How Healing and Party Regeneration Work in Pixelmon
The Healing and Regeneration section contains the options Pixelmon uses for this part of the server. Control bed healing, passive party regeneration, step timing, and related recovery behavior.
Pixelmon Healing and Regeneration Settings
The settings below are listed in the same order as they appear in healing.yml. The table preserves each default and identifies the accepted value type. The Setting column shows a reader-friendly name first, followed by the matching healing.yml key for reference.
| Setting and Config Key | Default and Accepted Values | Description |
|---|---|---|
| Beds Heal Pokémon beds-heal-pokemon | Default: true Values: true or false | Whether or not beds will fully heal Pokémon when slept in. |
| Use Passive Healer use-passive-healer | Default: true Values: true or false | Whether to passively heal party Pokémon over time or not. |
| Chance To Revive Passively chance-to-revive-passively | Default: 0.0010000000474974513 Values: decimal number | Chance to passively revive a knocked out party Pokémon with each step. |
| Chance To Heal Status Passively chance-to-heal-status-passively | Default: 0.004999999888241291 Values: decimal number | Chance to passively heal status effects from a party Pokémon with each step. |
| Steps To Heal Health Passively steps-to-heal-health-passively | Default: 75 Values: whole number | Number of steps after which to heal 1 HP from a party Pokémon. |
| Passive Healing Max Health Percentage passive-healing-max-health-percentage | Default: 0.25 Values: decimal number | Percentage of maximum health that the passive heal can go up to. |
Important Healing and Regeneration Setting Notes
Defaults and Value Types
Boolean toggles, numeric rates, timers, lists, and mappings use different value formats. Preserve the value type shown in the table and keep collection syntax intact when changing healing.yml.
Settings That Work Together
Several healing and regeneration options can affect the same outcome. Review related rates, limits, timers, and lists together before deciding that one value is responsible for a result.
Testing Changes
Change one related group of settings at a time so its effect is easy to measure.
Test the result under the conditions affected by the setting, including relevant dimensions, player states, or encounter types.
Keep a copy of the previous values so unexpected balance or performance changes can be reversed quickly.
Final Thoughts
Healing and Regeneration settings are easier to balance when changes are deliberate and documented. Start with the defaults, adjust only what the server needs, and verify the result before moving on to the next group.
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