632 lines
23 KiB
TOML
632 lines
23 KiB
TOML
#Misc Settings
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[misc]
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#List of egg data: each entry is [block_id, entity_id].
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#This is used for the nest block, for eggs that can hatch, add the block to the animal_egg tag to be placeable or to the next config
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#Primal eggs are already defined
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eggData = [["minecraft:turtle_egg", "minecraft:turtle"], ["minecraft:sniffer_egg", "minecraft:sniffer"], ["nomansland:tortoise_egg", "nomansland:tortoise"]]
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#To add egg blocks directly instead of modifying the animal_egg tag
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extraPlaceableEggs = []
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#Mob Settings
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[mob]
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[mob.replaced_models]
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#Toggle model replacements for certain mobs
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polarBearModelChange = true
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foxModelChange = true
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rabbitModelChange = true
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wolfModelChange = true
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dolphinModelChange = true
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[mob.misc]
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#Multiple random options
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polarBearIncreasesHealth = true
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wolfIncreasesHealth = true
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foxIncreasesHealth = true
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[mob.misc.babyCustomModels]
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#If for some reason you don't want the cute babies custom models, you can disable them here, and they will use the adult model with a big head.
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#You need to restart the game after changing these options.
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#Default for all=true
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bearBabyCustomModel = true
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crocodileBabyCustomModel = true
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cassowaryBabyCustomModel = true
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walrusBabyCustomModel = true
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lionBabyCustomModel = true
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snakeBabyCustomModel = true
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deerBabyCustomModel = true
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#Vanilla Mobs New Spawn - tweak natural spawn
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[mob.dolphin]
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[mob.dolphin.cold]
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#Enable or disable cold dolphins spawning
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#Default=true
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enableDolphinColdSpawn = true
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#Spawn weight for cold dolphins (higher = more common)
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#Default=2
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# Default: 2
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# Range: > 1
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dolphinColdSpawnWeight = 2
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#Minimum group size for cold dolphins, it MUST be lesser than max group size
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#Default=1
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# Default: 1
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# Range: > 1
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dolphinColdMinGroup = 1
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#Maximum group size for cold dolphins, it MUST be greater than min group size
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#Default=2
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# Default: 2
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# Range: > 1
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dolphinColdMaxGroup = 2
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#Extra biomes (separated from biome tag) where cold dolphins can spawn.
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#Must be written as full biome IDs (e.g. "minecraft:plains", "nomansland:maple_forest")
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#You can use biome tags too, just put a # before (e.g. "#minecraft:is_forest", "#nomansland:is_river")
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#Default = []
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dolphinColdExtraBiomes = []
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[mob.rabbit.badlands]
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#Enable or disable badlands rabbits spawning
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#Default=true
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enableRabbitBadlandsSpawn = true
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#Spawn weight for badlands rabbits (higher = more common)
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#Default=5
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# Default: 5
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# Range: > 1
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rabbitBadlandsSpawnWeight = 5
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#Minimum group size for badlands rabbits, it MUST be lesser than max group size
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#Default=1
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# Default: 1
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# Range: > 1
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rabbitBadlandsMinGroup = 1
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#Maximum group size for badlands rabbits, it MUST be greater than min group size
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#Default=2
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# Default: 3
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# Range: > 1
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rabbitBadlandsMaxGroup = 3
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#Extra biomes (separated from biome tag) where badlands rabbits can spawn.
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#Must be written as full biome IDs (e.g. "minecraft:plains", "nomansland:maple_forest")
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#You can use biome tags too, just put a # before (e.g. "#minecraft:is_forest", "#nomansland:is_river")
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#Default = []
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rabbitBadlandsExtraBiomes = []
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#Primal Mobs Spawn - tweak natural spawn
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#(Eagles only spawn on nests, tweak the nest spawn in world section)
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[mob.bear]
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[mob.bear.single]
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#Enable or disable bear single spawning
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#Default=true
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enableBearSingleSpawn = true
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#Spawn weight for single bears (higher = more common)
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#Default=15
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# Default: 15
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# Range: > 1
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bearSingleSpawnWeight = 15
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#Minimum group size for single bears, it MUST be lesser than max group size
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#Default=1
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# Default: 1
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# Range: > 1
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bearSingleMinGroup = 1
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#Maximum group size for single bears, it MUST be greater than min group size
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#Default=1
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# Default: 1
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# Range: > 1
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bearSingleMaxGroup = 1
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#Extra biomes (separated from biome tag) where single bears can spawn.
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#Must be written as full biome IDs (e.g. "minecraft:plains", "nomansland:maple_forest")
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#You can use biome tags too, just put a # before (e.g. "#minecraft:is_forest", "#nomansland:is_river")
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#Default = []
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bearSingleExtraBiomes = []
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[mob.bear.group]
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#Enable or disable bear group spawning (with babies)
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#Default=true
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enableBearGroupSpawn = true
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#Spawn weight for bear groups (higher = more common)
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#Default=5
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# Default: 5
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# Range: > 1
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bearGroupSpawnWeight = 5
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#Minimum group size for bear groups, it MUST be lesser than max group size
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#Default=2
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# Default: 2
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# Range: > 1
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bearGroupMinGroup = 2
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#Maximum group size for bear groups, it MUST be greater than min group size
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#Default=2
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# Default: 2
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# Range: > 1
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bearGroupMaxGroup = 2
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#Extra biomes (separated from biome tag) where bear groups can spawn.
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#Must be written as full biome IDs (e.g. "minecraft:plains", "nomansland:maple_forest")
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#You can use biome tags too, just put a # before (e.g. "#minecraft:is_forest", "#nomansland:is_river")
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#Default = []
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bearGroupExtraBiomes = []
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[mob.crocodile.normal]
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#Enable or disable crocodile spawning in swampy/jungle biomes
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#Default=true
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enableCrocodileNormalSpawn = true
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#Spawn weight for crocodiles in swampy/jungle biomes (higher = more common)
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#Default=20
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# Default: 20
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# Range: > 1
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crocodileNormalSpawnWeight = 20
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#Minimum group size for crocodiles in swampy/jungle biomes, it MUST be lesser than max group size
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#Default=1
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# Default: 1
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# Range: > 1
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crocodileNormalMinGroup = 1
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#Maximum group size for crocodiles in swampy/jungle biomes, it MUST be greater than min group size
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#Default=1
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# Default: 1
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# Range: > 1
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crocodileNormalMaxGroup = 1
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#Extra biomes (separated from biome tag) where normal crocodiles can spawn.
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#Must be written as full biome IDs (e.g. "minecraft:plains", "nomansland:maple_forest")
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#You can use biome tags too, just put a # before (e.g. "#minecraft:is_forest", "#nomansland:is_river")
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#Default = []
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crocodileNormalExtraBiomes = []
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[mob.crocodile.warm]
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#Enable or disable crocodile spawning in warm biomes
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#Default=true
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enableCrocodileWarmSpawn = true
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#Spawn weight for crocodiles in warm biomes (higher = more common)
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#Default=3
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# Default: 3
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# Range: > 1
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crocodileWarmSpawnWeight = 3
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#Minimum group size for crocodiles in warm biomes, it MUST be lesser than max group size
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#Default=1
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# Default: 1
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# Range: > 1
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crocodileWarmMinGroup = 1
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#Maximum group size for crocodiles in warm biomes, it MUST be greater than min group size
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#Default=1
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# Default: 1
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# Range: > 1
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crocodileWarmMaxGroup = 1
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#Extra biomes (separated from biome tag) where warm crocodiles can spawn
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#Must be written as full biome IDs (e.g. "minecraft:plains", "nomansland:maple_forest")
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#You can use biome tags too, just put a # before (e.g. "#minecraft:is_forest", "#nomansland:is_river")
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#Default = []
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crocodileWarmExtraBiomes = []
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[mob.shark.single]
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#Enable or disable single shark spawning
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#Default=true
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enableSingleSharkSpawn = true
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#Spawn weight for single sharks (higher = more common)
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#Default=2
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# Default: 2
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# Range: > 1
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sharkSingleSpawnWeight = 2
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#Minimum group size for single sharks, it MUST be lesser than max group size
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#Default=1
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# Default: 1
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# Range: > 1
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sharkSingleMinGroup = 1
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#Maximum group size for single sharks, it MUST be greater than min group size
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#Default=1
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# Default: 1
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# Range: > 1
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sharkSingleMaxGroup = 1
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#Extra biomes (separated from biome tag) where single sharks can spawn.
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#Must be written as full biome IDs (e.g. "minecraft:plains", "nomansland:maple_forest")
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#You can use biome tags too, just put a # before (e.g. "#minecraft:is_forest", "#nomansland:is_river")
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#Default = []
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sharkSingleExtraBiomes = []
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[mob.shark.group]
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#Enable or disable group shark spawning
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#Default=true
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enableSharkGroupSpawn = true
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#Spawn weight for shark groups (higher = more common)
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#Default=1
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# Default: 1
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# Range: > 1
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sharkGroupSpawnWeight = 1
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#Minimum group size for shark groups, it MUST be lesser than max group size
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#Default=1
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# Default: 1
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# Range: > 1
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sharkGroupMinGroup = 1
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#Maximum group size for shark groups, it MUST be greater than min group size
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#Default=3
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# Default: 3
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# Range: > 1
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sharkGroupMaxGroup = 3
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#Extra biomes (separated from biome tag) where shark groups can spawn.
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#Must be written as full biome IDs (e.g. "minecraft:plains", "nomansland:maple_forest")
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#You can use biome tags too, just put a # before (e.g. "#minecraft:is_forest", "#nomansland:is_river")
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#Default = []
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sharkGroupExtraBiomes = []
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[mob.walrus.coast]
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#Enable or disable walrus spawning on coasts
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#Default=true
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enableWalrusCoastSpawn = true
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#Spawn weight for walruses on coasts (higher = more common)
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#Default=3
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# Default: 3
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# Range: > 1
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walrusCoastSpawnWeight = 3
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#Minimum group size for walruses on coasts, it MUST be lesser than max group size
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#Default=3
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# Default: 3
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# Range: > 1
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walrusCoastMinGroup = 3
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#Maximum group size for walruses on coasts, it MUST be greater than min group size
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#Default=5
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# Default: 5
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# Range: > 1
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walrusCoastMaxGroup = 5
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#Extra biomes (separated from biome tag) where walruses on coasts can spawn.
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#Must be written as full biome IDs (e.g. "minecraft:plains", "nomansland:maple_forest")
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#You can use biome tags too, just put a # before (e.g. "#minecraft:is_forest", "#nomansland:is_river")
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#Default = []
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walrusCoastExtraBiomes = []
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[mob.walrus.ocean]
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#Enable or disable walrus spawning on oceans (Walruses only spawn on the ground)
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#Default=true
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enableWalrusOceanSpawn = true
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#Spawn weight for walruses on oceans (Walruses only spawn on the ground) (higher = more common)
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#Default=1
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# Default: 1
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# Range: > 1
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walrusOceanSpawnWeight = 1
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#Minimum group size for walruses on oceans (Walruses only spawn on the ground), it MUST be lesser than max group size
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#Default=1
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# Default: 2
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# Range: > 1
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walrusOceanMinGroup = 2
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#Maximum group size for walruses on oceans (Walruses only spawn on the ground), it MUST be greater than min group size
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#Default=3
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# Default: 3
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# Range: > 1
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walrusOceanMaxGroup = 3
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#Extra biomes (separated from biome tag) where walruses on oceans can spawn (Walruses only spawn on the ground).
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#Must be written as full biome IDs (e.g. "minecraft:plains", "nomansland:maple_forest")
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#You can use biome tags too, just put a # before (e.g. "#minecraft:is_forest", "#nomansland:is_river")
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#Default = []
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walrusOceanExtraBiomes = []
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[mob.lion.savanna]
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#Enable or disable lion spawning on savanna
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#Default=true
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enableLionSavannaSpawn = true
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#Spawn weight for lions (higher = more common)
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#Default=5
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# Default: 5
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# Range: > 1
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lionSavannaSpawnWeight = 5
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#Minimum group size for lions, it MUST be lesser than max group size
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#Default=2
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# Default: 2
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# Range: > 1
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lionSavannaMinGroup = 2
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#Maximum group size for lions, it MUST be greater than min group size
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#Default=5
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# Default: 5
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# Range: > 1
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lionSavannaMaxGroup = 5
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#Extra biomes (separated from biome tag) where lions can spawn.
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#Must be written as full biome IDs (e.g. "minecraft:plains", "nomansland:maple_forest")
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#You can use biome tags too, just put a # before (e.g. "#minecraft:is_forest", "#nomansland:is_river")
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#Default = []
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lionSavannaExtraBiomes = []
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[mob.lion.snowy]
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#Enable or disable cave lions spawning on snowy biomes
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#Default=true
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enableLionSnowySpawn = true
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#Spawn weight for cave lions (higher = more common)
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#Default=1
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# Default: 1
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# Range: > 1
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lionSnowySpawnWeight = 1
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#Minimum group size for cave lions, it MUST be lesser than max group size
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#Default=2
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# Default: 2
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# Range: > 1
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lionSnowyMinGroup = 2
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#Maximum group size for cave lions, it MUST be greater than min group size
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#Default=3
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# Default: 3
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# Range: > 1
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lionSnowyMaxGroup = 3
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#Extra biomes (separated from biome tag) where cave lions can spawn.
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#Must be written as full biome IDs (e.g. "minecraft:plains", "nomansland:maple_forest")
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#You can use biome tags too, just put a # before (e.g. "#minecraft:is_forest", "#nomansland:is_river")
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#Default = []
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lionSnowyExtraBiomes = []
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[mob.snake.overworld]
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#Enable or disable snake spawning (the spawn from hollow logs is in the world section)
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#Default=true
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enableSnakeSpawn = true
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#Spawn weight for snakes (higher = more common)
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#Default=2
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# Default: 2
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# Range: > 1
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snakeSpawnWeight = 2
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#Minimum group size for snakes, it MUST be lesser than max group size
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#Default=1
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# Default: 1
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# Range: > 1
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snakeMinGroup = 1
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#Maximum group size for snakes, it MUST be greater than min group size
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#Default=1
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# Default: 1
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# Range: > 1
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snakeMaxGroup = 1
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#Extra biomes (separated from biome tag) where snakes can spawn.
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#Must be written as full biome IDs (e.g. "minecraft:plains", "nomansland:maple_forest")
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#You can use biome tags too, just put a # before (e.g. "#minecraft:is_forest", "#nomansland:is_river")
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#Default = []
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snakeExtraBiomes = []
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[mob.deer.forest]
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#Enable or disable deer spawning on forests
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#Default=true
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enableDeerForestSpawn = true
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#Spawn weight for deer on forests (higher = more common)
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#Default=12
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# Default: 12
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# Range: > 1
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deerForestSpawnWeight = 12
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#Minimum group size for deer on forests, it MUST be lesser than max group size
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#Default=3
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# Default: 3
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# Range: > 1
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deerForestMinGroup = 3
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#Maximum group size for deer on forests, it MUST be greater than min group size
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#Default=6
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# Default: 6
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# Range: > 1
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deerForestMaxGroup = 6
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#Extra biomes (separated from biome tag) where deer on forests can spawn.
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#Must be written as full biome IDs (e.g. "minecraft:plains", "nomansland:maple_forest")
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#You can use biome tags too, just put a # before (e.g. "#minecraft:is_forest", "#nomansland:is_river")
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#Default = []
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deerForestExtraBiomes = []
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[mob.deer.snowy]
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#Enable or disable deer spawning on snowy biomes
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#Default=true
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enableDeerSnowySpawn = true
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#Spawn weight for deer on snowy biomes (higher = more common)
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#Default=3
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# Default: 3
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# Range: > 1
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deerSnowySpawnWeight = 3
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#Minimum group size for deer on snowy biomes, it MUST be lesser than max group size
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#Default=2
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# Default: 2
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# Range: > 1
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deerSnowyMinGroup = 2
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#Maximum group size for deer on snowy biomes, it MUST be greater than min group size
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#Default=4
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# Default: 4
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# Range: > 1
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deerSnowyMaxGroup = 4
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#Extra biomes (separated from biome tag) where deer on snowy biomes can spawn.
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#Must be written as full biome IDs (e.g. "minecraft:plains", "nomansland:maple_forest")
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#You can use biome tags too, just put a # before (e.g. "#minecraft:is_forest", "#nomansland:is_river")
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#Default = []
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deerSnowyExtraBiomes = []
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#World Settings
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[world]
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[world.river_reeds]
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#Enable or disable river reeds spawning, they spawn alongside some cattails
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#Default=true
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riverReedsSpawnInWorld = true
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#Patch rarity for river reeds, they spawn alongside some cattails
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#Default=2
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# Default: 2
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# Range: > 0
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riverReedsPatchRarity = 2
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#Patch horizontal spread (XZ) for river reeds, they spawn alongside some cattails
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#Default=8
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# Default: 8
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# Range: > 0
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riverReedsPatchSpreadXZ = 8
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#Patch vertical spread (Y) for river reeds, they spawn alongside some cattails
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#Default=5
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# Default: 5
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# Range: > 0
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riverReedsPatchSpreadY = 5
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#Extra biomes (separated from biome tag) where river reeds can spawn, they spawn alongside some cattails.
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#Must be written as full biome IDs (e.g. "minecraft:plains", "nomansland:maple_forest")
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#You can use biome tags too, just put a # before (e.g. "#minecraft:is_forest", "#nomansland:is_river")
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#Default = []
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riverReedsExtraBiomes = []
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[world.cattails]
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#Enable or disable cattails spawning
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#Default=true
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cattailsSpawnInWorld = true
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#Cattails can generate alongside river reeds, this is to decrease them or disable the replacing
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#This is separated from the normal spawning on swamps
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#Put 0 to disable the replacing. It is on percentage (1 means 100%, 0.3 means 30%)
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#Default=0.33
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# Default: 0.3
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# Range: 0.0 ~ 1.0
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cattailsAlongsideRiverReedsProbability = 0.3
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#Patch rarity for cattails
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#Default=2
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# Default: 2
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# Range: > 0
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cattailsPatchRarity = 2
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#Patch horizontal spread (XZ) for cattails
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|
#Default=8
|
|
# Default: 8
|
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# Range: > 0
|
|
cattailsPatchSpreadXZ = 8
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#Patch vertical spread (Y) for cattails
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|
#Default=5
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|
# Default: 5
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|
# Range: > 0
|
|
cattailsPatchSpreadY = 5
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#Extra biomes (separated from biome tag) where cattails can spawn.
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|
#Must be written as full biome IDs (e.g. "minecraft:plains", "nomansland:maple_forest")
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#You can use biome tags too, just put a # before (e.g. "#minecraft:is_forest", "#nomansland:is_river")
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#Default = []
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cattailsExtraBiomes = []
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|
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[world.seashells]
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#Enable or disable seashells spawning
|
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#Default=true
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seaShellsSpawnInWorld = true
|
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#Patch rarity for seashells
|
|
#Default=5
|
|
# Default: 5
|
|
# Range: > 0
|
|
seaShellsPatchRarity = 5
|
|
#Number of tries per patch for seashells
|
|
#Default=96
|
|
# Default: 96
|
|
# Range: > 0
|
|
seaShellsPatchTries = 96
|
|
#Patch horizontal spread (XZ) for seashells
|
|
#Default=6
|
|
# Default: 6
|
|
# Range: > 0
|
|
seaShellsPatchSpreadXZ = 6
|
|
#Patch vertical spread (Y) for seashells
|
|
#Default=2
|
|
# Default: 2
|
|
# Range: > 0
|
|
seaShellsPatchSpreadY = 2
|
|
#Extra biomes (separated from biome tag) where seashells can spawn.
|
|
#Must be written as full biome IDs (e.g. "minecraft:plains", "nomansland:maple_forest")
|
|
#You can use biome tags too, just put a # before (e.g. "#minecraft:is_forest", "#nomansland:is_river")
|
|
#Default = []
|
|
seaShellsExtraBiomes = []
|
|
|
|
[world.thorny_acacia]
|
|
#Enable or disable thorny acacia trees spawning
|
|
#Default=true
|
|
thornyAcaciaSpawnInWorld = true
|
|
#Probability of a thorny acacia replacing the generation of an acacia tree
|
|
#Lower values make the tree rarer. It is on percentage (1 means 100%, 0.3 means 30%)
|
|
#Minimum = 0.0
|
|
#Default = 0.25
|
|
# Default: 0.25
|
|
# Range: 0.0 ~ 1.0
|
|
thornyAcaciaProbabilityOfReplacing = 0.25
|
|
#Extra biomes (separated from biome tag) where thorny acacia trees can spawn.
|
|
#Thorny acacia trees replace ONLY acacia trees.
|
|
#Must be written as full biome IDs (e.g. "minecraft:plains", "nomansland:maple_forest")
|
|
#You can use biome tags too, just put a # before (e.g. "#minecraft:is_forest", "#nomansland:is_river")
|
|
#Default = []
|
|
thornyAcaciaExtraBiomes = []
|
|
|
|
[world.hollow_logs]
|
|
#Enable or disable hollow oak logs spawning.
|
|
#Default=true
|
|
hollowOakLogSpawnInWorld = true
|
|
#Enable or disable hollow spruce logs spawning.
|
|
#Default=true
|
|
hollowSpruceLogSpawnInWorld = true
|
|
#Enable or disable hollow birch logs spawning.
|
|
#Default=true
|
|
hollowBirchLogSpawnInWorld = true
|
|
#Enable or disable hollow jungle logs spawning.
|
|
#Default=true
|
|
hollowJungleLogSpawnInWorld = true
|
|
#Enable or disable hollow acacia logs spawning.
|
|
#Default=true
|
|
hollowAcaciaLogSpawnInWorld = true
|
|
#Enable or disable hollow dark oak logs spawning.
|
|
#Default=true
|
|
hollowDarkOakLogSpawnInWorld = true
|
|
#Enable or disable hollow mangrove logs spawning.
|
|
#Default=true
|
|
hollowMangroveLogSpawnInWorld = true
|
|
#Probability of an empty hollow log spawning, each entry is a different tree.
|
|
#Lower values make the hollow log rarer. It is on percentage (1 means 100%, 0.3 means 30%, 0.002 means 0.2%)
|
|
#Minimum = 0.00
|
|
#Default = [0.004, 0.002, 0.001, 0.01, 0.002, 0.15, 0.002]
|
|
#The list goes: Oak, Spruce, Birch, Jungle, Acacia, Dark Oak and Mangrove.
|
|
hollowLogEmptyProbability = [0.004, 0.002, 0.001, 0.08, 0.002, 0.15, 0.002]
|
|
#Probability of a hollow log with snakes inside spawning, each entry is a different tree.
|
|
#Lower values make the hollow log rarer. It is on percentage (1 means 100%, 0.3 means 30%, 0.002 means 0.2%)
|
|
#For reference, a bee nest on vanilla has 0.2% of spawning on a tree on a normal forest.
|
|
#Minimum = 0.00
|
|
#Default = [0.003, 0.002, 0.002, 0.002, 0.004, 0.002, 0.002]
|
|
#The list goes: Oak, Spruce, Birch, Jungle, Acacia, Dark Oak and Mangrove.
|
|
hollowLogSnakeProbability = [0.002, 0.002, 0.002, 0.002, 0.004, 0.002, 0.002]
|
|
#Extra biomes (separated from the biome tag) where hollow logs can spawn.
|
|
#Hollow logs can replace any log with air in front of the log hole generated within a tree,
|
|
#as long as they are inside the proper biome and the hollow version of the log actually exists.
|
|
#Must be written as full biome IDs (e.g. "minecraft:plains", "nomansland:maple_forest")
|
|
#You can use biome tags too, just put a # before (e.g. "#minecraft:is_forest", "#nomansland:is_river")
|
|
#Default = []
|
|
hollowTreesExtraBiomes = []
|
|
|
|
[world.eagle_nest]
|
|
#Enable or disable eagle nest spawning
|
|
#Default=true
|
|
eagleNestSpawnInWorld = true
|
|
#Rarity of eagle nests (higher = rarer)
|
|
#Default=30
|
|
# Default: 30
|
|
# Range: > 0
|
|
eagleNestRarity = 30
|
|
#Number of tries per patch for eagle nests
|
|
#Default=12
|
|
# Default: 12
|
|
# Range: > 0
|
|
eagleNestTries = 12
|
|
#Patch horizontal spread (XZ) for eagle nests
|
|
#Default=1
|
|
# Default: 1
|
|
# Range: > 0
|
|
eagleNestSpreadXZ = 1
|
|
#Patch vertical spread (Y) for eagle nests
|
|
#Default=0
|
|
# Default: 0
|
|
# Range: > 0
|
|
eagleNestSpreadY = 0
|
|
#Extra biomes (separated from biome tag) where eagle nests can spawn.
|
|
#Must be written as full biome IDs (e.g. "minecraft:plains", "nomansland:maple_forest")
|
|
#You can use biome tags too, just put a # before (e.g. "#minecraft:is_forest", "#nomansland:is_river")
|
|
#Default = []
|
|
eagleNestExtraBiomes = []
|
|
|
|
[world.cassowary_nest]
|
|
#Enable or disable cassowary nest spawning
|
|
#Default=true
|
|
cassowaryNestSpawnInWorld = true
|
|
#Rarity of cassowary nests (higher = rarer)
|
|
#Note: Cassowary nests can only generate if there is air on all sides of the origin, which makes them rarer in areas with a lot of obstructions.
|
|
#Default=15
|
|
# Default: 15
|
|
# Range: > 0
|
|
cassowaryNestRarity = 15
|
|
#Number of tries per patch for cassowary nests
|
|
#Default=30
|
|
# Default: 30
|
|
# Range: > 0
|
|
cassowaryNestTries = 30
|
|
#Patch horizontal spread (XZ) for cassowary nests
|
|
#Default=3
|
|
# Default: 3
|
|
# Range: > 0
|
|
cassowaryNestSpreadXZ = 3
|
|
#Patch vertical spread (Y) for cassowary nests
|
|
#Default=1
|
|
# Default: 1
|
|
# Range: > 0
|
|
cassowaryNestSpreadY = 1
|
|
#Extra biomes (separated from biome tag) where cassowary nests can spawn.
|
|
#Must be written as full biome IDs (e.g. "minecraft:plains", "nomansland:maple_forest")
|
|
#You can use biome tags too, just put a # before (e.g. "#minecraft:is_forest", "#nomansland:is_river")
|
|
#Default = []
|
|
cassowaryNestExtraBiomes = []
|