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120 lines
5.9 KiB
120 lines
5.9 KiB
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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 = true |
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#Defines whether animals should breed without Player intervention. |
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natural_breeding = false |
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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 = false |
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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 = true |
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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 = false |
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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 = true |
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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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