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Configuration
This page details all of the config options in wizardry and how to use them. Most of the information on this page can be found in-game using the mod options menu, accessed either from the 'mod options' button in the pause menu or the 'mods' button in the main menu.
Wizardry may be configured either by using the in-game mod options menu (recommended), or by editing the config file manually with a text editor before launching the game.
Worldgen
Gameplay
Commands
Client Options
Resistances
Spells
Options which affect how wizardry's world generation features work.
Determines the dimensions in which crystal ore will generate. Must be a list of integer dimension IDs. The default value is [0]
, which is just the overworld.
Determines the dimensions in which crystal flowers will generate. Must be a list of integer dimension IDs. The default value is [0]
, which is just the overworld.
Determines the dimensions in which wizard towers will generate. Must be a list of integer dimension IDs. The default value is [0]
, which is just the overworld.
Determines the rarity with which wizard towers will generate. Must be an integer between 0 and 50, with higher numbers meaning towers are rarer. The default value is 8.
N.B. Since structure generation is somewhat random, it is always possible for two or more wizard towers to generate near to each other.
Determines whether wizardry loot will be generated in vanilla loot chests. Disabling this will prevent wizardry's loot (as specified in the loot table chests/dungeon_additions.json) from being injected into vanilla loot tables.
N.B. This does not affect wizardry's loot functions.
Options which affect wizardry's general gameplay.
Determines whether spells that a player has not yet cast will be unreadable until they are identified (either using a scroll of identification or by casting the spell). Setting this option to false effectively removes the spell discovery mechanic, though wizardry still keeps track of which spells each player has cast, so this option may be turned on and off at will without affecting existing saves. The default value is true.
Determines whether spells cast by a player can damage or otherwise negatively affect that player's allies. If set to false, a player's allies will be completely immune to all magic damage from them, both direct (ignite, wither, etc.) and indirect (summoned creatures, traps, chain lightning, etc.) - this is in addition to the normal effects of designating a player as an ally. See Ally Designation System for more details on allies. The default value is true.
Determines whether players can use telekinesis to disarm other players. It is recommended that this is set to false on non-whitelisted servers to prevent players from stealing each other's items. The default value is true.
Determines whether players can teleport through unbreakable blocks (e.g. bedrock, barrier blocks) using the phase step spell. This is set to false by default so that the phase step spell cannot be used to teleport into the void, cheat in mazes, and such like.
Determines whether firebombs have a crafting recipe. The default value is true.
Determines whether poison bombs have a crafting recipe. The default value is true.
Determines whether smoke bombs have a crafting recipe. The default value is true.
Determines whether a magic crystal is required in the crafting recipe for blank scrolls. This should be set to true if another mod adds a conflicting recipe. The default value is false.
Determines the chance out of 200 that mobs will drop spell books. Must be an integer between 0 and 200, with a value of 200 causing mobs to drop a spell book every time and a value of 0 causing spell book drops to be disabled entirely. The default value is 3.
N.B. This does not apply to evil wizards.
Determines the global damage scaling factor applied to magic damage dealt by players. This includes indirect damage, e.g. from players' minions or constructs. Use this config option to alter the difficulty of the mod to your preference.
N.B. Some spells such as arrow rain use vanilla entities and will not be affected by this option.
Determines the global damage scaling factor applied to magic damage dealt by NPCs such as wizards. This includes indirect damage, e.g. from NPCs' minions or constructs. Use this config option to alter the difficulty of the mod to your preference.
N.B. Some spells such as arrow rain use vanilla entities and will not be affected by this option.
Determines which mobs summoned creatures are specifically allowed to target, if this does not happen by default. Wizardry makes a best guess as to whether a mob is a suitable target for summoned creatures, but sometimes mobs from other mods work differently. Must be a list of entity IDs, with modid prefixes (for example, wizardry:wizard
, minecraft:shulker
or twilightforest:skeleton_druid
). The default value is []
(an empty list).
Determines which mobs summoned creatures are not allowed to target, overriding the default and the whitelist. Wizardry makes a best guess as to whether a mob is a suitable target for summoned creatures, but sometimes it is undesirable for them to target certain mobs from other mods. Must be a list of entity IDs, with modid prefixes (for example, wizardry:wizard
, minecraft:shulker
or twilightforest:skeleton_druid
). The default value is [creeper]
.
Determines whether summoned creatures can revenge-target their summoner if their summoner attacks them. Set this to false if you want your minions to behave themselves at all times, or if you often find yourself accidentally hitting your minions with magic. The default value is true.
Options which affect how wizardry's commands work.
Options that are specific to each player; these have no effect in the config file on a server.
Determines the position of the spell HUD. Valid positions are 'Bottom left', 'Top left', 'Top right' and 'Bottom right' (without quotes). The default value is 'Top left'.
Determines whether summoned creatures show nameplates above their heads. If set to true, summoned creatures will show a nameplate with the name of the owner and the name of the creature, for example, 'Steve's Zombie'. The default value is true.
Determines whether spells can be switched between by sneaking and scrolling with the mouse wheel. The default value is true.
N.B. This does not affect the keybindings for spell switching; those can be disabled in the controls menu if desired by setting them to NONE.
Options that affect how creatures interact with the different types of damage in wizardry.
All of the spells in wizardry (and those in addons, if present) have their own config option allowing them to be enabled or disabled individually. If a spell is causing problems, creates an unintended exploit, or you just don't like it, then you can turn it off here!
N.B. In order to preserve correct metadata values, the spell book and scroll (if it has one) will remain in-game and will be accessible in the creative menu. However, disabled spells may not be cast via any means, may not be bound to wands, will be excluded from any newly unlocked trades, and will not generate in chests or drop as loot. This ensures they are unobtainable in survival mode unless the spell book/scroll already exists in the world.
© Electroblob 2021. Details of permissions can be found in the license.
Getting Started
Blocks
Items
Spells
Mobs
Structures
Status Effects
Crafting Recipes
Commands
Ally Designation System
Minion Targeting
Configuration
Loot Functions
Spell Properties
🎯 Troubleshooting
Changelog
Developing Addons
About and Credits
⮡ Curseforge Page
⮡ Minecraft Forum Thread
⮡ Feed the Beast Wiki Page
⮡ Legacy Documentation