ChosenArchitect / Bounds-1.12-Modpack

A 1.12 Vanilla+ Hardcore Modpack
GNU General Public License v3.0
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Roughmobs config #35

Closed tsiedsma closed 6 years ago

tsiedsma commented 6 years ago

Hey, I know I have two other issues open, but this is different. IT appears you have pasted in the config for roughmobs inside the blaze section which might be causing issues. I'd suggest deleting and recreating the config completely and just make your changes in the new file.

tsiedsma commented 6 years ago

Here's what I came up with for roughmobs.cfg

# Configuration file

##########################################################################################################
# attributes
#--------------------------------------------------------------------------------------------------------#
# Add attribute modifiers to entities to change their stats. Takes 4-5 values seperated by a semicolon:
# Format: entity;attribute;operator;value;dimension
# entity:               entity name
# attribute:    attribute name (Possible attributes: generic.maxHealth, generic.followRange, generic.knockbackResistance, generic.movementSpeed, generic.flyingSpeed, generic.attackDamage, generic.attackSpeed, generic.armor, generic.armorToughness, generic.luck)
# operator:             operator type (0 = add, 1 = multiply and add)
# value:                value which will be used for the calculation
# dimension:    dimension (ID) in which the entity should get the boost (optional! Leave this blank for any dimension)
##########################################################################################################

attributes {
    # Attributes: [default: [zombie;generic.maxHealth;1;0.5], [zombie_pigman;generic.maxHealth;1;0.5], [zombie_villager;generic.maxHealth;1;0.5], [husk;generic.maxHealth;1;0.5], [skeleton;generic.maxHealth;1;0.5], [stray;generic.maxHealth;1;0.5], [wither_skeleton;generic.maxHealth;1;1], [slime;generic.maxHealth;1;0.5], [blaze;generic.maxHealth;1;0.5], [magma_cube;generic.maxHealth;1;0.5], [wither;generic.maxHealth;1;1], [vindication_illager;generic.maxHealth;1;0.5], [evocation_illager;generic.maxHealth;1;1], [zombie;generic.followRange;0;30], [zombie_pigman;generic.followRange;0;30], [zombie_villager;generic.followRange;0;30], [husk;generic.followRange;0;30], [skeleton;generic.followRange;0;30], [stray;generic.followRange;0;30], [wither_skeleton;generic.followRange;0;30], [creeper;generic.followRange;0;30], [spider;generic.followRange;0;30], [slime;generic.followRange;0;30], [witch;generic.followRange;0;30], [blaze;generic.followRange;0;30], [ghast;generic.followRange;0;30], [magma_cube;generic.followRange;0;30], [vindication_illager;generic.followRange;0;30], [evocation_illager;generic.followRange;0;30], [zombie;generic.knockbackResistance;0;0.5], [zombie_pigman;generic.knockbackResistance;0;0.5], [zombie_villager;generic.knockbackResistance;0;0.5], [husk;generic.knockbackResistance;0;0.5], [vindication_illager;generic.knockbackResistance;0;0.5], [creeper;generic.movementSpeed;1;0.5], [slime;generic.movementSpeed;1;0.5], [magma_cube;generic.movementSpeed;1;0.5]]
    S:attributesModifier <
        zombie;generic.maxHealth;1;0.5
        zombie_pigman;generic.maxHealth;1;0.5
        zombie_villager;generic.maxHealth;1;0.5
        husk;generic.maxHealth;1;0.5
        stray;generic.maxHealth;1;0.5
        wither_skeleton;generic.maxHealth;1;1
        slime;generic.maxHealth;1;0.5
        blaze;generic.maxHealth;1;0.5
        magma_cube;generic.maxHealth;1;0.5
        wither;generic.maxHealth;1;1
        vindication_illager;generic.maxHealth;1;0.5
        evocation_illager;generic.maxHealth;1;1
        zombie;generic.followRange;0;20
        zombie_pigman;generic.followRange;0;20
        zombie_villager;generic.followRange;0;20
        husk;generic.followRange;0;20
        skeleton;generic.followRange;0;20
        stray;generic.followRange;0;20
        wither_skeleton;generic.followRange;0;20
        creeper;generic.followRange;0;20
        spider;generic.followRange;0;20
        slime;generic.followRange;0;20
        witch;generic.followRange;0;20
        blaze;generic.followRange;0;20
        ghast;generic.followRange;0;20
        magma_cube;generic.followRange;0;20
        vindication_illager;generic.followRange;0;20
        evocation_illager;generic.followRange;0;20
        zombie;generic.knockbackResistance;0;0.5
        zombie_pigman;generic.knockbackResistance;0;0.5
        zombie_villager;generic.knockbackResistance;0;0.5
        husk;generic.knockbackResistance;0;0.5
        vindication_illager;generic.knockbackResistance;0;0.5
     >
}

##########################################################################################################
# blaze
#--------------------------------------------------------------------------------------------------------#
# Configuration options which affect blaze features
##########################################################################################################

blaze {
    # Set to false to disable ALL blaze features [default: true]
    B:_blazeFeaturesEnabled=true

    # Explosion strength of the explosions, which blazes create on death
    # Set to 0 to disable this feature [range: 0.0 ~ 32767.0, default: 1.0]
    S:blazeDeathExplosionStrength=0

    # Entities which count as blaze entities [default: [minecraft:blaze]]
    S:blazeEntities <
        minecraft:blaze
     >

    # Set to false to prevent blazes from igniting entities which touch their hitbox [default: true]
    B:blazeFlameTouch=true

    # Set to false to prevent blazes from pushing attackers away [default: true]
    B:blazePushAttackersAway=false
}

##########################################################################################################
# creeper
#--------------------------------------------------------------------------------------------------------#
# Configuration options which affect creeper features
##########################################################################################################

creeper {
    # Set to false to disable ALL creeper features [default: true]
    B:_creeperFeaturesEnabled=false

    # If true creepers burn in sunlight [default: false]
    B:creeperCreeperBurn=false

    # If true creepers explode if they catch fire [default: false]
    B:creeperCreeperBurnExplosion=false

    # Entities which count as creeper entities [default: [minecraft:creeper]]
    S:creeperEntities <
        minecraft:creeper
     >

    # Creeper explosion radius
    # The vanilla default is 3 [range: 0 ~ 32767, default: 4]
    I:creeperExplosionRadius=4

    # Creeper fuse time (In ticks, 20 ticks = 1 second)
    # The vanilla default is 30 [range: 0 ~ 32767, default: 20]
    I:creeperFuseTime=30

    # Block range to the target in which creepers become invisible
    # Set to 0 to prevent creepers from becoming invisible [range: 0.0 ~ 32767.0, default: 6.0]
    S:creeperInvisibleRange=0
}

##########################################################################################################
# enderman
#--------------------------------------------------------------------------------------------------------#
# Configuration options which affect enderman features
##########################################################################################################

enderman {
    # Set to false to disable ALL enderman features [default: true]
    B:_endermanFeaturesEnabled=true

    # Chance (1 in X) that an enderman applies the blindness effect to its target
    # Set to 0 to disable this feature [range: 0 ~ 32767, default: 3]
    I:endermanBlindChance=8

    # Duration in ticks of the applied blindness effect (20 ticks = 1 second) [range: 1 ~ 32767, default: 200]
    I:endermanBlindDuration=100

    # Set this to false to prevent endermen from dropping an extra enderpearl on death [default: true]
    B:endermanDropEnderpearl=true

    # Entities which count as enderman entities [default: [minecraft:enderman]]
    S:endermanEntities <
        minecraft:enderman
     >

    # If this item is somewhere in the players inventory, the player becomes immune to teleportation and item stealing
    # Leave this empty to disable this feature [default: minecraft:ender_eye]
    S:endermanImmunityItem=minecraft:ender_eye

    # Chance (1 in X) that an enderman steals the targets held or equipped item to drop it on the ground
    # Set to 0 to disable this feature [range: 0 ~ 32767, default: 3]
    I:endermanStealItemChance=0

    # Set this to false to prevent endermen from teleporting attackers away [default: true]
    B:endermanTeleportAttacker=false
}

##########################################################################################################
# endermite
#--------------------------------------------------------------------------------------------------------#
# Configuration options which affect endermite features
##########################################################################################################

endermite {
    # Set to false to disable ALL endermite features [default: true]
    B:_endermiteFeaturesEnabled=true

    # Entities which count as endermite entities [default: [minecraft:endermite]]
    S:endermiteEntities <
        minecraft:endermite
     >

    # If this item is somewhere in the players inventory, the player becomes immune to teleportation
    # Leave this empty to disable this feature [default: minecraft:ender_eye]
    S:endermiteImmunityItem=minecraft:ender_eye

    # Set this to false to prevent endermites from teleporting attackers away [default: true]
    B:endermiteTeleportAttacker=false

    # Set this to false to prevent endermites from applying the wither effect to near entities [default: true]
    B:endermiteWitherMobs=true
}

##########################################################################################################
# ghast
#--------------------------------------------------------------------------------------------------------#
# Configuration options which affect ghast features
##########################################################################################################

ghast {
    # Set to false to disable ALL ghast features [default: true]
    B:_ghastFeaturesEnabled=true

    # Set to false to prevent ghasts from dropping primed TNT on their targets [default: true]
    B:ghastDropTnt=false

    # Entities which count as ghast entities [default: [minecraft:ghast]]
    S:ghastEntities <
        minecraft:ghast
     >

    # Ghast fireball explosion radius
    # The vanilla default is 1 [range: 0 ~ 32767, default: 3]
    I:ghastExplosionRadius=3

    # Set to false to prevent ghasts from being immune to projectiles [default: true]
    B:ghastProjectileImmunity=false
}

##########################################################################################################
# guardian
#--------------------------------------------------------------------------------------------------------#
# Configuration options which affect guardian features
##########################################################################################################

guardian {
    # Set to false to disable ALL guardian features [default: true]
    B:_guardianFeaturesEnabled=true

    # Set to false to prevent guardians from dropping water on death [default: true]
    B:guardianDropWater=true

    # Entities which count as guardian entities [default: [minecraft:guardian], [minecraft:elder_guardian]]
    S:guardianEntities <
        minecraft:guardian
        minecraft:elder_guardian
     >
}

##########################################################################################################
# hostilehorse
#--------------------------------------------------------------------------------------------------------#
# Configuration options which affect hostileHorse features
##########################################################################################################

hostilehorse {
    # Set to false to disable ALL hostileHorse features [default: true]
    B:_hostileHorseFeaturesEnabled=true

    # Set this to false to prevent undead horses from burning in sunlight (as long as they have no rider) [default: true]
    B:hostileHorseBurn=true

    # Set to false to prevent undead horses summoned through this mod from despawning [default: true]
    B:hostileHorseCanDespawn=true

    # Entities which count as hostileHorse entities [default: [minecraft:zombie_horse], [minecraft:skeleton_horse]]
    S:hostileHorseEntities <
        minecraft:zombie_horse
        minecraft:skeleton_horse
     >

    # Chance (1 in X) that a random skeleton or zombie starts riding unmounted hostile horses around it [range: 0 ~ 32767, default: 3]
    I:hostileHorseRandomRiderChance=3
}

##########################################################################################################
# magma cube
#--------------------------------------------------------------------------------------------------------#
# Configuration options which affect magma cube features
##########################################################################################################

"magma cube" {
    # Set to false to disable ALL magma cube features [default: true]
    B:"_magma cubeFeaturesEnabled"=true

    # Set to false to prevent small magma cubes from dropping lava on death [default: true]
    B:"magma cubeDropLava"=true

    # Entities which count as magma cube entities [default: [minecraft:magma_cube]]
    S:"magma cubeEntities" <
        minecraft:magma_cube
     >

    # Set to false to prevent magma cubes from regenerating health while in lava [default: true]
    B:"magma cubeRegenInLava"=true
}

##########################################################################################################
# potion
#--------------------------------------------------------------------------------------------------------#
# Configuration options which affect potion features
##########################################################################################################

potion {
    # Set to false to disable ALL potion features [default: true]
    B:_potionFeaturesEnabled=true

    # Entities which count as potion entities [default: [minecraft:potion]]
    S:potionEntities <
        minecraft:potion
     >
}

##########################################################################################################
# silverfish
#--------------------------------------------------------------------------------------------------------#
# Configuration options which affect silverfish features
##########################################################################################################

silverfish {
    # Set to false to disable ALL silverfish features [default: true]
    B:_silverfishFeaturesEnabled=true

    # Entities which count as silverfish entities [default: [minecraft:silverfish]]
    S:silverfishEntities <
        minecraft:silverfish
     >

    # Chance (1 in X) to split a silverfish in two when attacked
    # Set to 0 to disable this feature [range: 0 ~ 32767, default: 3]
    I:silverfishSplitChance=0
}

##########################################################################################################
# skeleton
#--------------------------------------------------------------------------------------------------------#
# Configuration options which affect skeleton features
##########################################################################################################

skeleton {
    # Set to false to disable ALL skeleton features [default: true]
    B:_skeletonFeaturesEnabled=true

    # Chance (1 in X) for a newly spawned skeleton to become a boss skeleton [range: 0 ~ 32767, default: 200]
    I:skeletonBossChance=200

    # skeleton boss names. Please be more creative than I am... :P [default: [Lich King], [Skeleton Lord], [Stallord], [Skeletron], [Skeletron Prime], [Krosis], [Wolnir], [Stalmaster]]
    S:skeletonBossNames <
        Lich King
        Skeleton Lord
        Stallord
        Skeletron
        Skeletron Prime
        Krosis
        Wolnir
        Stalmaster
     >

    # Bow cooldown of skeletons in ticks (The vanilla default is 20) [range: 0 ~ 32767, default: 0]
    I:skeletonBowCooldown=35

    # Set this to false to prevent skeletons from switching their weapons [default: true]
    B:skeletonChangeWeapons=true

    # Entities which count as skeleton entities [default: [minecraft:skeleton], [minecraft:stray], [minecraft:wither_skeleton]]
    S:skeletonEntities <
        minecraft:skeleton
        minecraft:stray
        minecraft:wither_skeleton
     >

    # Chance (1 in X) that a skeleton spawns riding a skeleton horse
    # Set to 0 to disable this feature [range: 0 ~ 32767, default: 10]
    I:skeletonHorseChance=10

    # Minimal Y position above skeleton horses may spawn [range: 0 ~ 32767, default: 63]
    I:skeletonHorseMinY=63
}

##########################################################################################################
# skeletonbossequipment
#--------------------------------------------------------------------------------------------------------#
# Add enchanted armor and weapons to a newly spawned skeleton boss. Takes 2-3 values seperated by a semicolon:
# Format: item or enchantment;chance;dimension
# item or enchantment:  the item/enchantment id
# chance:                               the higher this number the more this item/enchantment gets selected
# dimension:                    dimension (ID) in which the item/enchantment can be selected (optional! Leave this blank for any dimension)
##########################################################################################################

skeletonbossequipment {
    # Chance (per slot) that the skeleton boss drops the equipped item (1 = 100%, 0 = 0%) [range: 0.0 ~ 1.0, default: 0.2]
    S:_skeletonbossEquipmentDropChance=0.2

    # Multiplier for the applied enchantment level with the max. level. The level can still be a bit lower
    # e.g. 0.5 would make sharpness to be at most level 3 (5 x 0.5 = 2.5 and [2.5] = 3) and fire aspect would always be level 1 (2 x 0.5 = 1) [range: 0.0 ~ 1.0, default: 1.0]
    S:_skeletonbossEquipmentEnchantMultiplier=1.0

    # Enchantments which can be applied to armor items [default: [protection;4], [feather_falling;3], [respiration;3], [depth_strider;3], [thorns;2], [projectile_protection;2], [fire_protection;2], [blast_protection;2]]
    S:skeletonbossEquipmentArmorEnchants <
        protection;4
        feather_falling;3
        respiration;3
        depth_strider;3
        thorns;2
        projectile_protection;2
        fire_protection;2
        blast_protection;2
     >

    # Boots which can be worn by a skeleton boss in their boots slot [default: [diamond_boots;1]]
    S:skeletonbossEquipmentBoots <
        diamond_boots;1
     >

    # Chestplates which can be worn by a skeleton boss in their chestplate slot [default: [diamond_chestplate;1]]
    S:skeletonbossEquipmentChestplate <
        diamond_chestplate;1
     >

    # Helmets which can be worn by a skeleton boss in their helmet slot [default: [diamond_helmet;1]]
    S:skeletonbossEquipmentHelmet <
        diamond_helmet;1
     >

    # Leggings which can be worn by a skeleton boss in their leggings slot [default: [diamond_leggings;1]]
    S:skeletonbossEquipmentLeggings <
        diamond_leggings;1
     >

    # Items which can be wielded by a skeleton boss in their mainhand [default: [diamond_sword;3], [diamond_axe;1]]
    S:skeletonbossEquipmentMainhand <
        diamond_sword;3
        diamond_axe;1
     >

    # Items which can be wielded by a skeleton boss in their offhand [default: [shield;2], [diamond_sword;1], [diamond_axe;1]]
    S:skeletonbossEquipmentOffhand <
        shield;2
        diamond_sword;1
        diamond_axe;1
     >

    # Enchantments which can be applied to mainhand and offhand items [default: [sharpness;4], [knockback;2], [smite;2], [bane_of_arthropods;2], [looting;1], [sweeping;1], [fire_aspect;5;-1]]
    S:skeletonbossEquipmentWeaponEnchants <
        sharpness;4
        knockback;2
        smite;2
        bane_of_arthropods;2
        looting;1
        sweeping;1
        fire_aspect;5;-1
     >
}

##########################################################################################################
# skeletonequipment
#--------------------------------------------------------------------------------------------------------#
# Add enchanted armor and weapons to a newly spawned skeleton. Takes 2-3 values seperated by a semicolon:
# Format: item or enchantment;chance;dimension
# item or enchantment:  the item/enchantment id
# chance:                               the higher this number the more this item/enchantment gets selected
# dimension:                    dimension (ID) in which the item/enchantment can be selected (optional! Leave this blank for any dimension)
##########################################################################################################

skeletonequipment {
    # Chance (1 in X per piece) to give a skeleton new armor on spawn
    # Set to 0 to disable new armor [range: 0 ~ 32767, default: 4]
    I:_skeletonEquipmentArmorChance=4

    # Chance (per slot) that the skeleton drops the equipped item (1 = 100%, 0 = 0%) [range: 0.0 ~ 1.0, default: 0.085]
    S:_skeletonEquipmentDropChance=0.085

    # Chance (1 in X per item) to enchant newly given items
    # Set to 0 to disable item enchanting [range: 0 ~ 32767, default: 8]
    I:_skeletonEquipmentEnchantChance=8

    # Multiplier for the applied enchantment level with the max. level. The level can still be a bit lower
    # e.g. 0.5 would make sharpness to be at most level 3 (5 x 0.5 = 2.5 and [2.5] = 3) and fire aspect would always be level 1 (2 x 0.5 = 1) [range: 0.0 ~ 1.0, default: 0.5]
    S:_skeletonEquipmentEnchantMultiplier=0.5

    # Chance (1 in X per hand) to give a skeleton new weapons on spawn
    # Set to 0 to disable new weapons [range: 0 ~ 32767, default: 1]
    I:_skeletonEquipmentWeaponChance=1

    # Enchantments which can be applied to armor items [default: [protection;4], [feather_falling;3], [respiration;3], [depth_strider;3], [thorns;2], [projectile_protection;2], [fire_protection;2], [blast_protection;2]]
    S:skeletonEquipmentArmorEnchants <
        protection;4
        feather_falling;3
        respiration;3
        depth_strider;3
        thorns;2
        projectile_protection;2
        fire_protection;2
        blast_protection;2
     >

    # Boots which can be worn by a skeleton in their boots slot [default: [leather_boots;3;0], [chainmail_boots;2], [golden_boots;1], [iron_boots;4;-1]]
    S:skeletonEquipmentBoots <
        leather_boots;3;0
        chainmail_boots;2
        golden_boots;1
        iron_boots;4;-1
     >

    # Chestplates which can be worn by a skeleton in their chestplate slot [default: [leather_chestplate;3;0], [chainmail_chestplate;2], [golden_chestplate;1], [iron_chestplate;4;-1]]
    S:skeletonEquipmentChestplate <
        leather_chestplate;3;0
        chainmail_chestplate;2
        golden_chestplate;1
        iron_chestplate;4;-1
     >

    # Helmets which can be worn by a skeleton in their helmet slot [default: [leather_helmet;3;0], [chainmail_helmet;2], [golden_helmet;1], [iron_helmet;4;-1]]
    S:skeletonEquipmentHelmet <
        leather_helmet;3;0
        chainmail_helmet;2
        golden_helmet;1
        iron_helmet;4;-1
     >

    # Leggings which can be worn by a skeleton in their leggings slot [default: [leather_leggings;3;0], [chainmail_leggings;2], [golden_leggings;1], [iron_leggings;4;-1]]
    S:skeletonEquipmentLeggings <
        leather_leggings;3;0
        chainmail_leggings;2
        golden_leggings;1
        iron_leggings;4;-1
     >

    # Items which can be wielded by a skeleton in their mainhand [default: [bow;1]]
    S:skeletonEquipmentMainhand <
        bow;1
     >

    # Items which can be wielded by a skeleton in their offhand [default: [wooden_axe;3;0], [wooden_sword;3;0], [stone_pickaxe;2], [stone_axe;2], [stone_sword;2], [iron_pickaxe;1], [golden_sword;1], [golden_axe;1], [iron_axe;3;-1], [iron_sword;3;-1]]
    S:skeletonEquipmentOffhand <
        wooden_axe;3;0
        wooden_sword;3;0
        stone_pickaxe;2
        stone_axe;2
        stone_sword;2
        iron_pickaxe;1
        golden_sword;1
        golden_axe;1
        iron_axe;3;-1
        iron_sword;3;-1
     >

    # Enchantments which can be applied to mainhand and offhand items [default: [sharpness;4], [knockback;2], [smite;2], [bane_of_arthropods;2], [looting;1], [sweeping;1], [fire_aspect;5;-1]]
    S:skeletonEquipmentWeaponEnchants <
        sharpness;4
        knockback;2
        smite;2
        bane_of_arthropods;2
        looting;1
        sweeping;1
        fire_aspect;5;-1
     >
}

##########################################################################################################
# slime
#--------------------------------------------------------------------------------------------------------#
# Configuration options which affect slime features
##########################################################################################################

slime {
    # Set to false to disable ALL slime features [default: true]
    B:_slimeFeaturesEnabled=true

    # Entities which count as slime entities [default: [minecraft:slime], [minecraft:magma_cube]]
    S:slimeEntities <
        minecraft:slime
        minecraft:magma_cube
     >

    # Amount of extra knockback a slime deals
    # Calculated with this value times the slime size
    # Set to 0 to disable this feature [range: 0.0 ~ 32767.0, default: 0.2]
    S:slimeKnockBackMultiplier=0.2

    # Chance (1 in X minus slime size) that a bigger slime summons a baby slime when hit
    # Set to 0 to disable this feature [range: 0 ~ 32767, default: 6]
    I:slimeSplitChance=6
}

##########################################################################################################
# spawnentries
#--------------------------------------------------------------------------------------------------------#
# Add custom entity spawn entries or override old ones. Takes 5+ values seperated by a semicolon:
# Format: entity;chance;min;max;type;biome1;biome2;...
# entity:       Entity name
# chance:       Spawn chance
# min:          Minimal group size. Must be greater than 0
# max:          Maximal group size
# type:         Spawn Type (AMBIENT = day and night, CREATURE = day only, MONSTER = night only and not in peaceful mode, WATER_CREATURE = only in water)
# biomes:       Biome name/id/type (Can be more than one). Leave this blank for every biome!
##########################################################################################################

spawnentries {
    #  [default: [wither_skeleton;30;1;5;MONSTER;8], [blaze;30;1;5;MONSTER;8], [magma_cube;30;1;3;MONSTER;8]]
    S:spawnEntriesList <
        wither_skeleton;30;1;5;MONSTER;8
        blaze;30;1;5;MONSTER;8
        magma_cube;30;1;3;MONSTER;8
     >
}

##########################################################################################################
# spider
#--------------------------------------------------------------------------------------------------------#
# Configuration options which affect spider features
##########################################################################################################

spider {
    # Set to false to disable ALL spider features [default: true]
    B:_spiderFeaturesEnabled=true

    # Entities which count as spider entities [default: [minecraft:spider], [minecraft:cave_spider]]
    S:spiderEntities <
        minecraft:spider
        minecraft:cave_spider
     >

    # The fall damage spiders take is multiplied by this value (0.0 means no fall damage, 1.0 means normal full damage) [range: 0.0 ~ 1.0, default: 0.0]
    S:spiderIgnoreFallDamageMult=0.0

    # Chance (1 in X) for a spider to spawn with another entity riding it
    # Set to 0 to disable this feature [range: 0 ~ 32767, default: 10]
    I:spiderRiderChance=10

    # Chance (1 in X) that a randomly spawned entity from the RiderEntities list can start riding on random spiders
    # Set to 0 to disable this feature [range: 0 ~ 32767, default: 10]
    I:spiderRiderChanceRandom=10

    # Entities which may ride on spiders [default: [zombie], [skeleton], [witch], [cave_spider]]
    S:spiderRiderEntities <
        zombie
        skeleton
        witch
        cave_spider
     >

    # Chance (1 in X) for a spider to apply the slowness effect on attack
    # Set to 0 to disable this feature [range: 0 ~ 32767, default: 1]
    I:spiderSlownessChance=1

    # Set this to false to prevent spiders from creating webs on slowed targets [default: true]
    B:spiderSlownessCreateWeb=false

    # Duration in ticks of the applied slowness effect (20 ticks = 1 second) [range: 1 ~ 32767, default: 200]
    I:spiderSlownessDuration=100
}

##########################################################################################################
# witch
#--------------------------------------------------------------------------------------------------------#
# Configuration options which affect witch features
##########################################################################################################

witch {
    # Set to false to disable ALL witch features [default: true]
    B:_witchFeaturesEnabled=true

    # Potion effects which may be added to nearby mobs
    # Format: effect;amplifier [default: [strength;1], [resistance;2], [speed;2]]
    S:witchApplyEffectsNames <
        strength;1
        resistance;2
        speed;2
     >

    # Range in each direction from the witches position in which allied mobs get buffed
    # Set to 0 to disable this feature [range: 0.0 ~ 32767.0, default: 10.0]
    S:witchApplyEffectsRange=10.0

    # Amount of bats which spawn on witches death
    # Set to 0 to disable this feature [range: 0 ~ 32767, default: 5]
    I:witchBatsOnDeath=5

    # Entities which count as witch entities [default: [minecraft:witch]]
    S:witchEntities <
        minecraft:witch
     >

    # Chance (1 in X) for a witches thrown potion to become a lingering potion
    # Set to 0 to disable this feature [range: 0 ~ 32767, default: 5]
    I:witchLingeringChance=0
}

##########################################################################################################
# wither
#--------------------------------------------------------------------------------------------------------#
# Configuration options which affect wither features
##########################################################################################################

wither {
    # Set to false to disable ALL wither features [default: true]
    B:_witherFeaturesEnabled=true

    # Entities which count as wither entities [default: [minecraft:wither]]
    S:witherEntities <
        minecraft:wither
     >

    # Set to false to prevent withers from pushing attackers away [default: true]
    B:witherPushAttackersAway=false

    # Delay in ticks between each spawned Skeleton
    # Set to 0 to disable this feature [range: 0 ~ 32767, default: 200]
    I:witherSummonSkeletonTimer=400
}

##########################################################################################################
# zombie
#--------------------------------------------------------------------------------------------------------#
# Configuration options which affect zombie features
##########################################################################################################

zombie {
    # Set to false to disable ALL zombie features [default: true]
    B:_zombieFeaturesEnabled=true

    # Set this to false to prevent baby zombies from burning in sunlight [default: true]
    B:zombieBabyBurn=false

    # Chance (1 in X) for a newly spawned zombie to become a boss zombie [range: 0 ~ 32767, default: 200]
    I:zombieBossChance=600

    # zombie boss names. Please be more creative than I am... :P [default: [Zombie King], [Flesh King], [Dr. Zomboss], [Azog], [Zon-Goku], [Amy], [Z0mb3y]]
    S:zombieBossNames <
        Zombie King
        Flesh King
        Dr. Zomboss
        Azog
        Zon-Goku
        Amy
        Z0mb3y
     >

    # Blocks which can be destroyed by zombies if they have no attack target
    # Delete all lines to disable this feature [default: [minecraft:carrots], [minecraft:potatoes], [minecraft:wheat], [minecraft:nether_wart], [minecraft:reeds], [minecraft:beetroots], [minecraft:pumpkin_stem], [minecraft:melon_stem], [minecraft:pumpkin], [minecraft:hay_block], [minecraft:melon_block], [minecraft:torch], [minecraft:lit_redstone_lamp], [minecraft:lit_pumpkin]]
    S:zombieBreakBlocks <
#        minecraft:carrots
#        minecraft:potatoes
#        minecraft:wheat
#        minecraft:nether_wart
#        minecraft:reeds
#        minecraft:beetroots
#        minecraft:pumpkin_stem
#        minecraft:melon_stem
#        minecraft:pumpkin
#        minecraft:hay_block
#        minecraft:melon_block
#        minecraft:torch
#        minecraft:lit_redstone_lamp
#        minecraft:lit_pumpkin
     >

    # Entities which count as zombie entities [default: [minecraft:zombie], [minecraft:zombie_villager], [minecraft:husk], [minecraft:zombie_pigman]]
    S:zombieEntities <
        minecraft:zombie
        minecraft:zombie_villager
        minecraft:husk
        minecraft:zombie_pigman
     >

    # Chance (1 in X) that a zombie spawns riding a zombie horse
    # Set to 0 to disable this feature [range: 0 ~ 32767, default: 10]
    I:zombieHorseChance=350

    # Minimal Y position above zombie horses may spawn [range: 0 ~ 32767, default: 63]
    I:zombieHorseMinY=63

    # Chance (1 in X) for a zombie to apply the hunger effect on attack
    # Set to 0 to disable this feature [range: 0 ~ 32767, default: 1]
    I:zombieHungerChance=5

    # Duration in ticks of the applied hunger effect (20 ticks = 1 second) [range: 1 ~ 32767, default: 200]
    I:zombieHungerDuration=150

    # Chance (1 in X) for a zombie to leap to the target
    # Set to 0 to disable this feature [range: 0 ~ 32767, default: 5]
    I:zombieLeapChance=5

    # Amount of blocks the zombie jumps on leap attack [range: 0.0 ~ 32767.0, default: 0.2]
    S:zombieLeapHeight=0.2
}

##########################################################################################################
# zombie pigman
#--------------------------------------------------------------------------------------------------------#
# Configuration options which affect zombie pigman features
##########################################################################################################

"zombie pigman" {
    # Set to false to disable ALL zombie pigman features [default: true]
    B:"_zombie pigmanFeaturesEnabled"=true

    # Chance (1 in X) that a zombie pigman gets aggressive if the player breaks nearby blocks [range: 0 ~ 32767, default: 10]
    I:"zombie pigmanAggressiveBlockChance"=0

    # Block radius in which zombie pigman get aggressive if the player breaks blocks [range: 1.0 ~ 32767.0, default: 20.0]
    S:"zombie pigmanAggressiveBlockRange"=20.0

    # Set to false to prevent zombie pigman from getting aggressive if the player touches its hitbox [default: true]
    B:"zombie pigmanAggressiveTouch"=true

    # Entities which count as zombie pigman entities [default: [minecraft:zombie_pigman]]
    S:"zombie pigmanEntities" <
        minecraft:zombie_pigman
     >
}

##########################################################################################################
# zombiebossequipment
#--------------------------------------------------------------------------------------------------------#
# Add enchanted armor and weapons to a newly spawned zombie boss. Takes 2-3 values seperated by a semicolon:
# Format: item or enchantment;chance;dimension
# item or enchantment:  the item/enchantment id
# chance:                               the higher this number the more this item/enchantment gets selected
# dimension:                    dimension (ID) in which the item/enchantment can be selected (optional! Leave this blank for any dimension)
##########################################################################################################

zombiebossequipment {
    # Chance (per slot) that the zombie boss drops the equipped item (1 = 100%, 0 = 0%) [range: 0.0 ~ 1.0, default: 0.2]
    S:_zombiebossEquipmentDropChance=0.2

    # Multiplier for the applied enchantment level with the max. level. The level can still be a bit lower
    # e.g. 0.5 would make sharpness to be at most level 3 (5 x 0.5 = 2.5 and [2.5] = 3) and fire aspect would always be level 1 (2 x 0.5 = 1) [range: 0.0 ~ 1.0, default: 1.0]
    S:_zombiebossEquipmentEnchantMultiplier=1.0

    # Enchantments which can be applied to armor items [default: [protection;4], [feather_falling;3], [respiration;3], [depth_strider;3], [thorns;2], [projectile_protection;2], [fire_protection;2], [blast_protection;2]]
    S:zombiebossEquipmentArmorEnchants <
        protection;4
        feather_falling;3
        respiration;3
        depth_strider;3
        thorns;2
        projectile_protection;2
        fire_protection;2
        blast_protection;2
     >

    # Boots which can be worn by a zombie boss in their boots slot [default: [diamond_boots;1]]
    S:zombiebossEquipmentBoots <
        diamond_boots;1
     >

    # Chestplates which can be worn by a zombie boss in their chestplate slot [default: [diamond_chestplate;1]]
    S:zombiebossEquipmentChestplate <
        diamond_chestplate;1
     >

    # Helmets which can be worn by a zombie boss in their helmet slot [default: [diamond_helmet;1]]
    S:zombiebossEquipmentHelmet <
        diamond_helmet;1
     >

    # Leggings which can be worn by a zombie boss in their leggings slot [default: [diamond_leggings;1]]
    S:zombiebossEquipmentLeggings <
        diamond_leggings;1
     >

    # Items which can be wielded by a zombie boss in their mainhand [default: [diamond_sword;3], [diamond_axe;1]]
    S:zombiebossEquipmentMainhand <
        diamond_sword;3
        diamond_axe;1
     >

    # Items which can be wielded by a zombie boss in their offhand [default: [shield;2], [diamond_sword;1], [diamond_axe;1]]
    S:zombiebossEquipmentOffhand <
        shield;2
        diamond_sword;1
        diamond_axe;1
     >

    # Enchantments which can be applied to mainhand and offhand items [default: [sharpness;4], [knockback;2], [smite;2], [bane_of_arthropods;2], [looting;1], [sweeping;1], [fire_aspect;5;-1]]
    S:zombiebossEquipmentWeaponEnchants <
        sharpness;4
        knockback;2
        smite;2
        bane_of_arthropods;2
        looting;1
        sweeping;1
        fire_aspect;5;-1
     >
}

##########################################################################################################
# zombieequipment
#--------------------------------------------------------------------------------------------------------#
# Add enchanted armor and weapons to a newly spawned zombie. Takes 2-3 values seperated by a semicolon:
# Format: item or enchantment;chance;dimension
# item or enchantment:  the item/enchantment id
# chance:                               the higher this number the more this item/enchantment gets selected
# dimension:                    dimension (ID) in which the item/enchantment can be selected (optional! Leave this blank for any dimension)
##########################################################################################################

zombieequipment {
    # Chance (1 in X per piece) to give a zombie new armor on spawn
    # Set to 0 to disable new armor [range: 0 ~ 32767, default: 4]
    I:_zombieEquipmentArmorChance=4

    # Chance (per slot) that the zombie drops the equipped item (1 = 100%, 0 = 0%) [range: 0.0 ~ 1.0, default: 0.085]
    S:_zombieEquipmentDropChance=0.085

    # Chance (1 in X per item) to enchant newly given items
    # Set to 0 to disable item enchanting [range: 0 ~ 32767, default: 8]
    I:_zombieEquipmentEnchantChance=8

    # Multiplier for the applied enchantment level with the max. level. The level can still be a bit lower
    # e.g. 0.5 would make sharpness to be at most level 3 (5 x 0.5 = 2.5 and [2.5] = 3) and fire aspect would always be level 1 (2 x 0.5 = 1) [range: 0.0 ~ 1.0, default: 0.5]
    S:_zombieEquipmentEnchantMultiplier=0.5

    # Chance (1 in X per hand) to give a zombie new weapons on spawn
    # Set to 0 to disable new weapons [range: 0 ~ 32767, default: 3]
    I:_zombieEquipmentWeaponChance=3

    # Enchantments which can be applied to armor items [default: [protection;4], [feather_falling;3], [respiration;3], [depth_strider;3], [thorns;2], [projectile_protection;2], [fire_protection;2], [blast_protection;2]]
    S:zombieEquipmentArmorEnchants <
        protection;4
        feather_falling;3
        respiration;3
        depth_strider;3
        thorns;2
        projectile_protection;2
        fire_protection;2
        blast_protection;2
     >

    # Boots which can be worn by a zombie in their boots slot [default: [leather_boots;3;0], [chainmail_boots;2], [golden_boots;1], [iron_boots;4;-1]]
    S:zombieEquipmentBoots <
        leather_boots;3;0
        chainmail_boots;2
        golden_boots;1
        iron_boots;4;-1
     >

    # Chestplates which can be worn by a zombie in their chestplate slot [default: [leather_chestplate;3;0], [chainmail_chestplate;2], [golden_chestplate;1], [iron_chestplate;4;-1]]
    S:zombieEquipmentChestplate <
        leather_chestplate;3;0
        chainmail_chestplate;2
        golden_chestplate;1
        iron_chestplate;4;-1
     >

    # Helmets which can be worn by a zombie in their helmet slot [default: [leather_helmet;3;0], [chainmail_helmet;2], [golden_helmet;1], [iron_helmet;4;-1]]
    S:zombieEquipmentHelmet <
        leather_helmet;3;0
        chainmail_helmet;2
        golden_helmet;1
        iron_helmet;4;-1
     >

    # Leggings which can be worn by a zombie in their leggings slot [default: [leather_leggings;3;0], [chainmail_leggings;2], [golden_leggings;1], [iron_leggings;4;-1]]
    S:zombieEquipmentLeggings <
        leather_leggings;3;0
        chainmail_leggings;2
        golden_leggings;1
        iron_leggings;4;-1
     >

    # Items which can be wielded by a zombie in their mainhand [default: [wooden_axe;3;0], [wooden_sword;3;0], [stone_pickaxe;2], [stone_axe;2], [stone_sword;2], [iron_pickaxe;1], [golden_sword;1], [golden_axe;1], [iron_axe;3;-1], [iron_sword;3;-1]]
    S:zombieEquipmentMainhand <
        wooden_axe;3;0
        wooden_sword;3;0
        stone_pickaxe;2
        stone_axe;2
        stone_sword;2
        iron_pickaxe;1
        golden_sword;1
        golden_axe;1
        iron_axe;3;-1
        iron_sword;3;-1
     >

    # Items which can be wielded by a zombie in their offhand [default: [wooden_axe;3;0], [wooden_sword;3;0], [stone_pickaxe;2], [stone_axe;2], [stone_sword;2], [iron_pickaxe;1], [golden_sword;1], [golden_axe;1], [shield;5], [iron_axe;3;-1], [iron_sword;3;-1]]
    S:zombieEquipmentOffhand <
        wooden_axe;3;0
        wooden_sword;3;0
        stone_pickaxe;2
        stone_axe;2
        stone_sword;2
        iron_pickaxe;1
        golden_sword;1
        golden_axe;1
        shield;5
        iron_axe;3;-1
        iron_sword;3;-1
     >

    # Enchantments which can be applied to mainhand and offhand items [default: [sharpness;4], [knockback;2], [smite;2], [bane_of_arthropods;2], [looting;1], [sweeping;1], [fire_aspect;5;-1]]
    S:zombieEquipmentWeaponEnchants <
        sharpness;4
        knockback;2
        smite;2
        bane_of_arthropods;2
        looting;1
        sweeping;1
        fire_aspect;5;-1
     >
}