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121 lines
5.9 KiB
121 lines
5.9 KiB
2 years ago
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[modcompat]
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#Controls whether to check for Serene Seasons for compatibility (Mobs will only breed during specific seasons).
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serene_seasons = true
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#Controls whether to check for YUNG's Better Caves (Reduces the rate at which Underground mobs are placed).
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better_caves = true
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#Controls whether to check for Caves and Cliffs backport (Reduces the rate at which Underground mobs are placed).
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caves_and_cliffs = true
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[mobcontrol]
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#Chance, defined as once every N tries, where N is this value, for a new mob to be generated when a burrow spawns a new mob.
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#Range: 0 ~ 100
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burrowRepopulationChance = 10
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#Critters further than this value from any Player will despawn into their Burrow (only if they have a Burrow assigned).
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#Range: > 0
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critterSpawnRange = 40
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#This toggle can used to fully disable the spawning of all UntamedWilds entities, giving flexibility if somebody chooses to use alternative mob spawning methods.
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masterspawner = true
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#If a mob were to be unable to spawn on the ground (due to terrain collisions), check again N blocks above the floor, where N is this value. Set to 0 to disable, higher values will mean mobs spawning on top of taller trees
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#Range: 0 ~ 256
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treeSpawnBias = 4
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#Prevent mobs and burrows from spawning in the defined dimensions.
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dimensionBlacklist = []
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[gencontrol]
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#Frequency of Reeds, 1 in N chunks will generate Reeds (0 to disable)
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#Range: > 0
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freqreeds = 4
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#Frequency of Flora, 1 in N chunks will generate random Flora (0 to disable)
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#Range: > 0
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freqflora = 4
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#Controls whether to add Anemones and their associated items to oceans.
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anemone = true
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#Controls whether to spawn random Flora in the world
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bush = true
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#Prevent spawns of Reeds in these biomes
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reed_blacklist = []
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#Frequency of Apex Predators, 1 in N chunks will generate with an Apex Predator (0 to disable)
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#Range: > 0
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freqapex = 64
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#Frequency of Critters, 1 in N chunks will generate with Critters (0 to disable)
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#Range: > 0
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freqcritter = 6
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#Controls whether to spawn Amazon Sword in Swamp/Jungle biomes
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algae = true
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#Frequency of Herbivores, 1 in N chunks will generate with an Apex Predator (0 to disable)
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#Range: > 0
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freqherbivore = 48
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#Frequency of Sessile Ocean Mobs, 1 in N chunks will generate with Sessile Mobs (0 to disable)
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#Range: > 0
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freqsessile = 8
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#Frequency of Freshwater Mobs, 1 in N chunks will generate with Freshwater Mobs (0 to disable)
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#Range: > 0
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freqwater = 8
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#Prevent spawns of Flora in these biomes
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flora_blacklist = []
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#Controls whether to spawn Reeds in River/Swamp biomes
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reeds = true
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#Frequency of Algae, abstract value (0 to disable)
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#Range: > 0
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freqalgae = 1
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#Prevent spawns of Algae in these biomes
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algae_blacklist = ["minecraft:frozen_ocean", "minecraft:deep_frozen_ocean"]
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#Probability that an Underground block in a cave will attempt to spawn a mob (0 to disable). If YUNG's Better Caves is installed, this value is further reduced to 0.33x
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#Range: 0.0 ~ 1.0
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probunderground = 4.0E-4
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#Frequency of Ocean Mobs, 1 in N chunks will generate with Ocean Mobs (0 to disable)
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#Range: > 0
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freqocean = 16
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#Controls whether to use Burrows to spawn Critters, instead of having them clog up the Spawns
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burrows = true
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#Controls whether to add Tree Orchids (NOT YET IMPLEMENTED)
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tree_orchid = true
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#Prevent flora and other blocks (but not Burrows) from generating in the defined dimensions.
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dimensionFeatureBlacklist = []
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[gamerules]
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#Pregnancy time is only used as a cooldown, babies pop out instantly like in Vanilla.
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easy_breeding = false
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#Defines whether animals should breed without Player intervention.
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natural_breeding = true
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#Defines whether certain large predators will be angered if a player approaches them while they are sleeping.
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angry_sleepers = true
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#Allows mobs to spawn as fully random species, ignoring Biomes and Rarity.
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random_species = false
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#Should 'Grazing' mobs destroy Tall Grass and/or turn Grass into dirt blocks (like Vanilla Sheep do).
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grazer_griefing = true
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#If a mob was not able to spawn in a certain position due to existing blocks, try again with this vertical offset. A value of 0 will disable it (you should never see a mob on top of a tree), a value too high will lead to fall damage.
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#Range: 0 ~ 128
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spawn_height_bias = 4
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#If set to false, prevents mobs from dropping eggs
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mobs_drop_eggs = false
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#Should mobs with Rare skins generate in the wild (if defined through assets)
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wild_rare_skins = true
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#Whether breeding requires a Male and a Female to produce offspring/eggs. (Warning: may lead to uncontrolled spawns of eggs)
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gendered_breeding = true
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#Features scientific names in various descriptions (eg. for mobs inside Cage Traps).
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scientific_names = true
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#Defines whether certain critters will become angry if a mob/player 'steps' on them, by coming too close.
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contact_agression = true
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#Disable this option to have tamed mobs respawn in their home with half a Heart if they were to 'die' (IMPORTANT: This gamerule is NOT fully functional and using it as a free get-out-of-jail card is bound to be disappointing, use at your own risk).
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hardcore_death = true
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#Should mobs potentially destroy the terrain? Keep in mind 'mobGriefing' is still required
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mob_griefing = false
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#Adds additional restrictions to mob breeding, including Biome/Temperature requirements and Overcrowding.
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hardcore_breeding = false
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#Defines how long a cycle should last, cycles are used to scale the gestation and breeding periods
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#Example values: 24000 - Day, 168000 - Week, 720000 - Month, 8760000 - Year
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#Range: 0 ~ 8760000
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cycle_length = 24000
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#Chance for a mob, out of 1, to have it's Skin replaced by a Rare skin (if any are defined through assets)
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#Range: 0.0 ~ 1.0
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rare_skin_chance = 0.05
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#Defines whether players can trigger breeding by feeding a creature's favourite item, like in vanilla.
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player_breeding = false
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#Should the 'Sleeping' behaviour run? Disabling this option also disables the activity
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mob_sleeping = true
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#If set to false, makes mobs a lot harder to catch by preventing the capture of hostile mobs
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easy_mob_capture = true
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