[general] #Whether polar bears should target seal mobs. polarBearsAttackSeals = true #Whether bone serpents are neutral or hostile. neutralBoneSerpents = false #Makes eagles teleport back to their owner if they get stuck during controlled flight. Useful for when playing with the Optifine mod, since this mod is the fault of many issues with the falconry system. falconryTeleportsBack = false #List of dimensions in which spawning void worms via mysterious worm items is allowed. voidWormSpawnDimensions = ["minecraft:the_end"] #True if straddleboard enchants are enabled. straddleboardEnchants = true #Whether Crimson Mosquitoes can transform into Warped Moscos if attacking a Mungus or any listed creature. warpedMoscoTransformation = true #Whether wild raccoons steal food from chests. raccoonStealFromChests = true #Whether mimicream can be used to duplicate items. mimicreamRepair = true #Whether acacia blossoms should drop from blocks tagged with #alexsmobs:drops_acacia_blossoms acaciaBlossomsDropFromLeaves = true #Whether lava can be bottled with a right click of a glass bottle. lavaBottleEnabled = true #Maximum world y-level that blobfish can spawn at #Range: 0 ~ 256 blobfishSpawnHeight = 38 #Whether guster spawns are limited to when it is raining/thundering. limitGusterSpawnsToWeather = true #Whether all players should get an Animal Dictionary when joining the world for the first time. giveBookOnStartup = true #Maximum world y-level that cave centipedes can spawn at #Range: 0 ~ 256 caveCentipedeSpawnHeight = 30 #Blacklist for items that mimicream cannot make a copy of. Ex: "minecraft:stone_sword", "alexsmobs:blood_sprayer" mimicreamBlacklist = ["alexsmobs:blood_sprayer", "alexsmobs:hemolymph_blaster"] #0 = no mungus biome transformation. 1 = mungus changes blocks, but not chunk's biome. 2 = mungus transforms blocks and biome of chunk. #Range: 0 ~ 2 mungusBiomeTransformationType = 2 #Max Health of the void worm boss. #Range: 0.0 ~ 1000000.0 voidWormMaxHealth = 160.0 #All void worm damage is scaled to this. #Range: 0.0 ~ 100.0 voidWormDamageModifier = 1.0 #Whether the void worm boss is summonable or not, via the mysterious worm item. voidWormSummonable = true #List of all mungus mushrooms, biome transformations and surface blocks. Each is seperated by a |. Add an entry with a block registry name, biome registry name, and block registry name(for the ground). mungusBiomeMatches = ["minecraft:red_mushroom|minecraft:mushroom_fields|minecraft:mycelium", "minecraft:brown_mushroom|minecraft:mushroom_fields|minecraft:mycelium", "minecraft:crimson_fungus|minecraft:crimson_forest|minecraft:crimson_nylium", "minecraft:warped_fungus|minecraft:warped_forest|minecraft:warped_nylium"] #Percent chance for leafcutter ants to break leaves blocks when harvesting. Set to zero so that they can not break any blocks. #Range: 0.0 ~ 1.0 leafcutterAntBreakLeavesChance = 0.2 #Whether to disable certain aspects of the Lava Vision Potion. Enable if issues with shaders persist. shadersCompat = false #List of extra(non mungus) mobs that will trigger a crimson mosquito to become a warped mosquito. Ex: "minecraft:mooshroom", "alexsmobs:warped_toad" warpedMoscoMobTriggers = [""] #1 out of this number chance for leaves to drop a banana when broken. Fortune is automatically factored in #Range: > 0 bananaChance = 200 #Max number of ant entities allowed inside a leafcutter anthill. #Range: 2 ~ 100000 leafcutterAntColonySize = 20 #Whether soul vulture spawns should be restricted solely to the nether fossil structure or to whatever biome is specified in their respective biome config. soulVultureSpawnOnFossil = true #Makes Tarantula Hawks fireproof, perfect if you also want these guys to spawn in the nether. fireproofTarantulaHawk = false #Percent chance for fungus to grow per each leaf a leafcutter ant returns to the colony. #Range: 0.0 ~ 1.0 leafcutterAntFungusGrowChance = 0.3 #Whether fish oil gives players a special levitation effect. fishOilMeme = true #Whether mimicubes spawns should be restricted solely to the end city structure or to whatever biome is specified in their respective biome config. mimicubeSpawnInEndCity = true #Whether bananas should drop from blocks tagged with #alexsmobs:drops_bananas bananasDropFromLeaves = true #Relative volume of cachalot whales compared to other animals. Note that irl they are the loudest animal. Turn this down if you find their clicks annoying. #Range: 0.0 ~ 10.0 cachalotVolume = 3.0 #Whether emu should target skeletons. emuTargetSkeletons = true #Lava Opacity for the Lava Vision Potion. #Range: 0.01 ~ 1.0 lavaVisionOpacity = 0.65 #Whether spiders should target fly mobs. spidersAttackFlies = true #Whether wolves should target moose mobs. wolvesAttackMoose = true #Percent chance for emu leggings to dodge projectile attacks. #Range: 0.0 ~ 1.0 emuPantsDodgeChance = 0.45 #How many feedings of leaves does a leafcutter colony need in order to regain a worker ant, if below half the max members. #Range: 2 ~ 100000 leafcutterAntRepopulateFeedings = 25 #Whether wandering traders offer items like acacia blossoms, mosquito larva, crocodile egg, etc. wanderingTraderOffers = true [general.spawning] #Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn #Range: 0 ~ 1000 boneSerpentSpawnWeight = 8 #Random roll chance to enable mob spawning. Higher number = lower chance of spawning #Range: > 0 alligatorSnappingTurtleSpawnRolls = 1 #Random roll chance to enable mob spawning. Higher number = lower chance of spawning #Range: > 0 frilledSharkSpawnRolls = 0 #Random roll chance to enable mob spawning. Higher number = lower chance of spawning #Range: > 0 stradpoleSpawnRolls = 3 #Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn #Range: 0 ~ 1000 mantisShrimpSpawnWeight = 15 #Random roll chance to enable mob spawning. Higher number = lower chance of spawning #Range: > 0 lobsterSpawnRolls = 0 #Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn #Range: 0 ~ 1000 spectreSpawnWeight = 10 #Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn #Range: 0 ~ 1000 endergradeSpawnWeight = 10 #Random roll chance to enable mob spawning. Higher number = lower chance of spawning #Range: > 0 sealSpawnRolls = 0 #Random roll chance to enable mob spawning. Higher number = lower chance of spawning #Range: > 0 sunbirdSpawnRolls = 15 #Random roll chance to enable mob spawning. Higher number = lower chance of spawning #Range: > 0 shoebillSpawnRolls = 0 #Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn #Range: 0 ~ 1000 sunbirdSpawnWeight = 2 #Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn #Range: 0 ~ 1000 raccoonSpawnWeight = 10 #Random roll chance to enable mob spawning. Higher number = lower chance of spawning #Range: > 0 mungusSpawnRolls = 1 #Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn #Range: 0 ~ 1000 mimicubeSpawnWeight = 40 #Random roll chance to enable mob spawning. Higher number = lower chance of spawning #Range: > 0 blobfishSpawnRolls = 0 #Random roll chance to enable mob spawning. Higher number = lower chance of spawning #Range: > 0 crowSpawnRolls = 0 #Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn #Range: 0 ~ 1000 tasmanianDevilSpawnWeight = 10 #Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn #Range: 0 ~ 1000 grizzlyBearSpawnWeight = 8 #Random roll chance to enable mob spawning. Higher number = lower chance of spawning #Range: > 0 elephantSpawnRolls = 0 #Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn #Range: 0 ~ 1000 caveCentipedeSpawnWeight = 8 #Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn #Range: 0 ~ 1000 shoebillSpawnWeight = 10 #Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn #Range: 0 ~ 1000 sealSpawnWeight = 30 #Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn #Range: 0 ~ 1000 baldEagleSpawnWeight = 15 #Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn #Range: 0 ~ 1000 kangarooSpawnWeight = 25 #Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn #Range: 0 ~ 1000 rattlesnakeSpawnWeight = 12 #Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn #Range: 0 ~ 1000 soulVultureSpawnWeight = 30 #Random roll chance to enable mob spawning. Higher number = lower chance of spawning #Range: > 0 enderiophageSpawnRolls = 2 #Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn #Range: 0 ~ 1000 mooseSpawnWeight = 15 #Random roll chance to enable mob spawning. Higher number = lower chance of spawning #Range: > 0 warpedMoscoSpawnRolls = 1000 #Random roll chance to enable mob spawning. Higher number = lower chance of spawning #Range: > 0 platypusSpawnRolls = 0 #Random roll chance to enable mob spawning. Higher number = lower chance of spawning #Range: > 0 tarantulaHawkSpawnRolls = 1 #Random roll chance to enable mob spawning. Higher number = lower chance of spawning #Range: > 0 soulVultureSpawnRolls = 0 #Random roll chance to enable mob spawning. Higher number = lower chance of spawning #Range: > 0 orcaSpawnRolls = 6 #Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn #Range: 0 ~ 1000 capuchinMonkeySpawnWeight = 55 #Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn #Range: 0 ~ 1000 alligatorSnappingTurtleSpawnWeight = 20 #Random roll chance to enable mob spawning. Higher number = lower chance of spawning #Range: > 0 boneSeprentSpawnRolls = 40 #Random roll chance to enable mob spawning. Higher number = lower chance of spawning #Range: > 0 mimicubeSpawnRolls = 0 #Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn. NOTE: By default the warped mosco doesn't spawn in any biomes. #Range: 0 ~ 1000 warpedMoscoSpawnWeight = 1 #Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn #Range: 0 ~ 1000 cockroachSpawnWeight = 4 #Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn #Range: 0 ~ 1000 gazelleSpawnWeight = 40 #Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn #Range: 0 ~ 1000 gorillaSpawnWeight = 50 #Random roll chance to enable mob spawning. Higher number = lower chance of spawning #Range: > 0 flySpawnRolls = 1 #Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn #Range: 0 ~ 1000 platypusSpawnWeight = 30 #Random roll chance to enable mob spawning. Higher number = lower chance of spawning #Range: > 0 warpedToadSpawnRolls = 0 #Random roll chance to enable mob spawning. Higher number = lower chance of spawning #Range: > 0 gorillaSpawnRolls = 0 #Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn #Range: 0 ~ 1000 snowLeopardSpawnWeight = 20 #Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn #Range: 0 ~ 1000 orcaSpawnWeight = 2 #Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn #Range: 0 ~ 1000 mimicOctopusSpawnWeight = 9 #Random roll chance to enable mob spawning. Higher number = lower chance of spawning #Range: > 0 tigerSpawnRolls = 0 #Random roll chance to enable mob spawning. Higher number = lower chance of spawning #Range: > 0 dropbearSpawnRolls = 1 #Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn #Range: 0 ~ 1000 crimsonMosquitoSpawnWeight = 15 #Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn #Range: 0 ~ 1000 straddlerSpawnWeight = 85 #Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn #Range: 0 ~ 1000 hummingbirdSpawnWeight = 39 #Random roll chance to enable mob spawning. Higher number = lower chance of spawning #Range: > 0 roadrunnerSpawnRolls = 1 #Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn #Range: 0 ~ 1000 gusterSpawnWeight = 35 #Random roll chance to enable mob spawning. Higher number = lower chance of spawning #Range: > 0 endergradeSpawnRolls = 0 #Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn #Range: 0 ~ 1000 elephantSpawnWeight = 30 #Random roll chance to enable mob spawning. Higher number = lower chance of spawning #Range: > 0 tasmanianDevilSpawnRolls = 0 #Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn #Range: 0 ~ 1000 hammerheadSharkSpawnWeight = 8 #Random roll chance to enable mob spawning. Higher number = lower chance of spawning #Range: > 0 straddlerSpawnRolls = 0 #Random roll chance to enable mob spawning. Higher number = lower chance of spawning #Range: > 0 voidWormSpawnRolls = 0 #Random roll chance to enable mob spawning. Higher number = lower chance of spawning #Range: > 0 gazelleSpawnRolls = 0 #Random roll chance to enable mob spawning. Higher number = lower chance of spawning #Range: > 0 mantisShrimpSpawnRolls = 0 #Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn #Range: 0 ~ 1000 mungusSpawnWeight = 4 #Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn #Range: 0 ~ 1000 voidWormSpawnWeight = 0 #Random roll chance to enable mob spawning. Higher number = lower chance of spawning #Range: > 0 crocSpawnRolls = 1 #Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn #Range: 0 ~ 1000 stradpoleSpawnWeight = 10 #Random roll chance to enable mob spawning. Higher number = lower chance of spawning #Range: > 0 mooseSpawnRolls = 0 #Random roll chance to enable mob spawning. Higher number = lower chance of spawning #Range: > 0 spectreSpawnRolls = 5 #Random roll chance to enable mob spawning. Higher number = lower chance of spawning #Range: > 0 caveCentipedeSpawnRolls = 1 #Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn #Range: 0 ~ 1000 blobfishSpawnWeight = 30 #Random roll chance to enable mob spawning. Higher number = lower chance of spawning #Range: > 0 baldEagleSpawnRolls = 0 #Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn #Range: 0 ~ 1000 tigerSpawnWeight = 100 #Random roll chance to enable mob spawning. Higher number = lower chance of spawning #Range: > 0 raccoonSpawnRolls = 0 #Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn #Range: 0 ~ 1000 warpedToadSpawnWeight = 80 #Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn #Range: 0 ~ 1000 frilledSharkSpawnWeight = 11 #Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn #Range: 0 ~ 1000 emuSpawnWeight = 20 #Random roll chance to enable mob spawning. Higher number = lower chance of spawning #Range: > 0 kangarooSpawnRolls = 0 #Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn #Range: 0 ~ 1000 crowSpawnWeight = 10 #Random roll chance to enable mob spawning. Higher number = lower chance of spawning #Range: > 0 mimicOctopusSpawnRolls = 0 #Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn #Range: 0 ~ 1000 komodoDragonSpawnWeight = 4 #Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn #Range: 0 ~ 1000 flySpawnWeight = 3 #Random roll chance to enable mob spawning. Higher number = lower chance of spawning #Range: > 0 snowLeopardSpawnRolls = 0 #Random roll chance to enable mob spawning. Higher number = lower chance of spawning #Range: > 0 cachalotWhaleSpawnRolls = 0 #Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn #Range: 0 ~ 1000 cachalotWhaleSpawnWeight = 2 #Random roll chance to enable mob spawning. Higher number = lower chance of spawning #Range: > 0 komodoDragonSpawnRolls = 1 #Random roll chance to enable mob spawning. Higher number = lower chance of spawning #Range: > 0 emuSpawnRolls = 0 #Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn #Range: 0 ~ 1000 tarantulaHawkSpawnWeight = 6 #Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn #Range: 0 ~ 1000 crocodileSpawnWeight = 40 #Random roll chance to enable mob spawning. Higher number = lower chance of spawning #Range: > 0 gusterSpawnRolls = 0 #Random roll chance to enable mob spawning. Higher number = lower chance of spawning #Range: > 0 cockroachSpawnRolls = 0 #Random roll chance to enable mob spawning. Higher number = lower chance of spawning #Range: > 0 rattlesnakeSpawnRolls = 0 #Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn #Range: 0 ~ 1000 roadrunnerSpawnWeight = 15 #Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn #Range: 0 ~ 1000 lobsterSpawnWeight = 7 #Random roll chance to enable mob spawning. Higher number = lower chance of spawning #Range: > 0 capuchinMonkeySpawnRolls = 0 #Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn #Range: 0 ~ 1000 dropbearSpawnWeight = 19 #Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn #Range: 0 ~ 1000 enderiophageSpawnWeight = 4 #Random roll chance to enable mob spawning. Higher number = lower chance of spawning #Range: > 0 hummingbirdSpawnRolls = 1 #Random roll chance to enable mob spawning. Higher number = lower chance of spawning #Range: > 0 grizzlyBearSpawnRolls = 0 #Random roll chance to enable mob spawning. Higher number = lower chance of spawning #Range: > 0 crimsonMosquitoSpawnRolls = 0 #Random roll chance to enable mob spawning. Higher number = lower chance of spawning #Range: > 0 hammerheadSharkSpawnRolls = 1 [general.spawning.uniqueSpawning] #Delay (in ticks) between attempts to spawn beached cachalot whales. Default is a single day. Works like wandering traders. #Range: > 0 beachedCachalotWhaleSpawnDelay = 24000 #Percent chance for leafcutter anthills to spawn as world gen in each chunk. Set to zero to disable spawning. #Range: 0.0 ~ 1.0 leafcutterAnthillSpawnChance = 0.004999999888241291 #Whether to enable beached cachalot whales to spawn on beaches during thunder storms. beachedCachalotWhales = true #Percent chance increase for each failed attempt to spawn a beached cachalot whale. Higher value = more spawns. #Range: 0 ~ 100 beachedCachalotWhaleSpawnChance = 5