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Config

The mod's options are split across its common config (applies at game launch) and its per-world server config (some need a world reload to take effect, as noted below). The settings that affect gameplay:

Option Default What it does
enableFactionSystem false Master switch for the whole faction system — world reputation, faction standings, diplomacy, and warfare. Off (the default): no faction standing, diplomacy, settlements, or wars, and the Diplomacy and Wars buttons are hidden from the roster. Core colony systems (citizens, race emissaries, colony reputation, raids) stay on regardless. Per-world setting — reload the world after changing it.
enableAssassins true Enables the assassin system. Off: no new assassins form, existing plots that haven't struck defuse, and no strikes occur (an already-active assassin boss stays until killed).
enableRaids true Whether a colony with low reputation gets raided by monsters at night. Off: those raids never trigger (a raid already underway still finishes, and the debug command still works). Does not affect faction story raids like the Orc Disaster. Per-world setting — reload the world after changing it.
enableDefenseSwap true Whether strong Tensura-race citizens transform into their monster body to fight during a raid (see Raids & Barriers). Off: no citizen ever transforms — guards still guard, everyone else flees the MineColonies way. Per-world setting — reload the world after changing it.
protectColoniesFromMobGriefing true Stops Tensura giant monsters (Orc Lord, Charybdis, and the like) from smashing blocks inside a colony just by walking into them. Off: giant mobs break colony blocks freely (as vanilla mobGriefing allows). Applies immediately, no reload.
protectColoniesFromSkillGriefing true Stops Tensura terrain-shaping skills (Earth Manipulation and similar) from carving up blocks inside a colony. Off: those skills reshape colony terrain freely. Applies immediately, no reload.
citizenAggression OFF How aggressively naturally-hostile Tensura mobs hunt your colony's citizens — extra targeting this mod adds on top of vanilla Tensura (which by itself ignores citizens). OFF (default): mobs never single out citizens as prey. MEDIUM: roughly half of encounters treat a citizen as prey. HIGH: citizens are prey on sight.
rivalNaturalGeneration true Whether faction settlements appear as you explore — both the faction towns and the dwarf villages that become Dwargon settlements. Off: no settlement forms on its own (debug commands still work).
dragoNovaHarmAllies false Whether the Drago Nova blast also harms your allies, citizens, and named subordinates.
dragoNovaBreakBlocks false Whether the Drago Nova blast damages terrain (a TNT-style crater).