

OptionDefaultWhat it does
Daily bonus item count
dailiesBonusCount
1
0 to 64
How many of the bonus item a qualifying hard daily grants.
Daily hard-tier bonus item
dailiesBonusEnabled
trueWhether the hardest dailies also grant a bonus item. Default true.
Daily bonus item
dailiesBonusItem
minecraft:diamondWhich item is granted as the hard-daily bonus. Default minecraft:diamond.
Daily bonus difficulty threshold
dailiesBonusThreshold
14
0 to 1000
The difficulty score at which a daily also grants the bonus item. Raise it so only the very hardest qualify.
Daily quests per cycle
dailiesCount
3
1 to 6
How many daily quests are offered each 24 hour cycle.
Enable Dailies
dailiesEnabled
trueWhether daily quests are offered. Default true.
Daily faction points
dailiesFactionPoints
15
0 to 1000
Base faction points for completing an average daily, if you are in a faction, scaled by difficulty.
Daily maximum bottles
dailiesMaxBottles
12
0 to 200
Most Bottles o' Enchanting a daily can pay, however hard.
Daily minimum bottles
dailiesMinBottles
2
0 to 200
Fewest Bottles o' Enchanting a daily can pay, however easy.
Daily reward (Bottles o' Enchanting)
dailiesRewardBottles
4
0 to 200
Base Bottles o' Enchanting for completing a daily, scaled up by how hard it was.
Daily reward: emeralds
dailiesRewardEmeralds
10
0 to 400
Base emeralds for completing an average daily, scaled from half to triple by difficulty.
Raid contract reward: emeralds
raidContractEmeralds
15
0 to 400
Base emeralds for completing a raid villager's contract, before the same difficulty scaling the dailies use.

Enchanting

Enchanting: how many enchantments a piece of gear can hold, and what the merchant bench charges. Enchantments reach gear ONLY through the five category merchants now (weaponsmith/toolsmith/ armorer/fletcher/fisherman); the anvil repairs and renames, and the librarian merges books. A slot is one DISTINCT enchantment whatever its level, so upgrading Sharpness III to IV is free of slot cost. Looted gear deliberately ignores these caps: a found item may carry more than its material allows, it just cannot be added to.

OptionDefaultWhat it does
Bench cost per enchantment level
benchCostPerLevel
5
0 to 640
Emeralds the merchant bench charges per enchantment level applied, which is the whole bench price. Curses are never charged for.
Books drop in chests
bookLootEnabled
trueWhether every raid container also rolls for an Unidentified Book, on the same ladder as gear but commoner. Default true, and any tier can turn up anywhere, with the odds climbing with the source.
Librarian book-merge cost per level
bookMergeCostPerLevel
12
0 to 640
Emeralds the librarian charges to merge two identical books into the next tier, per level of the result. Two Sharpness III books into a IV is a four level job.
Bunker spawner gear drop chance (%)
bunkerSpawnerGearDropPercent
30
0 to 100
How likely a mob out of a tier 2 or tier 3 bunker's ominous spawner is to drop each piece it is wearing, as a percentage. Those mobs are the only ones kitted from the skin out, with every slot rolled at the full odds for the rung rather than a quarter share, and the spawner keeps sending more for as long as the room is being fought, so paying every piece out leaves one room richer than the rest of the raid put together. At 30 a bunker raider still looks as dangerous as it did and the set is something you put together over a fight. Raise it to 100 and every piece drops. Other raid mobs are not affected by this.
Decipher fee (tier 1)
decipherCostBase
24
0 to 640
Emeralds a merchant charges to decipher a tier 1 sealed Schematic. Higher tiers multiply it by decipherCostTierMultiplier.
Decipher fee per tier
decipherCostTierMultiplier
2.5
1 to 10
How much each tier multiplies the decipher fee, so a tier 3 schematic costs this squared times the base.
Echo armor: chestplate echo (%)
echoArmorPercentChest
8
0 to 100
The same for an Echo chestplate, the biggest piece at eight armour points.
Echo armor: leggings echo (%)
echoArmorPercentLegs
6
0 to 100
The same for Echo leggings, six armour points and so six percent.
Echo armor: helmet/boots echo (%)
echoArmorPercentLight
3
0 to 100
How much of an incoming blow an Echo helmet or boots throw back at everything within a block of you, measured against what got through. Each piece echoes its own armour points.
Echo shield: blocked-damage echo (%)
echoShieldPercent
20
0 to 100
How much of the damage an Echo Shield blocks is dealt back to every hostile within a block of you, as sonic damage that ignores armour. The shield's mirror of the armour's echo.
Echo weapon: splash damage (%)
echoWeaponPercent
20
0 to 100
How much of an Echo melee weapon's damage is also dealt to everything within a block of what it hit, leaving its single-target damage untouched. The Echo bow and crossbow are excluded.
Enderite armor: how far back a mob is thrown
enderiteShoveBack
3
0 to 32
How far back a thrown mob lands, straight away from whoever it hit, in blocks. A mob with nowhere to land is left standing rather than shoved into a wall.
Enderite armor: how far it reaches for extra throws
enderiteShoveRadius
3
0 to 32
How far around you Enderite armour reaches for the throws it has left over, in blocks. Whatever actually hit you is always thrown, however far off it stood.
Enderite armor: how far up a mob is thrown
enderiteShoveUp
3
0 to 16
How far up a mob is thrown when it attacks someone in Enderite armour, in blocks. One throw per piece worn, so a full set peels four off you at once; only mobs already within a block are thrown, so it answers a crowd and not an archer.
Gear drops in chests
gearLootEnabled
trueWhether every raid container gets one roll on the gear ladder, usually nothing and sometimes a used piece, with the odds and quality set by the tier of the place it stands in. Default true, and only the top tiers can produce a relic, which carries more enchantments than any merchant will ever apply.
Mobs wear droppable gear
gearMobEnabled
trueWhether raid mobs spawn wearing gear from the same ladder, weighted by how dangerous they are, and drop it at the chance raidMobGearDropPercent sets. Default true.
Netherite barding: fire damage kept off a pet (%)
netheriteBardingFireResist
100
0 to 100
The same for a pet in netherite wolf, horse or nautilus armour, which wears one piece rather than four.
Netherite armor: fire damage kept off per piece (%)
netheriteFireResistPerPiece
25
0 to 100
How much fire damage each piece of netherite armour keeps off the wearer, as a percentage, lava included. Four pieces at a quarter each leave a full set taking none.
Pet armor: damage per point of wear
petArmorWearPerPoint
6
0 to 64
How much damage a pet soaks per point of durability off its barding, counted before the armour reduces it. 0 uses your own rule instead, a quarter of every hit and never less than a full point.
Raid mob gear drop chance (%)
raidMobGearDropPercent
75
0 to 100
How likely a raid mob is to drop each piece of gear it was given to wear, as a percentage. Raise it to 100 and every piece drops. A mob's own weapon, such as a skeleton's bow or a pillager's crossbow, is not affected, and mobs from a tier 2 or tier 3 bunker's ominous spawner use bunkerSpawnerGearDropPercent instead. A change reaches mobs that spawn after it; mobs already out in a raid keep the chance they spawned with.
Remove Riptide
removeRiptide
trueWhether Riptide is taken out of the game. Default true. Riptide launches a player across the map through water or rain, which skips the walk to an extraction portal and carries them over the raid border. With this on it is never rolled from an Unidentified Book, never found on loot and never put on gear, which is how Mending and Infinity are retired as well. Turn it off and Unidentified Books can roll it again. As with those two, this does not touch a trident somebody already owns: one enchanted before the change still works.
Slots: chainmail armor
slotsChainmail
3
0 to 16
Enchantment slots on chainmail armour, one above iron and level with diamond. Chainmail protects less than iron and cannot be crafted, so without something of its own nobody would wear a piece they found.
Slots: copper gear
slotsCopper
1
0 to 16
Enchantment slots on copper armour, tools and weapons.
Slots: diamond gear
slotsDiamond
3
0 to 16
Enchantment slots on diamond armour, tools and weapons.
Slots: bows, rods and the like
slotsGear
2
0 to 16
Enchantment slots on gear with no material behind it: bows, crossbows, rods, tridents, shields, elytra, turtle helmets and maces. It is the fallback for any unlisted damageable item.
Slots: gold gear
slotsGold
4
0 to 16
Enchantment slots on gold armour, tools and weapons. The most in the game.
Slots: iron gear
slotsIron
2
0 to 16
Enchantment slots on iron armour, tools and weapons.
Slots: leather armor
slotsLeather
1
0 to 16
Enchantment slots on leather armour.
Slots: netherite gear
slotsNetherite
3
0 to 16
Enchantment slots on netherite armour, tools and weapons.
Slots: shears and oddments
slotsOddment
0
0 to 16
Enchantment slots on the small stuff: shears, flint and steel, carrot on a stick, brush.
Slots: stone tools
slotsStone
1
0 to 16
Enchantment slots on stone tools and weapons.
Slots: wooden tools
slotsWood
0
0 to 16
Enchantment slots on wooden tools and weapons, which at 0 take nothing at all.
Unidentified-book roll discount (%)
unidentifiedBookDiscountPercent
25
0 to 90
How much cheaper it is to let an Unidentified Book roll straight onto gear at the bench, as a percentage off. The job is priced off the book's tier rather than what it rolls.

Extraction

Extraction settings.

OptionDefaultWhat it does
Extraction cast time (ticks)
castTimeTicks
100
1 to 1200
How long the extraction channel takes, in ticks, where 20 ticks is a second.
Active timeout (seconds, unused)
extractionActiveTimeoutSeconds
60
5 to 1200
How long an active portal or tunnel stays live before it shuts itself off, in seconds. The clock never pauses, so a squad shares one countdown and extracting through does not extend it.
Portal early-close buffer (ticks)
extractionCloseBufferTicks
100
0 to 12000
Extra ticks on top of portalActivationTicks deciding how early the last portals stop accepting activations before a window ends. Pad it so a whole channel started before the cutoff still has time to finish.
First portal close (% of raid)
firstPortalClosePercent
30
0 to 100
How far through a raid window the first extraction portal closes, as a percentage of the window. The rest close at even steps after it, and the last one stays open until the window ends. Takes effect from the next raid window.
Portal activation time (ticks)
portalActivationTicks
600
1 to 12000
How long an extraction portal takes to activate after its activator is right-clicked, in ticks, where 20 ticks is a second.
Tunnel Activation Ticks
tunnelActivationTicks
100
1 to 1200
How long an extraction tunnel takes to activate after its activator is right-clicked, in ticks, where 20 ticks is a second.

Faction

Faction flag stands: at the end of each overworld raid window, every stand still holding a player's planted faction banner pays that planter Bottles o' Enchanting + faction points, claimed afterward at the Outpost Faction Officer.

OptionDefaultWhat it does
Faction points per first chest/barrel open
chestOpenPoints
1
0 to 100
Faction score the first time a raid chest or barrel is opened, the open that generates its loot. Re-opening a looted container pays nothing, a player-placed one never pays, and crates use the rate below.
Faction points base per loot crate (+tier)
crateOpenPointsBase
1
0 to 100
Faction score when a locked crate is opened, with the crate's tier added on top. Credited only to faction members, though unlocking is open to everyone.
Collectibles per bottle on a bounty turn-in
factionBountyBottlePerItems
10
0 to 1000
How many bountied collectibles earn one Bottle o' Enchanting on top of the faction points. 0 disables the bottles.
Per-faction bounty chance per raid
factionBountyChance
0.5
0 to 1
Chance from 0 to 1 that a faction is assigned a bounty when the Overworld raid resets, rolled independently per faction. A faction has one about half the windows.
Blanket collectible drop chance
factionBountyDropChance
0.1
0 to 1
Chance that a bounty base item rolled by a raid mob or container comes out as the faction collectible instead, whether or not a faction is chasing that item. Reinforced Arrows are the exception: they are found in chests, never converted from anything a mob drops.
Faction collectible bounties enabled
factionBountyEnabled
trueWhether each faction is assigned a mob-drop bounty per window, turning that drop into a collectible its members hand to the Faction Officer for points. Default true, re-rolled when the Overworld raid resets.
Collectible turn-in grace period (seconds)
factionBountyGraceSeconds
300
0 to 3600
How long after a bounty re-rolls the Faction Officer still accepts last window's collectible, in seconds. Extracting just before the flip still leaves time to reach them; collectibles themselves never expire.
Faction points per unbountied collectible
factionBountyPlainPoints
1
1 to 100
Faction score per collectible handed in when no bounty is live on it. The Officer takes any collectible your faction still needs for its season objective at this rate.
Faction points per collectible turned in
factionBountyPoints
2
1 to 100
Faction score per collectible handed to the Officer while a bounty is live on that item. An item with no bounty pays the smaller rate below.
Faction seasons enabled
factionSeasonEnabled
trueWhether faction seasons run, a season being a calendar month that resets every faction's score, empties the contributions board and restarts the three objectives. Default true, and nothing a player owns is taken.
Season objective flag stands held
factionSeasonFlagTarget
200
1 to 1000000
The Ground Held objective: how many flag stands a faction must still be flying as windows close, added up over the month. Only the Overworld has stands, and one counts for whoever's banner is on it.
Season objective target per item
factionSeasonObjectiveTarget
1000
1 to 1000000
The Supply Run objective: how many of each of the eight collectibles a faction must turn in over the month, pooled across every member. Every member can claim the reward once it is met.
Season objective illagers defeated
factionSeasonPillagerTarget
5000
1 to 1000000
The Pillager Cull objective: how many illagers a faction's members must put down in raids over the month. Every illager counts, witches do not.
Season reward bottles
factionSeasonRewardBottles
64
0 to 1000
Bottles o' Enchanting paid to each member of a faction that completes a season objective, alongside the emeralds, once per objective.
Season reward emeralds
factionSeasonRewardEmeralds
64
0 to 1000
Emeralds paid to each member of a faction that completes a season objective, once per objective, so finishing all three pays three times.
Winning Faction Merchant Discount (0-1)
factionWinnerDiscount
0.2
0 to 1
Price break the currently winning faction's members get at the Outpost merchants and the raid trader, from 0 to 1, applied to the cost side of every trade. A tie or an all-zero board means no break.
Flag Stand Pillager Garrisons
flagGarrisonEnabled
trueWhether Overworld flag stands start unclaimed and a pillager garrison marches in to plant its own banner the first time a player nears one. Default true; their banner cannot be broken while the garrison lives, so clear them first, then plant your own.
Flag Garrison Max Pillagers
flagGarrisonSize
5
2 to 16
How many pillagers hold a flag stand, one of them the banner-carrying captain. This is what a leading-faction player draws; a middle or unaligned player draws about half, and a last-place player faces the captain alone.
Flag Garrison Spawn Radius (chunks)
flagGarrisonSpawnRadius
3
1 to 8
How far from the stand a garrison spawns before marching in, in chunks, on the far side from the approaching player. A longer march can fail to find a path.
Flag Garrison Trigger Distance (chunks)
flagGarrisonTriggerChunks
4
1 to 16
How close a player has to get before a flag stand's garrison spawns, in chunks.
Flag Stand Reward Enabled
flagRewardEnabled
trueWhether flag stands pay out at the end of a raid window. Default true.
Faction points per iron golem rescued
golemRescuePoints
10
0 to 1000
Faction score each time an iron golem is rescued in a raid, by killing its escort or freeing it from a cage, credited only to faction members. The rescue itself is open to everyone.
Faction points per quest completed
questCompletionPoints
15
0 to 1000
Faction score for finishing a quest that names no score of its own. The floor every other quest pays, so finishing one always moves your faction; dailies, contracts and authored quests keep their own figures.

Friends

Friends settings. Friends are persistent (survive restart), have no size cap, and are purely social: they can visit each other's home plots (even while the owner is OFFLINE) and be granted build access. Friends do NOT deploy together, share map markers, or the locator bar.

OptionDefaultWhat it does
New friends can build by default
friendDefaultSurvival
falseWhether a new friend can build on your plot straight away rather than visiting in adventure mode. Default false, and you can override it per friend at the Plot Trader.
Friends feature enabled
friendEnabled
trueWhether the friends feature and its /exfilcraft friend commands exist. Default true.
Friend request timeout (seconds)
friendRequestTimeoutSeconds
120
10 to 600
How long a pending friend request stays valid, in seconds.

Gear

Rules that apply to every piece of gear in the game, ours and vanilla's alike.

OptionDefaultWhat it does
Faster when travelling light
unburdenedEnabled
trueWhether a player travelling light moves faster, shown as the Unburdened effect. Default true: an empty main hand is worth one level and empty armour slots another, and the offhand is ignored, so a map or a torch costs nothing.
Speed bonus per level (%)
unburdenedPercentPerLevel
5
0 to 100
How much faster each level of Unburdened makes a player, as a percentage of walking speed. An empty main hand and empty armour slots are a level each, so both together pay twice this.

Plot

Plot settings.

OptionDefaultWhat it does
Allow bonemeal on home plot
allowHomeBonemeal
trueWhether bonemeal grows crops and saplings on a home plot. Default true; when false only the decorative grass and flower scatter still works.
Allow leaving plot
allowLeavingPlot
falseWhether players may build and mine anywhere instead of only on their own plot. Default false.
Convert blocks on plot expansion
convertOresOnExpansion
falseWhether growing a plot also turns the new ring's homeStoneConvertBlocks to stone. Default false, so the new ring keeps them as generated. Creating, buying or re-rolling a plot always converts them while replaceHomeBlocks is on.
Crops drop seeds (home)
cropsDropSeeds
falseWhether crops, grass and ferns drop seeds on a home plot. Default false.
Expansion tier 1 cost (XP levels)
expansionTier1Cost
10
0 to 1000
Experience levels for a tier 1 plot expansion.
Expansion tier 1 size (+blocks)
expansionTier1Size
1
1 to 100000
Blocks added to each side of the plot per tier 1 purchase, so the plot grows by twice this on each axis.
Expansion tier 2 cost (XP levels)
expansionTier2Cost
20
0 to 1000
Experience levels for a tier 2 plot expansion.
Expansion tier 2 size (+blocks)
expansionTier2Size
4
1 to 100000
Blocks added to each side of the plot per tier 2 purchase.
Expansion tier 3 cost (XP levels)
expansionTier3Cost
30
0 to 1000
Experience levels for a tier 3 plot expansion.
Expansion tier 3 size (+blocks)
expansionTier3Size
11
1 to 100000
Blocks added to each side of the plot per tier 3 purchase.
Expansion tier 4 cost (XP levels)
expansionTier4Cost
50
0 to 1000
Experience levels for a tier 4 plot expansion.
Expansion tier 4 size (+blocks)
expansionTier4Size
43
1 to 100000
Blocks added to each side of the plot per tier 4 purchase.
Avoid Water When Placing Home Plot
homeAvoidWater
trueWhether a new or re-rolled plot re-picks its spot to avoid landing in water. Default true, which needs the centre on land and no more than homeWaterMaxFraction of the plot below sea level.
Gravel drops flint (home)
homeGravelDropsFlint
falseWhether gravel can drop flint on a home plot. Default false.
Re-roll cost after the free one (XP levels)
homeRerollBuiltCost
1
0 to 1000
Experience levels for the random re-roll once you have broken a second block on the plot. Until then it costs nothing. Placing blocks never counts.
Allow home re-roll command
homeRerollEnabled
trueWhether players can re-roll their plot to a new random spot with /exfilcraft reroll. Default true.
Home blocks converted to stone (ores)
homeStoneConvertBlocks
#c:oresWhich blocks turn to stone inside a home plot, so ores cannot be mined there. Entries are block ids or tags prefixed with #, and anything not listed is left as natural terrain.
Home Plot Max Water Fraction
homeWaterMaxFraction
0.33
0 to 1
How much of a plot may sit below sea level before its spot is re-picked, from 0 to 1. Only used when homeAvoidWater is on.
Hostile home respawn delay (seconds)
hostileRespawnSeconds
30
0 to 3600
Seconds before a pet, iron golem, resident or animal killed by a monster in a Hostile home comes back at its plot's spawn point, with its gear and levels. Anything still waiting when dawn breaks comes back straight away. 0 turns this off.
Initial plot size
initialPlotSize
8
3 to 100000
Side length of a brand new home plot, in blocks, giving a buildable square of that size on a side.
Max plot size
maxIslandSize
100000
1 to 1000000
The largest side length a home plot can ever be expanded to, in blocks.
Max villagers per plot
maxPlotResidents
0
0 to 100000
Hard ceiling on how many rescued villagers one plot can house, whatever its size. 0 means no ceiling.
Allow Buying Extra Plots
multiPlotEnabled
trueWhether players can buy extra home plots from the Plot Trader, each built far away in their own home world. Default true.
Passive mob breeding (home)
passiveMobBreeding
falseWhether passive mobs can breed on home plots. Default false.
Passive mobs invulnerable (home)
passiveMobInvulnerable
trueWhether passive mobs on home plots can be hurt or killed. Default true, so they cannot.
Passive mob spawning (home)
passiveMobSpawning
trueWhether passive mobs spawn naturally on home plots. Default true.
Plot edge marker block
plotEdgeBlock
minecraft:smooth_stoneThe block used for the visible line marking a plot edge. Default minecraft:smooth_stone.
Set Home Plot Cost (levels)
plotHomeAssignCost
1
0 to 1000
Experience levels to make the plot you are standing on your home plot, the one friends visit while you are offline.
Name Plot Cost (levels)
plotNameCost
1
0 to 1000
Experience levels to name the plot you are standing on.
Extra Plot Base Cost (levels)
plotPurchaseBaseCost
10
0 to 1000
Experience levels for a player's first extra plot.
Extra Plot Cost Step (levels)
plotPurchaseCostStep
10
0 to 1000
Experience levels added per extra plot the player already owns, with no cap.
Plot width per villager
plotResidentBlocks
8
1 to 100000
Blocks of plot width needed to house one rescued villager, so every this many blocks you add to a side houses one more. A plot always houses at least one.
Replace home blocks with stone
replaceHomeBlocks
trueWhether the blocks listed in homeStoneConvertBlocks turn to stone when a plot is built or re-rolled. Default true, and all other natural terrain is kept as it generated.
Resident Armour Wear Per Point
residentArmorWearPerPoint
0
0 to 64
How much damage a resident soaks per point of durability off each piece it wears, counted before armour reduces it. At 0 it uses your own rule instead, a quarter of every hit and never less than a full point; try 6.0 to make their armour last.
Resident Death Notices
residentDeathNotices
trueWhether you are told in chat when one of your plot residents dies, including anything that happened while you were offline. Default true, and only you ever see it.
Resident Gathers Per Day
residentGathersPerDay
4
0 to 24
How many times a day a toolsmith, mason or lumberjack resident collects a block, decided by the tool in its job slot. Set 0 to switch all three trades off.
Resident Inventory From Shop
residentInventoryFromShop
falseWhether the Plot Trader's Residents page can open a resident's gear screen, for residents within 8 blocks of you. Default false, so gear is changed by walking up and right-clicking them.
Resident Wander Distance From Job
residentJobWanderRadius
16
0 to 100000
How many blocks a resident with a job strays from its workstation when it has nothing to do. Residents without a job roam the whole plot. Set 0 to let working residents roam the whole plot too.
Resident Job Experience Multiplier
residentJobXpMultiplier
1
0 to 100
Multiplies the experience a resident earns from finishing a job. 0.0 leaves them levelling only off orbs they pick up.
Residents Level Up
residentLevelingEnabled
trueWhether plot residents pick up experience orbs and level up, gaining a stat point every 10 levels and eating more as they go. Default true.
Students Per Book
residentStudentsPerBook
4
1 to 64
How many residents one book from the librarian's chest pays for at its evening lesson. A class of 5 at the default of 4 costs 2 books, and the class holds no more residents than the books in the chest can pay for.
Leatherworker Tans Per Day
residentTansPerDay
8
0 to 64
How many times a day a leatherworker resident tans a batch of rabbit hide, rotten flesh or Rancid Flesh from its chest into one leather. Set 0 to switch the trade off.
Resident Base Stat Points
residentTraitPoints
2
0 to 6
How many random stat points a rescued villager is dealt when it moves in, each landing on one of its six stats or on nothing at all, up or down on a coin flip. Set 0 for no starting stats.
Trader re-roll cost (XP levels)
traderRerollCost
5
0 to 1000
Experience levels for the paid re-roll that lets you pick the biome. It resets the plot to its starting size.
Use plot edge block
usePlotEdgeBlock
trueWhether the plot boundary gets a visible line of plotEdgeBlock on the ground. Default true; when false only the invisible barrier marks it.

Lag Protection

Lag protection: when the server suffers a tick stall (a freeze where the whole world hangs for a moment and clicks queue up), briefly make every online player immune to damage so the pile of hits that lands the instant the server catches up cannot kill anyone who did nothing wrong.

OptionDefaultWhat it does
Immunity after a spike (seconds)
lagSpikeGraceSeconds
3
0 to 30
How long the damage immunity lasts after a lag spike, in seconds, covering the burst of queued attacks that all land when the server catches up.
Enable lag-spike protection
lagSpikeProtectionEnabled
trueWhether players are made immune to damage after a server lag spike. Default true.
Lag spike threshold (ms)
lagSpikeThresholdMs
500
100 to 10000
How far a single tick must overrun before it counts as a lag spike, in real milliseconds, against about 50 for a healthy tick. Vanilla only warns at 2000, so a shorter freeze passes unlogged while still getting someone killed.

Ping Log

Ping log: a record in the server log of how far each player is from the server, for owners whose players come from more than one continent.

OptionDefaultWhat it does
Log player ping
pingLogEnabled
falseWhether the server log records every online player's ping every five minutes, along with where they are (raid, home or The Market), and adds both players' ping to the death line when one player kills another. The number is the same one behind the tab list's signal bars. Players who joined in the last three minutes are left out until it settles. Default false, and nothing leaves your machine.

Raid

Raid settings.

OptionDefaultWhat it does
Allow Leaving Raid Bounds (overrides the border wall)
allowLeavingRaidBounds
trueWhether players can walk out through the raid border. Default true, which leaves it a marker you pass through and gasses you for being outside it (see suffocateOutsideBounds); false makes it a hard wall.
Enraged golem attack damage
angryGolemDamage
18
1 to 100
Attack damage of an Enraged Golem, against roughly 7 to 21 for a vanilla one.
Roaming enraged golem
angryGolemEnabled
trueWhether an Enraged Golem, a tanky dark-red elite that hunts players, roams the Overworld raid. Default true, and this gates the roamer only, never the caged enraged golems.
Enraged golem max health
angryGolemHealth
180
20 to 1024
Max health of an Enraged Golem, against 100 for a vanilla one.
Roaming enraged golem armed chunks
angryGolemMax
60
0 to 128
How many chunks are armed for a roaming Enraged Golem each Overworld window. Stepping into one spawns a golem a few chunks off and spends the chunk, so this also caps how many roam per window.
Enraged golem XP drop
angryGolemXp
40
0 to 1000
Experience an Enraged Golem drops when a player kills it, where vanilla golems drop none. The night experience bonus compounds on top; 0 disables it.
Boss Room Blast Door
bossVaultDoorEnabled
falseWhether the boss room of a multi-level bunker is sealed behind its own blast door, opened with the bunker's tier key. Default false, so the boss can be reached without a second key once you are inside.
Tier 1 Bunker Count
bunkerCountTier1
5
0 to 32
How many tier 1 bunkers the Overworld raid map gets. Bunkers are an Overworld feature and the Nether and End get none.
Tier 2 Bunker Count
bunkerCountTier2
3
0 to 32
How many tier 2 bunkers the Overworld raid map gets.
Tier 3 Bunker Count
bunkerCountTier3
1
0 to 32
How many tier 3 bunkers the Overworld raid map gets.
Bunker Crate Max
bunkerCrateCount
5
0 to 16
The most locked tier crates a multi-level bunker's underground rooms can hold. A room only gets one where its builder marked a spot, and marked spots left over become trial vaults.
Bunker Entrance Door
bunkerEntranceDoor
IRONWhich locked door guards a multi-level bunker, and so which key opens it. IRON (the default) takes the bunker's own tier key to enter; RUSTY takes a Rusty Key, which fits any tier.
Bunker Min Gap
bunkerMinGap
96
0 to 4096
Smallest distance between bunker centres, in blocks.
Bunker Grounds Radius
bunkerRadius
64
8 to 512
Radius of a bunker's grounds in blocks: how far out its boss spawns, how much room is kept clear of other structures, and how close a loot container must be to count as the bunker's tier.
Bunker Room Chest Chance
bunkerRoomChestBaseChance
0.3
0 to 1
Chance from 0 to 1 that a non-boss bunker room gets its first scattered loot chest. The rest of the chest chain is this times bunkerRoomChestDiminish.
Bunker Room Chest Max
bunkerRoomChestCount
2
0 to 6
The most extra loot chests scattered on the floor of one non-boss room in a multi-level bunker. Each room rolls at bunkerRoomChestBaseChance and each further chest at the previous chance times bunkerRoomChestDiminish, stopping at the first miss, so most rooms get none or one.
Bunker Room Chest Diminish
bunkerRoomChestDiminish
0.5
0 to 1
How much rarer each bunker-room chest is than the one before it, from 0 to 1, so at a half each further chest is half as likely as the last. The chain stops at the first miss.
Camp Guard Count
campGuardCount
2
0 to 16
How many pillager guards hold each littered camp.
Camp Loot Table
campLootTable
exfilcraft:chests/campWhich loot table fills the chest at each littered camp. The default camp table is the only raid chest table that still holds coal.
Mother Ambush Radius
centerMotherAmbushRadius
16
4 to 96
How close a player must get to the centre reward chest before the Mother erupts from the pit floor, in blocks. She is not spawned when the last bunker falls, so the fight begins as an ambush with you already down in the crater.
Mother Bite Damage
centerMotherAttackDamage
10
1 to 100
Damage of the Mother's bite, on top of its poison.
Mother Health
centerMotherHealth
120
20 to 2048
The Mother's health in a solo fight.
Mother Health Per Extra Player
centerMotherHealthPerPlayer
0
0 to 1024
Extra health added for each player in the crater past the first, counted once when she erupts. At 0 every fight uses the flat centerMotherHealth instead.
Mother Projectile Resistance
centerMotherProjectileResist
0.75
0 to 0.95
How much arrow and projectile damage her chitin shrugs off, from 0 to 1. At 0.75 arrows do a quarter damage.
Center Reserve Radius
centerReserveRadius
32
0 to 256
How much room is kept clear of the mod's own placements around the exact Overworld map centre, in blocks. Vanilla structures may still clip the ring, as the terrain there stays natural.
Center Reward Enabled
centerRewardEnabled
trueWhether clearing every bunker boss in an Overworld raid opens a reward chest at the exact map centre. Default true, and the centre is kept clear of the mod's own structures and never sited over water.
Roaming Chest Collector (buys chests for emeralds)
chestCollectorEnabled
trueWhether the Chest Collector wanders the Overworld raid, a second trader who runs you an errand first and then buys chests off you for emeralds. Default true; the merchant unlock part is per player.
Deep Dark Giant Center City
deepDarkBigCenterCity
trueWhether that central city is a giant one, a much larger build than vanilla's, so the objective is one sprawling mega-city. Default true, needs deepDarkCenterCity, and vanilla's own ancient cities are untouched.
Deep Dark Giant City Reach
deepDarkBigCityMaxDistance
375
116 to 2048
How far the big city's pieces may spread from its centre, in blocks, against vanilla's 116. Generation cost grows with the square of this, so a big reach makes the first deploy on an un-pregenerated world slow.
Deep Dark Giant City Size
deepDarkBigCitySize
40
7 to 128
How deeply the big city's jigsaw recurses, against vanilla's 7. Higher means a denser sprawl, still bounded by deepDarkBigCityMaxDistance, and heavier to generate.
Deep Dark Center Ancient City
deepDarkCenterCity
trueWhether an ancient city sits at the exact centre of the Deep Dark map, at its natural depth so players still have to descend. Default true, and it is the map's whole objective, so turning it off leaves the raid with none.
Deep Dark City Loot Boost
deepDarkCityLootBoost
trueWhether vanilla ancient-city chests in the Deep Dark also pay extraction loot, tiered books and diamonds and a rare jackpot, on top of their own. Default true, so the brutal descent pays off.
Deep Dark Minimum Deploy Height
deepDarkDeployMinY
32
-64 to 128
The lowest height a Deep Dark deploy will drop you at, anything under it being refused and another spot tried. If no spot qualifies you are still placed rather than refused the deploy.
Deep Dark raid length (minutes)
deepDarkDurationMinutes
120
0.5 to 1440
How long a Deep Dark raid window runs, in minutes, applied at server start.
Deep Dark Echos Max Near Player
deepDarkEchosLocalMax
3
0 to 50
The most Echos allowed within 64 blocks of any one player, so the map's population spreads out instead of piling onto whoever is closest. 0 stops local spawning.
Deep Dark Echos Spawn Chance
deepDarkEchosSpawnChance
0.017
0 to 1
Chance per second that one more Echos is added near an eligible player, which sets the trickle rate rather than the amount. A per-player crowd fills in at roughly deepDarkEchosLocalMax divided by this, in seconds.
Deep Dark Echos Total (Dimension)
deepDarkEchosTarget
100
0 to 500
How many Echos, the slow silent translucent zombies, the mod keeps alive across the whole Deep Dark map. Spread out by deepDarkEchosLocalMax so no one player is swarmed; 0 disables them.
Deep Dark Map Size
deepDarkMapSize
800
16 to 100000
Side length of the Deep Dark raid play area in blocks, centred on origin, applied at server start.
Deep Dark Orbling Count
deepDarkOrblingTarget
6
0 to 200
How many Orblings, the floating experience-orb creatures, the mod keeps alive around players in the Deep Dark. They spawn nowhere else; 0 disables them.
Deep Dark Outer Box Size
deepDarkOuterBoxSize
2400
2000 to 100000
Side length of the box the Deep Dark window moves within on each reset, separate from raidOuterBoxSize. Larger means more distinct raids and more pre-generated disk; warm it with /exfilcraft pregen deepdark or let it fill in as the map is played.
Deep Dark Scatter Multiplier
deepDarkScatterMultiplier
1
1 to 12
Multiplies the loose container counts for the Deep Dark only, and spreads them across each ancient city's whole footprint rather than thinly across the huge box. Other maps are unaffected.
Deep Dark Sculk Sensor Amount
deepDarkSensorChance
0.25
0 to 1
How much of the Deep Dark's sculk keeps growing into sculk sensors, the rest growing into plain sculk. Shriekers are never touched, so the Warden is unaffected.
Roaming Defector (buys horns and banners once his quest is done)
defectorRoamingEnabled
trueWhether the Defector wanders the Overworld raid rather than standing still. He is the ex-pillager after goat horns, and finishing his quest makes him buy horns and banners; per player.
Deferred placement budget (ms/tick)
deferredPlacementBudgetMillis
6
1 to 50
The least time per tick, in milliseconds, the mod spends placing raid structures and litter while players are in the raid. It uses more when the server has time to spare in that tick. Lower means smoother ticks and slower fill-in on a busy server, higher the reverse.
Deploy lockout (ticks)
deployLockoutTicks
1200
0 to 12000
How long before a window ends that deploys stop being allowed, in ticks.
End Camp Count
endCampCount
32
0 to 256
How many pillager camps the End map gets, replacing worldCampCount there. The End is far larger and mostly open void, so the Overworld's count leaves it feeling empty.
End City Garrison
endCityGarrison
6
0 to 32
How many pillagers hold each End city, spread over its floors, bridges and ship. They arrive as the city generates, so a city you never fly out to never spawns any; 0 leaves the cities to their shulkers.
End raid length (minutes)
endDurationMinutes
90
0.5 to 1440
How long an End raid window runs, in minutes, applied at server start.
End hostiles per player
endHostileTarget
70
0 to 1000
How many ambient hostiles the mod keeps near one player in an End raid, within raidSpawnLocalRadius. The default matches vanilla's monster cap, and 0 keeps the map empty.
End Map Size
endMapSize
4000
16 to 100000
Side length of the End raid play area in blocks, centred on origin, applied at server start. Keep any custom value a multiple of 16.
End Floor-Plan Ruin Count (Max)
endRuinHouseCountMax
32
0 to 256
Most floor-plan ruins on the End map. See endRuinHouseCountMin.
End Floor-Plan Ruin Count (Min)
endRuinHouseCountMin
16
0 to 256
Fewest floor-plan ruins on the End map, replacing ruinHouseCountMin there. Still a rolled range, so an End window still varies.
End Ruin Tower Count (Max)
endRuinTowerCountMax
32
0 to 256
Most ruin towers on the End map. See endRuinTowerCountMin.
End Ruin Tower Count (Min)
endRuinTowerCountMin
16
0 to 256
Fewest ruin towers on the End map, replacing ruinTowerCountMin there. Still a rolled range, so an End window still varies.
End: World Decoration Structure Count
endWorldDecorationCount
24
0 to 256
How many decoration structures the End map gets in a pass of their own, from definitions with role decoration or any. Points over open void are skipped, so fewer stand than you set, and the obsidian pillars have their own budget.
End: Obsidian Pillar Count
endWorldPillarCount
200
0 to 512
How many tall obsidian spikes the End map gets, from definitions with role end_pillar only, in a pass and budget of their own. Each carries a chest, so raising this raises what an End window holds, and points over open void are skipped.
End: World Structure Count (Friendly)
endWorldStructureCount
6
0 to 256
How many scattered structures the End map gets, counted separately from the Overworld's. Points landing over open void are skipped, so fewer actually stand than you set.
Extraction lure enabled
extractionLureEnabled
falseWhether hostile mobs path toward an activating extraction portal. Default false.
Extraction lure radius (blocks)
extractionLureRadius
30
0 to 256
How far an activating extraction portal pulls hostile mobs from, in blocks. 0 disables it.
Extraction portal min gap (blocks)
extractionPortalMinGap
150
0 to 4096
Smallest distance between extraction portals in blocks, so they do not cluster, relaxed automatically when they cannot all fit.
Extraction zone count
extractionZoneCount
9
1 to 64
How many extraction zones, each with one glowing-obsidian portal, are placed per raid. Applied when a map's layout is first built.
Footprint Flatness Tolerance
footprintFlatnessTolerance
20
1 to 64
How much the ground under a scattered structure may rise and fall, in blocks, before the spot is rejected and another is tried. The footprint is graded and skirted down to real terrain either way, so this only rejects cliffs.
Global loot injection (all containers)
globalLootEnabled
trueWhether every container opened in a raid also rolls exfilcraft:chests/global or barrels/global, so you can add items to all of them by editing those tables. Default true, and they ship near empty, so it adds nothing until you tune them.
Market Map Size
lobbyMapSize
120
16 to 1000
Side length of the Market play area in blocks, which wants to clear the Outpost's footprint on every side.
Market Height
lobbyPlatformY
204
-48 to 290
How high the Market island hangs, and changing it rebuilds the Market on the next start. The default puts its lowest floor just over the cloud deck; lower it to bring the Market under the clouds or down into the landscape.
Market World Seed
lobbySeed
The world seed the Market's landscape is grown from, and changing it to a new one rebuilds the Market on the next start. Empty by default, which uses your own world's seed; a number or some words pin it, and 'random' rolls a fresh one each time the Market is built.
Market Tag Glow
lobbyTagGlow
trueWhether the player who is it in The Market's game of tag glows, so everyone can see them through walls. Default true. Applies straight away.
Map Marker Size
mapMarkerSize
2
1 to 5
Half-size in pixels of the square markers on the raid map.
Max mobs deployed with you
maxDeployMobs
2
0 to 64
How many of your mobs deploy into a raid with you, counting a mount you are riding and anything leashed. It does not limit how many you bring home.
Mimic count
mimicCount
20
0 to 200
How many mimics are scattered across the Overworld raid map, monsters sitting perfectly still disguised as loose chests. They only ever pose as plain chests, never barrels or locked crates, and most scattered chest spots become crates, so at the defaults a little over one loose plain chest in three is a trap.
Mobs get gear effects
mobGearEffects
trueWhether a mob gets everything its gear does rather than only its damage and armour points, so a greatsword cuts its arc and a rolled trait pays out the way yours would. Default true, and a mob's arc spares other hostiles, so a raid never fights itself.
Mobs use weapon swing speed
mobWeaponSwingSpeed
falseWhether a mob SPEEDS UP to its weapon's own rate instead of one blow a second whatever it holds, which reaches every mob in the game carrying any weapon. Default false. A slow weapon always slows its holder whatever this is set to, so a mob swinging a warhammer takes the weapon's own pause either way, and plot residents fight at their weapon's speed either way too.
Multi-Level Boss Bunkers
multiLevelBunkersEnabled
trueWhether a boss bunker runs deep: a key-locked surface entrance, a ladder into a 3x3x3 maze of rooms, and the boss at least four rooms in. Default true; false gives single-level building, and admin schematic bunkers are unaffected either way.
Natural Entrance Border Margin
naturalEntranceMargin
100
0 to 2000
How far inside the raid border a natural stronghold or trial chamber must start before the mod builds its entrance on it, in blocks. A structure sprawls a long way from its start, so one starting near the edge has most of itself outside; set 0 to decorate every one in the play area regardless.
Nether raid length (minutes)
netherDurationMinutes
90
0.5 to 1440
How long a Nether raid window runs, in minutes, applied at server start.
Nether hostiles per player
netherHostileTarget
70
0 to 1000
How many ambient hostiles the mod keeps near one player in a Nether raid, within raidSpawnLocalRadius. The default matches vanilla's monster cap, and 0 keeps the map empty.
Nether Map Size
netherMapSize
1008
16 to 100000
Side length of the Nether raid play area in blocks, centred on origin, applied at server start. Keep any custom value a multiple of 16.
New Region Each Reset
newSeedPerReset
trueWhether the Overworld raid moves to a fresh faraway region on every reset, so terrain and structures differ each window. Default true; false keeps one fixed play area and refreshes only the loot.
Night bonus by moon phase (%)
nightMoonPhasePercents
0, 10, 30, 60, 100, 60, 30, 10How much harder and richer each night of the Overworld raid is, by moon phase, as a percent increase. One number per phase drives all of it: night hostiles' health and damage, how many hostiles are kept near a player, how much container loot holds and how likely gear, books and schematics are in it, how often night mobs spawn with gear, and the experience a night kill drops. 100 doubles them and 0 adds nothing. Eight numbers, in the order new moon, waxing crescent, first quarter, waxing gibbous, full moon, waning gibbous, third quarter, waning crescent. The Phoenix raid gets the full moon's number every night. Mob drops and crate keys are separate, see raidNightDropMultiplier. A list that is not eight numbers falls back to the default.
Shorter nights (raids)
nightSpeedEnabled
trueWhether night runs faster, shortening the dark half of the day without changing the window length. Default true, and the day clock is shared, so it speeds night on plots and in the Market too.
Night speed multiplier
nightSpeedMultiplier
1.333
1 to 10
How much faster night runs, so 2.0 halves its length and 1.0 disables it.
Ocean Monument Enabled
oceanMonumentEnabled
falseWhether one ocean monument is forced into the Overworld raid, with the elder guardian quest target inside it. Default false.
Orbling Light Level
orblingLightLevel
7
0 to 15
How brightly a living Orbling lights the world around it, from 0 to 15. 0 turns the world light off and leaves only the glowing model.
Chance an outpost's first cage holds a captive (0-1)
outpostCageFillChance
0.65
0 to 1
Chance that an Overworld pillager outpost's first cage holds a captive, from 0 to 1. Each further cage has a lower chance (see outpostCageFillFalloff), and only the first outpostCageMaxRolls cages are rolled. The window's enraged golem and the missing merchant are always placed on top of these rolls.
Lower chance for each further cage (0-1)
outpostCageFillFalloff
0.15
0 to 1
How much lower the chance is for each further cage at the same outpost. With the defaults the first three cages roll 65%, 50% and 35%.
Share of outpost captives that are golems (0-1)
outpostCageGolemShare
0.5
0 to 1
When a cage roll succeeds, the chance its captive is an iron golem rather than a villager, from 0 to 1. The first golem at each outpost is marched in by two pillagers when a player comes near, and any others are already caged. A villager result leaves the cage empty while trappedVillagerEnabled is off.
Cages rolled per outpost
outpostCageMaxRolls
3
0 to 16
How many of an outpost's cages are rolled. Any cage past this many stays empty.
Overworld day hostiles per player
overworldDayHostileTarget
70
0 to 1000
How many ambient hostiles the mod keeps near one player in an Overworld raid by day, within raidSpawnLocalRadius. At night it rises by the moon phase's percent in nightMoonPhasePercents. A player already over it, such as at dawn after a busy night, gets no new spawns until the count falls back under; nothing is removed to get there.
Overworld raid length (minutes)
overworldDurationMinutes
45
0.5 to 1440
How long an Overworld raid window runs, in minutes, applied at server start.
Overworld Map Size
overworldMapSize
2000
16 to 100000
Side length of the Overworld raid play area in blocks, centred on origin, applied at server start. Keep any custom value a multiple of 16 so the exploration atlas stays chunk-aligned.
Overworld night mob strength: buff damage too
overworldNightStrengthDamageEnabled
trueWhether the night buff raises attack damage as well as health. Default true; turn it off for tankier night mobs that still hit for their base damage.
Overworld night mob strength buff
overworldNightStrengthEnabled
trueWhether natural hostiles spawned at night in an Overworld raid get more health and damage, by the moon phase's percent in nightMoonPhasePercents. Default true; pillagers, bosses and anything non-hostile are excluded.
Night XP bonus (raids)
overworldNightXpEnabled
trueWhether mobs killed at night in a raid drop extra experience, by the moon phase's percent in nightMoonPhasePercents. Default true. The Nether, End and Deep Dark maps have no night, so they are never affected.
Overworld patrol captain chance (0-1)
overworldPatrolCaptainChance
0.2
0 to 1
Chance from 0 to 1 that a roaming patrol is led by a captain, whose ominous banner always drops and feeds the Faction Officer's trade-in. 0 disables captains.
Chance a patrol leads a captive golem (0-1)
overworldPatrolGolemChance
0.1
0 to 1
Chance that a patrol on land spawns leading a captive iron golem on a leash. Kill the whole patrol and the golem joins you as an ally.
Chance an ocean patrol is guardians instead (0-1)
overworldPatrolGuardianChance
0.5
0 to 1
Chance that a patrol firing over ocean water turns out to be two guardians instead of pillagers. Only rolled in ocean biomes, so lakes and rivers still get pillagers.
Overworld patrol max size (pillagers)
overworldPatrolSize
3
1 to 12
The most pillagers in one roaming patrol, each patrol rolling one up to this.
Overworld patrol spawn-ahead (chunks)
overworldPatrolSpawnAheadChunks
4
1 to 32
How many chunks ahead of a player a triggered patrol spawns, along the way they are facing. 4 puts it about 64 blocks out.
Chance a patrol is led by a special illager (0-1)
overworldPatrolSpecialChance
0.25
0 to 1
Chance from 0 to 1 that a roaming patrol is led by an Enforcer, Guardsman, Marksman, Prowler or Vindicator (one picked at random) instead of a pillager. Rolled separately from overworldPatrolCaptainChance: when both land, that illager is the captain and carries the banner. The same chance is rolled once per tier for an air drop's guards (tier 3 rolls three times), each success turning one of its pillagers into a different one of the five, and once for a flag stand garrison's captain. 0 disables them.
Overworld patrol trigger chunks
overworldPatrolTriggerChunks
200
0 to 4096
How many Overworld chunks are armed as pillager-patrol triggers each window. A patrol fires the first time a player steps into an armed chunk and the chunk is then spent, so this is the whole patrol budget; 0 disables them.
Ghast rider phantom chance
phantomGhastRiderChance
0.35
0 to 1
Chance per 30 seconds of night that a phantom wave spawns above a player riding a happy ghast, rolled per rider. 0 disables it.
Night phantom spawn chance (per second)
phantomNightChance
0.015
0 to 1
Chance per 30 seconds of open night window that a phantom wave spawns. 0 disables them.
Night phantom max per wave
phantomNightMax
3
1 to 10
Most phantoms in one wave, each wave rolling one up to this.
Night phantoms (raids)
phantomNightSpawnEnabled
trueWhether phantoms occasionally appear at night in the Overworld raid, diving on players from above. Default true, and independent of the managed hostile target.
Phoenix archer ammo drop chance
phoenixAmmoDropChance
0.08
0 to 1
Chance that a Phoenix archer a player kills drops one or two of the Reinforced Arrows or Bolts it was firing. No other mob drops either one; they are otherwise found only in chests.
Phoenix charged creeper chance (%)
phoenixChargedCreeperPercent
50
0 to 100
Chance, as a percent, that a creeper spawning in a Phoenix raid arrives charged.
Phoenix hostiles burn in sunlight
phoenixDaylightBurning
falseWhether hostiles in a Phoenix raid burn in sunlight. Default false, so the undead out at dawn live through the day. The other raids follow raidDaylightBurning.
Show the Phoenix raid
phoenixEnabled
trueWhether the Phoenix raid is offered: the surface raid again, for reborn players only. Default true, applied at server start.
Phoenix reward multiplier
phoenixMultiplier
2
1 to 10
How much more a Phoenix raid pays. Every chest, barrel, crate and reward chest rolls its loot this many times, mob drops and the keys mobs drop roll this many times, and mob experience and faction points are multiplied by it. It stacks with the night bonus rather than adding to it. Quest rewards are never multiplied.
Phoenix entry cost (Rebirth Sigils)
phoenixSigilCost
5
0 to 10000
Rebirth Sigils charged for one Phoenix deploy. In a squad every member pays their own.
Phoenix archers use upgraded ammo
phoenixUpgradedAmmo
trueWhether every bow-carrying mob in a Phoenix raid fires Reinforced Arrows and every crossbow-carrying mob fires Bolts. Archers everywhere else always fire plain arrows.
Pillager iron armor chance (0-1)
pillagerArmorChance
0.3
0 to 1
Chance that a raid pillager spawns with an iron helmet, the least rare piece, each further piece rarer. 0 disables armour.
Pillager iron armor drop chance (0-1)
pillagerArmorDropChance
0.12
0 to 1
Chance that each worn iron piece drops when the pillager dies, as the actual piece it was wearing.
Pillager iron armor
pillagerArmorEnabled
trueWhether a raid pillager can spawn wearing iron armour, rolled at spawn. Default true, and worn pieces may drop on death.
Pillager boat disembark reach (blocks)
pillagerBoatDisembarkReach
3
1 to 8
How far a boat looks for standable dry land when deciding to put its pillager ashore, in blocks.
Foot pillagers re-board free boats
pillagerBoatReboardEnabled
trueWhether a pillager on foot whose target is out over water runs to a nearby empty boat and gives chase by water, including one a player parked. Default true, and needs pillagerBoatsEnabled.
Pillager re-board search radius (blocks)
pillagerBoatReboardRadius
8
2 to 32
How far a pillager on foot looks for a free boat to commandeer, in blocks. Only boats it can walk to count.
Pillager boat cruising speed (blocks/tick)
pillagerBoatSpeed
0.35
0.05 to 1
How fast a pillager-rowed boat cruises, in blocks per tick. A player's boat makes about 0.4.
Water pillagers board boats
pillagerBoatsEnabled
trueWhether a patrol pillager spawning over water boards a boat and rows toward its target, disembarking at the nearest shore. Default true; false snaps it to the shore instead.
Pillager bow chance
pillagerBowChance
0.25
0 to 1
Chance that a pillager which kept its crossbow carries a bow instead, a share of the ranged ones rather than of all of them. The bow comes off the same gear ladder your loot does, so it can carry enchantments and a trait and drops as what it was; Echo bows are never handed out this way.
Pillager melee damage multiplier
pillagerMeleeDamageMultiplier
0.55
0 to 2
Scales the melee damage of a raid pillager that spawned holding a sword or axe, so 0.55 takes 45% off. Crossbow pillagers are unaffected.
Pillager melee weapon chance (0-1)
pillagerMeleeWeaponChance
0.1
0 to 1
Chance from 0 to 1 that a raid pillager spawns with a melee weapon instead of its crossbow, stone common and iron rarer.
Pillager Patrol Size (Boss/Outpost/Contested)
pillagerPatrolSize
4
0 to 16
How many pillagers make up a patrol posted around a structure rather than inside it: a boss bunker's exterior guard, an outpost's garrison, and a contested structure's patrol.
Pillager movement speed multiplier
pillagerSpeedMultiplier
0.8
0.1 to 2
Scales how fast an ordinary raid pillager walks and chases. A fifth slower; the mod's own illagers keep their tuned speeds and boats keep pillagerBoatSpeed.
Pillager weapon enchant chance (0-1)
pillagerWeaponEnchantChance
0.25
0 to 1
Chance that a raid pillager's weapon rolls its first enchantment, each further one rarer and stronger. 0 disables them.
Pillager weapon variety
pillagerWeaponVarietyEnabled
trueWhether raid pillagers roll a varied weapon instead of always carrying a crossbow, with melee ones given a goal so they pursue and swing. Default true, rolled at spawn.
Pregen chunks per tick
pregenChunksPerTick
8
1 to 4096
How many chunks /exfilcraft pregen keeps generating at once when warming a template. Keep it small on a live server so pregen never competes with players, and note an empty server pauses its tick loop, so set pause-when-empty-seconds=0 for an unattended run.
Illagers take quest givers captive
questGiverCaptureEnabled
trueWhether illagers take the raid's quest givers captive. An idle illager near a contract villager, the Raid Trader, the Chest Collector or the Archeologist puts it on a lead, and a quest giver with illagers near it gives out no quests, takes no hand-ins and does not trade until they are dead or gone.
Illager capture range
questGiverCaptureRange
16
2 to 32
How close an idle illager has to be to a quest giver, in blocks, to walk over and take it captive. Never more than questGiverIllagerRange: a larger value is treated as that one.
Illager range that blocks quest givers
questGiverIllagerRange
16
2 to 32
How close an illager has to be to a quest giver, in blocks, to stop it giving out quests, taking hand-ins and trading. The illager holding its lead always counts, however far it is.
Avoid Ocean Origins
raidAvoidOcean
trueWhether the Overworld raid keeps re-rolling its region until the play area is mostly land. Default true, scored from a cheap noise sample with no chunks generated, on the first raid and every reseed.
Maps Built At Boot
raidBootMaps
overworldWhich maps raidDimsAtBoot builds from scratch, as ids: overworld, nether, end, deepdark and phoenix. Leave it empty to build them all. This never affects a raid world that already exists, which always loads at start.
Pre-warm raid maps at boot
raidBootWarmup
trueWhether each raid map's full layout is generated at boot so the first deploy into it is instant. Default true; false loads the world faster and makes that first deploy slower instead.
Combat-Log Penalty
raidCombatLogPenalty
trueWhether logging out inside a raid counts as a death, wiping the inventory and experience levels and granting a fresh starter kit on the next login. Default true, so you cannot log out of a fight and keep your loot.
Hostiles Burn in Daylight
raidDaylightBurning
trueWhether raid hostiles burn in sunlight the way vanilla's do. Default true; false lets daytime spawns survive the day. Phoenix has its own setting, phoenixDaylightBurning.
Raid daytime hostiles (spawn in daylight)
raidDaytimeHostiles
falseWhether raid hostiles spawn regardless of light and time, keeping day raids dangerous. Default false, so they follow vanilla's darkness rules; whether they burn is raidDaylightBurning.
Raid death loot despawn (seconds)
raidDeathLootDespawnSeconds
300
0 to 3600
How long a player's dropped items last after a raid death, in seconds. 0 leaves vanilla's own 5 minutes in charge instead.
Whole-dimension hostile ceiling
raidDimensionHostileMax
1000
0 to 5000
Hard ceiling on ambient hostiles across a whole raid map, however many players are spread through it. Only the mod's own wandering spawns count; guardians, garrisons, patrols and bosses sit outside it.
Create Raid Dimensions At Boot
raidDimsAtBoot
trueWhether raid worlds that do not exist yet are built at server start rather than on the first deploy to each. Which maps this covers is raidBootMaps. A raid world that has already been built always loads at start whatever this is set to, so its window clock keeps running and the deploy panel shows the time actually left on it.
Raid Join Countdown (seconds)
raidJoinCountdownSeconds
3
0 to 10
Seconds of get-ready countdown shown when you deploy into a raid. 0 turns it off.
Managed raid spawning
raidManagedSpawnsEnabled
trueWhether the mod owns ambient raid hostiles, suppressing vanilla's natural spawns and keeping the population at the per-map targets below. Default true; false hands raids back to plain vanilla spawning.
Max Ocean Fraction
raidMaxOceanFraction
0.35
0 to 1
How much of an Overworld play area may be ocean before its seed is rejected, from 0 to 1. Lower means drier maps and more seeds tried, up to a cap of 24.
Raid night drop multiplier
raidNightDropMultiplier
2
1 to 10
How many times over a mob killed at night in a raid drops its loot, on every night whatever the moon. 1.0 disables it. The Nether, End and Deep Dark maps have no night, so they always drop the normal amount.
Contract villager wander radius
raidNpcWanderRadius
8
2 to 64
How far a contract-giver villager may amble from the spot its map marker points at, in blocks. It is walked back whenever it ends up outside that box, so lower this to keep them closer to their marker and to the building they belong to.
Raid Outer Box Size
raidOuterBoxSize
12000
2000 to 100000
Side length of the box the Overworld and Nether raid windows move within on each reset, in blocks. Larger means more distinct raids and more pre-generated disk later, and keep it a multiple of 16.
Raid re-entry cooldown (seconds)
raidReentryCooldownSeconds
60
0 to 3600
How long after leaving a raid before you can re-enter that same map, in seconds. Other maps are unaffected and 0 disables it.
Radius the per-player hostile count covers
raidSpawnLocalRadius
128
16 to 256
The radius a player's own hostile count is measured over, for the per-map targets above. Matches the spawn radius by default, so the target governs exactly the area the spawner fills.
Raid spawn radius
raidSpawnRadius
128
32 to 128
How far from a player managed hostiles may spawn, in blocks, with a fixed inner limit of 24 so nothing appears on top of you.
Raid spawn refill rate (per player/sec)
raidSpawnRefillPerPlayer
2
0 to 20
How many spawn attempts the mod makes per player per second while under the target, so how fast a raid fills up. Keep it low to ramp gradually the way vanilla does; 0 lets the population only shrink.
Log raid heat-map telemetry
raidTelemetryEnabled
falseWhether the mod writes per-window heat-map data to exfilcraft-telemetry.jsonl beside your world: chunks players entered, how long they stayed, and where structures were placed, never a name, UUID or IP address. Default false, and the file never leaves your machine.
Roaming raid trader (boosted loot for emeralds)
raidTraderEnabled
trueWhether one roaming wandering trader spawns in the Overworld raid, selling boosted loot for emeralds. Default true, and he is invulnerable, never despawns and cannot be targeted by mobs.
Contract villagers on the map
raidVillagerCount
20
0 to 200
How many contract-giver villagers are scattered across the Overworld raid map, each frozen, invulnerable, and holding one contract for the window. A building that claims one with an npc sign takes it out of this budget rather than adding to it, so raise this to make room for more wandering ones.
Floor-Plan Ruin Count (Max)
ruinHouseCountMax
6
0 to 256
Most floor-plan ruins on a raid map. See ruinHouseCountMin.
Floor-Plan Ruin Count (Min)
ruinHouseCountMin
3
0 to 256
Fewest floor-plan ruins on a raid map, the weathered remains of a house with interior rooms and two chests, rolled against ruinHouseCountMax each time a map builds its layout. Placed on every map from that dimension's own blocks; set both to 0 to disable.
Floor-Plan Ruin Depth (Max)
ruinHouseDepthMax
17
7 to 49
Deepest a floor-plan ruin may be along Z, in blocks. See ruinHouseWidthMin.
Floor-Plan Ruin Depth (Min)
ruinHouseDepthMin
11
7 to 49
Shallowest a floor-plan ruin may be along Z, in blocks. See ruinHouseWidthMin.
Floor-Plan Ruin Loot Table
ruinHouseLootTable
exfilcraft:chests/ruinWhich loot table fills both chests inside a floor-plan ruin.
Floor-Plan Ruin Wall Height (Max)
ruinHouseWallHeightMax
4
1 to 16
Tallest the surviving walls of a floor-plan ruin may stand, in blocks.
Floor-Plan Ruin Wall Height (Min)
ruinHouseWallHeightMin
2
1 to 16
Shortest the surviving walls of a floor-plan ruin may stand, in blocks.
Floor-Plan Ruin Width (Max)
ruinHouseWidthMax
21
7 to 49
Widest a floor-plan ruin may be along X, in blocks. See ruinHouseWidthMin.
Floor-Plan Ruin Width (Min)
ruinHouseWidthMin
13
7 to 49
Narrowest a floor-plan ruin may be along X, in blocks, rounded up to an odd number so the plan has a centre. Width and depth roll separately, so the plans are rectangular.
Ruin Locked Chest Chance
ruinRustyChestChance
0.33
0 to 1
Chance from 0 to 1 that a chest in a built ruin is a locked rusty chest needing a rusty key, rolled fresh each time one is built. Structures from a template are unaffected and set their own.
Ruin Tower Count (Max)
ruinTowerCountMax
8
0 to 256
Most ruin towers on a raid map. See ruinTowerCountMin.
Ruin Tower Count (Min)
ruinTowerCountMin
4
0 to 256
Fewest ruin towers on a raid map, the decrepit hollow tower with one chest inside, rolled against ruinTowerCountMax each time a map builds its layout. Placed on every map from that dimension's own blocks; set both to 0 to disable.
Ruin Tower Height (Max)
ruinTowerHeightMax
10
3 to 64
Tallest a ruin tower's walls may stand, in blocks. See ruinTowerHeightMin.
Ruin Tower Height (Min)
ruinTowerHeightMin
6
3 to 64
Shortest a ruin tower's walls may stand, in blocks, before the ragged crown takes a few off. In the Deep Dark the cave ceiling caps it, and a pocket under 4 blocks tall is skipped.
Ruin Tower Loot Table
ruinTowerLootTable
exfilcraft:chests/ruinWhich loot table fills the single chest inside a ruin tower.
Ruin Tower Width (Max)
ruinTowerWidthMax
11
3 to 33
Widest a ruin tower's footprint may be, in blocks. See ruinTowerWidthMin.
Ruin Tower Width (Min)
ruinTowerWidthMin
5
3 to 33
Narrowest a ruin tower's footprint may be, in blocks. X and Z are rolled separately, so towers are not all square.
Ruined Portal Count
ruinedPortalCount
6
0 to 64
How many ruined nether portals are guaranteed on the Overworld raid map, each with a chest holding a nether key. These are on top of any the world grows naturally; 0 disables them.
Ruined Portal Key Chance
ruinedPortalKeyChance
0.5
0 to 1
Chance from 0 to 1 that a ruined-portal chest in a raid holds nether keys, natural and mod-placed alike. 0 disables it.
Ruined Portal Key Count
ruinedPortalKeyCount
1
0 to 64
How many nether keys a successful ruinedPortalKeyChance roll places. 0 disables the keys entirely.
Show Trials on Map
showTrialsOnMap
falseWhether the forced trial chamber's surface elevator shows on the raid map, as a question mark until you have been within 64 blocks. Default false.
Lone Floater Chance
skyFloaterChance
50
0 to 100
How many of those squares actually hold an island, in percent. At 50 about every other square is empty sky. Made with the land, so a change only reaches land that has not been generated yet.
Lone Floater Spacing
skyFloaterSpacing
16
6 to 256
How far apart the lone floating islands in the Overworld sky are, in chunks. The sky is divided into squares this many chunks wide and each square can hold one island, with a treasure chest on top (see skyFloaterChance). The islands are made with the land, so a change only reaches land that has not been generated yet.
Lone Floater Waterfall Chance
skyFloaterWaterfallChance
10
0 to 100
How many of the lone floating islands have a spring in their side that pours over the edge and falls all the way to the ground into a small pool, in percent. Made with the land, so a change only reaches land that has not been generated yet.
Floating Isle Clusters (Max)
skyIslesCountMax
6
0 to 12
Most floating isle clusters on the Overworld raid map. See skyIslesCountMin.
Floating Isle Clusters (Min)
skyIslesCountMin
6
0 to 12
Fewest floating isle clusters hanging above the clouds on the Overworld raid map, each a big island ringed by smaller floaters with a chest on top, dressed to match the ground below. Rolled against skyIslesCountMax each window; set both to 0 to disable.
Floating Sky Islands
skyIslesEnabled
trueTurns the floating islands above the Overworld raid map on or off, both the big clusters and the lone floaters. Turning them off also removes the hidden Wither arena, which is built on the largest cluster, so that Wither boss cannot be fought. The cartographer's Five Corners quest also sends players to a ruin on one of these islands, so that quest cannot be finished while they are off. The clusters change the next time the raid resets. The lone floaters are made with the land, so turning them off only keeps them out of land that has not been generated yet.
Floating Isle Loot Table
skyIslesLootTable
exfilcraft:chests/buriedWhich loot table fills the chest on a floating isle cluster's big island. Getting up there takes real engineering, so the default is the richest tier in the raid.
Sneaking reduces mob detection
sneakDetectionEnabled
trueWhether sneaking shrinks the distance hostile mobs can notice you from, beyond vanilla's small bonus. Default true.
Sneak detection range (fraction of normal)
sneakDetectionFraction
0.5
0 to 1
How far mobs can see you while sneaking, as a fraction of standing range, so 0.5 is half as far. 1.0 removes the benefit.
Stronghold Enabled
strongholdEnabled
falseWhether one real vanilla stronghold is forced into the Overworld raid, with the reward-portal mechanic on it. Default false, which also stops the Cartographer stocking a Stronghold Map with nothing to point at.
Stronghold Reward End Keys
strongholdEndKeyCount
3
0 to 8
How many End Keys the Ender Cache holds, the reward for completing the ender wall in the Catacombs. This is the only source of End Keys in the game.
Stronghold Missing Eyes (0=vanilla, 1-4 forced)
strongholdPortalMissingEyes
4
0 to 4
How many of the portal frame's 12 eyes are left empty for the player to fill. 1 to 4 forces exactly that many; 0 keeps vanilla's random roll, which usually leaves 10 or 11.
Show Stronghold on Map
strongholdShowOnMap
trueWhether the guaranteed stronghold shows on the raid map, as a question mark until you have been within 64 blocks of it. Default true.
Structure Guard Leash Radius
structureGuardLeashRadius
50
8 to 256
How far a structure's guardians may stray from it before being pulled back, in blocks. It also makes them persistent, so they never despawn for distance.
Suffocate When Outside Bounds
suffocateOutsideBounds
trueWhether a player outside the raid bounds breathes the gas that floods a raid at the end of its window, fogging the screen yellow until they get back inside or die. Default true.
Gas Time-To-Die At Full Health (ticks)
suffocationDurationTicks
600
1 to 12000
How long the raid gas takes to kill a player at full health, in ticks, scaling with health so half health dies in half the time.
Terrain Map Enabled
terrainMapEnabled
trueWhether the in-raid map draws a biome and elevation of the play area, sampled from the generator's noise without generating chunks. Default true.
Terrain Map Resolution
terrainMapResolution
128
16 to 256
How many cells across the terrain grid sampled for the raid map is. Higher means more detail off a slower sample.
Captured-villager rescue enabled
trappedVillagerEnabled
trueWhether a captured villager is caged at pillager outposts and in structures' own cells. Free one, escort it to a portal and extract with it for faction points and Bottles o' Enchanting.
Trial Chamber Enabled
trialChamberEnabled
falseWhether one deep vanilla trial chamber is forced into the Overworld raid, with a water-elevator tower onto one entrance so it can be reached from the surface. Default false.
Extraction Tunnel Count
tunnelCount
6
0 to 16
How many instant-extract tunnels are placed in the raid map.
Vanilla Structure Set
vanillaStructureSet
minecraft:village_plains, minecraft:village_desert, minecraft:village_savanna, minecraft:village_snowy, minecraft:village_taiga, minecraft:pillager_outpost, minecraft:ruined_portal, minecraft:fortressWhich vanilla structures show as map markers, by id. Every id listed is found from the seed the moment a window opens and marked across the whole map, so each one holds a marker on screen all window.
Vanilla Structures Enabled
vanillaStructuresEnabled
trueWhether a curated set of vanilla structures, villages and outposts and fortresses among them, generates in the raid dimensions and shows on the raid map. Default true.
World Camp Count
worldCampCount
8
0 to 256
How many pillager camps are littered across a raid map, each built from that map's own blocks. The End and Nether often place fewer, as a camp needs solid ground.
Contested structure barrel loot table
worldContestedBarrelLootTable
exfilcraft:barrels/raid_commonWhich loot table fills barrels in contested world structures.
Contested structure chest loot table
worldContestedChestLootTable
exfilcraft:chests/contestedWhich loot table fills chests in contested, guarded world structures.
World Decoration Structure Count
worldDecorationCount
200
0 to 512
How many decoration structures the Overworld raid map gets in a litter pass of their own, from definitions with role decoration or any. No enemies and no patrol; 0 disables them.
Friendly structure barrel loot table
worldFriendlyBarrelLootTable
exfilcraft:barrels/raid_commonWhich loot table fills barrels in friendly world structures.
Friendly structure chest loot table
worldFriendlyChestLootTable
exfilcraft:chests/raid_commonWhich loot table fills chests in friendly world structures.
Scattered barrel count
worldScatterBarrelCount
100
0 to 500
How many loose barrels are scattered across each map that carries scatter, on the same terms as the chests above. 0 disables them.
Scattered barrel loot table
worldScatterBarrelLootTable
exfilcraft:barrels/scatterWhich loot table fills scattered barrels.
Scattered chest count
worldScatterChestCount
100
0 to 500
How many loose chests are scattered across each map that carries scatter: the Overworld, the Nether and the Deep Dark. Generated once per window, independent of any structure, and kept clear of bunkers; 0 disables them.
Scattered chest loot table
worldScatterChestLootTable
exfilcraft:chests/scatterWhich loot table fills scattered chests.
World Structure Count (Friendly)
worldStructureCount
40
0 to 256
How many scattered structures the Overworld raid map gets, guarded and unguarded together, with a definition that allows either landing a pillager patrol about half the time. Keep this above the number of definitions marked guaranteed, or one of them silently loses every draw and never places at all.
Mod-manage world structure loot
worldStructureRestampLoot
trueWhether the mod overwrites the loot in friendly and contested world structures with the tables below, ignoring whatever the file baked in. Default true.
World Outpost Count (Overworld)
worldTowerCount
8
0 to 256
How many pillager outposts are littered across the Overworld raid map, each held by a garrison of pillagerPatrolSize. Overworld only; 0 disables them.
Re-Stamp Schematic Loot
zoneSchematicRestampLoot
trueWhether chests inside a placed schematic are re-stamped with the bunker tier's loot table, so your own builds still pay tiered loot. Default true; false keeps whatever the schematic baked in.
Schematic Y Offset
zoneSchematicYOffset
0
-64 to 320
How far a bunker schematic is shifted vertically against the ground surface, in blocks. 0 sits it on the surface, negative sinks it, positive raises it.
Zone Schematics Enabled
zoneSchematicsEnabled
trueWhether bunkers place one of your own .nbt schematics from config/exfilcraft/structures instead of the built-in bunker. Default true, falling back to the built-in build when a tier has no schematic available.
Zone Structures Enabled
zoneStructuresEnabled
trueWhether each bunker gets a built structure and scattered loot caches. Default true.

Rebirth

Rebirth (prestige): running '/exfilcraft resetme confirm' — or using the Plot Trader's Rebirth panel — scores everything the character did SINCE their last reset and awards Rebirth Sigils in proportion. Each activity axis is weighted, then square-rooted on its own (so breadth across many activities beats grinding one), and the axis scores are summed. Sigils = floor((score / divisor) ^ curve); the curve above 1 makes a bigger, more patient run pay off disproportionately. All read live.

OptionDefaultWhat it does
Armor skin sigil cost
armorSkinSigilCost
1
0 to 1000
Price multiplier for armour skins at the Plot Trader, each piece costing its material count in Rebirth Sigils times this, so a full set is 24 times it. At 1 that is the plain material price, and 0 makes skins free.
Archevoker boss tier
rebirthArchevokerTier
2
1 to 3
Which boss tier the Archevoker pays at, the toughest bunker boss, 1 to 3.
Points per atlas chunk explored
rebirthAtlasChunk
0.02
0 to 10000
Points per new atlas chunk charted this play through. A real run charts chunks in the thousands, so a fraction of a point each is already a whole category.
Bonecaller boss tier
rebirthBonecallerTier
2
1 to 3
Which boss tier the Bonecaller pays at, the Catacombs' boss, 1 to 3.
Points per Tier 1 boss
rebirthBossT1
8
0 to 10000
Points per Tier 1 boss killed.
Points per Tier 2 boss
rebirthBossT2
20
0 to 10000
Points per Tier 2 boss killed, the Mother among them.
Points per Tier 3 boss
rebirthBossT3
50
0 to 10000
Points per Tier 3 boss killed, the Ender Dragon among them.
Points per Tier 1 bunker
rebirthBunkerT1
2
0 to 10000
Points per Tier 1 bunker cleared.
Points per Tier 2 bunker
rebirthBunkerT2
4
0 to 10000
Points per Tier 2 bunker cleared.
Points per Tier 3 bunker
rebirthBunkerT3
8
0 to 10000
Points per Tier 3 bunker cleared.
Points per Tier 1 crate
rebirthCrateT1
1
0 to 10000
Points per Tier 1 locked crate opened.
Points per Tier 2 crate
rebirthCrateT2
3
0 to 10000
Points per Tier 2 locked crate opened.
Points per Tier 3 crate
rebirthCrateT3
8
0 to 10000
Points per Tier 3 locked crate opened.
Sigil curve exponent
rebirthCurve
1.2
0.1 to 5
The exponent applied to score over divisor, where above 1 rewards one patient run over several small rebirths. 1.0 is linear.
Sigil divisor (higher = fewer)
rebirthDivisor
70
0.01 to 1000000
Score is divided by this before the curve, so higher pays fewer Sigils. At the shipped numbers the gate run pays about 5 Sigils, a moderate run 15 and a big one 47.
Dragon credit island radius
rebirthDragonIslandRadius
120
1 to 100000
How close to the End central island a player must be when the dragon dies to be credited with the kill, in blocks.
Ender Dragon boss tier
rebirthDragonTier
3
1 to 3
Which boss tier the Ender Dragon pays at, 1 to 3.
Empty plot containers
rebirthEmptyContainers
trueWhether a rebirth empties every chest, barrel and other container on the plots the player keeps. Minis are kept either way. The player's own inventory, ender chest and safe pocket are always emptied.
Enable Rebirth rewards
rebirthEnabled
trueWhether rebirth pays out. Default true; when false /resetme still wipes the character but grants no Sigils and enforces no score gate.
Points per enraged golem
rebirthEnragedGolem
15
0 to 10000
Points per Enraged Golem defeated.
Evoker boss tier
rebirthEvokerTier
1
1 to 3
Which boss tier the Evoker pays at, a bunker boss, 1 to 3.
Faction points per point
rebirthFactionPer
50
1 to 1000000
Faction points contributed per point on the faction axis.
Illusioner boss tier
rebirthIllusionerTier
1
1 to 3
Which boss tier the Illusioner pays at, a bunker boss, 1 to 3.
Points per iron golem freed
rebirthIronGolemFreed
5
0 to 10000
Points per iron golem freed.
Minimum score to rebirth
rebirthMinScore
300
0 to 1000000
The run score needed to rebirth at all, below which the reset is refused. For scale a moderate run totals about 340, a strong one 700 and a maxed one 1550.
Points per ordinary mob killed
rebirthMobKill
0.1
0 to 10000
Points per ordinary mob killed, anything that is not a designated boss. The per-axis square root blunts mob farming further.
Mother spider boss tier
rebirthMotherTier
3
1 to 3
Which boss tier the Mother pays at, 1 to 3.
Points per player killed
rebirthPlayerKill
3
0 to 10000
Points per player killed.
Points per quest completed
rebirthQuestWeight
3
0 to 10000
Points per quest completed.
Give up extra plots
rebirthRemoveExtraPlots
trueWhether a rebirth gives up every plot except the one set as home. The buildings on a given-up plot stay where they stand, but the player can no longer reach it. When false, the player keeps every plot.
Remove residents and pets
rebirthRemoveResidentsAndPets
trueWhether a rebirth removes the player's residents and pets. When false they stay, and any living on a plot the rebirth gives up move to the home plot, which can leave it housing more residents than its size allows until it grows. Livestock, golems and monsters on the kept plots are removed either way.
Shrink plots to starting size
rebirthResetPlotSize
trueWhether a rebirth shrinks the player's plots back to the starting size. Nothing built on them is removed: the border moves in around the starting square and grows back out through the builds as the plot is expanded again. When false, every plot keeps its size.
Points per village defended
rebirthVillage
10
0 to 10000
Points per village defended.
Warden boss tier
rebirthWardenTier
2
1 to 3
Which boss tier the Warden pays at, 1 to 3.
Wither boss tier
rebirthWitherTier
3
1 to 3
Which boss tier the Wither in the hidden floating arena pays at, 1 to 3.
XP per point
rebirthXpPer
500
1 to 1000000
Experience earned per point on the experience axis.

Resident Requests

Resident requests: a plot resident with a job may take you aside and ask for something it cannot get on the plot. One roll per player per in-game day, one request open per player at a time, and the request is turned in at that resident for a reward in its own line of work.

OptionDefaultWhat it does
Daily chance of a request
residentRequestChance
0.12
0 to 1
Chance from 0 to 1 that one of a player's working residents takes on a request on a given in-game day. Rolled once per player, not per resident, and only while none of that player's residents has one open, so a plot with many workers is asked no more often than a plot with one.
Request reward: emeralds
residentRequestEmeralds
6
0 to 400
Base emeralds paid alongside the themed reward, before the same scaling the dailies use. 0 pays none.
Days a request stands
residentRequestExpiryDays
7
1 to 100
How many in-game days a resident's request stands before it is withdrawn. A request that has been turned in keeps holding the player's one request until then, so this is also the wait between requests.
Enable Resident Requests
residentRequestsEnabled
trueWhether residents ask you for things. Default true.

Safe Pocket

Safe pocket settings.

OptionDefaultWhat it does
Safe pocket enabled
safePocketEnabled
trueWhether the safe-pocket secure slot and its Plot Trader unlock exist. Default true.
Second safe pocket unlock cost (levels)
safePocketSecondUnlockCost
30
0 to 1000
Experience levels to unlock the second safe-pocket slot.
Safe pocket unlock cost (levels)
safePocketUnlockCost
15
0 to 1000
Experience levels to unlock the safe pocket from the Plot Trader.

Sandstorms

Sandstorms: the desert weather that blows while it rains elsewhere. A desert gets a sandstorm whenever the world's weather turns, so they are exactly as common as snowfall in the snow. The sky darkens and sand streams past you, blowing one way for the whole storm.

OptionDefaultWhat it does
Sandstorms
sandstormsEnabled
trueWhether sandstorms blow in the desert at all. Turn it off and deserts stay clear in every weather.

Shop

Plot Trader shop catalog (raid gear) + raid-gear gating.

OptionDefaultWhat it does
Require Raid Compass for Markers
raidCompassRequired
trueWhether a Raid Compass has to be in your inventory to place markers and see squad mates. Default true; false always allows it.
Require Raid Map for POIs
raidMapRequired
trueWhether a Raid Map has to be in your inventory to see tunnels, structures and markers on the in-raid map. Default true; false always shows them.
Biome-targeted Re-roll
traderBiomeRerollEnabled
trueWhether the paid Plot Trader re-roll lets you pick the biome you land in. Default true.
Raid Compass Cost (levels)
traderRaidCompassCost
1
0 to 1000
Experience levels for a Raid Compass.
Raid Map Cost (levels)
traderRaidMapCost
1
0 to 1000
Experience levels for a Raid Map.
Trader sells guidebooks (free)
traderSellsGuidebook
trueWhether the Plot Trader hands out the guidebooks, the welcome guide and A Guide To Residents, for free. Default true.
Sell Raid Compass
traderSellsRaidCompass
trueWhether the Plot Trader sells the Raid Compass. Default true.
Sell Raid Map
traderSellsRaidMap
trueWhether the Plot Trader sells the Raid Map. Default true.

Squad

Squad settings.

OptionDefaultWhat it does
Show player names only when aimed at
hideNonSquadNametags
trueWhether other players' name tags show only while your crosshair is on them, with non-squad players in a raid hidden outright so you cannot identify enemies by name. Default true, and a client-side visual.
Villager swim speed
npcSwimSpeed
0.3
0.05 to 1
How hard this mod's villagers swim, in blocks of push per tick, for the Plot Trader, your residents, escorted rescues, etc... A swimming player makes about 0.11, so anything above that keeps a follower from holding you up at a lake.
Resident leash distance (blocks)
residentLeashDistance
32
8 to 128
How far an enlisted resident may fall behind its owner in a raid before it warps back, in blocks, measured along the ground so building straight up never drags it along. Past the server's simulation distance it spends its time in unloaded chunks where it cannot fight.
Residents per player
residentsPerPlayer
1
0 to 8
How many plot residents one player may have enlisted at a time, per player rather than as a share of the squad, so a squad of four takes four between them. 0 switches enlistment off.
Squad feature enabled
squadEnabled
trueWhether squads and their /exfilcraft squad commands exist. Default true.
Disable squad friendly fire
squadFriendlyFireDisabled
trueWhether squad mates can hurt each other anywhere PvP is otherwise allowed, raids included. Default true, covering melee and thrown things and protecting each other's pets and enlisted residents; you can still hit your own.
Guests adventure-mode by default
squadGuestAdventureDefault
trueWhether a player's guests are in adventure mode on their plot by default. Default true.
Max squad size (incl. leader)
squadMaxSize
4
2 to 8
Most players in one squad, the leader included.
Squad ready-up timeout (seconds)
squadReadyTimeoutSeconds
30
5 to 300
How long a squad deploy ready-check stays open before it cancels, in seconds. Every online member has to click Deploy before the squad launches together.
Squad request timeout (seconds)
squadRequestTimeoutSeconds
120
10 to 600
How long a pending squad request stays valid, in seconds, whether sent by command or from the trader's friend picker.
Squadmate name reveal distance
squadmateNametagRevealDistance
64
0 to 64
How far away you can aim at a squad mate and still reveal their name, in blocks, or at any player while in the Market. Capped at vanilla's own 64-block name-tag limit, and it only applies while hideNonSquadNametags is on.

Buried Treasure

Buried-treasure + treasure-map settings (Overworld raid only).

OptionDefaultWhat it does
Buried chest count
buriedChestCount
50
0 to 500
How many treasure chests are buried on each map that buries them, the Overworld and the Nether. Each map keeps its own pool, so a map opened in the Nether leads to a Nether cache.
Buried chest loot table
buriedChestLootTable
exfilcraft:chests/buriedWhich loot table fills pre-buried treasure chests.
Enable Treasure Maps
treasureMapEnabled
trueWhether buried caches and the treasure maps that find them exist. Default true.

Village Defense

In-raid village-defense contract (Overworld raid only).

OptionDefaultWhat it does
Village Attack Chance
villageDefenseChance
0.35
0 to 1
Chance from 0 to 1 that a given Overworld window is eligible for the village-attack event. A player on a quest that needs one always gets it regardless.
Enable Village Defense
villageDefenseEnabled
trueWhether a server-wide village-under-attack event can fire during Overworld raids, sending a real illager raid at the nearest natural village and pinning it on everyone's map. Default true, and only one runs at a time.

Voice Chat

Voice chat. These settings only do anything when the server also runs the Plasmo Voice mod; without it they are ignored. The proximity range itself is set in Plasmo Voice's own config.

OptionDefaultWhat it does
Proximity Voice Only In Raids
proximityRaidOnly
trueWhether proximity voice works only inside the raids. When on, a player talking at home, in The Market or anywhere else outside a raid is heard by nobody nearby. Squad voice is not affected. Applies straight away.
Squad Voice Key
squadChannel
trueWhether Plasmo Voice gets a Squad key. Talking on it reaches every online member of your squad, however far away they are and whichever world they are in. Needs a server restart to change.

Wanted Status

Wanted status: what happens to a player who kills another player in a raid. A killer is marked Wanted, their name turns red, and other players can buy a Wanted Contract naming them and hunt them for a reward. Killing a player who is already Wanted does not mark you, and a kill by somebody on the victim's friends list does nothing at all, so friends cannot stage clean resets for each other. Wanted status is account-level: it follows the player across raids, dimensions and logout, and only ever ends by being killed or by the decay clock running down. Each new victim raises the killer one level, up to level 6, and the same victim never counts twice. Levels 3 to 5 draw a search circle on a contract holder's map, and level 6 shows the target's own face at their exact position. Lobby and Market sparring is exempt.

OptionDefaultWhat it does
Emeralds for a Wanted Contract
wantedContractCostEmeralds
8
0 to 512
Emeralds a Wanted Contract costs at the Plot Trader, flat whatever the target's level. Never refunded whatever becomes of them.
Minutes of play per Wanted level lost
wantedDecayMinutes
40
1 to 1440
Minutes of logged-in time that take a Wanted level down by one. The clock only runs while they are online, so sitting out costs playtime rather than real hours.
Hours offline before a contract is delisted
wantedDelistOfflineHours
48
1 to 8760
How long a marked player can be offline before their contract stops being sold, in hours. They keep every level and the contract returns the moment they log back in.
Enable Wanted status
wantedEnabled
trueWhether Wanted status exists. Default true; when false nobody is marked, no heads drop, the tab is hidden and any level already recorded stops mattering.
Range a Wanted name tag shows at
wantedNameTagRange
96
8 to 512
How far away a player at Wanted level 2 or higher has their name shown to everyone, in blocks, with no need to aim at them. Below level 2 the usual rules apply.
Emeralds paid per Wanted level
wantedRewardEmeraldsPerLevel
8
0 to 512
Emeralds paid per Wanted level when a head is turned in, so a head taken at level 3 pays three times this. The trader pays it; contract sales fund nothing.
Search circle at level 3
wantedTrackRadiusLevel3
200
16 to 4000
Radius of the search circle a Wanted Contract draws on the raid map at level 3, in blocks.
Search circle at level 4
wantedTrackRadiusLevel4
150
16 to 4000
Search-circle radius at Wanted level 4, in blocks.
Search circle at level 5
wantedTrackRadiusLevel5
100
16 to 4000
Search-circle radius at Wanted level 5, in blocks.
Minutes between readings at level 3
wantedTrackRefreshMinutesLevel3
3
1 to 60
Minutes the level 3 search circle stands still before it takes a fresh reading.
Minutes between readings at level 4
wantedTrackRefreshMinutesLevel4
2
1 to 60
Minutes between search-circle readings at Wanted level 4.
Minutes between readings at level 5
wantedTrackRefreshMinutesLevel5
1
1 to 60
Minutes between search-circle readings at Wanted level 5.
Seconds between readings at level 6
wantedTrackRefreshSecondsLevel6
30
5 to 600
Seconds between readings at the top Wanted level, where the map shows the target's own face at their exact position.

Startup settings

Read once while the game starts, before any world loads. Changing one needs a restart. File: exfilcraft-common.toml

Gear

Gear rules read while the game starts, before any world loads. Keep them the same on the server and every client.

OptionDefaultWhat it does
Durability reduction (percent, gold excepted)
durabilityReductionPercent
35
0 to 90
How much durability every damageable item loses, as a percentage. Gear wear is the clock an extraction run is played against. At 35 an item keeps 65% of the durability it would otherwise have, and 0 turns the rule off. Gold tools and weapons and the Butcher Knife are exempt whatever this is set to. NOT read live, so it needs a full restart and the same value on the server and every client or their durability bars disagree.

Player preferences

Each player's own display settings, set in their own game. A server cannot change these. File: exfilcraft-client.toml

AFK

Your own AFK preference.

OptionDefaultWhat it does
Auto-mark me AFK when inactive
autoAfkEnabled
trueYour own opt-in for being marked AFK automatically, read from your own client and applying only to you. Default true; set false and the server's auto-away never touches you, though you can still set AFK yourself.

Quest HUD

Quest tracker HUD (client-side visual; shows your PINNED quests on-screen).

OptionDefaultWhat it does
Show Quest Tracker
questHudEnabled
trueWhether the on-screen tracker for your pinned quests is shown. Pin them in the Quest Log with J.
Quest Tracker Opacity (%)
questHudOpacity
80
10 to 100
How opaque the quest tracker is, as a percentage from 10 to 100.
Quest Tracker Placement
questHudPlacement
TOPWhere the quest tracker sits vertically: TOP, MIDDLE or BOTTOM.
Quest Tracker Side
questHudSide
LEFTWhich side of the screen the quest tracker hugs, LEFT or RIGHT.

Raid

Raid display settings. Your own client decides these, and they change only what you see.

OptionDefaultWhat it does
Moon Icon Shows Night Bonus
moonIconShowsNightBonus
falseCarry a clock in a raid and a sun or moon shows beside the raid timer. By default the moon is the one in the sky. Set true to show the moon phase the night bonus pays at instead. The two differ only in Phoenix, which pays the full moon's bonus every night.
Raid Border Reveal Distance (0 = never)
raidBorderRevealDistance
16
0 to 512
How close you have to get, in blocks, before a hidden raid border fades in. 0 never draws it at all.
Show Market World Border (visible wall)
showLobbyWorldBorder
falseWhether the Market border draws its wall. Default false, and this is a client-side visual only.
Show Raid World Border (visible wall)
showRaidWorldBorder
falseWhether the raid border always draws its wall, the way a vanilla world border does. Default false, so it only fades in within raidBorderRevealDistance of the edge; this is a client-side visual and never changes where the border actually is.

Tooltips

Item tooltip settings (client-side visual; each player's own file governs what they see).

OptionDefaultWhat it does
Always Show Durability
showDurability
falseWhether an item's durability always shows on its tooltip, without the F3+H toggle. The number after the dot is the item's prior work count, which sets the price of its next repair.