[General] # Probability (0.0–1.0) that demon flesh will drop when defeating certain enemies. # # Default: 0.2 # Range: 0.0 ~ 1.0 DEMON_FLESH_DROP_RATE = 0.2 # Respawn totem spawn charges when activated. # # Default: 5 # Range: 0 ~ 200 RESPAWN_TOTEM_CHARGES = 5 # Maximum number of charges a single shade altar can store. # # Default: 20 # Range: 0 ~ 1000 SHADOW_ALTAR_MAX_CHARGES = 20 # Number of blood charges a shade altar can hold. # # Default: 4 # Range: 0 ~ 1000 SHADOW_ALTAR_BLOOD_CHARGES_AMOUNT = 4 # Whether companions are allowed to wander when neither following nor sitting. # # Default: true SHOULD_COMPANIONS_WANDER = true # Whether tamed companions proactively attack nearby hostile mobs without the owner having to attack or be attacked first. # # Default: false COMPANIONS_ATTACK_HOSTILES_PROACTIVELY = false # The maximum distance (in blocks) at which companions will teleport to their owner (in a valid position). # # Default: 20 # Range: 0 ~ 1000 COMPANIONS_FOLLOW_OWNER_TELEPORT_DISTANCE = 20 # Should the soul furnace constantly have max charges without needing to fill it # # Default: false SOUL_FURNACE_CONSTANT_MAX_CHARGES = false # Armor point overrides for companions: [entity ID, armor points; ...]. Unlisted companions keep their default armor. # Example: companions:minion, 6; companions:teddy, 10 # # Default: COMPANION_ARMOR_OVERRIDES = "" # Attack rate multipliers for companions: [entity ID, multiplier; ...]. Values above 1 attack more often and values below 1 # attack less often. Example: companions:minion, 1.5; companions:teddy, 0.75 # # Default: COMPANION_ATTACK_RATE_MULTIPLIERS = "" [Dinamo] # Determines whether this entity keeps its current chunk loaded. If false, the entity will not teleport to its owner from # unloaded chunks, and it will not visually render the Tesla connection rays. Keeping the chunk loaded is therefore # necessary for full functionality in this entity. # # Default: true DINAMO_KEEP_CHUNK_LOADED = true # The maximum number of tesla modules that can be connected in a chain without using a voltaic repeater, starting from a # Dinamo. For example, if set to 3, the Dinamo can connect to coil 1, which connects to coil 2, which connects to coil 3. # # Default: 7 # Range: 0 ~ 50 # # Note: Any additional tesla modules beyond this limit will not be powered. DINAMO_MAX_CHAIN_CONNECTIONS = 7 # The maximum distance a tesla module can connect to another # # Default: 13 # Range: 0 ~ 100 DINAMO_MAX_CONNECTION_DISTANCE = 13 # The maximum distance a Voltaic Relay can connect to another tesla module # # Default: 26 # Range: 0 ~ 100 DINAMO_VOLTAIC_RELAY_MAX_CONNECTION_DISTANCE = 26 # Max life of the Dinamo # # Default: 65.0 # Range: 0.0 ~ 5000.0 DINAMO_MAX_LIFE = 65.0 # Electricity damage from both Dinamo and tesla network blocks. # # Default: 7.5 # Range: 0.0 ~ 500.0 ELECTRICITY_DAMAGE = 7.5 [Antlion] # Determines whether this entity keeps its current chunk loaded. If false, the entity will not teleport to its owner from # unloaded chunks. # # Default: true ANTLION_KEEP_CHUNK_LOADED = true # Damage dealt by the Antlion in its normal phase # # Default: 7.0 # Range: 0.0 ~ 500.0 ANTLION_NORMAL_DAMAGE = 7.0 # Max life of the Antlion in its normal phase # # Default: 70.0 # Range: 0.0 ~ 1000.0 ANTLION_NORMAL_MAX_LIFE = 70.0 # Damage dealt by the Antlion in its soldier phase # # Default: 10.0 # Range: 0.0 ~ 1000.0 ANTLION_SOLDIER_DAMAGE = 10.0 # Max life of the Antlion in its soldier phase # # Default: 70.0 # Range: 0.0 ~ 2000.0 ANTLION_SOLDIER_MAX_LIFE = 70.0 # Damage dealt by the Antlion in its flying phase # # Default: 10.0 # Range: 0.0 ~ 100.0 ANTLION_FLYER_DAMAGE = 10.0 # Max life of the Antlion in its flying phase # # Default: 45.0 # Range: 0.0 ~ 1500.0 ANTLION_FLYER_MAX_LIFE = 45.0 # Damage dealt by the Antlion in its tank phase # # Default: 6.0 # Range: 0.0 ~ 200.0 ANTLION_TANK_DAMAGE = 6.0 # Max life of the Antlion in its tank phase # # Default: 120.0 # Range: 0.0 ~ 5000.0 ANTLION_TANK_MAX_LIFE = 120.0 # Damage dealt by the Antlion's sand projectile in its soldier phase # # Default: 10.0 # Range: 0.0 ~ 200.0 ANTLION_SOLDIER_PROJECTILE_DAMAGE = 10.0 [Cornelius] # Determines whether this entity keeps its current chunk loaded. If false, the entity will not teleport to its owner from # unloaded chunks. # # Default: true CORNELIUS_KEEP_CHUNK_LOADED = true # Ender Frog Heal Projectile heal amount # # Default: 2.5 # Range: 0.0 ~ 100.0 ENDER_FROG_HEAL_PROJECTILE_HEAL_AMOUNT = 2.5 # Max life of the Cornelius # # Default: 70.0 # Range: 0.0 ~ 5000.0 CORNELIUS_MAX_LIFE = 70.0 # Cornelius jackblack bets: [item; item; item; tag; item; ...] the order doesn't matter # # Default: companions:copper_coin; companions:nether_coin; companions:end_coin CORNELIUS_JACKBLACK_BETS = "companions:copper_coin; companions:nether_coin; companions:end_coin" # Names (separated by ; or ,) that activate Cornelius's reskin when used as a nametag. Leave blank to disable. # # Default: Rosalind; Juan CORNELIUS_RESKIN_NAMES = "Rosalind; Juan" ["Croissant Dragon"] # Determines whether this entity keeps its current chunk loaded. If false, the entity will not teleport to its owner from # unloaded chunks. # # Default: true CROISSANT_DRAGON_KEEP_CHUNK_LOADED = true # The amount of time the croissant dragon needs to hatch. # # Default: 6000 # Range: 10 ~ 100000 # # Note: The time is measured in ticks CROISSANT_EGG_LIFETIME = 6000 # Max life of the Croissant Dragon # # Default: 80.0 # Range: 0.0 ~ 5000.0 CROISSANT_DRAGON_MAX_LIFE = 80.0 # Names (separated by ; or ,) that activate the Croissant Dragon's reskin when used as a nametag. Leave blank to disable. # # Default: Rosalind; Juan CROISSANT_DRAGON_RESKIN_NAMES = "Rosalind; Juan" [Teddy] # Determines whether this entity keeps its current chunk loaded. If false, the entity will not teleport to its owner from # unloaded chunks. # # Default: true TEDDY_KEEP_CHUNK_LOADED = true # Max life of the Teddy # # Default: 70.0 # Range: 0.0 ~ 5000.0 TEDDY_MAX_LIFE = 70.0 # Damage dealt by the Teddy # # Default: 7.0 # Range: 0.0 ~ 50.0 TEDDY_DAMAGE = 7.0 # Max life of the Teddy in mutant phase # # Default: 130.0 # Range: 0.0 ~ 2000.0 TEDDY_MUTANT_MAX_LIFE = 130.0 # Damage dealt by the Teddy in mutant phase # # Default: 8.5 # Range: 0.0 ~ 100.0 TEDDY_MUTANT_DAMAGE = 8.5 # Should the Teddy heal over time in its mutant form? # # Default: true TEDDY_MUTANT_HEALS_OVER_TIME = true # Max life of the Teddy in holy phase # # Default: 160.0 # Range: 0.0 ~ 2000.0 TEDDY_HOLY_MAX_LIFE = 160.0 # Damage dealt by the Teddy in holy phase # # Default: 9.0 # Range: 0.0 ~ 100.0 TEDDY_HOLY_DAMAGE = 9.0 # Damage dealt by each orb summoned by the Teddy in holy phase # # Default: 6.0 # Range: 0.0 ~ 100.0 TEDDY_HOLY_ORB_DAMAGE = 6.0 # Damage dealt by the holy nova released by the Teddy in holy phase # # Default: 7.0 # Range: 0.0 ~ 100.0 TEDDY_HOLY_NOVA_DAMAGE = 7.0 ["Soul Mage"] # Determines whether this entity keeps its current chunk loaded. If false, the entity will not teleport to its owner from # unloaded chunks. # # Default: true SOUL_MAGE_KEEP_CHUNK_LOADED = true # Max life of the Soul Mage # # Default: 75.0 # Range: 0.0 ~ 5000.0 SOUL_MAGE_MAX_LIFE = 75.0 # Names (separated by ; or ,) that activate the Soul Mage's reskin when used as a nametag. Leave blank to disable. # # Default: Rosalind; Juan SOUL_MAGE_RESKIN_NAMES = "Rosalind; Juan" ["Shadow Sword"] # The amount of lifetime of the shadow sword # # Default: 4800 # Range: 0 ~ 100000 # # Note: The time is measured in ticks (20 ticks = 1 second) SHADOW_SWORD_LIFETIME = 4800 # Max life of the Shadow Sword # # Default: 70.0 # Range: 0.0 ~ 5000.0 SHADOW_SWORD_MAX_LIFE = 70.0 # Damage dealt by the Shadow Sword # # Default: 8.0 # Range: 0.0 ~ 500.0 SHADOW_SWORD_DAMAGE = 8.0 # Shadow Sword stats multiplier on its blood state. For example, if set to 1.2, a default damage of 10 will be 12 when the # blood upgrade is active. This is only applied to Health and Attack Damage attributes. # # Default: 1.2 # Range: 0.0 ~ 10.0 SHADOW_SWORD_BLOOD_MULTIPLIER = 1.2 # Names (separated by ; or ,) that activate the Shade Sword's reskin when used as a nametag. Leave blank to disable. # # Default: Rosalind; Juan SHADOW_SWORD_RESKIN_NAMES = "Rosalind; Juan" ["Shadow Bat"] # The amount of lifetime of the Shade Bat # # Default: 4800 # Range: 0 ~ 100000 # # Note: The time is measured in ticks (20 ticks = 1 second) SHADOW_BAT_LIFETIME = 4800 # Max life of the Shade Bat # # Default: 70.0 # Range: 0.0 ~ 5000.0 SHADOW_BAT_MAX_LIFE = 70.0 # Damage dealt by the Shade Bat # # Default: 8.0 # Range: 0.0 ~ 500.0 SHADOW_BAT_DAMAGE = 8.0 # Number of Shade Bat parts spawned in the normal phase # # Default: 6 # Range: 1 ~ 64 SHADOW_BAT_PARTS_AMOUNT = 6 # Max life of each Shade Bat part # # Default: 11.666666666666666 # Range: 1.0 ~ 5000.0 SHADOW_BAT_PART_MAX_LIFE = 11.666666666666666 # Damage dealt by each Shade Bat part # # Default: 1.3333333333333333 # Range: 0.0 ~ 500.0 SHADOW_BAT_PART_DAMAGE = 1.3333333333333333 # Shade Bat stats multiplier on its blood state. For example, if set to 1.2, a default damage of 10 will be 12 when the # blood upgrade is active. This is only applied to the Attack Damage attribute. # # Default: 1.2 # Range: 0.0 ~ 10.0 SHADOW_BAT_BLOOD_MULTIPLIER = 1.2 # Max life of the Shade Bat on its blood state # # Default: 180.0 # Range: 0.0 ~ 5000.0 SHADOW_BAT_BLOOD_MAX_LIFE = 180.0 ["Shadow Maw"] # The amount of lifetime of the shadow maw # # Default: 4800 # Range: 0 ~ 100000 # # Note: The time is measured in ticks (20 ticks = 1 second) SHADOW_MAW_LIFETIME = 4800 # Max life of the Shadow Maw # # Default: 100.0 # Range: 0.0 ~ 5000.0 SHADOW_MAW_MAX_LIFE = 100.0 # Damage dealt by the Shade Maw # # Default: 6.0 # Range: 0.0 ~ 500.0 SHADOW_MAW_DAMAGE = 6.0 # Damage dealt by the Shade Maw when it lands on the floor after a jump (may vary depending on the distance) # # Default: 8.0 # Range: 0.0 ~ 500.0 SHADOW_MAW_LANDING_DAMAGE = 8.0 # Shade Maw jump cooldown (in ticks) # # Default: 70 # Range: 0 ~ 5000 SHADOW_MAW_JUMP_COOLDOWN = 70 # Shadow Maw stats multiplier on its blood state. For example, if set to 1.2, a default damage of 10 will be 12 when the # blood upgrade is active. This is only applied to Health and Attack Damage attributes. # # Default: 1.2 # Range: 0.0 ~ 10.0 SHADOW_MAW_BLOOD_MULTIPLIER = 1.2 [Minion] # Determines whether this entity keeps its current chunk loaded. If false, the entity will not teleport to its owner from # unloaded chunks. # # Default: true MINION_KEEP_CHUNK_LOADED = true # Max life of the Minion # # Default: 70.0 # Range: 0.0 ~ 5000.0 MINION_MAX_LIFE = 70.0 [Mankh] # Determines whether this entity keeps its current chunk loaded. If false, the entity will not teleport to its owner from # unloaded chunks. # # Default: true MANKH_KEEP_CHUNK_LOADED = true # Max life of the Mankh # # Default: 85.0 # Range: 0.0 ~ 5000.0 MANKH_MAX_LIFE = 85.0 # Damage dealt by the Mankh # # Default: 8.5 # Range: 0.0 ~ 500.0 MANKH_DAMAGE = 8.5 [Cloak] # Determines whether this entity keeps its current chunk loaded. If false, the entity will not teleport to its owner from # unloaded chunks. # # Default: true CLOAK_KEEP_CHUNK_LOADED = true # Max life of the Cloak # # Default: 75.0 # Range: 0.0 ~ 5000.0 CLOAK_MAX_LIFE = 75.0 # Damage dealt by the Cloak # # Default: 8.0 # Range: 0.0 ~ 500.0 CLOAK_DAMAGE = 8.0 [Puppet] # Determines whether this entity keeps its current chunk loaded. If false, the entity will not teleport to its owner from # unloaded chunks. # # Default: true PUPPET_KEEP_CHUNK_LOADED = true # Max life of the Puppet # # Default: 85.0 # Range: 0.0 ~ 1000.0 PUPPET_MAX_LIFE = 85.0 # Damage dealt by the Puppet # # Default: 7.0 # Range: 0.0 ~ 100.0 PUPPET_DAMAGE = 7.0 ["Puppet Glove"] # Determines whether this entity keeps its current chunk loaded. If false, the entity will not teleport to its owner from # unloaded chunks. # # Default: true PUPPET_GLOVE_KEEP_CHUNK_LOADED = true # Max life of the Puppet Glove # # Default: 35.0 # Range: 0.0 ~ 1000.0 PUPPET_GLOVE_MAX_LIFE = 35.0 # Damage dealt by the Puppet Glove # # Default: 6.5 # Range: 0.0 ~ 100.0 PUPPET_GLOVE_DAMAGE = 6.5 ["Sacred Pontiff"] # Max life of the Sacred Pontiff # # Default: 225.0 # Range: 0.0 ~ 5000.0 SACRED_PONTIFF_MAX_LIFE = 225.0 # Damage dealt by the Sacred Pontiff # # Default: 7.0 # Range: 0.0 ~ 500.0 SACRED_PONTIFF_DAMAGE = 7.0 # Max life of His Holiness # # Default: 350.0 # Range: 0.0 ~ 5000.0 HIS_HOLINESS_MAX_LIFE = 350.0 # Damage dealt by His Holiness # # Default: 9.0 # Range: 0.0 ~ 500.0 HIS_HOLINESS_DAMAGE = 9.0 ["Magic Books"] # If true, spells that produce explosions (e.g. Fire Mark) are allowed to break blocks, and if false, spells will never # break blocks regardless of the mobGriefing gamerule. # # Default: true SPELLS_GRIEF_WORLD = true # Damage dealt by each fragment of the magic ray. # # Default: 5.5 # Range: 1.0 ~ 1000.0 MAGIC_PIECE_DAMAGE = 5.5 # Damage dealt by the ice tornado spell. # # Default: 3.0 # Range: 1.0 ~ 1000.0 ICE_TORNADO_DAMAGE = 3.0 # Damage dealt by the stone spike spell. # # Default: 4.0 # Range: 1.0 ~ 1000.0 STONE_SPIKE_DAMAGE = 4.0 # Radius (in blocks) of the Fire Mark spell's effect. # # Default: 2.5 # Range: 1.0 ~ 1000.0 FIRE_MARK_EFFECT_RADIUS = 2.5 # Amount of health restored by the healing ring spell. # # Default: 6.0 # Range: 0.0 ~ 1000.0 HEAL_RING_HEALING = 6.0 # Attraction radius (in blocks) of the black hole spell. # # Default: 12.0 # Range: 0.0 ~ 1000.0 BLACK_HOLE_ATTRACTION_RADIUS = 12.0 # Speed at which entities are pulled toward the black hole. # # Default: 1.45 # Range: 0.0 ~ 100.0 BLACK_HOLE_ATTRACTION_SPEED = 1.45 # Damage dealt by each small ice shard. # # Default: 2.5 # Range: 0.0 ~ 100.0 SMALL_ICE_SHARD_DAMAGE = 2.5 # Duration (in ticks) that a single small ice shard freezes a target # # Default: 100 # Range: 0 ~ 10000 SMALL_ICE_SHARD_FREEZE_TICKS = 100 # Cooldown (in ticks) of the black hole magic book # # Default: 160 # Range: 0 ~ 10000 BLACK_HOLE_COOLDOWN = 160 # Cooldown (in ticks) of the naginata magic book # # Default: 140 # Range: 0 ~ 10000 NAGINATA_COOLDOWN = 140 # Cooldown (in ticks) of the brace magic book # # Default: 160 # Range: 0 ~ 10000 BRACE_COOLDOWN = 160 # Cooldown (in ticks) of the fire mark magic book # # Default: 140 # Range: 0 ~ 10000 FIRE_MARK_COOLDOWN = 140 # Cooldown (in ticks) of the heal ring magic book # # Default: 200 # Range: 0 ~ 10000 HEAL_RING_COOLDOWN = 200 # Cooldown (in ticks) of the ice shard magic book # # Default: 180 # Range: 0 ~ 10000 ICE_SHARD_COOLDOWN = 180 # Cooldown (in ticks) of the ice tornado magic book # # Default: 200 # Range: 0 ~ 10000 ICE_TORNADO_COOLDOWN = 200 # Cooldown (in ticks) of the magic ray magic book # # Default: 200 # Range: 0 ~ 10000 MAGIC_RAY_COOLDOWN = 200 # Cooldown (in ticks) of the stone spikes magic book # # Default: 140 # Range: 0 ~ 10000 STONE_SPIKES_COOLDOWN = 140 [Armoury] # When crafting Crystallized Blood, Holy Robe or Mage gear, the enchantments of the consumed vanilla armor/weapon are # transferred to the resulting item. # # Default: true PRESERVE_ENCHANTMENTS_ON_CRAFT = true # Crystallized Blood armor stats: [helmet, chest, legs, boots, toughness, knockbackRes, durabilityMult]. Don't use negative # values and stick to the format. # # Default: 4, 9, 7, 3, 3.5, 0.15, 40 CRYSTALLIZED_BLOOD_SET_STATS = "4, 9, 7, 3, 3.5, 0.15, 40" # Mage armor stats: [helmet, chest, legs, boots, toughness, knockbackRes, durabilityMult]. Don't use negative values and # stick to the format. # # Default: 3, 8, 6, 3, 2.5, 0.05, 35 MAGE_SET_STATS = "3, 8, 6, 3, 2.5, 0.05, 35" # Holy Robe armor stats: [helmet, chest, legs, boots, toughness, knockbackRes, durabilityMult]. Don't use negative values # and stick to the format. # # Default: 5, 9, 7, 4, 3.75, 0.2, 42 HOLY_ROBE_SET_STATS = "5, 9, 7, 4, 3.75, 0.2, 42" # Netherite Dagger stats: [miningLvl, durability, miningSpeed, baseDmg, enchantability]. Don't use negative values and # stick to the format. # # Default: 4, 1300, 6, 1, 15 NETHERITE_DAGGER_STATS = "4, 1300, 6, 1, 15" # Crystallized Blood weapon stats: [miningLvl, durability, miningSpeed, baseDmg, enchant, axeDmg, scytheDmg, swordDmg, # axeSpd, scytheSpd, swordSpd]. Stick to the format. # # Default: 4, 2031, 9, 4, 15, 5, 1, 3, -3, -2.8, -2.4 CRYSTALLIZED_BLOOD_WEAPON_STATS = "4, 2031, 9, 4, 15, 5, 1, 3, -3, -2.8, -2.4" # Damage reduction per hit per piece of Crystallized Blood armor. # # Default: 0.1 # Range: 0.0 ~ 1.0 CRYSTALLIZED_BLOOD_SET_REDUCTION = 0.1 # Crystallized Blood Axe cooldown # # Default: 200 # Range: 0 ~ 10000 CRYSTALLIZED_BLOOD_AXE_COOLDOWN = 200 # Crystallized Blood Sword cooldown # # Default: 200 # Range: 0 ~ 10000 CRYSTALLIZED_BLOOD_SWORD_COOLDOWN = 200 # Minimum health % required to activate Crystallized Blood armor effect. # # Default: 0.5 # Range: 0.0 ~ 1.0 CRYSTALLIZED_BLOOD_SET_MIN_HEALTH = 0.5 # Magic damage reduction per hit per piece of Mage armor. # # Default: 0.1 # Range: 0.0 ~ 1.0 MAGE_SET_DAMAGE_REDUCTION = 0.1 # Cooldown reduction fraction for Mage armor when using magic books. Reduction per piece. # # Default: 0.15 # Range: 0.0 ~ 1.0 MAGE_SET_COOLDOWN_REDUCTION = 0.15 # Damage reduction per piece of Holy Robe armor. # # Default: 0.07 # Range: 0.0 ~ 1.0 HOLY_ROBE_DAMAGE_REDUCTION = 0.07 # Chance per hit to spawn a Fire Ring from Holy Robe armor. # # Default: 0.1 # Range: 0.0 ~ 1.0 HOLY_ROBE_FIRE_RING_SPAWN_CHANCE = 0.1 # Damage dealt by Naginata weapon. # # Default: 8.0 # Range: 0.0 ~ 1000.0 NAGINATA_DAMAGE = 8.0 # Damage dealt by Fire Ring ability. # # Default: 5.0 # Range: 0.0 ~ 1000.0 FIRE_RING_DAMAGE = 5.0 # Damage dealt by Needle projectile. # # Default: 5.0 # Range: 0.0 ~ 1000.0 NEEDLE_PROJECTILE_DAMAGE = 5.0 # Damage dealt by Needle item on hit (both player and target). # # Default: 2.0 # Range: 0.0 ~ 1000.0 NEEDLE_ITEM_DAMAGE = 2.0 # Damage dealt by Holiness Star when thrown. # # Default: 8.0 # Range: 0.0 ~ 1000.0 HOLINESS_STAR_DAMAGE = 8.0 # Damage dealt by Brace projectile per hit. # # Default: 4.0 # Range: 0.0 ~ 1000.0 BRACE_PROJECTILE_DAMAGE = 4.0 # Lifesteal fraction per hit for Crystallized Blood Scythe. # # Default: 0.15 # Range: 0.0 ~ 1.0 # # Note: 0.10 = heal 10% of damage dealt CRYSTALLIZED_BLOOD_SCYTHE_LIFE_STEAL = 0.15 # Damage dealt by Blood Tornado (axe ability). # # Default: 4.0 # Range: 0.0 ~ 1000.0 BLOOD_TORNADO_DAMAGE = 4.0 # Damage dealt by Blood Slash (sword ability). # # Default: 7.5 # Range: 0.0 ~ 1000.0 BLOOD_SLASH_DAMAGE = 7.5 # Travel speed of Blood Slash projectile. # # Default: 0.5225 # Range: 0.0 ~ 1000.0 BLOOD_SLASH_SPEED = 0.5225 [Structures] # Loot tables (separated by ; or ,) used to populate chests and barrels inside the mod's structures. One is picked at # random per container (chest/barrel/etc). Leave blank to disable loots. # # Default: # minecraft:chests/simple_dungeon;minecraft:chests/abandoned_mineshaft;minecraft:chests/desert_pyramid;minecraft:chests/woodland_mansion;minecraft:chests/pillager_outpost; STRUCTURE_LOOT_TABLES = "minecraft:chests/simple_dungeon;minecraft:chests/abandoned_mineshaft;minecraft:chests/desert_pyramid;minecraft:chests/woodland_mansion;minecraft:chests/pillager_outpost;" # Probability (0.0–1.0) that a chest or barrel inside a mod structure receives a random loot table from the # STRUCTURE_LOOT_TABLES config entry. Set to 0 to disable. # # Default: 0.45 # Range: 0.0 ~ 1.0 STRUCTURE_CHEST_LOOT_FILL_CHANCE = 0.45 # Biomes and biome tags (separated by ; or ,) where the Baba Yaga structure can generate. Prefix tags with #. Leave blank # to disable the structure. # # Default: minecraft:swamp BABAYAGA_STRUCTURE_BIOMES = "minecraft:swamp" # Biomes and biome tags (separated by ; or ,) where the Factory structure can generate. Prefix tags with #. Leave blank to # disable the structure. # # Default: minecraft:plains FACTORY_STRUCTURE_BIOMES = "minecraft:plains" # Biomes and biome tags (separated by ; or ,) where the Monkey Temple structure can generate. Prefix tags with #. Leave # blank to disable the structure. # # Default: minecraft:jungle MONKEY_TEMPLE_STRUCTURE_BIOMES = "minecraft:jungle" # Biomes and biome tags (separated by ; or ,) where the Teddy Tower structure can generate. Prefix tags with #. Leave blank # to disable the structure. # # Default: minecraft:dark_forest TEDDY_TOWER_STRUCTURE_BIOMES = "minecraft:dark_forest" # Biomes and biome tags (separated by ; or ,) where the Nether Tent structure can generate. Prefix tags with #. Leave blank # to disable the structure. # # Default: minecraft:nether_wastes NETHER_TENT_STRUCTURE_BIOMES = "minecraft:nether_wastes" ["Holy Porcelain Pottery"] # List of entity IDs (separated by ; or ,) that can be stored inside the Holy Porcelain Pottery. Leave blank to allow every # entity that isn't blacklisted. Example: minecraft:pig; minecraft:cow # # Default: HOLY_PORCELAIN_POTTERY_WHITELIST = "" # List of entity IDs (separated by ; or ,) that cannot be stored inside the Holy Porcelain Pottery. Takes priority over the # whitelist. Example: minecraft:ender_dragon; minecraft:wither # # Default: minecraft:ender_dragon; minecraft:wither; minecraft:warden HOLY_PORCELAIN_POTTERY_BLACKLIST = "minecraft:ender_dragon; minecraft:wither; minecraft:warden" # Maximum bounding box size (width and height in blocks) an entity can have to be stored inside the Holy Porcelain Pottery. # # Default: 2.0 # Range: 0.0 ~ 64.0 HOLY_PORCELAIN_POTTERY_MAX_BBOX = 2.0 ["Spawn Rates"] # Golden allay spawnrate: [weight, minAmount, maxAmount, biomes and tags... (as many as you want)] # # Default: 20, 1, 1, minecraft:swamp, minecraft:mangrove_swamp, #forge:is_swamp GOLDEN_ALLAY_SPAWN = "20, 1, 1, minecraft:swamp, minecraft:mangrove_swamp, #forge:is_swamp" # Cornelius spawnrate: [weight, minAmount, maxAmount, biomes and tags... (as many as you want)] # # Default: 15, 1, 1, minecraft:swamp, minecraft:mangrove_swamp, #forge:is_swamp CORNELIUS_SPAWN = "15, 1, 1, minecraft:swamp, minecraft:mangrove_swamp, #forge:is_swamp" # Wild Antlion spawnrate: [weight, minAmount, maxAmount, biomes and tags... (as many as you want)] # # Default: 15, 1, 1, minecraft:desert, #forge:is_desert WILD_ANTLION_SPAWN = "15, 1, 1, minecraft:desert, #forge:is_desert" [Food] # Should the mutant flesh tp the player to the opposite position when looking at a target? # # Default: true MUTANT_FLESH_SHOULD_TP = true # Should the mutant flesh hurt the player? # # Default: true MUTANT_FLESH_SHOULD_HURT = true # Should the antlion fur set the player on fire? # # Default: true ANTLION_FUR_SHOULD_FIRE = true [Bonanza] # Bonanza coin reward drops from 2 coin heads: [item, chance, amount (can be either exact, n, or ranged, n-m); ...]. Leave # blank to disable coin rewards entirely. # # Default: companions:copper_coin, 1.0, 1-3;companions:nether_coin, 0.35, 1;companions:end_coin, 0.1, 1 BONANZA_2_COIN_HEADS_DROPS = "companions:copper_coin, 1.0, 1-3;companions:nether_coin, 0.35, 1;companions:end_coin, 0.1, 1" # Bonanza coin reward drops from 3 coin heads: [item, chance, amount (can be either exact, n, or ranged, n-m); ...]. Leave # blank to disable coin rewards entirely. # # Default: companions:copper_coin, 1.0, 2-5;companions:nether_coin, 0.9, 1-2;companions:end_coin, 0.8, 1 BONANZA_3_COIN_HEADS_DROPS = "companions:copper_coin, 1.0, 2-5;companions:nether_coin, 0.9, 1-2;companions:end_coin, 0.8, 1" # Bonanza item reward drops from 2 teddy heads: [item, chance, amount (can be either exact, n, or ranged, n-m); ...] # # Default: minecraft:feather, 1.0, 1-4;minecraft:golden_apple, 0.5, 1-2;minecraft:golden_carrot, 0.25, # 1-3;minecraft:ender_pearl, 0.25, 1;minecraft:emerald, 0.20, 1-2;minecraft:amethyst_shard, 0.15, 1-2;companions:big_bread, # 0.15, 1;minecraft:experience_bottle, 0.10, 1-5;minecraft:diamond, 0.10, 1-2;minecraft:axolotl_bucket, 0.1, # 1;minecraft:name_tag, 0.05, 1;minecraft:saddle, 0.05, 1;minecraft:wither_skeleton_skull, 0.05, # 1;minecraft:music_disc_pigstep, 0.03, 1;minecraft:netherite_scrap, 0.03, 1 BONANZA_2_TEDDY_HEADS_DROPS = "minecraft:feather, 1.0, 1-4;minecraft:golden_apple, 0.5, 1-2;minecraft:golden_carrot, 0.25, 1-3;minecraft:ender_pearl, 0.25, 1;minecraft:emerald, 0.20, 1-2;minecraft:amethyst_shard, 0.15, 1-2;companions:big_bread, 0.15, 1;minecraft:experience_bottle, 0.10, 1-5;minecraft:diamond, 0.10, 1-2;minecraft:axolotl_bucket, 0.1, 1;minecraft:name_tag, 0.05, 1;minecraft:saddle, 0.05, 1;minecraft:wither_skeleton_skull, 0.05, 1;minecraft:music_disc_pigstep, 0.03, 1;minecraft:netherite_scrap, 0.03, 1" # Bonanza item reward drops from 3 teddy heads: [item, chance, amount (can be either exact, n, or ranged, n-m); ...] # # Default: minecraft:golden_apple, 1.0, 1-2;minecraft:gold_ingot, 1.0, 4-12;minecraft:diamond, 1.0, # 1-4;minecraft:ender_pearl, 0.75, 1-2;minecraft:ender_eye, 0.5, 1-2;minecraft:cake, 0.55, # 1;minecraft:enchanted_golden_apple, 0.25, 1;minecraft:netherite_scrap, 0.15, 1;minecraft:totem_of_undying, 0.10, # 1;minecraft:heart_of_the_sea, 0.08, 1;minecraft:netherite_ingot, 0.07, 1;minecraft:music_disc_otherside, 0.05, # 1;minecraft:nether_star, 0.04, 1; BONANZA_3_TEDDY_HEADS_DROPS = "minecraft:golden_apple, 1.0, 1-2;minecraft:gold_ingot, 1.0, 4-12;minecraft:diamond, 1.0, 1-4;minecraft:ender_pearl, 0.75, 1-2;minecraft:ender_eye, 0.5, 1-2;minecraft:cake, 0.55, 1;minecraft:enchanted_golden_apple, 0.25, 1;minecraft:netherite_scrap, 0.15, 1;minecraft:totem_of_undying, 0.10, 1;minecraft:heart_of_the_sea, 0.08, 1;minecraft:netherite_ingot, 0.07, 1;minecraft:music_disc_otherside, 0.05, 1;minecraft:nether_star, 0.04, 1;" # Bonanza entity spawns from 3 skull heads: [entity, amount; ...] # # Default: minecraft:warden, 1 BONANZA_3_SKULL_DROP_ENTITIES = "minecraft:warden, 1" # Bonanza curency-amount pair. The first value corresponds to the item used as currency, and the latter value indicates how # many attempts that item provides. For example: minecraft:iron_ingot, 1; minecraft:gold_ingot, 2; ... # # Default: companions:copper_coin, 1; companions:nether_coin, 2; companions:end_coin, 4 BONANZA_CURRENCY_TYPES = "companions:copper_coin, 1; companions:nether_coin, 2; companions:end_coin, 4" # Maximum damage the falling anvil from 2 skull heads can deal to a player. # # Default: 20.0 # Range: 0.0 ~ 1000.0 BONANZA_ANVIL_MAX_DAMAGE = 20.0