# Configuration Everything lives in `plugins/Lead/config.yml`. Edit it, then run `/lead reload`. There's a `version` at the top. Leave it alone, it's how Lead updates your file when you upgrade. ## Team rules | Setting | Default | What it does | |---|---|---| | `max_team_size` | `5` | How many players fit on one team | | `max_teams` | `1000` | How many teams can exist at once | | `friendly_fire` | `true` | Whether teammates can hurt each other. Override per team with `/team modify friendly_fire` | | `auto_assign` | `false` | Put players on a team automatically when they join the server | | `is_public` | `true` | Whether everyone can use team commands. Set `false` and they'll need `lodestone.lead.manage` | For a battle royale you probably want `friendly_fire: false` and a small `max_team_size`. For a civilisation server, larger teams with friendly fire on tends to work better. ## Naming teams | Setting | Default | What it does | |---|---|---| | `nameable_teams` | `true` | Whether players name their own team. Turn it off and Lead generates names | | `minimum_team_name_length` | `3` | Shortest name a player can pick | | `maximum_team_name_length` | `16` | Longest name a player can pick | | `should_increment` | `false` | For number-generated names only. `true` counts up 1, 2, 3. `false` picks at random | The two length settings only matter when `nameable_teams` is on. Generated names come from `random.yml`, where you choose between words, numbers, colours and symbols. ## How teams look | Setting | Default | What it does | |---|---|---| | `team_alignment` | `PREFIX` | Whether the team label goes before the player's name (`PREFIX`) or after it (`SUFFIX`) | | `color_names` | `false` | Colour players' names in chat to match their team | | `show_in_chat` | `true` | Whether the team label appears in public chat at all | | `font` | `null` | A custom font for team names. `null` uses Minecraft's | Turning off `show_in_chat` keeps team colours on nametags and in the tab list but leaves chat clean. Name colours and rank prefixes still work, and team chat is unaffected. ## Collision `collidable` decides whether players walk through each other: | Value | What happens | |---|---| | `ALWAYS` | Everyone collides, like normal Minecraft | | `NEVER` | Nobody collides with anybody | | `FOR_OTHER_TEAMS` | You pass through teammates but bump into everyone else | | `FOR_OWN_TEAM` | You bump into teammates but pass through everyone else | `FOR_OTHER_TEAMS` is the useful one for squad games, since it stops teammates blocking each other in a doorway while still letting you body-block an enemy. Override it for one team with `/team modify collidable`. ## Nametag visibility `name_tag_visibility` takes the same four values and decides who can see whose names: | Value | What happens | |---|---| | `ALWAYS` | Everyone sees everyone | | `NEVER` | Nobody sees anybody | | `FOR_OTHER_TEAMS` | You see other teams' names but not your own team's | | `FOR_OWN_TEAM` | You see your teammates' names but not your enemies' | `FOR_OWN_TEAM` suits a hide-and-seek or stealth game, where you can find your team but not the other side. > [!note] These two settings are ignored if TAB is your display backend, since TAB handles them itself. With Frame they work exactly as described. ## Display and updating | Setting | Default | What it does | |---|---|---| | `should_update` | `true` | Whether Lead draws team colours on nametags at all. Turn it off to keep teams purely as data | | `automatic_updates` | `true` | Refresh the display after every team change. Turn it off if you'd rather batch updates yourself with `/lead update` | | `verbose` | `false` | Detailed logging, for when something isn't behaving | If you're making hundreds of team changes in a script, turning off `automatic_updates` and calling `/lead update` once at the end is much lighter. > [!info] Lead draws through the best backend it can find: **Frame** first, then **TAB**, then the vanilla scoreboard. Frame is picked up automatically, and unlike TAB it works out what each viewer sees individually and honours the collision and nametag settings above. ## Who can run what `permissions` covers the two top-level commands: ```yaml permissions: team: null teammsg: null ``` `null` means anyone can use it. `commands` covers each subcommand: ```yaml commands: help: null list: null create: null join: null leave: null invite: null kick: null disband: null chat: null edit: null shuffle: "lodestone.lead.manage" spawn: "lodestone.lead.manage" teleport: "lodestone.lead.manage" friendly_fire: "lodestone.lead.manage" nametag: "lodestone.lead.manage" collidable: "lodestone.lead.manage" merge: "lodestone.lead.manage" place: "lodestone.lead.manage" remove: "lodestone.lead.manage" delete: "lodestone.lead.manage" id: "lodestone.lead.manage" display_name: "lodestone.lead.manage" color: "lodestone.lead.manage" ``` Set any of these to `null` to open it up, or to a permission node of your own to lock it down. Player commands are open by default and admin ones need `lodestone.lead.manage`. ## A full example ```yaml version: 16 should_update: true verbose: false automatic_updates: true team_alignment: PREFIX max_team_size: 5 nameable_teams: true minimum_team_name_length: 3 maximum_team_name_length: 16 friendly_fire: true auto_assign: false collidable: ALWAYS name_tag_visibility: ALWAYS is_public: true font: null color_names: false show_in_chat: true max_teams: 1000 should_increment: false permissions: team: null teammsg: null commands: help: null list: null edit: null kick: null invite: null create: null join: null leave: null disband: null chat: null shuffle: "lodestone.lead.manage" spawn: "lodestone.lead.manage" teleport: "lodestone.lead.manage" friendly_fire: "lodestone.lead.manage" nametag: "lodestone.lead.manage" collidable: "lodestone.lead.manage" merge: "lodestone.lead.manage" place: "lodestone.lead.manage" remove: "lodestone.lead.manage" delete: "lodestone.lead.manage" id: "lodestone.lead.manage" display_name: "lodestone.lead.manage" color: "lodestone.lead.manage" ``` ## Related Pages - [[Lead/Server Owners/Overview]], what Lead does - [[Lead/Server Owners/Commands]], every command with examples