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IMR6/minecraft/config/goat_man-common.toml
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2026-07-08 22:58:56 +01:00

251 lines
9.1 KiB
TOML

["Spawn Conditions"]
#The spawn chance per tick (once the spawn timer is finished)
#Range: 0.0 ~ 1.0
spawn_chance_per_tick = 0.05
#Depth at which the GoatMan can start to spawn
spawn_height = 500
#Allow GoatMan to spawn underground
spawn_in_caves = true
#Whether the GoatMan can spawn on the surface or not
allow_surface_spawn = true
#The maximum sky light level the GoatMan can spawn at
#Range: 0 ~ 15
sky_light_level = 14
#The maximum block light level the GoatMan can spawn at
#Range: 0 ~ 15
block_light_level = 14
#The maximum amount of GoatMan which can exist at the same time
#Range: 0 ~ 100
maximum_amount = 1
#How close to players the GoatMan is allowed to spawn (in blocks)
#Range: 0 ~ 64
spawn_distance = 18
#If set to true the GoatMan will try to find a spawn position with a possible path to the player
check_path_to_spawn = true
["Spawn Conditions".Dimensions]
#The dimensions where the GoatMan can spawn in (Whitelist)
dimension_whitelist = ["minecraft:overworld"]
["Spawn Conditions".Biomes]
#If you don't want to create a datapack to configure the biomes
override_biome_datapack_config = true
#Use the surface biome list either as white- or blacklist
surface_biomes_is_whitelist = false
#Either white- or blacklist of the surface biomes the GoatMan can spawn in (Syntax: modid:biome, e.g. `minecraft:plains`)
surface_biomes = ["minecraft:desert", "minecraft:badlands", "minecraft:eroded_badlands", "minecraft:wooded_badlands", "minecraft:savanna", "minecraft:savanna_plateau", "minecraft:windswept_savanna", "minecraft:swamp", "minecraft:mangrove_swamp", "minecraft:mushroom_fields", "minecraft:ocean", "minecraft:deep_ocean", "minecraft:cold_ocean", "minecraft:deep_cold_ocean", "minecraft:frozen_ocean", "minecraft:deep_frozen_ocean", "minecraft:ice_spikes", "minecraft:lukewarm_ocean", "minecraft:deep_lukewarm_ocean", "minecraft:warm_ocean", "minecraft:beach", "minecraft:snowy_beach", "minecraft:stony_shore", "minecraft:river", "minecraft:frozen_river", "minecraft:deep_dark"]
["Spawn Conditions".Timers]
#Modify the timers for the surface (to reduce or increase them), based on the general timer set (e.g. spawn timer of 300 seconds -> 0.3 turns it into 90 seconds and 1.7 turns it into 510 seconds for the surface)
#Range: 0.0 ~ 5.0
surface_timer_multiplier = 1.0
["Spawn Conditions".Timers.Spawn]
#Minimum time between spawns in seconds
#Range: 0 ~ 86400
can_spawn_min = 400
#Maximum time between spawns in seconds
#Range: 0 ~ 86400
can_spawn_max = 800
#Chance for a spawn cooldown to occur
#Range: 0.0 ~ 1.0
can_spawn_cooldown_chance = 0.05
#Spawn cooldown length in seconds
#Range: 0 ~ 86400
can_spawn_cooldown = 1200
["Spawn Conditions".Timers.Noise]
#Minimum time between noise occurrences in seconds
#Range: 0 ~ 86400
reset_noise_min = 340
#Maximum time between noise occurrences in seconds
#Range: 0 ~ 86400
reset_noise_max = 460
["Spawn Conditions".Timers.Leave]
#Time (in seconds) it takes for the GoatMan to leave
#Range: 1 ~ 6000
time_until_leave = 200
#Time (in seconds) it takes for the GoatMan to leave once a chase begins
#Range: 1 ~ 600
time_until_leave_chase = 25
[Behaviour]
#The distance in blocks at which the GoatMan can detect whether a player is looking at it or not
#Range: 0 ~ 128
spotting_range = 100
#Whether the GoatMan can climb or not
can_climb = true
#Allow the GoatMan to follow vanilla riding logic (e.g. boats)
allow_riding = false
#Whether invisible players can be targets or not
target_invisible = false
#Whether the GoatMan can charge on flat ground
charge = true
#Whether the charge can target mobs
charge_on_mobs = true
#If enabled, GoatMan ignores range requirements and immediately charges a player using a shield
charge_shield_rush = true
#Whether the GoatMan can leap directly at the player
leap = true
#Whether the GoatMan can leap on mobs in addition to players
leap_on_mobs = true
#Whether the GoatMan mimics mob sounds (prioritising the last mob it killed) during calm and stalking phases
mimic_sounds = true
#Whether the GoatMan attacks isolated villagers, wandering traders, and wolves that are separated from their group
pick_off_stragglers = true
#Whether the GoatMan can destroy crops
destroy_crops = true
[Behaviour."Creep Stalk"]
#Chance a GoatMan spawns in creep-stalk mode when underground
#Range: 0.0 ~ 1.0
creep_stalk_chance_cave = 0.6
#Chance a GoatMan spawns in creep-stalk mode on the surface
#Range: 0.0 ~ 1.0
creep_stalk_chance_surface = 0.3
#Distance at which the creep-stalk hands off to chase/flee
#Range: 1.0 ~ 32.0
creep_stalk_trigger_distance = 4.0
#Creep-stalk movement as a FRACTION of normal speed. 0.05 ≈ player crouch speed (very slow), 1.0 = full speed. Lower = creepier/slower
#Range: 0.03 ~ 1.0
creep_stalk_speed = 0.5
[Behaviour.Charge]
#Minimum duration in seconds — shield charge stun / leap shield-disable when GoatMan hits a blocking player
#Range: 1 ~ 60
shield_stun_disable_min = 5
#Maximum duration in seconds — shield charge stun / leap shield-disable when GoatMan hits a blocking player
#Range: 1 ~ 60
shield_stun_disable_max = 10
#Blocks broken around entities hit by a charge
#Range: 0 ~ 3
charge_impact_radius = 2
#How many blocks GoatMan can break when a charge hits a wall
#Range: 0 ~ 4
charge_break_blocks = 3
#Minimum distance to start a charge
#Range: 1.0 ~ 32.0
charge_min_range = 4.0
#Maximum distance to start a charge
#Range: 1.0 ~ 64.0
charge_max_range = 12.0
#Horizontal speed during the charge
#Range: 0.1 ~ 5.0
charge_speed = 4.0
#Total ticks the charge lasts including wind-up
#Range: 10 ~ 200
charge_duration = 10
#Wind-up ticks before the charge launches (Ravager-style pause)
#Range: 0 ~ 60
charge_windup_ticks = 3
#Base damage radius during charge
#Range: 0.0 ~ 8.0
charge_damage_radius = 2.0
#Extra forward damage reach during charge
#Range: 0.0 ~ 8.0
charge_forward_reach = 2.0
#Minimum seconds between charges
#Range: 1 ~ 120
charge_cooldown_min = 3
#Maximum seconds between charges
#Range: 1 ~ 120
charge_cooldown_max = 6
[Behaviour.Leap]
#Maximum distance to trigger a leap
#Range: 1.0 ~ 32.0
pounce_range = 30.0
#Minimum distance to trigger a leap (too close = just melee instead)
#Range: 0.5 ~ 16.0
pounce_min_range = 9.5
#Speed of the leap — higher = faster
#Range: 0.1 ~ 5.0
leap_speed = 4.0
#Minimum seconds between leap
#Range: 1 ~ 120
leap_cooldown_min = 3
#Maximum seconds between leap
#Range: 1 ~ 120
leap_cooldown_max = 6
#Radius in blocks around the GoatMan that deals damage while leaping (0 = disabled, uses normal melee only)
#Range: 0.0 ~ 8.0
pounce_damage_radius = 3.0
#Radius in blocks around the GoatMan that breaks blocks when leaping into them
#Range: 0 ~ 5
pounce_break_radius = 3
[Attributes]
#Maximum Armor
#Range: 0.0 ~ 20.0
maximum_armor = 20.0
#Maximum Health
#Range: 1.0 ~ 500.0
maximum_health = 100.0
#Attack Damage
#Range: 0.0 ~ 50.0
attack_damage = 5.0
#Movement Speed
#Range: 0.0 ~ 5.0
movement_speed = 0.6
#Depth Strider (movement speed in water) Bonus
#Range: 1.0 ~ 3.0
depth_strider_bonus = 2.0
["Goat Herd"]
#Whether the GoatMan randomly summons a herd of goats
summon_herd = true
#Whether goats from the herd can only spawn on the surface (not in caves)
summon_herd_surface_only = true
#Minimum number of goats in the summoned herd
#Range: 1 ~ 20
summon_herd_size_min = 6
#Maximum number of goats in the summoned herd
#Range: 1 ~ 20
summon_herd_size_max = 13
#Spawn frequency for the summoned herd. 1.0 = normal rate (same as chicken/pig/cow), 0.5 = rare. Higher values spawn more frequently. 0.0 = disabled
#Range: 0.0 ~ 1.0
summon_herd_frequency = 1.0
["Goat Herd"."Goat Omen"]
#Whether goats spawn independently in the world as an omen of the GoatMan's territory — fires regardless of whether GoatMan is active
omen_goat_enabled = true
#Spawn frequency for omen goats. 1.0 = normal animal rate, 0.5 = rare, 0.0 = disabled
#Range: 0.0 ~ 1.0
omen_goat_frequency = 1.0
#Minimum number of omen goats per spawn
#Range: 1 ~ 20
omen_goat_size_min = 2
#Maximum number of omen goats per spawn
#Range: 1 ~ 20
omen_goat_size_max = 3
[Music]
#Plays music during stalk and chase like traditional Cave Dweller
music_enabled = true
#Volume for stalk phase and chase phase (0.0 = silent, 1.0 = full)
#Range: 0.0 ~ 1.0
music_volume = 1.0
[Music."Legacy Music"]
#Uses the original chase sounds
chase_sound_legacy = false
#Volume for legacy sounds (0.0 = silent, 1.0 = full)
#Range: 0.0 ~ 1.0
legacy_chase_volume = 1.0
[Misc]
#Only play the ambient noises to the current (spawn) target (Note: The target can change when a spawn attempt is not successful)
only_play_noise_to_target = false
#Whether the charge and leap applies blindness, weakness and nausea on hit
charge_and_leap_apply_effects = true
#Duration in seconds of charge and leap status effects
#Range: 1 ~ 30
charge_and_leap_effect_duration = 3
#Whether the GoatMan can break blocks (fences, doors, glass, etc.)
break_block = true
#Whether the GoatMan drops blocks
drop_block = true