#Default difficulty caps at 250 [general] #Disable/Enables the whole difficulty scaling of this mod. Requires a mc restart "Enable difficulty scaling" = true #Time in ticks for which the difficulty shouldnt increase at the beginning. One full minecraft day is 24000 ticks #Range: > 0 "Difficulty Delay" = 0 #Handles increase in difficulty regarding current difficulty. #Format is - #Example ["0-0.01","10-0.1","30-0"] #-> So the difficulty increases by 0.01 every 2400 ticks (->0.1 per mc day since a mc day has 24000 ticks) till it reaches a difficulty of 10. #Then it increases by 1 per mc day till it reaches 30 and then stops. "Difficulty Increase" = ["0-0.1"] #Wether difficulty should only increase with at least one online players or not "Ignore Players" = false #If true will increase difficulty by the amount of time skipped. Else will only increase difficulty once. "Punish Time Skip" = true #Disable/Enable friendly fire for owned pets. FriendlyFire = false #Blacklist for pet you should't be able to give armor to. Pets from mods, which have custom armor already should be included here (for balancing reasons). "Pet Blacklist" = ["touhou_little_maid"] #Treat pet blacklist as whitelist "Pet Whitelist" = false #Increase difficulty with time #Here untill its back as a gamerule "Difficulty toggle" = true #How the difficulty at a position is calculated. Supported values are: #GLOBAL: Serverwide difficulty value #PLAYERMAX: Maximum difficulty of players in a 256 radius around the position #PLAYERMEAN: Average difficulty of players in a 256 radius around the position #Allowed Values: GLOBAL, PLAYERMAX, PLAYERMEAN "Difficulty type" = "GLOBAL" #Black/Whitelist for various stuff [list] #Entities added here will be blacklisted from their assigned flags. Usage: # or followed by any of: #[ALL,ATTRIBUTES,ARMOR,HELDITEMS,BLOCKBREAK,USEITEM,LADDER,STEAL,GUARDIAN,PARROT,TARGETVILLAGER,NEUTRALAGGRO,REVERSE]. #Having no flags is equal to ALL. Use REVERSE to reverse all flags. Some flags do nothing for certain mobs! #Examples (without <>): # (equal to minecraft:sheep|ALL) excludes sheeps from all modifications # add sheep to attributes modification only # will add sheep to everything except attributes # blacklists all minecraft mobs from everything "Entity Configs" = ["minecraft:blaze|GUARDIAN", "alexsmobs|HELDITEMS|USEITEM|GUARDIAN", "minecraft:ender_dragon", "minecraft:cod", "minecraft:donkey", "minecraft:squid", "minecraft:glow_squid", "minecraft:mule", "minecraft:skeleton_horse", "touhou_little_maid:maid", "minecraft:strider", "minecraft:trader_llama", "minecraft:parrot", "minecraft:cow", "minecraft:zombie_horse", "minecraft:horse", "minecraft:bee", "minecraft:polar_bear", "minecraft:cat", "minecraft:pufferfish", "minecraft:bat", "minecraft:wandering_trader", "minecraft:salmon", "minecraft:fox", "minecraft:llama", "minecraft:pig", "minecraft:allay", "minecraft:frog", "minecraft:iron_golem", "minecraft:tropical_fish", "minecraft:turtle", "minecraft:sheep", "minecraft:snow_golem", "minecraft:mooshroom", "minecraft:villager", "minecraft:ocelot", "minecraft:tadpole", "minecraft:goat", "minecraft:dolphin", "minecraft:chicken", "minecraft:wolf", "minecraft:panda", "minecraft:rabbit", "minecraft:axolotl"] #Any of the following #[ATTRIBUTES, ARMOR, HELDITEMS, BLOCKBREAK, USEITEM, LADDER, STEAL, GUARDIAN, PARROT, TARGETVILLAGER, NEUTRALAGGRO] #added here will disable that feature completely. #E.g. ["GUARDIAN"] will disable the guardian feature "Flag Blacklist" = ["NEUTRALAGGRO", "TARGETVILLAGER"] #Treat ATTRIBUTES flags as whitelist "Attribute Whitelist" = false #Treat ARMOR flags as whitelist "Armor Equip Whitelist" = false #Treat HELDITEMS flags as whitelist "Held Equip Whitelist" = false #Treat BLOCKBREAK flags as whitelist "Breaker Whitelist" = false #Treat USEITEM flags as whitelist "Item Use Whitelist" = false #Treat LADDER flags as whitelist "Ladder Whitelist" = false #Treat STEAL flags as whitelist "Steal Whitelist" = false #Treat GUARDIAN flags as whitelist "Guardian Whitelist" = false #Treat PARROT flags as whitelist "Phantom Whitelist" = false #Treat TARGETVILLAGER flags as whitelist "Villager Whitelist" = false #Treat NEUTRALAGGRO flags as whitelist "Neutral Aggro Whitelist" = false #Settings for mod integration [integration] #Should the scaling health mods difficulty system be used instead of this ones. (Requires scaling health mod) "Use Scaling Health Mod" = false #If true and playerEx is installed will use the level from playerEx as difficulty "Use Player EX Mod" = false #If true and LevelZ is installed will use the the total skill level from LevelZ as difficulty "Use LevelZ Mod" = false #Settings regarding custom ai for mobs [ai] #Whitelist for blocks, which can be actively broken. #Usage: put "!" infront to exclude blocks #Note: If you include common blocks (like grass blocks) the pathfinding can have undesirable results. "Block Break Whitelist" = ["forge:glass", "forge:glass_panes", "minecraft:fence_gates", "forge:fence_gates", "minecraft:wooden_doors"] #Treat Block Whitelist as Blocklist "Breaklist as Blacklist" = false #Use the block breaking sound instead of a knocking sound Sound = false #Chance for a mob to be able to break blocks #Range: 0.0 ~ 1.0 "Breaker Chance" = 0.3 #Initial cooldown for block breaking mobs #Range: > 0 "Breaker Initial Cooldown" = 120 #Cooldown for breaking blocks #Range: > 0 "Breaker Cooldown" = 20 #If mobs should break blocks when not chasing a target "Idle Break" = false #Chance for a mob to be able to steal items from inventory blocks #Range: 0.0 ~ 1.0 "Stealer Chance" = 0.3 #Items which will be given to mobs who can break blocks. Empty list = no items. Syntax: id;weight #Note: Mobs can only break blocks if the tool they are holding can break the blocks "Breaking items" = ["minecraft:diamond_pickaxe;1", "minecraft:iron_axe;2"] #Should mobs be able to break block entities? Evaluated before the break list "Break BlockEntities" = true #Chance for neutral mobs to be aggressive #Range: 0.0 ~ 1.0 "Neutral Aggressive Chance" = 0.1 #List for of pairs containing which mobs auto target others. Syntax is [mob id]-[mob id] where second value is the target. # e.g. minecraft:zombie-minecraft:skeleton makes all zombies target skeletons "Auto Target List" = [] #Difficulty at which mobs are able to break blocks #Range: 0.0 ~ 1.7976931348623157E308 "Difficulty Break AI" = 0.0 #Difficulty at which mobs are able to steal items #Range: 0.0 ~ 1.7976931348623157E308 "Difficulty Steal AI" = 0.0 #Chance for mobs to be able to summon an aquatic mount #Range: 0.0 ~ 1.0 "Guardian Chance" = 1.0 #Chance for mobs to be able to summon a flying mount #Range: 0.0 ~ 1.0 "Phantom Chance" = 0.5 #Configs regarding mobs spawning with equipment [equipment] #Blacklist items from whole mods. Add modid to prevent items from that mod being equipped. (For individual items use the equipment.json) "Item Blacklist" = [] #Use blacklist as whitelist "Item Whitelist" = false #Blacklist for items mobs should never be able to use. #Use as in using the item similar to players (e.g. shooting bows) "Item Use Blacklist" = ["bigbrain:buckler"] #Turn the use blacklist into a whitelist "Item Use Whitelist" = false #Blacklist for specific mobs and items they shouldnt use (e.g. skeletons already use bows) # #For different items but same entity use multiple lines #Some special names are BOW, TRIDEN, CROSSBOW refering to every bow/trident/crossbow item (So you dont need to type e.g. every bow item) "Entity Item Use Blacklist" = ["minecraft:drowned;TRIDENT", "minecraft:illusioner;BOW", "minecraft:piglin;CROSSBOW", "minecraft:pillager;CROSSBOW", "minecraft:skeleton;BOW", "minecraft:snow_golem;minecraft:snowball", "minecraft:stray;BOW", "minecraft:wither_skeleton;BOW"] #Base chance that a mob can have one piece of armor #Range: 0.0 ~ 1.0 "Equipment Chance" = 0.1 #Base chance for each additional armor pieces #Range: 0.0 ~ 1.0 "Additional Equipment Chance" = 0.3 #Adds additional x*difficulty% to base equip chance #Range: 0.0 ~ 1.7976931348623157E308 "Equipment Addition" = 0.3 #Chance for mobs to have a weapon #Range: 0.0 ~ 1.0 "Weapon Chance" = 0.05 #Adds additional x*difficulty% to base weapon chance #Range: 0.0 ~ 1.7976931348623157E308 "Weapon Chance Add" = 0.3 #Base chance for each armor pieces to get enchanted #Range: 0.0 ~ 1.0 "Enchanting Chance" = 0.2 #Adds additional x*difficulty% to base enchanting chance #Range: 0.0 ~ 1.7976931348623157E308 "Enchanting Addition" = 0.2 #Specify min and max enchanting levels according to difficulty. difficulty-minLevel-maxLevel "Enchanting Calc" = ["0-5-10", "25-5-15", "50-10-17", "100-15-25", "200-20-30", "250-30-35"] #Chance for mobs to have an item in offhand #Range: 0.0 ~ 1.0 "Item Equip Chance" = 0.05 #Adds additional x*difficulty% to base item chance #Range: 0.0 ~ 1.7976931348623157E308 "Item Chance add" = 0.2 #Should mobs drop the armor equipped through this mod? Will not change drops if the mob obtained the armor through other means (e.g. vanilla) "Should drop equipment" = false #Settings for attribute modifiers [attributes] #Health will be multiplied by difficulty*0.016*x. Set to 0 to disable #Range: 0.0 ~ 1.7976931348623157E308 "Health Increase Multiplier" = 1.0 #Health will be multiplied by at maximum this. Set to 0 means no limit #Range: 0.0 ~ 1.7976931348623157E308 "Max Health Increase" = 5.0 #Round health to the nearest x. Set to 0 to disable #Range: 0.0 ~ 1.7976931348623157E308 "Round HP" = 0.5 #Damage will be multiplied by difficulty*0.008*x. Set to 0 to disable #Range: 0.0 ~ 1.7976931348623157E308 "Damage Increase Multiplier" = 1.0 #Damage will be multiplied by at maximum this. Set to 0 means no limit #Range: 0.0 ~ 1.7976931348623157E308 "Max Damage Increase" = 3.0 #Speed will be increased by difficulty*0.0008*x. Set to 0 to disable #Range: 0.0 ~ 1.7976931348623157E308 "Speed Increase" = 1.0 #Maximum increase in speed #Range: 0.0 ~ 1.0 "Max Speed" = 0.1 #Knockback will be increased by difficulty*0.002*x. Set to 0 to disable #Range: 0.0 ~ 1.7976931348623157E308 "Knockback Increase" = 1.0 #Maximum increase in knockback #Range: 0.0 ~ 1.0 "Max Knockback" = 0.5 #Magic resistance will be increased by difficulty*0.0016*x. Set to 0 to disable #Range: 0.0 ~ 1.7976931348623157E308 "Magic Resistance Increase" = 1.0 #Maximum increase in magic resistance. Magic reduction is percentage #Range: 0.0 ~ 1.0 "Max Magic Resistance" = 0.4 #Projectile Damage will be multiplied by 1+difficulty*0.008*x. Set to 0 to disable #Range: 0.0 ~ 1.7976931348623157E308 "Projectile Damage Increase" = 1.0 #Projectile damage will be multiplied by maximum of this #Range: 0.0 ~ 1.7976931348623157E308 "Max Projectile Damage" = 2.0