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- #With default value every difficulty perk maxes out at difficulty 250
- [general]
- #Disable/Enables the whole difficulty scaling of this mod. Requires a mc restart
- "Enable difficulty scaling" = true
- #Time in ticks for which the difficulty shouldnt increase at the beginning. One full minecraft day is 24000 ticks
- "Difficulty Delay" = 24000
- #Handles increase in difficulty regarding current difficulty.
- #Format is <minimum current difficulty>-<increase every 2400 ticks>
- #Example ["0-0.01","10-0.1","30-0"]
- #So the difficulty increases by 0.01 every 2400 ticks (->0.1 per mc day) till it reaches a difficulty of 10.
- #Then it increases by 1 per mc day till it reaches 30 and then stops.
- "Difficulty Increase" = ["0-0.1"]
- #Wether difficulty should only increase with at least one online players or not
- "Ignore Players" = false
- #Mobs to include for the new light spawning rules.
- #Only prevention is possible. Meaning you cant allow mobs to spawn at higher light levels
- "Light list" = []
- #Turn the light list whitelist to blacklist
- "Light list blacklist" = false
- #Light level >= x will prevent mob spawning for defined mobs.
- #Range: 0 ~ 16
- Light = 8
- #Should punish time skipping with e.g. bed, commands? If false, difficulty will increase by 0.1 regardless of skipped time.
- "Punish Time Skip" = true
- #Disable/Enable friendly fire for owned pets.
- FriendlyFire = false
- #Blacklist for pet you should't be able to give armor to. Pets from mods, which have custom armor should be included here.
- "Pet Blacklist" = []
- #Treat pet blacklist as whitelist
- "Pet Whitelist" = false
- #Increase difficulty with time
- #Here untill its back as a gamerule
- "Difficulty toggle" = true
- #How the difficulty at a position is calculated. Supported values are:
- #GLOBAL: Serverwide difficulty value
- #PLAYERMAX: Maximum difficulty of players in a 128 radius around the position
- #PLAYERMEAN: Average difficulty of players in a 128 radius around the position
- #Allowed Values: GLOBAL, PLAYERMAX, PLAYERMEAN
- "Difficulty type" = "GLOBAL"
- #Black/Whitelist for various stuff
- [list]
- #Entities added here will be blacklisted from their assigned flags. Usage:
- #<entity registry name> or <namespace> followed by any of:
- #[ALL,ATTRIBUTES,ARMOR,HELDITEMS,BLOCKBREAK,USEITEM,LADDER,STEAL,GUARDIAN,PARROT,TARGETVILLAGER,NEUTRALAGGRO,REVERSE].
- #Having no flags is equal to ALL. Use REVERSE to reverse all flags. Some flags do nothing for certain mobs!
- #Examples:
- #minecraft:sheep is equal to minecraft:sheep|ALL and excludes sheeps from all modifications
- #minecraft:sheep|REVERSE|ATTRIBUTES will add sheep to attributes modification only
- #minecraft:sheep|ATTRIBUTES will add sheep to everything except attributes
- "More Entities" = ["minecraft:bat|ALL", "minecraft:bee|ALL", "minecraft:cat|ALL", "minecraft:chicken|ALL", "minecraft:cod|ALL", "minecraft:cow|ALL", "minecraft:dolphin|ALL", "minecraft:donkey|ALL", "minecraft:fox|ALL", "minecraft:horse|ALL", "minecraft:iron_golem|REVERSE|ATTRIBUTES", "minecraft:llama|ALL", "minecraft:mooshroom|ALL", "minecraft:mule|ALL", "minecraft:ocelot|ALL", "minecraft:panda|ALL", "minecraft:parrot|ALL", "minecraft:pig|ALL", "minecraft:polar_bear|ALL", "minecraft:pufferfish|ALL", "minecraft:rabbit|ALL", "minecraft:salmon|ALL", "minecraft:sheep|ALL", "minecraft:skeleton_horse|ALL", "minecraft:snow_golem|REVERSE|ATTRIBUTES", "minecraft:squid|ALL", "minecraft:strider|ALL", "minecraft:trader_llama|ALL", "minecraft:tropical_fish|ALL", "minecraft:turtle|ALL", "minecraft:villager|ALL", "minecraft:wandering_trader|ALL", "minecraft:wolf|ALL", "minecraft:zombie_horse|ALL", "securitycraft:sentry|REVERSE|ATTRIBUTES", "miecraft:blaze|REVERSE|ATTRIBUTES", "minecraft:cave_spider|REVERSE|ATTRIBUTES", "minecraft:creeper|REVERSE|ATTRIBUTES", "miecraft:elder_guardian|REVERSE|ATTRIBUTES", "miecraft:enderman|REVERSE|ATTRIBUTES", "minecraft:endermite|REVERSE|ATTRIBUTES", "minecraft:evoker|REVERSE|ATTRIBUTES", "miecraft:evoker_fangs|ALL", "miecraft:ghast|REVERSE|ATTRIBUTES", "minecraft:guardian|REVERSE|ATTRIBUTES", "minecraft:hoglin|REVERSE|ATTRIBUTES", "miecraft:illusioner|REVERSE|ATTRIBUTES", "minecraft:magma_cube|REVERSE|ATTRIBUTES", "minecraft:phantom|REVERSE|ATTRIBUTES", "minecraft:ravager|REVERSE|ATTRIBUTES", "miecraft:shulker|REVERSE|ATTRIBUTES", "minecraft:silverfish|REVERSE|ATTRIBUTES", "miecraft:skeleton|REVERSE|ATTRIBUTES|ARMOR", "miecraft:slime|REVERSE|ATTRIBUTES", "minecraft:spider|REVERSE|ATTRIBUTES", "miecraft:stray|REVERSE|ATTRIBUTES|ARMOR", "minecraft:vex|REVERSE|ATTRIBUTES", "minecraft:witch|REVERSE|ATTRIBUTES", "minecraft:wither|REVERSE|ATTRIBUTES", "miecraft:wither_skeleton|REVERSE|ATTRIBUTES|ARMOR", "minecraft:zoglin|REVERSE|ATTRIBUTES"]
- #Put the above flags here to completly disable them.
- "Flag Blacklist" = ["ATTRIBUTES", "LADDER", "STEAL", "GUARDIAN", "PARROT", "TARGETVILLAGER", "NEUTRALAGGRO"]
- #Treat ATTRIBUTES flags as whitelist
- "Attribute Whitelist" = true
- #Treat ARMOR flags as whitelist
- "Armor Equip Whitelist" = false
- #Treat HELDITEMS flags as whitelist
- "Held Equip Whitelist" = false
- #Treat BLOCKBREAK flags as whitelist
- "Breaker Whitelist" = false
- #Treat USEITEM flags as whitelist
- "Item Use Whitelist" = false
- #Treat LADDER flags as whitelist
- "Ladder Whitelist" = false
- #Treat STEAL flags as whitelist
- "Steal Whitelist" = true
- #Treat GUARDIAN flags as whitelist
- "Guardian Whitelist" = true
- #Treat PARROT flags as whitelist
- "Parrot Whitelist" = true
- #Treat TARGETVILLAGER flags as whitelist
- "Villager Whitelist" = true
- #Treat NEUTRALAGGRO flags as whitelist
- "Neutral Aggro Whitelist" = true
- #Debugging
- [debug]
- #Enable showing of entity paths
- "Path Debugging" = false
- #Settings for mod integration
- [integration]
- #Should the scaling health mods difficulty system be used instead of this ones. (Requires scaling health mod)
- "Use Scaling Health Mod" = false
- #Settings regarding custom ai for mobs
- [ai]
- #Whitelist for blocks, which can be actively broken.
- #Usage: <registry name;classname;tag;namespace> put "!" infront to exclude blocks
- #Note: If you include common blocks (like grass blocks) the pathfinding will be a bit strange
- "Block Whitelist" = ["minecraft:grass_block", "minecraft:dirt", "minecraft:coarse_dirt", "minecraft:podzol", "minecraft:planks", "forge:sand", "forge:gravel", "minecraft:sponge", "minecraft:wet_sponge", "forge:glass", "minecraft:wool", "minecraft:wooden_slabs", "forge:bookshelves", "minecraft:wooden_stairs", "minecraft:ice", "minecraft:snow_block", "minecraft:clay", "minecraft:pumpkin", "minecraft:carved_pumpkin", "minecraft:soul_sand", "minecraft:soul_soil", "minecraft:glowstone", "minecraft:jack_o_lantern", "minecraft:melon", "minecraft:mycelium", "minecraft:hay_block", "minecraft:packed_ice", "minecraft:sea_lantern", "minecraft:nether_wart_block", "minecraft:warped_wart_block", "minecraft:oak_leaves", "minecraft:spruce_leaves", "minecraft:birch_leaves", "minecraft:jungle_leaves", "minecraft:acacia_leaves", "minecraft:dark_oak_leaves", "minecraft:chorus_plant", "minecraft:chorus_flower", "forge:chests/wooden", "minecraft:crafting_table", "minecraft:farmland", "minecraft:cactus", "minecraft:jukebox", "forge:fences/wooden", "minecraft:brown_mushroom_block", "minecraft:red_mushroom_block", "minecraft:mushroom_stem", "forge:glass_panes", "minecraft:carpets", "minecraft:slime_block", "minecraft:grass_path", "minecraft:scaffolding", "minecraft:beds", "minecraft:loom", "minecraft:composter", "minecraft:barrel", "minecraft:cartography_table", "minecraft:fletching_table", "minecraft:smithing_table", "minecraft:campfire", "minecraft:shroomlight", "minecraft:bee_nest", "minecraft:beehive", "minecraft:honey_block", "minecraft:honeycomb_block", "minecraft:note_block", "minecraft:sticky_piston", "minecraft:piston", "minecraft:tnt", "minecraft:woodn_trapdoors", "forge:fence_gates/wooden", "minecraft:redstone_lamp", "minecraft:daylight_detector", "minecraft:wooden_doors", "minecraft:lectern", "minecraft:target"]
- #Treat Block Whitelist as Blocklist
- "Block as Blacklist" = false
- #Use the block breaking sound instead of a knocking sound
- Sound = true
- #Chance for a mob to be able to break blocks
- #Range: 0.0 ~ 1.0
- "Breaker Chance" = 0.5
- #Initial cooldown for block breaking mobs
- "Breaker Initial Cooldown" = 120
- #Cooldown for breaking blocks
- "Breaker Cooldown" = 20
- #Chance for a mob to be able to steal items
- #Range: 0.0 ~ 1.0
- "Stealer Chance" = 0.0
- #Items which will be given to mobs who can break blocks. Empty list = no items. Syntax: id;weight
- "Breaking items" = ["minecraft:wooden_pickaxe;1", "minecraft:wooden_axe;1", "minecraft:wooden_shovel;1"]
- #Should mobs be able to break tile entities? Evaluated before the break list
- "Break Tiles" = true
- #Chance for neutral mobs to be aggressive
- #Range: 0.0 ~ 1.0
- "Neutral Aggressive Chance" = 0.0
- #List for of pairs containing which mobs auto target others. Syntax is [mob id]-[mob id] where second value is the target.
- # e.g. minecraft:zombie-minecraft:skeleton makes all zombies target skeletons
- "Auto Target List" = ["minecraft:pillager-minecraft:zombie", "minecraft:pillager-minecraft:zombie_villager", "minecraft:vindicator-minecraft:zombie", "minecraft:vindicator-minecraft:zombie_villager", "minecraft:pillager-minecraft:husk", "minecraft:vindicator-minecraft:husk", "minecraft:pillager-minecraft:drowned", "minecraft:vindicator-minecraft:drowned", "minecraft:pillager-minecraft:skeleton", "minecraft:vindicator-minecraft:skeleton", "minecraft:pillager-minecraft:stray", "minecraft:vindicator-minecraft:stray", "minecraft:zombified_piglin-minecraft:player"]
- #Delay for the coroutil repair block. Coroutil integration needs to be enabled
- "Repair Ticks" = 500
- #Difficulty at which mobs are able to break blocks
- "Difficulty Break AI" = 0.0
- #Difficulty at which mobs are able to steal items
- "Difficulty Steal AI" = 0.0
- #Chance for mobs to be able to ride a parrot
- "Fly Chance" = 0.0
- #Configs regarding mobs spawning with equipment
- [equipment]
- #Blacklist for mods. Add modid to prevent items from that mod being equipped. (For individual items use the equipment.json)
- "Item Blacklist" = []
- #Use blacklist as whitelist
- "Item Whitelist" = false
- #Blacklist for items mobs should never be able to use.
- #Use as in using the item similar to players (e.g. shooting bows)
- "Item Use Blacklist" = ["bigbrain:buckler"]
- #Turn the use blacklist into a whitelist
- "Item Use Whitelist" = false
- #Blacklist for specific mobs and items they shouldnt use (e.g. skeletons already use bows)
- #<entity registry name-item>
- #For different items but same entity use multiple lines
- #Some special names are BOW, TRIDEN, CROSSBOW refering to every bow/trident/crossbow item (So you dont need to type e.g. every bow item)
- "Entity Item Use Blacklist" = []
- #Base chance that a mob can have one piece of armor
- #Range: 0.0 ~ 1.0
- "Equipment Chance" = 0.1
- #Base chance for each additional armor pieces
- #Range: 0.0 ~ 1.0
- "Additional Equipment Chance" = 0.1
- #Adds additional x*difficulty% to base equip chance
- "Equipment Addition" = 0.1
- #Chance for mobs to have a weapon
- #Range: 0.0 ~ 1.0
- "Weapon Chance" = 0.1
- #Adds additional x*difficulty% to base weapon chance
- "Weapon Chance Add" = 0.1
- #Base chance for each armor pieces to get enchanted
- #Range: 0.0 ~ 1.0
- "Enchanting Chance" = 0.0
- #Adds additional x*difficulty% to base enchanting chance
- "Enchanting Addition" = 0.0
- #Specify min and max enchanting levels according to difficulty. difficulty-minLevel-maxLevel
- "Enchanting Calc" = ["0-5-10", "25-5-15", "50-10-17", "100-15-25", "200-20-30", "250-30-35"]
- #Chance for mobs to have an item in offhand
- #Range: 0.0 ~ 1.0
- "Item Equip Chance" = 0.1
- #Adds additional x*difficulty% to base item chance
- "Item Chance add" = 0.1
- #Should mobs drop the armor equipped through this mod? (Other methods e.g. through vanilla is not included)
- "Should drop equipment" = true
- #Settings for attribute modifiers
- [attributes]
- #Health will be multiplied by difficulty*0.016*x. Set to 0 to disable
- "Health Increase Multiplier" = 1.0
- #Health will be multiplied by at maximum this. Set to 0 means no limit
- "Max Health Increase" = 5.0
- #Round health to the nearest x. Set to 0 to disable
- "Round HP" = 0.5
- #Damage will be multiplied by difficulty*0.008*x. Set to 0 to disable
- "Damage Increase Multiplier" = 1.0
- #Damage will be multiplied by at maximum this. Set to 0 means no limit
- "Max Damage Increase" = 3.0
- #Speed will be increased by difficulty*0.0008*x. Set to 0 to disable
- "Speed Increase" = 1.0
- #Maximum increase in speed
- #Range: 0.0 ~ 1.0
- "Max Speed" = 0.5
- #Knockback will be increased by difficulty*0.002*x. Set to 0 to disable
- "Knockback Increase" = 1.0
- #Maximum increase in knockback
- "Max Knockback" = 0.5
- #Magic resistance will be increased by difficulty*0.0016*x. Set to 0 to disable
- "Magic Resistance Increase" = 1.0
- #Maximum increase in magic resistance. Magic reduction is percentage
- #Range: 0.0 ~ 1.0
- "Max Magic Resistance" = 0.5
- #Projectile Damage will be multiplied by 1+difficulty*0.008*x. Set to 0 to disable
- "Projectile Damage Increase" = 1.0
- #Projectile damage will be multiplied by maximum of this
- "Max Projectile Damage" = 1.0
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