This commit is contained in:
Hexugory 2025-01-27 14:22:43 -06:00
commit 22148e4c4a
3821 changed files with 337242 additions and 0 deletions

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.gitattributes vendored Normal file
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# Disable Git line ending conversion, to prevent packwiz index hashes changing when committing from Windows
* -text
*.jar filter=lfs diff=lfs merge=lfs -text
*.zip filter=lfs diff=lfs merge=lfs -text

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# Exclude exported CurseForge zip files
/*.zip
# Exclude exported Modrinth modpacks
*.mrpack
# Exclude packwiz binary
packwiz.exe

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# .packwizignore follows the same format as .gitignore, and can be used to exclude unwanted files from pack exports
# See https://git-scm.com/docs/gitignore
# Exclude README
/README.md
/static/*

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name = "Complementary Shaders - Reimagined"
filename = "ComplementaryReimagined_r5.3.zip"
side = "both"
[download]
hash-format = "sha1"
hash = "4dfb4278bdca478cb0a8c185ff8a3d2d1c646c86"
mode = "metadata:curseforge"
[update]
[update.curseforge]
file-id = 5874236
project-id = 627557

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#General mod settings
[general]
#logging
useLoggingLog = true
#-
useLoggingDebug = false
#-
useLoggingError = true

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#Dynamic light toggle
dynamic_light_toggle = false
#Light level an entity should emit when dynamic lights are on
#Example entry: minecraft:blaze=15
entity_lights = ["minecraft:blaze=10", "minecraft:magma_cube=8", "minecraft:spectral_arrow=8"]
#Light level an item should emit when held when dynamic lights are on
#Example entry: minecraft:stick=15
item_lights = ["hexerei:moon_dust=8", "minecraft:redstone_torch=10", "minecraft:soul_lantern=12", "minecraft:glow_ink_sac=10", "minecraft:verdant_froglight=15", "minecraft:blaze_rod=10", "minecraft:shroomlight=10", "minecraft:lantern=14", "minecraft:soul_torch=10", "minecraft:glow_berries=8", "minecraft:glowstone_dust=8", "minecraft:pearlescent_froglight=15", "minecraft:nether_star=14", "minecraft:glowstone=15", "minecraft:torch=14", "minecraft:ochre_froglight=15", "minecraft:lava_bucket=15"]
["List of Extra Fonts"]
#list of fonts that can be used, mainly for the book of shadows
font_list = ["minecraft:default", "hexerei:fancy", "hexerei:bloody", "hexerei:earth", "hexerei:seattle", "hexerei:medieval", "hexerei:augusta"]

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["Herb Jar Settings"]
#Disabling allows jars to hold any item
jars_only_hold_herbs = true
["Sage Burning Plate Settings"]
#Range of the Sage Burning Plate, setting to 0 will disable completely
spawn_disable_range = 48
["Crow Pickpocket Cooldown"]
#time (in ticks) for crow being able to pickpocket again (base 1 minute 30 seconds)
crow_pickpocket_cooldown = 1800
["Broom Brush Durability"]
#broom brush durability
broom_brush_durability = 100
["Herb Enhanced Brush Durability"]
#Herb Enhanced brush durability
herb_enhanced_brush_durability = 200
["Moon Dust Brush Durability"]
#Moon Dust brush durability
moon_dust_brush_durability = 200
["Thruster Brush Durability"]
#thruster brush durability
thruster_brush_durability = 400
["Broom Waterproof Tip Durability"]
#Broom Waterproof Tip Durability
broom_waterproof_tip_durability = 800
["Broom Netherite Tip Durability"]
#Broom Netherite Tip Durability
broom_netherite_tip_durability = 200
["Sage Bundle Durability"]
#time (in ticks) for the sage bundle to burn out (default 3600 - 1 hour)
sage_bundle_durability = 3600
["Coffer Item Blacklist"]
#blacklists items from being placed inside of coffers
coffer_blacklist = ["minecraft:shulker_box", "minecraft:white_shulker_box", "minecraft:orange_shulker_box", "minecraft:magenta_shulker_box", "minecraft:light_blue_shulker_box", "minecraft:yellow_shulker_box", "minecraft:lime_shulker_box", "minecraft:pink_shulker_box", "minecraft:gray_shulker_box", "minecraft:light_gray_shulker_box", "minecraft:cyan_shulker_box", "minecraft:purple_shulker_box", "minecraft:blue_shulker_box", "minecraft:brown_shulker_box", "minecraft:green_shulker_box", "minecraft:red_shulker_box", "minecraft:black_shulker_box", "hexerei:coffer"]
["Biome Generation"]
#rarity of the willow swamp biome, 0 to disable
#Range: > 0
willow_swamp_rarity = 2

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config/MouseTweaks.cfg Normal file
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RMBTweak=1
LMBTweakWithItem=1
LMBTweakWithoutItem=1
WheelTweak=1
WheelSearchOrder=1
WheelScrollDirection=0
ScrollItemScaling=0
Debug=0

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[General]
renderThreeBoltHelmetOverlay = true
stylizedBossbar = true
[IceMazeAmbient]
spawnParticles = true
playAmbientSounds = true
playBiomeMusic = true
playCorneliaMusic = true

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[General]
chatNotifications = true
[Mobs]
[Mobs.GhostOfCaptainCornelia]
#Range: 0.0 ~ 10.0
movementSpeed = 0.2
#Range: 1.0 ~ 100000.0
maxHealth = 200.0
#Range: 0.0 ~ 1000.0
armor = 16.0
#Range: 1.0 ~ 1000.0
attackDamage = 1.0
#Range: 0.0 ~ 10.0
knockbackResistance = 0.5
#Range: 0.0 ~ 10.0
attackKnockback = 2.0
#Range: 1.0 ~ 256.0
followRange = 128.0
pullAndSpinTargets = true
#Range: 0 ~ 1000
regenerationSkillUses = 2
[Mobs.Anglerfish]
#Range: 0.0 ~ 100.0
swimSpeed = 3.0
#Range: 1.0 ~ 100000.0
maxHealth = 40.0
#Range: 0.0 ~ 1000.0
armor = 2.0
#Range: 0.0 ~ 10.0
knockbackResistance = 0.0
#Range: 1.0 ~ 1000.0
attackDamage = 6.0
#Range: 0.0 ~ 10.0
attackKnockback = 1.0
#Range: 1.0 ~ 256.0
followRange = 48.0
[Mobs.Maw]
#Range: 0.0 ~ 10.0
movementSpeed = 0.2
#Range: 0.0 ~ 100.0
swimSpeed = 5.0
#Range: 1.0 ~ 100000.0
maxHealth = 20.0
#Range: 0.0 ~ 1000.0
armor = 0.0
#Range: 0.0 ~ 10.0
knockbackResistance = 0.0
#Range: 1.0 ~ 1000.0
attackDamage = 4.0
#Range: 0.0 ~ 10.0
attackKnockback = 0.3
#Range: 1.0 ~ 256.0
followRange = 24.0
[Mobs.TorturedSoul]
#Range: 0.0 ~ 10.0
movementSpeed = 0.2
#Range: 0.0 ~ 100.0
swimSpeed = 3.0
#Range: 1.0 ~ 100000.0
maxHealth = 30.0
#Range: 0.0 ~ 1000.0
armor = 4.0
#Range: 0.0 ~ 10.0
knockbackResistance = 0.0
#Range: 1.0 ~ 1000.0
attackDamage = 7.0
#Range: 0.0 ~ 10.0
attackKnockback = 0.7
#Range: 1.0 ~ 256.0
followRange = 24.0
[Mobs.MotherOfTheMaze]
#Range: 0.0 ~ 100.0
swimSpeed = 3.0
#Range: 1.0 ~ 100000.0
maxHealth = 100.0
#Range: 0.0 ~ 1000.0
armor = 6.0
#Range: 0.0 ~ 10.0
knockbackResistance = 0.2
#Range: 1.0 ~ 1000.0
attackDamage = 5.0
#Range: 0.0 ~ 10.0
attackKnockback = 0.5
#Range: 1.0 ~ 256.0
followRange = 128.0
[Mobs.Eel]
#Range: 1.0 ~ 100000.0
maxHealth = 180.0
#Range: 0.0 ~ 1000.0
armor = 20.0
#Range: 1.0 ~ 1000.0
attackDamage = 8.0
#Range: 0.0 ~ 10.0
attackKnockback = 2.0
#Range: 1.0 ~ 256.0
followRange = 32.0

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[General]
#Allowed Values: DISPLAY_ALL, DISPLAY_MY, DISPLAY_OTHERS, HIDE
"Pet Mode" = "DISPLAY_ALL"
#Range: -1024 ~ 1024
"Mods Button Offset X" = 0
#Range: -1024 ~ 1024
"Mods Button Offset Y" = 0
[Tooltips]
#Display food properties in tooltips
"Food Icons" = true
#Display equipment attributes in tooltips
"Equipment Icons" = true

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["Configs for Plushie Buddies Mod"]
#How many emeralds do plushies cost
#Range: 1 ~ 128
"Emerald count" = 10
#What trader level sells plushies
#Range: 1 ~ 5
"Trader level" = 5
#'true' or 'false' for plushies being sold by traders
"If enableded" = true

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{
musicDelayLength: "NORMAL",
debugModeEnabled: false,
treatAsWhitelist: false,
confirmationResetDelay: 1.0,
loadedUserSongpack: "",
blacklistedDimensions: []
}

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[ShieldList]
#
#List of items to considered as shields, any item with right-click functionality will theoretically work
#Automatically populated with items that have parrying stats set by active datapacks
shieldList = ["shieldexp:wooden_shield", "shieldexp:griefer_shield", "shieldexp:iron_shield", "shieldexp:netherite_shield", "alexsmobs:shield_of_the_deep", "minecraft:shield", "shieldexp:golden_shield", "endermanoverhaul:corrupted_shield", "shieldexp:diamond_shield", "shieldexp:paragon_shield", "oreganized:electrum_shield"]
#
#List of items to not consider as shields, even if they have stats set by a datapack
shieldBlacklist = []
[Modifiers]
#
#Disable the cooldown when the player lowers their shield
noLoweringCooldown = false
#
#Disable putting shields on cooldown at all
noCooldown = false
#
#Make all shields have vanilla movement speed
noSpeedModifier = false
#
#Make shields only block partial damage from explosions when not parrying
harderExplosions = true
#
#Double the parry window for a more relaxed experience
lenientParryMode = false
#
#Double the shield stamina for a more relaxed experience
lenientStaminaMode = false

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[general]
#Number of ticks to skip to check achievements [0 for disable skip]
#Range: > 0
skipTicksAdvancements = 5

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{
wrapText: "SCREEN_WIDTH",
overwriteVanillaWrapping: false,
prioritizeTooltipTop: true,
bedrockCentering: true,
bestCorner: false,
alwaysBestCorner: false,
preventVanillaClamping: true,
onlyRepositionHoverTooltips: true,
useYACLTooltipPositioner: false,
scrollKeyCode: 342,
horizontalScrollKeyCode: 341,
smoothScrolling: true,
scrollDirection: "REVERSE",
verticalScrollSensitivity: 10,
horizontalScrollSensitivity: 10,
tooltipTransparency: 1.0,
removeFirstLinePadding: true
}

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[visuals]
#Makes advancement icons animated
animated_icons = false
#Makes stat frame text centered
centered_text = true
#How ofter the client will request stats update from server in seconds
#Range: 1 ~ 1000
stat_update_interval = 60

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#Client Configuration
[client]
[client.visual_options]
# If plaques should show on the top of the screen.
on_top = true
# The distance from the top or bottom of the screen, in pixels.
#Range: 8 ~ 256
distance = 32
# The horizontal offset from the center, in pixels.
#Range: -256 ~ 256
horizontal_offset = 0
# Hide waila/hwyla/jade popups while plaques are showing.
hide_waila = false
# If plaques should show for task advancements (normal advancements).
tasks = true
# If plaques should show for goal advancements (medium-difficulty advancements).
goals = true
# If plaques should show for challenge advancements (high-difficulty advancements).
challenges = true
# Text color to use for plaque titles (like "Advancement made!"). Can be entered as an 8-digit hex color code #AARRGGBB for convenience. If Prism library is installed, any Prism color definition is supported.
title_color = "#FF332200"
# Text color to use for advancement names on plaques. Can be entered as an 8-digit hex color code #AARRGGBB for convenience. If Prism library is installed, any Prism color definition is supported.
name_color = "#FFFFFFFF"
[client.duration_options]
# Duration of the shiny effect fade in for tasks.
#Range: 0.1 ~ 3.0
task_effect_fadein = 0.5
# Duration of the shiny effect fade out for tasks.
#Range: 0.1 ~ 3.0
task_effect_fadeout = 1.5
# Duration of the plaques for tasks (minus the effect fade in/out durations).
#Range: 2.0 ~ 10.0
task_duration = 7.0
# Duration of the shiny effect fade in for goals.
#Range: 0.1 ~ 3.0
goal_effect_fadein = 0.5
# Duration of the shiny effect fade out for goals.
#Range: 0.1 ~ 3.0
goal_effect_fadeout = 1.5
# Duration of the plaques for goals (minus the effect fade in/out durations).
#Range: 2.0 ~ 10.0
goal_duration = 7.0
# Duration of the shiny effect fade in for challenges.
#Range: 0.1 ~ 3.0
challenge_effect_fadein = 1.25
# Duration of the shiny effect fade out for challenges.
#Range: 0.1 ~ 3.0
challenge_effect_fadeout = 1.5
# Duration of the plaques for challenges (minus the effect fade in/out durations).
#Range: 2.0 ~ 10.0
challenge_duration = 7.0
[client.functionality_options]
# Blacklist of advancements to never show plaques for. Takes precedence over whitelist if they conflict.
# Options:
# Advancement ID (eg. "minecraft:adventure/adventuring_time")
# Mod ID (Omit the colon, eg. "minecraft")
# Advancement Category (End with a /, eg. "minecraft:story/")
blacklist = []
# Whitelist of advancements to show plaques for. Leave empty to display for all.
# Same options available as blacklist.
whitelist = []
# Volume of task sounds. Set to 0 to mute.
#Range: 0.0 ~ 1.0
task_volume = 1.0
# Volume of goal sounds. Set to 0 to mute.
#Range: 0.0 ~ 1.0
goal_volume = 1.0
# Volume of challenge sounds. Set to 0 to mute.
#Range: 0.0 ~ 1.0
challenge_volume = 1.0

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[visuals]
#whether to cave maps are visible when held by players from the third-person perspective.
cave_maps_visible_in_third_person = true
#whether to shake the screen from tremorsaurus stomping, nuclear explosions, etc.
screen_shaking = true
#true if some block models, like uranium ore or abyssmarine bricks render as fullbright. May increase load time, no gameplay performance impact.
emissive_block_models = true
#whether to make the screen flash white during nuclear explosions.
nuclear_bomb_flash = true
#true if some biomes, such as primordial caves, have ambient light that makes the biome easier to see in.
biome_ambient_light = true
#true if some biomes, such as toxic caves, apply a color to ambient light. May conflict with shaders.
biome_ambient_light_coloring = false
#true if some biomes, such as primordial caves, have an always well-lit sky when in them. May conflict with shaders.
biome_sky_overrides = true
#true if some biomes, such as abyssal chasm, have an thicker water fog to them. May conflict with shaders.
biome_sky_fog_overrides = true
#true if ambersol block renders with rays of light emerging from it.
ambersol_shines = true
#true if irradiated effect makes mobs glow. May conflict with shaders.
radiation_glow_effect = true
#determines how far to the left the subterranodon flight indicator renders on the screen when mounted. Negative numbers will render it on the right.
#Range: -12000 ~ 12000
subterranodon_indicator_x = 22
#determines how far from bottom the subterranodon flight indicator renders on the screen when mounted.
#Range: -12000 ~ 12000
subterranodon_indicator_y = 6
#true if sugar rush makes the world more saturated. May conflict with shaders.
sugar_rush_saturation_effect = true
[audio]
#whether nuclear explosions briefly muffle other sounds.
nuclear_bomb_muffles_sounds = true

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[generation]
#Average radius (in blocks) of an Alex's Caves cave biome.
#Range: 10.0 ~ 1.7976931348623157E308
cave_biome_mean_width = 275.0
#Average separation (in blocks) between each Alex's Caves cave biome.
#Range: > 50
cave_biome_mean_separation = 600
#How irregularly shaped Alex's Caves cave biomes can generate. 0 = all biomes nearly circular. 1 = biomes completely squiggly in shape.
#Range: 0.0 ~ 1.0
cave_biome_width_randomness = 0.2
#Average spacing in between Alex's Caves cave biomes. 0 = all biomes nearly perfectly equidistant. 1 = biomes completely randomly spread out, sometimes next to eachother.
#Range: 0.0 ~ 1.0
cave_biome_spacing_randomness = 0.5
#Whether to warn users when a server starts if an incompatible generation mod is detected.
warn_generation_incompatibility = true
[mob-spawning]
#Cave Creatures (All dinosaurs, raycats, etc) spawn at this frequency. Their cap is calculated by multiplying this number with the default mob cap for surface animals.
#Range: 0.0 ~ 10.0
cave_creature_spawn_count_modifier = 1.75
#The percent chance that drowned have to spawn wearing diving gear in the Abyssal Chasm. 0 = no diving gear wearing drowned will spawn
#Range: 0.0 ~ 1.0
drowned_diving_gear_spawn_chance = 0.2
[mob-behavior]
#How many cpu cores big mobs(tremorzilla, atlatitan, grottoceratops etc) should utilize when pathing. Bigger number = less impact on TPS
#Range: 1 ~ 100
pathfinding_threads = 5
#The maximum explosion resistance that a block can have to be destroyed by an atlatitan stomp. Set to zero to disable all atlatitan block breaking.
#Range: > 0
atlatitan_max_block_explosion_resistance = 10
#How long (in game ticks) it takes for a nucleeper to explode.
#Range: > 20
nucleeper_fuse_time = 300
#True if the Tremorzilla beam breaks even more blocks.
devastating_tremorzilla_beam = true
#Whether the Watcher can take control of the camera.
watcher_possession = true
#How long (in game ticks) between watcher possession attempts.
#Range: 20 ~ 24000
watcher_possession_cooldown = 300
#Chance that blocks destroyed by luxtructosaurus attacks drop themselves, if mob griefing is enabled.
#Range: 0.0 ~ 1.0
luxtructosaurus_block_drop_chance = 0.75
[block-behavior]
#True if players wearing boots can walk on any scarlet neodymium surface.
walking_on_magnets = true
#How long (in game ticks) it usually takes for an amber monolith to spawn an animal.
#Range: > 1000
amber_monolith_mean_time = 32000
#True if the Nuclear Furnace only uses 'Blasting' recipes, false to use all smelting recipes.
nuclear_furnace_blasting_only = true
#True if the Nuclear Furnace should only use recipes using the `alexscaves:nuclear_furnace` recipe type, false to use regular behavior.
nuclear_furnace_custom_type = false
[item-behavior]
#True if one Cave Codex is all that is needed to unlock every Cave Compendium entry.
only_one_research_needed = false
#How many attempts to find a biome a cave map engages in when used. Increase this to increase the search radius, or decrease it to make them faster.
#Range: > 64
cave_map_search_attempts = 128000
#How wide each search attempt scans for a biome. Increasing this generally makes cave biome maps faster - at the cost of losing fidelity(may skip biomes smaller than this in block width).
#Range: 4 ~ 256
cave_map_search_width = 64
#The maximum explosion resistance that a block can have to be destroyed by a nuclear explosion. Set to zero to disable all nuclear explosion block breaking.
#Range: > 0
nuke_max_block_explosion_resistance = 1000
#Whether some block items are dropped by nuclear explosions. False if all destroyed blocks do not drop items.
nuke_spawn_item_drops = true
#The scale of nuclear bomb destruction. multiply this by 16 to get the radius of a nuclear bomb explosion.
#Range: 0.0 ~ 1.7976931348623157E308
nuclear_explosion_size_modifier = 3.0
#Whether the Totem of Possession can be applied to players.
totem_of_possession_works_on_players = true
#The amount of time (in ticks) it takes to charge up the Cloak of Darkness ability.
#Range: > 20
darkness_cloak_charge_time = 1000
#The amount of time (in ticks) that players can fly with the Cloak of Darkness ability.
#Range: > 20
darkness_cloak_fly_time = 200
[vanilla-changes]
#percent chance of bastion having a cave tablet for magnetic caves in its loot table:
#Range: 0.0 ~ 1.0
magnetic_tablet_loot_chance = 0.45
#percent chance of suspicious sand having a cave tablet for primordial caves in its loot table:
#Range: 0.0 ~ 1.0
primordial_tablet_loot_chance = 0.15
#percent chance of jungle temple having a cave tablet for toxic caves in its loot table:
#Range: 0.0 ~ 1.0
toxic_tablet_loot_chance = 0.5
#percent chance of underwater ruins having a cave tablet for abyssal chasm in its loot table:
#Range: 0.0 ~ 1.0
abyssal_tablet_loot_chance = 0.4
#percent chance of mansion having a cave tablet for forlorn hollows in its loot table:
#Range: 0.0 ~ 1.0
forlorn_tablet_loot_chance = 0.75
#percent chance of abandoned mineshaft chests having a map to a nearby underground mineshaft in their loot table:
#Range: 0.0 ~ 1.0
cabin_map_loot_chance = 0.15
#Whether the Cartographer Villagers can sell maps to Underground Cabins.
cartographers_sell_cabin_maps = false
#Whether the Wandering Traders can sell maps to Underground Cabins.
wandering_traders_sell_cabin_maps = true
#Whether the Enchantments added by AC appear in vanilla loot tables.
enchantments_in_loot = false
#percent chance of witch hut chest having a cave tablet for candy cavity in its loot table:
#Range: 0.0 ~ 1.0
candy_cavity_loot_chance = 0.9
#Whether a loot chest is added to vanilla's witch huts. This is included to provide another place to find candy cavity biome cave tablets.
loot_chest_in_witch_huts = true
[potion-behavior]
#Whether the Sugar Rush changes the tick rate of the game in the area of affected players.
sugar_rush_slows_time = true

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{
"disabled_completely": false,
"distance_from_spawn": 50,
"alexscaves_rarity_offset": 3,
"continentalness": [
-0.95,
-0.65
],
"temperature": [
-1.0,
0.5
],
"depth": [
0.2,
1.5
],
"dimensions": [
"minecraft:overworld"
]
}

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{
"disabled_completely": false,
"distance_from_spawn": 500,
"alexscaves_rarity_offset": 5,
"continentalness": [
0.5,
1.0
],
"depth": [
0.15,
1.5
],
"dimensions": [
"minecraft:overworld"
]
}

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{
"disabled_completely": false,
"distance_from_spawn": 50,
"alexscaves_rarity_offset": 4,
"continentalness": [
0.6,
1.0
],
"depth": [
0.3,
1.5
],
"dimensions": [
"minecraft:overworld"
]
}

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{
"disabled_completely": false,
"distance_from_spawn": 0,
"alexscaves_rarity_offset": 0,
"continentalness": [
0.6,
1.0
],
"depth": [
0.2,
1.0
],
"dimensions": [
"minecraft:overworld"
]
}

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{
"disabled_completely": false,
"distance_from_spawn": 0,
"alexscaves_rarity_offset": 1,
"continentalness": [
0.4,
1.0
],
"depth": [
0.15,
1.5
],
"dimensions": [
"minecraft:overworld"
]
}

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{
"disabled_completely": false,
"distance_from_spawn": 100,
"alexscaves_rarity_offset": 2,
"continentalness": [
0.5,
1.0
],
"depth": [
0.3,
1.5
],
"dimensions": [
"minecraft:overworld"
]
}

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#Whether to log the dirt block on common setup
logDirtBlock = true
#A magic number
#Range: > 0
magicNumber = 42
#What you want the introduction message to be for the magic number
magicNumberIntroduction = "The magic number is... "
#A list of items to log on common setup.
items = ["minecraft:iron_ingot"]

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config/alexsmobs.toml Normal file
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[general]
#Whether all players should get an Animal Dictionary when joining the world for the first time.
giveBookOnStartup = false
#Lava Opacity for the Lava Vision Potion.
#Range: 0.01 ~ 1.0
lavaVisionOpacity = 0.65
#Whether to disable certain aspects of the Lava Vision Potion. Enable if issues with shaders persist.
shadersCompat = false
#Whether bananas should drop from blocks tagged with #alexsmobs:drops_bananas
bananasDropFromLeaves = true
#1 out of this number chance for leaves to drop a banana when broken. Fortune is automatically factored in
#Range: > 0
bananaChance = 200
#Whether spiders should target fly mobs.
spidersAttackFlies = true
#Whether wolves should target moose mobs.
wolvesAttackMoose = true
#Whether polar bears should target seal mobs.
polarBearsAttackSeals = true
#Whether cats, ocelots and foxes should target jerboa mobs.
catsAndFoxesAttackJerboas = true
#Whether dolphins should target flying fish mobs.
dolphinsAttackFlyingFish = true
#Whether lava can be bottled with a right click of a glass bottle.
lavaBottleEnabled = true
#Whether bone serpents are neutral or hostile.
neutralBoneSerpents = false
#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 mimicream can be used to duplicate items.
mimicreamRepair = true
#Blacklist for items that mimicream cannot make a copy of. Ex: "minecraft:stone_sword", "alexsmobs:blood_sprayer"
mimicreamBlacklist = ["ars_nouveau:potion:flask", "ars_nouveau:potion:flask_amplify", "ars_nouveau:potion:flask_extend_time", "alexsmobs:blood_sprayer", "alexsmobs:hemolymph_blaster"]
#Whether wild raccoons steal food from chests.
raccoonStealFromChests = true
#Whether wild crows steal crops from farmland.
crowsStealCrops = true
#Whether fish oil gives players a special levitation effect.
fishOilMeme = true
#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
#Whether acacia blossoms should drop from blocks tagged with #alexsmobs:drops_acacia_blossoms
acaciaBlossomsDropFromLeaves = true
#Whether wandering traders offer items like acacia blossoms, mosquito larva, crocodile egg, etc.
wanderingTraderOffers = true
#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
#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"]
#Whether guster spawns are limited to when it is raining/thundering.
limitGusterSpawnsToWeather = true
#Whether Crimson Mosquitoes can transform into Warped Moscos if attacking a Mungus or any listed creature.
warpedMoscoTransformation = true
#List of extra(non mungus) mobs that will trigger a crimson mosquito to become a warped mosquito. Ex: "minecraft:mooshroom", "alexsmobs:warped_toad"
warpedMoscoMobTriggers = [""]
#True if straddleboard enchants are enabled.
straddleboardEnchants = true
#Whether emu should target skeletons.
emuTargetSkeletons = true
#Percent chance for emu leggings to dodge projectile attacks.
#Range: 0.0 ~ 1.0
emuPantsDodgeChance = 0.45
#Whether cachalots can destroy wood blocks if angry.
cachalotDestruction = 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
#Percent chance for fungus to grow per each leaf a leafcutter ant returns to the colony.
#Range: 0.0 ~ 1.0
leafcutterAntFungusGrowChance = 0.3
#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
#Max number of ant entities allowed inside a leafcutter anthill.
#Range: 2 ~ 100000
leafcutterAntColonySize = 10
#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
#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
#Makes Tarantula Hawks fireproof, perfect if you also want these guys to spawn in the nether.
fireproofTarantulaHawk = false
#List of dimensions in which spawning void worms via mysterious worm items is allowed.
voidWormSpawnDimensions = ["minecraft:the_end"]
#All void worm damage is scaled to this.
#Range: 0.0 ~ 100.0
voidWormDamageModifier = 1.0
#Max Health of the void worm boss.
#Range: 0.0 ~ 1000000.0
voidWormMaxHealth = 160.0
#Whether the void worm boss is summonable or not, via the mysterious worm item.
voidWormSummonable = true
#Whether seagulls should steal food out of players' hotbar slots.
seagullStealing = true
#List of items that seagulls cannot take from players.
seagullStealingBlacklist = []
#Whether the Clinging Potion effect should flip the screen. Warning: may cause nausea.
clingingFlipEffect = false
#Percent chance of getting Pigshoes from Piglin Bartering. Set to zero to disable.
#Range: 0.0 ~ 1.0
tusklinShoesBarteringChance = 0.02500000037252903
#The visual zoom of the rainbow pattern on the rainbow glass block. Higher number = bigger pattern.
#Range: 1.0 ~ 10000.0
rainbowGlassFidelity = 16.0
#Whether Rabbits can transform into Bunfungus if fed Mungal spores.
bunfungusTransformation = true
#True if some Alex's Mobs items should spawn in loot chests.
addLootToChests = true
#List of items that cannot be put in a Transmuting Table.
transmutationBlacklist = ["minecraft:beacon"]
#True if transmutation tables should not have the ability to pick up new items to transmute, and only give options from the loot tables.
limitTransmutingToLootTables = false
#True if transmutation tables can explode when broken.
transmutingTableExplodes = true
#The experience, in levels, that each transmutation of a stack takes in the transmuting table.
#Range: 0 ~ 100000
transmutingExperienceCost = 3
#The step value multiplied by the log of the stack size when transmuting an item, used to determine its weight for appearing in future transmutation possibilities. Higher number = more likely to appear.
#Range: 1.0 ~ 10000.0
transmutingWeightAddStep = 3.0
#The step value that an item looses when selecting it as the transmutation result. Keep this number higher than the one above for balance reasons. Higher number = less likely to appear after transmuting multiple times.
#Range: 1.0 ~ 10000.0
transmutingWeightRemoveStep = 4.0
#True if skreechers can summon a new warden, when applicable.
skreechersSummonWarden = true
#The distance in blocks that will cause an underminer to dissapear when approached by a player.
#Range: 1.0 ~ 10000.0
underminerDisappearDistance = 8.0
#1 out of this number chance for leaves to drop an acacia when broken. Fortune is automatically factored in
#Range: > 0
acaciaBlossomChance = 130
[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
grizzlyBearSpawnWeight = 8
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
grizzlyBearSpawnRolls = 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 = 9
#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
boneSerpentSpawnWeight = 8
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
boneSeprentSpawnRolls = 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
gazelleSpawnWeight = 40
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
gazelleSpawnRolls = 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
crocodileSpawnWeight = 20
#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
flySpawnWeight = 3
#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
hummingbirdSpawnWeight = 19
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
hummingbirdSpawnRolls = 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
orcaSpawnWeight = 2
#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
sunbirdSpawnWeight = 5
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
sunbirdSpawnRolls = 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
gorillaSpawnWeight = 25
#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
crimsonMosquitoSpawnWeight = 15
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
crimsonMosquitoSpawnRolls = 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
rattlesnakeSpawnWeight = 12
#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
endergradeSpawnWeight = 10
#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
hammerheadSharkSpawnWeight = 8
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
hammerheadSharkSpawnRolls = 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
lobsterSpawnWeight = 7
#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
komodoDragonSpawnWeight = 16
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
komodoDragonSpawnRolls = 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
capuchinMonkeySpawnWeight = 28
#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
caveCentipedeSpawnWeight = 8
#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
warpedToadSpawnWeight = 30
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
warpedToadSpawnRolls = 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
mooseSpawnWeight = 9
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
mooseSpawnRolls = 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
mimicubeSpawnWeight = 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
#Range: 0 ~ 1000
raccoonSpawnWeight = 10
#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
blobfishSpawnWeight = 30
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
blobfishSpawnRolls = 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
sealSpawnWeight = 20
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
sealSpawnRolls = 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
cockroachSpawnWeight = 4
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
cockroachSpawnRolls = 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
shoebillSpawnWeight = 10
#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
elephantSpawnWeight = 30
#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
soulVultureSpawnWeight = 30
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
soulVultureSpawnRolls = 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 = 18
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
snowLeopardSpawnRolls = 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
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
spectreSpawnRolls = 5
#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
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
alligatorSnappingTurtleSpawnWeight = 20
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
alligatorSnappingTurtleSpawnRolls = 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
mungusSpawnWeight = 4
#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
mantisShrimpSpawnWeight = 15
#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
gusterSpawnWeight = 35
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
gusterSpawnRolls = 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
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
warpedMoscoSpawnRolls = 1000
#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 = 70
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
straddlerSpawnRolls = 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
stradpoleSpawnWeight = 10
#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
emuSpawnWeight = 20
#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
platypusSpawnWeight = 20
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
platypusSpawnRolls = 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
#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
tasmanianDevilSpawnWeight = 10
#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
kangarooSpawnWeight = 25
#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
cachalotWhaleSpawnWeight = 2
#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
enderiophageSpawnWeight = 4
#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
baldEagleSpawnWeight = 15
#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 = 30
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
tigerSpawnRolls = 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
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
tarantulaHawkSpawnRolls = 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
voidWormSpawnWeight = 0
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
voidWormSpawnRolls = 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
frilledSharkSpawnWeight = 11
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
frilledSharkSpawnRolls = 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
mimicOctopusSpawnWeight = 9
#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
seagullSpawnWeight = 21
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
seagullSpawnRolls = 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
froststalkerSpawnWeight = 20
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
froststalkerSpawnRolls = 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
tusklinSpawnWeight = 18
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
tusklinSpawnRolls = 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
laviathanSpawnWeight = 15
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
laviathanSpawnRolls = 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
cosmawSpawnWeight = 9
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
cosmawSpawnRolls = 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
toucanSpawnWeight = 23
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
toucanSpawnRolls = 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
manedWolfSpawnWeight = 8
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
manedWolfSpawnRolls = 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
anacondaSpawnWeight = 12
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
anacondaSpawnRolls = 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
anteaterSpawnWeight = 7
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
anteaterSpawnRolls = 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
rockyRollerSpawnWeight = 60
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
rockyRollerSpawnRolls = 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
flutterSpawnWeight = 13
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
flutterSpawnRolls = 0
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
geladaMonkeySpawnWeight = 5
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
geladaMonkeySpawnRolls = 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
jerboaSpawnWeight = 12
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
jerboaSpawnRolls = 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
terrapinSpawnWeight = 4
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
terrapinSpawnRolls = 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
combJellySpawnWeight = 5
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
combJellySpawnRolls = 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
cosmicCodSpawnWeight = 0
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
cosmicCodSpawnRolls = 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
bunfungusSpawnWeight = 3
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
bunfungusSpawnRolls = 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
bisonSpawnWeight = 9
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
bisonSpawnRolls = 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
giantSquidSpawnWeight = 3
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
giantSquidSpawnRolls = 0
#Spawn Weight, added to a pool of other mobs for each biome. Higher number = higher chance of spawning. 0 = disable spawn (NOTE: this mob spawns are restricted exclusively to one chunk, see below)
#Range: 0 ~ 1000
devilsHolePupfishSpawnWeight = 23
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning (NOTE: this mob spawns are restricted exclusively to one chunk, see below)
#Range: > 0
devilsHolePupfishSpawnRolls = 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
catfishSpawnWeight = 4
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
catfishSpawnRolls = 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
flyingFishSpawnWeight = 8
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
flyingFishSpawnRolls = 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
skelewagSpawnWeight = 15
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
skelewagSpawnRolls = 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
rainFrogSpawnWeight = 10
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
rainFrogSpawnRolls = 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
potooSpawnWeight = 15
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
potooSpawnRolls = 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
mudskipperSpawnWeight = 28
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
mudskipperSpawnRolls = 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
rhinocerosSpawnWeight = 24
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
rhinocerosSpawnRolls = 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
sugarGliderSpawnWeight = 15
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
sugarGliderSpawnRolls = 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
farseerSpawnWeight = 30
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
farseerSpawnRolls = 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
skreecherSpawnWeight = 10
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
skreecherSpawnRolls = 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
underminerSpawnWeight = 50
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
underminerSpawnRolls = 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
murmurSpawnWeight = 5
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
murmurSpawnRolls = 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
skunkSpawnWeight = 7
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
skunkSpawnRolls = 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
bananaSlugSpawnWeight = 14
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
bananaSlugSpawnRolls = 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
blueJaySpawnWeight = 16
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
blueJaySpawnRolls = 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
caimanSpawnWeight = 29
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
caimanSpawnRolls = 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
triopsSpawnWeight = 8
#Random roll chance to enable mob spawning. Higher number = lower chance of spawning
#Range: > 0
triopsSpawnRolls = 0
[uniqueSpawning]
#Maximum world y-level that cave centipedes can spawn at
#Range: -64 ~ 320
caveCentipedeSpawnHeight = 0
#Maximum world y-level that blobfish can spawn at
#Range: -64 ~ 320
blobfishSpawnHeight = 25
#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
#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 = 0.0
#Minimum world y-level that gelada monkeys can spawn at
#Range: -64 ~ 320
geladaMonkeySpawnRolls = 0
#Whether to restrict all pupfish spawns to one chunk (similar to real life) or have them only obey their spawn config.
restrictPupfishSpawns = true
#The maximum distance a pupfish spawn chunk is from world spawn(0, 0) in blocks.
#Range: 2 ~ 1000000000
pupfishChunkSpawnDistance = 2000
#Whether to restrict all skelewag spawns to shipwreck structures.
restrictSkelewagSpawns = true
#Whether to restrict all farseer spawns to near the world border.
restrictFarseerSpawns = true
#Whether to restrict all underminer spawns to abandoned mineshafts.
restrictUnderminerSpawns = true
#The maximum distance a farseer can spawn from the world border.
#Range: 2 ~ 1000000000
farseerBorderSpawnDistance = 100
#Maximum world y-level that murmur can spawn at
#Range: -64 ~ 320
murmurSpawnHeight = -30
[dangerZone]
#Its been so long...
superSecretSettings = false
#How many cpu cores some mobs(elephants, leafcutter ants, bison etc) should utilize when pathing. Bigger number = less impact on TPS
#Range: 1 ~ 100
pathfindingThreads = 5

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{
"biomes": [
[
{
"type": "BIOME_TAG",
"negate": false,
"value": "minecraft:is_overworld"
},
{
"type": "BIOME_TAG",
"negate": false,
"value": "forge:is_swamp"
},
{
"type": "REGISTRY_NAME",
"negate": true,
"value": "minecraft:mangrove_swamp"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "biomesoplenty:tundra_bog"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "terralith:ice_marsh"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "terralith:orchid_swamp"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "regions_unexplored:bayou"
}
]
]
}

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{
"biomes": [
[
{
"type": "BIOME_TAG",
"negate": false,
"value": "minecraft:is_overworld"
},
{
"type": "BIOME_TAG",
"negate": false,
"value": "forge:is_swamp"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "minecraft:mangrove_swamp"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "terralith:ice_marsh"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "terralith:orchid_swamp"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "terralith:amethyst_rainforest"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "terralith:tropical_jungle"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "terralith:skylands_summer"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "regions_unexplored:rainforest"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "regions_unexplored:old_growth_bayou"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "regions_unexplored:bayou"
}
]
]
}

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@ -0,0 +1,63 @@
{
"biomes": [
[
{
"type": "BIOME_TAG",
"negate": false,
"value": "minecraft:is_overworld"
},
{
"type": "BIOME_TAG",
"negate": false,
"value": "minecraft:is_jungle"
},
{
"type": "REGISTRY_NAME",
"negate": true,
"value": "minecraft:bamboo_jungle"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "terralith:amethyst_canyon"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "terralith:amethyst_rainforest"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "terralith:jungle_mountains"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "terralith:rocky_jungle"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "terralith:tropical_jungle"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "terralith:skylands_summer"
}
]
]
}

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@ -0,0 +1,154 @@
{
"biomes": [
[
{
"type": "BIOME_TAG",
"negate": false,
"value": "minecraft:is_overworld"
},
{
"type": "BIOME_TAG",
"negate": false,
"value": "minecraft:is_hill"
},
{
"type": "BIOME_TAG",
"negate": false,
"value": "forge:is_coniferous"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "minecraft:grove"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "minecraft:windswept_forest"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "terralith:blooming_plateau"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "terralith:blooming_valley"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "terralith:bryce_canyon"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "terralith:skylands_autumn"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "terralith:skylands_spring"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "terralith:skylands_winter"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "terralith:lavender_forest"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "terralith:lavender_valley"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "terralith:moonlight_valley"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "terralith:moonlight_grove"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "terralith:sakura_grove"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "terralith:sakura_valley"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "terralith:haze_mountain"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "terralith:temperate_highlands"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "terralith:alpine_grove"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "biomesoplenty:jade_cliffs"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "regions_unexplored:mountains"
}
]
]
}

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@ -0,0 +1,133 @@
{
"biomes": [
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "minecraft:old_growth_pine_taiga"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "minecraft:old_growth_spruce_taiga"
}
],
[
{
"type": "BIOME_TAG",
"negate": false,
"value": "minecraft:is_taiga"
},
{
"type": "BIOME_TAG",
"negate": false,
"value": "forge:is_dense/overworld"
},
{
"type": "BIOME_TAG",
"negate": false,
"value": "forge:is_rare"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "terralith:forested_highlands"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "terralith:shield"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "terralith:skylands_autumn"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "terralith:yosemite_lowlands"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "biomesoplenty:redwood_forest"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "biomesoplenty:coniferous_forest"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "biomesoplenty:fir_clearing"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "autumnity:maple_forest"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "regions_unexplored:blackwood_taiga"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "regions_unexplored:boreal_taiga"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "regions_unexplored:golden_boreal_taiga"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "regions_unexplored:pine_taiga"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "regions_unexplored:redwoods"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "regions_unexplored:sparse_redwoods"
}
]
]
}

View File

@ -0,0 +1,96 @@
{
"biomes": [
[
{
"type": "BIOME_TAG",
"negate": false,
"value": "minecraft:is_overworld"
},
{
"type": "BIOME_TAG",
"negate": false,
"value": "forge:is_plains"
},
{
"type": "BIOME_TAG",
"negate": true,
"value": "minecraft:is_savanna"
},
{
"type": "BIOME_TAG",
"negate": true,
"value": "forge:is_hot/overworld"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "minecraft:meadow"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "biomesoplenty:field"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "biomesoplenty:forested_field"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "biomesoplenty:grassland"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "biomesoplenty:pasture"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "biomesoplenty:prairie"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "terralith:cold_shrubland"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "terralith:rocky_shrubland"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "terralith:steppe"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "terralith:valley_clearing"
}
]
]
}

View File

@ -0,0 +1,11 @@
{
"biomes": [
[
{
"type": "BIOME_TAG",
"negate": false,
"value": "minecraft:is_deep_ocean"
}
]
]
}

View File

@ -0,0 +1,215 @@
{
"biomes": [
[
{
"type": "BIOME_TAG",
"negate": false,
"value": "minecraft:is_overworld"
},
{
"type": "BIOME_TAG",
"negate": false,
"value": "minecraft:is_forest"
},
{
"type": "REGISTRY_NAME",
"negate": true,
"value": "minecraft:sparse_jungle"
}
],
[
{
"type": "BIOME_TAG",
"negate": false,
"value": "minecraft:is_overworld"
},
{
"type": "BIOME_TAG",
"negate": false,
"value": "minecraft:is_taiga"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "terralith:alpine_grove"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "terralith:blooming_valley"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "terralith:lavender_forest"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "terralith:lavender_valley"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "terralith:moonlight_grove"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "terralith:moonlight_valley"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "terralith:sakura_grove"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "terralith:sakura_valley"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "terralith:highlands"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "terralith:shield_clearing"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "terralith:valley_clearing"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "terralith:alpine_highlands"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "terralith:cloud_forest"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "terralith:forested_highlands"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "terralith:lush_valley"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "terralith:shield"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "terralith:snowy_maple_forest"
}
],
[
{
"type": "REGISTRY_NAME",
"negate": false,
"value": "terralith:snowy_shield"
}
],
[
{
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View File

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View File

@ -0,0 +1,32 @@
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View File

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View File

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View File

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View File

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View File

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View File

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View File

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View File

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View File

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View File

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View File

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View File

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@ -0,0 +1,11 @@
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@ -0,0 +1,53 @@
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@ -0,0 +1,60 @@
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View File

@ -0,0 +1,56 @@
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View File

@ -0,0 +1,11 @@
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@ -0,0 +1,58 @@
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View File

@ -0,0 +1,215 @@
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View File

@ -0,0 +1,61 @@
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@ -0,0 +1,16 @@
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View File

@ -0,0 +1,165 @@
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View File

@ -0,0 +1,68 @@
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View File

@ -0,0 +1,91 @@
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View File

@ -0,0 +1,44 @@
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View File

@ -0,0 +1,11 @@
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View File

@ -0,0 +1,63 @@
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View File

@ -0,0 +1,25 @@
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View File

@ -0,0 +1,58 @@
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View File

@ -0,0 +1,23 @@
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View File

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View File

@ -0,0 +1,21 @@
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View File

@ -0,0 +1,122 @@
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View File

@ -0,0 +1,18 @@
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View File

@ -0,0 +1,42 @@
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View File

@ -0,0 +1,115 @@
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View File

@ -0,0 +1,16 @@
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View File

@ -0,0 +1,35 @@
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View File

@ -0,0 +1,11 @@
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View File

@ -0,0 +1,199 @@
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}

View File

@ -0,0 +1,68 @@
{
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View File

@ -0,0 +1,91 @@
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View File

@ -0,0 +1,60 @@
{
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View File

@ -0,0 +1,91 @@
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View File

@ -0,0 +1,37 @@
{
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View File

@ -0,0 +1,72 @@
{
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View File

@ -0,0 +1,49 @@
{
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View File

@ -0,0 +1,35 @@
{
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Some files were not shown because too many files have changed in this diff Show More