classname=mod.sin.wyvern.WyvernMods classpath=WyvernMods.jar sharedClassLoader=true # Bdew's Server Mod Tools mod is required for operation of WyvernMods. depend.requires=bdew_server_mod_tools # These other mods are required to be installed. Each one is able to be configured to avoid operation. depend.import=SinduskLibrary,TreasureHunting,DiscordRelay,DUSKombat # If automata is installed, it should be loaded first to avoid conflict. It is not required. depend.suggests=automata # -- Introduction -- # # WyvernMods contains many different modules. Each configuration section is separated based on the module it controls. # Each module has a "master" configuration which completely enables or disables the module. # If a master configuration is disabled, all the further configurations do not need to be adjusted. # There may also be sub-modules that can be enabled and disabled. # Module configurations are separated by formatted comments in this configuration file: ## >> MAJOR MODULE << ## # > MINOR MODULE < # # > END MINOR MODULE < # ## >> END MAJOR MODULE << ## # Finally, there will also be configurations which are open-ended and allow an unlimited amount of configurations. # These configurations will be annotated with "-#" appended to the configuration. # These will always be identified with a dash in the configuration. For example, "itemCreation-1:" # Every individual configuration made in this way needs it's own unique number after it (called an index). # Multiple configurations with the same index will not apply properly. Make sure each configuration has it's own unique index. # Finally, all multiple configurations will be separated using a colon (:) instead of an equals sign (=). ## >> MISCELLANEOUS CHANGES MODULE << ## ## The Miscellaneous Changes module includes various bugfixes and QoL improvements that affect gameplay. enableMiscChangesModule=true # > INFO TAB < # # The information tab is a tab which appears for all players on login. enableInfoTab=true #infoTabName: The name of the tab to display when the players log in. infoTabName=Server #infoTabLine-#: Line to be added to the info tab on login. # This is a multiple configuration option. infoTabLine-1:Server Thread: https://forum.wurmonline.com/index.php?/topic/162067-revenant-modded-pvepvp-3x-action-new-skillgain/ infoTabLine-2:Website/Maps: https://www.sarcasuals.com/ infoTabLine-3:Server Discord: https://discord.gg/r8QNXAC infoTabLine-4:Server Data: https://docs.google.com/spreadsheets/d/1yjqTHoxUan4LIldI3jgrXZgXj1M2ENQ4MXniPUz0rE4 infoTabLine-5:Server Wiki/Documentation: https://docs.google.com/document/d/1cbPi7-vZnjaiYrENhaefzjK_Wz7_F1CcPYJtC6uCi98/edit?usp=sharing infoTabLine-6:Patreon: https://www.patreon.com/sindusk # > END INFO TAB < # #ignoreBridgeChecks: Disable most bridge validity checks, allowing them to be built in/over/through houses. ignoreBridgeChecks=true #disableMailboxUsageWhileLoaded: Disables the usage of mailboxes while they're loaded in a vehicle. # This option is used in tandem with the ability to allow mailboxes to be loaded. # If they cannot be loaded, this option will do nothing. disableMailboxUsageWhileLoaded=true #increasedLegendaryCreatures: Changes the chances for a legendary creature (AKA "Uniques") to spawn when checked. # This can be used for multiple purposes, including disabling natural unique spawns altogether. # Use the next setting while this option is enabled to tweak how you want them to spawn. increasedLegendaryCreatures=true #increasedLegendaryFrequency: The amount of times to check for a legendary to spawn when they are checked (6 hours). # 0 = Disable legendary creatures from spawning altogether. # 1 = Vanilla settings for spawning legendary creatures. # 2 = Double the default chance for legendary to spawn when checked. # 5 = Five times the default chance for legendary to spawn when checked. increasedLegendaryFrequency=5 #allowFacebreykerNaturalSpawn: Adds Facebreyker (custom creature from WyvernMods) to the natural spawn list for legendary creatures. allowFacebreykerNaturalSpawn=true #announcePlayerTitles: When players obtain a title, there will be a server message stating they've just earned it. # The announcement ignores any title obtained on a PvP server, as well as any titles gained by GM's (power 1 or higher). # This will also create a message in Discord via DiscordRelay to the "event" channel. announcePlayerTitles=true # TODO: Allow editing the tab that it announces the title and the discord channel it sends to. #improveCombinedLeather: If leather is able to be combined (via other configuration), it will by default prevent improving items with higher QL than the material. # This option overrides that interaction, and allows leather of any QL be used to improve despite it being able to be combined. improveCombinedLeather=true #allowModdedImproveTemplates: Enables the usage of modded improve templates while improving certain items (Spectral Hide & Glimmerscale). allowModdedImproveTemplates=true #fatigueActionOverride: Allows players to take fatiguing actions (improve, farming, mining, etc.) while not grounded. # This means players can mine from a wagon, farm from a cart, improve on their horse, etc. # An exception to this is destroy actions on PvP servers. They have special handling to disable their usage while mounted. fatigueActionOverride=true #fixPortalIssues: Fixes some kind of portal issues. Don't remember what caused this change to be made or what it does. fixPortalIssues=true #disableMinimumShieldDamage: By default, shields take a minimum of 0.01 damage each time they're hit. # This option disables that threshhold and allows shields to take less than 0.01 damage when hit. # Specifically, if a shield is made of adamantine or similar, it would always take less damage than one made from iron. disableMinimumShieldDamage=true #disableGMEmoteLimit: By default, players must wait 5 seconds before the sound from another emote will play. # This option allows GM's (power 1 or higher) to bypass this limit. # This change was made so I could rapidly slap my GM's or players when they upset me by binding a key with Bdew's custom actions mod. # Instead of only seeing the event tab messages from the slap assault, they would also hear each and every excruciating slap. disableGMEmoteLimit=true #creatureArcheryWander: When a creature is struck by an arrow from a long distance, they will fail to acquire the player as a target. # This prevents them from moving in to attack someone who is archering them. # In some cases, players were able to abuse this to gain archery skill at zero risk. # This option makes creatures wander slightly in a random direction after being hit by archery. # Usually, this results in them moving close enough to the player to acquire them as a target # and engage them in melee combat or far enough the player cannot archer anymore. creatureArcheryWander=true #globalDeathTabs: Broadcast death tabs to GL-Freedom on all servers. # This does not override the Deaths tab on the server the player died on. # It just humiliates them globally instead of just on that server. globalDeathTabs=true #disablePvPOnlyDeathTabs: Allows PvP deaths on a PvE server to be broadcast in the Deaths tab. disablePvPOnlyDeathTabs=true #fixLibilaCrossingIssues: There were issues where Libila priest faith would reset when crossing servers. # This was a fix attempted to prevent it. It may no longer be necessary as of the 1.9 Priest Update but does no harm being enabled. fixLibilaCrossingIssues=true #higherFoodAffinities: Increases the potency of food affinity skill gains from 10% to 30%. higherFoodAffinities=true #TODO: Allow adjustment of the percentage increase (and potentially reduction) of food affinities. #fasterCharcoalBurn: Increases the rate at which charcoal burns by double. # It does this by triggering the "production" each time it ticks twice, applying double damage afterwards. # It will produce the same amount of resources, but do so twice as quickly. fasterCharcoalBurn=true #TODO: Allow further adjustment of the rate at which charcoal burns. #uncapTraderItemCount: By default, traders can only show 9 of each item they have in stock. # This option removes that cap, and allows them to show their full stock of each item. uncapTraderItemCount=true #logExcessiveActions: Log any player performing more than 10 commands in a single second. # This is useful to catch potential macro's, but also has false positives! # It will log players who hold down a key for a command for example. logExcessiveActions=true # > DYNAMIC SKILL RATE < # # Dynamic Skill Rate is a new skill rate system that adjusts the skill gain rate as skill increase. # For reference, please see the Revenant Skill Gain graph: https://i.imgur.com/XQeMJjV.png useDynamicSkillRate=true #TODO: Add options to adjust the dynamic skill gain rates. #> END DYNAMIC SKILL RATE < # #reduceLockpickBreaking: Adds 40QL to the calculations when a lockpick is checking whether it should break. # This results in a much lower rate of lockpicks breaking. They still take damage when lockpicking. reduceLockpickBreaking=true #allowFreedomMyceliumAbsorb: Allows players on Freedom servers that follow Libila to absorb mycelium. allowFreedomMyceliumAbsorb=true #largerHouses: Doubles the size that players can construct buildings. # It does this by multiplying their effective carpentry during planning checks. largerHouses=true #TODO: Add option to adjust the carpentry multiplier. #reduceImbuePower: Reduces the amount of power applied by smearing imbues. # This does not affect their functionality, simply reduces the amount of power applied per imbue to 1/5th. reduceImbuePower=true #TODO: Add option to adjust multiplier on imbue power. #fixVehicleSpeeds: When updating the speed of a vehicle, the vanilla code uses a random check to determine whether to update. # This creates scenarios where the speed of a vehicle does not update properly for a long duration. # For example, when archering a horse, it could take anywhere from 1 to 20 seconds for the speed to properly reduce. # This option removes that random check and forces it to update immediately whenever the vehicle speed would change. fixVehicleSpeeds=true #reduceMailingCosts: Reduces mailing costs from 1 copper to 10 iron. reduceMailingCosts=true #TODO: Add option to adjust mailing cost to a percentage of default. #guardTargetChanges: Prevent guards from assisting in combat with some of the stronger modded creatures. # Includes: Legendary Creatures, Titans, and Rare Spawns. guardTargetChanges=true #enableLibilaStrongwallPvE: Enables Strongwall for Libila on Freedom/PvE servers. enableLibilaStrongwallPvE=true #royalCookNoFoodDecay: Royal Cooks (kingdom title) will create "royal" food which is immune to decay. royalCookNoFoodDecay=true #mayorsCommandAbandonedVehicles: Allows mayors to take temporary command of vehicles abandoned on their deed. # This does not allow them to access the contents/hold of the vehicle. # They can only command the vehicle if it is within their village. # The vehicle must belong to a player who has not logged in for 7 days. # If they move the vehicle off their deed and disembark, they will no longer be able to command it. mayorsCommandAbandonedVehicles=true #opulenceFoodAffinityTimerIncrease: Adds 0.25% increased timer per power of opulence on a food. # Example: Food grants 1 minute per bite. With 100 Opulence, it would gain 25% increased timer, giving 1.25 minutes per bite. opulenceFoodAffinityTimerIncrease=true #TODO: Add option to configure the amount of increase per opulence power. [Side-note: Maybe add to Spellcraft instead] #disableFoodFirstBiteBonus: By default, when eating food the affinity timer will give 10x longer duration on the first bite. # This creates a meta where taking a single bite out of a good affinity meal then waiting for the buff to expire is optimal to conserve food. # This option disables that first bite bonus, making each bite grant the same duration regardless of whether it's the first # bite or if they're adding onto an already existing food affinity timer. disableFoodFirstBiteBonus=true #bedQualitySleepBonus: The quality of the bed a player sleeps in will increase the amount of sleep bonus obtained after waking up. # The increase in sleep bonus is equivalent to 0.5% more per QL of the bed. At 100QL, the bed will grant 50% more sleep bonus. bedQualitySleepBonus=true #TODO: Add option to configure the amount of bonus the bed QL grants. #royalSmithImproveFaster: Royal Smiths (kingdom title) will improve smithing items 10% faster. # This bonus is comparable to having 10 additional Wind of Ages power on the tools using to improve with. royalSmithImproveFaster=true #TODO: Add option to configure improve speed bonus. #fixMountedBodyStrength: When body strength is modded to allow higher carry weights, mounts do not register the increase. # Issues such as being unable to move on a horse because it thinks you're over encumbered begin to crop up. # This option fixes that interaction by making the code which handles mounted encumberance to adjust for the increase in strength. fixMountedBodyStrength=true #adjustedFoodBiteFill: Adjusts the amount of fill from foods from being linear along the QL axis. # Instead, it grants more fill than usual at lower QL, but drops off to less fill per QL at higher QL. # See this graph for the difference: https://i.imgur.com/RsBo86z.png adjustedFoodBiteFill=true #TODO: Add additional options to configure the amount of food fill. #rareMaterialImprove: Allows rare materials to potentially transfer rarity when improving normally, instead of only when consumed. # This prevents players from being punished by combining rare materials, and offers a more intuitive approach to using rare materials. rareMaterialImprove=true #rarityWindowBadLuckProtection: This provides a new system that creates "bad luck protection" in rarity windows. # Instead of being entirely random, the chance for a rarity window will increase each time the roll fails. # Every time the roll succeeds, the chance will decrease to adjust. This creates a more even spread of RNG. # Mathematically, this also helps prevent outliers such as having multiple rarity windows in a row or the opposite of not having any for a long duration. rarityWindowBadLuckProtection=true #rareCreationAdjustments: Rarity from creation materials will apply when creating new items. # The following system only applies to items which are created in their entirety from two consumable resources. # For example, using a rare handle and a rare sword blade to create a sword would use this system. # Using a rare anvil and a rare lump will not use this system, since the anvil is not consumed in the process. # Metallurgy does work. Using rare charcoal with rare iron will produce rare steel, for example. # When the item is created, it will roll randomly between the two rarities of the resources used to create it, distributed equally. # For example, using a rare handle with a supreme blade will give a 50% chance at a rare, and 50% chance at a supreme. # Using a normal handle on that same supreme blade would yield a 33% chance at normal, 33% chance at rare, and 33% chance at supreme. # Using a fantastic handle on the supreme blade would offer a 50% chance at supreme, 50% chance on fantastic. # If both items are the same rarity, it completely guarantees that the resulting item will be the same rarity. # A fantastic handle and a fantstic blade will always create a fantastic sword. rareCreationAdjustments=true #alwaysArmourTitleBenefits: Armour titles grant a bonus to improvement when equipped. # This option grants these bonuses at all times even if the title is not equipped. alwaysArmourTitleBenefits=true #tomeUsageAnyAltar: Allows sorcery tomes to be used at any 3x3 flat altar. # This removes height restrictions, being near water, in a cave, etc. Any flat 3x3 area with an altar will work to use the tome. tomeUsageAnyAltar=true #keyOfHeavensLoginOnly: Forces Key of the Heavens to only be able to be used on the login server. # This is done to prevent issues with deity generation. keyOfHeavensLoginOnly=true #lessFillingDrinks: Makes drinks (not water) fill less of the water bar (roughly 1/5 as much as default). # This allows players to get more use out of affinity drinks. lessFillingDrinks=true #TODO: Add additional options to adjust how much less filling drinks are. #disableHelpGMCommands: Disables GM commands from appearing for non-GM's when using /help. This is a bug with the vanilla game. disableHelpGMCommands=true #reduceActionInterruptOnDamage: Reduces the chances of actions being interrupted when taking damage. # The reduction should be something around 1/2 as likely to be interrupted, though it's hard to tell for sure. reduceActionInterruptOnDamage=true #TODO: Add multiplier option for chance to be interrupted. #fixMissionNullPointerException: In rare instances, the Epic Mission system can fail to properly intialize it's item template list. # When this happens, there's a chance that another function will call for a random item template. # Upon execution, it fails to find a random template and crashes the server with a Null Pointer Exception. # This option fixes this issue and will initialize the list if one does not exist when the server calls for a random template. fixMissionNullPointerException=true #disableSmeltingPots: Simply disables the functionality of smelting pots. # Smelting pots will still exist, but it will display an error "Smelting is disabled." when attempting to smelt. disableSmeltingPots=true #hideSorceryBuffBar: Hides the buff icons for sorceries. They can still be found in the Spell Effects window. hideSorceryBuffBar=true #sqlAchievementFix: Fixes the errors that occur with achievements in SQL in WU 1.9. sqlAchievementFix=true ## >> END MISCELLANEOUS CHANGES MODULE << ## ## >> ARENA MODULE << ## ## The Arena Module handles many miscellaneous tweaks and additions specific to PvP servers. ## Some of the options here can also have positive impact on PvE servers and were configured here because there was ## overlap in the code where the functionality for Arena-specific features had to be made. enableArenaModule=true #equipHorseGearByLeading: Allow players to equip horse gear by simply leading. # If enabled, this also allows GM's (power 1 and higher) to bypass all restrictions for equipping items on creatures for both PvE and PvP servers. equipHorseGearByLeading=true #lockpickingImprovements: Reduces the restrictions for allowing lockpicking. # On PvP servers, this will make it so basically any container is able to be lockpicked by anyone without permissions getting in the way. # On PvE servers, this allows players to lockpick chests which are not owned by a player (such as treasure chests from TreasureHunting mod). lockpickingImprovements=true #placeDeedsOutsideKingdomInfluence: Allows placing deeds outside of kingdom influence for all kingdoms. # Keep in mind this also removes the requirement of creating a tower before planting a deed. placeDeedsOutsideKingdomInfluence=true #disablePMKs: Disables the ability to create a Player Made Kingdom. disablePMKs=true #disablePlayerChampions: Disables the ability for players to become a Champion. disablePlayerChampions=true #arenaAggression: Adjusts the aggression for creatures and players towards other players to fit a same-kingdom PvP environment. arenaAggression=true #enemyTitleHook: Allows (ENEMY) to be appended to players who are hostile towards eachother in a same-kingdom PvP environment. # On PvE servers, this also the hook for the extra custom title module. enemyTitleHook=true #enemyPresenceOnAggression: Adjusts the enemy presence mechanic to work based on the aggression of a player instead of kingdom. # By default, in same-kingdom PvP enviornments, a player of the same kingdom will not apply enemy presence in local. # This option makes it so even if the player is in the same kingdom, if they are considered hostile to the player they will apply enemy presence. enemyPresenceOnAggression=true #disableFarwalkerItems: Disables farwalker twigs and farwalker stones on PvP servers. disableFarwalkerItems=true #alwaysAllowAffinitySteal: Always allow players to steal affinities from players they slay in PvP combat. alwaysAllowAffinitySteal=true #adjustFightSkillGain: Increases fight skill gained on PvP servers by 50%. # It does this by adding an additional tick of fight skill gain equivalent to 50% of the first tick. adjustFightSkillGain=true #TODO: Add additional option to adjust fight skill gain multiplier. #useAggressionForNearbyEnemies: Changes the check for nearby enemies to use aggression instead of kingdom checks. # This option is meant to help enable same-kingdom PvP environments. useAggressionForNearbyEnemies=true #disablePvPCorpseProtection: Disables the loot protection systems on corpses on PvP servers. # This allows anyone, regardless of permission status, to loot a corpse when it drops. disablePvPCorpseProtection=true #bypassHousePermissions: This bypasses most of the permissions and restriction checks in houses for players on PvP servers. # This option is meant to help enable same-kingdom PvP environments. bypassHousePermissions=true #allowStealingAgainstDeityWishes: Allows players to steal items against their deity wishes without being punished on PvP servers. # This option is meant to help enable same-kingdom PvP environments. allowStealingAgainstDeityWishes=true #sameKingdomVehicleTheft: When a vehicle is unlocked, enemy kingdom players can "take ownership" by commanding the vehicle. # This option is meant to help enable same-kingdom PvP environments by allowing players to take ownership # of an unlocked vehicle even if it belongs to a player in the same kingdom as them. sameKingdomVehicleTheft=true #adjustMineDoorDamage: Increases the amount of damage done by bashing mine doors by 3x on PvP servers. adjustMineDoorDamage=true #TODO: Add option to adjust how much to multiply bash damage by. #sameKingdomPermissionsAdjustments: Various adjustments to same-kingdom permissions. # This option is meant to help enable same-kingdom PvP environments. sameKingdomPermissionsAdjustments=true #disableCAHelpOnPvP: Disables players from seeing the CA HELP window on PvP servers. # This can be abused to allow players to see enemy CA's who are online. disableCAHelpOnPvP=true #sameKingdomVillageWarfare: Makes players in a village enemies with all other villages that are not in their alliance. # This option is meant to help enable same-kingdom PvP environments. sameKingdomVillageWarfare=true #adjustHotARewards: Adjusts the rewards from winning Hunt of the Ancients. # Keep in mind one of the rewards that gets added with this option is a key fragment (1/50th of a key of the heavens). adjustHotARewards=true #TODO: Add options to further customize the rewards from HotA. #capMaximumGuards: Caps the maximum amount of guards in a village to 5. capMaximumGuards=true #TODO: Add option to configure maximum amount of guards. #disableTowerConstruction: Disables the ability to construct towers on PvP servers. # This does not remove existing towers or disable them from being spawned in by GM's. disableTowerConstruction=true #adjustLocalRange: Changes the local range on PvP servers from 80 tiles to 50 tiles. adjustLocalRange=true #TODO: Add option to configure new local range. #disableKarmaTeleport: Disables the ability to use Karma Teleport on PvP servers. disableKarmaTeleport=true #limitLeadCreatures: Limits the amount of creatures players can lead on PvP servers to 1. limitLeadCreatures=true #TODO: Add option to configure how many creatures players can lead at a time. #adjustBashTimer: Doubles the bash timer for destroying walls/structures. # This option can be useful for high action speed servers, as the destroy timers are affected by action time multipliers. adjustBashTimer=true #TODO: Add option to adjust the base bash timer. #discordRelayHotAMessages: Adds HotA messages to Discord Relay. discordRelayHotAMessages=true #TODO: Add this option to DiscordRelay instead with configuration of channel and similar. #allowAttackingSameKingdomGuards: Allows players to attack guards of the same kingdom. # This option is meant to help enable same-kingdom PvP environments. allowAttackingSameKingdomGuards=true #fixGuardsAttackingThemselves: If the server is configured for same-kingdom PvP, you can sometimes run into an issue. # Guards will attempt to target themselves and see themselves as enemies, and try to attack themselves. # Luckily the game does not allow them to fight themselves. However, they will spam the local log with messages. # If you encounter this issue, enable this option to stop them from being stupid. fixGuardsAttackingThemselves=true #reducedMineDoorOpenTime: Reduces the amount of time a mine door stays open when an enemy passes through from 120 seconds to 30 seconds. reducedMineDoorOpenTime=true #allowSameKingdomFightSkillGains: Allow players to gain fight skill from killing members of the same kingdom. # This option is meant to help enable same-kingdom PvP environments. allowSameKingdomFightSkillGains=true #allowArcheringOnSameKingdomDeeds: Allows archery against other players while they are on a same-kingdom deed. # This option is meant to help enable same-kingdom PvP environments. allowArcheringOnSameKingdomDeeds=true #sendNewSpawnQuestionOnPvP: A new spawn question created when a player dies. # The new spawn question allows them to respawn on another server instead of the one they died on. # WARNING: I highly recommend disabling this option as it will not work on most servers. sendNewSpawnQuestionOnPvP=true #TODO: Improve this option into a minor module and make the new spawn question function well for servers that are not Revenant. #sendArtifactDigsToDiscord: When a player digs up an artifact, this option will announce the artifact message in Discord. # The message will be identical to the one found in the Area History for the server. sendArtifactDigsToDiscord=true #TODO: Add this option to DiscordRelay instead with configuration of channel and similar. #makeFreedomFavoredKingdom: Makes Freedom always the favored kingdom on the server. Affects both PvE and PvP servers. # This option is specifically meant to prevent PvP servers from creating epic missions which favor inactive kingdoms. # In that way, it is sort of meant to enable same-kingdom PvP environments, but can be useful in other senses as well. makeFreedomFavoredKingdom=true #crownInfluenceOnAggression: Converts the Crown of Might influence effect (that grants CR) to affect allies instead of kingdom. # This option is meant to help enable same-kingdom PvP environments. crownInfluenceOnAggression=true #disableOWFL: Disables players from dropping items on their corpse on PvP servers. This option will have no effect on PvE servers. # OWFL = Open World Full Loot. This option is designed to make a PvP environment where players do not lose their inventory on death. # This option essentially operates by making an always-functioning resurrection stone apply to every player that dies. disableOWFL=true #resurrectionStonesProtectSkill: Players with a resurrection stone will not lose skill upon death. Affects both PvE and PvP servers. resurrectionStonesProtectSkill=true #resurrectionStonesProtectFightSkill: Players with a resurrection stone will not lose fighting skill upon death. Affects both PvE and PvP servers. resurrectionStonesProtectFightSkill=true #resurrectionStonesProtectAffinities: Players with a resurrection stone will not lose affinities on death on PvP servers. resurrectionStonesProtectAffinities=true #bypassPlantedPermissionChecks: Removes all permission checks for if a player can move a planted item on PvP servers. # This option is meant to help enable same-kingdom PvP environments. bypassPlantedPermissionChecks=true ## >> END ARENA MODULE << ## ## >> CUSTOM TITLES MODULE << ## ## The Custom Titles Module allows configuration and addition of new titles. enableCustomTitlesModule=true #addCustomTitle-#: Adds a custom title. Format: addTitle-#:titleId,maleTitle,femaleTitle,skillId,titleType # titleId = Some value, preferably greater than 1000, used to index the title that you're adding. These need to be unique to each title. # maleTitle = The title name when a male character is using the title. # femaleTitle = The title name when a female character is using the title. # skillId = The ID of the skill to award this title for. If you don't want to attach this to a skill or don't know what this means, use -1 to disable. # titleType = The skill level to award at. NORMAL (50), MINOR (70), MASTER (90), LEGENDARY (100). If you aren't using a skillId, then use NORMAL. addCustomTitle-1:19999,Patron,Patron,-1,NORMAL addCustomTitle-2:20000,Donator,Donator,-1,NORMAL addCustomTitle-3:20001,Sindusks Favourite GM,Sindusk Favourite GM,-1,NORMAL addCustomTitle-4:20002,That Guy,That Guy,-1,NORMAL addCustomTitle-5:20003,Warriorgens Wife,Warriorgens Wife,-1,NORMAL addCustomTitle-6:20004,Thorn One,Thorn One,-1,NORMAL addCustomTitle-7:20005,The care-dependent,The care-dependent,-1,NORMAL addCustomTitle-8:20006,The Treasuring,The Treasuring,-1,NORMAL addCustomTitle-9:20007,Science Guy,Science Guy,-1,NORMAL addCustomTitle-10:20008,Grand Designer,Grand Designer,-1,NORMAL addCustomTitle-11:20009,The Crazy Cat Lord,The Crazy Cat Lord,-1,NORMAL addCustomTitle-12:20010,Slave,Slave,-1,NORMAL addCustomTitle-13:20011,The One True Taco,The One True Taco,-1,NORMAL addCustomTitle-14:20012,The Great Illuminaty,The Great Illuminaty,-1,NORMAL # Event Titles addCustomTitle-100:10002,Pastamancer,Pastamancer,-1,NORMAL #awardTitle-#: Awards a title to a player on their next login. Format: awardTitle-#:titleId,playerName,playerName,playerName... # titleId = The id of the title to award the player. This can be the ID of a default title or custom title. Both will work. # playerName = The name of the player to award the title to. # - The playerName option can be repeated for as many players you want to award the title to. # Example: awardTitle-1:10000,Sindusk,Sindawn,Sinsalt # If a player already has the title, the system will identify they've already received the title. # It's safe to leave configurations here for players who have already claimed their title. awardTitle-1:19999,Atticus awardTitle-2:20000,Pazza,Warriorgen,Eternallove,Bambam,Svenja,Alexiaselena,Reevi,Seleas,Piratemax,Eltacolad awardTitle-3:20001,Pazza awardTitle-4:20002,Warriorgen awardTitle-5:20003,Eternallove awardTitle-6:20004,Bambam awardTitle-7:20005,Svenja awardTitle-8:20006,Alexiaselena awardTitle-9:20007,Reevi awardTitle-10:20008,Genocide awardTitle-11:20009,Seleas awardTitle-12:20010,Piratemax awardTitle-13:20011,Eltacolad awardTitle-14:20012,Atticus # Event Titles awardTitle-100:10002,Critias ## >> END CUSTOM TITLES MODULE << ## ## >> ANTI-CHEAT MODULE << ## ## The Anti-Cheat Module helps mitigate client mods that allow players to utilize data that should never be sent. ## Wyvern Anti-Cheat does NOT prevent ESP mods. ## It does, however, do a fairly effective job at limiting the use of X-Ray and livemap for detecting ores they should not see. enableAntiCheatModule=true # > SPOOF HIDDEN ORE < # # Spoofing hidden ore is the process of falsifying information sent to the client to hide ore they should not be able to see. # This process works by the server identifying whether or not a player should be able to see a vein of ore through various checks. # For example, if a vein is surrounded by 4 cave walls, the player should not be able to see that ore since it's completely surrounded. # This system will "spoof" the data sent from the server to clients in the strip (area) around the vein as normal rock. # This prevents anyone from using a client mod to see the vein (X-Ray or Livemap for example) which would normally be obscured from view. # The system will have no effect on veins which players should normally be able to see. Exposed veins are not spoofed. # Finally, this is also unable to be countered through any client modding efforts. Since there is no difference between the data # that is sent instead of a normal rock vein, no amount of client modding would be able to surpass this anti-cheat method. enableSpoofHiddenOre=true #prospectingVision: This system allows players with high prospecting skill to bypass the spoof system to a certain extent. # In it's current implementation, after 20 prospecting, players will be allowed to see 1 tile out per 18 prospecting levels. # For example, a player with 50 prospecting skill would receive proper information to their client up to 3 tiles into a wall. # This system is meant to give information to players about what exists in a cave system without requiring them to prospect every wall. prospectingVision=true #TODO: Add additional options to the spoof hidden ore minor module to configure further operation. # > END SPOOF HIDDEN ORE < # #mapSteamIds: This option will map player SteamID's to their name in the modsupport database under SteamIdMap. # Since this option's creation, there has been a STEAM_IDS table added to the wurmplayers database by default which logs Steam ID's on each login. # The default system works by logging the access times for each Steam ID and when it was connected, alongside the duration of the login. # Overall, the default system is more accurate, but it's also quite difficult to read at a glance. # Viewing a single player's Steam ID will require cross referencing their player WurmID with the PLAYERS table. # What this option does is make a table that is simply NAME and STEAMID, with one unique entry each. # This makes it very easy to find a player's Steam ID and ban it, if necessary. # Additionally, it makes it simple to know all the SteamID's which have been used to access a single account. # ! This table & option is also required for other certain functions in WyvernMods ! mapSteamIds=true ## >> END ANTI-CHEAT MODULE << ## ## >> QUALITY OF LIFE MODULE << ## ## The Quality Of Life Module includes some additions that improve the general quality of life of gameplay. ## Many of these options are built with a mindset of enhancing the play of normal players, ## but can be abused to significant gain by those who see them as an opportunity to make cheating easier. ## It's important to think of the abuse cases and whether or not you're okay with those abuse cases being ## available before enabling this module or its features. enableQualityOfLifeModule=true #mineCaveToVehicle: Allows mining from cave wall directly into a vehicle while commander. # Requires the fatigue action override under Misc Changes Module to function (otherwise you cannot mine while commanding a vehicle). # When enabled, this will also deposit the ore directly into a BSB until full if one exists. # If no BSB exists, it will deposit to crates until full. # If no crates exist in the vehicle, it will simply mine into the cargo hold of the vehicle until it's full. # If there is no space in the vehicle for the ore, it will mine to ground as normal until a full pile exists. mineCaveToVehicle=true #mineSurfaceToVehicle: Allows surface mining directly into a vehicle while commanding. # This option is identical to mineCaveToVehicle, but applies to surface mining instead. # Also requires fatigue action override in Misc Changes Module to function. mineSurfaceToVehicle=true #chopLogsToVehicle: Allows chopping up logs directly into a vehicle while commander. # This option is identical to mineCaveToVehicle, but applies to chopping up logs instead. # Also requires fatigue action override in Misc Changes Module to function. chopLogsToVehicle=true #statuetteAnyMaterial: Allows casting using a statuette of any material. # By default, a statuette that is not made of gold or silver will not work for spell casting. # This option changes that functionality by disregarding the material and only checking the item itself. # Will not allow players to use incorrect statuettes for casting (such as statuette of Fo to cast as a Vynora priest). statuetteAnyMaterial=true #mineGemsToVehicle: Allows mining gems and other materials (like salt) directly to vehicle. # This option is identical to mineCaveToVehicle, but handles tertiary materials like gems and salt instead. # Also requires fatigue action override in Misc Changes Module to function. mineGemsToVehicle=true #regenerateStaminaOnVehicleAnySlope: Allows players to regenerate stamina while on a vehicle regardless of the slope underneath the vehicle. # By default, if you are on a slope greater than 20 while on a vehicle, you do not regenerate stamina. # This option removes the 20 slope limitation and allows players to regenerate stamina while on a vehicle so long as they are stationary. regenerateStaminaOnVehicleAnySlope=true ## >> END QUALITY OF LIFE MODULE << ## ## >> COMBAT MODULE << ## ## The Combat Module offers options that affect the combat aspects of the game. ## This isn't restricted to simply the actual combat itself. It also includes some options to change combat-oriented spells and other mechanics. enableCombatModule=true # > COMBAT RATING ADJUSTMENTS < # # Combat Rating Adjustments involve some tweaks to how combat rating is calculated. # There are two components: additive and multiplicative combat rating adjustments. # Additive modifiers are always applied first. This creates a "base" combat rating that is then modified. # Multiplicative modifiers apply after all additive combat rating adjustments, including vanilla ones. enableCombatRatingAdjustments=true #royalExecutionerBonus: Additive - Adds +2 CR against PvE targets while holding Royal Executioner kingdom title. # The vanilla royal executioner bonus only applies to PvP combat. This option is meant to give it a PvE bonus as well. royalExecutionerBonus=true #TODO: Make this option a value instead and allow configuration of how much CR to grant. #petSoulDepthScaling: Multiplicative - Scales the CR of pets with the Soul Depth of the owner/dominator. # Applies a multiplier of Soul Depth * 0.02 to the pet's CR. This grants 40% CR at 20 Soul Depth and 200% CR at 100 Soul Depth. # At 50 Soul Depth this modifier equates to 100%, resulting in no change to the pet's CR. petSoulDepthScaling=true #TODO: Make this option a value instead and allow configuration of the CR multiplier per soul depth. #vehicleCombatRatingPenalty: Multiplicative - Reduces the CR of players on a vehicle by 25%. # There is no significant offensive penalty for being the commander of a vehicle while in combat. # This option is meant to encourage players to avoid fighting while on a vehicle. vehicleCombatRatingPenalty=true #TODO: Make this option a value instead and allow configuration of the CR multiplier while on a vehicle. # > END COMBAT RATING ADJUSTMENTS < # #fixMagranonDamageStacking: In vanilla combat, Magranon/warrior damage bonus (+15% damage from deity) does not stack correctly. # This applies only in aggressive stance, where the aggressive fighting skill calculations will adjust if the player has warrior bonus. # When this occurs, it results in a loss of damage from the bonus, making the warrior passive effectively ~10-12% instead of the full 15%. # This option adjusts the fight skill calculations and forces it to accurately apply the 15% damage bonus regardless of other factors. fixMagranonDamageStacking=true #adjustCombatRatingSpellPower: Adjusts the combat rating bonus from Truehit and Excel to 50% of their vanilla values. adjustCombatRatingSpellPower=true #TODO: Make this option a multiplier instead of a boolean. #disableLegendaryRegeneration: Disables the natural healing/regeneration of legendary creatures (uniques). disableLegendaryRegeneration=true #useStaticLegendaryRegeneration: Applies a static healing over time to legendary creatures (uniques). # This option is meant to be used in conjunction with the previous one to make legendaries able to be taken slowly. # Instead of requiring their defeat in 10 minutes (where they would outheal their attackers), it now regenerates at a set rate. # This allows players to take their time with uniques and use strategy, so long as the damage inflicted outpaces the natural static regeneration. # The regeneration is set to 75 health per second (~0.1% maximim health per second). Requires ~874 seconds (14.5 minutes) to heal a full health bar. useStaticLegendaryRegeneration=true #TODO: Allow configuration of health regeneration per second. ## >> END COMBAT MODULE << ## ## >> MASTERCRAFT MODULE << ## ## The Mastercraft Module is a new series of systems designed to encourage players to explore end-game crafting further. ## Vanilla settings generally don't encourage players to skill past 90 or improve items past 90. ## The goals of this system, and the settings involved here, are to encourage players to strive for perfection instead of settling at "good enough." enableMastercraftModule=true # > DIFFICULTY ADJUSTMENTS < # # Difficulty Adjustments modify the difficulty when a skill check occurs based on the factors set here. # This affects almost all systems in the game, from combat to improvement to creation chance to spell power. # These configurations are aimed at increasing the ways a player can improve their results for any given action. # By putting time and effort into one's craft, they can more easily improve items to higher levels or be more successful in their activities. enableDifficultyAdjustments=true #affinityDifficultyBonus: Reduces the difficulty of actions by 1 per affinity in the skill. affinityDifficultyBonus=true #TODO: Make this configuration able to be set to any amount of difficulty reduction. #legendDifficultyBonus: Grants a reduction to difficulty for all skill over 99. # Begins at 99.00 skill with no difficulty change, then maxes out at 100.00 skill granting -2 difficulty. legendDifficultyBonus=true #masterDifficultyBonus: Grants a reduction to difficulty for all skill over 90. # Begins at 90.00 skill with no difficulty change, then maxes out at 100.00 skill granting -2 difficulty. masterDifficultyBonus=true #TODO: Make the skill scaling a multi-configuration where multiple thresholds can be set for a variety of scaling difficulty changes. #itemRarityDifficultyBonus: Reduces the difficulty of an action depending on the rarity of the tool being used. # Normal: No bonus, Rare: -1 difficulty, Supreme: -2 difficulty, Fantastic: -3 difficulty itemRarityDifficultyBonus=true #legendItemDifficultyBonus: Reduces the difficulty of an action for all quality over 99 of the tool being used. # Begins at 99.00 QL with no difficulty change, then maxes out at 100.00 QL granting -1 difficulty. legendItemDifficultyBonus=true #masterItemDifficultyBonus: Reduces the difficulty of an action for all quality over 90 of the tool being used. # Begins at 90.00 QL with no difficulty change, then maxes out at 100.00 QL granting -1 difficulty. masterItemDifficultyBonus=true #TODO: Allow further customization of the configurations for difficulty adjustments regarding items. # > END DIFFICULTY ADJUSTMENTS < # #empoweredChannelers: Empowers players with up to double the power on their casts based on their channeling skill and affinities. # This grants +2 power to casts per affinity in channeling. # Furthermore, it also rolls 4 times up to the value of their channeling skill. It then takes the lowest value and adds it to their cast power. # !!! Be warned that enabling this option will allow players to perform natural casts of enchants up to roughly 200 power !!! empoweredChannelers=true #TODO: Expand on this option and enable more configuration of how the enchant power addition is calculated. #channelSkillFavorReduction: Reduces the favor costs of spells based on channeling skill. # Reduces favor cost by 2% per channeling affinity. # Reduces favor cost by 10% per skill over 99. No bonus at 99.00, scaling to 10% at 100.00 channeling. # Reduces favor cost by 1% per skill over 90. No bonus at 90.00, scaling to 10% at 100.00 channeling. channelSkillFavorReduction=true #TODO: Split up the favor cost reductions, then expand into a multi-configuration style to allow further customization. #TODO: Also, the code that executes these configurations is old and should be updated with new priest rework code to make it cleaner. ## >> END MASTERCRAFT MODULE << ## ## >> SKILL MODULE << ## ## The Skill Module allows control over the components of skills, including skill gain adjustments. enableSkillModule=true # > HYBRID SKILL GAIN < # # Hybrid Skill Gain is the system which combines the vanilla Wurm Unlimited skill gain system with the classic Wurm Online model. # In Wurm Unlimited, players gain skill for any successful action whether the result is 0.1 or 100. The skill tick size is the same every action. # In Wurm Online, players gain skill for any successful action within the range 0 - 40. The skill tick size is based on the duration of the action. # This new hybrid system makes it so players gain skill for any action, including mild failures (about -20), up to 100. # However, the system also rewards more skill gain for actions with results closer to zero (if configured that way). # This was done in order to discourage the "spam creation" skilling method. It is still effective, but improvement is now competitive. # Visual graph that represents what this skill gain system looks like: https://i.imgur.com/9ykw5dJ.png # Here is the formula which handles the multiplier for the new skill gain: # valueAtOneHundred*Math.pow(valueAtZero/valueAtOneHundred, (2-Math.pow(100/(100+Math.max(-99,power)), negativeDecayRate))*Math.pow((100-power)*0.01, positiveDecayRate)); # If you can't read/don't understand that, don't worry! Not many people can! However, if you can read or understand the function, # you should be able to plug in a formula into Google Sheets, Wolfram Alpha, or Excel and create your own graph where you # can adjust the following options and give the proper result that you're looking for. # The default values listed here result in the visual graph represented above. enableHybridSkillGain=true #hybridNegativeDecayRate: [Limit: > 0] How fast the function decays past zero going negative. # Higher values will cause the "midpoint" to move in a positive direction. It will also increase the sharpness of decline after the midpoint. # Lower values will cause the "midpoint" to move in a negative direction. It will also decrease the sharpness of the decline after the midpoint, resulting a smoother curve. hybridNegativeDecayRate=5 #hybridPositiveDecayRate: [Limit: > 0] How quickly the function will decay past zero going positive. # Higher values will result in a sharper curve to the 1.0 multiplier in values greater than zero. # Lower values will result in a less sharp curve towards the 1.0 multiplier in values greater than zero. hybridPositiveDecayRate=3 #hybridValueAtZero: [Limit: > 0, must be greater than hybridValueAtOneHundred] What the multiplier should be be when an action results in zero. hybridValueAtZero=3.74 #hybridValueAtOneHundred: [Limit: > 0, must be less than hybridValueAtZero] What the multiplier should be when an action results in one hundred. hybridValueAtOneHundred=0.9 # > END HYBRID SKILL GAIN < # #skillName-#: Changes the name of a skill. Format: skillName-#:skill,newName # skill = Either the internal ID of a skill or the name of a skill (case insensitive). Example: 1008, mining, MINING, Mining, MiNiNg # newName = The new name for the skill. Should be allowed to have spaces and other characters, but needs additional testing. # - Case will carry to the in-game display, so keep that in mind. Making the new name fully lower case might make it look out of place among other skills. # Set name of Preaching to Gem Augmentation skillName-1:Preaching,Gem augmentation # Set name of Stealing to Soulstealing skillName-2:Stealing,Soulstealing #skillDifficulty-#: Changes the internal difficulty of a skill. Format: skillDifficulty-#:skill,difficulty # skill = Either the internal ID of a skill or the name of a skill (case insensitive). Example: 1008, mining, MINING, Mining, MiNiNg # difficulty = The new difficulty to set for the skill. Most skills default to 4000. This difficulty will affect the skill gain for that skill. # - In the example of a 4000 difficulty skill: 2000 would double skill gain. 8000 would halve skill gain. 6000 would make it 1.5x slower. # - For a full list of difficulty for each skill... I don't have one. Nevermind. # Set mining to 3000 difficulty. Default is 8000. Makes it 2.66x higher skill gain. skillDifficulty-1:Mining,3000 # Set lockpicking to 700 difficulty. Default is 2000. Makes it 2.85x higher skill gain. skillDifficulty-2:Lock Picking,700 # Set meditating difficulty to 300. Default is 2000. Makes it 6.66x higher skill gain. Meditating is evil just like the increase. skillDifficulty-3:Meditating,300 #skillTickTime-#: Changes the tick timer for skill gain on a skill. Format: skillTickTime-#:skill,tickTime # skill = Either the internal ID of a skill or the name of a skill (case insensitive). Example: 1008, mining, MINING, Mining, MiNiNg # tickTime = The interval (in milliseconds) before players can gain a skill tick for a skill. # - Example: Lock picking has a default of 600000, or 600 seconds, for it's tick time. # - This prevents players from being able to gain another skill tick of Lock picking until 600 seconds have passed (10 minutes). # Set tick time of stealing to zero to remove the 10 minute interval. This is useful for Soulstealing. skillTickTime-1:Stealing,0 # Set tick time of meditating to 3600 seconds (1 hour). skillTickTime-2:Meditating,3600000 #changePreachingLocation: Changes the dependencies of Preaching so that it moves under Masonry. # Recommended to set to false. Option is here temporarily until further work can be done to customize dependencies. changePreachingLocation=true #TODO: Add multiple configuration settings to change the dependencies of skills and remove this hold-over option. ## >> END SKILL MODULE << ## ## >> MEDITATION MODULE << ## ## The Meditation Module enables adjustments to the meditation system of Wurm. ## It includes additions that make meditation perks more reasonable at lower levels and scale better as it increases. enableMeditationModule=true #simplifyMeditationTerrain: Simplifies the terrain where players can meditate for a question. # Instead of having to find specific tiles, any tile of the proper type will grant a question: # - Insanity: Any cave tile # - Love: Any grass, bush, or tree # - Hate: Any mycelium, mycelium bush, or infected tree # - Knowledge: Any sand # - Power: Any rock or cliff tile (above ground). simplifyMeditationTerrain=true #removeInsanitySotG: Removes the Shield of the Gone bonus from Insanity. The buff will still show, but the effect will be gone. removeInsanitySotG=true #removeHateWarBonus: Removes the active effect to deal increased damage in combat from Path of Hate. Does not remove the structure damage version. removeHateWarBonus=true #insanitySpeedBonus: Adds new effect to Path of Insanity which grants 2% increased action speed per level starting at 7. # At Insanity level 13, this bonus equates to 12% increased action speed. Does not affect weapon swing speed. insanitySpeedBonus=true #TODO: Allow configuration of the speed bonus and level it starts at. #hateMovementBonus: Adds a new effect to Path of Hate which grants 1% increased movement speed (walking only) per level starting at 3. # At Hate level 13, this bonus equates to 10% increased movement speed. Does not affect mounted or vehicle movement speed. hateMovementBonus=true #TODO: Allow configuration of the movement bonus and level it starts at. #scalingPowerStaminaBonus: Scales the Path of Power stamina bonus from 30 at level 11 to start at 7 and increase with each level. # Grants 5 bonus stamina at level 7, and adds 5 additional stamina per level afterwards. # At Power level 13, this bonus equates to 30 additional Body Stamina. scalingPowerStaminaBonus=true #TODO: Allow configuration of the stamina bonus and level it starts at. #scalingKnowledgeSkillGain: Scales the Path of Knowledge skill gain bonus from 25% at level 11 to start at 7 and increase with each level. # Grants 5% increased skill gain at level 7, and adds 5% additional skill gain per level afterwards. # At Knowledge level 13, this bonus grants 30% increased skill gain. scalingKnowledgeSkillGain=true #TODO: Allow configuration of the skill gain bonus and level it starts at. #removeMeditationTickTimer: Removes the vanilla meditation tick timer which is not attached to the skill. # This tick timer is coded differently from the skill system. It has to be removed like this in order to make the skill system version work. # Enabling this option will allow you to configure the meditation tick timer using the Skills module. # Without this enabled, this will override any settings from the Skills module and prevent skill gain unless the meditation system allows it. removeMeditationTickTimer=true #newMeditationBuffs: This option is meant to adjust the buff icons for meditation to coincide with all the options above. # It's recommended to only allow this if all (or at least most) of the options above are enabled. # Otherwise it probably wont display buffs correctly for some paths. newMeditationBuffs=true #TODO: Recode this to make it adjust properly to the configurations set throughout the rest of the module. # > MEDITATION ABILITY COOLDOWNS < # # Meditation Ability Cooldowns allow you to set all of the cooldowns for meditation abilities. # All cooldowns are set using milliseconds. A setting of 1000 means 1 second in this configuration. enableMeditationAbilityCooldowns=true #loveRefreshCooldown: Cooldown for Path of Love's Refresh ability. (Default: 64800000 [18 hours]) loveRefreshCooldown=28800000 #loveEnchantNatureCooldown: Cooldown for Path of Love's Enchant Nature ability. (Default: 64800000 [18 hours]) loveEnchantNatureCooldown=28800000 #loveLoveEffectCooldown: Cooldown for Path of Love's Love Effect ability. (Default: 64800000 [18 hours]) loveLoveEffectCooldown=14400000 #hateWarDamageCooldown: Cooldown for Path of Hate's War Damage ability. (Default: 64800000 [18 hours]) hateWarDamageCooldown=21600000 #hateStructureDamageCooldown: Cooldown for Path of Hate's Structure Damage ability. (Default: 64800000 [18 hours]) hateStructureDamageCooldown=14400000 #hateFearCooldown: Cooldown for Path of Hate's Fear ability. (Default: 64800000 [18 hours]) hateFearCooldown=21600000 #powerElementalImmunityCooldown: Cooldown of Path of Power's Elemental Immunity ability. (Default: 64800000 [18 hours]) powerElementalImmunityCooldown=21600000 #powerEruptFreezeCooldown: Cooldown of Path of Power's Erupt/Freeze abilities. (Default: 64800000 [18 hours]) powerEruptFreezeCooldown=28800000 #powerIgnoreTrapsCooldown: Cooldown of Path of Power's Ignore Traps ability. (Default: 64800000 [18 hours]) powerIgnoreTrapsCooldown=14400000 #knowledgeInfoCreatureCooldown: Cooldown of Path of Knowledge's Get Info (Creature) ability. (Default: 64800000 [18 hours]) knowledgeInfoCreatureCooldown=14400000 #knowledgeInfoTileCooldown: Cooldown of Path of Knowledge's Get Info (Tile) ability. (Default: 64800000 [18 hours]) knowledgeInfoTileCooldown=14400000 #TODO: Add the rest of the meditation abilites as configurable options. # > END MEDITATION ABILITY COOLDOWNS < # ## >> END MEDITATION MODULE << ## ## >> TREASURE CHEST LOOT MODULE << ## ## The Treasure Chest Loot Module affects the vanilla treasure chests. ## By default, treasure chests can spawn randomly in the wild. This module reconfigures the loot that spawns in them. enableTreasureChestLootModule=true # TODO: Add additional options to configure the loot granted from treasure chests. ## >> END TREASURE CHEST LOOT MODULE << ##