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). |