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Configuration

Jared Wright edited this page Aug 15, 2026 · 4 revisions

Configuration

All options live in conf/mod_dungeon_clear.conf.dist (copy to mod_dungeon_clear.conf to change them). That file is the authoritative reference — each option has a full description inline. This page groups the options and explains the parts worth knowing before you touch them.

Live, per-run overrides from the addon

Most DungeonClear.* options can be overridden live, per run from the companion addon's Settings panel — no server restart, no config reload, and without anyone needing to see the server's config. Overrides are keyed to the leader tank's run and reset when the clear ends. The .conf value is the baseline; the addon set/reset/sync verbs push per-run overrides on top.

Commonly tuned

Option Default What it does
DungeonClear.LootMinQuality 0 Skip corpses whose best item is below this rarity (0 = loot everything).
DungeonClear.IgnoreChests 1 Don't path to gameobject chests.
DungeonClear.RestHealthPct 0 Rest target HP%. 0 inherits playerbots' AlmostFullHealth. A non-zero value both raises the rest gate and drives bots to eat up to it.
DungeonClear.RestManaPct 0 Rest target mana%. 0 inherits playerbots' HighMana.
DungeonClear.PullDynamicMaxLeeroyMobs 5 Dynamic-mode ceiling — see Pull Modes.
DungeonClear.PullCombatSpread 6.0 Dynamic-mode combat-drift trim — see Pull Modes.
DungeonClear.PartyMaxSpread 25.0 How far the party may trail the tank.
DungeonClear.CombatRegroup 1 Pull stranded healers/DPS back to the tank in combat.

Advanced-pull tuning

PullSetback, PullCampSafeRadius, PullMaxDrag, PullSafetyHpPct, PullCommitRangeFloor/Cap, PullPlayerReleaseDelay, PullPetReleaseDelay, PullDynamicPartyLag — geometry and timing of the camp/tag/drag maneuver. See Pull Modes for what the camp/drag flow does.

Pathfinding & engagement

AsyncPathfinding, PathCenterEnable, PathWallClearance, PathCenterMaxPush, PathCenterSmoothIters (route centering); WaterPathCost, MagmaPathCost, SwimEnable, SwimMaxRange (water/swim legs); DynamicAggroRange, AggroRangeMargin, BossEngageRangeFloor/Cap, TrashWidthFloor/Cap (engage distances). These default sensibly — leave them unless you're debugging behaviour.

Diagnostics

PreventBotRelease, RecordDecisions (writes dungeonclear_decisions.jsonl), and the Appender.DungeonClear / Logger.playerbots.dungeonclear log channel (plus a .pull sub-channel for the advanced-pull maneuver).

mod-playerbots settings that affect runs

The rest gate tracks playerbots' own eat/drink thresholds (AiPlayerbot.AlmostFullHealth, default 85; AiPlayerbot.HighMana, default 65) automatically, so the tank pulls as soon as the party finishes resting — no playerbots config change is required. A few ranges also matter:

  • AiPlayerbot.LootDistance
  • AiPlayerbot.ReactDistance (pull range)
  • AiPlayerbot.SightDistance (target scan)
  • AiPlayerbot.FollowDistance

Playerbots strategy settings

The module switches its own behaviour on and off for you: a bot picks up dungeon-clear behaviour when it enters a dungeon or raid and drops it on the way out. That covers bots created mid-session, and bots whose behaviour is reset part-way through a run, so no playerbots.conf strategy setting is needed.

Older versions of the README asked you to add +dungeon clear to the NonCombatStrategies and RandomBotNonCombatStrategies settings. That step is obsolete — if your playerbots.conf still has it, take it out.

Don't add dungeon clear or dungeon clear combat to any playerbots strategy settingCombatStrategies, NonCombatStrategies or their RandomBot variants — and don't switch them on from chat with co + / nc +. Applied by hand, they can end up on the wrong half of a bot's behaviour, and the result is a bot that follows the tank but never attacks. The choice is saved per character, so it outlasts a relog or a reset: current builds clear it automatically, but a config line puts it straight back.

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