# Configuration file general { # Add a mob's full name here to prevent it from being frozen or taking damage from ice magic. S:freeze_blacklist < mowziesmobs:frostmaw minecraft:ender_dragon > } mobs { frostmaw { # Disable/enable frostmaws' boss health bar B:has_boss_bar=true # Disable/enable frostmaw healing while asleep B:heals_out_of_battle=true # Allow players to steal frostmaws' ice crystals (only using specific means!) B:stealable_ice_crystal=true ########################################################################################################## # generation_data #--------------------------------------------------------------------------------------------------------# # Controls for spawning mob/structure with world generation ########################################################################################################## generation_data { # IDs of dimensions this mob/structure can generate in I:dimensions < 425 > # Probability that generation succeeds. # For example, set to 0.5 to randomly not generate half of these structures in the world. # Set to 1 to allow all generation attempts to succeed. # Min: 0.0 # Max: 1.0 D:generation_chance=0.800000011920929 # Smaller number causes more generation, 0 to disable spawning # Maximum number of chunks between placements of this mob/structure # Min: 1 # Max: 1000 I:generation_frequency=15 # Maximum height for generation placement. -1 to ignore # Min: -1.0 # Max: 255.0 D:height_max=100.0 # Minimum height for generation placement. -1 to ignore # Min: -1.0 # Max: 255.0 D:height_min=50.0 ########################################################################################################## # biome_data #--------------------------------------------------------------------------------------------------------# # Control which biomes this generation 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,!OCEAN,!RIVER,!BEACH > # 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=2.0 # Scale mob health by this value # Min: 0.0 # Max: 100.0 D:health_multiplier=4.0 } } barako { # Disable/enable Barako's boss health bar B:has_boss_bar=true # Disable/enable Barako healing while not in combat B:heals_out_of_battle=true ########################################################################################################## # generation_data #--------------------------------------------------------------------------------------------------------# # Controls for spawning mob/structure with world generation # Generation controls for Barakoa villages ########################################################################################################## generation_data { # IDs of dimensions this mob/structure can generate in I:dimensions < 0 > # Probability that generation succeeds. # For example, set to 0.5 to randomly not generate half of these structures in the world. # Set to 1 to allow all generation attempts to succeed. # Min: 0.0 # Max: 1.0 D:generation_chance=0.0 # Smaller number causes more generation, 0 to disable spawning # Maximum number of chunks between placements of this mob/structure # Min: 1 # Max: 1000 I:generation_frequency=15 # Maximum height for generation placement. -1 to ignore # Min: -1.0 # Max: 255.0 D:height_max=100.0 # Minimum height for generation placement. -1 to ignore # Min: -1.0 # Max: 255.0 D:height_min=50.0 ########################################################################################################## # biome_data #--------------------------------------------------------------------------------------------------------# # Control which biomes this generation 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 < SAVANNA > # 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=100.0 # Scale mob health by this value # Min: 0.0 # Max: 100.0 D:health_multiplier=1.0 } } ferrous_wroughtnaut { # Disable/enable Ferrous Wroughtnauts' boss health bar B:has_boss_bar=true # Disable/enable Ferrous Wroughtnaut healing while not active B:heals_out_of_battle=true ########################################################################################################## # generation_data #--------------------------------------------------------------------------------------------------------# # Controls for spawning mob/structure with world generation ########################################################################################################## generation_data { # IDs of dimensions this mob/structure can generate in I:dimensions < 0 > # Probability that generation succeeds. # For example, set to 0.5 to randomly not generate half of these structures in the world. # Set to 1 to allow all generation attempts to succeed. # Min: 0.0 # Max: 1.0 D:generation_chance=0.5 # Smaller number causes more generation, 0 to disable spawning # Maximum number of chunks between placements of this mob/structure # Min: 1 # Max: 1000 I:generation_frequency=0 # Maximum height for generation placement. -1 to ignore # Min: -1.0 # Max: 255.0 D:height_max=55.0 # Minimum height for generation placement. -1 to ignore # Min: -1.0 # Max: 255.0 D:height_min=30.0 ########################################################################################################## # biome_data #--------------------------------------------------------------------------------------------------------# # Control which biomes this generation 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 < > # 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 } } grottol { # Scale mob health by this value # Min: 0.0 # Max: 100.0 D:health_multiplier=1.0 ########################################################################################################## # 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 < > # IDs of dimensions this mob can spawn in I:dimensions < 807 > # Maximum height for this spawn. -1 to ignore. # Min: -1.0 # Max: 255.0 D:height_max=55.0 # Minimum height for this spawn. -1 to ignore. # Min: -1.0 # Max: 255.0 D:height_min=-1.0 # Maximum number of mobs that appear in a spawn group # Min: 1 # Max: 100 I:max_group_size=1 # 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=true # 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=2 ########################################################################################################## # 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 < > # Allow spawns in these biomes regardless of the biome type settings S:biome_whitelist < > } } } lantern { B:glow_effect=true # Scale mob health by this value # Min: 0.0 # Max: 100.0 D:health_multiplier=1.0 ########################################################################################################## # 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 > # 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=2 # 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=true # 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=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 < FOREST,MAGICAL,!SNOWY > # Allow spawns in these biomes regardless of the biome type settings S:biome_whitelist < roofed_forest mutated_roofed_forest > } } } barakoa { ########################################################################################################## # spawn_data #--------------------------------------------------------------------------------------------------------# # Controls for vanilla-style mob spawning # Controls spawning for Barakoana hunting groups # Group size controls how many elites spawn, not followers # See Barako config for village controls ########################################################################################################## spawn_data { # Names of blocks this mob is allowed to spawn on. Leave blank to allow any block. S:allowed_blocks < > # IDs of dimensions this mob can spawn in I:dimensions < 0 > # 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=1 # 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=0 ########################################################################################################## # 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 < SAVANNA > # 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 } } naga { ########################################################################################################## # 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 < > # IDs of dimensions this mob can spawn in I:dimensions < 162 > # 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=-1.0 # 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=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 } }