[bounty_board] #The maximum number of bounties present at a given board before it must delete some bounties to make room for more. #Range: 1 ~ 21 maxBountiesPerBoard = 8 #How often, in seconds, we should be adding a bounty to the bounty board. #Range: 1 ~ 100000 boardCreationFrequency = 90 #How long, in seconds, a bounty should be able to stay on a board (if it ISN'T pushed off by another bounty). #Range: 60 ~ 600000 boardLifespan = 3600 #The minimum amount of time, in seconds, you should get to complete a bounty. #Range: 10 ~ 600000 minBountyTime = 300 #Whether bounties should start counting down as soon as they are created instantCountdown = false #Whether bounty boards should be able to be broken (currently will lose all decrees/bounties on break) #This feature requires a world restart to take effect. boardBreakable = true #Whether bounty boards should sometimes generate in the world in villages villageGen = true #How often boards should spawn in villages. Higher = more frequent. #Note/Warning: Boards can show up multiple times, so higher numbers increase the #likelihood of multiple boards showing up in a single village. This is due to how #Minecraft generates villages in newer versions of Minecraft. #Range: 1 ~ 16 villageGenRate = 2 [bounties] #A global multiplier for the time needed to complete a bounty. #Range: 1.0 ~ 10000.0 timeMultiplier = 7.5 #If true, you can fulfill bounties by right clicking on a bounty board. #If false, you can right click anywhere with a bounty. cashInAtBoard = true #The ratio of balance between bounty objectives and rewards. #Numbers above 1.0 will give bounties higher requirements to complete, #and numbers below 1.0 will give bounties lower requirements to complete. #As such, changing this too much can have odd results. #Range: 0.0 ~ 4.0 worthRatio = 1.0 #The odds of any given bounty going from one tier up to the next. #(Higher Rarity = Higher chance of more rare rewards to show up.) #At 0.0, all bounties will be common. At 1.0, all bounties will be epic. #At 0.5, there is a 50% chance of going from any rarity to the next. #(50% chance of at least Uncommon, 25% of at least Rare, 12.5% chance of Epic) #Range: 0.0 ~ 1.0 rarityTierUpChance = 0.4 [entity_bounties] #When true, when a mob dies, players near the mob and the mob killer will also #have their bounties counted towards, if applicable. coopKillsCount = true #If coopKillsCount is true, this determines how far a player can be from the mob #or other player for their bounties to also get updated. coopKillDistance = 6.0 [experience_bounties] #If true, XP point bounty rewards will drop where the player is standing. #If false, rewards will instantly be added to their XP bar. #(NOTE: Experience bounties are currently disabled) doExperienceDrop = true