928 lines
33 KiB
INI
928 lines
33 KiB
INI
# Configuration file
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general {
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# Add a mob's full name here to prevent it from being frozen or taking damage from ice magic.
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S:freeze_blacklist <
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mowziesmobs:frostmaw
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minecraft:ender_dragon
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>
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}
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mobs {
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frostmaw {
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# Disable/enable frostmaws' boss health bar
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B:has_boss_bar=true
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# Disable/enable frostmaw healing while asleep
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B:heals_out_of_battle=true
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# Allow players to steal frostmaws' ice crystals (only using specific means!)
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B:stealable_ice_crystal=true
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##########################################################################################################
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# generation_data
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#--------------------------------------------------------------------------------------------------------#
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# Controls for spawning mob/structure with world generation
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##########################################################################################################
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generation_data {
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# IDs of dimensions this mob/structure can generate in
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I:dimensions <
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425
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>
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# Probability that generation succeeds.
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# For example, set to 0.5 to randomly not generate half of these structures in the world.
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# Set to 1 to allow all generation attempts to succeed.
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# Min: 0.0
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# Max: 1.0
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D:generation_chance=0.800000011920929
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# Smaller number causes more generation, 0 to disable spawning
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# Maximum number of chunks between placements of this mob/structure
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# Min: 1
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# Max: 1000
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I:generation_frequency=15
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# Maximum height for generation placement. -1 to ignore
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# Min: -1.0
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# Max: 255.0
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D:height_max=100.0
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# Minimum height for generation placement. -1 to ignore
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# Min: -1.0
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# Max: 255.0
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D:height_min=50.0
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##########################################################################################################
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# biome_data
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#--------------------------------------------------------------------------------------------------------#
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# Control which biomes this generation is allowed in
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##########################################################################################################
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biome_data {
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# Prevent spawns in these biomes regardless of the biome type settings
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S:biome_blacklist <
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>
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# Each entry is a combination of allowed biome types.
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# Separate types with commas to require biomes to have all types in an entry
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# Put a '!' before a biome type to mean NOT that type
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# A blank entry means all biomes. No entries means no biomes.
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# For example, 'FOREST,MAGICAL,!SNOWY' would mean all biomes that are magical forests but not snowy
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# '!MOUNTAIN' would mean all non-mountain biomes
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S:biome_type <
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SNOWY,!OCEAN,!RIVER,!BEACH
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>
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# Allow spawns in these biomes regardless of the biome type settings
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S:biome_whitelist <
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>
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}
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}
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combat_data {
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# Scale mob attack damage by this value
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# Min: 0.0
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# Max: 100.0
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D:attack_multiplier=2.0
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# Scale mob health by this value
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# Min: 0.0
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# Max: 100.0
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D:health_multiplier=4.0
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}
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}
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barako {
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# Disable/enable Barako's boss health bar
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B:has_boss_bar=true
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# Disable/enable Barako healing while not in combat
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B:heals_out_of_battle=true
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##########################################################################################################
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# generation_data
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#--------------------------------------------------------------------------------------------------------#
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# Controls for spawning mob/structure with world generation
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# Generation controls for Barakoa villages
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##########################################################################################################
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generation_data {
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# IDs of dimensions this mob/structure can generate in
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I:dimensions <
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0
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>
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# Probability that generation succeeds.
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# For example, set to 0.5 to randomly not generate half of these structures in the world.
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# Set to 1 to allow all generation attempts to succeed.
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# Min: 0.0
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# Max: 1.0
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D:generation_chance=0.0
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# Smaller number causes more generation, 0 to disable spawning
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# Maximum number of chunks between placements of this mob/structure
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# Min: 1
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# Max: 1000
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I:generation_frequency=15
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# Maximum height for generation placement. -1 to ignore
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# Min: -1.0
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# Max: 255.0
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D:height_max=100.0
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# Minimum height for generation placement. -1 to ignore
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# Min: -1.0
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# Max: 255.0
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D:height_min=50.0
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##########################################################################################################
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# biome_data
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#--------------------------------------------------------------------------------------------------------#
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# Control which biomes this generation is allowed in
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##########################################################################################################
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biome_data {
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# Prevent spawns in these biomes regardless of the biome type settings
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S:biome_blacklist <
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>
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# Each entry is a combination of allowed biome types.
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# Separate types with commas to require biomes to have all types in an entry
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# Put a '!' before a biome type to mean NOT that type
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# A blank entry means all biomes. No entries means no biomes.
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# For example, 'FOREST,MAGICAL,!SNOWY' would mean all biomes that are magical forests but not snowy
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# '!MOUNTAIN' would mean all non-mountain biomes
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S:biome_type <
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SAVANNA
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>
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# Allow spawns in these biomes regardless of the biome type settings
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S:biome_whitelist <
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>
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}
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}
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combat_data {
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# Scale mob attack damage by this value
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# Min: 0.0
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# Max: 100.0
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D:attack_multiplier=100.0
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# Scale mob health by this value
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# Min: 0.0
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# Max: 100.0
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D:health_multiplier=1.0
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}
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}
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ferrous_wroughtnaut {
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# Disable/enable Ferrous Wroughtnauts' boss health bar
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B:has_boss_bar=true
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# Disable/enable Ferrous Wroughtnaut healing while not active
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B:heals_out_of_battle=true
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##########################################################################################################
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# generation_data
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#--------------------------------------------------------------------------------------------------------#
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# Controls for spawning mob/structure with world generation
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##########################################################################################################
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generation_data {
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# IDs of dimensions this mob/structure can generate in
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I:dimensions <
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0
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>
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# Probability that generation succeeds.
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# For example, set to 0.5 to randomly not generate half of these structures in the world.
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# Set to 1 to allow all generation attempts to succeed.
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# Min: 0.0
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# Max: 1.0
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D:generation_chance=0.5
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# Smaller number causes more generation, 0 to disable spawning
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# Maximum number of chunks between placements of this mob/structure
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# Min: 1
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# Max: 1000
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I:generation_frequency=0
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# Maximum height for generation placement. -1 to ignore
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# Min: -1.0
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# Max: 255.0
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D:height_max=55.0
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# Minimum height for generation placement. -1 to ignore
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# Min: -1.0
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# Max: 255.0
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D:height_min=30.0
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##########################################################################################################
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# biome_data
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#--------------------------------------------------------------------------------------------------------#
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# Control which biomes this generation is allowed in
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##########################################################################################################
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biome_data {
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# Prevent spawns in these biomes regardless of the biome type settings
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S:biome_blacklist <
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>
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# Each entry is a combination of allowed biome types.
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# Separate types with commas to require biomes to have all types in an entry
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# Put a '!' before a biome type to mean NOT that type
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# A blank entry means all biomes. No entries means no biomes.
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# For example, 'FOREST,MAGICAL,!SNOWY' would mean all biomes that are magical forests but not snowy
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# '!MOUNTAIN' would mean all non-mountain biomes
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S:biome_type <
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>
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# Allow spawns in these biomes regardless of the biome type settings
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S:biome_whitelist <
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>
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}
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}
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combat_data {
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# Scale mob attack damage by this value
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# Min: 0.0
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# Max: 100.0
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D:attack_multiplier=1.0
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# Scale mob health by this value
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# Min: 0.0
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# Max: 100.0
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D:health_multiplier=1.0
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}
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}
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grottol {
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# Scale mob health by this value
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# Min: 0.0
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# Max: 100.0
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D:health_multiplier=1.0
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##########################################################################################################
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# spawn_data
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#--------------------------------------------------------------------------------------------------------#
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# Controls for vanilla-style mob spawning
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##########################################################################################################
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spawn_data {
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# Names of blocks this mob is allowed to spawn on. Leave blank to allow any block.
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S:allowed_blocks <
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>
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# IDs of dimensions this mob can spawn in
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I:dimensions <
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807
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>
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# Maximum height for this spawn. -1 to ignore.
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# Min: -1.0
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# Max: 255.0
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D:height_max=55.0
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# Minimum height for this spawn. -1 to ignore.
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# Min: -1.0
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# Max: 255.0
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D:height_min=-1.0
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# Maximum number of mobs that appear in a spawn group
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# Min: 1
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# Max: 100
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I:max_group_size=1
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# Minimum number of mobs that appear in a spawn group
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# Min: 1
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# Max: 100
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I:min_group_size=1
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# Set to true to only allow this mob to spawn in the dark, like zombies and skeletons
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B:needs_darkness=false
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# Set to true to only spawn mob if it can't see the sky
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B:requires_cant_see_sky=true
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# Set to true to only spawn mob if it can see the sky
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B:requires_see_sky=false
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# Smaller number causes less spawning, 0 to disable spawning
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# Min: 0
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# Max: 100
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I:spawn_rate=2
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##########################################################################################################
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# biome_data
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#--------------------------------------------------------------------------------------------------------#
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# Control which biomes this spawn is allowed in
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##########################################################################################################
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biome_data {
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# Prevent spawns in these biomes regardless of the biome type settings
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S:biome_blacklist <
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>
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# Each entry is a combination of allowed biome types.
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# Separate types with commas to require biomes to have all types in an entry
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# Put a '!' before a biome type to mean NOT that type
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# A blank entry means all biomes. No entries means no biomes.
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# For example, 'FOREST,MAGICAL,!SNOWY' would mean all biomes that are magical forests but not snowy
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# '!MOUNTAIN' would mean all non-mountain biomes
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S:biome_type <
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>
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# Allow spawns in these biomes regardless of the biome type settings
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S:biome_whitelist <
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>
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}
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}
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}
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lantern {
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B:glow_effect=true
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# Scale mob health by this value
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# Min: 0.0
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# Max: 100.0
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D:health_multiplier=1.0
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##########################################################################################################
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# spawn_data
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#--------------------------------------------------------------------------------------------------------#
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# Controls for vanilla-style mob spawning
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##########################################################################################################
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spawn_data {
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# Names of blocks this mob is allowed to spawn on. Leave blank to allow any block.
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S:allowed_blocks <
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grass
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leaves
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leaves2
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log
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log2
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>
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# IDs of dimensions this mob can spawn in
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I:dimensions <
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0
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>
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# Maximum height for this spawn. -1 to ignore.
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# Min: -1.0
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# Max: 255.0
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D:height_max=-1.0
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# Minimum height for this spawn. -1 to ignore.
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# Min: -1.0
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# Max: 255.0
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D:height_min=60.0
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# Maximum number of mobs that appear in a spawn group
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# Min: 1
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# Max: 100
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I:max_group_size=2
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# Minimum number of mobs that appear in a spawn group
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# Min: 1
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# Max: 100
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I:min_group_size=1
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# Set to true to only allow this mob to spawn in the dark, like zombies and skeletons
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B:needs_darkness=true
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# Set to true to only spawn mob if it can't see the sky
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B:requires_cant_see_sky=false
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# Set to true to only spawn mob if it can see the sky
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B:requires_see_sky=false
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# Smaller number causes less spawning, 0 to disable spawning
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# Min: 0
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# Max: 100
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I:spawn_rate=5
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##########################################################################################################
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# biome_data
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#--------------------------------------------------------------------------------------------------------#
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# Control which biomes this spawn is allowed in
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##########################################################################################################
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biome_data {
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# Prevent spawns in these biomes regardless of the biome type settings
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S:biome_blacklist <
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>
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# Each entry is a combination of allowed biome types.
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# Separate types with commas to require biomes to have all types in an entry
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# Put a '!' before a biome type to mean NOT that type
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# A blank entry means all biomes. No entries means no biomes.
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# For example, 'FOREST,MAGICAL,!SNOWY' would mean all biomes that are magical forests but not snowy
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# '!MOUNTAIN' would mean all non-mountain biomes
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S:biome_type <
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FOREST,MAGICAL,!SNOWY
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>
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# Allow spawns in these biomes regardless of the biome type settings
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S:biome_whitelist <
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roofed_forest
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mutated_roofed_forest
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>
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}
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}
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}
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barakoa {
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##########################################################################################################
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# spawn_data
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#--------------------------------------------------------------------------------------------------------#
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# Controls for vanilla-style mob spawning
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# Controls spawning for Barakoana hunting groups
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# Group size controls how many elites spawn, not followers
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# See Barako config for village controls
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##########################################################################################################
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spawn_data {
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# Names of blocks this mob is allowed to spawn on. Leave blank to allow any block.
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S:allowed_blocks <
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>
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# IDs of dimensions this mob can spawn in
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I:dimensions <
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0
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>
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# Maximum height for this spawn. -1 to ignore.
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# Min: -1.0
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# Max: 255.0
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D:height_max=-1.0
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# Minimum height for this spawn. -1 to ignore.
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# Min: -1.0
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# Max: 255.0
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D:height_min=60.0
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# Maximum number of mobs that appear in a spawn group
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# Min: 1
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# Max: 100
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I:max_group_size=1
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# Minimum number of mobs that appear in a spawn group
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# Min: 1
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# Max: 100
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I:min_group_size=1
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# Set to true to only allow this mob to spawn in the dark, like zombies and skeletons
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B:needs_darkness=false
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# Set to true to only spawn mob if it can't see the sky
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B:requires_cant_see_sky=false
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# Set to true to only spawn mob if it can see the sky
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B:requires_see_sky=false
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# Smaller number causes less spawning, 0 to disable spawning
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# Min: 0
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# Max: 100
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I:spawn_rate=0
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##########################################################################################################
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# biome_data
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#--------------------------------------------------------------------------------------------------------#
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# Control which biomes this spawn is allowed in
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##########################################################################################################
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|
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biome_data {
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# Prevent spawns in these biomes regardless of the biome type settings
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S:biome_blacklist <
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>
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|
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# Each entry is a combination of allowed biome types.
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# Separate types with commas to require biomes to have all types in an entry
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|
# Put a '!' before a biome type to mean NOT that type
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|
# A blank entry means all biomes. No entries means no biomes.
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# For example, 'FOREST,MAGICAL,!SNOWY' would mean all biomes that are magical forests but not snowy
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# '!MOUNTAIN' would mean all non-mountain biomes
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S:biome_type <
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SAVANNA
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>
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# Allow spawns in these biomes regardless of the biome type settings
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S:biome_whitelist <
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>
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}
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}
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combat_data {
|
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# Scale mob attack damage by this value
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# Min: 0.0
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# Max: 100.0
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D:attack_multiplier=1.0
|
|
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# Scale mob health by this value
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# Min: 0.0
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# Max: 100.0
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D:health_multiplier=1.0
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}
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}
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naga {
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|
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##########################################################################################################
|
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# spawn_data
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#--------------------------------------------------------------------------------------------------------#
|
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# Controls for vanilla-style mob spawning
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##########################################################################################################
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|
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spawn_data {
|
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# Names of blocks this mob is allowed to spawn on. Leave blank to allow any block.
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S:allowed_blocks <
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>
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# IDs of dimensions this mob can spawn in
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I:dimensions <
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162
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>
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# Maximum height for this spawn. -1 to ignore.
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# Min: -1.0
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# Max: 255.0
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D:height_max=-1.0
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# Minimum height for this spawn. -1 to ignore.
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# Min: -1.0
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# Max: 255.0
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D:height_min=-1.0
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# Maximum number of mobs that appear in a spawn group
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# Min: 1
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# Max: 100
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I:max_group_size=3
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|
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# Minimum number of mobs that appear in a spawn group
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# Min: 1
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# Max: 100
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I:min_group_size=1
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|
|
# Set to true to only allow this mob to spawn in the dark, like zombies and skeletons
|
|
B:needs_darkness=false
|
|
|
|
# Set to true to only spawn mob if it can't see the sky
|
|
B:requires_cant_see_sky=false
|
|
|
|
# Set to true to only spawn mob if it can see the sky
|
|
B:requires_see_sky=true
|
|
|
|
# Smaller number causes less spawning, 0 to disable spawning
|
|
# Min: 0
|
|
# Max: 100
|
|
I:spawn_rate=5
|
|
|
|
##########################################################################################################
|
|
# biome_data
|
|
#--------------------------------------------------------------------------------------------------------#
|
|
# Control which biomes this spawn is allowed in
|
|
##########################################################################################################
|
|
|
|
biome_data {
|
|
# Prevent spawns in these biomes regardless of the biome type settings
|
|
S:biome_blacklist <
|
|
>
|
|
|
|
# Each entry is a combination of allowed biome types.
|
|
# Separate types with commas to require biomes to have all types in an entry
|
|
# Put a '!' before a biome type to mean NOT that type
|
|
# A blank entry means all biomes. No entries means no biomes.
|
|
# For example, 'FOREST,MAGICAL,!SNOWY' would mean all biomes that are magical forests but not snowy
|
|
# '!MOUNTAIN' would mean all non-mountain biomes
|
|
S:biome_type <
|
|
!SNOWY
|
|
>
|
|
|
|
# Allow spawns in these biomes regardless of the biome type settings
|
|
S:biome_whitelist <
|
|
|
|
>
|
|
}
|
|
|
|
}
|
|
|
|
combat_data {
|
|
# Scale mob attack damage by this value
|
|
# Min: 0.0
|
|
# Max: 100.0
|
|
D:attack_multiplier=1.0
|
|
|
|
# Scale mob health by this value
|
|
# Min: 0.0
|
|
# Max: 100.0
|
|
D:health_multiplier=1.0
|
|
}
|
|
|
|
}
|
|
|
|
foliaath {
|
|
|
|
##########################################################################################################
|
|
# spawn_data
|
|
#--------------------------------------------------------------------------------------------------------#
|
|
# Controls for vanilla-style mob spawning
|
|
##########################################################################################################
|
|
|
|
spawn_data {
|
|
# Names of blocks this mob is allowed to spawn on. Leave blank to allow any block.
|
|
S:allowed_blocks <
|
|
grass
|
|
leaves
|
|
leaves2
|
|
log
|
|
log2
|
|
>
|
|
|
|
# IDs of dimensions this mob can spawn in
|
|
I:dimensions <
|
|
0
|
|
809
|
|
>
|
|
|
|
# Maximum height for this spawn. -1 to ignore.
|
|
# Min: -1.0
|
|
# Max: 255.0
|
|
D:height_max=-1.0
|
|
|
|
# Minimum height for this spawn. -1 to ignore.
|
|
# Min: -1.0
|
|
# Max: 255.0
|
|
D:height_min=60.0
|
|
|
|
# Maximum number of mobs that appear in a spawn group
|
|
# Min: 1
|
|
# Max: 100
|
|
I:max_group_size=3
|
|
|
|
# Minimum number of mobs that appear in a spawn group
|
|
# Min: 1
|
|
# Max: 100
|
|
I:min_group_size=1
|
|
|
|
# Set to true to only allow this mob to spawn in the dark, like zombies and skeletons
|
|
B:needs_darkness=false
|
|
|
|
# Set to true to only spawn mob if it can't see the sky
|
|
B:requires_cant_see_sky=false
|
|
|
|
# Set to true to only spawn mob if it can see the sky
|
|
B:requires_see_sky=false
|
|
|
|
# Smaller number causes less spawning, 0 to disable spawning
|
|
# Min: 0
|
|
# Max: 100
|
|
I:spawn_rate=20
|
|
|
|
##########################################################################################################
|
|
# biome_data
|
|
#--------------------------------------------------------------------------------------------------------#
|
|
# Control which biomes this spawn is allowed in
|
|
##########################################################################################################
|
|
|
|
biome_data {
|
|
# Prevent spawns in these biomes regardless of the biome type settings
|
|
S:biome_blacklist <
|
|
>
|
|
|
|
# Each entry is a combination of allowed biome types.
|
|
# Separate types with commas to require biomes to have all types in an entry
|
|
# Put a '!' before a biome type to mean NOT that type
|
|
# A blank entry means all biomes. No entries means no biomes.
|
|
# For example, 'FOREST,MAGICAL,!SNOWY' would mean all biomes that are magical forests but not snowy
|
|
# '!MOUNTAIN' would mean all non-mountain biomes
|
|
S:biome_type <
|
|
JUNGLE
|
|
>
|
|
|
|
# Allow spawns in these biomes regardless of the biome type settings
|
|
S:biome_whitelist <
|
|
>
|
|
}
|
|
|
|
}
|
|
|
|
combat_data {
|
|
# Scale mob attack damage by this value
|
|
# Min: 0.0
|
|
# Max: 100.0
|
|
D:attack_multiplier=1.0
|
|
|
|
# Scale mob health by this value
|
|
# Min: 0.0
|
|
# Max: 100.0
|
|
D:health_multiplier=1.0
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
tools_and_abilities {
|
|
# Min: 0.0
|
|
# Max: 100.0
|
|
D:geomancy_attack_multiplier=1.0
|
|
|
|
# Min: 0.0
|
|
# Max: 100.0
|
|
D:suns_blessing_attack_multiplier=1.0
|
|
|
|
wrought_helm {
|
|
# Set to true for the Wrought Helm to have limited durability.
|
|
B:breakable=false
|
|
|
|
##########################################################################################################
|
|
# armor_data
|
|
#--------------------------------------------------------------------------------------------------------#
|
|
# Shared controls for armor
|
|
##########################################################################################################
|
|
|
|
armor_data {
|
|
# See official Minecraft Wiki for an explanation of how armor damage reduction works.
|
|
# Min: 0
|
|
# Max: 10000
|
|
I:damage_reduction=2
|
|
|
|
# See official Minecraft Wiki for an explanation of how armor toughness works.
|
|
# Min: 0.0
|
|
# Max: 10000.0
|
|
D:toughness=0.0
|
|
}
|
|
|
|
}
|
|
|
|
axe_of_a_thousand_metals {
|
|
# Set to true for the Axe of a Thousand Metals to have limited durability.
|
|
B:breakable=false
|
|
|
|
##########################################################################################################
|
|
# tool_data
|
|
#--------------------------------------------------------------------------------------------------------#
|
|
# Shared controls for melee weapons and tools
|
|
##########################################################################################################
|
|
|
|
tool_data {
|
|
# Min: 0.0
|
|
# Max: 100000.0
|
|
D:attack_damage=9.0
|
|
|
|
# Min: 0.0
|
|
# Max: 100000.0
|
|
D:attack_speed=0.8999999761581421
|
|
}
|
|
|
|
}
|
|
|
|
sol_visage {
|
|
# Set to true for the Sol Visage to have limited durability.
|
|
B:breakable=false
|
|
|
|
##########################################################################################################
|
|
# armor_data
|
|
#--------------------------------------------------------------------------------------------------------#
|
|
# Shared controls for armor
|
|
##########################################################################################################
|
|
|
|
armor_data {
|
|
# See official Minecraft Wiki for an explanation of how armor damage reduction works.
|
|
# Min: 0
|
|
# Max: 10000
|
|
I:damage_reduction=2
|
|
|
|
# See official Minecraft Wiki for an explanation of how armor toughness works.
|
|
# Min: 0.0
|
|
# Max: 10000.0
|
|
D:toughness=0.0
|
|
}
|
|
|
|
}
|
|
|
|
ice_crystal {
|
|
# Ice crystal durability
|
|
# Min: 1
|
|
# Max: 100000000
|
|
I:durability=600
|
|
|
|
# Multiply all damage done with the ice crystal by this amount.
|
|
# Min: 0.0
|
|
# Max: 100.0
|
|
D:ice_crystal_attack_multiplier=1.0
|
|
|
|
# Set to true for the ice crystal to have limited durability.
|
|
# Prevents regeneration in inventory.
|
|
B:ice_crystal_breakable=false
|
|
}
|
|
|
|
barakoa_mask {
|
|
|
|
##########################################################################################################
|
|
# armor_data
|
|
#--------------------------------------------------------------------------------------------------------#
|
|
# Shared controls for armor
|
|
##########################################################################################################
|
|
|
|
armor_data {
|
|
# See official Minecraft Wiki for an explanation of how armor damage reduction works.
|
|
# Min: 0
|
|
# Max: 10000
|
|
I:damage_reduction=1
|
|
|
|
# See official Minecraft Wiki for an explanation of how armor toughness works.
|
|
# Min: 0.0
|
|
# Max: 10000.0
|
|
D:toughness=0.0
|
|
}
|
|
|
|
}
|
|
|
|
barakoa_spear {
|
|
|
|
##########################################################################################################
|
|
# tool_data
|
|
#--------------------------------------------------------------------------------------------------------#
|
|
# Shared controls for melee weapons and tools
|
|
##########################################################################################################
|
|
|
|
tool_data {
|
|
# Min: 0.0
|
|
# Max: 100000.0
|
|
D:attack_damage=5.0
|
|
|
|
# Min: 0.0
|
|
# Max: 100000.0
|
|
D:attack_speed=1.600000023841858
|
|
}
|
|
|
|
}
|
|
|
|
naga_fang_dagger {
|
|
# Bonus damage when attacking from behind
|
|
# Min: 0.0
|
|
# Max: 100000.0
|
|
D:bonus_damage=5.0
|
|
|
|
# Duration in ticks of the poison effect (20 ticks = 1 second).
|
|
# Min: 0
|
|
# Max: 100000
|
|
I:poison_duration=40
|
|
|
|
##########################################################################################################
|
|
# tool_data
|
|
#--------------------------------------------------------------------------------------------------------#
|
|
# Shared controls for melee weapons and tools
|
|
##########################################################################################################
|
|
|
|
tool_data {
|
|
# Min: 0.0
|
|
# Max: 100000.0
|
|
D:attack_damage=3.0
|
|
|
|
# Min: 0.0
|
|
# Max: 100000.0
|
|
D:attack_speed=2.0
|
|
}
|
|
|
|
}
|
|
|
|
blow_gun {
|
|
# Min: 0.0
|
|
# Max: 100000.0
|
|
D:attack_damage=1.0
|
|
|
|
# Duration in ticks of the poison effect (20 ticks = 1 second).
|
|
# Min: 0
|
|
# Max: 100000
|
|
I:poison_duration=40
|
|
}
|
|
|
|
}
|
|
|
|
|