Core - Rumsfield/konquest GitHub Wiki

Updated for version 1.9.0

core.yml Configuration

This is the core.yml configuration file for Konquest, which contains almost all plugin options. Note the following:

  • (*) means the server must be restarted for a change to take effect, else use the "/k admin reload" command. NEVER USE /reload.
  • [LEGACY] means a setting is not used in the current version, but still exists to support backwards compatibility with previous Konquest versions.
  • [EXPERIMENTAL] means a setting is new and has had limited testing, use with caution.
# (*) Language file selection, must match a file name in the /lang folder (e.g. english for lang/english.yml)
language: english

# //// CORE Configuration \\\\
core:

  # (*) Enable debug messages for verbose console messages (true/false)
  debug: false
  
  # [LEGACY] (*) Primary world name for kingdoms and towns created before v0.3.0 (string)
  world_name: world
  
  # (*) World names where kingdoms and towns cannot exist (string list, use [] to disable)
  world_blacklist:
  - world_nether
  - world_the_end
  
  # (*) Reverse world_blacklist into a whitelist, where listed world names become the only worlds where kingdoms and towns can exist (true/false)
  world_blacklist_reverse: false
  
  # [EXPERIMENTAL] (*) World names that ignore most Konquest features (string list, use [] to disable)
  world_ignorelist: []

  # [EXPERIMENTAL] (*) Track which players ignite TNT to protect specific territories against those TNT explosions (true/false)
  enable_advanced_tnt_protection: true
  
  # (*) Save interval in minutes, 0 to disable (integer >= 0)
  save_interval: 60
  
  # URL which will appear in the "/k" community link icon (string)
  community_link: www.google.com
  
  # (*) Enable the usage of accomplishment prefixes applied to player names (true/false)
  accomplishment_prefix: true
  
  # Enable the "/k quest" command and built-in quest rewards (true/false)
  directive_quests: true
  
  # Reset player hearts to 20 if base value is greater than 20 on player join (true/false)
  reset_legacy_health: false
  
  # Minimum time in seconds between placeholder requests, use lower values for faster update rates but more lag (0 to disable, integer >= 0)
  placeholder_request_limit: 60
  
  # (*) Enable player nametag formatting. This may override other plugin nametag formatting (true/false)
  player_nametag_format: true

  # (*) Display the relationship of a player (friendly, enemy, etc) as a suffix of their nametag. Requires player_nametag_format to be true (true/false)
  player_nametag_suffix_relation: true

  # The number of automatic data backups to keep before deleting the oldest ones (0 to disable creating any backups, integer >= 0)
  backup_data_amount: 10
  
  # //// CORE.CHAT \\\\
  chat:
  
    # Text tag for all Konquest plugin messages. Use '' to disable. Use & for color codes, or hex #000000. ('string')
    tag: '&7[&6Konquest&7]&f '
    
    # Chat message format that appears before the divider. Use built-in tags or PAPI placeholders. Use & for color codes, or hex #000000. ('string')
    # Built-In Konquest Message Tags:
    # %PREFIX%    Permissions group meta prefix
    # %SUFFIX%    Permissions group meta suffix
    # %KINGDOM%   Kingdom name
    # %RANK%      Kingdom rank (master, officer, member)
    # %TITLE%     Accomplishment title
    # %NAME%      Player's name
    # %C1%        Primary relationship color
    # %C2%        Secondary relationship color
    # %CW%        Kingdom webcolor
    message: '%PREFIX% %C1%%KINGDOM% %RANK% &7| %C2%%TITLE% %C1%%NAME% %SUFFIX% '

    # Text that divides the chat message format from the player's text. Use '' to disable. Use & for color codes, or hex #000000. ('string')
    divider: '&8»&r '

    # (*) Should the TITLE tag always be shown (true), or can players disable their own title (false) (true/false)
    always_show_title: false
    
    # Enable Konquest formatting chat messages, which overrides all other plugin chat formatting (true/false)
    enable_format: true
    
    # Set the priority of Konquest's chat message formatting. Set to high to allow other plugins to modify chat first (LOWEST, LOW, NORMAL, HIGH, HIGHEST)
    priority: HIGH
    
  # //// CORE.COLORS \\\\
  colors:

    # //// CORE.COLORS.PRIMARY \\\\
    # These colors are used for territory bars and borders, player names and tab list displays.
    # The following colors MUST match a ChatColor enum (e.g. GREEN).
    # https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/ChatColor.html
    primary:
  
      # (*) The primary color that players see for their own kingdom.
      friendly: GREEN

      # (*) The primary color that players see for enemy kingdoms.
      enemy: RED

      # (*) The primary color that players see for trading kingdoms.
      trade: LIGHT_PURPLE

      # (*) The primary color that players see for peaceful kingdoms.
      peaceful: WHITE

      # (*) The primary color that players see for allied kingdoms.
      ally: AQUA

      # (*) The primary color that all players see for barbarians.
      barbarian: YELLOW

      # (*) The primary color that players see for neutral territory, like ruins and sanctuaries.
      neutral: GRAY

    # //// CORE.COLORS.SECONDARY \\\\
    # These colors are used for other chat formats, menu labels and kingdom relationships.
    # The following colors may use hex colors (e.g. '#FF8080'), format codes (e.g. '&b&o'), or match a ChatColor enum (e.g. DARK_GREEN).
    # https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/ChatColor.html
    secondary:

      # (*) The secondary color that players see for their own kingdom.
      friendly: '#40C010'

      # (*) The secondary color that players see for enemy kingdoms.
      enemy: '#A02020'

      # (*) The secondary color that players see for trading kingdoms.
      trade: '#9050C0'

      # (*) The secondary color that players see for peaceful kingdoms.
      peaceful: '#CCE0C8'

      # (*) The secondary color that players see for allied kingdoms.
      ally: '#22B090'

      # (*) The secondary color that all players see for barbarians.
      barbarian: '#F0C000'

      # (*) The secondary color that players see for neutral territory, like ruins and sanctuaries.
      neutral: '#A08890'
    
  # //// CORE.DATABASE \\\\
  database:
  
    # Database connection type (sqlite, mysql)
    connection: sqlite
    
    # //// CORE.DATABASE.MYSQL \\\\
    mysql:
    
      # MySQL database hostname
      hostname: localhost
      
      # MySQL database port number
      port: 3306
      
      # MySQL database name
      database: example_database
      
      # MySQL database username
      username: example_user
      
      # MySQL database password
      password: example_password
      
      # MySQL connection properties as a string list (e.g. ["autoReconnect=true","useSSL=false"])
      properties: ["autoReconnect=true","useSSL=false"]
      
  # //// CORE.INTEGRATION \\\\
  integration:

    # (*) Enable plugin integration with ChestShop (true/false)
    chestshop: true

    # (*) Enable plugin integration with QuickShop (true/false)
    quickshop: true
    
    # (*) Enable plugin integration with LuckPerms (true/false)
    luckperms: true
    
    # (*) Enable plugin integration with Dynmap (true/false)
    dynmap: true

    # (*) Enable plugin integration with BlueMap (true/false)
    bluemap: true

    # (*) Enable plugin integration with squaremap (true/false)
    squaremap: true

    # (*) Enable plugin integration with WorldGuard (true/false)
    worldguard: true

    # //// CORE.INTEGRATION.MAP_OPTIONS \\\\
    map_options:

      # (*) Render kingdoms on the web-based map view (true/false)
      enable_kingdoms: true

      # (*) Render barbarian camps on the web-based map view (true/false)
      enable_camps: true

      # (*) Render sanctuaries on the web-based map view (true/false)
      enable_sanctuaries: true

      # (*) Render ruins on the web-based map view (true/false)
      enable_ruins: true

      # (*) Display banner images in territory labels on the web-based map view (true/false)
      # See instructions in the Konquest/banners/ folder.
      show_banners: false
    
    # (*) Enable plugin integration with DiscordSRV (true/false)
    discordsrv: true
    
    # //// CORE.INTEGRATION.DISCORDSRV_OPTIONS \\\\
    discordsrv_options:
    
      # Send a direct message in Discord to all kingdom members, online and offline, when a critical block is broken in a town monument (true/false)
      raid_alert_direct: false
      
      # Send a message to the linked kingdom channel in Discord when a critical block is broken in a town monument (true/false)
      raid_alert_channel: true

      # (*) Automatically create and give roles based on kingdoms to linked Discord members (true/false)
      auto_roles: true

      # The color of the default role (Barbarians).
      # You may use hex colors ('#FF8080'), see https://htmlcolorcodes.com/
      # Or you may use named colors ('RED'), see https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/Color.html
      role_default_color: '#A3A10A'

      # The suffix tag applied to the end of a kingdom role's name.
      # This is used to keep track of auto roles in Discord.
      role_suffix: '(auto)'

      # Whether all auto roles can be mentioned by Discord members.
      # When true, roles can be mentioned in Discord, for example: @Rome (auto) Hello!
      role_is_mentionable: true

      # List of permissions to be applied to Discord roles.
      # Permissions must match from this list: https://ci.dv8tion.net/job/JDA/javadoc/net/dv8tion/jda/api/Permission.html
      role_permissions:
        - "MESSAGE_WRITE"
        - "MESSAGE_READ"
        - "VIEW_CHANNEL"
        - "VOICE_CONNECT"
        - "VOICE_SPEAK"

    # (*) Enable plugin integration with EssentialsX (true/false)
    essentialsx: true

    # //// CORE.INTEGRATION.ESSENTIALSX_OPTIONS \\\\
    essentialsx_options:

      # Allow players to create home locations in the wild as well as friendly territory (true/false)
      enable_wild_homes: true

      # Prevent players from teleporting in enemy territory and during combat (true/false)
      enable_teleport_protection: true

      # Allow players to receive kingdom payments while marked as AFK by EssentialsX (true/false)
      enable_afk_payments: true
      
  # //// CORE.TRAVEL \\\\
  travel:
  
    # //// CORE.TRAVEL.ENABLE \\\\
    enable:

      # Allow players to travel to sanctuaries with the travel command (true/false)
      sanctuary: true
      
      # Allow players to travel to towns with the travel command (true/false)
      towns: true
      
      # Allow players to travel to their capital with the travel command (true/false)
      capital: true
      
      # Allow players to travel to their bed home with the travel command (true/false)
      home: true
      
      # Allow players to travel to their barbarian camp with the travel command (true/false)
      camp: true
      
      # Allow players to travel to the wild with the travel command (true/false)
      wild: true
      
    # The radius in blocks to choose a random wild location (integer >= 0)
    wild_radius: 1000
    
    # The center X coordinate to choose a random wild location (any integer)
    wild_center_x: 0
    
    # The center Z coordinate to choose a random wild location (any integer)
    wild_center_z: 0
    
    # The number of seconds a player must wait from using the travel command to being teleported (integer >= 0)
    warmup: 3
    
    # Whether to cancel a travel warmup if the player moves to another block (true/false)
    cancel_on_move: true

    # Whether to cancel a travel warmup if the player takes any damage (true/false)
    cancel_on_damage: true
    
  # //// CORE.KINGDOMS \\\\
  kingdoms:
  
    # (*) Suffix to be appended to Kingdom names which will be the name of the Capital city (string)
    capital_suffix: Capital

    # (*) Whether to change the capital suffix into a prefix for Capital cities (true/false)
    capital_prefix_swap: false

    # Force players to respawn at their kingdom capital (true/false)
    capital_respawn: true
    
    # Capitals will be immune from capture while there are this many other towns in the kingdom (0 to disable, integer >= 0)
    capital_immunity_towns: 2

    # Allow kingdom capitals to be swapped with other towns by the kingdom master (true/false)
    capital_swap_enable: true

    # Allow kingdom capitals to be swapped while the kingdom is at war with any other kingdom (true/false)
    capital_swap_war: true

    # Time in seconds for a kingdom capital swap to happen after it has been initiated (0 to disable, integer >= 0)
    capital_swap_warmup: 300
    
    # Declaring war on a kingdom will also declare war on their allies (true), else only the target kingdom will be at war (false) (true/false)
    ally_defense_pact: true

    # Allow players in allied kingdoms to build in each other's towns, when the Allied Building town option is true (true/false)
    ally_build: true

    # Any kingdom can start a war with another (true), else both kingdoms must agree to war (false) (true/false)
    instant_war: true
    
    # Either kingdom can end a war with the enemy kingdom (true), else both kingdoms must agree to peace (false) (true/false)
    instant_peace: false
    
    # Allow players to pvp with other kingdoms that are peaceful (true/false)
    allow_peaceful_pvp: false

    # Allow players to pvp with all other players, including friendly kingdom members, regardless of kingdom relations (true/false)
    allow_all_pvp: false
    
    # Only allow admins to create new kingdoms (true), else players can create their own kingdoms (false) (true/false)
    create_admin_only: false

    # Only allow admins to change the colors of kingdoms on web maps like Dynmap (true), else all kingdom masters can set the web color of their own kingdoms (false) (true/false)
    web_color_admin_only: true

    # Prevent players in other kingdoms using containers in claimed land (true/false)
    protect_containers_use: true
    
    # Prevent players in other kingdoms breaking containers in claimed land (true/false)
    protect_containers_break: true
    
    # Prevent containers from exploding in claimed land (true/false)
    protect_containers_explode: true

    # Prevent pistons from working inside protected towns/capitals when players are offline (true/false)
    protect_pistons_use: true
    
    # Prevent enemy players from traveling within Kingdom territory (true/false)
    no_enemy_travel: true
    
    # Prevent enemy players from breaking any blocks in a Kingdom with no players online (true/false)
    no_enemy_edit_offline: true
    
    # Time in seconds when a Kingdom or Town is protected from when the minimum player disconnects (integer >= 0)
    no_enemy_edit_offline_warmup: 300
    
    # Number of online players required for a Kingdom to be protected from enemy attacks (integer >= 0)
    no_enemy_edit_offline_minimum: 2
    
    # Prevent enemy players from throwing ender pearls into kingdom territory (true/false)
    no_enemy_ender_pearl: false

    # Prevent players in offline-protected kingdoms from attacking other enemy kingdoms (true/false)
    no_protected_attacking: false
    
    # Percentage boost EXP gain for the smallest kingdom (0 to disable, 0 - 100)
    smallest_exp_boost_percent: 25
    
    # Time in days a player must be offline to be inactive, and removed from towns and camps (0 to disable, integer >= 0)
    offline_timeout_days: 0
    
    # Remove inactive players from their kingdoms and exile them as barbarians (true/false)
    offline_timeout_exile: false
    
    # Force iron golems to attack enemy players (true/false)
    golem_attack_enemies: true
    
    # Allow players to attack iron golems inside of friendly towns (true/false)
    attack_friendly_golems: false

    # Kingdoms cannot have more than this number of members (0 to disable, integer >= 0)
    max_player_limit: 0

    # Kingdoms with this many players more than other Kingdoms will not accept new players (0 to disable, integer >= 0)
    max_player_diff: 0

    # The maximum number of towns, including the capital, that a Kingdom can settle (0 to disable, integer >= 0)
    max_town_limit: 0

    # Whether the maximum town limit applies only in each world (true) or across all worlds (false) (true/false)
    max_town_limit_per_world: false
    
    # Allow barbarians to join any kingdom, even when exiled (true) or prevent exiled barbarians from switching kingdoms (false) (true/false)
    allow_exile_switch: true
    
    # Time in seconds that players must wait before using the exile command repeatedly (integer >= 0)
    exile_cooldown: 300
    
    # Time in seconds that players must wait before using the join command repeatedly (integer >= 0)
    join_cooldown: 300
    
    # When true, players must have a permission "konquest.join.<kingdom>" to join specific kingdoms, e.g. "konquest.join.rome" to join the kingdom Rome (true/false)
    per_kingdom_join_permissions: false
    
    # Allow player damage in the wild (true/false)
    wild_pvp: true
    
    # Allow players to interact with blocks and containers in the wild (true/false)
    wild_use: true
    
    # Allow players to build in the wild (true/false)
    wild_build: true

    # Allow kingdom masters and officers to make offers to purchase towns from other kingdoms (true/false)
    purchase_towns: true
    
  # //// CORE.TOWNS \\\\
  towns:

    # Allow kingdom masters to remove any town in their kingdom, destroying all land claims (true/false)
    allow_destroy_master: true

    # Allow town lords to remove their towns, destroying all land claims (true/false)
    allow_destroy_lord: true

    # Allow town lords to unclaim town land (true/false)
    allow_unclaim: true

    # Allow only the town resident players to claim land for towns, else all kingdom members can claim land for any town (true/false)
    allow_claim_residents_only: false

    # Allow players to use the claim radius sub-command (true/false)
    allow_claim_radius: true

    # Allow players to use the claim auto sub-command (true/false)
    allow_claim_auto: true
    
    # Minimum height level for new town settlements (0 to disable, 0 - 256)
    min_settle_height: 2
    
    # Maximum height level for new town settlements (0 to disable, 0 - 256)
    # Note, if max_settle_height is less than min_settle_height, things might break!
    max_settle_height: 200
    
    # Minimum distance in chunks between Towns and other Towns (0 to disable, integer >= 0)
    min_distance_town: 16
    
    # Minimum distance in chunks between Towns and Sanctuaries (0 to disable, integer >= 0)
    min_distance_sanctuary: 16

    # Maximum distance in chunks between Towns and all other territory (0 to disable, integer >= 0)
    max_distance_all: 99
    
    # Maximum distance in chunks between land claims and the town center monument, must be greater than init_radius (0 to disable, integer >= 0)
    max_size: 16

    # Towns cannot have more than this number of residents (0 to disable, integer >= 0)
    max_resident_limit: 0
    
    # Depth below the monument base in blocks to check for excess water and air when settling a new town (0 to disable, integer >= 0)
    settle_checks_depth: 32
    
    # Maximum height difference in blocks in the chunks of new town settlements (-1 to disable, integer >= 0)
    settle_check_flatness: 4

    # Whether new towns can only be created by the kingdom master and officers (true) or by all kingdom members (false) (true/false)
    settle_officer_only: false

    # Whether the cost to settle new towns increments based on all kingdom towns (true) or only the towns where each player is a lord (false) (true/false)
    settle_increment_kingdom: false
    
    # Radius of initial settlements. Initial chunk area will be (2r-1)^2 chunks squared (integer >= 1)
    init_radius: 2
    
    # Allow town upgrades to remain when the town is captured (true/false)
    capture_upgrades: true
    
    # Time in seconds before a town can be captured again (integer >= 0)
    capture_cooldown: 600
    
    # Time in seconds between raid alerts for Towns (integer >= 0)
    raid_alert_cooldown: 60
    
    # Time in seconds for travel cool-down (integer >= 0)
    travel_cooldown: 120
    
    # Enable town upgrades and the upgrade GUI menu (true/false)
    enable_upgrades: true
    
    # Enable town armor, which prevents a limited number of enemy block edits, in the shield GUI menu (true/false)
    enable_armor: true
    
    # Enable town shields, which prevent all enemy attacks, in the shield GUI menu (true/false)
    enable_shields: true
    
    # The number of armor points that each block destroyed by TNT removes from the town's armor (integer >= 0)
    armor_tnt_damage: 10

    # Allow upgrades to be purchased while a town is under attack (true/false)
    upgrade_while_attacked: false

    # Allow shields to be charged while a town is under attack (true/false)
    shields_while_attacked: false
    
    # Allow armor to be applied while a town is under attack (true/false)
    armor_while_attacked: false
    
    # Allow new shields to add onto existing shields when true, else require shields to deplete before charging again (true/false)
    shields_add: true
    
    # Allow new armor to add onto existing armor when true, else require armor to deplete before applying again (true/false)
    armor_add: true
    
    # Maximum shield duration in seconds that a town can have (0 to disable, integer >= 0)
    max_shields: 86400
    
    # Maximum armor amount in blocks that a town can have (0 to disable, integer >= 0)
    max_armor: 1000
    
    # Free shield duration in seconds for all newly settled towns (0 to disable, integer >= 0)
    shield_new_towns: 3600
    
    # Allow barbarian players to destroy towns when true, else prevent barbarians from attacking town monuments (true/false)
    barbarians_destroy: true
    
    # Apply the Glowing effect to enemies that break blocks within a town (true/false)
    enemy_glow: true
    
    # Enable the armor blacklist, which excludes certain blocks from counting against town armor (true/false)
    armor_blacklist_enable: true
    
    # Change the blacklist into a whitelist (true/false)
    armor_blacklist_reverse: false
    
    # List of block materials in the armor blacklist (Material, https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/Material.html)
    armor_blacklist:
    - ACACIA_LEAVES
    - AZALEA_LEAVES
    - BIRCH_LEAVES
    - DARK_OAK_LEAVES
    - FLOWERING_AZALEA_LEAVES
    - JUNGLE_LEAVES
    - OAK_LEAVES
    - SPRUCE_LEAVES
    - SNOW
    
    # Enable villager trade discounts based on town specialization professions (true/false)
    discount_enable: true
    
    # Percentage between 0 and 100 of item amount to discount from villager trades (0 to disable, 0 <= integer <= 100)
    discount_percent: 50
    
    # Allow normal per-player villager discounts to add to town specialization discounts (true/false)
    discount_stack: true
    
  # //// CORE.PLOTS \\\\
  plots:
  
    # (*) Enable town plots (true/false)
    enable: true
    
    # Maximum plot size in chunks (0 to disable, integer >= 0)
    max_size: 16
    
    # Allow all town residents to build in any town plot (true/false)
    allow_build: false
    
    # Allow all town residents to access containers in any town plot (true/false)
    allow_containers: false
    
    # Allow town knights to ignore plot protections (true/false)
    ignore_knights: true

  # //// CORE.BARBARIANS \\\\
  barbarians:

    # Allow barbarian players to modify blocks inside town land (true/false)
    allow_attack_kingdoms: true

    # Allow barbarian players to modify blocks inside other barbarian camps (true/false)
    allow_attack_camps: true

    # Allow barbarian players to damage other players (true/false)
    allow_pvp: true

  # //// CORE.EXILE \\\\
  exile:
    
    # Set a player's currency balance to 0 when exiled (true/flase)
    remove_favor: false
    
    # Remove all stats and accomplishment prefixes from a player when exiled (true/false)
    remove_stats: false
    
    # Teleport a player to a random location in the wild of their current world upon exile (true/false)
    teleport_wild: true
    
    # Teleport a player to the world spawn of their current world upon exile, teleport_wild must be false (true/false)
    teleport_world_spawn: false
    
  # //// CORE.CAMPS \\\\
  camps:
  
    # Allow barbarian players to create a camp from placed beds (true/false)
    enable: true
    
    # Radius of camps for barbarians. Initial chunk area will be (2r-1)^2 chunks squared (integer >= 0)
    init_radius: 2
    
    # Prevent players, except for camp owner, from using or breaking containers in camp land (true/false)
    protect_containers: true
    
    # Prevent enemy players from breaking any blocks in camps when owners are offline (true/false)
    no_enemy_edit_offline: true
    
    # Time in seconds when a camp is protected from when the owner disconnects (integer >= 0)
    no_enemy_edit_offline_warmup: 120

    # Prevent enemy players from traveling within camps (true/false)
    no_enemy_travel: true
    
    # [EXPERIMENTAL] (*) Enable camp clans when barbarian camps are placed next to each other (true/false)
    clan_enable: false
    
    # [EXPERIMENTAL] Allow barbarians to access containers in camps from the same clan, CAN BE ABUSED! (true/false)
    clan_allow_containers: false
    
    # [EXPERIMENTAL] Allow barbarians to edit blocks in offline-protected camps from the same clan, CAN BE ABUSED! (true/false)
    clan_allow_edit_offline: false

    # [EXPERIMENTAL] Allow barbarians to join a clan with their camp while all other clan members are offline (true/false)
    clan_allow_join_offline: false
    
    # Apply the Glowing effect to enemies that break blocks within a camp (true/false)
    enemy_glow: true
    
  # //// CORE.MONUMENTS \\\\
  monuments:
  
    # (*) Blocks which must be destroyed to capture a town monument (Material, https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/Material.html, e.g. for obsidian, enum is OBSIDIAN)
    critical_block: OBSIDIAN
    
    # Amount of each destroy_blocks that must be destroyed to capture a town monument (integer >= 0)
    destroy_amount: 12
    
    # The time in seconds it takes a damaged monument to regenerate after being attacked (integer >= 0)
    damage_regen: 300
    
    # Time in seconds between monument loot refresh (integer >= 0)
    loot_refresh: 1200
    
    # Number of loot items to appear in monument loot chests (integer >= 0)
    loot_count: 1
    
  # //// CORE.RUINS \\\\
  ruins:
  
    # (*) Blocks which must be destroyed to capture a ruin (Material, https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/Material.html, e.g. for obsidian, enum is OBSIDIAN)
    critical_block: OBSIDIAN
    
    # Time in seconds between ruin captures (integer >= 0)
    capture_cooldown: 3600
    
    # Time in seconds for ruin golems to respawn (integer >= 0)
    respawn_cooldown: 60
    
    # Amount of Favor rewarded to players upon ruin capture (integer >= 0)
    capture_reward_favor: 100
    
    # Amount of experience rewarded to players upon ruin capture (integer >= 0)
    capture_reward_exp: 1000
    
    # Prevent ruin golems from dropping items upon death (true/false)
    no_golem_drops: true

    # Number of loot items to appear in ruin loot chests (integer >= 0)
    loot_count: 2

    # Only fill loot chests after the ruin has been captured during capture cooldown period (true/false)
    loot_after_capture: true
    
  # //// CORE.FAVOR \\\\
  favor:
  
    # Cost to use the spy command (decimal >= 0)
    cost_spy: 75
    
    # Cost to claim land (decimal >= 0)
    cost_claim: 10
    
    # Cost to travel (decimal >= 0)
    cost_travel: 1
    
    # Additional cost to travel per-chunk (decimal >= 0)
    cost_travel_per_chunk: 0.01
    
    # Cost to travel between worlds (decimal >= 0)
    cost_travel_world: 5
    
    # Cost to travel to a barbarian camp (decimal >= 0)
    cost_travel_camp: 5
    
    # Allow players to travel even when they can't pay the cost (true/false)
    allow_travel_always: true
    
    # //// CORE.FAVOR.TOWNS \\\\
    towns:

      # Cost to settle a new town (decimal >= 0)
      cost_settle: 100
      
      # Additional cost for each town settled (decimal >= 0)
      cost_settle_increment: 50
      
      # Cost to rename a town (decimal >= 0)
      cost_rename: 50
      
      # Cost to change the specialization profession of a town (decimal >= 0)
      cost_specialize: 200
    
    # //// CORE.FAVOR.KINGDOMS \\\\
    kingdoms:
      
      # Cost to create a new kingdom (decimal >= 0)
      cost_create: 100
      
      # Cost to rename a kingdom (decimal >= 0)
      cost_rename: 50
      
      # Cost to change the monument template of a kingdom (decimal >= 0)
      cost_template: 200

      # Cost to swap the capital to another town (decimal >= 0)
      cost_capital_swap: 500
      
      # Time in seconds between payments (0 to disable, integer >= 0)
      pay_interval_seconds: 1800
       
      # Amount of Favor per land chunk of towns in a kingdom, to include in payments (decimal number >= 0)
      pay_per_chunk: 0.20
       
      # Amount of Favor per population of towns in a kingdom, to include in payments (decimal number >= 0)
      pay_per_resident: 0.10
       
      # The maximum amount of Favor a player can receive from a payment (0 to disable, integer >= 0)
      pay_limit: 100
       
      # Percentage between 0 and 100 of normal payment to pay kingdom officers as a bonus (0 to disable, 0 <= integer <= 100)
      bonus_officer_percent: 20
       
      # Percentage between 0 and 100 of normal payment to pay the kingdom master as a bonus (0 to disable, 0 <= integer <= 100)
      bonus_master_percent: 50

    # //// CORE.FAVOR.DIPLOMACY \\\\
    diplomacy:

      # Cost to declare war on another kingdom (decimal >= 0)
      cost_war: 50

      # Cost to make peace with another kingdom (decimal >= 0)
      cost_peace: 0

      # Cost to trade with another kingdom (decimal >= 0)
      cost_trade: 50

      # Cost to make an alliance with another kingdom (decimal >= 0)
      cost_alliance: 100

    # //// CORE.FAVOR.REWARDS \\\\
    rewards:

      # Quest reward for creating a kingdom, requires konquest.directive.kingdom permission (integer >= 0)
      create_kingdom: 50

      # Quest reward for settling a town, requires konquest.directive.settle permission (integer >= 0)
      settle_town: 50
      
      # Quest reward for claiming land, requires konquest.directive.claim permission (integer >= 0)
      claim_land: 50
      
      # Quest reward for building in a town, requires konquest.directive.build permission (integer >= 0)
      build_town: 100
      
      # Quest reward for creating an iron golem in a friendly town, requires konquest.directive.golem permission (integer >= 0)
      create_golem: 25
      
      # Quest reward for crafting iron armor, requires konquest.directive.armor permission (integer >= 0)
      craft_armor: 25
      
      # Quest reward for enchanting an item, requires konquest.directive.enchant permission (integer >= 0)
      enchant_item: 25
      
      # Quest reward for attacking an enemy town, requires konquest.directive.attack permission (integer >= 0)
      attack_town: 100
      
      # Quest reward for capturing an enemy town, requires konquest.directive.capture permission (integer >= 0)
      capture_town: 100
      
      # Quest reward for killing an enemy, requires konquest.directive.kill permission (integer >= 0)
      kill_enemy: 50
      
      # Reward for defending a town from attack, does not require any permission (integer >= 0)
      defend_raid: 50
      
  # //// CORE.COMBAT \\\\
  combat:
  
    # The combat tag label used in placeholders (String)
    placeholder_tag: '&6[In Combat] '
    
    # Enable combat tagging when damaged by an enemy (true/false)
    prevent_command_on_damage: true
    
    # Time in seconds for combat tag cooldown (integer >= 0)
    enemy_damage_cooldown_seconds: 30
    
    # List of commands to prevent while combat tagged, each command belongs on its own line, e.g. - home (string list)
    prevent_command_list:
    - k travel
    - k settle
    - k claim
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