Configuration¶
Civillis runs with sane defaults; you only need this page if you want to tune behavior. There are two layers:
- In-game screen — Civillis Settings, one category named Civilization (Cloth Config). Safe mappings, live labels on sliders, and collapsible subcategories.
config/civil.properties— raw key/value overrides for advanced use. A commented template is generated on first launch.
Singleplayer vs multiplayer¶
Civilization logic is server-authoritative.
| Context | What changes when you edit settings |
|---|---|
| Singleplayer / LAN host | The same JVM runs the server; Civillis Settings and civil.properties on that install affect gameplay. |
| Dedicated server | Only civil.properties on the server (and server-side reload paths) define gameplay. Clients changing their local GUI do not override the server. |
In-game screen: Civilization¶
Open the screen
- Fabric: Mod Menu -> Civillis -> Configure (requires Cloth Config).
- NeoForge / Forge: Mods list -> Civillis -> Config (loader-specific entry opens the same Cloth screen).
There is one top-level category. Two sliders are always visible at the top. Everything else lives in collapsible subcategories.
If a value was overridden in civil.properties, a warning line may appear above the affected slider; changing that slider clears the override.
Top-level sliders¶
| Setting | Type | Range | Default | What it controls |
|---|---|---|---|---|
| Civilization Strength | Slider | 1-10 | 5 | Moves both spawn thresholds together — higher = easier to reach full protection. |
| Max. Civilization Radius | Slider | 112-496 blocks (step 32) | 240 blocks | Horizontal footprint of the civilization scan around each spawn attempt. |
Subcategory: Podium of Spawning¶
| Setting | Type | Range | Default | What it controls |
|---|---|---|---|---|
| Attract Strength | Slider | 1-10 | 5 | How strongly active spawning podiums suppress distant eligible spawns. |
| Attract Range | Slider | 3-10 (x16 blocks) | 8 (128 blocks) | Maximum radius for distant podium attraction. |
Mechanics: Podium of Spawning.
Subcategory: Sonar Visualization¶
| Setting | Type | Range | Default | What it controls |
|---|---|---|---|---|
| Detector Sonar | Toggle | on / off | on | When on (and global aura is on), the Civilization Detector plays shockwave / walls / extra sounds. Off keeps instant color + sound readout only. Does not disable bell sonar. |
| Detector Sonar Range | Slider | 3-7 voxel chunks | 5 | Handheld sonar BFS radius (label shows blocks = VC x 16). |
| Bell Sonar Range | Slider | 8-12 voxel chunks | 10 | Static bell-on-lodestone BFS radius (label shows blocks). |
Not on this screen: per-player bell sonar cooldown (sonar.staticCooldownTicks in civil.properties, default 40 ticks). Detector item cooldown uses ui.detectorCooldownTicks.
See Civilization Sonar for gameplay context.
Subcategory: Decay & Recovery Details¶
| Setting | Type | Range | Default | What it controls |
|---|---|---|---|---|
| Decay Enabled | Toggle | on / off | on | Master switch for time-based decay. |
| Decay Speed | Slider | 1-10 | 5 | Faster decay after the grace period; slider shows approximate half-life. |
| Recovery Speed | Slider | 1-10 | 5 | Faster recovery when you return; slider shows rough total minutes to full catch-up. |
| Decay Floor | Slider | 0-50% | 25% | Minimum fraction of score retained after long absence. |
| Freshness Duration | Slider | 1-48 hours | 6 hours | Grace period before decay starts. |
| Patrol Influence Range | Slider | 2-8 VC (32-128 blocks) | 4 VC (64 blocks) | How far your presence refreshes nearby shards. |
Mechanics: Civilization Decay.
Subcategory: Zone Transition HUD¶
| Setting | Type | Default | What it controls |
|---|---|---|---|
| Enable Zone Transition HUD | Toggle | on | Shows civilized / wilderness / caution labels when zone semantics change. |
| Zone HUD: Civilized label | Text | empty | Optional custom Civilized message. |
| Zone HUD: Wilderness label | Text | empty | Optional custom Wilderness message. |
| Zone HUD: Caution label | Text | empty | Optional custom Caution message. |
| Minimum interval | Slider | 10 s | Cooldown between HUD messages. |
| Horizontal offset | Slider | 0% | Moves the HUD anchor left / right. |
| Vertical offset | Slider | 30% | Moves the HUD anchor up / down. |
Gameplay: Zone transition HUD.
Subcategory: Podium of Undying¶
| Setting | Type | Range | Default | What it controls |
|---|---|---|---|---|
| Enable Podium of Undying | Toggle | on / off | on | Feature master switch. |
| Max Resurrection Distance | Slider | 32-256 blocks | 128 blocks | Search radius for a valid podium when a rescue triggers. |
| Rescue Cooldown | Slider | 1-300 seconds | 10 s | Global cooldown between rescues. |
The screen does not expose undyingAnchor.civRatio (minimum civilization fraction at the podium) — that remains a civil.properties key only (default 0.8).
Gameplay: Podium of Undying.
Subcategory: Mob Flee Behavior¶
| Setting | Type | Default | What it controls |
|---|---|---|---|
| Mob Flee AI | Toggle | on | Hostile mobs retreat from high civilization pressure (linked to Civilization Strength). |
Flee behavior: Mob Flee AI.
Miscellaneous / client integrations¶
Some builds expose additional client-side controls for external map overlays (JourneyMap / Xaero) and exploration radius. These controls are version- and port-specific; see Map mod overlays. Civil map palette strength is configured through raw mapTint.* values rather than a main GUI section.
civil.properties¶
The file is created under .minecraft/config/civil.properties (or run/config in dev). Keys are commented by default; uncomment to force a raw value. Saving from the in-game screen overwrites the matching keys for anything you touched.
Advanced users only
Raw values bypass Cloth's safety mapping. If behavior explodes, delete civil.properties and restart to regenerate defaults. See also Architecture for how storage and ticks interact with cache keys below.
Quick reference (grouped)¶
| Group | Example keys | Notes |
|---|---|---|
| Spawn thresholds | spawn.thresholdLow, spawn.thresholdMid |
Usually driven by Civilization Strength slider. |
| Scoring curve | scoring.sigmoidMid, scoring.sigmoidSteepness, scoring.distanceAlphaSq, scoring.normalizationFactor |
Per-chunk normalization cap lives here. |
| Detection ranges (VC) | range.detectionRadiusX/Y/Z, range.coreRadius*, range.headRange* |
Low-level box sizes; Max. Civilization Radius maps the horizontal detection steps. |
| Decay / recovery | decay.*, recovery.* |
Mirror Decay & Recovery sliders. |
| Podium of Spawning | headAttract.*, farmShrine* / generated equivalents |
Mirror Attract Strength and Attract Range; controls distant podium attraction. |
| Mob flee | mobFlee.* |
Fine-tune intervals, panic duration, sample distance. |
| Podium of Undying | undyingAnchor.enabled, undyingAnchor.maxSearchRadius, undyingAnchor.globalCooldownSeconds, undyingAnchor.civRatio |
GUI covers the first three; civRatio is properties-only. |
| Aura / sonar | aura.enabled, sonar.detectorEnabled, sonar.detectorRadius, sonar.staticRadius, sonar.staticCooldownTicks |
Bell still requires aura.enabled. |
| Zone HUD | ui.zoneTransitionHud*, ui.zoneTransitionLabel.* |
Toggle, labels, cooldown, and screen anchor. |
| Civil maps | mapTint.highFillAlpha, mapTint.highEdgeAlpha, mapTint.monsterFillAlpha, mapTint.monsterEdgeAlpha |
Palette blend strengths for civil maps and compatible overlays. |
| UI / detector | ui.detectorAnimationTicks, ui.detectorCooldownTicks |
Pulse length and item cooldown. |
| Cache / perf | cache.l1TtlMs, cache.resultTtlMs, ... |
See Performance before tuning. |
| Diagnostics | tpsLog.* |
Effective only when debug logging is enabled in the build. |
For a line-by-line table of types and defaults as shipped in the template, keep reading the generated file on disk or ask on Discord — the wiki avoids duplicating every raw key that may drift between ports.