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[built_in_datapack]
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#Whether to load the built-in default leveling settings datapack
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#This includes dimension, entity, biome, and structure level bonuses for vanilla and various mods
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#Disable this if you want to start with a clean slate and define all settings yourself
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#Requires a game restart to take effect
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use_default_leveling_settings = true
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[base_leveling]
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#Base level for all entities
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starting_level = 1
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#Maximum level cap (0 for unlimited)
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maximum_level = 0
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#Random bonus levels added to entities (0-value)
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random_level_bonus = 0
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#Additional experience multiplier per level
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experience_bonus_per_level = 0.1
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[environmental_leveling]
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#How many levels to add per block from world spawn
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levels_per_block_from_spawn = 0.01
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#How many levels to add per block below sea level (default sea level is Y=64, can be overridden per dimension)
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levels_per_depth = 0.0
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#How many levels to add per block above sea level (default sea level is Y=64, can be overridden per dimension)
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levels_per_height = 0.0
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#How many levels to add per in-game day passed
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levels_per_day = 0.0
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#How many levels to add per point of local difficulty at mob spawn location
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#Local difficulty considers regional difficulty, chunk inhabited time, moon phase, and world difficulty
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levels_per_local_difficulty = 0.0
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#Exponential level scaling with distance from spawn
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distance_power_scaling = 0.0
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#Exponential level scaling with depth
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depth_power_scaling = 0.0
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[player_based_bonus_scaling]
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#Radius to search for players when calculating level bonuses
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player_search_radius = 128.0
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#Multiplier for player level bonuses applied to mobs
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#This scales the bonus that nearby players add to mob levels
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#1.0 = normal scaling, 0.5 = half effect, 2.0 = double effect
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# Default: 1.0
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# Range: 0.0 ~ 10.0
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player_level_multiplier = 1.0
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#Whether to factor in player levels when calculating mob levels
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enable_player_based_leveling = true
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#Whether player level bonuses bypass the maximum level cap
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#When true (default), player bonuses are applied after the cap, allowing mobs to exceed max level
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#When false, player bonuses are applied before the cap and can be limited by max level
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#Similar to how structure/biome bonuses can have bypasses_cap set in their data files
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player_level_bypasses_cap = true
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#How to aggregate multiple player level providers for display purposes
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#This only affects what level is shown above the player's head.
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#Mob scaling uses each provider's calculateBonusLevels() method instead.
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#HIGHEST_PRIORITY: Use the provider with the highest priority (defined by the provider itself)
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#MAX: Use the maximum level from all providers
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#SUM: Add all provider levels together
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#AVERAGE: Average all provider levels
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#FIRST: Use only the first registered provider
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#Allowed Values: HIGHEST_PRIORITY, MAX, SUM, AVERAGE, FIRST
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player_level_display_strategy = "HIGHEST_PRIORITY"
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#How often (in ticks) to update player levels as a fallback (20 ticks = 1 second)
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#Providers can trigger immediate updates via events, this is just a safety net
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#Set to 0 to disable periodic updates (only event-driven updates will occur)
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# Default: 600
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# Range: 0 ~ 1200
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player_level_update_interval = 600
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[playtime_based_scaling]
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#Enable playtime-based level scaling
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#When enabled, uses Minecraft's built-in playtime statistic (Stats.PLAY_TIME)
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#Playtime is automatically tracked by Minecraft and persists across sessions
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enable_playtime_scaling = false
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#How many levels to add per hour of nearby-player playtime
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#Playtime from all nearby players is averaged and converted to levels
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#Example: 2 players with 10 and 20 hours = 15 hours average = 15 * this_value levels
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levels_per_playtime_hour = 0.1
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[puffish_skills_integration]
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#List of Puffish Skills tree IDs that should be excluded from player level calculations
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#Trees in this list will not contribute their points to player-based mob level scaling
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#Example: ["puffish_skills:mining", "puffish_skills:combat"]
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#Leave empty to include all trees in mob scaling
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puffish_skills_tree_blacklist = ["puffish_skills:mining"]
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[reskillable_integration]
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#List of Reskillable skill names that should be excluded from player level calculations
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#Skills in this list will not contribute their levels to player-based mob level scaling
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#Valid skill names: MINING, GATHERING, ATTACK, DEFENSE, BUILDING, FARMING, AGILITY, MAGIC
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#Default: ["GATHERING", "MINING", "FARMING", "BUILDING"]
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#Leave empty to include all skills in mob scaling
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reskillable_skill_blacklist = ["GATHERING", "MINING", "FARMING", "BUILDING"]
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[entity_filtering]
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#Whether passive mobs (animals) should be prevented from leveling
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disable_passive_mob_leveling = true
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#Entities that cannot level up
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#Supports wildcards: use 'modid:*' to blacklist all entities from a mod
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#Examples: ["minecraft:zombie", "minecraft:skeleton", "cataclysm:*"]
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blacklisted_entities = []
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#If not empty, only these entities can level up
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#Supports wildcards: use 'modid:*' to whitelist all entities from a mod
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#Examples: ["minecraft:zombie", "cataclysm:*"]
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whitelisted_entities = []
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[attribute_bonuses]
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#List of [attribute_id, bonus_per_level, operation] triplets
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#attribute_id: The resource location of the attribute (e.g., "minecraft:generic.attack_damage")
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#bonus_per_level: The amount to add per entity level
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#operation: add_value (flat addition), add_multiplied_base (percentage of base), or add_multiplied_total (percentage of final value)
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#Leave empty to disable all attribute bonuses
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level_bonus_per_attribute = [["minecraft:generic.attack_damage", 0.25, "add_value"], ["minecraft:generic.armor", 0.2, "add_value"], ["minecraft:generic.max_health", 0.05, "add_multiplied_base"], ["dynamic_difficulty:projectile_damage_bonus", 0.25, "add_value"], ["dynamic_difficulty:magic_damage_bonus", 0.25, "add_value"], ["dynamic_difficulty:explosion_damage_bonus", 0.25, "add_value"]]
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[level_up_items]
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#Maximum level that Potion of Growth can raise an entity to
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# Default: 20
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# Range: 1 ~ 10000
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potion_of_growth_max_level = 20
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#Maximum level that Elixir of Nurturing can raise an entity to
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# Default: 40
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# Range: 1 ~ 10000
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elixir_of_nurturing_max_level = 40
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#Maximum level that Draught of Ascension can raise an entity to
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# Default: 60
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# Range: 1 ~ 10000
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draught_of_ascension_max_level = 60
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#Maximum level that Essence of Vitality can raise an entity to
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# Default: 80
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# Range: 1 ~ 10000
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essence_of_vitality_max_level = 80
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#Maximum level that Crystal of Awakening can raise an entity to
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# Default: 100
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# Range: 1 ~ 10000
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crystal_of_awakening_max_level = 100
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[level_based_drops]
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#Whether mobs should drop level-up items based on their level
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#The drops are defined in data/dynamic_difficulty/loot_tables/inject/level_based_drops.json
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#Users can edit that file to customize drop rates, level ranges, and add custom items
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enable_level_based_drops = true
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