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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:
  enableMobNameplates: true
  nameplateMode: RANKED_ROLE
  monNameplatePrefixPerTier:
    - "[•]"
    - "[• •]"
    - "[• • •]"
    - "[• • • •]"
    - "[• • • • •]"
SettingWhat it doesDefault
enableMobNameplatesMaster 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
monNameplatePrefixPerTierThe visual indicator prepended to the mob’s name for each tier.See above
mobNameplatesEnabledPerTierToggle nameplates per tier individually.All true

Nameplate Filtering

You can control which mobs get nameplates using include/exclude lists.
Nameplates:
  mobNameplateMustContainRoles: []
  mobNameplateMustNotContainRoles: []
Leave mobNameplateMustContainRoles empty to allow all mobs. Add role name fragments to restrict nameplates to specific mob types. Use mobNameplateMustNotContainRoles 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:
  defaultedTierPrefixesByFamily:
    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:
  enableMobModelScaling: true
  mobModelScaleMultiplierPerTier:
    - 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
  mobModelScaleRandomVariance: 0.04
SettingWhat it doesDefault
enableMobModelScalingToggle size scaling on or off.true
mobModelScaleMultiplierPerTierScale multiplier per tier. 1.0 is vanilla size.See above
mobModelScaleRandomVarianceRandom size offset to prevent identical-looking elites. 0.04 means +/-4%.0.04