# Configuration file barako { ########################################################################################################## # 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=0.800000011920929 # 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=12 # 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=1.0 # Scale mob health by this value # Min: 0.0 # Max: 100.0 D:health_multiplier=1.0 } } 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 < grass stone sand > # 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=4 ########################################################################################################## # 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 } } ferrous_wroughtnaut { ########################################################################################################## # ferrous_wroughtnaut #--------------------------------------------------------------------------------------------------------# # Controls for spawning mob/structure with world generation ########################################################################################################## ferrous_wroughtnaut { # 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=2 # 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 } } 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 > # 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 } } frostmaw { # 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 < 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=0.800000011920929 # 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=12 # 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=1.0 # Scale mob health by this value # Min: 0.0 # Max: 100.0 D:health_multiplier=1.0 } } general { D:"Axe of a Thousand Metals Attack Multiplier"=1.0 D:"Barako Attack Multiplier"=1.0 I:"Barako Difficulty Multiplier"=1 D:"Barako Health Multiplier"=1.0 I:"Barako Spawn Rate"=15 D:"Barakoa Attack Multiplier"=1.0 I:"Barakoa Difficulty Multiplier"=1 D:"Barakoa Health Multiplier"=1.0 I:"Barakoa Spawn Rate"=4 D:"Blowgun Attack Multiplier"=1.0 D:"Foliaath Attack Multiplier"=1.0 I:"Foliaath Difficulty Multiplier"=1 D:"Foliaath Health Multiplier"=1.0 I:"Foliaath Spawn Rate"=0 D:"Frostmaw Attack Multiplier"=1.0 I:"Frostmaw Difficulty Multiplier"=1 D:"Frostmaw Health Multiplier"=1.0 I:"Frostmaw Spawn Rate"=1 D:"Geomancy Attack Multiplier"=1.0 I:"Grottol Spawn Rate"=1 D:"Ice Crystal Attack Multiplier"=1.0 I:"Lantern Spawn Rate"=0 D:"Naga Attack Multiplier"=1.0 D:"Naga Health Multiplier"=1.0 I:"Naga Spawn Rate"=0 D:"Spear Attack Multiplier"=1.0 D:"Sun's Blessing Attack Multiplier"=1.0 D:"Wroughtnaut Attack Multiplier"=1.0 I:"Wroughtnaut Difficulty Multiplier"=1 D:"Wroughtnaut Health Multiplier"=1.0 I:"Wroughtnaut Spawn Rate"=40 } 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 < 0 > # 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 { # 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 > } } } 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 < grass stone sand > # 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=-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=3 ########################################################################################################## # 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 < BEACH,MOUNTAIN BEACH,HILLS > # Allow spawns in these biomes regardless of the biome type settings S:biome_whitelist < stone_beach > } } 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:axe_attack_multiplier=1.0 # Min: 0.0 # Max: 100.0 D:blowgun_attack_multiplier=1.0 # Min: 0.0 # Max: 100.0 D:geomancy_attack_multiplier=1.0 # Min: 0.0 # Max: 100.0 D:ice_crystal_attack_multiplier=1.0 # Min: 0.0 # Max: 100.0 D:naga_fang_dagger_attack_multiplier=1.0 # Min: 0.0 # Max: 100.0 D:spear_attack_multiplier=1.0 # Min: 0.0 # Max: 100.0 D:suns_blessing_attack_multiplier=1.0 }