Configuration¶
The common/server configuration is generated as solslevelingsystem-common.toml; client presentation settings live in solslevelingsystem-client.toml. Stop the server before editing TOML files, keep a backup, and restart after changes.
Progression defaults¶
| Setting | Default | Purpose |
|---|---|---|
playerLevelCap |
50 | Maximum Player Level. |
aptitudeCategoryCapV2 |
50 | Maximum ranks in one aptitude. |
totalAptitudeBudgetV2 |
150 | Total points earned by the Player Level cap. |
masteryCap |
30 | Maximum level of each combat mastery. |
killExperienceCap |
1,000 | Maximum Player EXP base award for one kill. |
survivalExperienceEnabled |
true | Enables Active Survival. |
masteryEnabled |
true | Enables Mastery EXP. |
passivesEnabled |
true | Global passive switch. |
Changing caps or the total budget can make stored allocations inconsistent with the new rules. Use the reconciliation workflow after a deliberate rules change.
Anti-exploit defaults¶
| Setting | Default | Purpose |
|---|---|---|
contributionWindowSeconds |
30 | Recent-combat eligibility window. |
minimumContributionFraction |
0.05 | Normal minimum contribution; final hitters remain eligible. |
allocationCombatLockSeconds |
10 | Prevents allocation/respec during recent combat. |
respecQuoteExpirySeconds |
15 | Time before a vanilla-XP respec quote must be refreshed. |
killTokenCapacity |
20 | Full-credit repeat budget per player and entity type. |
killTokenRefillSeconds |
15 | Time to restore one token. |
depletedKillCreditFloor |
0.10 | Ordinary kill credit after depletion. |
killExperiencePerRepeatToken |
25 | Player EXP represented by one repeat token. |
highValueRepeatThreshold |
100 | Share at which strict high-value depletion begins. |
highValueDepletedCreditFloor |
0 | High-value credit after depletion. |
masteryHealthPerRepeatToken |
100 | Target health represented by one Mastery token. |
masteryDepletedCreditFloor |
0 | Mastery credit after depletion. |
paidRespecCooldownSeconds remains as a legacy compatibility key, but paid resets no longer use a cooldown.
Mob EXP and parties¶
| Setting | Default |
|---|---|
| Base-health clamp | 4,096 |
| Defense factor cap | +0.5 |
| Threat factor cap | +2.0 |
| Boss multiplier | 3.0x |
| Reinforcement origin | 0.5x |
| Spawner origin | 0.25x |
| Party Player EXP sharing | true |
| Party share radius | 64 blocks |
Party distribution conserves the adjusted Player EXP award. It does not create extra EXP and does not share Mastery EXP.
Passive and Limit Breaker controls¶
The common config exposes Player Level gate lists for every aptitude passive, the final Steadfast knockback-resistance cap (80%), Guarded's minimum damage, STR hand-mining enablement and hourly award cap, Luck origin/repetition thresholds, and Limit Breaker eligibility, reward, menu, PvP, outline, whitelist, and deny-list controls.
When changing a gate list, keep its entry count aligned with that passive's number of ranks. Invalid data should be corrected before the world is reopened to players.
Client options¶
Players can configure the inventory crest position, high-contrast mode, reduced motion, notification scale/duration/anchor/sound/chat mirror, and particle density/budget. These are presentation preferences; they do not change server-authoritative progression.