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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.
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.
| 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. |
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.
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.
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).
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
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 clearordungeon clear combatto any playerbots strategy setting —CombatStrategies,NonCombatStrategiesor theirRandomBotvariants — and don't switch them on from chat withco +/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.