update configs

This commit is contained in:
LordMZTE 2021-11-28 12:19:43 +01:00
parent 3e89e5df09
commit c4f836f217
365 changed files with 46796 additions and 28219 deletions

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{"head":{"x":0,"y":0,"halign":"LEFT","valign":"TOP","enabled":false},"necklace":{"x":0,"y":20,"halign":"LEFT","valign":"TOP","enabled":false},"back":{"x":0,"y":40,"halign":"LEFT","valign":"TOP","enabled":false},"body":{"x":0,"y":60,"halign":"LEFT","valign":"TOP","enabled":false},"bracelet":{"x":0,"y":80,"halign":"LEFT","valign":"TOP","enabled":false},"hands":{"x":0,"y":100,"halign":"LEFT","valign":"TOP","enabled":false},"ring":{"x":0,"y":120,"halign":"LEFT","valign":"TOP","enabled":false},"belt":{"x":0,"y":140,"halign":"LEFT","valign":"TOP","enabled":false},"charm":{"x":0,"y":160,"halign":"LEFT","valign":"TOP","enabled":false},"curio":{"x":0,"y":180,"halign":"LEFT","valign":"TOP","enabled":false},"feet":{"x":0,"y":200,"halign":"LEFT","valign":"TOP","enabled":false}}

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#Client only settings for Abnormals Core.
[client]
#If sky color transition should be smooth; Default: True
smoothSkyColor = true
#Scale for screen shake effects; Default: 1.0
#Range: 0.0 ~ 1.0
screenShakeScale = 1.0
#Max amount of sources that can contribute to screen shaking, adjustable for performance and preference reasons. 0 will disable the addition of shake sources; Default: 256
#Range: > 0
maxScreenShakers = 256
#Slabfish patron hat settings.
[client.slabfishSettings]
#If the slabfish hat should be enabled; Default: True
enabled = true
#If the slabfish hat's backpack should be enabled; Default: True
backpackEnabled = true
#If the slabfish hat's sweater should be enabled; Default: True
sweaterEnabled = true
#If the slabfish hat's custom type should be enabled. If false, the default swamp slabfish appears; Default: True
typeEnabled = true

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#Common only settings for Abnormals Core, this will affect all depending mods
[common]
#Compatibility with Quark's poisonous potatoes feature
[common.poisonousPotatoCompat]
#If baby mobs can be fed a poisonous potato to stunt their growth when Quark is installed; Default: True
poisonPotatoCompatEnabled = true
#If growth stunting should give baby mobs poison; Default: True
poisonEffect = true
#The chance to stunt baby mob growth when feeding a poisonous potato; Default: 0.1
#Range: 0.0 ~ 1.0
poisonChance = 0.1

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[overrides]
#Removes and hides Farmer's Delight's ItemGroup and move the items to vanilla ItemGroups
replaceFDItemGroup = false

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#Should pattern stencils be added to the wandering trader pool?
enable_stencil_trades = true
#Wandering Trader trade for squares.
[squares]
#Should the stencil item for this pattern show up in wandering trader's trades?
enabled = true
#What is the base emerald cost for the stencil item?
#Range: > 1
emerald_cost = 12
#How many trades can the player make before this trade becomes unavailable?
#Range: > 1
max_trades = 1
#How much XP should the player get from this trade?
#Range: > 0
reward_xp = 16
#The price multiplier for the trade.
#Range: 0.0 ~ 1.0
price_multiplier = 1.0
#Wandering Trader trade for dragon.
[dragon]
#Should the stencil item for this pattern show up in wandering trader's trades?
enabled = true
#What is the base emerald cost for the stencil item?
#Range: > 1
emerald_cost = 12
#How many trades can the player make before this trade becomes unavailable?
#Range: > 1
max_trades = 1
#How much XP should the player get from this trade?
#Range: > 0
reward_xp = 16
#The price multiplier for the trade.
#Range: 0.0 ~ 1.0
price_multiplier = 1.0
#Wandering Trader trade for clubs.
[clubs]
#Should the stencil item for this pattern show up in wandering trader's trades?
enabled = true
#What is the base emerald cost for the stencil item?
#Range: > 1
emerald_cost = 12
#How many trades can the player make before this trade becomes unavailable?
#Range: > 1
max_trades = 1
#How much XP should the player get from this trade?
#Range: > 0
reward_xp = 16
#The price multiplier for the trade.
#Range: 0.0 ~ 1.0
price_multiplier = 1.0
#Wandering Trader trade for spades.
[spades]
#Should the stencil item for this pattern show up in wandering trader's trades?
enabled = true
#What is the base emerald cost for the stencil item?
#Range: > 1
emerald_cost = 12
#How many trades can the player make before this trade becomes unavailable?
#Range: > 1
max_trades = 1
#How much XP should the player get from this trade?
#Range: > 0
reward_xp = 16
#The price multiplier for the trade.
#Range: 0.0 ~ 1.0
price_multiplier = 1.0
#Wandering Trader trade for mushroom.
[mushroom]
#Should the stencil item for this pattern show up in wandering trader's trades?
enabled = true
#What is the base emerald cost for the stencil item?
#Range: > 1
emerald_cost = 12
#How many trades can the player make before this trade becomes unavailable?
#Range: > 1
max_trades = 1
#How much XP should the player get from this trade?
#Range: > 0
reward_xp = 16
#The price multiplier for the trade.
#Range: 0.0 ~ 1.0
price_multiplier = 1.0
#Wandering Trader trade for pumpkin.
[pumpkin]
#Should the stencil item for this pattern show up in wandering trader's trades?
enabled = true
#What is the base emerald cost for the stencil item?
#Range: > 1
emerald_cost = 12
#How many trades can the player make before this trade becomes unavailable?
#Range: > 1
max_trades = 1
#How much XP should the player get from this trade?
#Range: > 0
reward_xp = 16
#The price multiplier for the trade.
#Range: 0.0 ~ 1.0
price_multiplier = 1.0
#Wandering Trader trade for frame.
[frame]
#Should the stencil item for this pattern show up in wandering trader's trades?
enabled = true
#What is the base emerald cost for the stencil item?
#Range: > 1
emerald_cost = 12
#How many trades can the player make before this trade becomes unavailable?
#Range: > 1
max_trades = 1
#How much XP should the player get from this trade?
#Range: > 0
reward_xp = 16
#The price multiplier for the trade.
#Range: 0.0 ~ 1.0
price_multiplier = 1.0
#Wandering Trader trade for heart.
[heart]
#Should the stencil item for this pattern show up in wandering trader's trades?
enabled = true
#What is the base emerald cost for the stencil item?
#Range: > 1
emerald_cost = 12
#How many trades can the player make before this trade becomes unavailable?
#Range: > 1
max_trades = 1
#How much XP should the player get from this trade?
#Range: > 0
reward_xp = 16
#The price multiplier for the trade.
#Range: 0.0 ~ 1.0
price_multiplier = 1.0
#Wandering Trader trade for shield.
[shield]
#Should the stencil item for this pattern show up in wandering trader's trades?
enabled = true
#What is the base emerald cost for the stencil item?
#Range: > 1
emerald_cost = 12
#How many trades can the player make before this trade becomes unavailable?
#Range: > 1
max_trades = 1
#How much XP should the player get from this trade?
#Range: > 0
reward_xp = 16
#The price multiplier for the trade.
#Range: 0.0 ~ 1.0
price_multiplier = 1.0
#Wandering Trader trade for diamond.
[diamond]
#Should the stencil item for this pattern show up in wandering trader's trades?
enabled = true
#What is the base emerald cost for the stencil item?
#Range: > 1
emerald_cost = 12
#How many trades can the player make before this trade becomes unavailable?
#Range: > 1
max_trades = 1
#How much XP should the player get from this trade?
#Range: > 0
reward_xp = 16
#The price multiplier for the trade.
#Range: 0.0 ~ 1.0
price_multiplier = 1.0
#Wandering Trader trade for moon.
[moon]
#Should the stencil item for this pattern show up in wandering trader's trades?
enabled = true
#What is the base emerald cost for the stencil item?
#Range: > 1
emerald_cost = 12
#How many trades can the player make before this trade becomes unavailable?
#Range: > 1
max_trades = 1
#How much XP should the player get from this trade?
#Range: > 0
reward_xp = 16
#The price multiplier for the trade.
#Range: 0.0 ~ 1.0
price_multiplier = 1.0
#Wandering Trader trade for anchor.
[anchor]
#Should the stencil item for this pattern show up in wandering trader's trades?
enabled = true
#What is the base emerald cost for the stencil item?
#Range: > 1
emerald_cost = 12
#How many trades can the player make before this trade becomes unavailable?
#Range: > 1
max_trades = 1
#How much XP should the player get from this trade?
#Range: > 0
reward_xp = 16
#The price multiplier for the trade.
#Range: 0.0 ~ 1.0
price_multiplier = 1.0
#Wandering Trader trade for grass.
[grass]
#Should the stencil item for this pattern show up in wandering trader's trades?
enabled = true
#What is the base emerald cost for the stencil item?
#Range: > 1
emerald_cost = 12
#How many trades can the player make before this trade becomes unavailable?
#Range: > 1
max_trades = 1
#How much XP should the player get from this trade?
#Range: > 0
reward_xp = 16
#The price multiplier for the trade.
#Range: 0.0 ~ 1.0
price_multiplier = 1.0
#Wandering Trader trade for squid.
[squid]
#Should the stencil item for this pattern show up in wandering trader's trades?
enabled = true
#What is the base emerald cost for the stencil item?
#Range: > 1
emerald_cost = 12
#How many trades can the player make before this trade becomes unavailable?
#Range: > 1
max_trades = 1
#How much XP should the player get from this trade?
#Range: > 0
reward_xp = 16
#The price multiplier for the trade.
#Range: 0.0 ~ 1.0
price_multiplier = 1.0
#Wandering Trader trade for kelp.
[kelp]
#Should the stencil item for this pattern show up in wandering trader's trades?
enabled = true
#What is the base emerald cost for the stencil item?
#Range: > 1
emerald_cost = 12
#How many trades can the player make before this trade becomes unavailable?
#Range: > 1
max_trades = 1
#How much XP should the player get from this trade?
#Range: > 0
reward_xp = 16
#The price multiplier for the trade.
#Range: 0.0 ~ 1.0
price_multiplier = 1.0
#Wandering Trader trade for trident.
[trident]
#Should the stencil item for this pattern show up in wandering trader's trades?
enabled = true
#What is the base emerald cost for the stencil item?
#Range: > 1
emerald_cost = 12
#How many trades can the player make before this trade becomes unavailable?
#Range: > 1
max_trades = 1
#How much XP should the player get from this trade?
#Range: > 0
reward_xp = 16
#The price multiplier for the trade.
#Range: 0.0 ~ 1.0
price_multiplier = 1.0
#Wandering Trader trade for snowflake.
[snowflake]
#Should the stencil item for this pattern show up in wandering trader's trades?
enabled = true
#What is the base emerald cost for the stencil item?
#Range: > 1
emerald_cost = 12
#How many trades can the player make before this trade becomes unavailable?
#Range: > 1
max_trades = 1
#How much XP should the player get from this trade?
#Range: > 0
reward_xp = 16
#The price multiplier for the trade.
#Range: 0.0 ~ 1.0
price_multiplier = 1.0
#Wandering Trader trade for sword.
[sword]
#Should the stencil item for this pattern show up in wandering trader's trades?
enabled = true
#What is the base emerald cost for the stencil item?
#Range: > 1
emerald_cost = 12
#How many trades can the player make before this trade becomes unavailable?
#Range: > 1
max_trades = 1
#How much XP should the player get from this trade?
#Range: > 0
reward_xp = 16
#The price multiplier for the trade.
#Range: 0.0 ~ 1.0
price_multiplier = 1.0
#Wandering Trader trade for phantom.
[phantom]
#Should the stencil item for this pattern show up in wandering trader's trades?
enabled = true
#What is the base emerald cost for the stencil item?
#Range: > 1
emerald_cost = 12
#How many trades can the player make before this trade becomes unavailable?
#Range: > 1
max_trades = 1
#How much XP should the player get from this trade?
#Range: > 0
reward_xp = 16
#The price multiplier for the trade.
#Range: 0.0 ~ 1.0
price_multiplier = 1.0
#Wandering Trader trade for balance.
[balance]
#Should the stencil item for this pattern show up in wandering trader's trades?
enabled = true
#What is the base emerald cost for the stencil item?
#Range: > 1
emerald_cost = 12
#How many trades can the player make before this trade becomes unavailable?
#Range: > 1
max_trades = 1
#How much XP should the player get from this trade?
#Range: > 0
reward_xp = 16
#The price multiplier for the trade.
#Range: 0.0 ~ 1.0
price_multiplier = 1.0

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#Entity Settings
[entity]
#General
[entity.general]
#Allow AI tasks to be removed from entities at runtime. If this is disable no per mob or per mob type removes will run.
allow_remove_calls = true
#Allows repeat remove calls to bubble to the top of the list to improve performance of repeat mob spawning.
enable_call_bubbling = true
#Entity Mob
[entity.mob]
#Remove the look at goal (player or attack target) AI task. This will cause AIs to not face targets or walking directions.
remove_look_goal = false
#Remove the look at random position AI task. This will cause AIs to feel a little lifeless as they do not animate head movement while idle.
remove_look_random = false
#Replaces the default look controller with a version featuring cached tan math improving performance. Only works on vanilla style mobs, if a mod overrides the look controller it will skip.
replace_look_controller = true
#Entity Fish
[entity.fish]
#Remove the fish's random swimming pathfinder. This will cause fish to stay in position more often.
remove_swim = false
#Remove the fish's panic pathfinder. This will cause fish to not run away.
remove_panic = false
#Remove the fish's AI task to avoid players.
remove_avoid_player = false
#Remove the fish's AI task to follow a leader fish to act as a group of fish.
remove_follow_leader = false
#Remove the fish's AI task to puff up when entities are nearby
remove_puff = false
#Squid Fish
[entity.squid]
#Remove the squid's flee pathfinder. This will cause squid to not run away.
remove_flee = false
#Remove the squid's random movement pathfinder. This will cause squid to swim around randomly.
remove_random_move = false
#Cow
[entity.cow]
#Remove the cow's float AI task. This causes cows to no longer swim in water.
remove_float = false
#Remove the cow's panic AI task. This causes cows to no longer run around after being hit, or search water to extinguish themselves.
remove_panic = false
#Remove the cow's breed AI task. This causes cows to be unable to breed to create offspring.
remove_breed = false
#Remove the cow's tempt AI task. This causes cows to no longer follow the player if they're holding an item they like.
remove_tempt = false
#Remove the cow's follow parent AI task. This causes baby cows to no longer follow their parents.
remove_follow_parent = false
#Remove the cow's random stroll AI task. This causes cows to no longer walk around randomly.
remove_stroll = false
#Chicken
[entity.chicken]
#Remove the chicken's float AI task. This causes chickens to no longer swim in water.
remove_float = false
#Remove the chicken's panic AI task. This causes chickens to no longer run around after being hit, or search water to extinguish themselves.
remove_panic = false
#Remove the chicken's breed AI task. This causes chickens to be unable to breed to create offspring.
remove_breed = false
#Remove the chicken's tempt AI task. This causes chickens to no longer follow the player if they're holding an item they like.
remove_tempt = false
#Remove the chicken's follow parent AI task. This causes baby chickens to no longer follow their parents.
remove_follow_parent = false
#Remove the chicken's random stroll AI task. This causes chickens to no longer walk around randomly.
remove_stroll = false
#Pig
[entity.pig]
#Remove the pig's float AI task. This causes pigs to no longer swim in water.
remove_float = false
#Remove the pig's panic AI task. This causes pigs to no longer run around after being hit, or search water to extinguish themselves.
remove_panic = false
#Remove the pig's breed AI task. This causes pigs to be unable to breed to create offspring.
remove_breed = false
#Remove the pig's tempt AI task. This causes pigs to no longer follow the player if they're holding an item they like.
remove_tempt = false
#Remove the pig's follow parent AI task. This causes baby pigs to no longer follow their parents.
remove_follow_parent = false
#Remove the pig's random stroll AI task. This causes pigs to no longer walk around randomly.
remove_stroll = false
#Sheep
[entity.sheep]
#Remove the sheep's float AI task. This causes sheep to no longer swim in water.
remove_float = false
#Remove the sheep's panic AI task. This causes sheep to no longer run around after being hit, or search water to extinguish themselves.
remove_panic = false
#Remove the sheep's breed AI task. This causes sheep to be unable to breed to create offspring.
remove_breed = false
#Remove the sheep's tempt AI task. This causes sheep to no longer follow the player if they're holding an item they like.
remove_tempt = false
#Remove the sheep's follow parent AI task. This causes baby sheep to no longer follow their parents.
remove_follow_parent = false
#Remove the sheep's random stroll AI task. This causes sheep to no longer walk around randomly.
remove_stroll = false
#Remove the sheep's eat block AI task. This causes sheep to no longer eat grass, and thus be unable to regenerate their wool.
remove_eat_block = false

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"Allow all items to be added" = false
"Whitelisted Items" = ["roots:runedtablet", "opencomputers:tool:4", "immersiveengineering:tool:3", "integrateddynamics:on_the_dynamics_of_integration", "theoneprobe:probenote", "evilcraft:origins_of_darkness", "draconicevolution:info_tablet", "charset:tablet", "antiqueatlas:antique_atlas", "occultism:dictionary_of_spirits"]
"Whitelisted Names" = ["book", "tome", "lexicon", "nomicon", "manual", "knowledge", "pedia", "compendium", "guide", "codex", "journal"]
"Blacklisted Mods" = []
"Mod Aliases" = ["nautralpledge=botania", "thermalexpansion=thermalfoundation", "thermaldynamics=thermalfoundation", "thermalcultivation=thermalfoundation", "redstonearsenal=thermalfoundation", "rftoolsdim=rftools", "rftoolspower=rftools", "rftoolscontrol=rftools", "ae2stuff=appliedenergistics2", "animus=bloodmagic", "integrateddynamics=integratedtunnels", "mekanismgenerators=mekanism", "mekanismtools=mekanism", "deepresonance=rftools", "xnet=rftools", "buildcrafttransport=buildcraft", "buildcraftfactory=buildcraft", "buildcraftsilicon=buildcraft"]

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[general]
#Whether all players should get an Animal Dictionary when joining the world for the first time.
giveBookOnStartup = true
#Lava Opacity for the Lava Vision Potion.
#Range: 0.01 ~ 1.0
lavaVisionOpacity = 0.65
#Whether to disable certain aspects of the Lava Vision Potion. Enable if issues with shaders persist.
shadersCompat = false
#Whether bananas should drop from blocks tagged with #alexsmobs:drops_bananas
bananasDropFromLeaves = true
#1 out of this number chance for leaves to drop a banana when broken. Fortune is automatically factored in
#Range: > 0
bananaChance = 200
#Whether spiders should target fly mobs.
spidersAttackFlies = true
#Whether wolves should target moose mobs.
wolvesAttackMoose = true
#Whether polar bears should target seal mobs.
polarBearsAttackSeals = true
#Whether lava can be bottled with a right click of a glass bottle.
lavaBottleEnabled = true
#Whether bone serpents are neutral or hostile.
neutralBoneSerpents = false
#Maximum world y-level that cave centipedes can spawn at
#Range: 0 ~ 256
caveCentipedeSpawnHeight = 30
#Maximum world y-level that blobfish can spawn at
#Range: 0 ~ 256
blobfishSpawnHeight = 38
#Whether mimicubes spawns should be restricted solely to the end city structure or to whatever biome is specified in their respective biome config.
mimicubeSpawnInEndCity = true
#Whether mimicream can be used to duplicate items.
mimicreamRepair = true
#Blacklist for items that mimicream cannot make a copy of. Ex: "minecraft:stone_sword", "alexsmobs:blood_sprayer"
mimicreamBlacklist = ["alexsmobs:blood_sprayer", "alexsmobs:hemolymph_blaster"]
#Whether wild raccoons steal food from chests.
raccoonStealFromChests = true
#Whether fish oil gives players a special levitation effect.
fishOilMeme = true
#Whether soul vulture spawns should be restricted solely to the nether fossil structure or to whatever biome is specified in their respective biome config.
soulVultureSpawnOnFossil = true
#Whether acacia blossoms should drop from blocks tagged with #alexsmobs:drops_acacia_blossoms
acaciaBlossomsDropFromLeaves = true
#Whether wandering traders offer items like acacia blossoms, mosquito larva, crocodile egg, etc.
wanderingTraderOffers = true
#0 = no mungus biome transformation. 1 = mungus changes blocks, but not chunk's biome. 2 = mungus transforms blocks and biome of chunk.
#Range: 0 ~ 2
mungusBiomeTransformationType = 2
#List of all mungus mushrooms, biome transformations and surface blocks. Each is seperated by a |. Add an entry with a block registry name, biome registry name, and block registry name(for the ground).
mungusBiomeMatches = ["minecraft:red_mushroom|minecraft:mushroom_fields|minecraft:mycelium", "minecraft:brown_mushroom|minecraft:mushroom_fields|minecraft:mycelium", "minecraft:crimson_fungus|minecraft:crimson_forest|minecraft:crimson_nylium", "minecraft:warped_fungus|minecraft:warped_forest|minecraft:warped_nylium"]
#Whether guster spawns are limited to when it is raining/thundering.
limitGusterSpawnsToWeather = true
#Whether Crimson Mosquitoes can transform into Warped Moscos if attacking a Mungus or any listed creature.
warpedMoscoTransformation = true
#List of extra(non mungus) mobs that will trigger a crimson mosquito to become a warped mosquito. Ex: "minecraft:mooshroom", "alexsmobs:warped_toad"
warpedMoscoMobTriggers = [""]
#True if straddleboard enchants are enabled.
straddleboardEnchants = true
#Whether emu should target skeletons.
emuTargetSkeletons = true
#Percent chance for emu leggings to dodge projectile attacks.
#Range: 0.0 ~ 1.0
emuPantsDodgeChance = 0.45
#Relative volume of cachalot whales compared to other animals. Note that irl they are the loudest animal. Turn this down if you find their clicks annoying.
#Range: 0.0 ~ 10.0
cachalotVolume = 3.0
#Percent chance for fungus to grow per each leaf a leafcutter ant returns to the colony.
#Range: 0.0 ~ 1.0
leafcutterAntFungusGrowChance = 0.0
#How many feedings of leaves does a leafcutter colony need in order to regain a worker ant, if below half the max members.
#Range: 2 ~ 100000
leafcutterAntRepopulateFeedings = 100000
#Max number of ant entities allowed inside a leafcutter anthill.
#Range: 2 ~ 100000
leafcutterAntColonySize = 2
#Percent chance for leafcutter ants to break leaves blocks when harvesting. Set to zero so that they can not break any blocks.
#Range: 0.0 ~ 1.0
leafcutterAntBreakLeavesChance = 0.0
#Makes eagles teleport back to their owner if they get stuck during controlled flight. Useful for when playing with the Optifine mod, since this mod is the fault of many issues with the falconry system.
falconryTeleportsBack = false
#Makes Tarantula Hawks fireproof, perfect if you also want these guys to spawn in the nether.
fireproofTarantulaHawk = false
#List of dimensions in which spawning void worms via mysterious worm items is allowed.
voidWormSpawnDimensions = ["minecraft:the_end"]
#All void worm damage is scaled to this.
#Range: 0.0 ~ 100.0
voidWormDamageModifier = 1.0
#Max Health of the void worm boss.
#Range: 0.0 ~ 1000000.0
voidWormMaxHealth = 160.0
#Whether the void worm boss is summonable or not, via the mysterious worm item.
voidWormSummonable = true
#Whether seagulls should steal food out of players' hotbar slots.
seagullStealing = true
#List of items that seagulls cannot take from players.
seagullStealingBlacklist = []
#Whether the Clinging Potion effect should flip the screen. Warning: may cause nausea.
clingingFlipEffect = false
[general.spawning]
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
grizzlyBearSpawnWeight = 8
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
grizzlyBearSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
roadrunnerSpawnWeight = 9
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
roadrunnerSpawnRolls = 1
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
boneSerpentSpawnWeight = 8
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
boneSeprentSpawnRolls = 40
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
gazelleSpawnWeight = 40
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
gazelleSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
crocodileSpawnWeight = 40
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
crocSpawnRolls = 1
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
flySpawnWeight = 3
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
flySpawnRolls = 1
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
hummingbirdSpawnWeight = 39
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
hummingbirdSpawnRolls = 1
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
orcaSpawnWeight = 2
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
orcaSpawnRolls = 6
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
sunbirdSpawnWeight = 2
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
sunbirdSpawnRolls = 15
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
gorillaSpawnWeight = 50
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
gorillaSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
crimsonMosquitoSpawnWeight = 15
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
crimsonMosquitoSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
rattlesnakeSpawnWeight = 12
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
rattlesnakeSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
endergradeSpawnWeight = 10
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
endergradeSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
hammerheadSharkSpawnWeight = 8
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
hammerheadSharkSpawnRolls = 1
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
lobsterSpawnWeight = 7
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
lobsterSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
komodoDragonSpawnWeight = 4
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
komodoDragonSpawnRolls = 1
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
capuchinMonkeySpawnWeight = 55
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
capuchinMonkeySpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
caveCentipedeSpawnWeight = 8
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
caveCentipedeSpawnRolls = 1
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
warpedToadSpawnWeight = 80
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
warpedToadSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
mooseSpawnWeight = 9
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
mooseSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
mimicubeSpawnWeight = 40
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
mimicubeSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
raccoonSpawnWeight = 10
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
raccoonSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
blobfishSpawnWeight = 30
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
blobfishSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
sealSpawnWeight = 30
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
sealSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
cockroachSpawnWeight = 4
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
cockroachSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
shoebillSpawnWeight = 10
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
shoebillSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
elephantSpawnWeight = 30
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
elephantSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
soulVultureSpawnWeight = 30
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
soulVultureSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
snowLeopardSpawnWeight = 20
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
snowLeopardSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
spectreSpawnWeight = 10
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
spectreSpawnRolls = 5
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
crowSpawnWeight = 10
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
crowSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
alligatorSnappingTurtleSpawnWeight = 20
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
alligatorSnappingTurtleSpawnRolls = 1
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
mungusSpawnWeight = 4
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
mungusSpawnRolls = 1
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
mantisShrimpSpawnWeight = 15
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
mantisShrimpSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
gusterSpawnWeight = 35
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
gusterSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn. NOTE: By default the warped mosco doesn't spawn in any biomes.
#Range: 0 ~ 1000
warpedMoscoSpawnWeight = 1
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
warpedMoscoSpawnRolls = 1000
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
straddlerSpawnWeight = 85
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
straddlerSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
stradpoleSpawnWeight = 10
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
stradpoleSpawnRolls = 3
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
emuSpawnWeight = 20
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
emuSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
platypusSpawnWeight = 30
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
platypusSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
dropbearSpawnWeight = 19
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
dropbearSpawnRolls = 1
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
tasmanianDevilSpawnWeight = 10
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
tasmanianDevilSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
kangarooSpawnWeight = 25
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
kangarooSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
cachalotWhaleSpawnWeight = 2
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
cachalotWhaleSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
enderiophageSpawnWeight = 4
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
enderiophageSpawnRolls = 2
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
baldEagleSpawnWeight = 15
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
baldEagleSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
tigerSpawnWeight = 100
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
tigerSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
tarantulaHawkSpawnWeight = 6
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
tarantulaHawkSpawnRolls = 1
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
voidWormSpawnWeight = 0
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
voidWormSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
frilledSharkSpawnWeight = 11
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
frilledSharkSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
mimicOctopusSpawnWeight = 9
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
mimicOctopusSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
seagullSpawnWeight = 21
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
seagullSpawnRolls = 0
[general.spawning.uniqueSpawning]
#Whether to enable beached cachalot whales to spawn on beaches during thunder storms.
beachedCachalotWhales = true
#Percent chance increase for each failed attempt to spawn a beached cachalot whale. Higher value = more spawns.
#Range: 0 ~ 100
beachedCachalotWhaleSpawnChance = 5
#Delay (in ticks) between attempts to spawn beached cachalot whales. Default is a single day. Works like wandering traders.
#Range: > 0
beachedCachalotWhaleSpawnDelay = 24000
#Percent chance for leafcutter anthills to spawn as world gen in each chunk. Set to zero to disable spawning.
#Range: 0.0 ~ 1.0
leafcutterAnthillSpawnChance = 0.0
[general]
#Whether all players should get an Animal Dictionary when joining the world for the first time.
giveBookOnStartup = true
#Lava Opacity for the Lava Vision Potion.
#Range: 0.01 ~ 1.0
lavaVisionOpacity = 0.65
#Whether to disable certain aspects of the Lava Vision Potion. Enable if issues with shaders persist.
shadersCompat = false
#Whether bananas should drop from blocks tagged with #alexsmobs:drops_bananas
bananasDropFromLeaves = true
#1 out of this number chance for leaves to drop a banana when broken. Fortune is automatically factored in
#Range: > 0
bananaChance = 200
#Whether spiders should target fly mobs.
spidersAttackFlies = true
#Whether wolves should target moose mobs.
wolvesAttackMoose = true
#Whether polar bears should target seal mobs.
polarBearsAttackSeals = true
#Whether lava can be bottled with a right click of a glass bottle.
lavaBottleEnabled = true
#Whether bone serpents are neutral or hostile.
neutralBoneSerpents = false
#Maximum world y-level that cave centipedes can spawn at
#Range: 0 ~ 256
caveCentipedeSpawnHeight = 30
#Maximum world y-level that blobfish can spawn at
#Range: 0 ~ 256
blobfishSpawnHeight = 38
#Whether mimicubes spawns should be restricted solely to the end city structure or to whatever biome is specified in their respective biome config.
mimicubeSpawnInEndCity = true
#Whether mimicream can be used to duplicate items.
mimicreamRepair = true
#Blacklist for items that mimicream cannot make a copy of. Ex: "minecraft:stone_sword", "alexsmobs:blood_sprayer"
mimicreamBlacklist = ["alexsmobs:blood_sprayer", "alexsmobs:hemolymph_blaster"]
#Whether wild raccoons steal food from chests.
raccoonStealFromChests = true
#Whether fish oil gives players a special levitation effect.
fishOilMeme = true
#Whether soul vulture spawns should be restricted solely to the nether fossil structure or to whatever biome is specified in their respective biome config.
soulVultureSpawnOnFossil = true
#Whether acacia blossoms should drop from blocks tagged with #alexsmobs:drops_acacia_blossoms
acaciaBlossomsDropFromLeaves = true
#Whether wandering traders offer items like acacia blossoms, mosquito larva, crocodile egg, etc.
wanderingTraderOffers = true
#0 = no mungus biome transformation. 1 = mungus changes blocks, but not chunk's biome. 2 = mungus transforms blocks and biome of chunk.
#Range: 0 ~ 2
mungusBiomeTransformationType = 2
#List of all mungus mushrooms, biome transformations and surface blocks. Each is seperated by a |. Add an entry with a block registry name, biome registry name, and block registry name(for the ground).
mungusBiomeMatches = ["minecraft:red_mushroom|minecraft:mushroom_fields|minecraft:mycelium", "minecraft:brown_mushroom|minecraft:mushroom_fields|minecraft:mycelium", "minecraft:crimson_fungus|minecraft:crimson_forest|minecraft:crimson_nylium", "minecraft:warped_fungus|minecraft:warped_forest|minecraft:warped_nylium"]
#Whether guster spawns are limited to when it is raining/thundering.
limitGusterSpawnsToWeather = true
#Whether Crimson Mosquitoes can transform into Warped Moscos if attacking a Mungus or any listed creature.
warpedMoscoTransformation = true
#List of extra(non mungus) mobs that will trigger a crimson mosquito to become a warped mosquito. Ex: "minecraft:mooshroom", "alexsmobs:warped_toad"
warpedMoscoMobTriggers = [""]
#True if straddleboard enchants are enabled.
straddleboardEnchants = true
#Whether emu should target skeletons.
emuTargetSkeletons = true
#Percent chance for emu leggings to dodge projectile attacks.
#Range: 0.0 ~ 1.0
emuPantsDodgeChance = 0.45
#Relative volume of cachalot whales compared to other animals. Note that irl they are the loudest animal. Turn this down if you find their clicks annoying.
#Range: 0.0 ~ 10.0
cachalotVolume = 3.0
#Percent chance for fungus to grow per each leaf a leafcutter ant returns to the colony.
#Range: 0.0 ~ 1.0
leafcutterAntFungusGrowChance = 0.0
#How many feedings of leaves does a leafcutter colony need in order to regain a worker ant, if below half the max members.
#Range: 2 ~ 100000
leafcutterAntRepopulateFeedings = 100000
#Max number of ant entities allowed inside a leafcutter anthill.
#Range: 2 ~ 100000
leafcutterAntColonySize = 2
#Percent chance for leafcutter ants to break leaves blocks when harvesting. Set to zero so that they can not break any blocks.
#Range: 0.0 ~ 1.0
leafcutterAntBreakLeavesChance = 0.0
#Makes eagles teleport back to their owner if they get stuck during controlled flight. Useful for when playing with the Optifine mod, since this mod is the fault of many issues with the falconry system.
falconryTeleportsBack = false
#Makes Tarantula Hawks fireproof, perfect if you also want these guys to spawn in the nether.
fireproofTarantulaHawk = false
#List of dimensions in which spawning void worms via mysterious worm items is allowed.
voidWormSpawnDimensions = ["minecraft:the_end"]
#All void worm damage is scaled to this.
#Range: 0.0 ~ 100.0
voidWormDamageModifier = 1.0
#Max Health of the void worm boss.
#Range: 0.0 ~ 1000000.0
voidWormMaxHealth = 160.0
#Whether the void worm boss is summonable or not, via the mysterious worm item.
voidWormSummonable = true
#Whether seagulls should steal food out of players' hotbar slots.
seagullStealing = true
#List of items that seagulls cannot take from players.
seagullStealingBlacklist = []
#Whether the Clinging Potion effect should flip the screen. Warning: may cause nausea.
clingingFlipEffect = false
[general.spawning]
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
grizzlyBearSpawnWeight = 8
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
grizzlyBearSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
roadrunnerSpawnWeight = 9
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
roadrunnerSpawnRolls = 1
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
boneSerpentSpawnWeight = 8
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
boneSeprentSpawnRolls = 40
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
gazelleSpawnWeight = 40
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
gazelleSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
crocodileSpawnWeight = 40
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
crocSpawnRolls = 1
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
flySpawnWeight = 3
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
flySpawnRolls = 1
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
hummingbirdSpawnWeight = 39
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
hummingbirdSpawnRolls = 1
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
orcaSpawnWeight = 2
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
orcaSpawnRolls = 6
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
sunbirdSpawnWeight = 2
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
sunbirdSpawnRolls = 15
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
gorillaSpawnWeight = 50
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
gorillaSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
crimsonMosquitoSpawnWeight = 15
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
crimsonMosquitoSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
rattlesnakeSpawnWeight = 12
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
rattlesnakeSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
endergradeSpawnWeight = 10
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
endergradeSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
hammerheadSharkSpawnWeight = 8
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
hammerheadSharkSpawnRolls = 1
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
lobsterSpawnWeight = 7
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
lobsterSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
komodoDragonSpawnWeight = 4
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
komodoDragonSpawnRolls = 1
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
capuchinMonkeySpawnWeight = 55
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
capuchinMonkeySpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
caveCentipedeSpawnWeight = 8
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
caveCentipedeSpawnRolls = 1
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
warpedToadSpawnWeight = 80
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
warpedToadSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
mooseSpawnWeight = 9
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
mooseSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
mimicubeSpawnWeight = 40
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
mimicubeSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
raccoonSpawnWeight = 10
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
raccoonSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
blobfishSpawnWeight = 30
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
blobfishSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
sealSpawnWeight = 30
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
sealSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
cockroachSpawnWeight = 4
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
cockroachSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
shoebillSpawnWeight = 10
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
shoebillSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
elephantSpawnWeight = 30
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
elephantSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
soulVultureSpawnWeight = 30
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
soulVultureSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
snowLeopardSpawnWeight = 20
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
snowLeopardSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
spectreSpawnWeight = 10
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
spectreSpawnRolls = 5
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
crowSpawnWeight = 10
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
crowSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
alligatorSnappingTurtleSpawnWeight = 20
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
alligatorSnappingTurtleSpawnRolls = 1
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
mungusSpawnWeight = 4
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
mungusSpawnRolls = 1
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
mantisShrimpSpawnWeight = 15
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
mantisShrimpSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
gusterSpawnWeight = 35
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
gusterSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn. NOTE: By default the warped mosco doesn't spawn in any biomes.
#Range: 0 ~ 1000
warpedMoscoSpawnWeight = 1
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
warpedMoscoSpawnRolls = 1000
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
straddlerSpawnWeight = 85
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
straddlerSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
stradpoleSpawnWeight = 10
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
stradpoleSpawnRolls = 3
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
emuSpawnWeight = 20
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
emuSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
platypusSpawnWeight = 30
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
platypusSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
dropbearSpawnWeight = 19
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
dropbearSpawnRolls = 1
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
tasmanianDevilSpawnWeight = 10
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
tasmanianDevilSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
kangarooSpawnWeight = 25
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
kangarooSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
cachalotWhaleSpawnWeight = 2
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
cachalotWhaleSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
enderiophageSpawnWeight = 4
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
enderiophageSpawnRolls = 2
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
baldEagleSpawnWeight = 15
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
baldEagleSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
tigerSpawnWeight = 100
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
tigerSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
tarantulaHawkSpawnWeight = 6
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
tarantulaHawkSpawnRolls = 1
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
voidWormSpawnWeight = 0
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
voidWormSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
frilledSharkSpawnWeight = 11
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
frilledSharkSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
mimicOctopusSpawnWeight = 9
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
mimicOctopusSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn
#Range: 0 ~ 1000
seagullSpawnWeight = 21
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
seagullSpawnRolls = 0
[general.spawning.uniqueSpawning]
#Whether to enable beached cachalot whales to spawn on beaches during thunder storms.
beachedCachalotWhales = true
#Percent chance increase for each failed attempt to spawn a beached cachalot whale. Higher value = more spawns.
#Range: 0 ~ 100
beachedCachalotWhaleSpawnChance = 5
#Delay (in ticks) between attempts to spawn beached cachalot whales. Default is a single day. Works like wandering traders.
#Range: > 0
beachedCachalotWhaleSpawnDelay = 24000
#Percent chance for leafcutter anthills to spawn as world gen in each chunk. Set to zero to disable spawning.
#Range: 0.0 ~ 1.0
leafcutterAnthillSpawnChance = 0.0

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@ -0,0 +1,23 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "swamp"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "biomesoplenty:tundra_bog"
}
]
]
}

View file

@ -0,0 +1,21 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "mountain"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "forest"
}
]
]
}

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@ -0,0 +1,32 @@
{
"biomes": [
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "minecraft:deep_ocean"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "minecraft:deep_lukewarm_ocean"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "minecraft:deep_cold_ocean"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "minecraft:deep_frozen_ocean"
}
]
]
}

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@ -0,0 +1,11 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "nether"
}
]
]
}

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@ -0,0 +1,16 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "beach"
}
]
]
}

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@ -0,0 +1,42 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "ocean"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "cold"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "minecraft:lukewarm_ocean"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "minecraft:deep_ocean"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "minecraft:deep_lukewarm_ocean"
}
]
]
}

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@ -0,0 +1,26 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "jungle"
},
{
"type": "REGISTRY_NAME",
"negate": true,
"value": "minecraft:bamboo_jungle"
},
{
"type": "REGISTRY_NAME",
"negate": true,
"value": "minecraft:bamboo_jungle_hills"
}
]
]
}

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{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": true,
"value": "ocean"
},
{
"type": "BIOME_DICT",
"negate": true,
"value": "mushroom"
}
]
]
}

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@ -0,0 +1,21 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": true,
"value": "ocean"
},
{
"type": "BIOME_DICT",
"negate": true,
"value": "mushroom"
}
]
]
}

View file

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{
"biomes": [
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "minecraft:crimson_forest"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "byg:crimson_gardens"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "biomesoplenty:visceral_heap"
}
]
]
}

View file

@ -0,0 +1,47 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "swamp"
}
],
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "river"
},
{
"type": "BIOME_DICT",
"negate": true,
"value": "cold"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "biomesoplenty:tundra_bog"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "biomesoplenty:tropic_beach"
}
]
]
}

View file

@ -0,0 +1,38 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": true,
"value": "savanna"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "forest"
}
],
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": true,
"value": "savanna"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "plains"
}
]
]
}

View file

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{
"biomes": [
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "minecraft:nether_wastes"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "biomesoplenty:crystalline_chasm"
}
]
]
}

View file

@ -0,0 +1,28 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_CATEGORY",
"negate": false,
"value": "savanna"
}
],
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "savanna"
}
]
]
}

View file

@ -0,0 +1,28 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "mesa"
}
],
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "savanna"
}
]
]
}

View file

@ -0,0 +1,16 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "end"
},
{
"type": "REGISTRY_NAME",
"negate": true,
"value": "minecraft:the_end"
}
]
]
}

View file

@ -0,0 +1,31 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "end"
},
{
"type": "REGISTRY_NAME",
"negate": true,
"value": "minecraft:the_end"
},
{
"type": "REGISTRY_NAME",
"negate": true,
"value": "minecraft:end_barrens"
},
{
"type": "REGISTRY_NAME",
"negate": true,
"value": "minecraft:end_highlands"
},
{
"type": "REGISTRY_NAME",
"negate": true,
"value": "minecraft:small_end_islands"
}
]
]
}

View file

@ -0,0 +1,21 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_CATEGORY",
"negate": true,
"value": "ocean"
},
{
"type": "BIOME_DICT",
"negate": true,
"value": "ocean"
}
]
]
}

View file

@ -0,0 +1,32 @@
{
"biomes": [
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "minecraft:deep_ocean"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "minecraft:deep_lukewarm_ocean"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "minecraft:deep_cold_ocean"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "minecraft:deep_frozen_ocean"
}
]
]
}

View file

@ -0,0 +1,28 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_CATEGORY",
"negate": false,
"value": "savanna"
}
],
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "savanna"
}
]
]
}

View file

@ -0,0 +1,26 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "jungle"
},
{
"type": "REGISTRY_NAME",
"negate": true,
"value": "minecraft:bamboo_jungle"
},
{
"type": "REGISTRY_NAME",
"negate": true,
"value": "minecraft:bamboo_jungle_hills"
}
]
]
}

View file

@ -0,0 +1,38 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_CATEGORY",
"negate": false,
"value": "forest"
}
],
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "forest"
},
{
"type": "REGISTRY_NAME",
"negate": true,
"value": "minecraft:jungle_egde"
},
{
"type": "REGISTRY_NAME",
"negate": true,
"value": "minecraft:modified_jungle_edge"
}
]
]
}

View file

@ -0,0 +1,26 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "hot"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "dry"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "sandy"
}
]
]
}

View file

@ -0,0 +1,21 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "ocean"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "hot"
}
]
]
}

View file

@ -0,0 +1,30 @@
{
"biomes": [
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "minecraft:flower_forest"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "minecraft:sunflower_plains"
}
],
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "jungle"
}
]
]
}

View file

@ -0,0 +1,28 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "mesa"
}
],
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "savanna"
}
]
]
}

View file

@ -0,0 +1,23 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "mesa"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "biomesoplenty:tropic_plains"
}
]
]
}

View file

@ -0,0 +1,26 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "jungle"
},
{
"type": "REGISTRY_NAME",
"negate": true,
"value": "minecraft:bamboo_jungle"
},
{
"type": "REGISTRY_NAME",
"negate": true,
"value": "minecraft:bamboo_jungle_hills"
}
]
]
}

View file

@ -0,0 +1,16 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "beach"
}
]
]
}

View file

@ -0,0 +1,21 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "ocean"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "hot"
}
]
]
}

View file

@ -0,0 +1,26 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "ocean"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "hot"
},
{
"type": "REGISTRY_NAME",
"negate": true,
"value": "minecraft:deep_warm_ocean"
}
]
]
}

View file

@ -0,0 +1,16 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "end"
},
{
"type": "REGISTRY_NAME",
"negate": true,
"value": "minecraft:the_end"
}
]
]
}

View file

@ -0,0 +1,45 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "snowy"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "wasteland"
}
],
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "snowy"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "forest"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "biomesoplenty:tundra_bog"
}
]
]
}

View file

@ -0,0 +1,21 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "mushroom"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "rare"
}
]
]
}

View file

@ -0,0 +1,21 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "ocean"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "cold"
}
]
]
}

View file

@ -0,0 +1,28 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "river"
},
{
"type": "BIOME_DICT",
"negate": true,
"value": "cold"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "biomesoplenty:tundra_bog"
}
]
]
}

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@ -0,0 +1,38 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": true,
"value": "savanna"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "forest"
}
],
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": true,
"value": "savanna"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "plains"
}
]
]
}

View file

@ -0,0 +1,28 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "mesa"
}
],
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_CATEGORY",
"negate": false,
"value": "desert"
}
]
]
}

View file

@ -0,0 +1,28 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "mesa"
}
],
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_CATEGORY",
"negate": false,
"value": "desert"
}
]
]
}

View file

@ -0,0 +1,16 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "beach"
}
]
]
}

View file

@ -0,0 +1,33 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "beach"
}
],
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "ocean"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "snowy"
}
]
]
}

View file

@ -0,0 +1,23 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "swamp"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "biomesoplenty:tundra_bog"
}
]
]
}

View file

@ -0,0 +1,21 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "mountain"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "snowy"
}
]
]
}

View file

@ -0,0 +1,18 @@
{
"biomes": [
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "minecraft:soul_sand_valley"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "byg:warped_desert"
}
]
]
}

View file

@ -0,0 +1,16 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "end"
},
{
"type": "REGISTRY_NAME",
"negate": true,
"value": "minecraft:the_end"
}
]
]
}

View file

@ -0,0 +1,18 @@
{
"biomes": [
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "minecraft:basalt_deltas"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "biomesoplenty:withered_abyss"
}
]
]
}

View file

@ -0,0 +1,18 @@
{
"biomes": [
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "minecraft:basalt_deltas"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "biomesoplenty:withered_abyss"
}
]
]
}

View file

@ -0,0 +1,16 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "mountain"
}
]
]
}

View file

@ -0,0 +1,16 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_CATEGORY",
"negate": false,
"value": "desert"
}
]
]
}

View file

@ -0,0 +1,36 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "BIOME_DICT",
"negate": true,
"value": "savanna"
},
{
"type": "BIOME_DICT",
"negate": false,
"value": "forest"
},
{
"type": "BIOME_DICT",
"negate": true,
"value": "cold"
},
{
"type": "REGISTRY_NAME",
"negate": true,
"value": "minecraft:jungle_egde"
},
{
"type": "REGISTRY_NAME",
"negate": true,
"value": "minecraft:modified_jungle_edge"
}
]
]
}

View file

@ -0,0 +1,42 @@
{
"biomes": [
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "minecraft:bamboo_jungle"
}
],
[
{
"type": "BIOME_DICT",
"negate": false,
"value": "overworld"
},
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "minecraft:bamboo_jungle_hills"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "biomesoplenty:bamboo_blossom_grove"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "biomesoplenty:cherry_blossom_grove"
}
]
]
}

View file

@ -0,0 +1,3 @@
{
"biomes": []
}

View file

@ -0,0 +1,3 @@
{
"biomes": []
}

View file

@ -0,0 +1,25 @@
{
"biomes": [
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "minecraft:warped_forest"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "byg:crimson_gardens"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "byg:warped_desert"
}
]
]
}

View file

@ -0,0 +1,67 @@
{
"sounds": {
"nether.nether": 1,
"end.suspense": 1,
"abyssalcraft-dark.suspense": 1,
"void-dark.suspense": 1,
"twilight_forest-dark.suspense": 1,
"deepcave.cave": 1,
"planet-wind.wind": 1,
"underwater.underwater": 1,
"rain.rain": 1,
"storm-close.storm-close": 1,
"storm-close.wind": 1,
"storm-away.storm-away": 1,
"storm-away.howling-wind": 1,
"cave-ambience.suspense": 1,
"sky.light-wind": 1,
"forest.bird-ambience": 1,
"forest.owl": 1,
"cold-forest.crow": 1,
"taiga.bird-ambience-huge": 1,
"highland.heavy-wind": 1,
"mesa.wind-mesa": 1,
"roofed-forest.bird-ambience-spooky": 1,
"grass.cricket": 1,
"grass.cricket-night": 1,
"grass.cicadas-night": 1,
"plains.cricket": 1,
"plains.cricket-night": 1,
"plains.cicadas-night": 1,
"savanna.cricket": 1,
"savanna.cicadas": 1,
"savanna.cicadas-desert": 1,
"savanna.cricket-warm-night": 1,
"savanna.wolf": 1,
"savanna.bird-warm": 1,
"desert.cicadas-desert": 1,
"desert.light-wind": 1,
"swamp.cricket-swamp": 1,
"swamp.cricket-warm-night": 1,
"swamp.frog": 1,
"jungle.cricket-jungle": 1,
"jungle.cricket-jungle-night": 1,
"jungle.bird-ambience-jungle": 1,
"jungle.bird-ambience-jungle-night": 1,
"cold.light-wind": 1,
"beach.beach": 1,
"beach.seagull": 1,
"beach.seagull-long": 1,
"ocean.ocean": 1,
"ocean.light-wind": 1
},
"dimensions": {
"nether": 1,
"the end": 1,
"abyssalcraft": 1,
"void": 1,
"twilight_forest": 1,
"betweenlands": 1,
"cave-dimensions": 1,
"midnight-dimension": 1,
"galacticraft": 1,
"galacticraft.planets": 1,
"surface": 1
},
"silent-dimensions": []
}

View file

@ -1,71 +1,92 @@
# Configuration file
affixes {
# A list of type overrides for the affix loot system. Format is <itemname>|<type>. Types are SWORD, RANGED, PICKAXE, SHOVEL, AXE, SHIELD [default: [minecraft:stick|SWORD]]
S:"Equipment Type Overrides" <
minecraft:stick|SWORD
>
# The 1/n chance that a naturally spawned mob will be granted an affix item. [range: 1 ~ 500000, default: 125]
I:"Random Affix Chance"=125
}
bosses {
# The 1/n chance that a naturally spawned mob that can see the sky is transformed into a boss. [range: 1 ~ 500000, default: 85]
I:"Surface Boss Chance"=85
# If a lightning bolt strikes when a surface boss spawn occurs. [default: true]
B:"Surface Boss Lightning"=true
}
frequency {
# The number of generation attempts (per chunk) for boss dungeons. [range: 0 ~ 50000, default: 8]
I:"Boss Dungeon"=8
# The number of generation attempts (per chunk) for boss dungeon variant 2. [range: 0 ~ 50000, default: 8]
I:"Boss Dungeon Variant 2"=8
# The number of generation attempts (per chunk) for ore troves. [range: 0 ~ 50000, default: 8]
I:"Ore Troves"=8
# The number of generation attempts (per chunk) for rogue spawners. [range: 0 ~ 50000, default: 4]
I:"Rogue Spawners"=4
# The 1/n chance (per chunk) that a tome tower may attempt generation. 0 = disabled, lower = more chances. [range: 0 ~ 50000, default: 125]
I:"Tome Tower"=125
}
general {
# The biomes that the deadly module will not generate in. [default: [minecraft:warm_ocean], [minecraft:lukewarm_ocean], [minecraft:cold_ocean], [minecraft:frozen_ocean], [minecraft:deep_warm_ocean], [minecraft:deep_frozen_ocean], [minecraft:deep_lukewarm_ocean], [minecraft:deep_cold_ocean], [minecraft:ocean], [minecraft:deep_ocean]]
S:"Generation Biome Blacklist" <
minecraft:warm_ocean
minecraft:lukewarm_ocean
minecraft:cold_ocean
minecraft:frozen_ocean
minecraft:deep_warm_ocean
minecraft:deep_frozen_ocean
minecraft:deep_lukewarm_ocean
minecraft:deep_cold_ocean
minecraft:ocean
minecraft:deep_ocean
>
# The dimensions that the deadly module will generate in. [default: [overworld]]
S:"Generation Dimension Whitelist" <
overworld
>
# The 1/n chance that a rogue spawner will generate with a CHEST_VALUABLE instead of it's default chest. 0 to disable. [range: 0 ~ 80000, default: 9]
I:"Spawner Rare Loot Chance"=9
}
wanderer {
# If the wandering trader may sell affix loot items as a rare trade. [default: true]
B:"Affix Trades"=true
}
# Configuration file
affixes {
# A list of type overrides for the affix loot system. Format is <itemname>|<type>. Types are SWORD, RANGED, PICKAXE, SHOVEL, AXE, SHIELD [default: [minecraft:stick|SWORD]]
S:"Equipment Type Overrides" <
minecraft:stick|SWORD
>
# The 1/n chance that a naturally spawned mob will be granted an affix item. 0 to disable. [range: 0 ~ 500000, default: 125]
I:"Random Affix Chance"=125
}
bosses {
# If boss items are always cursed. Enable this if you want bosses to be less overpowered by always giving them a negative effect. [default: false]
B:"Curse Boss Items"=false
# The 1/n chance that a naturally spawned mob that can see the sky is transformed into a boss. 0 to disable. [range: 0 ~ 500000, default: 85]
I:"Surface Boss Chance"=85
# If a lightning bolt strikes when a surface boss spawn occurs. [default: true]
B:"Surface Boss Lightning"=true
}
frequency {
# The number of generation attempts (per chunk) for boss dungeons. [range: 0 ~ 50000, default: 8]
I:"Boss Dungeon"=8
# The number of generation attempts (per chunk) for boss dungeon variant 2. [range: 0 ~ 50000, default: 8]
I:"Boss Dungeon Variant 2"=8
# The number of generation attempts (per chunk) for ore troves. [range: 0 ~ 50000, default: 8]
I:"Ore Troves"=8
# The number of generation attempts (per chunk) for rogue spawners. [range: 0 ~ 50000, default: 4]
I:"Rogue Spawners"=4
# The 1/n chance (per chunk) that a tome tower may attempt generation. 0 = disabled, lower = more chances. [range: 0 ~ 50000, default: 125]
I:"Tome Tower"=125
}
general {
# The biomes that the deadly module will not generate in. [default: [minecraft:warm_ocean], [minecraft:lukewarm_ocean], [minecraft:cold_ocean], [minecraft:frozen_ocean], [minecraft:deep_warm_ocean], [minecraft:deep_frozen_ocean], [minecraft:deep_lukewarm_ocean], [minecraft:deep_cold_ocean], [minecraft:ocean], [minecraft:deep_ocean]]
S:"Generation Biome Blacklist" <
minecraft:warm_ocean
minecraft:lukewarm_ocean
minecraft:cold_ocean
minecraft:frozen_ocean
minecraft:deep_warm_ocean
minecraft:deep_frozen_ocean
minecraft:deep_lukewarm_ocean
minecraft:deep_cold_ocean
minecraft:ocean
minecraft:deep_ocean
>
# The dimensions that the deadly module will generate in. [default: [overworld]]
S:"Generation Dimension Whitelist" <
overworld
>
# The 1/n chance that a rogue spawner will generate with a CHEST_VALUABLE instead of it's default chest. 0 to disable. [range: 0 ~ 80000, default: 9]
I:"Spawner Rare Loot Chance"=9
}
rarity {
# The threshold for this rarity. The percentage chance of this rarity appearing is equal to (previous threshold - this threshold) / 10. [range: 0 ~ 1000, default: 400]
I:common=400
# The threshold for this rarity. The percentage chance of this rarity appearing is equal to (previous threshold - this threshold) / 10. [range: 0 ~ 1000, default: 950]
I:epic=950
# The threshold for this rarity. The percentage chance of this rarity appearing is equal to (previous threshold - this threshold) / 10. [range: 0 ~ 1000, default: 1000]
I:mythic=1000
# The threshold for this rarity. The percentage chance of this rarity appearing is equal to (previous threshold - this threshold) / 10. [range: 0 ~ 1000, default: 880]
I:rare=880
# The threshold for this rarity. The percentage chance of this rarity appearing is equal to (previous threshold - this threshold) / 10. [range: 0 ~ 1000, default: 700]
I:uncommon=700
}
wanderer {
# If the wandering trader may sell affix loot items as a rare trade. [default: true]
B:"Affix Trades"=true
}

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@ -0,0 +1,24 @@
[client]
#If true, shows the hunger and saturation values of food in its tooltip while holding SHIFT
showFoodValuesInTooltip = true
#If true, shows the hunger and saturation values of food in its tooltip automatically (without needing to hold SHIFT)
showFoodValuesInTooltipAlways = true
#If true, shows your current saturation level overlayed on the hunger bar
showSaturationHudOverlay = true
#If true, shows the hunger (and saturation if showSaturationHudOverlay is true) that would be restored by food you are currently holding
showFoodValuesHudOverlay = true
#If true, enables the hunger/saturation/health overlays for food in your off-hand
showFoodValuesHudOverlayWhenOffhand = true
#If true, shows your food exhaustion as a progress bar behind the hunger bars
showFoodExhaustionHudUnderlay = true
#If true, adds a line that shows your hunger, saturation, and exhaustion level in the F3 debug overlay
showFoodStatsInDebugOverlay = true
#If true, shows estimated health restored by food on the health bar
showFoodHealthHudOverlay = true
#If true, health/hunger overlay will shake to match Minecraft's icon animations
showVanillaAnimationsOverlay = true
#Alpha value of the flashing icons at their most visible point (1.0 = fully opaque, 0.0 = fully transparent)
#Range: 0.0 ~ 1.0
maxHudOverlayFlashAlpha = 0.65

View file

@ -0,0 +1,52 @@
["basic options"]
#Enable fish mob spawning? Weight & biomes can be modified in the Aquaculture fish loot table
"Enable fish spawning?" = true
"Enable weight for fish? Useful for fishing competitions" = false
"Should fish be added as compostables for the composter/worm farm? (Based on fish, or weight if enabled)" = true
"Should Aquaculture fish be able to be used to breed cats & ocelots?" = true
"Enable debug mode? (Enables additional logging)" = false
"Show Fillet recipes in JEI?" = true
["basic options"."Amount of Message In A Bottle messages"]
#Range: 0 ~ 255
" Used to add additional custom messages" = 29
["neptunium options"]
"Enable recipes for Neptunium items?" = true
"Enable recipes for Neptunium armor?" = true
#Should Neptune's bounty be added as fishing loot? Very rare.
"Add Neptune's Bounty as loot?" = true
["spawn options"]
["spawn options".box_turtle]
#Range: 0 ~ 64
min = 1
#Range: 0 ~ 64
max = 2
#Range: 0 ~ 100
weight = 10
include = ["SWAMP"]
exclude = [""]
["spawn options".arrau_turtle]
#Range: 0 ~ 64
min = 1
#Range: 0 ~ 64
max = 2
#Range: 0 ~ 100
weight = 8
include = ["JUNGLE"]
exclude = [""]
["spawn options".starshell_turtle]
#Range: 0 ~ 64
min = 1
#Range: 0 ~ 64
max = 2
#Range: 0 ~ 100
weight = 5
include = ["TWILIGHT"]
exclude = [""]

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@ -0,0 +1,26 @@
#Common configurations for Atmospheric
[common]
#Values for biome frequencies; lower = more rare. (Requires restart)
#If a biome has a default weight of 0, it generates as a sub-biome and not on its own.
[common.biome_weights]
#Rainforest biome weights
[common.biome_weights.rainforest]
"Rainforest weight" = 1
"Rainforest Mountains weight" = 1
"Rainforest Plateau weight" = 0
"Sparse Rainforest Plateau weight" = 0
"Rainforest Basin weight" = 1
"Sparse Rainforest Basin weight" = 0
#Dunes biome weights
[common.biome_weights.dunes]
"Dunes weight" = 5
"Dunes Hills weight" = 0
"Flourishing Dunes weight" = 0
"Rocky Dunes weight" = 4
"Rocky Dunes Hills weight" = 0
"Petrified Dunes weight" = 0

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#Values for the minecraft:generic.max_health attribute.
[minecraft_generic_max_health]
#Whether or not this attribute should be modified.
enabled = true
#The minimum vallue for the attribute. Changing this may have unforseen consequences.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
min = 1.0
#The maximum value for the attribute.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
max = 65536.0
#Values for the minecraft:generic.follow_range attribute.
[minecraft_generic_follow_range]
#Whether or not this attribute should be modified.
enabled = true
#The minimum vallue for the attribute. Changing this may have unforseen consequences.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
min = 0.0
#The maximum value for the attribute.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
max = 65536.0
#Values for the minecraft:generic.knockback_resistance attribute.
[minecraft_generic_knockback_resistance]
#Whether or not this attribute should be modified.
enabled = true
#The minimum vallue for the attribute. Changing this may have unforseen consequences.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
min = 0.0
#The maximum value for the attribute.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
max = 65536.0
#Values for the minecraft:generic.movement_speed attribute.
[minecraft_generic_movement_speed]
#Whether or not this attribute should be modified.
enabled = true
#The minimum vallue for the attribute. Changing this may have unforseen consequences.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
min = 0.0
#The maximum value for the attribute.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
max = 65536.0
#Values for the minecraft:generic.flying_speed attribute.
[minecraft_generic_flying_speed]
#Whether or not this attribute should be modified.
enabled = true
#The minimum vallue for the attribute. Changing this may have unforseen consequences.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
min = 0.0
#The maximum value for the attribute.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
max = 65536.0
#Values for the minecraft:generic.attack_damage attribute.
[minecraft_generic_attack_damage]
#Whether or not this attribute should be modified.
enabled = true
#The minimum vallue for the attribute. Changing this may have unforseen consequences.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
min = 0.0
#The maximum value for the attribute.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
max = 65536.0
#Values for the minecraft:generic.attack_knockback attribute.
[minecraft_generic_attack_knockback]
#Whether or not this attribute should be modified.
enabled = true
#The minimum vallue for the attribute. Changing this may have unforseen consequences.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
min = 0.0
#The maximum value for the attribute.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
max = 65536.0
#Values for the minecraft:generic.attack_speed attribute.
[minecraft_generic_attack_speed]
#Whether or not this attribute should be modified.
enabled = true
#The minimum vallue for the attribute. Changing this may have unforseen consequences.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
min = 0.0
#The maximum value for the attribute.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
max = 65536.0
#Values for the minecraft:generic.armor attribute.
[minecraft_generic_armor]
#Whether or not this attribute should be modified.
enabled = true
#The minimum vallue for the attribute. Changing this may have unforseen consequences.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
min = 0.0
#The maximum value for the attribute.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
max = 65536.0
#Values for the minecraft:generic.armor_toughness attribute.
[minecraft_generic_armor_toughness]
#Whether or not this attribute should be modified.
enabled = true
#The minimum vallue for the attribute. Changing this may have unforseen consequences.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
min = 0.0
#The maximum value for the attribute.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
max = 65536.0
#Values for the minecraft:generic.luck attribute.
[minecraft_generic_luck]
#Whether or not this attribute should be modified.
enabled = true
#The minimum vallue for the attribute. Changing this may have unforseen consequences.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
min = -1024.0
#The maximum value for the attribute.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
max = 65536.0
#Values for the minecraft:zombie.spawn_reinforcements attribute.
[minecraft_zombie_spawn_reinforcements]
#Whether or not this attribute should be modified.
enabled = true
#The minimum vallue for the attribute. Changing this may have unforseen consequences.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
min = 0.0
#The maximum value for the attribute.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
max = 65536.0
#Values for the minecraft:horse.jump_strength attribute.
[minecraft_horse_jump_strength]
#Whether or not this attribute should be modified.
enabled = true
#The minimum vallue for the attribute. Changing this may have unforseen consequences.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
min = 0.0
#The maximum value for the attribute.
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
max = 65536.0

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[general]
#Can a non-creative user create a portal using the scarab?
"Atum Portal" = true
#Should clientside fog be rendered?
"Atum Fog" = true
["atum start"]
#New players should start in Atum?
"Start in Atum" = false
#Structure that will generate next to the player when starting in Atum (Requires 'Start in Atum' to be enabled). Leave empty for no structure.
"Atum starting structure" = "atum:tent_small"
#Should a portal back to the Overworld generate, when starting in Atum?
"Create Atum Portal" = false
[sandstorm]
#Enable/disables all functionality of sandstorms
"Sandstorm Enabled" = true
#Chance for sandstorms to generate sand layers. The higher the value, the more rare it is. Set to 0 to disable.
#Range: 0 ~ 10000
"Sandstorm Sand Layer" = 60
#Multiplier to fog during sandstorms
#Range: 0 ~ 100
"Sandstorm Fog" = 2
#How light the sand particles are
#Range: 0 ~ 100
"Sandstorm Brightness" = 75
#Base transparency for sand particles
#Range: 0 ~ 100
"Sandstorm Base Transparency" = 10
#Sand particle transparency while wearing Sandstorm reducing helmets
#Range: 0 ~ 100
"Sandstorm Helmet Transparency" = 40
#Seconds it takes to transition from clear to sandstorm
#Range: 0 ~ 100
"Sandstorm Transition Time" = 25
["world gen"]
#Probability of mineshafts generating. Set to 0 to disable. Default value same as vanilla overworld
#Range: 0.0 ~ 1.0
"Minecraft probability" = 0.007
#Specify the amount of ruin variants structures/ruins. Allows for additional ruin structures with a resourcepack
#Range: 1 ~ 999
"Ruins Amount" = 17
#Range: 0 ~ 64
"Shrub frequency, set to 0 to disable" = 1
#Range: 0 ~ 255
"Fossils chance, set to 0 to disable" = 64
#Range: 0 ~ 255
"Dungeon chance, set to 0 to disable" = 8
#Should Sand Layers generate along all edges?
"Enable Sand Layer along edges" = true
["ore gen"]
#All vanilla based ores, uses the vanilla values by default.
#Range: 1 ~ 64
"Coal vein size" = 17
#Range: 0 ~ 64
"Coal count, set to 0 to disable" = 20
#Range: 1 ~ 255
"Coal max height" = 128
#Range: 1 ~ 64
"Iron vein size" = 9
#Range: 0 ~ 64
"Iron count, set to 0 to disable" = 20
#Range: 1 ~ 255
"Iron max height" = 64
#Range: 1 ~ 64
"Gold vein size" = 9
#Range: 0 ~ 64
"Gold count, set to 0 to disable" = 2
#Range: 1 ~ 255
"Gold max height" = 32
#Range: 1 ~ 64
"Redstone vein size" = 8
#Range: 0 ~ 64
"Redstone count, set to 0 to disable" = 8
#Range: 1 ~ 255
"Redstone max height" = 16
#Range: 1 ~ 64
"Diamond vein size" = 8
#Range: 0 ~ 64
"Diamond count, set to 0 to disable" = 1
#Range: 1 ~ 255
"Diamond max height" = 16
#Range: 1 ~ 64
"Lapis vein size" = 7
#Range: 0 ~ 64
"Lapis baseline, set to 0 to disable" = 16
#Range: 1 ~ 64
"Lapis spread" = 16
#Range: 1 ~ 64
"Khnumite vein size" = 6
#Range: 0 ~ 64
"Khnumite count, set to 0 to disable" = 4
#Range: 1 ~ 255
"Khnumite max height" = 20
#Range: 1 ~ 64
"Bone Ore vein size" = 9
#Range: 0 ~ 64
"Bone Ore count, set to 0 to disable" = 12
#Range: 1 ~ 255
"Bone Ore max height" = 128
#Range: 1 ~ 64
"Relic Ore vein size" = 5
#Range: 0 ~ 64
"Relic Ore count, set to 0 to disable" = 4
#Range: 1 ~ 255
"Relic Ore max height" = 64
#Range: 1 ~ 64
"Nebu vein size" = 8
#Range: 0 ~ 64
"Nebu count, set to 0 to disable" = 1
#Range: 1 ~ 255
"Nebu max height" = 64
#Should Emeralds generate in Atum?
"Enable Emeralds" = true
#Range: 1 ~ 64
"Alabaster vein size" = 30
#Range: 0 ~ 64
"Alabaster count, set to 0 to disable" = 10
#Range: 1 ~ 255
"Alabaster max height" = 60
#Range: 1 ~ 64
"Porphyry vein size" = 30
#Range: 0 ~ 64
"Porphyry count, set to 0 to disable" = 10
#Range: 1 ~ 255
"Porphyry max height" = 60
#Range: 1 ~ 64
"Sand pocket vein size" = 28
#Range: 0 ~ 64
"Sand pocket count, set to 0 to disable" = 14
#Range: 1 ~ 255
"Sand pocket max height" = 255
#Range: 1 ~ 64
"Limestone Gravel pocket vein size" = 32
#Range: 0 ~ 64
"Limestone Gravel pocket count, set to 0 to disable" = 10
#Range: 1 ~ 255
"Limestone Gravel pocket max height" = 255
#Range: 1 ~ 64
"Marl vein size" = 14
#Range: 0 ~ 64
"Marl count, set to 0 to disable" = 8
#Range: 1 ~ 255
"Marl max height" = 50
[biome]
#By default 1 in 30 Sand Plains biomes can contain either an Oasis or Dead Oasis. Set to 0 to disable both oases biomes.
#Range: 0 ~ 10000
"Oases chance" = 30
#Sets the percentage chance for oases to generate as an Oasis. The remaining oases will generate as an Dead Oasis. Set to 0 to only get Dead Oasis or to 100 to only get Oasis
#Range: 0 ~ 10000
"Oasis percentage" = 50
[biome.dense_woods]
#Range: -1 ~ 1000
weight = 10
[biome.sparse_woods]
#Range: -1 ~ 1000
weight = 10
[biome.limestone_crags]
#Range: -1 ~ 1000
weight = 3
[biome.limestone_mountains]
#Range: -1 ~ 1000
weight = 5
[biome.sand_dunes]
#Range: -1 ~ 1000
weight = 15
[biome.sand_hills]
#Range: -1 ~ 1000
weight = 10
[biome.sand_plains]
#Range: -1 ~ 1000
weight = 30
[mobs]
#How frequent Bandit patrols are. The higher the number, the less patrols will spawn
#Range: -1 ~ 10000
banditPatrolFrequency = 1000
#How long time is required for an Assassin to spawn. The higher the number, the less frequent Assassin will spawn
#Range: 1 ~ 10000
markedForDeathFrequency = 1000
[mobs.desert_rabbit]
#Range: -1 ~ 63
min = 2
#Range: 1 ~ 64
max = 3
#Range: -1 ~ 1000
weight = 5
[mobs.bat]
#Range: -1 ~ 63
min = 4
#Range: 1 ~ 64
max = 8
#Range: -1 ~ 1000
weight = 4
[mobs.quail]
#Range: -1 ~ 63
min = 2
#Range: 1 ~ 64
max = 4
#Range: -1 ~ 1000
weight = 3
[mobs.bonestorm]
#Range: -1 ~ 63
min = 1
#Range: 1 ~ 64
max = 2
#Range: -1 ~ 1000
weight = 5
[mobs.forsaken]
#Range: -1 ~ 63
min = 1
#Range: 1 ~ 64
max = 4
#Range: -1 ~ 1000
weight = 22
[mobs.mummy]
#Range: -1 ~ 63
min = 1
#Range: 1 ~ 64
max = 3
#Range: -1 ~ 1000
weight = 30
[mobs.wraith]
#Range: -1 ~ 63
min = 1
#Range: 1 ~ 64
max = 2
#Range: -1 ~ 1000
weight = 10
[mobs.stoneguard]
#Range: -1 ~ 63
min = 1
#Range: 1 ~ 64
max = 2
#Range: -1 ~ 1000
weight = 34
[mobs.tarantula]
#Range: -1 ~ 63
min = 1
#Range: 1 ~ 64
max = 3
#Range: -1 ~ 1000
weight = 20
[mobs.camel]
#Range: -1 ~ 63
min = 2
#Range: 1 ~ 64
max = 6
#Range: -1 ~ 1000
weight = 6
[mobs.desert_wolf]
#Range: -1 ~ 63
min = 2
#Range: 1 ~ 64
max = 4
#Range: -1 ~ 1000
weight = 6
["mod integration"]
theoneprobe = true

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#Common configurations for Bayou Blues
[common]
#Lily flower configuration
[common.lily_flowers]
#Lily bonemeal behavior. 0=none. 1=bonemealing lily pad grows lily flowers. 2=bonemealing lily flower gives you more of it.
"Lily bonemeal behavior" = 1
"Lily flower spawns in the world" = true
#Values for biome frequencies; lower = more rare. (Requires restart)
[common.biome_weights]
"Bayou weight" = 1
"Bayou Hills weight" = 0

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defaultUncompletedIconColor = "#FFFFFF"
defaultUncompletedTitleColor = "#0489C1"
defaultCompletedIconColor = "#DBA213"
defaultCompletedTitleColor = "#DBA213"
doAdvancementsBackgroundFade = true
showDebugCoordinates = false
orderTabsAlphabetically = false
#Values below 50% might give odd results, use on own risk ;)
#Range: 1 ~ 100
uiScaling = 100
#Lists the criteria for partially completed advancements, e.g. the biomes required for 'Adventuring Time'
# Off: Vanilla default
# Default: List which criteria you have already obtained
# Spoiler: Only reveal unobtained criteria
# All: Show both obtained and unobtained criteria
criteriaDetail = "Default"
criteriaDetailRequiresShift = false
addInventoryButton = false
defaultDrawDirectLines = false
defaultHideLines = false
defaultCompletedLineColor = "#FFFFFF"
defaultUncompletedLineColor = "#FFFFFF"

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[general]
#A very subtle animation, makes a pig's snout move when it oinks.
#It only moves up and down ever so slightly, but it's there. Just a little bit more life for your livestock.
#And don't you forget about the floaty ears! Pretty big for such a small animal.
"Oinky Pig" = true
#This one makes the knees of zombie-like and piglin-like mobs bend when they walk around.
#Looks pretty fluid and nice. You'll like it, trust me.
"Bending Humanoid Knees" = true
#This one makes chicken beaks open and close when they cluck.
#When they strut their heads move back and forth, the red thing under their beak swings around and their wings flap a little. Just like the real deal!
"Bucka Bucka Chicken" = true
#This one makes llamas open their mouth when spitting. How have they been doing that before?!
"Spitful Llama" = true
#A truly stunning visual addition. Spiders now finally have the knees they've always dreamed of.
"Spider Knees" = true
#Gives a jellyfish-like effect to the swimming animation of squids.
#Also makes their tentacles flow more while moving.
"Squiggly Squid Tentacles" = true
#A pleasing visual change; this makes the insides of slimes flow around like liquid.
#They splish-splosh about even more when they jump. The eyes, the mouth, and the core itself all move independently.
"Jiggly Liquidy Slime" = true
#Remember that one very popular "TNT" music video by CaptainSparklez with the really cute wobbly Creeper?
#Well, it's in the game now. The full thing, the real deal, exactly like the video.
"Wobbly Creeper" = true
#This makes the udders on cows wobble around when they walk.
#Also makes their udders have nipples.
"Wobbly Cow Udder" = true
#Changes wolf tails to be fluffier and flowier, wagging realistically while they stand and run.
#Also makes tamed wolves lie down instead of sitting. Hold up some meat and they'll roll over, too.
"Playful Doggy" = true
#If an enderman is angry it will wave its arms around wildly while chasing its target.
#Suits their twisted nature very well.
"Arm Flailing Enderman" = true
#This one is pretty kneat. It makes sheep actually bend down to eat grass.
#It's no longer just their head lowering, their whole body lowers down to get a sweet sample of that succulent cellulose.
#Did you notice their KNEES bend too when they kneel?
"Kneeling Sheep" = true
#Takes away the stick tails of the current cats and gives them something nicer instead.
#Fully animated flowing tails that move while they stand or run, and even curl around their bodies when they sit.
"Curly Cat Tail" = true
#This makes a snowman's arm swing when it throws a snowball.
"Animated Snow Man Stick" = true
#Divides ghast tentacles into parts and makes them wiggle realistically, like those tentacle monsters you always see at the movies.
#Makes them a little more scary, but ultimately nicer to look at.
"Wiggly Ghast Tentacles" = true
#A collection of small animations for the player.
"Animated Player" = true
#Takes away the stick tails of the current ocelots and gives them something nicer instead.
#Fully animated flowing tails that move while they stand or run.
"Flowy Ocelot Tail" = true
#Adds a custom death animation to magma cubes, which causes their bodies to form into a pile of steamy, delicious hamburger patties when they die.
#Unfortunately, you can't eat them because they're way too hot.
"Magma Cube Burger" = true
#A subtle change; this makes iron golems wiggle their big noses whenever they're hurt.
#Exactly the same animation as for villagers, except for iron golems!
"Wiggly Iron Golem Nose" = true
#A subtle change; this makes villagers wiggle their big noses whenever they make their iconic sound.
#It's a small change, but who doesn't get a kick out of it?
"Wiggly Villager Nose" = true
#Makes horses more lively again, just like they used to be in older versions.
#Does this by adding back their mouth and knees while staying true to the vanilla model style.
"Familiar Horse" = true
[oinky_pig]
#Mob variants these model changes shouldn't be applied to.
#Format for every entry is "<namespace>:<path>". Path may use asterisk as wildcard parameter. Tags are not supported.
"Mob Blacklist" = []
#Mob sounds to play a unique animation for.
#Useful for adding support for modded mob variants which have different sounds from their vanilla counterparts.
#Format for every entry is "<namespace>:<path>". Path may use asterisk as wildcard parameter. Tags are not supported.
"Mob Sounds" = ["minecraft:entity.pig.ambient"]
#Fancy ears for pigs, just like piglins have them.
"Floaty Ears" = true
#Animation swing speed for ear floatiness.
#Range: 1 ~ 20
"Ear Animation Speed" = 10
[bending_humanoid_knees]
#Mob variants these model changes shouldn't be applied to.
#Format for every entry is "<namespace>:<path>". Path may use asterisk as wildcard parameter. Tags are not supported.
"Mob Blacklist" = []
[bucka_bucka_chicken]
#Mob variants these model changes shouldn't be applied to.
#Format for every entry is "<namespace>:<path>". Path may use asterisk as wildcard parameter. Tags are not supported.
"Mob Blacklist" = []
#Mob sounds to play a unique animation for.
#Useful for adding support for modded mob variants which have different sounds from their vanilla counterparts.
#Format for every entry is "<namespace>:<path>". Path may use asterisk as wildcard parameter. Tags are not supported.
"Mob Sounds" = ["minecraft:entity.chicken.ambient"]
#Make bill a lot slimmer so chickens look less like ducks.
#This option will only change after the game has been restarted.
"Slim Bill" = true
#Move head back and forth when chicken is walking.
"Move Head" = true
#Wiggle chin when chicken is walking.
"Wiggle Wattles" = true
#Flap wings when chicken is walking.
"Flap Wings" = true
#Animation swing speed for head movement.
#Range: 1 ~ 20
"Head Animation Speed" = 4
#Animation swing speed for wattles movement.
#Range: 1 ~ 20
"Wattles Animation Speed" = 5
#Animation swing speed of wing flapping.
#Range: 1 ~ 20
"Wing Animation Speed" = 3
[spitful_llama]
#Mob variants these model changes shouldn't be applied to.
#Format for every entry is "<namespace>:<path>". Path may use asterisk as wildcard parameter. Tags are not supported.
"Mob Blacklist" = []
#Mob sounds to play a unique animation for.
#Useful for adding support for modded mob variants which have different sounds from their vanilla counterparts.
#Format for every entry is "<namespace>:<path>". Path may use asterisk as wildcard parameter. Tags are not supported.
"Mob Sounds" = ["minecraft:entity.llama.spit"]
[spider_knees]
#Mob variants these model changes shouldn't be applied to.
#Format for every entry is "<namespace>:<path>". Path may use asterisk as wildcard parameter. Tags are not supported.
"Mob Blacklist" = []
[squiggly_squid_tentacles]
#Mob variants these model changes shouldn't be applied to.
#Format for every entry is "<namespace>:<path>". Path may use asterisk as wildcard parameter. Tags are not supported.
"Mob Blacklist" = []
#Define length for tentacles.
#This option will only change after the game has been restarted.
#Range: 1 ~ 8
"Tentacles Length" = 8
[jiggly_liquidy_slime]
#Mob variants these model changes shouldn't be applied to.
#Format for every entry is "<namespace>:<path>". Path may use asterisk as wildcard parameter. Tags are not supported.
"Mob Blacklist" = []
#Animation swing speed of inner slime parts.
#Range: 1 ~ 20
"Animation Speed" = 5
[wobbly_creeper]
#Mob variants these model changes shouldn't be applied to.
#Format for every entry is "<namespace>:<path>". Path may use asterisk as wildcard parameter. Tags are not supported.
"Mob Blacklist" = []
#Different directional behaviour modes for the walking animation.
#Allowed Values: SIDE, FRONT, CIRCLE, RANDOM
"Wobble Direction" = "SIDE"
[wobbly_cow_udder]
#Mob variants these model changes shouldn't be applied to.
#Format for every entry is "<namespace>:<path>". Path may use asterisk as wildcard parameter. Tags are not supported.
"Mob Blacklist" = []
#Animation swing speed of utter when the cow is walking.
#This option will only change after the game has been restarted.
#Range: 1 ~ 20
"Animation Speed" = 5
#Render tiny nipples on a cow's utter.
"Show Nipples" = true
#Should calves show an utter.
"Calf Utter" = false
[playful_doggy]
#Mob variants these model changes shouldn't be applied to.
#Format for every entry is "<namespace>:<path>". Path may use asterisk as wildcard parameter. Tags are not supported.
"Mob Blacklist" = []
#Define tail length.
#This option will only change after the game has been restarted.
#Range: 1 ~ 7
"Tail Length" = 7
#Make wolf tail fluffy.
#This option will only change after the game has been restarted.
"Fluffy Tail" = true
#Animation swing speed for tail.
#Range: 1 ~ 20
"Animation Speed" = 5
#Pose and behaviour when sitting.
#By default makes wolves lie down instead, and roll over when a nearby player is holding a piece meat.
#Allowed Values: DEFAULT, LIE_DOWN, ROLL_OVER, LIE_DOWN_AND_BEG_FOR_MEAT
"Sitting Behaviour" = "LIE_DOWN_AND_BEG_FOR_MEAT"
[arm_flailing_enderman]
#Mob variants these model changes shouldn't be applied to.
#Format for every entry is "<namespace>:<path>". Path may use asterisk as wildcard parameter. Tags are not supported.
"Mob Blacklist" = []
#Animation swing speed for arms.
#Range: 1 ~ 20
"Animation Speed" = 5
[kneeling_sheep]
#Mob variants these model changes shouldn't be applied to.
#Format for every entry is "<namespace>:<path>". Path may use asterisk as wildcard parameter. Tags are not supported.
"Mob Blacklist" = []
[curly_cat_tail]
#Mob variants these model changes shouldn't be applied to.
#Format for every entry is "<namespace>:<path>". Path may use asterisk as wildcard parameter. Tags are not supported.
"Mob Blacklist" = []
#Define tail length.
#This option will only change after the game has been restarted.
#Range: 1 ~ 15
"Tail Length" = 15
#Animation swing speed for tail.
#Range: 1 ~ 20
"Animation Speed" = 7
[animated_snow_man_stick]
#Mob variants these model changes shouldn't be applied to.
#Format for every entry is "<namespace>:<path>". Path may use asterisk as wildcard parameter. Tags are not supported.
"Mob Blacklist" = []
#Mob sounds to play a unique animation for.
#Useful for adding support for modded mob variants which have different sounds from their vanilla counterparts.
#Format for every entry is "<namespace>:<path>". Path may use asterisk as wildcard parameter. Tags are not supported.
"Mob Sounds" = ["minecraft:entity.snow_golem.shoot"]
[wiggly_ghast_tentacles]
#Mob variants these model changes shouldn't be applied to.
#Format for every entry is "<namespace>:<path>". Path may use asterisk as wildcard parameter. Tags are not supported.
"Mob Blacklist" = []
#Define the max length of tentacles.
#This option will only change after the game has been restarted.
#Range: 2 ~ 14
"Max Tentacles Length" = 14
#Animation swing speed of tentacles.
#Range: 1 ~ 20
"Animation Speed" = 5
[animated_player]
#Animate eating in third-person view.
"Eating Animation" = true
#The player's arms actually move when rowing in a boat.
"Rowing Animation" = true
#Make the player hold on to a horse's reins.
"Riding Animation" = true
#Unique items the player should take a closer look at when holding.
"Inspectable Items" = ["minecraft:compass", "minecraft:clock"]
[flowy_ocelot_tail]
#Mob variants these model changes shouldn't be applied to.
#Format for every entry is "<namespace>:<path>". Path may use asterisk as wildcard parameter. Tags are not supported.
"Mob Blacklist" = []
#Define tail length.
#This option will only change after the game has been restarted.
#Range: 1 ~ 15
"Tail Length" = 15
#Animation swing speed for tail.
#Range: 1 ~ 20
"Animation Speed" = 7
[magma_cube_burger]
#Mob variants these model changes shouldn't be applied to.
#Format for every entry is "<namespace>:<path>". Path may use asterisk as wildcard parameter. Tags are not supported.
"Mob Blacklist" = []
[sound_detection]
#Block range for sound detection system to look for a mob that made a certain sound on the server, so the client may play an animation.
#Range: 0.5 ~ 8.0
"Sound Detection Range" = 1.5
[wiggly_iron_golem_nose]
#Mob variants these model changes shouldn't be applied to.
#Format for every entry is "<namespace>:<path>". Path may use asterisk as wildcard parameter. Tags are not supported.
"Mob Blacklist" = []
[wiggly_villager_nose]
#Mob variants these model changes shouldn't be applied to.
#Format for every entry is "<namespace>:<path>". Path may use asterisk as wildcard parameter. Tags are not supported.
"Mob Blacklist" = []
#Mob sounds to play a unique animation for.
#Useful for adding support for modded mob variants which have different sounds from their vanilla counterparts.
#Format for every entry is "<namespace>:<path>". Path may use asterisk as wildcard parameter. Tags are not supported.
"Mob Sounds" = ["minecraft:entity.villager.ambient", "minecraft:entity.villager.trade", "minecraft:entity.wandering_trader.ambient", "minecraft:entity.wandering_trader.trade"]
[familiar_horse]
#Mob variants these model changes shouldn't be applied to.
#Format for every entry is "<namespace>:<path>". Path may use asterisk as wildcard parameter. Tags are not supported.
"Mob Blacklist" = []

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#World Spawning and Generation options for Better Default Biomes.
[World]
#Define which mobs should spawn. (Default: "true" for all mobs.)
[World.Mob_Spawning]
Hunter = true
Jungle_Creeper = true
Lost_Miner = true
Desert_Bandit = true
Frozen_Zombie = true
Muddy_Pig = true
Camel = true
Duck = true
Zebra = true
Frog = true
#Turn off world generation features in Better Default Biomes.
[World.Generation]
[World.Generation.Trees]
Palm_Trees = true
Swamp_Willow_Trees = true
[World.Generation.Plants]
Feather_Reed_Grass = true
Dead_Grass = true
Short_Grass = true
Dune_Grass = true
Tall_Water_Reeds = true
[World.Generation.Flowers]
Pink_Cactus_Flower = true
Purple_Verbena = true
Mushrooms = true
Blue_Poppy = true
Dark_Violet = true
#Disable Enchantments from Better Default Biomes. (Default: "true" for all Enchantments.)
[Enchanting]
#Mobs in a small area around the Player get the Glowing effect.
enable_scout = true
#Bows/Crossbows do more damage against animals.
enable_hunting = true
#Horse Protection Enchantments like the Vanilla Protection Enchantments for the Player.
enable_horse_protection = true
#Thorns for Shields.
enable_spikes = true
#Knockback for Shields.
enable_guard = true
#Horses float in water.
enable_floating = true
[Enchanting.Smelting_Touch]
#Smelt blocks when mining.
enable_smelting_touch = true
#Sets Mobs/Players on fire when attacked.
set_on_fire = true
#Item configurations for Better Default Biomes. (Default: "true" for all settings.)
[Item]
[Item.Torch_Arrow]
#Set Mobs/Players on fire when hit by a Torch Arrow.
set_on_fire = true
#Trading configurations for Better Default Biomes. (Default: "true" for all settings.)
[Trading]
#Enable trades added by Better Default Biomes.
enable_trades = true
#Extensive Config options for all the Mobs.
[Mobs]
#Config options for the Hunter and Variants.
[Mobs.Hunter]
#Spawn weight for the Hunter. (Default: 90)
#Range: 0 ~ 10000
weight = 90
#Minimum amount of Hunters to spawn in a group. (Default: 1)
min_group = 1
#Maximum amount of Hunters to spawn in a group. (Default: 3)
max_group = 3
#Drop chance for the "Hunter's Bow" (Default: 8)
#Range: 0 ~ 200
drop_chance = 8
#Spawn Biomes/BiomeCategories where the Hunter will spawn.
#To add Biomes or Categories:
#["Category 1", "Category 2", "Biome 1", "Biome 2", etc...]
spawn_biomes = ["jungle"]
#The Head Hunter is a special variant of the Hunter. It's even more deadly!
[Mobs.Hunter.Head_Hunter]
#Enables the spawning of the Head Hunter. (Default: true)
head_hunter = true
#Spawn weight for the Head Hunter. (Default: 10)
#Range: 0 ~ 10000
weight = 10
#This is the interval between shots.
[Mobs.Hunter.Head_Hunter.Firing_Speed]
#Tweak the firing speed of the Head Hunter. (Default: 20)
#For reference: The Vanilla Skeleton firing speed is: 40.
firing_speed = 20
#Tweak the firing speed of the Head Hunter for the Hard Difficulty. (Default: 10)
#For reference: The Vanilla Skeleton firing speed for the Hard difficulty is: 20.
firing_speed_hard = 10
[Mobs.Jungle_Creeper]
#Spawn weight for the Jungle Creeper. (Default: 90)
#Range: 0 ~ 10000
weight = 90
#Minimum amount of Jungle Creepers to spawn in a group. (Default: 1)
min_group = 1
#Maximum amount of Jungle Creepers to spawn in a group. (Default: 3)
max_group = 3
#Spawn Biomes/BiomeCategories where the Jungle Creeper will spawn.
#To add Biomes or Categories:
#["Category 1", "Category 2", "Biome 1", "Biome 2", etc...]
spawn_biomes = ["jungle"]
[Mobs.Lost_Miner]
#Spawn weight for the Lost Miner. (Default: 160)
#Range: 0 ~ 10000
weight = 160
#Minimum amount of Lost Miners to spawn in a group. (Default: 1)
min_group = 1
#Maximum amount of Lost Miners to spawn in a group. (Default: 3)
max_group = 3
#Drop chance for the "Miner's Pickaxe" and "Miner's Helmet" (Default: 8)
#Range: 0 ~ 200
drop_chance = 8
#The Lost Miner spawns in all Biomes by default.
#These Biomes/BiomeTypes will be removed from the Spawn List.
remove_biomes = ["nether", "the_end"]
[Mobs.Desert_Bandit]
#Spawn weight for the Desert Bandits. (Default: 90)
#Range: 0 ~ 10000
weight = 90
#Spawn Biomes/BiomeCategories where the Desert Bandits will spawn.
#To add Biomes or Categories:
#["Category 1", "Category 2", "Biome 1", "Biome 2", etc...]
spawn_biomes = ["desert"]
[Mobs.Frozen_Zombie]
#Spawn weight for the Frozen Zombie. (Default: 95)
#Range: 0 ~ 10000
weight = 95
#Minimum amount of Frozen Zombies to spawn in a group. (Default: 4)
min_group = 4
#Maximum amount of Frozen Zombies to spawn in a group. (Default: 4)
max_group = 4
#Spawn Biomes/BiomeCategories where the Frozen Zombie will spawn.
#To add Biomes or Categories:
#["Category 1", "Category 2", "Biome 1", "Biome 2", etc...]
spawn_biomes = ["taiga", "icy"]
#Removes Vanilla Zombie Spawning in these Biomes. (Default: true)
remove_vanilla_zombies = true
[Mobs.Muddy_Pig]
#Spawn weight for the Muddy Pig. (Default: 10)
#Range: 0 ~ 10000
weight = 10
#Minimum amount of Muddy Pigs to spawn in a group. (Default: 4)
min_group = 4
#Maximum amount of Muddy Pigs to spawn in a group. (Default: 4)
max_group = 4
#Spawn Biomes/BiomeCategories where the Muddy Pig will spawn.
#To add Biomes or Categories:
#["Category 1", "Category 2", "Biome 1", "Biome 2", etc...]
spawn_biomes = ["swamp"]
#Removes Vanilla Pig Spawning in these Biomes. (Default: true)
remove_vanilla_pigs = true
[Mobs.Camel]
#Spawn weight for the Camel. (Default: 1)
#Range: 0 ~ 10000
weight = 1
#Minimum amount of Camels to spawn in a group. (Default: 2)
min_group = 2
#Maximum amount of Camels to spawn in a group. (Default: 3)
max_group = 3
#Spawn Biomes/BiomeCategories where the Camel will spawn.
#To add Biomes or Categories:
#["Category 1", "Category 2", "Biome 1", "Biome 2", etc...]
spawn_biomes = ["desert"]
[Mobs.Duck]
#Spawn weight for the Duck. (Default: 10)
#Range: 0 ~ 10000
weight = 10
#Minimum amount of Ducks to spawn in a group. (Default: 4)
min_group = 4
#Maximum amount of Ducks to spawn in a group. (Default: 4)
max_group = 4
#Spawn Biomes/BiomeCategories where the Duck will spawn.
#To add Biomes or Categories:
#["Category 1", "Category 2", "Biome 1", "Biome 2", etc...]
spawn_biomes = ["swamp"]
#Removes Vanilla Chicken Spawning in these Biomes. (Default: true)
remove_vanilla_chickens = true
#This feature is disabled for now as it requires more testing.
jockey = false
[Mobs.Zebra]
#Spawn weight for the Zebra. (Default: 12)
#Range: 0 ~ 10000
weight = 12
#Minimum amount of Zebras to spawn in a group. (Default: 2)
min_group = 2
#Maximum amount of Zebras to spawn in a group. (Default: 4)
max_group = 4
#Spawn Biomes/BiomeCategories where the Zebra will spawn.
#To add Biomes or Categories:
#["Category 1", "Category 2", "Biome 1", "Biome 2", etc...]
spawn_biomes = ["savanna", "minecraft:plains"]
[Mobs.Frog]
#Spawn weight for the Frog. (Default: 10)
#Range: 0 ~ 10000
weight = 10
#Minimum amount of Frogs to spawn in a group. (Default: 2)
min_group = 2
#Maximum amount of Frogs to spawn in a group. (Default: 4)
max_group = 4
#Spawn Biomes/BiomeCategories where the Frog will spawn.
#To add Biomes or Categories:
#["Category 1", "Category 2", "Biome 1", "Biome 2", etc...]
spawn_biomes = ["swamp"]
#Extensive Config options for all the Generation Features.
[Generation]
[Generation.Trees]
[Generation.Trees.Palm_Trees]
#Generation Biomes/BiomeCategories where Palm Trees will generate.
#To add Biomes or Categories:
#["Category 1", "Category 2", "Biome 1", "Biome 2", etc...]
generation_biomes = ["minecraft:beach"]
[Generation.Trees.Swamp_Willow_Trees]
#Generation Biomes/BiomeCategories where Swamp Willow Trees will generate.
#To add Biomes or Categories:
#["Category 1", "Category 2", "Biome 1", "Biome 2", etc...]
generation_biomes = ["swamp"]
#Debug options for Better Default Biomes.
[Debug]
#Enables the "BetterDefaultBiomes (Extra Info)" files to be generated by the mod. (Default: false)
extra_info_files = false
#Logger options.
[Debug.Loggers]
#Enables a logger for more info about the registered spawns of the Mobs with selected SpawnBiomes. (Default: false)
spawn_logger = false
#Enables a logger for more info about the registered spawns of the Mobs that spawn in all Biomes by default. This is separate to avoid spam. (Default: false)
spawn_logger_all = false
#Enables a logger for more info about the removed vanilla spawns. (Default: false)
remove_spawn_logger = false
#Define which mobs should have the Glowing effect. (Default: "false" for all mobs.)
[Debug.Glowing_Mobs]
Hunter = false
Jungle_Creeper = false
Lost_Miner = false
Desert_Bandit = false
Frozen_Zombie = false
Muddy_Pig = false
Camel = false
Duck = false
Zebra = false
Frog = false

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{
"name": "duck_food",
"requirement": "A minimum of 1 Item is required.",
"info": [
"item; Can be an Item name like: minecraft:wheat. Or it can be an Item Tag like: tag:forge:seeds.",
"breeding; Determines if this Item can be used to breed.",
"healAmount; Is the amount of half a hearts this Item will heal.",
"growthAmount; Is the amount of ticks this Item will advance the Age of a Baby. A Baby needs 24000 ticks to become an adult.",
"(20 ticks is 1 second. This means that a Baby needs 1200 seconds, or 20 minutes, to become an adult.)"
],
"items": [
{
"item": "tag:forge:seeds",
"breeding": true,
"healAmount": 1,
"growthAmount": 30
},
{
"item": "minecraft:sweet_berries",
"breeding": true,
"healAmount": 1,
"growthAmount": 40
}
]
}

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{
"name": "frog_food",
"requirement": "A minimum of 1 Item is required.",
"info": [
"item; Can be an Item name like: minecraft:wheat. Or it can be an Item Tag like: tag:forge:seeds.",
"breeding; Determines if this Item can be used to breed.",
"healAmount; Is the amount of half a hearts this Item will heal.",
"growthAmount; Is the amount of ticks this Item will advance the Age of a Baby. A Baby needs 24000 ticks to become an adult.",
"(20 ticks is 1 second. This means that a Baby needs 1200 seconds, or 20 minutes, to become an adult.)"
],
"items": [
{
"item": "minecraft:spider_eye",
"breeding": true,
"healAmount": 2,
"growthAmount": 40
}
]
}

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{
"name": "zebra_food",
"requirement": "A minimum of 1 Item is required.",
"info": [
"item; Can be an Item name like: minecraft:wheat. Or it can be an Item Tag like: tag:forge:seeds.",
"breeding; Determines if this Item can be used to breed.",
"healAmount; Is the amount of half a hearts this Item will heal.",
"growthAmount; Is the amount of ticks this Item will advance the Age of a Baby. A Baby needs 24000 ticks to become an adult.",
"(20 ticks is 1 second. This means that a Baby needs 1200 seconds, or 20 minutes, to become an adult.)"
],
"items": [
{
"item": "minecraft:wheat",
"breeding": true,
"healAmount": 2,
"growthAmount": 20
},
{
"item": "minecraft:hay_block",
"breeding": true,
"healAmount": 20,
"growthAmount": 180
},
{
"item": "minecraft:sugar",
"breeding": false,
"healAmount": 1,
"growthAmount": 30
},
{
"item": "minecraft:apple",
"breeding": false,
"healAmount": 3,
"growthAmount": 60
},
{
"item": "minecraft:carrot",
"breeding": false,
"healAmount": 3,
"growthAmount": 60
},
{
"item": "minecraft:golden_carrot",
"breeding": false,
"healAmount": 4,
"growthAmount": 60
},
{
"item": "minecraft:golden_apple",
"breeding": false,
"healAmount": 10,
"growthAmount": 240
},
{
"item": "minecraft:enchanted_golden_apple",
"breeding": false,
"healAmount": 20,
"growthAmount": 240
}
]
}

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["YUNG's Better Dungeons"]
###########################################################################################################
## General settings.
###########################################################################################################
["YUNG's Better Dungeons".General]
# Whether or not dungeons should be allowed to place skeleton skulls and other mob heads.
# This option may be useful for some modpack creators.
# Default: true
"Enable Skulls & Heads" = true
# Whether or not vanilla dungeons should be prevented from spawning in the world.
# It is recommended to disable these, since the Small Dungeons are very similar in design.
# Default: true
"Remove Vanilla Dungeons" = true
# Some dungeons can rarely spawn Nether-related blocks such as soul sand, soul campfires, and soul lanterns.
# Note that the blocks will be purely decorative - nothing progression-breaking like Ancient Debris.
# Set this to false to prevent any Nether-related blocks from spawning in dungeons.
# This option may be useful for some modpack creators.
# Default: true
"Enable Nether Blocks in Dungeons" = true
###########################################################################################################
## Spider Dungeon settings.
###########################################################################################################
["YUNG's Better Dungeons"."Spider Dungeons"]
# The minimum y-value at which the STARTING POINT of the spider dungeon can spawn.
# Note that this point is the top of the spider dungeon, so the various pieces of the dungeon can extend far below it.
# Any parts that spawn above the surface (according to the heightmap) will not be placed.
# Default: 70
"Spider Dungeon Min Start Y" = 70
# The maximum y-value at which the STARTING POINT of the spider dungeon can spawn.
# Note that this point is the top of the spider dungeon, so the various pieces of the dungeon can extend far below it.
# Any parts that spawn above the surface (according to the heightmap) will not be placed.
# Default: 71
"Spider Dungeon Max Start Y" = 71
# Whether or not Spider Dungeons from Better Dungeons should spawn.
# Default: true
"Spawn Spider Dungeons" = true
# The average number of chunks between adjacent Spider Dungeons.
# This controls how often Spider Dungeons spawn. Higher value = more rare.
# Default: 44
"Spider Dungeon Average Separation Distance" = 44
# List of dimensions that will have Spider Dungeons.
# List must be comma-separated values enclosed in square brackets.
# Entries must have the mod namespace included.
# For example: "[minecraft:overworld, minecraft:the_nether, undergarden:undergarden]"
# Default: "[minecraft:overworld]"
"Spider Dungeon Whitelisted Dimensions" = "[minecraft:overworld]"
# List of biomes that will NOT have Spider Dungeons.
# List must be comma-separated values enclosed in square brackets.
# Entries must have the mod namespace included.
# For example: "[minecraft:plains, byg:alps]"
# Default: "[minecraft:ocean, minecraft:frozen_ocean, minecraft:deep_ocean, minecraft:warm_ocean, minecraft:lukewarm_ocean, minecraft:cold_ocean, minecraft:deep_lukewarm_ocean, minecraft:deep_cold_ocean, minecraft:deep_frozen_ocean, minecraft:beach, minecraft:snowy_beach, minecraft:river, minecraft:frozen_river, minecraft:deep_warm_ocean]"
"Spider Dungeon Blacklisted Biomes" = "[minecraft:ocean, minecraft:frozen_ocean, minecraft:deep_ocean, minecraft:warm_ocean, minecraft:lukewarm_ocean, minecraft:cold_ocean, minecraft:deep_lukewarm_ocean, minecraft:deep_cold_ocean, minecraft:deep_frozen_ocean, minecraft:beach, minecraft:snowy_beach, minecraft:river, minecraft:frozen_river, minecraft:deep_warm_ocean]"
# Whether or not Cobbedstone from Quark should be used when generating Spider Caves, if Quark is installed.
# If Quark is not installed, this setting has no effect.
# Default: true
"Use Quark Cobbedstone" = true
###########################################################################################################
## Skeleton Dungeon settings.
###########################################################################################################
["YUNG's Better Dungeons"."Skeleton Dungeons"]
# The minimum y-value at which the STARTING POINT of the skeleton dungeon can spawn.
# Note that this point is the bottom of the skeleton dungeon, so the various pieces of the dungeon can extend above it.
# Default: 11
"Skeleton Dungeon Min Start Y" = 11
# The maximum y-value at which the STARTING POINT of the skeleton dungeon can spawn.
# Note that this point is the bottom of the skeleton dungeon, so the various pieces of the dungeon can extend above it.
# Default: 30
"Skeleton Dungeon Max Start Y" = 30
# Whether or not Skeleton Dungeons from Better Dungeons should spawn.
# Default: true
"Spawn Skeleton Dungeons" = true
# The average number of chunks between adjacent Skeleton Dungeons.
# This controls how often Skeleton Dungeons spawn. Higher value = more rare.
# Default: 46
"Skeleton Dungeon Average Separation Distance" = 46
# List of dimensions that will have Skeleton Dungeons.
# List must be comma-separated values enclosed in square brackets.
# Entries must have the mod namespace included.
# For example: "[minecraft:overworld, minecraft:the_nether, undergarden:undergarden]"
# Default: "[minecraft:overworld]"
"Skeleton Dungeon Whitelisted Dimensions" = "[minecraft:overworld]"
# List of biomes that will NOT have Skeleton Dungeons.
# List must be comma-separated values enclosed in square brackets.
# Entries must have the mod namespace included.
# For example: "[minecraft:plains, byg:alps]"
# Default: "[minecraft:ocean, minecraft:frozen_ocean, minecraft:deep_ocean, minecraft:warm_ocean, minecraft:lukewarm_ocean, minecraft:cold_ocean, minecraft:deep_lukewarm_ocean, minecraft:deep_cold_ocean, minecraft:deep_frozen_ocean, minecraft:beach, minecraft:snowy_beach, minecraft:river, minecraft:frozen_river, minecraft:deep_warm_ocean]"
"Skeleton Dungeon Blacklisted Biomes" = "[minecraft:ocean, minecraft:frozen_ocean, minecraft:deep_ocean, minecraft:warm_ocean, minecraft:lukewarm_ocean, minecraft:cold_ocean, minecraft:deep_lukewarm_ocean, minecraft:deep_cold_ocean, minecraft:deep_frozen_ocean, minecraft:beach, minecraft:snowy_beach, minecraft:river, minecraft:frozen_river, minecraft:deep_warm_ocean]"
###########################################################################################################
## Zombie Dungeon settings.
###########################################################################################################
["YUNG's Better Dungeons"."Zombie Dungeons"]
# The minimum y-value at which the STARTING POINT of the zombie dungeon can spawn.
# Note that this point is the bottom of the zombie dungeon, so the various pieces of the dungeon can extend below it.
# Default: 50
"Zombie Dungeon Min Start Y" = 50
# The maximum y-value at which the STARTING POINT of the zombie dungeon can spawn.
# Note that this point is the bottom of the zombie dungeon, so the various pieces of the dungeon can extend below it.
# Default: 51
"Zombie Dungeon Max Start Y" = 51
# Whether or not Zombie Dungeons from Better Dungeons should spawn.
# Default: true
"Spawn Zombie Dungeons" = true
# The average number of chunks between adjacent Zombie Dungeons.
# This controls how often Zombie Dungeons spawn. Higher value = more rare.
# Default: 48
"Zombie Dungeon Average Separation Distance" = 48
# The longest distance that can be checked when attempting to generate a surface entrance staircase.
# Making this too large may cause problems.
# Default: 20
"Zombie Dungeon Surface Entrance Staircase Max Length" = 20
# List of dimensions that will have Zombie Dungeons.
# List must be comma-separated values enclosed in square brackets.
# Entries must have the mod namespace included.
# For example: "[minecraft:overworld, minecraft:the_nether, undergarden:undergarden]"
# Default: "[minecraft:overworld]"
"Zombie Dungeon Whitelisted Dimensions" = "[minecraft:overworld]"
# List of biomes that will NOT have Zombie Dungeons.
# List must be comma-separated values enclosed in square brackets.
# Entries must have the mod namespace included.
# For example: "[minecraft:plains, byg:alps]"
# Default: "[minecraft:ocean, minecraft:frozen_ocean, minecraft:deep_ocean, minecraft:warm_ocean, minecraft:lukewarm_ocean, minecraft:cold_ocean, minecraft:deep_lukewarm_ocean, minecraft:deep_cold_ocean, minecraft:deep_frozen_ocean, minecraft:beach, minecraft:snowy_beach, minecraft:river, minecraft:frozen_river, minecraft:deep_warm_ocean]"
"Zombie Dungeon Blacklisted Biomes" = "[minecraft:ocean, minecraft:frozen_ocean, minecraft:deep_ocean, minecraft:warm_ocean, minecraft:lukewarm_ocean, minecraft:cold_ocean, minecraft:deep_lukewarm_ocean, minecraft:deep_cold_ocean, minecraft:deep_frozen_ocean, minecraft:beach, minecraft:snowy_beach, minecraft:river, minecraft:frozen_river, minecraft:deep_warm_ocean]"
###########################################################################################################
## Small Dungeon settings.
###########################################################################################################
["YUNG's Better Dungeons"."Small Dungeons"]
# The minimum y-value at which small dungeons can spawn.
# Default: 11
"Small Dungeon Min Y" = 11
# The maximum y-value at which small dungeons can spawn.
# Default: 50
"Small Dungeon Max Start Y" = 50
# The maximum number of banners that can spawn in a single small dungeon.
# Default: 2
#Range: 0 ~ 8
"Small Dungeon Max Banner Count" = 2
# The minimum number of chests that are guaranteed to spawn in a single small dungeon.
# Default: 1
"Small Dungeon Min Chest Count" = 1
# The maximum number of chests that can spawn in a single small dungeon.
# Default: 2
"Small Dungeon Max Chest Count" = 2
# Whether or not the small dungeons (monster rooms) from Better Dungeons should spawn.
# Default: true
"Spawn Small Dungeons" = true
# The average number of chunks between adjacent small dungeons.
# This controls how often small dungeons spawn. Higher value = more rare.
# Default: 10
"Small Dungeon Average Separation Distance" = 10
# The variation in distance between small dungeons, in chunks.
# This, combined with the Small Dungeon Average Separation Distance, controls the distribution
# of spawn chances for small dungeons.
# For example, if Small Dungeon Average Separation Distance is set to 10, and this value is set to 6, then
# small dungeons will have anywhere from 10 - 6 = 4 chunks to 10 + 6 = 16 chunks between them.
# In other words, spawn distribution = average distance +/- variation
# Default: 6
"Small Dungeon Separation Distance Variation" = 6
# List of dimensions that will have Small Dungeons.
# List must be comma-separated values enclosed in square brackets.
# Entries must have the mod namespace included.
# For example: "[minecraft:overworld, minecraft:the_nether, undergarden:undergarden]"
# Default: "[minecraft:overworld]"
"Small Dungeon Whitelisted Dimensions" = "[minecraft:overworld]"
# List of biomes that will NOT have Small Dungeons.
# List must be comma-separated values enclosed in square brackets.
# Entries must have the mod namespace included.
# For example: "[minecraft:plains, byg:alps]"
# Default: "[minecraft:ocean, minecraft:frozen_ocean, minecraft:deep_ocean, minecraft:warm_ocean, minecraft:lukewarm_ocean, minecraft:cold_ocean, minecraft:deep_lukewarm_ocean, minecraft:deep_cold_ocean, minecraft:deep_frozen_ocean, minecraft:beach, minecraft:snowy_beach, minecraft:river, minecraft:frozen_river, minecraft:deep_warm_ocean]"
"Small Dungeon Blacklisted Biomes" = "[minecraft:ocean, minecraft:frozen_ocean, minecraft:deep_ocean, minecraft:warm_ocean, minecraft:lukewarm_ocean, minecraft:cold_ocean, minecraft:deep_lukewarm_ocean, minecraft:deep_cold_ocean, minecraft:deep_frozen_ocean, minecraft:beach, minecraft:snowy_beach, minecraft:river, minecraft:frozen_river, minecraft:deep_warm_ocean]"
# Whether or not Small Dungeons can rarely place ore blocks in the corners of the dungeon.
# If this is set to false, any ore blocks that spawn as part of a corner prop will instead be replaced with air.
# Default: true
"Allow Ore Blocks in Corners" = true

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["Client settings"]
#
#Enable/disable BetterEnd custom sky, set this to false if you are experiencing graphical issues with shaders.
#Default value: true
customSkyEnabled = true
#
#Enable/disable biome fog density, set this to false if you don't want thick fog in certain biomes.
#Default value: true
fogDensityEnabled = true
#
#Enable/disable background music blending between biomes.
#Default value: true
biomeMusicBlendEnabled = true

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{
"portals": [
{
"dimension": "minecraft:overworld",
"item": "betterendforge:eternal_crystal",
"colorRed": 255,
"colorGreen": 255,
"colorBlue": 255
}
]
}

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["End generation settings"]
#
#Enable/disable BetterEnd integration with vanilla End biome provider.
#This allows BetterEnd to inject its own biome generation infos into the vanilla EndBiomeProvider,
#making BetterEnd biomes integrate with Biomes O' Plenty worlds and already generated worlds.
#If, for some reason, you don't want this feature, here is the option to change it
#Default value: true
vanillaEndIntegrationEnabled = true
#
#Land biome map size.
#Default value: 256
biomeSizeLand = 256
#
#Void biome map size.
#Default value: 256
biomeSizeVoid = 256
#
#Enable/disable dragon fight.
#Default value: true
dragonFightEnabled = true
#
#Enable/disable vanilla portal generation.
#Default value: true
generateVanillaPortal = true
#
#Enable/disable obsidian pillars generation.
#Default value: true
generateObsidianPillars = true
#
#Enable/disable generation of the obsidian platform where the player spawns in the End.
#Default value: true
generateObsidianPlatform = true
#
#Enable/disable custom chorus plant (set this to false if you experience block shifting issues)
#Default value: true
customChorusPlantEnabled = true
#
#Enable/disable chorus generation in vanilla biomes.
#Default value: true
chorusInVanillaBiomesEnabled = true
#
#Enable/disable new End terrain generation.
#Default value: false
enableNewGenerator = false
#
#Enable/disable the void ring around central island.
#Default value: false
noRingVoid = false
#
#Enable/disable generation of the central island.
#Default value: false
generateCentralIsland = false
#
#Allows the player to spawn in the End instead of the Overworld.
#Default value: false
swapOverWorldWithEnd = false
#
#Set the chance for end city generation to fail. Higher values means lower chance of spawning
#Default value: 5
endCityGenerationFailChance = 5
[Other]
#
#Should the guide book be given to players when using an end gateway for the first time?
#Default value: true
giveGuideBook = true
#
#Should natural enderman spawn rate be reduced?
#Default value: true
reduceEndermanSpawn = true

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["YUNG's Better Mineshafts"]
# Default: .003
"Mineshaft Spawn Rate" = 0.003
# The lowest a mineshaft can spawn.
# Default: 17
"Minimum y-coordinate" = 17
# The highest the a mineshaft can spawn.
# Be careful, setting this too high may make mineshafts poke through ocean floors.
# Default: 37
"Maximum y-coordinate" = 37
###########################################################################################################
## Ore deposit settings.
###########################################################################################################
["YUNG's Better Mineshafts"."Ore Deposits"]
"Enable Ore Deposits" = true
# Chance of an ore deposit being cobblestone only.
# Default: 50
#Range: 0 ~ 100
"Cobble Spawn Chance (Empty Deposit)" = 50
# Chance of an ore deposit containing coal.
# Default: 20
#Range: 0 ~ 100
"Coal Spawn Chance" = 20
# Chance of an ore deposit containing iron.
# Default: 9
#Range: 0 ~ 100
"Iron Spawn Chance" = 9
# Chance of an ore deposit containing redstone.
# Default: 7
#Range: 0 ~ 100
"Redstone Spawn Chance" = 7
# Chance of an ore deposit containing gold.
# Default: 7
#Range: 0 ~ 100
"Gold Spawn Chance" = 7
# Chance of an ore deposit containing lapis lazuli.
# Default: 3
#Range: 0 ~ 100
"Lapis Spawn Chance" = 3
# Chance of an ore deposit containing emerald.
# Default: 3
#Range: 0 ~ 100
"Emerald Spawn Chance" = 3
# Chance of an ore deposit containing diamond.
# Default: 1
#Range: 0 ~ 100
"Diamond Spawn Chance" = 1
###########################################################################################################
## Spawn rates for various mineshaft parts and decorations.
###########################################################################################################
["YUNG's Better Mineshafts"."Spawn Rates & More"]
# The spawn rate for lanterns in the main shaft.
# Default: .0067
#Range: 0.0 ~ 1.0
"Lantern Spawn Rate" = 0.0067
# The spawn rate for torches in small shafts.
# Default: .02
#Range: 0.0 ~ 1.0
"Torch Spawn Rate" = 0.02
# The spawn rate for workstation side rooms along the main shaft.
# Default: .025
#Range: 0.0 ~ 1.0
"Workstation Spawn Rate" = 0.025
# The spawn rate for workstation cellars below workstations along the main shaft.
# Default: .25
#Range: 0.0 ~ 1.0
"Workstation Cellar Spawn Rate" = 0.25
# The spawn rate for smaller tunnels that generate along the main shaft.
# Default: .07
#Range: 0.0 ~ 1.0
"Small Shaft Spawn Rate" = 0.07
# The spawn rate for cobwebs.
# Default: .15
#Range: 0.0 ~ 1.0
"Cobweb Spawn Rate" = 0.15
# The spawn rate for minecarts holding chests in small shafts.
# Default: .00125
#Range: 0.0 ~ 1.0
"Small Shaft Chest Minecart Spawn Rate" = 0.00125
# The spawn rate for minecarts holding TNT in small shafts.
# Default: .0025
#Range: 0.0 ~ 1.0
"Small Shaft TNT Minecart Spawn Rate" = 0.0025
# The spawn rate for minecarts holding chests in the main shaft.
# Default: .01
#Range: 0.0 ~ 1.0
"Main Shaft Chest Minecart Spawn Rate" = 0.01
# The spawn rate for minecarts holding TNT in the main shaft.
# Default: .0025
#Range: 0.0 ~ 1.0
"Main Shaft TNT Minecart Spawn Rate" = 0.0025
# Percent chance of an Abandoned Miners' Outpost to spawn at the end of a small mineshaft tunnel.
# Default: 2
#Range: 0 ~ 100
"Abandoned Miners' Outpost Spawn Chance" = 2
# The number of "pieces" (e.g. straight, turn, ladder, intersection, etc.) in a single small shaft.
# This determines the overall length of small shafts.
# Default: 9
#Range: 0 ~ 1000
"Small Shaft Piece Chain Length" = 9

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variants.json README
The variants.json file contains two properties:
- variants: a list of all the biome-dependent Variant Settings objects (see below)
* NOTE - order is important! The list will be searched in order, and searching will be stopped at the first match.
For example, if you have a rare mesa variant that uses the RARE and MESA biomeTags, as well as a normal mesa variant that only uses the MESA biomeTag,
you will have to put the rare mesa variant BEFORE the normal mesa variant, or else all mesa biomes will match the normal mesa variant before they can check for the rare mesa variant.
- defaultVariant: a Variant Settings object to use for biomes that don't match the biomeTags for any of the Variant Settings in the "variants" list.
This serves as the go-to/default mineshaft - think plain ol' oak planks mineshafts
Variant Settings: a single Variant Settings object is composed of the following properties.
ALL of these properties are required for ALL Variants Settings objects, with the exception of the biomeTags for the defaultVariant.
- biomeTags: a list of lists of BiomeDictionary tags required for this variant to spawn. Only one of the lists of tags must be matched.
For example, by default we want the Red Desert mineshaft variant to spawn in rare desert AND rare mesa biomes.
All desert biomes have the HOT, DRY, and SANDY tags; all mesa biomes have the MESA tag.
Therefore, the biomeTags list for our Red Desert mineshaft in this example will look like the following:
"biomeTags": [
[
"HOT",
"DRY",
"SANDY",
"RARE"
],
[
"MESA",
"RARE"
]
]
NOTE that the biomeTags property is IGNORED for the defaultVariant, since the defaultVariant simply acts as the variant for all
the biomes in the world that don't meet the criteria for any of the variants in the "variants" list.
* SEE THE biomeTags.txt FILE FOR A LIST OF ALL BIOME TAGS *
- mainSelector: the BlockSelector (see below) used for generating the mineshaft's walls and ceiling
- floorSelector: the BlockSelector (see below) used for generating the mineshaft's floor
- brickSelector: the BlockSelector (see below) used for generating areas of the mineshaft where brick-like blocks would be more appropriate.
This includes abandoned workstations, workstation cellars, and the doorway at the end of the main shaft for mineshafts containing surface openings.
- legSelector: the BlockSetSelector (see below) used for generating the 'legs' of the main mineshaft.
These are the supports that form underneath the main mineshaft tunnel when the mineshaft spawns over a big opening.
- mainBlock: The main thematic block for the mineshaft. You will almost certainly want this to be the same as the defaultBlock in the mainSelector and floorSelector properties (see above).
Used as the base and top of the small supports generated throughout the mineshaft.
Also used as the floor for bridging gaps the mineshaft might spawn over.
- supportBlock: Used as the middle section of the small supports generated throughout the mineshaft.
Also used as the supports in rooms with ladders found in the small shafts.
Also used in Type 1 Leg Variants (see below).
Usually this is a fence or wall block, but it's not required to be.
- slabBlock: The main slab block to use. Should be a block that matches your mainBlock well.
- gravelBlock: The block used for gravel deposits placed randomly throughout mineshafts.
Usually gravel, sand, or snow.
- stoneWallBlock: The block used to frame the left and right sides of the doorway in the main shaft leading to the surface entrance, if present.
This is a very minor piece and doesn't matter much. If you aren't sure, use your mainBlock or one of the blocks in your brickSelector.
- stoneSlabBlock: The block used to frame the top side of the doorway in the main shaft leading to the surface entrance, if present.
This is a very minor piece and doesn't matter much. If you aren't sure, use your mainBlock or one of the blocks in your brickSelector.
- trapdoorBlock: The block used for trapdoors leading to workstation cellars.
- vineChance: chance of vines spawning in the mineshaft
- snowChance: chance of snow spawning on the floor of the mineshaft
- cactusChance: chance of cactus spawning in the mineshaft. Can only spawn on top of valid floor blocks (e.g. sand)
- deadBushChance: chance of dead bushes spawning the mineshaft. Can only spawn on top of valid floor blocks (sand, terracotta, dirt)
- mushroomChance: chance of mushrooms spawning in the mineshaft. Can only spawn on top of valid floor blocks (mycelium, dirt)
- legVariant: The ID of the leg variant to use. ACCEPTABLE VALUES: 1, 2
1: The legs used for most mineshafts. Uses the legSelector and the supportBlock.
2: The legs used for ice and mushroom variants by default. Uses only the legSelector.
- flammableLegs: Boolean value for whether the legs of this mineshaft are made of flammable material.
If a mineshaft variant has this value set to true, it will use the brickSelector instead of the legSelector
to generate legs that will spawn in lava. This helps to prevent mineshafts from catching on fire right after generation.
- replacementRate: The percent of existing blocks the mainSelector and floorSelector should replace.
For example, if the replacementRate is .6, then 60% of the already existing stone, andesite, etc in the floors/walls/ceiling
will be replaced with blocks determined by the selectors.
Lowering this value preserves more of the regular worldgen blocks in the mineshaft's floors/walls/ceiling.
BlockSelector: Describes a set of blocks and the probability of each block being chosen.
- entries: An object where each entry's key is a block, and each value is that block's probability of being chosen.
The total sum of all probabilities SHOULD NOT exceed 1.0!
- defaultBlock: The block used for any leftover probability ranges.
For example, if the total sum of all the probabilities of the entries is 0.6, then
there is a 0.4 chance of the defaultBlock being selected.
Here's an example block selector:
"entries": {
"minecraft:cobblestone": 0.25,
"minecraft:air": 0.2,
"minecraft:stonebrick[variant=stonebrick]": 0.1
},
"defaultBlock": "minecraft:planks[variant=oak]"
For each block, this selector has a 25% chance of returning cobblestone, 20% chance of choosing air,
10% chance of choosing stone bricks, and a 100 - (25 + 20 + 10) = 45% chance of choosing oak planks (since it's the default block).

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Helper file showing all available BiomeDictionary biome tags.
[
"BEACH",
"COLD",
"CONIFEROUS",
"DEAD",
"DENSE",
"DRY",
"END",
"FOREST",
"HILLS",
"HOT",
"JUNGLE",
"LUSH",
"MAGICAL",
"MESA",
"MODIFIED",
"MOUNTAIN",
"MUSHROOM",
"NETHER",
"OCEAN",
"OVERWORLD",
"PLAINS",
"PLATEAU",
"RARE",
"RIVER",
"SANDY",
"SAVANNA",
"SNOWY",
"SPARSE",
"SPOOKY",
"SWAMP",
"VOID",
"WASTELAND",
"WATER",
"WET"
]

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{
"variants": [
{
"biomeTags": [
[
"HOT",
"DRY",
"SANDY",
"RARE"
],
[
"MESA",
"RARE"
]
],
"mainSelector": {
"entries": {
"minecraft:cracked_stone_bricks": 0.05,
"minecraft:smooth_red_sandstone": 0.1,
"minecraft:cave_air": 0.2,
"minecraft:cut_red_sandstone": 0.1,
"minecraft:chiseled_red_sandstone": 0.1,
"minecraft:stone_bricks": 0.05
},
"defaultBlock": "minecraft:red_sandstone"
},
"floorSelector": {
"entries": {
"minecraft:cracked_stone_bricks": 0.05,
"minecraft:smooth_red_sandstone": 0.1,
"minecraft:red_sand": 0.3,
"minecraft:cut_red_sandstone": 0.1,
"minecraft:chiseled_red_sandstone": 0.1,
"minecraft:stone_bricks": 0.05
},
"defaultBlock": "minecraft:red_sandstone"
},
"brickSelector": {
"entries": {
"minecraft:smooth_red_sandstone": 0.2,
"minecraft:red_sandstone": 0.5,
"minecraft:cut_red_sandstone": 0.2,
"minecraft:chiseled_red_sandstone": 0.1
},
"defaultBlock": "minecraft:red_sandstone"
},
"legSelector": {
"entries": {
"minecraft:smooth_red_sandstone": 0.2,
"minecraft:red_sandstone": 0.5,
"minecraft:cut_red_sandstone": 0.2,
"minecraft:chiseled_red_sandstone": 0.1
},
"defaultBlock": "minecraft:red_sandstone"
},
"mainBlock": "minecraft:red_sandstone",
"supportBlock": "minecraft:red_sandstone_wall[east=none,north=none,south=none,up=true,waterlogged=false,west=none]",
"slabBlock": "minecraft:red_sandstone_slab[type=bottom,waterlogged=false]",
"gravelBlock": "minecraft:red_sand",
"stoneWallBlock": "minecraft:red_sandstone_wall[east=none,north=none,south=none,up=true,waterlogged=false,west=none]",
"stoneSlabBlock": "minecraft:red_sandstone_slab[type=top,waterlogged=false]",
"trapdoorBlock": "minecraft:dark_oak_trapdoor[facing=north,half=bottom,open=false,powered=false,waterlogged=false]",
"vineChance": 0.1,
"snowChance": 0.0,
"cactusChance": 0.1,
"deadBushChance": 0.1,
"mushroomChance": 0.0,
"legVariant": 1,
"flammableLegs": false,
"replacementRate": 0.6
},
{
"biomeTags": [
[
"SNOWY",
"RARE"
]
],
"mainSelector": {
"entries": {
"minecraft:cave_air": 0.1,
"minecraft:snow_block": 0.1,
"minecraft:blue_ice": 0.4
},
"defaultBlock": "minecraft:blue_ice"
},
"floorSelector": {
"entries": {
"minecraft:snow_block": 0.1,
"minecraft:blue_ice": 0.2
},
"defaultBlock": "minecraft:blue_ice"
},
"brickSelector": {
"entries": {
"minecraft:blue_ice": 0.5
},
"defaultBlock": "minecraft:blue_ice"
},
"legSelector": {
"entries": {
"minecraft:blue_ice": 0.5
},
"defaultBlock": "minecraft:blue_ice"
},
"mainBlock": "minecraft:blue_ice",
"supportBlock": "minecraft:blue_ice",
"slabBlock": "minecraft:blue_ice",
"gravelBlock": "minecraft:snow_block",
"stoneWallBlock": "minecraft:blue_ice",
"stoneSlabBlock": "minecraft:blue_ice",
"trapdoorBlock": "minecraft:spruce_trapdoor[facing=north,half=bottom,open=false,powered=false,waterlogged=false]",
"vineChance": 0.05,
"snowChance": 0.0,
"cactusChance": 0.0,
"deadBushChance": 0.0,
"mushroomChance": 0.0,
"legVariant": 2,
"flammableLegs": false,
"replacementRate": 0.95
},
{
"biomeTags": [
[
"MESA"
]
],
"mainSelector": {
"entries": {
"minecraft:cave_air": 0.2,
"minecraft:white_terracotta": 0.05,
"minecraft:orange_terracotta": 0.05,
"minecraft:yellow_terracotta": 0.05,
"minecraft:brown_terracotta": 0.05
},
"defaultBlock": "minecraft:dark_oak_planks"
},
"floorSelector": {
"entries": {
"minecraft:white_terracotta": 0.1,
"minecraft:chiseled_stone_bricks": 0.05,
"minecraft:mossy_stone_bricks": 0.05,
"minecraft:orange_terracotta": 0.1,
"minecraft:yellow_terracotta": 0.1,
"minecraft:brown_terracotta": 0.1,
"minecraft:stone_bricks": 0.1
},
"defaultBlock": "minecraft:dark_oak_planks"
},
"brickSelector": {
"entries": {
"minecraft:cracked_stone_bricks": 0.33333,
"minecraft:mossy_stone_bricks": 0.33333,
"minecraft:stone_bricks": 0.33333
},
"defaultBlock": "minecraft:dark_oak_planks"
},
"legSelector": {
"entries": {
"minecraft:stripped_dark_oak_log[axis=y]": 1.0
},
"defaultBlock": "minecraft:dark_oak_planks"
},
"mainBlock": "minecraft:dark_oak_planks",
"supportBlock": "minecraft:dark_oak_fence[east=false,north=false,south=false,waterlogged=false,west=false]",
"slabBlock": "minecraft:dark_oak_slab[type=bottom,waterlogged=false]",
"gravelBlock": "minecraft:gravel",
"stoneWallBlock": "minecraft:stone_brick_wall[east=none,north=none,south=none,up=true,waterlogged=false,west=none]",
"stoneSlabBlock": "minecraft:stone_brick_slab[type=top,waterlogged=false]",
"trapdoorBlock": "minecraft:dark_oak_trapdoor[facing=north,half=bottom,open=false,powered=false,waterlogged=false]",
"vineChance": 0.15,
"snowChance": 0.0,
"cactusChance": 0.0,
"deadBushChance": 0.1,
"mushroomChance": 0.0,
"legVariant": 1,
"flammableLegs": true,
"replacementRate": 0.9
},
{
"biomeTags": [
[
"JUNGLE"
]
],
"mainSelector": {
"entries": {
"minecraft:cracked_stone_bricks": 0.05,
"minecraft:cave_air": 0.2,
"minecraft:chiseled_stone_bricks": 0.05,
"minecraft:mossy_stone_bricks": 0.2,
"minecraft:mossy_cobblestone": 0.1,
"minecraft:stone_bricks": 0.05
},
"defaultBlock": "minecraft:jungle_planks"
},
"floorSelector": {
"entries": {
"minecraft:cracked_stone_bricks": 0.05,
"minecraft:chiseled_stone_bricks": 0.05,
"minecraft:mossy_stone_bricks": 0.2,
"minecraft:mossy_cobblestone": 0.1,
"minecraft:stone_bricks": 0.05
},
"defaultBlock": "minecraft:jungle_planks"
},
"brickSelector": {
"entries": {
"minecraft:cracked_stone_bricks": 0.25,
"minecraft:chiseled_stone_bricks": 0.25,
"minecraft:mossy_stone_bricks": 0.25,
"minecraft:stone_bricks": 0.25
},
"defaultBlock": "minecraft:jungle_planks"
},
"legSelector": {
"entries": {
"minecraft:stripped_jungle_log[axis=y]": 1.0
},
"defaultBlock": "minecraft:jungle_planks"
},
"mainBlock": "minecraft:jungle_planks",
"supportBlock": "minecraft:jungle_fence[east=false,north=false,south=false,waterlogged=false,west=false]",
"slabBlock": "minecraft:jungle_slab[type=bottom,waterlogged=false]",
"gravelBlock": "minecraft:gravel",
"stoneWallBlock": "minecraft:stone_brick_wall[east=none,north=none,south=none,up=true,waterlogged=false,west=none]",
"stoneSlabBlock": "minecraft:stone_brick_slab[type=top,waterlogged=false]",
"trapdoorBlock": "minecraft:jungle_trapdoor[facing=north,half=bottom,open=false,powered=false,waterlogged=false]",
"vineChance": 0.6,
"snowChance": 0.0,
"cactusChance": 0.0,
"deadBushChance": 0.0,
"mushroomChance": 0.0,
"legVariant": 1,
"flammableLegs": true,
"replacementRate": 0.6
},
{
"biomeTags": [
[
"SNOWY"
]
],
"mainSelector": {
"entries": {
"minecraft:cracked_stone_bricks": 0.1,
"minecraft:cave_air": 0.2,
"minecraft:snow_block": 0.25,
"minecraft:cobblestone": 0.05,
"minecraft:blue_ice": 0.1,
"minecraft:packed_ice": 0.2
},
"defaultBlock": "minecraft:spruce_planks"
},
"floorSelector": {
"entries": {
"minecraft:cracked_stone_bricks": 0.1,
"minecraft:snow_block": 0.25,
"minecraft:cobblestone": 0.05,
"minecraft:blue_ice": 0.1,
"minecraft:packed_ice": 0.2
},
"defaultBlock": "minecraft:spruce_planks"
},
"brickSelector": {
"entries": {
"minecraft:snow_block": 0.5,
"minecraft:blue_ice": 0.25,
"minecraft:packed_ice": 0.25
},
"defaultBlock": "minecraft:spruce_planks"
},
"legSelector": {
"entries": {
"minecraft:stripped_spruce_log[axis=y]": 1.0
},
"defaultBlock": "minecraft:spruce_planks"
},
"mainBlock": "minecraft:spruce_planks",
"supportBlock": "minecraft:spruce_fence[east=false,north=false,south=false,waterlogged=false,west=false]",
"slabBlock": "minecraft:spruce_slab[type=bottom,waterlogged=false]",
"gravelBlock": "minecraft:snow_block",
"stoneWallBlock": "minecraft:snow_block",
"stoneSlabBlock": "minecraft:snow_block",
"trapdoorBlock": "minecraft:spruce_trapdoor[facing=north,half=bottom,open=false,powered=false,waterlogged=false]",
"vineChance": 0.2,
"snowChance": 1.0,
"cactusChance": 0.0,
"deadBushChance": 0.0,
"mushroomChance": 0.0,
"legVariant": 1,
"flammableLegs": true,
"replacementRate": 0.9
},
{
"biomeTags": [
[
"COLD",
"CONIFEROUS",
"FOREST"
]
],
"mainSelector": {
"entries": {
"minecraft:cracked_stone_bricks": 0.1,
"minecraft:cave_air": 0.2,
"minecraft:cobblestone": 0.1,
"minecraft:mossy_stone_bricks": 0.1,
"minecraft:stone_bricks": 0.1
},
"defaultBlock": "minecraft:spruce_planks"
},
"floorSelector": {
"entries": {
"minecraft:cracked_stone_bricks": 0.1,
"minecraft:cobblestone": 0.1,
"minecraft:mossy_stone_bricks": 0.1,
"minecraft:stone_bricks": 0.1
},
"defaultBlock": "minecraft:spruce_planks"
},
"brickSelector": {
"entries": {
"minecraft:cracked_stone_bricks": 0.33333,
"minecraft:mossy_stone_bricks": 0.33333,
"minecraft:stone_bricks": 0.33333
},
"defaultBlock": "minecraft:spruce_planks"
},
"legSelector": {
"entries": {
"minecraft:stripped_spruce_log[axis=y]": 1.0
},
"defaultBlock": "minecraft:spruce_planks"
},
"mainBlock": "minecraft:spruce_planks",
"supportBlock": "minecraft:spruce_fence[east=false,north=false,south=false,waterlogged=false,west=false]",
"slabBlock": "minecraft:spruce_slab[type=bottom,waterlogged=false]",
"gravelBlock": "minecraft:gravel",
"stoneWallBlock": "minecraft:stone_brick_wall[east=none,north=none,south=none,up=true,waterlogged=false,west=none]",
"stoneSlabBlock": "minecraft:stone_brick_slab[type=top,waterlogged=false]",
"trapdoorBlock": "minecraft:spruce_trapdoor[facing=north,half=bottom,open=false,powered=false,waterlogged=false]",
"vineChance": 0.25,
"snowChance": 0.0,
"cactusChance": 0.0,
"deadBushChance": 0.0,
"mushroomChance": 0.0,
"legVariant": 1,
"flammableLegs": true,
"replacementRate": 0.6
},
{
"biomeTags": [
[
"HOT",
"DRY",
"SANDY"
]
],
"mainSelector": {
"entries": {
"minecraft:cracked_stone_bricks": 0.05,
"minecraft:chiseled_sandstone": 0.1,
"minecraft:cave_air": 0.2,
"minecraft:cut_sandstone": 0.1,
"minecraft:smooth_sandstone": 0.1,
"minecraft:stone_bricks": 0.05
},
"defaultBlock": "minecraft:sandstone"
},
"floorSelector": {
"entries": {
"minecraft:cracked_stone_bricks": 0.05,
"minecraft:chiseled_sandstone": 0.1,
"minecraft:cave_air": 0.2,
"minecraft:sand": 0.3,
"minecraft:cut_sandstone": 0.1,
"minecraft:smooth_sandstone": 0.1,
"minecraft:stone_bricks": 0.05
},
"defaultBlock": "minecraft:sandstone"
},
"brickSelector": {
"entries": {
"minecraft:chiseled_sandstone": 0.1,
"minecraft:sandstone": 0.5,
"minecraft:cut_sandstone": 0.2,
"minecraft:smooth_sandstone": 0.2
},
"defaultBlock": "minecraft:sandstone"
},
"legSelector": {
"entries": {
"minecraft:chiseled_sandstone": 0.1,
"minecraft:sandstone": 0.5,
"minecraft:cut_sandstone": 0.2,
"minecraft:smooth_sandstone": 0.2
},
"defaultBlock": "minecraft:sandstone"
},
"mainBlock": "minecraft:sandstone",
"supportBlock": "minecraft:sandstone_wall[east=none,north=none,south=none,up=true,waterlogged=false,west=none]",
"slabBlock": "minecraft:sandstone_slab[type=bottom,waterlogged=false]",
"gravelBlock": "minecraft:sand",
"stoneWallBlock": "minecraft:sandstone_wall[east=none,north=none,south=none,up=true,waterlogged=false,west=none]",
"stoneSlabBlock": "minecraft:sandstone_slab[type=top,waterlogged=false]",
"trapdoorBlock": "minecraft:oak_trapdoor[facing=north,half=bottom,open=false,powered=false,waterlogged=false]",
"vineChance": 0.1,
"snowChance": 0.0,
"cactusChance": 0.1,
"deadBushChance": 0.1,
"mushroomChance": 0.0,
"legVariant": 1,
"flammableLegs": false,
"replacementRate": 0.6
},
{
"biomeTags": [
[
"SAVANNA"
]
],
"mainSelector": {
"entries": {
"minecraft:cracked_stone_bricks": 0.1,
"minecraft:cave_air": 0.2,
"minecraft:cobblestone": 0.1,
"minecraft:mossy_stone_bricks": 0.1,
"minecraft:stone_bricks": 0.1
},
"defaultBlock": "minecraft:acacia_planks"
},
"floorSelector": {
"entries": {
"minecraft:cracked_stone_bricks": 0.1,
"minecraft:cave_air": 0.2,
"minecraft:cobblestone": 0.1,
"minecraft:mossy_stone_bricks": 0.1,
"minecraft:stone_bricks": 0.1
},
"defaultBlock": "minecraft:acacia_planks"
},
"brickSelector": {
"entries": {
"minecraft:cracked_stone_bricks": 0.33333,
"minecraft:mossy_stone_bricks": 0.33333,
"minecraft:stone_bricks": 0.33333
},
"defaultBlock": "minecraft:acacia_planks"
},
"legSelector": {
"entries": {
"minecraft:stripped_acacia_log[axis=y]": 1.0
},
"defaultBlock": "minecraft:acacia_planks"
},
"mainBlock": "minecraft:acacia_planks",
"supportBlock": "minecraft:acacia_fence[east=false,north=false,south=false,waterlogged=false,west=false]",
"slabBlock": "minecraft:acacia_slab[type=bottom,waterlogged=false]",
"gravelBlock": "minecraft:gravel",
"stoneWallBlock": "minecraft:stone_brick_wall[east=none,north=none,south=none,up=true,waterlogged=false,west=none]",
"stoneSlabBlock": "minecraft:stone_brick_slab[type=top,waterlogged=false]",
"trapdoorBlock": "minecraft:acacia_trapdoor[facing=north,half=bottom,open=false,powered=false,waterlogged=false]",
"vineChance": 0.25,
"snowChance": 0.0,
"cactusChance": 0.0,
"deadBushChance": 0.0,
"mushroomChance": 0.0,
"legVariant": 1,
"flammableLegs": true,
"replacementRate": 0.6
},
{
"biomeTags": [
[
"MUSHROOM"
]
],
"mainSelector": {
"entries": {
"minecraft:brown_mushroom_block[down=true,east=true,north=true,south=true,up=true,west=true]": 0.33333,
"minecraft:red_mushroom_block[down=true,east=true,north=true,south=true,up=true,west=true]": 0.33333,
"minecraft:mushroom_stem[down=true,east=true,north=true,south=true,up=true,west=true]": 0.33333
},
"defaultBlock": "minecraft:red_mushroom_block[down=true,east=true,north=true,south=true,up=true,west=true]"
},
"floorSelector": {
"entries": {
"minecraft:mycelium[snowy=false]": 1.0
},
"defaultBlock": "minecraft:red_mushroom_block[down=true,east=true,north=true,south=true,up=true,west=true]"
},
"brickSelector": {
"entries": {
"minecraft:brown_mushroom_block[down=true,east=true,north=true,south=true,up=true,west=true]": 0.33333,
"minecraft:red_mushroom_block[down=true,east=true,north=true,south=true,up=true,west=true]": 0.33333,
"minecraft:mushroom_stem[down=true,east=true,north=true,south=true,up=true,west=true]": 0.33333
},
"defaultBlock": "minecraft:red_mushroom_block[down=true,east=true,north=true,south=true,up=true,west=true]"
},
"legSelector": {
"entries": {
"minecraft:brown_mushroom_block[down=true,east=true,north=true,south=true,up=true,west=true]": 0.33333,
"minecraft:red_mushroom_block[down=true,east=true,north=true,south=true,up=true,west=true]": 0.33333,
"minecraft:mushroom_stem[down=true,east=true,north=true,south=true,up=true,west=true]": 0.33333
},
"defaultBlock": "minecraft:red_mushroom_block[down=true,east=true,north=true,south=true,up=true,west=true]"
},
"mainBlock": "minecraft:red_mushroom_block[down=true,east=true,north=true,south=true,up=true,west=true]",
"supportBlock": "minecraft:mushroom_stem[down=true,east=true,north=true,south=true,up=true,west=true]",
"slabBlock": "minecraft:brown_mushroom_block[down=true,east=true,north=true,south=true,up=true,west=true]",
"gravelBlock": "minecraft:gravel",
"stoneWallBlock": "minecraft:red_mushroom_block[down=true,east=true,north=true,south=true,up=true,west=true]",
"stoneSlabBlock": "minecraft:red_mushroom_block[down=true,east=true,north=true,south=true,up=true,west=true]",
"trapdoorBlock": "minecraft:oak_trapdoor[facing=north,half=bottom,open=false,powered=false,waterlogged=false]",
"vineChance": 0.25,
"snowChance": 0.0,
"cactusChance": 0.0,
"deadBushChance": 0.0,
"mushroomChance": 0.4,
"legVariant": 2,
"flammableLegs": true,
"replacementRate": 0.95
}
],
"defaultVariant": {
"biomeTags": [],
"mainSelector": {
"entries": {
"minecraft:cracked_stone_bricks": 0.1,
"minecraft:cave_air": 0.2,
"minecraft:cobblestone": 0.1,
"minecraft:mossy_stone_bricks": 0.1,
"minecraft:stone_bricks": 0.1
},
"defaultBlock": "minecraft:oak_planks"
},
"floorSelector": {
"entries": {
"minecraft:cracked_stone_bricks": 0.1,
"minecraft:cobblestone": 0.1,
"minecraft:mossy_stone_bricks": 0.1,
"minecraft:stone_bricks": 0.1
},
"defaultBlock": "minecraft:oak_planks"
},
"brickSelector": {
"entries": {
"minecraft:cracked_stone_bricks": 0.33333,
"minecraft:mossy_stone_bricks": 0.33333,
"minecraft:stone_bricks": 0.33333
},
"defaultBlock": "minecraft:oak_planks"
},
"legSelector": {
"entries": {
"minecraft:stripped_oak_log[axis=y]": 1.0
},
"defaultBlock": "minecraft:oak_planks"
},
"mainBlock": "minecraft:oak_planks",
"supportBlock": "minecraft:oak_fence[east=false,north=false,south=false,waterlogged=false,west=false]",
"slabBlock": "minecraft:oak_slab[type=bottom,waterlogged=false]",
"gravelBlock": "minecraft:gravel",
"stoneWallBlock": "minecraft:stone_brick_wall[east=none,north=none,south=none,up=true,waterlogged=false,west=none]",
"stoneSlabBlock": "minecraft:stone_brick_slab[type=top,waterlogged=false]",
"trapdoorBlock": "minecraft:oak_trapdoor[facing=north,half=bottom,open=false,powered=false,waterlogged=false]",
"vineChance": 0.25,
"snowChance": 0.0,
"cactusChance": 0.0,
"deadBushChance": 0.0,
"mushroomChance": 0.0,
"legVariant": 1,
"flammableLegs": true,
"replacementRate": 0.6
}
}

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This directory is for adding YUNG's Better Mineshafts advanced options.
Options provided may vary by version.
This directory contains subdirectories for supported versions. The first time you run Better Mineshafts, a version subdirectory will be created if that version supports advanced options.
For example, the first time you use Better Mineshafts v2.0+ for Minecraft 1.12.2, the '1_12_2' subdirectory will be created in this folder.
If no subdirectory for your version is created, then that version probably does not support advanced options.

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{
"improvement": {
"smaller_armor_offset[def: true]": true,
"lavafall_particles[def: true]": true,
"fog_density[vanilla: 1.0][def: 0.75]": 0.75
},
"egg_plant": {
"mob_damage[def: true]": true,
"player_damage[def: true]": true
},
"respawn_statue": {
"respawn_item[def: minecraft:glowstone]": "minecraft:glowstone",
"item_count[def: 4]": 4
}
}

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#The general configuration for this mod
[general]
#If set to true Shields added by other mods block 100% of the incomming damage, if set to false the will block the amount set in defaultDamageReduction.
#Default: true
customShieldMaxReduction = true
#The portion of the incomming damage Vanilla Shields block in percent.
#Default: 75
defaultDamageReduction = 75
#The portion of the incomming damage Iron Shields block in percent.
#Default: 90
ironDamageReduction = 90
#The portion of the incomming damage Gold Shields block in percent.
#Default: 85
goldDamageReduction = 85
#The portion of the incomming damage Diamond Shields block in percent.
#Default: 98
diamondDamageReduction = 98
#The portion of the incomming damage Netherite Shields block in percent.
#Default: 100
netheriteDamageReduction = 100
#The durability of the Iron Shield.
#Default: 920
ironDurability = 920
#The durability of the Gold Shield.
#Default: 130
goldDurability = 130
#The durability of the Diamond Shield.
#Default: 4600
diamondDurability = 4600
#The durability of the Netherite Shield.
#Default: 6300
netheriteDurability = 6300
#Allows the Thorns enchantment to by applied to Shields
#Default: true
thornsOnShields = true
#Enables modified damage reduction values for shields.
#Default: true
enableDamageReduction = true

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["YUNG's Better Strongholds"]
# List of dimensions that will have Better Strongholds.
# List must be comma-separated values enclosed in square brackets.
# Entries must have the mod namespace included.
# For example: "[minecraft:overworld, minecraft:the_nether, undergarden:undergarden]"
# Default: "[minecraft:overworld]"
"Whitelisted Dimensions" = "[minecraft:overworld]"
# List of biomes that will NOT have Better Strongholds.
# List must be comma-separated values enclosed in square brackets.
# Entries must have the mod namespace included.
# For example: "[minecraft:plains, byg:alps]"
# Default: "[minecraft:ocean, minecraft:frozen_ocean, minecraft:deep_ocean, minecraft:warm_ocean, minecraft:lukewarm_ocean, minecraft:cold_ocean, minecraft:deep_lukewarm_ocean, minecraft:deep_cold_ocean, minecraft:deep_frozen_ocean, minecraft:beach, minecraft:snowy_beach, minecraft:river, minecraft:frozen_river]"
"Blacklisted Biomes" = "[minecraft:ocean, minecraft:frozen_ocean, minecraft:deep_ocean, minecraft:warm_ocean, minecraft:lukewarm_ocean, minecraft:cold_ocean, minecraft:deep_lukewarm_ocean, minecraft:deep_cold_ocean, minecraft:deep_frozen_ocean, minecraft:beach, minecraft:snowy_beach, minecraft:river, minecraft:frozen_river]"
###########################################################################################################
## General settings.
###########################################################################################################
["YUNG's Better Strongholds".General]
# The minimum y-value at which the STARTING ROOM of the stronghold can spawn.
# Note that the various pieces of the stronghold can extend above or below this value.
# Default: 30
"Min Start Y" = 30
# The maximum y-value at which the STARTING ROOM of the stronghold can spawn.
# Note that the various pieces of the stronghold can extend above or below this value.
# Default: 31
"Max Start Y" = 31
# The maximum y-value at which ANY piece of the stronghold can spawn.
# If any piece attempts to spawn such that any part of it is above this y-value,
# it will not spawn.
# In other words, this is a hard cap above which no part of the stronghold can generate.
# Default: 60
"Max Y" = 60
# The max number of "pieces" the stronghold will generate from the center.
# This number controls the general size of strongholds. Bigger number = bigger strongholds.
# It is HIGHLY recommended to keep this an even number!
# Default: 16
"Stronghold Size" = 16
# The rate at which cobwebs will spawn in various parts of the stronghold.
# Default: 0.1
"Cobweb Spawn Rate (NORMAL)" = 0.1
# The rate at which cobwebs will spawn around spider spawners in libraries.
# Default: 0.3
"Cobweb Spawn Rate (SPAWNER)" = 0.3
# The rate at which torches spawn throughout the stronghold.
# Default: 0.1
"Torch Spawn Rate" = 0.1
# The rate at which lanterns spawn throughout the stronghold.
# Default: 0.2
"Lantern Spawn Rate" = 0.2
###########################################################################################################
## Options for controlling individual pieces/rooms in the stronghold.
###########################################################################################################
["YUNG's Better Strongholds"."Piece Settings"]
# The max number of Grand Libraries that can spawn in a single stronghold.
# Default: 1
"Grand Library Max Count" = 1
# The max number of small libraries that can spawn in a single stronghold.
# Note that these are distinct rooms from the Grand Library, being smaller
# and more common (by default).
# Default: 2
"Small Library Max Count" = 2
# The max number of prisons that can spawn in a single stronghold.
# Default: 2
"Prison Max Count" = 2
# The max number of Commander (Acarii) rooms that can spawn in a single stronghold.
# Default: 1
"Commander Room (Acarii) Max Count" = 1
# The max number of Commander (YUNG) rooms that can spawn in a single stronghold.
# Default: 1
"Commander Room (YUNG) Max Count" = 1
# The max number of treasure rooms that can spawn in a single stronghold.
# Default: 2
"Treasure Room Max Count" = 2
# The max number of large armoury rooms that can spawn in a single stronghold.
# Default: 2
"Armoury Room (Large) Max Count" = 2
# The max number of small armoury rooms that can spawn in a single stronghold.
# Default: 2
"Armoury Room (Small) Max Count" = 2
# The max number of portal rooms that can spawn in a single stronghold.
# Default: 1
"Portal Room Max Count" = 1

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This directory is for a few additional options for YUNG's Better Strongholds.
Options provided may vary by version.
This directory contains subdirectories for supported versions. The first time you run Better Strongholds, a version subdirectory will be created if that version supports advanced options.
For example, the first time you use Better Strongholds for MC 1.16 on Forge, the 'forge-1_16' subdirectory will be created in this folder.
If no subdirectory for your version is created, then that version probably does not support the additional options.
NOTE -- MOST OPTIONS CAN BE FOUND IN A CONFIG FILE OUTSIDE THIS FOLDER!
For example, on Forge 1.16 the file is 'betterstrongholds-forge-1_16.toml'.

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######################################
# ores.json #
######################################
This file contains a BlockSetSelector (see below) describing the probability of a given ore being chosen.
These probabilities are used in treasure rooms in the stronghold, in which
piles of ore have a chance of spawning.
For information on BlockSetSelectors, see the bottom of this README.
######################################
# rareblocks.json #
######################################
This file contains a BlockSetSelector describing the probability of a given block being chosen.
These probabilities are used in grand libraries, in which
two rare blocks will spawn.
For information on BlockSetSelectors, see the bottom of this README.
######################################
# armorstands.json #
######################################
This file contains ItemSetSelectors describing the probability distribution of armor on armor stands.
Common armor stands spawn in Armoury rooms, while Rare ones are only available in the rare Commander rooms.
For information on ItemSetSelectors, see the bottom of this README.
######################################
# itemframes.json #
######################################
This file contains ItemSetSelectors describing the probability distribution of items in item frames.
Item frames only spawn in storage rooms and armoury rooms.
For information on ItemSetSelectors, see the bottom of this README.
######################################
# BlockSetSelectors #
######################################
Describes a set of blockstates and the probability of each blockstate being chosen.
- entries: An object where each entry's key is a blockstate, and each value is that blockstate's probability of being chosen.
The total sum of all probabilities SHOULD NOT exceed 1.0!
- defaultBlock: The blockstate used for any leftover probability ranges.
For example, if the total sum of all the probabilities of the entries is 0.6, then
there is a 0.4 chance of the defaultBlock being selected.
Here's an example block selector:
"entries": {
"minecraft:cobblestone": 0.25,
"minecraft:air": 0.2,
"minecraft:stone_bricks": 0.1
},
"defaultBlock": "minecraft:oak_planks"
For each block, this selector has a 25% chance of returning cobblestone, 20% chance of choosing air,
10% chance of choosing stone bricks, and a 100 - (25 + 20 + 10) = 45% chance of choosing oak planks (since it's the default block).
######################################
# ItemSetSelectors #
######################################
Describes a set of items and the probability of each item being chosen.
Works the same as BlockSetSelectors, but with items instead of blockstates.

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{
"commonHelmets": {
"entries": {
"leather_helmet": 0.1,
"chainmail_helmet": 0.3,
"carved_pumpkin": 0.01,
"iron_helmet": 0.3
},
"defaultItem": "air"
},
"rareHelmets": {
"entries": {
"diamond_helmet": 0.3,
"carved_pumpkin": 0.2
},
"defaultItem": "air"
},
"commonChestplates": {
"entries": {
"iron_chestplate": 0.3,
"leather_chestplate": 0.1,
"chainmail_chestplate": 0.3
},
"defaultItem": "air"
},
"rareChestplates": {
"entries": {
"diamond_chestplate": 0.3
},
"defaultItem": "air"
},
"commonLeggings": {
"entries": {
"chainmail_leggings": 0.3,
"leather_leggings": 0.1,
"iron_leggings": 0.3
},
"defaultItem": "air"
},
"rareLeggings": {
"entries": {
"diamond_leggings": 0.3
},
"defaultItem": "air"
},
"commonBoots": {
"entries": {
"leather_boots": 0.1,
"chainmail_boots": 0.3,
"iron_boots": 0.3
},
"defaultItem": "air"
},
"rareBoots": {
"entries": {
"diamond_boots": 0.3
},
"defaultItem": "air"
}
}

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{
"armouryItems": {
"entries": {
"bow": 0.1,
"golden_sword": 0.05,
"iron_sword": 0.1,
"iron_axe": 0.1,
"arrow": 0.05,
"name_tag": 0.05,
"stone_sword": 0.05,
"stone_axe": 0.05,
"shield": 0.1,
"golden_axe": 0.05
},
"defaultItem": "air"
},
"storageItems": {
"entries": {
"compass": 0.05,
"paper": 0.25,
"melon_seeds": 0.025,
"wheat_seeds": 0.025,
"flint": 0.05,
"rabbit_foot": 0.01,
"slime_ball": 0.05,
"beetroot_seeds": 0.025,
"lead": 0.05,
"cake": 0.05,
"pumpkin_seeds": 0.025,
"map": 0.25
},
"defaultItem": "air"
}
}

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{
"oreChances": {
"entries": {
"minecraft:gold_ore": 0.2,
"minecraft:coal_ore": 0.2,
"minecraft:lapis_ore": 0.15,
"minecraft:iron_ore": 0.2,
"minecraft:diamond_ore": 0.05,
"minecraft:emerald_ore": 0.05,
"minecraft:redstone_ore[lit=false]": 0.15
},
"defaultBlock": "minecraft:coal_ore"
}
}

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{
"blockChances": {
"entries": {
"minecraft:iron_block": 0.3,
"minecraft:diamond_block": 0.1,
"minecraft:gold_block": 0.3,
"minecraft:quartz_block": 0.3
},
"defaultBlock": "minecraft:iron_block"
}
}

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#
# Whether or not festive cosmetic effects should happen.
# Default: true
festivities = true
#
# Should blue skies override the title screen panorama.
# Default: true
custom_panorama = true
#
# Whether or not brightness should be capped when inside the dimensions for aesthetic purposes.
# Default: true
cap_brightness = true
["Inventory Tab Settings"]
#
# If set to true, inventory tabs will use simple buttons that can be placed anywhere on the screen.
# Note: Placing on the left of the inventory is not suggested due to the recipe book.
# Default: false
use_simple_inventory_tabs = false
#
# This setting does nothing when use_simple_inventory_tabs is set to false.
# The x position of the inventory tabs.
# Default: 88
inventory_tab_x = 88
#
# This setting does nothing when use_simple_inventory_tabs is set to false.
# The y position of the inventory tabs.
# Default: 80
inventory_tab_y = 80
#
# This setting does nothing when use_simple_inventory_tabs is set to false.
# If set to true, inventory tabs are sorted vertically. If set to false, they are sorted horizontally.
# Default: true
vertical_inventory_tabs = true

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#
# When loading files from datapacks, set this to true to log missing registry data for things like items.
# Default: false
log_missing_registry_data_for_datapacks = false
#
# The emerald cost for the Zeal Lighter sold by the Gatekeeper.
# Default: 12
gatekeeper_emerald_count = 8
#
# A list of mods that are allowed to generate features in our dimensions.
# Default: []
# Example: ["minecraft", "blue_skies", "botania"]
allowed_mods_for_feature_gen = []

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