Main config file
Filename: lightwithin_config.yml
Server side config which manages a lot of general gameplay aspects of the mod. Here you can find a copy updated to 1.2.0:
#The version of the config. DO NOT CHANGE IT :D | default= 5 | type= Integerversion:5#The box radius in which other entities (such as allies or targets) will be searched. Cannot be less than 1. | default= 12 | type= Integerarea_of_search_for_entities:12#Use this to extend or shorten the cooldown of the light powers effects in general (use <1 values to shorten the cooldown >1 to extend it) | default= 1.0 | type= Doublecooldown_multiplier:1.0#Use this to extend or shorten the duration of the light powers effects in general (WARNING: Values below 1 are possible but not recommended) | default= 1.3 | type= Doubleduration_multiplier:1.3#Should the max duration values (see below) be multiplied by the duration multiplier? | default= true | type= Booleanmultiply_duration_limit:true#Does the player glow when the light activates? | default= true | type= Booleanplayer_glows:true#Should every ally be affected by the effect of a light triggering? For example, should an ally at full health be healed by the heal light of the caster? | default= true | type= Booleanalways_affect_allies:true#By how much should the power be divided for applying the effect of the ALLIES to the caster? Set to 1 to disable | default= 2 | type= Integerdiv_self:2#Should a very short duration value be adjusted to make it longer? (Bear in mind that each light has a duration minimum, configurable below) | default= false | type= Booleanadjust_for_low_duration:false#How many extra seconds should be added to the low duration as adjustment. (Requires true above) (Also used with 0 and errors, regardless of the setting above) | default= 5 | type= Integeradjust_dur_amount:5#Which values to consider being very low. (For example, durations under 4 are considered low and to be adjusted if the setting is enabled) | default= 4 | type= Integeradjust_dur_threshold:4#Does eating a Luxintus Berry bypass the cooldown? | default= true | type= Booleanluxintus_bypass_cooldown:true#Does eating a Luxcognita Berry bypass the cooldown? | default= true | type= Booleanluxcognita_bypass_cooldown:true#Does eating a Luxmutua Berry bypass the cooldown? | default= false | type= Booleanluxmutua_bypass_cooldown:false#Should being surrounded be considered to trigger light? | default= true | type= Booleancheck_surrounded:true#Should being 'surrounded' by allies be considered to trigger light? | default= true | type= Booleancheck_surrounded_by_allies:true#How many hostile entities needs to be near a player to be considered surrounded? | default= 5 | type= Integersurrounded_amount:5#When checking if allies are surrounded, how much to multiply the default value above? | default= 2.0 | type= Doublesurrounded_allies_multiplier:2.0#How far to check (in blocks) for hostile entities? (Higher values may mean more lag. A lot higher tho) | default= 5 | type= Integersurrounded_distance:5#Do a check on the mobs health. If below a certain threshold, stop considering in the surrounded count | default= true | type= Booleancheck_surrounding_mobs_health:true#The hp percentage below which mobs won't be considered in the surrounding count anymore (like 15, 20, 50) | default= 15 | type= Integersurrounding_health_threshold:15#The hp percentage below which the light will be triggerable if the target is SELF (like 15, 20, 50) (in some cases it may not apply) | default= 30 | type= Integerhp_percentage_self:30#The hp percentage below which the light will be triggerable if the target is ALLIES (like 15, 20, 50) (in some cases it may not apply) | default= 50 | type= Integerhp_percentage_allies:50#The hp percentage below which the light will be triggerable if the target is VARIANT/Passive mobs for example (like 15, 20, 50) (in some cases it may not apply) | default= 50 | type= Integerhp_percentage_variant:50#The hp percentage to add to differentiante from very low and low health | default= 20 | type= Integerhp_percentage_increment:20#How many allies near the player should be on low health for them to trigger a light activation? | default= 1 | type= Integermin_allies_low:1#Should the armor durability be considered to trigger light? | default= true | type= Booleancheck_armor_durability:true#The armor durability percentage below which the light will be triggerable if the target is SELF (like 15, 20, 50) (in some cases it may not apply) | default= 5 | type= Integerdur_percentage_self:5#The armor durability percentage below which the light will be triggerable if the target is ALLIES (like 15, 20, 50) (in some cases it may not apply) | default= 10 | type= Integerdur_percentage_allies:10#The armor durability percentage below which the light will be triggerable if the target is VARIANT/Passive mobs for example (like 15, 20, 50) (in some cases it may not apply) | default= 10 | type= Integerdur_percentage_variant:10#Should the blocks near the player be checked for the light activation? Could impact on performance | default= true | type= Booleanshould_check_blocks:true#If set to false will prevent lights from spawning ANY KIND structures on activation (I'd suggest leaving it to true) | default= true | type= Booleanstructure_griefing:true#If set to false will prevent lights from spawning structures that are not fundamental for the light's effect. For example Earthen Light's structures will STILL SPAWN (I'd suggest leaving it to true) | default= true | type= Booleannon_fundamental_structure_griefing:true#Should structures be replaced after a while by the old terrain? Setting this to true may impact performance! | default= true | type= Booleanreplaceable_structures:true#Should structures essential to the effect of the light, such as Earthen light's pillars and ravines be kept if replaceable_structures is true? (aka the terrain won't regenerate) | default= true | type= Booleankeep_essentials_structures:true#Should a message be sent the target of a command, such us when changing its innerlight? | default= true | type= Booleancommand_target_feedback:true#Should the InnerLight be completely resetted upon joining the server/world again? Useful after an update of the mod that added new Light Types | default= false | type= Booleanreset_on_join:false#Allow players to auto activate their light if they want to | default= false | type= Booleanauto_light_activation:false#Should the light activation be locked by default? (Unless you use a command players won't be able to use lights) | default= false | type= Booleanlight_locked_default:false#Should eating a Luxintus berry unlocked the light? | default= true | type= Booleanunlock_with_luxintus:true#Should a player that is not an explicit ALLY be considered an ENEMY? | default= false | type= Booleannot_ally_then_enemy:false#When using world protector mods, should the light be activatable by default? If false, you'll need to create regions where the it's activatable through world protector mods' flags | default= true | type= Booleanlight_default_status:true#How many blocks should be passed before a fall is considered very high? 10 blocks added per level of Feather Falling | default= 25 | type= Integerfall_trigger:25#The radius of blocks to check when searching for blocks to fulfill light trigger conditions. Ex: checking fire blocks for triggering blazing light. WARNING! Could lead to a lot of lag at high values! | default= 3 | type= Integertrigger_block_radius:3#Multiplies the duration of the cooldown when a light charge has been used to force activate a light. Cannot go below 1.2 | default= 2.5 | type= Doubleused_charge_cooldown_multiplier:2.5#Can a player have 0 as a max light charges value? Note: won't change for players that already have a light, they will need to reset it | default= true | type= Booleanallow_max_charge_0:true#Can a player have 8 as a max light charges value? Note: won't change for players that already have a light, they will need to reset it | default= true | type= Booleanallow_max_charge_8:true#If true will bypass the requirement of having to activate the light naturally before using a light charge | default= false | type= Booleanbypass_natural_trigger:false#If Factions is installed, who can activate a light in a faction territory? Options: EVERYONE, MEMBER, OWNER, LEADER, COMMANDER, GUEST, ALLIES, ENEMIES. The last two include members as well. | default= EVERYONE | type= Stringlight_usable_in_faction:EVERYONE