Mermaids.dev

Config

Every Moon Pool Mermaids setting - the transformation, the lockets and full-moon ritual, and how often Moon Pools generate.

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Up to date for v1.0.0, from the mod’s own config files.

Four files are written into the mod’s data folder (mods/Siren_MoonPoolMermaids/) on first boot, each holding every setting at its default. Every setting also carries its own -Description line in the file. Times are real seconds unless a setting says game hours.

FileControls
Config.jsonDebug logging.
Transform.jsonThe water transformation, drying off, and the locket in human form.
Locket.jsonThe lockets and the full-moon ritual.
Pool.jsonWhere and how often Moon Pools generate.

Config.json

SettingDefaultWhat it does
DebugfalseLogs extra detail about transformations, lockets and the ritual to the server log.

Transform.json

SettingDefaultWhat it does
EnabledtrueMaster switch. Turning it off changes every mermaid back on the next check and starts no new countdown.
CountdownSeconds10.0Seconds from the first touch of water to the tail, as in the show. The countdown keeps going on land; you only need to still be wet when it ends. 0 to 60.
DryOffSeconds30.0Seconds out of water and rain, in shade or at night, until a mermaid is dry and has legs again. 1 to 600.
SunDryBonus1.0How much faster full sunlight dries a mermaid: the drying rate is 1 + this x the sun on them. 1.0 halves the time in full sun; 0 turns it off. 0 to 10.
HeatDryBonus2.0How much faster a mermaid dries within HeatRadius of lava, fire or a burning campfire (added to the drying rate). 0 turns it off. 0 to 10.
HeatRadius2How close, in blocks, the heat must be. 0 turns heat off. 0 to 4.
WetWeatherIds16 rain and snow weathersWeather ids that make a player wet when nothing is above them. Sand and ash storms are not listed. Unknown ids are logged once at startup and ignored. Read at startup.
SampleIntervalSeconds0.5How often each player is checked for water and rain. 0.2 to 2.
SwimSpeedMultiplier1.0Scales a mermaid’s swim boost (swim speed, sprint and the jump out of water). 0.25 to 4.
BeachedSlowdowntrueWhether a mermaid on land is slowed and jumps lower until they dry off.
BeachedSpeedMultiplier1.0Scales the beached movement (higher is less slow). 0.25 to 4.
HideChestArmortrueHide chest armor while a player has a tail, so the scale top and the locket show. Leg armor is always hidden. Purely visual: the armor still protects.
CreativeTransformsfalseWhether players in creative mode transform. Switching to creative while transformed changes a player back.
ShowCountdowntrueShow the countdown seconds on screen. The sounds and the shimmer play either way.
ShowLocketInHumanFormtrueDraw the worn locket over the clothes of human-form players who carry their own locket. false keeps everyone on the vanilla model. Independent of Enabled. Read at startup and on a plugin reload.
HumanLocketHidesWithAnyArmorfalseA fallback: true hides the human-form locket while any armor piece shows, not just chest armor.

Locket.json

SettingDefaultWhat it does
RitualEnabledtrueWhether a Moon Pool gives lockets at the full moon. Turning it off leaves existing lockets working; admins can still give them.
FullMoonPhase0Which moon phase counts as full, numbered from 0 (0 is the full moon in vanilla; /time shows the phase counted from 1).
RitualWindowStartHour21.0The game hour the full moon is high enough to reach the pool.
RitualWindowEndHour3.0The game hour the window closes. It may wrap past midnight: 21 to 3 is about twelve real minutes at vanilla speed.
RitualCheckIntervalSeconds1.0How often the mod checks who is standing in a Moon Pool. 0.25 to 10. Read at startup.
SequenceSeconds4.0How long the moonlight shines on a player in the pool before the locket appears. Leaving the water cancels it. 1 to 30.
ReclaimEnabledtrueWhether a player who lost their locket may come back at a later full moon for a new one with the same stone. The new locket makes every older copy go dark.
AnnounceFullMoontrueTell players without a locket in chat when a full moon is coming tonight, and when it is high.
MinRealMinutesBetweenClaims60The shortest real time between two claims by the same player, across every world (each world keeps its own moon). 0 turns the limit off.
HintCooldownSeconds60The shortest time between two hints the pool gives one player.

Pool.json

Changes apply after a server restart, and only to terrain generated after it. Existing chunks never change, and turning generation off never removes a pool that exists.

SettingDefaultWhat it does
Generation.EnabledtrueWhether Moon Pools generate in new terrain.
Generation.CellSizeBlocks96The world is split into square cells this wide, with at most one candidate per cell. Bigger is rarer: at 96 a typical world has about 7 Moon Pools within 20 km of spawn, at 192 about a quarter as many. 96 to 6000.
Generation.CellChance1.0The chance (0 to 1) that a cell gets a candidate at all.
Generation.BiomesZones.Oceans.Custom.Island_TropicalWorld-gen biome files a Moon Pool may generate in, as dotted paths with * wildcards. Only biomes that already place prefabs can be used.
Generation.SeabedMinY105The lowest sea floor a Moon Pool’s island may stand on.
Generation.SeabedMaxY109The highest. Sea level is 114, so the default puts the island in 5 to 9 blocks of water.

A candidate becomes a Moon Pool only where it lands in one of the Biomes, in sea water whose floor is between SeabedMinY and SeabedMaxY, and at least 256 blocks from any other Moon Pool.