# __________ _________ __ __ # \______ \ ____ ______ ____ / _____// |______ ____ | | __ ___________ # | _// _ \/ ___// __ \ \_____ \\ __\__ \ _/ ___\| |/ // __ \_ __ \ # | | ( <_> )___ \\ ___/ / \| | / __ \\ \___| <\ ___/| | \/ # |____|_ /\____/____ >\___ >_______ /|__| (____ /\___ >__|_ \\___ >__| # \/ \/ \/ \/ \/ \/ \/ \/ # The locale to use in the /locale folder # Default: en_US locale: en_US # A list of worlds that the plugin is disabled in disabled-worlds: - disabled_world_name # How often should we try to stack nearby entities? # Higher values mean longer times between checks, but also less lag # If you are having issues with TPS, increase this value # Values are in ticks, do not set lower than 1 # Default: 100 stack-frequency: 100 # How often should we try to stack nearby items? # Values are in ticks, do not set lower than 1 # Default: 20 item-stack-frequency: 20 # How often should we update stacked entity nametags? # Default: 30 nametag-update-frequency: 30 # How often should we update stacked block/spawner holograms? # Default: 20 hologram-update-frequency: 20 # How often should we autosave all loaded stack data? # Value is measured in minutes, set to -1 to disable # Default: 15 autosave-frequency: 15 # Should data from converted plugins still be actively converted? # Disabling this can provide a performance boost, but it may be needed if your server is still converting data from an old stacker plugin # Default: true legacy-data-migration: true # Global entity settings # Changed values in entity_settings.yml will override these values global-entity-settings: # Should entity stacking be enabled at all? # Default: true stacking-enabled: false # What type of data storage should be used for stacked entities? # Valid Values: # NBT - Store all NBT data for internal entities, memory and performance intensive but highly accurate # SIMPLE - Store only the stack size and clone the main entity, memory efficient and extremely fast but less accurate # Default: NBT data-storage-type: NBT # Should entities try to be stacked instantly upon spawning? # Setting this to false may yield better performance at the cost of entities being visible before stacking # Default: true instant-stack: true # The minimum number of nearby entities required to form a stack # Do not set this lower than 2 # Default: 2 min-stack-size: 2 # The maximum number of entities that can be in a single stack # Default: 128 max-stack-size: 128 # How close do entities need to be to merge with each other? # Default: 5 merge-radius: 5 # Should we merge all similar entities into a single stack per chunk? # This setting overrides the above # Default: false merge-entire-chunk: false # Should only individual entities be counted for the min-stack-size requirement? # When false, an existing stack larger than min-stack-size can have other mobs stack into it # Default: false min-stack-count-only-individuals: false # Should entity stacks split into individual mobs if the stack size goes below the min-stack-size setting? # Default: false min-split-if-lower: false # Should tags be displayed above stacks to show their amount and type? # Default: true display-tags: true # Should tags be displayed if the stack only has one entity? # Default: false display-tags-single: false # Do stacks need to be hovered over for their tags to be visible? # Default: false display-tags-hover: false # Should the entity custom name be visible with the stack size? # Default: true display-tags-custom-name: true # Should the entire stack of entities always be killed when the main entity dies? # Default: false kill-entire-stack-on-death: false # Under what conditions should the entire stack be killed when the main entity dies? # If kill-entire-stack-on-death is true, this setting will not be used # Valid conditions can be found here: # https://hub.spigotmc.org/javadocs/spigot/org/bukkit/event/entity/EntityDamageEvent.DamageCause.html kill-entire-stack-on-death-conditions: - FALL # Allows killing multiple mobs at once, does not work with kill-entire-stack-on-death settings multikill-options: # Should multikill be enabled? # Default: false multikill-enabled: false # The amount of mobs in the stack to kill at a time # If using the multikill enchantment, this will be the number of mobs killed per enchantment level # Default: 5 multikill-amount: 5 # Should the multikill only apply when done directly by a player? # Default: false multikill-player-only: false # Should an enchantment on the tool be required to be able to use the multikill features? # Default: false multikill-enchantment-enabled: false # The enchantment required to be able to use the multikill features # Only used if the above setting is enabled # Default: sweeping multikill-enchantment-type: sweeping # Should knockback be transferred to the next entity in the stack? # Default: true kill-transfer-velocity: true # Should fire be transferred to the next entity in the stack? # Default: true kill-transfer-fire: true # Should the next entity in the stack be delayed from spawning by one tick after the previous mob dies? # Enabling this can prevent the newly spawned entity from taking the same damage as the previous one. # May result in not being able to kill the entities as fast # Default: false kill-delay-next-spawn: false # Should a corpse appear when a mob in the stack dies? # This is the red death animation that appears when a mob dies # Default: true display-corpse: true # Should all animals in a stack be bred together with as much food as they can? # Please note that this setting is not perfect, it is here to make breeding more simple for players # For best baby animal support, set dont-stack-if-baby to true for each breedable entity type in entity_settings.yml # Default: true cumulative-breeding: true # Under what conditions will the damage be propagated through the whole stack? # Valid conditions can be found here: # https://hub.spigotmc.org/javadocs/spigot/org/bukkit/event/entity/EntityDamageEvent.DamageCause.html # Note: This setting is not recommended as it can be intensive for larger stack sizes share-damage-conditions: [] # Should items be dropped for all entities when an entire stack is killed at once? # Default: true drop-accurate-items: true # Should exp be dropped for all entities when an entire stack is killed at once? # Default: true drop-accurate-exp: true # Allows approximating loot for killing an entire stack of entities at once # Can greatly reduce lag and improve performance at the cost of some loot accuracy loot-approximation-options: # Should loot be approximated to reduce lag for killing large stack sizes at once? # Default: true approximation-enabled: true # The threshold at which loot drops will be approximated # Default: 2048 approximation-threshold: 2048 # The number of times the entity loot tables will be run # Default: 256 approximation-amount: 256 # Should newly stacked entities be put on the bottom of the stack? # Default: false stack-to-bottom: false # Do entities need to be able to see each other to be able to stack? # Setting this to true will prevent entities from stacking through walls # Default: true require-line-of-sight: true # Should the entire stack of entities be transformed when the main entity is transformed? # This applies to pigs getting struck by lightning, zombies drowning, etc # Default: true transform-entire-stack: true # Do entities have to be on the ground in order to stack? # This does not apply if the mobs can fly or live in the water # Default: false only-stack-on-ground: false # Should we stack entities if they are in the water? # This does not apply if the mobs can fly or live in the water # Default: false dont-stack-if-in-water: false # Should we stack entities if they are leashed? # You will still be able to leash stacks, it will just prevent them from stacking into other stacks # This can cause some weird effects if disabled # Default: true dont-stack-if-leashed: true # Should we stack entities if they are invulnerable? # Default: true dont-stack-if-invulnerable: true # Should we stack entities with custom names? # Default: false dont-stack-custom-named: false # Should we stack entities that have equipment? # Default: false dont-stack-if-has-equipment: false # Should we stack entities that are part of an active raid? # This may cause issues when loading entities if disabled # Default: true dont-stack-if-active-raider: true # Should flying mobs always be stacked downwards? # This is useful for mob grinders # Default: false stack-flying-downwards: false # Should we only stack entities spawned from spawners? # Default: false only-stack-from-spawners: false # Should an entity death event be triggered for each mob in a stack? # If you use custom drops plugins, make sure to enable this # Note to developers: The death events are asynchronous based on the below setting # Default: false trigger-death-event-for-entire-stack-kill: false # Should the entity loot be calculated asynchronously? # If you try enabling this and you get errors that say something like ' may only be triggered synchronously' # and has RoseStacker in the stacktrace, you should keep this as false. # Set this as true for optimal performance if you are not having issues. # Default: true death-event-trigger-async: true # Should entities with disabled AI be killed instantly when receiving damage from a player? # Default: false instant-kill-disabled-ai: false # Should the AI of all mobs on the server be disabled? # The parts of the AI that are disabled can be further customized in the global-spawner-settings.disable-mob-ai-options section # Default: false disable-all-mob-ai: false # The maximum amount of entities that will be stored when entities are saved to chunk data # Useful for when you have a very high max stack size, set to -1 to disable # Default: -1 save-max-stack-size: -1 # Should entities attempting to spawn check for nearby stacks in an attempt to better obey mob caps? # Note: This will only work on 1.18.2+ Paper servers and may be performance intensive # Default: false obey-mob-caps: false # Global item settings # Changed values in item_settings.yml will override these values global-item-settings: # Should item stacking be enabled at all? # Default: true stacking-enabled: true # The maximum number of items that can be in a single stack # Default: 1024 max-stack-size: 1024 # How close do items need to be to merge with each other? # Default: 2.5 merge-radius: 2.5 # Should tags be displayed above stacks to show their amount and type? # Default: true display-tags: true # Should tags be displayed if the stack only has one item? # Default: false display-tags-single: false # Should tags only be displayed if the stack size goes above the vanilla value? # Default: false display-tags-above-vanilla-stack-size: false # Should items with custom names be shown on their tags? # Default: true display-custom-names: true # Should the color of custom names be shown on their tags? # Default: true display-custom-names-color: true # Should items with a custom name always display their tags? # This mirrors vanilla behavior # Default: true display-custom-names-always: true # Should the item despawn timer be reset when an item is merged into it? # Default: true reset-despawn-timer-on-merge: true # Should items be merged into the newest stack? # Default: false merge-into-newest: false # Global block settings # Changed values in block_settings.yml will override these values global-block-settings: # Should block stacking be enabled at all? # Default: true stacking-enabled: true # The maximum number of blocks that can be in a single stack # Default: 2048 max-stack-size: 2048 # Should tags be displayed above stacks to show their amount and type? # Default: true display-tags: true # The height offset of the hologram relative to the stacked block # Default: 0.75 display-tags-height-offset: 0.75 # Should stacked blocks be protected from explosions? # Default: true explosion-protection: true # If enabled, only the stack size will decrease from explosions, no items will be dropped # Default: true explosion-decrease-stack-size-only: true # The percentage chance of blocks getting destroyed from an explosion (0-100) # Default: 10.0 explosion-destroy-chance: 10.0 # The percentage of blocks in the stack that will be destroyed from an explosion # If a stack of 10 blocks is exploded with a chance of 50.0, 5 blocks will be saved # Default: 50.0 explosion-amount-percentage: 50.0 # The fixed amount of blocks in the stack to destroy # If this is set to 1 or greater, overrides explosion-amount-percentage # If a stack of 10 blocks is exploded with a fixed amount of 3, 7 blocks will be saved # Default: -1 explosion-amount-fixed: -1 # Should blocks be dropped directly into the player's inventory when broken? # Default: false drop-to-inventory: false # Should the entire stack be broken if the player is sneaking? # Default: true break-entire-stack-while-sneaking: true # Should the entire stack be broken into individual blocks? # Default: true break-entire-stack-into-separate: true # Should a GUI to edit the stack open when the player shift-right-clicks the stack? # Default: true gui-enabled: true # What material should be used for the border of the GUI? # Default: BLUE_STAINED_GLASS_PANE gui-border-material: BLUE_STAINED_GLASS_PANE # Global spawner settings # Changed values in spawner_settings.yml will override these values global-spawner-settings: # Should RoseStacker handle spawners? # Disabling this will prevent spawners from stacking and being handled entirely. # If you don't want spawners to stack but still want them handled # by RoseStacker, set the max-stack-size to 1 instead. # Changing this setting will require a full server restart to fully take effect. # Default: true stacking-enabled: true # The maximum number of spawners that can be in a single stack # Default: 32 max-stack-size: 5 # Should tags be displayed above stacks to show their amount and type? # Default: true display-tags: true # Should tags be displayed if the stack only has one spawner? # Default: false display-tags-single: false # Should stacks of size one show the amount on their tags if enabled? # Default: false display-tags-single-amount: false # The height offset of the hologram relative to the spawner # Default: 0.75 display-tags-height-offset: 0.75 # Should mob AI be disabled for mobs spawned by spawners? # Default: false disable-mob-ai: true # Options to apply to mobs with disabled AI disable-mob-ai-options: # Should mob goals be removed? This includes movement and targeting # Default: true remove-goals: false # Should undead mobs be able to burn in the daylight? # Default: false undead-burn-in-daylight: false # Should mobs be silenced so they don't make any sounds? # Default: true silence: true # Should knockback be disabled? # Default: true no-knockback: false # Should mobs with disabled AI be able to breed? # Default: true disable-breeding: true # Should the entire stack of mobs be killed on death? # This will only apply to mobs with disabled AI and overwrites any other settings if this is set to true # Default: false kill-entire-stack-on-death: false # Should mobs with disabled AI be immune to zombification? # Default: true disable-zombification: true # Should only spawners placed by players spawn mobs with disabled AI? # disable-mob-ai must be enabled for this to work # Default: false disable-mob-ai-only-player-placed: false # Should mobs spawned from spawners be prevented from attacking anything? # Default: false disable-attacking: false # Should mobs spawned from spawners always spawn with no equipment? # Default: false remove-equipment: false # Should the entire item stack of spawners be merged when the player is sneaking? # Default: true stack-entire-hand-when-sneaking: true # How many random blocks should we check to spawn a mob before giving up? # Default: 50 max-failed-spawn-attempts: 50 # Should spawners turn off when powered by redstone? # Default: false deactivate-when-powered: true # How many ticks should there be between redstone power checks? # Lower values will cause faster spawner updates at the cost of performance # Value is measured in ticks, do not go below 1 # Default: 10 powered-check-frequency: 10 # How many ticks should there be between nearby player checks? # Lower values will cause faster player detection at the cost of performance # Value is measured in ticks, do not go below 1 # Default: 10 player-check-frequency: 10 # Should spawners be protected from explosions? # Default: true explosion-protection: false # If enabled, only the stack size will decrease from explosions, no items will be dropped # Default: true explosion-decrease-stack-size-only: true # The percentage chance of spawners getting destroyed from an explosion (0-100) # Default: 10.0 explosion-destroy-chance: 10.0 # The percentage of spawners in the stack that will be destroyed from an explosion # If a stack of 10 spawners is exploded with a chance of 50.0, 5 blocks will be saved # Default: 50.0 explosion-amount-percentage: 50.0 # The fixed amount of spawners in the stack to destroy # If this is set to 0 or greater, overrides explosion-amount-percentage # If a stack of 10 spawners is exploded with a fixed amount of 3, 7 blocks will be saved # Default: -1 explosion-amount-fixed: -1 # Should spawners be dropped directly into the player's inventory when broken? # Default: false drop-to-inventory: false # Should spawners always drop when broken in creative mode? # Default: false drop-in-creative: false # Should spawners drop experience when destroyed? # Default: true drop-experience-when-destroyed: true # Should the entire stack be broken if the player is sneaking? # Default: true break-entire-stack-while-sneaking: true # Should the entire stack be broken into individual spawners? # Default: false break-entire-stack-into-separate: true # Should advanced silk touch permissions be used? # Requires silk-touch-require-permission to be enabled for the silk touch permissions # This will enable the following permissions: # - rosestacker.silktouch. # - rosestacker.nosilk. # - rosestacker.spawnerplace. # Default: false silk-touch-advanced-permissions: false # Should silk touch be required to pick up spawners? # Default: false silk-touch-required: true # The chance that spawners will be picked up with a silk touch tool # You may use rosestacker.silktouch.chance.<#> to use a custom percent chance through a permission # The highest number between the config and permissions will be used # Use a whole number value between 0 and 100 # Default: 100 silk-touch-chance: 100 # How much should the silk touch chance be increased per level of luck the player has? # Luck can be applied by either attributes or the potion effect # Default: 0 silk-touch-luck-chance-increase: 0 # Should only natural spawners have a chance of being picked up with silk touch? # If enabled, player-placed spawners will always have a 100% chance of being picked up with silk touch # Default: false silk-touch-only-natural: false # Should silk touch of level II or higher be guaranteed to pick up the spawner? # Default: true silk-touch-guarantee: true # Should the permission rosestacker.silktouch be required # to be able to pick up spawners with silk touch? # Default: false silk-touch-require-permission: false # Should spawners be protected from being destroyed without silk touch? # A message will be sent to the player explaining why it cannot be broken # Default: false silk-touch-protect: false # How close should spawners have to be placed to auto stack together? # A value of -1 will disable this setting # This value is measured in blocks # Default: -1 auto-stack-range: -1 # Should spawners in the same chunk auto stack together? # This overrides the auto-stack-range setting # Default: false auto-stack-chunk: false # Should only one spawner block be allowed within the auto stack range? # This will prevent placing spawners of other types within range of another spawner # Default: false auto-stack-prevent-multiple-in-range: false # Should particles be displayed when auto stacking spawners together? # Useful for letting the player know where their spawner just went # Default: true auto-stack-particles: true # Should the same number of spawn eggs as the spawner stack be required for conversion? # Default: false convert-require-same-amount: false # Should spawners bypass mob spawning rules of the region? # If true, a CreatureSpawnEvent will not be fired when a new entity is spawned # This mostly only applies when entity stacking is disabled # Default: true bypass-region-spawning-rules: true # How many mobs should spawn per stacked spawner? # Will use spawner tile value if set to -1 # Default: 4 spawn-count-stack-size-multiplier: 4 # Should the amount of mobs spawned be randomized between the stack size and the max spawn amount? # Default: true spawn-count-stack-size-randomized: true # The minimum number of ticks between spawn attempts # Will use spawner tile value if set to -1 # Default: 200 spawn-delay-minimum: 200 # The maximum number of ticks between spawn attempts # Will use spawner tile value if set to -1 # Default: 800 spawn-delay-maximum: 800 # If more than this number of entities are near the spawner, it will not spawn anything # This only counts the individual mobs, and not the stack size # Can be overridden for each spawner type using the max-nearby-entities:# spawn requirement # Default: 6 spawn-max-nearby-entities: 6 # How many blocks away from the spawner should we search for nearby entities when using max-nearby-entities? # A value of -1 will make this setting use the same value as the spawn range # Default: -1 spawn-entity-search-range: -1 # How close do players need to be to activate the spawner? # Will use spawner tile value if set to -1 # Will be unlimited range if set to -2 # This value is measured in blocks # Default: 16 spawn-player-activation-range: 16 # How many blocks away can entities be spawned from the spawner? # Will use spawner tile value if set to -1 # Default: 4 spawn-range: 4 # Should mobs spawned from spawners spawn directly into nearby stacks? # Default: true spawn-into-nearby-stacks: false # Should only spawners placed by players spawn mobs? # Note that a spawner will only be detected if it was generated in the world after RoseStacker was installed # Default: false spawn-only-player-placed: false # Should the vertical spawn range use the horizontal spawn range? # Entities normally only spawn one block above and below the spawner # Default: false use-vertical-spawn-range: true # When enabled, this will force the 'air' condition tag onto the # spawner if it doesn't have 'fluid' or 'air' already. # Disabling this will allow mobs to spawn into blocks unless # you explicitly add the 'fluid' or 'air' tags. # Default: true dont-spawn-into-blocks: true # Should patrol leaders be prevented when spawning potential raid member mobs? # Default: false nerf-patrol-leaders: false # When enabled, the entire stack size of entities will be taken into account for nearby entiites # When disabled, only one entity per stack will count towards nearby entities # Default: false max-nearby-entities-include-stacks: false # Should a GUI to view the spawner information open when the player shift-right-clicks the stack? # Default: true gui-enabled: true # How often should the time before next spawn message be updated? # Value is measured in ticks, do not go below 1 # Default: 2 gui-tick-update-rate: 2 # What material should be used for the border of the GUI? # Default: GRAY_STAINED_GLASS_PANE gui-border-material: GRAY_STAINED_GLASS_PANE # What material should be used for the top right and bottom left corners of the GUI? # Default: LIGHT_BLUE_STAINED_GLASS_PANE gui-border-corner-material: LIGHT_BLUE_STAINED_GLASS_PANE # What material should be used for the corner accents of the GUI? # Default: BLUE_STAINED_GLASS_PANE gui-border-accent-material: BLUE_STAINED_GLASS_PANE # What material should the spawner stats icon be? # Default: BOOK gui-spawner-stats-material: BOOK # What material should the central icon be? # Default: SPAWNER gui-central-material: SPAWNER # What material should the valid spawn conditions icon be? # Default: EMERALD_BLOCK gui-valid-spawn-conditions-material: EMERALD_BLOCK # What material should the invalid spawn conditions icon be? # Default: REDSTONE_BLOCK gui-invalid-spawn-conditions-material: REDSTONE_BLOCK # Settings that apply to the tags above stacks # These settings require their respective display-tags settings to be set to true to function # These settings run at the same frequency as the stack-frequency setting # If you are seeing impacts to server performance, consider disabling these settings dynamic-tag-settings: # Should entity tags be hidden when the player is a certain distance away? # Note: This overrides global-entity-settings.display-tags-hover if enabled # Default: true entity-dynamic-tag-view-range-enabled: true # Should item tags be hidden when the player is a certain distance away? # Default: true item-dynamic-tag-view-range-enabled: true # How far away should a player be able to see entity tags? # Default: 32 entity-dynamic-tag-view-range: 32 # How far away should a player be able to see item tags? # Default: 32 item-dynamic-tag-view-range: 32 # How far away should a player be able to see block/spawner tags? # Default: 32 block-dynamic-tag-view-range: 32 # Should entity tags be hidden if they are out of view? # Default: true entity-dynamic-tag-view-range-wall-detection-enabled: true # Should item tags be hidden if they are out of view? # Default: true item-dynamic-tag-view-range-wall-detection-enabled: true # Should block/spawner tags be hidden if they are out of view? # Default: true block-dynamic-tag-view-range-wall-detection-enabled: true # Settings that apply to the item given from '/rs stacktool' stack-tool-settings: # The material of the stacking tool # Default: STICK material: BEDROCK # The name to display on the stacking tool # Default: Stacking Tool name: Stacking Tool # The lore to display on the stacking tool lore: - '&bLeft Click:' - '&7- &eSelect two mobs to test if they can stack together.' - '&bShift Left Click:' - '&7- &eView stack details, works on all stack types.' - '&bRight Click:' - '&7- &eToggle if a mob is stackable or not.' - '&bShift Right Click:' - '&7- &eMark an entire entity stack as unstackable.' - '&7- &eThis will cause everything to unstack.' - '&7- &eIf used on a spawner, will cause it to spawn instantly.' - '&bWhile Held:' - '&7- &eA particle will appear above nearby mobs.' - '&7- &aGreen &emeans the mob can stack.' - '&7- &cRed &emeans the mob can not stack.' # Miscellaneous other settings for the plugin misc-settings: # Should a custom WorldGuard region named 'rosestacker' be registered and used to test entity stacking? # Entity stacking within regions will only work if the result is ALLOW # This setting will only be updated after a restart # Default: false worldguard-region: false # If CoreProtect is installed, should we log stacked block/spawner break/placing? # Default: true coreprotect-logging-enabled: true # If LogBlock is installed, should we log stacked block/spawner break/placing? # Default: true logblock-logging-enabled: true # If Clearlag is installed, should we clear stacked entities? # Default: false clearlag-clear-entities: true # If Clearlag is installed, should we clear stacked items? # Default: false clearlag-clear-items: true # Should single mobs be removed with `/rs clearall`? # This will also affect the clearlag-clear-entities setting above # Default: false clearall-remove-single: false # Should mobs owned by MythicMobs be allowed to stack? # This is recommended to keep set to false unless you specifically only change mob attributes # Default: false mythicmobs-allow-stacking: false # Settings for if you want to use MySQL for data management mysql-settings: # Enable MySQL # If false, SQLite will be used instead # Default: false enabled: false # MySQL Database Hostname # Default: hostname: '' # MySQL Database Port # Default: 3306 port: 3306 # MySQL Database Name # Default: database-name: '' # MySQL Database User Name # Default: user-name: '' # MySQL Database User Password # Default: user-password: '' # If the database connection should use SSL # You should enable this if your database supports SSL # Default: false use-ssl: false # The number of connections to make to the database # Default: 3 connection-pool-size: 3