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- # Configuration file
- ####################
- # _general
- #===================
- # Spawn rates for each mob type and miscellaneous options.
- ####################
- _general {
- I:_creepers=10
- I:_endermen=10
- I:_ghasts=10
- I:_jockeys=10
- I:_skeletons=10
- I:_spiders=10
- I:_zombiePigmen=10
- I:_zombies=10
- # If false, vanilla mobs will not technically exist. Setting this to true will disable ancient status, special AI, and configured equipment for vanilla-type mobs.
- B:allow_vanilla=true
- # (0 <= x <= 1) Chance that a mob will spawn as an ancient mob.
- D:ancient_chance=0
- # (0 <= x <= 1) Chance that a skeleton will spawn as a baby.
- D:baby_skeleton_chance=0.05
- # If false, explosions from this mod will not damage blocks. (Setting mobGriefing to false also works.)
- B:block_damage=true
- # (0 <= x <= 1) Chance that a namable mob will recieve a randomized name.
- D:mob_name_chance=0
- # If false, only ancient mobs can recieve a name.
- B:name_all=false
- # The maximum magnitude for random size scaling (scaling * 50% = max difference %). Setting this to 0 disables size scaling.
- D:random_scaling=0
- # (0 <= x <= 1) Chance that a creeper will be a screamer (calls for help when hit).
- D:screamer_creeper=0.2
- # (0 <= x <= 1) Chance that a skeleton will be a screamer (calls for help when hit).
- D:screamer_skeleton=0
- # (0 <= x <= 1) Chance that a villager will be infected when killed by a zombie.
- D:villager_infection=1.0
- }
- ####################
- # _jockeys
- #===================
- # Weighted chances for each jockey-only mob when a jockey is spawned.
- ####################
- _jockeys {
- # If false, creepers will not spawn as jockeys.
- B:_mounted_creepers=true
- I:armorSpider=10
- I:miniGhast=10
- B:non-suspicious_property=false
- I:pig=10
- I:spitfireSkeleton=10
- }
- ####################
- # _loot
- #===================
- # Rates controlling the equipment mobs spawn with. Values must be between 0 and 1 inclusive; 0 represents a 0% rate, 1 represents a 100% rate.
- ####################
- _loot {
- # (0 <= x <= 1) Chance that a skeleton will spawn wielding a bow.
- D:_skeleton_bow=0.9
- # (0 <= x <= 1) Chance that a wither skeleton will spawn wielding a bow.
- D:_witherSkeleton_bow=0.1
- # (0 <= x <= 1) Chance that a zombie pigman will spawn wielding a bow.
- D:_zombiePigman_bow=0.4
- # (0 <= x <= 1) Chance that a zombie will spawn wielding a bow.
- D:_zombie_bow=0.1
- # (0 <= x <= 1) Chance that a mob will spawn wearing armor.
- D:armor_chance=0
- # (0 <= x <= 1) Chance that a mob will drop worn armor.
- D:armor_drop=0
- # (0 <= x <= 1) Chance that leather armor will be dyed.
- D:armor_dye=0.25
- # (0 <= x <= 1) Chance for each piece of a mob's armor to be enchanted.
- D:armor_enchantment=0
- # (0 <= x <= 1) Chance to stop equipping armor. Rolled after each piece of armor is equipped. (The lower this is, the more likely a mob will spawn with a full set of armor.)
- D:armor_factor=1
- # (0 <= x <= 1) Chance to upgrade a mob's armor material. Rolled three times. Base 50/50 chance to start at leather or gold. (gold -> leather -> chainmail -> iron -> diamond)
- D:armor_level=0
- # (5 <= x <= 30) Max enchanting level. Mob enchantment level will be between 5 and this, inclusive.
- I:enchantment_level=5
- # (0 <= x <= 1) Chance that an enchanted drop will recieve a randomized name.
- D:name_chance=0.25
- # (0 <= x <= 1) Chance that a mob will spawn wielding a weapon.
- D:weapon_chance=0.2
- # (0 <= x <= 1) Chance that a mob will drop its wielded weapon.
- D:weapon_drop=0.085
- # (0 <= x <= 1) Chance for a mob's weapon to be enchanted.
- D:weapon_enchantment=0.1
- # (0 <= x <= 1) Chance to upgrade a mob's weapon material. Rolled three times. Base 50/50 chance to start at gold or wood. (gold -> wood -> stone -> iron -> diamond)
- D:weapon_level=0.07
- }
- ####################
- # _mob_griefing
- ####################
- _mob_griefing {
- # If true, zombies will passively destroy nearby light sources and farmland.
- B:passive_griefing=true
- # The lower this number is, the more frequently zombies will search for things to grief.
- I:passive_griefing_delay=100
- # If true, griefed blocks will leave item drops.
- B:passive_griefing_drops=true
- }
- ####################
- # _special_ai
- #===================
- # Weighted chances for each ai pattern.
- ####################
- _special_ai {
- I:_none=95
- I:charge=0
- I:jump=0
- I:leap=0
- I:ninja=0
- I:shaman=0
- I:sprint=0
- I:throw=5
- }
- ####################
- # creeper rates
- #===================
- # Weighted chances for each mob subtype when a vanilla creeper is spawned.
- ####################
- "creeper rates" {
- B:_special_creepers=true
- I:_vanilla=10
- I:armor=10
- I:death=10
- I:dirt=10
- I:doom=10
- I:ender=5
- I:fire=10
- I:jumping=10
- I:lightning=10
- }
- ####################
- # enderman rates
- #===================
- # Weighted chances for each mob subtype when a vanilla enderman is spawned.
- ####################
- "enderman rates" {
- B:_special_endermen=true
- I:_vanilla=10
- I:ancient=1
- I:blinding=10
- I:confusing=10
- I:cursed=10
- I:icy=10
- I:lightning=10
- I:mirage=10
- I:strike=10
- }
- ####################
- # ghast rates
- #===================
- # Weighted chances for each mob subtype when a vanilla ghast is spawned.
- ####################
- "ghast rates" {
- B:_special_ghasts=true
- I:_vanilla=10
- I:baby=10
- I:fighter=10
- I:king=1
- I:queen=1
- }
- ####################
- # skeleton rates
- #===================
- # Weighted chances for each mob subtype when a vanilla skeleton is spawned.
- ####################
- "skeleton rates" {
- B:_special_skeletons=true
- I:_vanilla=10
- I:fire=5
- I:gatling=10
- I:giant=10
- I:poison=0
- I:quick=10
- I:thief=10
- }
- ####################
- # spider rates
- #===================
- # Weighted chances for each mob subtype when a vanilla spider is spawned.
- ####################
- "spider rates" {
- B:_special_spiders=true
- I:_vanilla=10
- I:angry=10
- I:baby=10
- I:desert=10
- I:flying=10
- I:giant=10
- I:mother=5
- I:pale=10
- I:poison=1
- I:small=10
- I:speedy=10
- I:tough=10
- I:witch=5
- }
- ####################
- # zombie rates
- #===================
- # Weighted chances for each mob subtype when a vanilla zombie is spawned.
- ####################
- "zombie rates" {
- B:_special_zombies=true
- I:_vanilla=10
- I:fire=5
- I:fishing=0
- I:giant=10
- I:hungry=10
- I:plague=5
- }
- ####################
- # zombiepigman rates
- #===================
- # Weighted chances for each mob subtype when a vanilla zombiePigman is spawned.
- ####################
- "zombiepigman rates" {
- B:_special_zombiePigmen=true
- I:_vanilla=10
- I:angry=10
- I:charging=10
- I:fishing=0
- I:giant=10
- I:hungry=10
- I:jumping=10
- I:plague=5
- }
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