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visuals.yml controls how elites look in the world. This includes their overhead nameplates, physical size, and the internal asset generation system.

Nameplates

Nameplates are the overhead text labels that help players identify an elite’s tier at a glance.
Nameplates:
  nameplatesEnabled: true
  nameplateMode: RANKED_ROLE
  nameplatePrefixPerTier:
    - "[•]"
    - "[• •]"
    - "[• • •]"
    - "[• • • •]"
    - "[• • • • •]"
SettingWhat it doesDefault
nameplatesEnabledMaster toggle for all elite nameplates.true
nameplateModeRANKED_ROLE shows the tier prefix and a themed name (e.g., ”[• •] Rotting Zombie”). SIMPLE shows just the tier prefix.RANKED_ROLE
nameplatePrefixPerTierThe visual indicator prepended to the mob’s name for each tier.See above
nameplatesEnabledPerTierToggle nameplates per tier individually.All true

Nameplate Filtering

You can control which mobs get nameplates using include/exclude lists.
Nameplates:
  nameplateMustContainRoles: []
  nameplateMustNotContainRoles: []
Leave nameplateMustContainRoles empty to allow all mobs. Add role name fragments to restrict nameplates to specific mob types. Use nameplateMustNotContainRoles to exclude specific mobs.

Family Prefixes

Elites get themed name prefixes based on their mob family. A zombie might be called “Rotting” at Tier 1 and “Evolved” at Tier 5, while a skeleton could be “Broken” at Tier 1 and “Ascendant” at Tier 5.
Nameplates:
  tierPrefixesByFamily:
    zombie: ["Rotting", "Ravenous", "Putrid", "Monstrous", "Evolved"]
    skeleton: ["Broken", "Reforged", "Grim", "Deathbound", "Ascendant"]
    goblin: ["Sneaky", "Cutthroat", "Brutal", "Overseer", "Overlord"]
    void: ["Faded", "Shaded", "Umbral", "Abyssal", "Voidborn"]
    default: ["Common", "Uncommon", "Rare", "Epic", "Legendary"]
Each list must have exactly 5 entries (one per tier). The default entry is used for mob families not explicitly listed. You can add or customize families to match your server’s theme.

Model Scaling

Makes higher-tier mobs physically larger so players can judge threat level by size.
Model:
  enableModelScaling: true
  modelScaleMultiplierPerTier:
    - 0.74  # Tier 1 — slightly smaller than normal
    - 0.85  # Tier 2
    - 0.96  # Tier 3 — near vanilla size
    - 1.07  # Tier 4 — slightly larger
    - 1.18  # Tier 5 — 18% larger than normal
  modelScaleRandomVariance: 0.04
SettingWhat it doesDefault
enableModelScalingToggle size scaling on or off.true
modelScaleMultiplierPerTierScale multiplier per tier. 1.0 is vanilla size.See above
modelScaleRandomVarianceRandom size offset to prevent identical-looking elites. 0.04 means +/-4%.0.04

Asset Generation

Internal settings for the tiered asset file generation system. You generally do not need to change these.
AssetGenerator:
  tierSuffixes: ["Tier_1", "Tier_2", "Tier_3", "Tier_4", "Tier_5"]
These suffixes are appended to template asset filenames when generating per-tier variants.