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HelicoprionBalance

Configuration

Cap, failure behaviour and player-facing messages.

Configuration lives in config.json in the plugin folder. Changes apply with HelicoprionBalance.Reload.

Behaviour

SettingDefaultWhat it does
DisableConversionfalseBlocks conversion outright. The item stays a normal item and is never lost.
MaxSuccessChancePercent90.0Ceiling on the effective conversion chance. The default is the game's own cap, so it changes nothing until you lower it.
BlockLevelUpsAtCaptrueRefuses crafting-skill level-ups on matching creatures at or over the cap. The point stays unspent.
KeepItemOnFailedRollfalsefalse destroys the item on a capped failure, like a vanilla failure. true returns it.
DinoTags["Helicoprion"]Which creatures the rules apply to.
StatToPercentMultiplier100.0Advanced. Converts the creature's stat value to a percentage. Leave at the default unless a game change makes the logged percentage disagree with what you see in game.
DebugLoggingfalseVerbose logging. Leave off in production.

Messages

Everything players see is under Messages and is yours to reword.

SettingDefaultWhat it does
NotifyTribetrueSends the message to the creature's owning tribe on a block or failure.
SenderNameHelicoprionThe name the chat message appears to come from.
BlockedShown when DisableConversion stopped a conversion.
FailedItemKeptShown on a failure when KeepItemOnFailedRoll is on.
FailedItemLostShown on a failure when the item was destroyed.
LevelCapReachedShown when a level-up is refused. {} is replaced with the cap percentage.

Keep the placeholder

LevelCapReached is the only message with a {} placeholder. Removing it drops the cap value from the message; it is not an error, but players lose the useful part.

A worked example

To let blueprints exist but stay rare — a 30% ceiling, wasted points refused, and failures costing the item as they do in vanilla:

json
"DisableConversion": false,
"MaxSuccessChancePercent": 30.0,
"BlockLevelUpsAtCap": true,
"KeepItemOnFailedRoll": false