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