[modcompat] #Controls whether to check for Serene Seasons for compatibility (Mobs will only breed during specific seasons). serene_seasons = true #Controls whether to check for YUNG's Better Caves (Reduces the rate at which Underground mobs are placed). better_caves = true #Controls whether to check for Caves and Cliffs backport (Reduces the rate at which Underground mobs are placed). caves_and_cliffs = true [mobcontrol] #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. #Range: 0 ~ 100 burrowRepopulationChance = 10 #Critters further than this value from any Player will despawn into their Burrow (only if they have a Burrow assigned). #Range: > 0 critterSpawnRange = 40 #This toggle can used to fully disable the spawning of all UntamedWilds entities, giving flexibility if somebody chooses to use alternative mob spawning methods. masterspawner = true #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 #Range: 0 ~ 256 treeSpawnBias = 4 #Prevent mobs and burrows from spawning in the defined dimensions. dimensionBlacklist = [] [gencontrol] #Frequency of Reeds, 1 in N chunks will generate Reeds (0 to disable) #Range: > 0 freqreeds = 4 #Frequency of Flora, 1 in N chunks will generate random Flora (0 to disable) #Range: > 0 freqflora = 4 #Controls whether to add Anemones and their associated items to oceans. anemone = true #Controls whether to spawn random Flora in the world bush = true #Prevent spawns of Reeds in these biomes reed_blacklist = [] #Frequency of Apex Predators, 1 in N chunks will generate with an Apex Predator (0 to disable) #Range: > 0 freqapex = 64 #Frequency of Critters, 1 in N chunks will generate with Critters (0 to disable) #Range: > 0 freqcritter = 6 #Controls whether to spawn Amazon Sword in Swamp/Jungle biomes algae = true #Frequency of Herbivores, 1 in N chunks will generate with an Apex Predator (0 to disable) #Range: > 0 freqherbivore = 48 #Frequency of Sessile Ocean Mobs, 1 in N chunks will generate with Sessile Mobs (0 to disable) #Range: > 0 freqsessile = 8 #Frequency of Freshwater Mobs, 1 in N chunks will generate with Freshwater Mobs (0 to disable) #Range: > 0 freqwater = 8 #Prevent spawns of Flora in these biomes flora_blacklist = [] #Controls whether to spawn Reeds in River/Swamp biomes reeds = true #Frequency of Algae, abstract value (0 to disable) #Range: > 0 freqalgae = 1 #Prevent spawns of Algae in these biomes algae_blacklist = ["minecraft:frozen_ocean", "minecraft:deep_frozen_ocean"] #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 #Range: 0.0 ~ 1.0 probunderground = 4.0E-4 #Frequency of Ocean Mobs, 1 in N chunks will generate with Ocean Mobs (0 to disable) #Range: > 0 freqocean = 16 #Controls whether to use Burrows to spawn Critters, instead of having them clog up the Spawns burrows = true #Controls whether to add Tree Orchids (NOT YET IMPLEMENTED) tree_orchid = true #Prevent flora and other blocks (but not Burrows) from generating in the defined dimensions. dimensionFeatureBlacklist = [] [gamerules] #Pregnancy time is only used as a cooldown, babies pop out instantly like in Vanilla. easy_breeding = true #Defines whether animals should breed without Player intervention. natural_breeding = false #Defines whether certain large predators will be angered if a player approaches them while they are sleeping. angry_sleepers = false #Allows mobs to spawn as fully random species, ignoring Biomes and Rarity. random_species = false #Should 'Grazing' mobs destroy Tall Grass and/or turn Grass into dirt blocks (like Vanilla Sheep do). grazer_griefing = true #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. #Range: 0 ~ 128 spawn_height_bias = 4 #If set to false, prevents mobs from dropping eggs mobs_drop_eggs = true #Should mobs with Rare skins generate in the wild (if defined through assets) wild_rare_skins = true #Whether breeding requires a Male and a Female to produce offspring/eggs. (Warning: may lead to uncontrolled spawns of eggs) gendered_breeding = true #Features scientific names in various descriptions (eg. for mobs inside Cage Traps). scientific_names = true #Defines whether certain critters will become angry if a mob/player 'steps' on them, by coming too close. contact_agression = false #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). hardcore_death = true #Should mobs potentially destroy the terrain? Keep in mind 'mobGriefing' is still required mob_griefing = false #Adds additional restrictions to mob breeding, including Biome/Temperature requirements and Overcrowding. hardcore_breeding = false #Defines how long a cycle should last, cycles are used to scale the gestation and breeding periods #Example values: 24000 - Day, 168000 - Week, 720000 - Month, 8760000 - Year #Range: 0 ~ 8760000 cycle_length = 24000 #Chance for a mob, out of 1, to have it's Skin replaced by a Rare skin (if any are defined through assets) #Range: 0.0 ~ 1.0 rare_skin_chance = 0.05 #Defines whether players can trigger breeding by feeding a creature's favourite item, like in vanilla. player_breeding = true #Should the 'Sleeping' behaviour run? Disabling this option also disables the activity mob_sleeping = true #If set to false, makes mobs a lot harder to catch by preventing the capture of hostile mobs easy_mob_capture = true