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samsonsin
2025-05-29 23:26:10 +02:00
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# Configuration file
charges {
# If false Concussion Charges will be disabled [default: true]
B:concussionChargeEnabled=true
# Numer of ticks the confusion effect active. Scales with distance from the expolosion
I:confusingChargeEffectDuration=300
# If false Confusing Charges will be disabled [default: true]
B:confusingChargeEnabled=true
# The range of the confusion charges effect
D:confusingChargeRange=6.0
# If false Ender Charges will be disabled [default: true]
B:enderChargeEnabled=true
# The max range effected entities will be teleported. Distance is randomised
I:enderChargeMaxTeleportRange=64
# The range of the ender charges effect
D:enderChargeRange=6.0
}
"concussion creeper" {
# Sets the durtaion in ticks of the confusion effect applied on explosion
I:concussionCreeperConfusionDuration=100
# Wether ConcussionCreepers are enabled [default: true]
B:concussionCreeperEnabled=true
# The range of the 'teleport explosion'
I:concussionCreeperExplosionRange=5
# Health of Concussion Creeper. 40=Enderman health, 20=Zombie health
D:concussionCreeperHealth=20.0
# Sets the max range entites can be telported when the creeper explodes
I:concussionCreeperMaxTeleportRange=32
# If true, uses the old texture for the Concussion Creeper.
B:concussionCreeperOldTexture=false
}
debug {
# When enabled detailed information about spawn config will be printed to the log. [default: false]
B:spawnConfigPrintDetailedOutput=false
}
difficulty {
# When enabled health and base damage for all Ender Zoo mobs will be modified based on difficulty [default: true]
B:enderZooDifficultyModifierEnabled=true
# When in easy difficulty base attack damage is multiplied by this value
D:enderZooEasyAttackModifier=0.9
# When in easy difficulty base health is multiplied by this value, rounded to the nearest whole 'heart'
D:enderZooEasyHealthModifier=0.9
# When in easy difficulty base attack damage is multiplied by this value
D:enderZooHardAttackModifier=1.1
# When in hard mode base health is multiplied by this value, rounded to the nearest whole 'heart'
D:enderZooHardHealthModifier=1.1
# When in easy difficulty base attack damage is multiplied by this value
D:enderZooNormalAttackModifier=1.0
# When in normal difficultry base health is multiplied by this value, rounded to the nearest whole 'heart'
D:enderZooNormalHealthModifier=1.0
# When enabled health and base damage for all non Ender Zoo mobs will be modified based on difficulty [default: true]
B:globalDifficultyModifierEnabled=true
# When in easy difficulty base attack damage is multiplied by this value
D:globalEasyAttackModifier=0.9
# When in easy difficulty base health is multiplied by this value, rounded to the nearest whole 'heart'
D:globalEasyHealthModifier=0.9
# When in easy difficulty base attack damage is multiplied by this value
D:globalHardAttackModifier=1.1
# When in hard mode base health is multiplied by this value, rounded to the nearest whole 'heart'
D:globalHardHealthModifier=1.1
# When in easy difficulty base attack damage is multiplied by this value
D:globalNormalAttackModifier=1.0
# When in normal difficultry base health is multiplied by this value, rounded to the nearest whole 'heart'
D:globalNormalHealthModifier=1.0
}
"dire slime" {
# Base attack damage of the dire slime.
D:direSlimeAttackDamage=3.0
# Base attack damage of the large dire slime.
D:direSlimeAttackDamageLarge=8.0
# Base attack damage of the medium dire slime.
D:direSlimeAttackDamageMedium=5.0
# The chance that a Dire Slime will be spawned (0 = never, 1 = always).
D:direSlimeChance=0
# The chance a large will spawn when a medium Dire Slimes is killed (eg 0.02 for a 2% chance)
D:direSlimeChanceLarge=0
# The chance a medium will spawn when a small Dire Slimes is killed (eg 0.12 for a 12% chance).
D:direSlimeChanceMedium=0
# If false Dire Slime will be disabled [default: true]
B:direSlimeEnabled=true
# Base health of the Dire Slime.
D:direSlimeHealth=4.0
# Base health of the medium Dire Slime.
D:direSlimeHealthLarge=20.0
# Base health of the medium Dire Slime.
D:direSlimeHealthMedium=8.0
}
"dire wolf" {
# If a player gets within this range they will be attacked
D:direWolfAggresiveRange=3.0
# Base attack damage of the dire wolf
D:direWolfAttackDamage=8.0
# If false Dire Wolves will be disabled [default: true]
B:direWolfEnabled=true
# The increase to damage when playing on hard
D:direWolfHardAttackModifier=1.0
# Base health of the Dire Wolf
D:direWolfHealth=16.0
# The chance a dire wolf will howl when it is asked to play a sound. Doubled at night, and doubled again near full moon. Defaults to 0.05 (5%)
D:direWolfHowlChance=0.01
# Minimum time, in ticks, between dire wolf howls. This does not include pack howls. Defaults to 15 minutes
I:direWolfHowlDelay=18000
# The volume multiplier for the dire wolf's howl. 12 is default.
D:direWolfHowlVolumeMult=2.0
# When true all nearby dire wolves will join an attack [default: true]
B:direWolfPackAttackEnabled=true
# The amount of other dire wolves that will "join in" with the initial howl, per pack howl. 2x near full moon.
I:direWolfPackHowlAmount=8
# The chance that when a dire wolf howls, nearby dire wolves will "join in" to a pack howl. 4x near full moon. Defaults to 0.2 (20%)
D:direWolfPackHowlChance=0.1
}
enchantments {
# Duration of the wither effect in ticks
I:enchantmentWitherArrowDuration=200
# The id of the enchantment. If set to -1 the lowest unassigned id will be used.
I:enchantmentWitherArrowId=-1
# The maximum required level
I:enchantmentWitherArrowMaxEnchantability=50
# The minimum required enchantability level
I:enchantmentWitherArrowMinEnchantability=20
# The weight (or chance of getting) the enchantment. eg sharpness=10, knockback = 5, fire aspect = 2, silk touch = 1
I:enchantmentWitherArrowWeight=2
# Duration of the wither effect in ticks
I:enchantmentWitherWeaponDuration=200
# The id of the enchantment. If set to -1 the lowest unassigned id will be used.
I:enchantmentWitherWeaponId=-1
# The maximum required level
I:enchantmentWitherWeaponMaxEnchantability=50
# The minimum required enchantability level
I:enchantmentWitherWeaponMinEnchantability=20
# The weight (or chance of getting) the enchantment. eg sharpness=10, knockback = 5, fire aspect = 2, silk touch = 1
I:enchantmentWitherWeaponWeight=2
# Set this to true if the wither effect is conflicting with another potion (e.g. leaping) [default: false]
B:useAltWitherPotionEffectMask=false
}
enderminy {
# Attack damage of Enderminies. 7=Enderman damage, 3=Zombie damage
I:enderminyAttackDamage=10
# When true Enderminies will attack creepers [default: true]
B:enderminyAttacksCreepers=false
# When true an Enderminy will attack a player if it looks at them, otherwise they are neutral mobs. [default: false]
B:enderminyAttacksPlayerOnSight=false
# Wether Enderminies are enabled [default: true]
B:enderminyEnabled=true
# When true attacking one Enderminy will cause other Enderminies who witness the attack to attack the player as well [default: true]
B:enderminyGroupAgro=true
# Health of Enderminies. 40=Enderman health, 20=Zombie health
I:enderminyHealth=20
# Maximum number of Enderminies that will spawn in a single group
I:enderminyMaxGroupSize=3
# The minimum Y level at which enderminies will spawn
I:enderminyMinSpawnY=0
# If true, uses the old texture for the Enderminy.
B:enderminyOldTexture=false
# When true enderminies will spawn in well lit areas, when false they will only spawn in dark areas. [default: false]
B:enderminySpawnInLitAreas=false
# When true enderminies will spawn only on grass blocks. [default: true]
B:enderminySpawnOnlyOnGrass=true
}
"fallen knight" {
# When true mounted archer knigts will attempt to keep distance between themselves and their target [default: true]
B:fallKnightMountedArchesMaintainDistance=true
# When true archer knigts will switch to a sword when target is within melee range. Doesn't apply to mounted archers if fallKnightMountedArchesMaintainDistance is true [default: true]
B:fallenKnightArchersSwitchToMelee=true
# Base damage of a knight
D:fallenKnightBaseDamage=4.0
# The chance the type of armor equipped will be improved
D:fallenKnightChanceArmorUpgrade=0.20000000298023224
# The chance the type of armor equipped will be improved when dificult is hard
D:fallenKnightChanceArmorUpgradeHard=0.4000000059604645
# The chance a spawned knight will be mounted
D:fallenKnightChanceMounted=0.75
# The chance each armor piece has of being added to a spawned knight
D:fallenKnightChancePerArmorPiece=0.699999988079071
# The chance each armor piece has of being added to a spawned knight when difficulty is set to hard
D:fallenKnightChancePerArmorPieceHard=0.8999999761581421
# The speed at which a knight will charge its target
D:fallenKnightChargeSpeed=1.2
# Wether Fallen Knights are enabled [default: true]
B:fallenKnightEnabled=true
# Follow range of a knight
D:fallenKnightFollowRange=40.0
# Health of a knight
D:fallenKnightHealth=20.0
# The max number of ticks between ranged attacks
I:fallenKnightRangedMaxAttackPause=60
# The max attack range when using a bow
D:fallenKnightRangedMaxRange=15.0
# The min number of ticks between ranged attacks
I:fallenKnightRangedMinAttackPause=20
# The precentage of spawned knoghts equipped with bows
D:fallenKnightRangedRatio=0.25
}
"fallen mount" {
# Base attack damage of the mount
D:fallenMountBaseAttackDamage=4.0
# The chance a mount's armor will be upgraded
D:fallenMountChanceArmorUpgrade=0.009999999776482582
# The chance a mount's armor will be upgraded when difficulty is hard
D:fallenMountChanceArmorUpgradeHard=0.05000000074505806
# The chance a spawned mount will be armored
D:fallenMountChanceArmored=0.5
# The chance a spawned mount will be armored when difficult is hard
D:fallenMountChanceArmoredHard=0.8999999761581421
# he speed at which a mount will charge its target
D:fallenMountChargeSpeed=2.5
# If false fallen mounts will be disabled [default: true]
B:fallenMountEnabled=true
# Base attack health of the mount
D:fallenMountHealth=30.0
# When true a mount will not burn in the sun unless its rider is [default: true]
B:fallenMountShadedByRider=true
}
guardian {
# The damage bonus applied to arrows fire from the bow.
D:guardiansBowDamageBonus=0.0
# The number of ticks it takes to fully draw the guardians bow. A 'vanilla' bow takes 20 ticks.
I:guardiansBowDrawTime=14
# If false the Guardians Bow will be disabled [default: true]
B:guardiansBowEnabled=true
# Effects the speed with which arrows leave the bow. A 'vanilla' bow has a multiplier of 2.
D:guardiansBowForceMultiplier=3.0
# The reduction in FOV when the bow is fullen drawn (the zoom level). A 'vanilla' bow has a value of 0.15
D:guardiansBowFovMultiplier=0.3499999940395355
}
"wither cat" {
# The increase to damage when playing on hard
D:witherCatAngryAttackDamageHardModifier=2.0
# Base attack damage of the wither cat
D:witherCatAttackDamage=3.0
# If false Wither Cats will be disabled [default: true]
B:witherCatEnabled=true
# Base health of the wither cat
D:witherCatHealth=12.0
}
"wither witch" {
# If false Wither Witches will be disabled [default: true]
B:witherWitchEnabled=true
# Base attack damage of the mount
D:witherWitchHealth=30.0
# The maximum number of cats spawned with a Wither Witch
I:witherWitchMaxCats=2
# The minimum number of cats spawned with a Wither Witch
I:witherWitchMinCats=1
}

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<?xml version="1.0" encoding="UTF-8"?>
<!--
Specifies the spawning behavior of Ender Zoo mobs.
These settings can be modified, and changes can be made to non Ender Zoo mobs in the SpawnConfig_User.xml file.
This file will be replaced each time Ender Zoo is loaded and is only placed in the config dir as a guide to creating
entries in the user file.
Note that all entries are applied in order. This allows, for example, for existing slime spawns in swamps to be removed in one
entry, and then in the following (using a different ID) they can be added back with different rates / group sizes.
The basic format for the file is as follows:
<SpawnConfig>
<entry ...> 1..x
<biomeFilter ...> 0..x
<biome/> 1..x
</biomeFilter>
<dimensionExclude .../> 0..x
</entry>
</SpawnConfig>
entry attributes:
- entry.id:
Used to uniquely identify the entry. If an entry with this id exists in the user file that entry will replace the one in
the core file.
- entry.mobName: The name used to register the mob with Minecraft.
- entry.creatureType: (Optional, default monster) The type of mob. Values must match the names in EnumCreatureType. Valid entries:
monster, creature, ambient, waterCreature
- entry.rate: The rate at which the entities are spawned, for example 10=Enderman spawn rate, 100=Zombie spawn rate
- entry.minGroupSize: (Optional, default 1) the minimum number of mobs to be spawned per group
- entry.maxGroupSize: (Optional, default 3) the maximum number of mobs to be spawned per group
- entry.remove: (Optional, default false) if true all all existing spawn entries matching this entry will be removed rather than added
in this case the rate is ignored, but must still be included cause I am lazy
Each entry can include 0 or more biome filters. To remove an entry from the core file via the user file create an entry with the
same id and no biome filters.
biomeFilter attributes:
- type: The type of filter
'any': if a biome matches any of biome entries, and does not match any of the excluded entries, the mob will be able to spawn in that biome
'all': if a biome matches all of biome entries, and does not match any of the excluded entries, the mob will be able to spawn in that biome
Each filter must contain one or more biome entries
biome attributes:
- type: The name of the biome type. There can be many biomes registered for a specific type based on the mods installed
Any number of biome types can be listed for a filter
All valid biome types that are listed in BiomeDictionary.Type. The base types are:
MESA, FOREST, PLAINS, MOUNTAIN, HILLS, SWAMP, SANDY, SNOWY, WASTELAND, BEACH, MUSHROOM, OCEAN, RIVER, NETHER, END
The special name BASE_LAND_TYPES includes:
MESA, FOREST, PLAINS, MOUNTAIN, HILLS, SWAMP, SANDY, SNOWY, WASTELAND, BEACH
- name: The name of the biome. Must be exactly as registered.
- exclude: (Optional, default false) when set to false any biomes matching this type will be excluded. For example, if
FOREST is specified as a biome type, and CONIFEROUS is specified with the exclude set to true, then the mob will not
spawn in a forest with coniferous trees (e.g. spruce) will be excluded
Each entry can include 0 or more dimension excludes. This will stop the mob spawning in the specified dimension/s.
Dimension excludes can be defined in three ways: by name, by ID and by ID range
dimensionExclude attributes:
- name: The name of the dimension, for example: "The End", "Nether", or "Overworld"
<dimensionExclude name="The End"/>
- id: The ID of the dimension to be excluded
<dimensionExclude id="1"/>
- idStart: The minimum ID to be excluded
- idEnd: The maximum ID to be excluded.
<dimensionExclude idStart="2" idEnd="10"/>
In this example the mob will not spawn in any dimension with an ID between 2 and 10 inclusive
-->
<SpawnConfig>
<entry id="ConcussionCreeper" mobName="enderzoo.ConcussionCreeper" creatureType="monster" rate="40"
minGroupSize="1" maxGroupSize="3" remove="false">
<biomeFilter type="any">
<biome type="BASE_LAND_TYPES" />
<biome type="NETHER" exclude="true" />
<biome type="END" exclude="true" />
<biome type="MUSHROOM" exclude="true" />
</biomeFilter>
<dimensionExclude name="Twilight Forest"/>
<dimensionExclude name="Dungeon"/>
</entry>
<entry id="EnderMiny" mobName="enderzoo.Enderminy" rate="30">
<biomeFilter type="any">
<biome type="FOREST" />
<biome type="SWAMP" />
<biome type="JUNGLE" />
<biome type="NETHER" exclude="true" />
<biome type="END" exclude="true" />
</biomeFilter>
<dimensionExclude name="Twilight Forest"/>
</entry>
<entry id="FallenKnight" mobName="enderzoo.FallenKnight" rate="30" minGroupSize="1" maxGroupSize="4">
<biomeFilter type="any">
<biome type="PLAINS" />
<biome type="NETHER" exclude="true" />
<biome type="END" exclude="true" />
</biomeFilter>
<dimensionExclude name="Twilight Forest"/>
</entry>
<entry id="WitherWitch" mobName="enderzoo.WitherWitch" rate="5" minGroupSize="1" maxGroupSize="1">
<biomeFilter type="any">
<biome type="FOREST" />
<biome type="SWAMP" />
<biome type="PLAINS" />
<biome type="HILLS" />
<biome type="MOUNTAIN" />
<biome type="NETHER" exclude="true" />
<biome type="END" exclude="true" />
</biomeFilter>
<dimensionExclude name="Twilight Forest"/>
</entry>
<entry id="DireWolf" mobName="enderzoo.DireWolf" rate="20" minGroupSize="2" maxGroupSize="5">
<biomeFilter type="all">
<biome type="SNOWY" />
<biome type="NETHER" exclude="true" />
<biome type="END" exclude="true" />
</biomeFilter>
</entry>
</SpawnConfig>

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<SpawnConfig>
<!-- Enabling this section will stop all slime spawns
<entry id="Slime" mobName="Slime" creatureType="monster" rate="80" remove="true">
<biomeFilter type="any">
<biome type="BASE_LAND_TYPES" />
</biomeFilter>
</entry>
-->
<!-- Enabling this section will remove the default wither witch spawn config and replace it with
a new config with a higher spawn rate
<entry id="WitherWitch" mobName="enderzoo.WitherWitch" rate="5" remove="true">
<biomeFilter type="any">
<biome type="FOREST" />
<biome type="SWAMP" />
<biome type="PLAINS" />
<biome type="HILLS" />
<biome type="MOUNTAIN" />
<biome type="NETHER" exclude="true" />
<biome type="END" exclude="true" />
</biomeFilter>
<dimensionExclude name="Twilight Forest"/>
</entry>
<entry id="WitherWitch" mobName="enderzoo.WitherWitch" rate="20" minGroupSize="1" maxGroupSize="1">
<biomeFilter type="any">
<biome type="FOREST" />
<biome type="SWAMP" />
<biome type="PLAINS" />
<biome type="HILLS" />
<biome type="MOUNTAIN" />
<biome type="NETHER" exclude="true" />
<biome type="END" exclude="true" />
</biomeFilter>
<dimensionExclude name="Twilight Forest"/>
</entry>
-->
</SpawnConfig>