Minecraft Modpack
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[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