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.| Setting | What it does | Default |
|---|---|---|
nameplatesEnabled | Master toggle for all elite nameplates. | true |
nameplateMode | RANKED_ROLE shows the tier prefix and a themed name (e.g., ”[• •] Rotting Zombie”). SIMPLE shows just the tier prefix. | RANKED_ROLE |
nameplatePrefixPerTier | The visual indicator prepended to the mob’s name for each tier. | See above |
nameplatesEnabledPerTier | Toggle nameplates per tier individually. | All true |
Nameplate Filtering
You can control which mobs get nameplates using include/exclude lists.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.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.| Setting | What it does | Default |
|---|---|---|
enableModelScaling | Toggle size scaling on or off. | true |
modelScaleMultiplierPerTier | Scale multiplier per tier. 1.0 is vanilla size. | See above |
modelScaleRandomVariance | Random size offset to prevent identical-looking elites. 0.04 means +/-4%. | 0.04 |