Casual Update

- Add Apathy Mod (hostile mobs are neutral)
- Add In Control! (no hostile mobs on surface)
- Add More MobGriefing Options
- Add Global Gamerules
- Remove Passive Endermen
carryon-pedestal
copygirl 2 years ago
parent 837971358b
commit bd41737d5c
  1. 104
      config/apathy/boss.cfg
  2. 67
      config/apathy/general.cfg
  3. 169
      config/apathy/mobs.cfg
  4. 2
      config/ars_nouveau-common.toml
  5. 118
      config/globalgamerules-common.toml
  6. 7
      config/incontrol/spawn.json
  7. 9
      config/passiveendermen-common.toml
  8. 1843
      defaultconfigs/moremobgriefingoptions-server.toml
  9. 13
      mods/apathy-mod.pw.toml
  10. 13
      mods/global-gamerules.pw.toml
  11. 13
      mods/in-control.pw.toml
  12. 13
      mods/more-mobgriefing-options.pw.toml
  13. 13
      mods/passive-endermen.pw.toml

@ -0,0 +1,104 @@
configVersion: 2
##################
## Ender Dragon ##
##################
# What is the initial state of the Ender Dragon in the End?
# If 'default', she will be present and attack players, just like the vanilla game.
# If 'passive_dragon', she will be present, but idly noodle about until a player provokes her first.
# If 'calm', the End will not contain an Ender Dragon by default.
# Note: If you choose 'calm', you should also change the 'portalInitialState' setting, so it is possible to leave the End.
# Default: default
dragonInitialState: passive_dragon
# What is the initial state of the End Portal in the center of the main End Island?
# If 'closed', it will not be usable until the first Ender Dragon dies, just like in vanilla.
# If 'open', it will already be open.
# If 'open_with_egg', it will already be open and a Dragon Egg will be present.
# Default: closed
portalInitialState: open
# How many End Gateways will be available when first entering the End, without any Dragons having to die?
# Must be at least 0.
# Must be at most 20.
# Default: 0
initialEndGatewayCount: 0
# What happens when a player places four End Crystals onto the exit End Portal?
# If 'default', a new Ender Dragon will be summoned and she will attack the player, just like in vanilla.
# If 'spawn_gateway', the mechanic will be replaced with one that directly creates an End Gateway, with no fighting required.
# If 'disabled', nothing will happen.
# Default: default
resummonSequence: default
# If 'true', and 'dragonInitialState' is 'calm', players automatically earn the Free the End advancement when visiting the End.
# If 'true', and 'resummonSequence' is 'spawn_gateway', players earn the advancement for resummoning the Dragon when using the spawn_gateway mechanic.
# Has no effects otherwise. Probably should be left as 'true'.
# Default: true
simulacraDragonAdvancements: true
# Can the Dragon perform the 'strafe_player' or 'charging_player' actions?
# strafe_player is the one where she shoots a fireball.
# charge_player is the one where she tries to fly into you.
# If 'false', she will perform the 'landing_approach' action instead, which will cause her to perch on the portal.
# Default: true
dragonFlies: true
# Can the Dragon perform the 'sitting_flaming' or 'sitting_attacking' actions?
# sitting_flaming is the one where she perches on the End portal and pours out a puddle of dragon's breath.
# sitting_attacking is when she roars at you.
# If 'false', she will perform the 'sitting_scanning' action instead, which will soon lead to her leaving her perch.
# Default: true
dragonSits: true
# Does the Dragon deal contact damage?
# Default: true
dragonDamage: true
# Does the Dragon knock back nearby entities, and damage them while she's sitting?
# Default: true
dragonKnockback: true
############
## Wither ##
############
# Comma-separated list of difficulties where the Wither is enabled.
# If the current world difficulty does not appear in the set, building the Wither formation will spawn a Nether Star
# item, and give you the advancement for killing the Wither.
# Default: easy, normal, hard
witherDifficulties: easy, normal, hard
# Is the Wither allowed to intentionally target players?
# Default: true
witherTargetsPlayers: true
# Is the Wither allowed to intentionally target non-players?
# Default: true
witherTargetsMobs: true
# Can the Wither fire black wither skulls?
# Default: true
blackWitherSkulls: true
# Can the Wither fire blue ('charged') wither skulls on Normal and Hard difficulty?
# Default: true
blueWitherSkulls: true
# Does the Wither break nearby blocks after it gets damaged?
# Default: true
witherBreaksBlocks: true
####################
## Elder Guardian ##
####################
# This option affects your own client.
# What happens when an Elder Guardian gives you the Mining Fatigue effect?
# If 'default', the sound effect and particle appear.
# If 'only_sound', only the sound plays, and if 'only_particle', only the particle effect appears.
# If 'disabled', neither of those happen.
# Default: default
elderGuardianEffect: only_sound

@ -0,0 +1,67 @@
configVersion: 0
##################
## Optimization ##
##################
# By default, mobs that are currently attacking a player do not check every tick if it's still okay to do so.
# This is how often the mob will check. (Set this to 1 to check every tick.)
# Must be at least 1.
# Default: 20
recheckInterval: 20
# Should Apathy attempt to optimize the rule in the config file, to do less work per tick?
# If your rule is doing something unexpected, or isn't working like it should, try turning this off.
# And report it too, since it's definitely a bug, lol.
# Default: true
runRuleOptimizer: true
################################
## Wow even more misc options ##
################################
# Comma-separated list of difficulties where zombies are allowed to attack villagers.
# Default: easy, normal, hard
zombieAttackVillagerDifficulties: easy, normal, hard
####################
## Revenge Spread ##
####################
# Comma-separated list of difficulties.
# If the current world difficulty appears in the set, zombified piglins will alert their friends
# when a player provokes one. This will also spread Apathy's revengeTimer to them.
# Default: easy, normal, hard
angryPiggies: easy, normal, hard
# Let's say this option is set to 10, and you attack a zombie. Other zombies within 10 blocks will have their revengeTimer set, too.
# This option affects mobs of the same type only.
# Please recall that the revengeTimer is an Apathy concept, and Apathy only ever suppresses normal mob AI.
# i.e, this won't cause a mob to attack a player that already wasn't going to.
# Must be at least 0.
# Default: 0
sameTypeRevengeSpread: 16
# When attacking any mob, other mobs within this range will have their revengeTimer set, too.
# This option affects all mobs, whether they have the same type or not.
# Please recall that the revengeTimer is an Apathy concept, and Apathy only ever suppresses normal mob AI.
# i.e, this won't cause a mob to attack a player that already wasn't going to.
# Must be at least 0.
# Default: 0
differentTypeRevengeSpread: 10
###########
## Debug ##
###########
# If 'true', Apathy will dump the rule specified in the config file to the file 'comfig/apathy/dumps/builtin-rule.json'.
# It will also dump the automatically optimized rule out to 'config/apathy/dumps/builtin-rule-opt.json'.
# Maybe this is handy if you'd like to see what the .json format looks like for a particular config file.
# Default: false
debugBuiltinRule: false
# If 'true', Apathy will dump the rule specified in mobs.json to the file 'config/apathy/dumps/json-rule.json'.
# It will also dump the automatically optimized rule out to 'config/apathy/dumps/json-rule-opt.json'.
# Default: false
debugJsonRule: false

@ -0,0 +1,169 @@
configVersion: 0
####################
## Nuclear Option ##
####################
# If set to 'true', no mob will ever attack anyone.
# Use this option if you don't want to deal with the rest of the config file.
# Default: false
nuclearOption: false
#########################
## Built In Rule Order ##
#########################
# Which order should the rules in this config file be evaluated in?
# Comma-separated list built out of any or all of the following keywords, in any order:
# json, difficulty, boss, mobSet, tagSet, playerSet, revenge
# Example: difficulty, revenge, playerSet
# Note: If a rule is not listed in the rule order, it will not be checked.
# Default: json, difficulty, boss, mobSet, tagSet, playerSet, revenge
ruleOrder: json, difficulty, boss, mobSet, tagSet, playerSet, revenge
#####################
## Difficulty Rule ##
#####################
# Comma-separated list of difficulties.
# Example: easy, normal
# Default: <empty>
difficultySet:
# What happens when the current world difficulty appears in difficultySet?
# May be one of:
# allow - Every mob is always allowed to attack everyone.
# deny - No mob is ever allowed to attack anyone.
# pass - Defer to the next rule.
# Default: pass
difficultySetIncluded: pass
# What happens when the current world difficulty does *not* appear in difficultySet?
# May be one of:
# allow - Every mob is always allowed to attack everyone.
# deny - No mob is ever allowed to attack anyone.
# pass - Defer to the next rule.
# Default: pass
difficultySetExcluded: pass
###############
## Boss Rule ##
###############
# What happens when the attacker is a boss?
# 'Bossness' is defined by inclusion in the 'apathy:bosses' tag.
# May be one of:
# allow - Every boss is allowed to attack everyone.
# deny - No boss is allowed to attack anyone.
# pass - Defer to the next rule.
# Note: If the current attacker is *not* a boss, always passes to the next rule.
# Default: allow
boss: allow
##################
## Mob Set Rule ##
##################
# A comma-separated set of mob IDs.
# Example: minecraft:creeper, minecraft:spider
# Default: <empty>
mobSet: minecraft:piglin_brute, minecraft:pillager, minecraft:vindicator, minecraft:ravager, minecraft:vex, minecraft:evoker
# What happens when the attacker's entity ID appears in mobSet?
# May be one of:
# allow - The mob will be allowed to attack the player.
# deny - The mob will not be allowed to attack the player.
# pass - Defer to the next rule.
# Default: pass
mobSetIncluded: allow
# What happens when the attacker's entity ID does *not* appear in mobSet?
# May be one of:
# allow - The mob will be allowed to attack the player.
# deny - The mob will not be allowed to attack the player.
# pass - Defer to the next rule.
# Default: pass
mobSetExcluded: pass
##################
## Tag Set Rule ##
##################
# A comma-separated set of entity type tags.
# Example: minecraft:raiders, some_datapack:some_tag
# Default: <empty>
tagSet:
# What happens when the attacker is tagged with one of the tags in mobTagSet?
# May be one of:
# allow - The mob will be allowed to attack the player.
# deny - The mob will not be allowed to attack the player.
# pass - Defer to the next rule.
# Default: pass
tagSetIncluded: pass
# What happens when the attacker is *not* tagged with one of the tags in mobTagSet?
# May be one of:
# allow - The mob will be allowed to attack the player.
# deny - The mob will not be allowed to attack the player.
# pass - Defer to the next rule.
# Default: pass
tagSetExcluded: pass
#####################
## Player Set Rule ##
#####################
# The name of a set of players.
# If this option is not provided, a player set is not created, and this whole rule always passes.
# Default: no-mobs
playerSetName: aggressive-mobs
# If 'true', players can add themselves to the set, using '/apathy set join <playerListName>'.
# If 'false', only an operator can add them to the set, using '/apathy set-admin join <selector> <playerListName>'.
# Default: true
playerSetSelfSelect: true
# What happens when a mob tries to attack someone who appears in the playerSet?
# May be one of:
# allow - The mob is allowed to attack the player.
# deny - The mob is not allowed to attack the player.
# pass - Defer to the next rule.
# Default: deny
playerSetIncluded: allow
# What happens when a mob tries to attack someone who does *not* appear in the playerSet?
# May be one of:
# allow - The mob is allowed to attack the player.
# deny - The mob is not allowed to attack the player.
# pass - Defer to the next rule.
# Default: pass
playerSetExcluded: pass
##################
## Revenge Rule ##
##################
# For how many ticks is a mob allowed to retaliate after being attacked?
# Set to -1 to disable this 'revenge' mechanic.
# When the timer expires, defers to the next rule.
# Must be at least -1.
# Note: The exact duration of the attack may be up to (<revengeTimer> + <recheckInterval>) ticks.
# Btw, the original mod had an option for 'eternal revenge', with an uncapped timer.
# I didn't port that, but the maximum value of the timer is 9223372036854775807 ticks.
# Make of that information what you will ;)
# Default: -1
revengeTimer: 1200
######################
## Last Resort Rule ##
######################
# If absolutely none of the previous rules applied, what happens?
# May be one of:
# allow - By default, mobs are allowed to attack players.
# deny - By default, mobs are not allowed to attack players.
# May *not* be set to 'pass'.
# Default: allow
fallthrough: allow

@ -32,7 +32,7 @@
#Range: 0 ~ 200
whunterWeight = 50
#Should the Wilden Hunter attack animals?
hunterHuntsAnimals = true
hunterHuntsAnimals = false
#Should the Wilden Stalker attack animals?
stalkerHuntsAnimals = false
#Should the Wilden Defender attack animals?

@ -0,0 +1,118 @@
#Gamerules that are set when a world is loaded
[gamerules]
#Whether advancements should be announced in chat
announce_advancements = true
#Whether command blocks should notify admins when they perform commands
command_block_output = true
#Whether the server should skip checking player speed when the player is wearing elytra. Often helps with jittering due to lag in multiplayer
disable_elytra_movement_check = false
#Whether raids are disabled
disable_raids = false
#Whether the daylight cycle and moon phases progress
do_daylight_cycle = true
#Whether entities that are not mobs should have drops
do_entity_drops = true
#Whether fire should spread and naturally extinguish
do_fire_tick = false
#Players respawn immediately without showing the death screen
do_immediate_respawn = false
#Whether phantoms can spawn in the nighttime
do_insomnia = false
#Whether players should be able to craft only those recipes that they've unlocked first
do_limited_crafting = false
#Whether mobs should drop items and experience orbs
do_mob_loot = true
#Whether mobs should naturally spawn. Does not affect monster spawners
do_mob_spawning = true
#Whether patrols can spawn
do_patrol_spawning = false
#Whether blocks should have drops
do_tile_drops = true
#Whether wandering traders can spawn
do_trader_spawning = true
#Whether the weather can change naturally. The /weather command can still change weather
do_weather_cycle = true
#Whether the player should take damage when drowning
drowning_damage = true
#No comment
e_e_biome_spawning = true
#No comment
end_iron_ore_generation = true
#No comment
end_portal_capturing = true
#Whether the player should take fall damage
fall_damage = true
#Whether the player should take damage in fire, lava, campfires, or on magma blocks
fire_damage = true
#Makes angered neutral mobs stop being angry when the targeted player dies nearby
forgive_dead_players = true
#Whether the player should take damage when inside powder snow
freeze_damage = true
#Whether the player should keep items and experience in their inventory after death
keep_inventory = true
#Whether to log admin commands to server log
log_admin_commands = true
#No comment
malachite_toxcitity = true
#The maximum length of a chain of commands that can be executed during one tick. Applies to command blocks and functions
#Range: > 0
max_command_chain_length = 65536
#The maximum number of pushable entities a mob or player can push, before taking 3 suffocation damage per half-second. Setting to 0 or lower disables the rule. Damage affects survival-mode or adventure-mode players, and all mobs but bats. Pushable entities include non-spectator-mode players, any mob except bats, as well as boats and minecarts
#Range: > 0
max_entity_cramming = 24
#Whether creepers, zombies, endermen, ghasts, withers, ender dragons, rabbits, sheep, villagers, silverfish, snow golems, and end crystals should be able to change blocks and whether mobs can pick up items, which also disables bartering. This also affects the capability of zombie-like creatures like zombified piglins and drowned to pathfind to turtle eggs
mob_griefing = true
#Whether the player can regenerate health naturally if their hunger is full enough (doesn't affect external healing, such as golden apples, the Regeneration effect, etc.)
natural_regeneration = true
#What percentage of players must sleep to skip the night
#Range: > 0
players_sleeping_percentage = 50
#No comment
radiation_damage = true
#How often a random block tick occurs (such as plant growth, leaf decay, etc.) per chunk section per game tick. 0 and negative values disables random ticks, higher numbers increase random ticks. Setting to a high integer results in high speeds of decay and growth. Numbers over 4096 make plant growth or leaf decay instantaneous
#Range: > 0
random_tick_speed = 3
#Whether the debug screen shows all or reduced information; and whether the effects of F3+B (entity hitboxes) and F3+G (chunk boundaries) are shown
reduced_debug_info = false
#No comment
ringling_digging = true
#Whether the feedback from commands executed by a player should show up in chat. Also affects the default behavior of whether command blocks store their output text
send_command_feedback = true
#Whether death messages are put into chat when a player dies. Also affects whether a message is sent to the pet's owner when the pet dies
show_death_messages = true
#The number of blocks outward from the world spawn coordinates that a player spawns in when first joining a server or when dying without a personal spawnpoint
#Range: > 0
spawn_radius = 10
#Whether players in spectator mode can generate chunks
spectators_generate_chunks = true
#No comment
tf_enforced_progression = true
#Makes angered neutral mobs attack any nearby player, not just the player that angered them. Works best if forgiveDeadPlayers is disabled
universal_anger = false
#No comment
visopod_nest_spawning = true
#Configs related to difficult changes
[difficulty]
#If the difficulty should be set on world load
#If true difficulty changes in game will also be saved to the config
set_difficulty = false
#The difficulty to set if 'set_difficulty' is true, respects if the difficulty is locked or not for the world
#Allowed Values: PEACEFUL, EASY, NORMAL, HARD
difficulty = "NORMAL"
#If true the world will be set to hardcore, difficultly will be set to hard independent to the 'difficulty' config
#Setting it to hardcore auto locks the difficulty while this is true
hardcore = false
#If a world's difficulty should be locked when loaded, if world already is locked it can't be changed
#If the global world difficulty is enabled it's set first
lock_difficulty = false
#A collection of misc configs
[misc]
#If gamerules should be saved to config on world unload
save_gamerules = true
#A comma separated list of commands to run on world join, @p is replaced with joining player name, command is run by the server
#Example: default_commands = ["/tellraw @p [\"\",{\"text\":\"Hi \"},{\"text\":\"@p\",\"color\":\"aqua\"}]"]
default_commands = []

@ -0,0 +1,7 @@
[
{
"hostile": true,
"seesky": true,
"result": "deny"
}
]

@ -1,9 +0,0 @@
[General]
#If enabled, prevents the endermen from teleporting.
preventEndermenFromTeleporting = false
#If enabled, prevents from picking up and placing blocks.
preventEndermenFromGriefing = true
#If enabled, stops the endermen from attacking.
preventEndermenFromAttacking = true

File diff suppressed because it is too large Load Diff

@ -0,0 +1,13 @@
name = "Apathy Mod"
filename = "apathy-1.18.2-forge-2.4.jar"
side = "both"
[download]
hash-format = "sha1"
hash = "0356ee68b8c32181ec144809f1b46de7fb83d6a6"
mode = "metadata:curseforge"
[update]
[update.curseforge]
file-id = 3800643
project-id = 499846

@ -0,0 +1,13 @@
name = "Global GameRules"
filename = "GlobalGameRules-1.18.1-6.0.0.5.jar"
side = "both"
[download]
hash-format = "sha1"
hash = "cab86fddbad38baa9c1b9fcd7d6da180c23b15dd"
mode = "metadata:curseforge"
[update]
[update.curseforge]
file-id = 3583363
project-id = 227657

@ -0,0 +1,13 @@
name = "In Control!"
filename = "incontrol-1.18-6.0.13.jar"
side = "both"
[download]
hash-format = "sha1"
hash = "7f3f0d8bea7dc4ed90ce61240f0ab1bd569d3ddc"
mode = "metadata:curseforge"
[update]
[update.curseforge]
file-id = 3884251
project-id = 257356

@ -0,0 +1,13 @@
name = "More MobGriefing Options"
filename = "MoreMobGriefingOptions-1.18.2-2.0.1.jar"
side = "both"
[download]
hash-format = "sha1"
hash = "8df0ea3c61c99356566f42d0a581037bcae2767f"
mode = "metadata:curseforge"
[update]
[update.curseforge]
file-id = 3683917
project-id = 389013

@ -1,13 +0,0 @@
name = "Passive Endermen (Forge)"
filename = "passiveendermen_1.18.2-2.3.jar"
side = "both"
[download]
hash-format = "sha1"
hash = "b319cd8ede000c0cad4ac12fb6cc80c9b5215838"
mode = "metadata:curseforge"
[update]
[update.curseforge]
file-id = 3704152
project-id = 378921
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