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Version: 6.0.x

gameplay.toml

What happens in the background. Lives at config/historystages/settings/gameplay.toml, belongs to the server, and is sent to every player who joins. → Config Files for how the three settings files relate · visual.toml for what a player sees or hears.

This page is a lookup list. Each block links to the page that explains what it is for.

[logging]

→ Explained on Getting Help & Reporting Bugs.

SettingDefaultDescription
showDebugErrorstrueShow stage loading errors and warnings in chat on join.
enableRuntimeLoggingfalseWrite detailed runtime information (stage changes, blocked actions, inventory issues) to config/historystages/logs/.

[gameplay]

→ Explained on Items, Tags & Mods.

SettingDefaultDescription
lockMobLoottrueRemove locked items from mob drops.
lockBlockBreakingtrueLocked blocks become far harder to break and drop nothing.
lockedBlockBreakSpeedMultiplier0.05Break-speed multiplier for locked blocks. 0.05 means 20× slower.
lockItemUsagetruePrevent using locked items — eating, equipping, attacking with.
lockEntityItemstruePrevent interacting with or breaking armor stands and item frames holding locked items.
lockBlockInteractiontruePrevent opening the GUI of locked blocks (chests, furnaces, crafting tables, …).
lockContainerInteractiontruePrevent moving locked items within containers.
lockEnchantingtruePrevent applying locked enchantments via anvils and enchanting tables.

[research]

→ Explained on Research Pedestal and Research Scrolls.

SettingDefaultDescription
researchTimeInSeconds20Default research duration, used when a stage's JSON does not set research_time.
researchBoosters[]Booster blocks placed under a pedestal to speed up or discount research. Format per entry: "block_id, speed%, cost%, tier, mode". See Research System.
defaultScrollCompletion"consume"What happens to a scroll when its research finishes. consume uses it up; replace puts a fresh scroll for the same stage back into the pedestal; open leaves an open scroll as a keepsake. A stage can override this with its own scroll_completion.
enableScrollResealingtrueAllow crafting an open scroll back into a sealed one. Crafting follows this immediately, but JEI and EMI build their recipe lists at startup, so the entry only appears or disappears there after a restart.

[loot_replacements]

→ Explained on Loot.

SettingDefaultDescription
useReplacementsfalseReplace locked loot with something else instead of removing it.
replacementItems[]Item IDs to pick a random replacement from. Checked first.
replacementTags[]Item tags (e.g. c:dusts) to pick a random replacement from. Used when replacementItems is empty or exhausted.

[individual_stages]

→ Explained on Global vs Individual Stages.

The per-player counterparts of the [gameplay] locks. Their notification settings live in visual.toml under [notifications.individual].

SettingDefaultDescription
lockItemPickuptruePrevent picking up items locked by individual stages.
lockLoottrueHandle individually-locked items in Lootr containers and mob loot. Lootr loot is checked against the player it is rolled for; mob drops are shared world items, so they are checked against the killing player.
dropOnRevoketrueDrop locked items from a player's inventory when their individual stage is revoked.
lockBlockBreakingtrueIndividually-locked blocks become far harder to break.
lockedBlockBreakSpeedMultiplier0.05Break-speed multiplier for individually-locked blocks.
lockItemUsagetruePrevent using individually-locked items.
lockBlockInteractiontruePrevent opening the GUI of individually-locked blocks.
lockEnchantingtruePrevent applying individually-locked enchantments.
lockRecipestrueLet individual stages gate recipes at the stations that know who is crafting: crafting table, 2×2 inventory grid, stonecutter, smithing table. Furnaces, hoppers and autocrafters resolve recipes with nobody there and stay global-only.

[structure_lock]

→ Explained on Dimensions & Structures.

SettingDefaultDescription
checkInterval10Ticks between checks for whether a player is inside a locked structure.
messageEnabledtrueSend a message when a player enters a locked structure.
messageFormat"&cYou cannot enter &e{structure}&c yet!"Format of that message. Supports {stage} and {structure}.
showInChatfalseAlso send it to chat, not just the actionbar.
damageEnabledfalseDamage players inside a locked structure.
damageAmount1.0Damage per tick interval.
damageInterval20Ticks between damage ticks.
lockPadding0Advanced. Extra blocks around each structure piece when building the lock zone, on top of a fixed 2-block buffer. Range 0–16.
clusterDistance6Advanced. How far apart two pieces of the same structure can be while still joining into one lock zone. Higher = larger, more filled-in zones. Range 0–32.
blockRightClicktrueCancel right-click interactions inside a locked structure.
blockLeftClicktrueCancel left-click interactions inside a locked structure.
blockProjectilestrueCancel projectiles the moment they would impact something inside a locked structure.

[biome_lock]

→ Explained on Biomes.

SettingDefaultDescription
checkInterval10Ticks between checks for whether a player is inside a locked biome. Range 1–200.
effectsEnabledtrueApply potion effects to players standing in a locked biome.
effects["minecraft:blindness, 30, 0"]Effects applied. Format per entry: "effect_id, seconds, amplifier".
clearEffectsOnLeavefalseClear those effects as soon as the player leaves, instead of letting them run out.
messageEnabledtrueSend a periodic message while inside a locked biome.
messageFormat"&cYou cannot survive in &e{biome}&c yet!"Format of that message. Supports {stage} and {biome}.
showInChatfalseAlso send it to chat.
damageEnabledtrueDamage players inside a locked biome.
damageAmount1.0Damage per tick interval. Range 0.1–100.0.
damageInterval20Ticks between damage ticks. Range 1–600.
blockRightClicktrueCancel right-click interactions inside a locked biome.
blockLeftClicktrueCancel left-click interactions inside a locked biome.
blockProjectilestrueCancel projectiles and explosions the moment they would impact something inside a locked biome.

[zone_lock]

→ Explained on Zones.

Zones carry their own rules per zone, so almost nothing about them is configured server-wide. The one thing that is: which item marks out corners in the world.

SettingDefaultDescription
markerItem"minecraft:stick"Item used to mark out zone corners. Sneak + left click sets the first corner, sneak + right click the second. Requires permission level 2, the same bar as opening the editor. Without sneaking the item behaves completely normally, so something you already carry is a safe choice. Leave empty to switch marking by item off and use /history zone instead.
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