{ // List of cooldowns that are applied when player performs action. // Specifying: `animal_pen:any` will indicate that any entity using that item will have same cooldown. // `minecraft:apple` is universal food item. It is used to indicate for feeding action. // `minecraft:honey_bloc` is used to indicate pollen regeneration cooldown. // : . "cooldowns": { "minecraft:apple": [ { // The entity ID on which cooldown is applied. "entity": "animal_pen:any", // The base cooldown value for action. // 0 means that there is no cooldown. // Values in game ticks. "base_cooldown": 1160, // The increment of cooldown per each animal. // 0 means that there is no cooldown increment. // Negative value decreases base cooldown value. // Values in game ticks. "animal_increment": 20, // The the maximal cooldown that can be applied. // 0 means that there is no cooldown limitation. // Negative animal_increment makes this act as lowest limit. // Values in game ticks. "cooldown_limit": 6000 } ], "minecraft:shears": [ { // The entity ID on which cooldown is applied. "entity": "minecraft:sheep", // The base cooldown value for action. // 0 means that there is no cooldown. // Values in game ticks. "base_cooldown": 1180, // The increment of cooldown per each animal. // 0 means that there is no cooldown increment. // Negative value decreases base cooldown value. // Values in game ticks. "animal_increment": 20, // The the maximal cooldown that can be applied. // 0 means that there is no cooldown limitation. // Negative animal_increment makes this act as lowest limit. // Values in game ticks. "cooldown_limit": 6000 } ], "minecraft:magma_block": [ { // The entity ID on which cooldown is applied. "entity": "minecraft:frog", // The base cooldown value for action. // 0 means that there is no cooldown. // Values in game ticks. "base_cooldown": 6020, // The increment of cooldown per each animal. // 0 means that there is no cooldown increment. // Negative value decreases base cooldown value. // Values in game ticks. "animal_increment": -20, // The the maximal cooldown that can be applied. // 0 means that there is no cooldown limitation. // Negative animal_increment makes this act as lowest limit. // Values in game ticks. "cooldown_limit": 200 } ], "minecraft:bucket": [ { // The entity ID on which cooldown is applied. "entity": "minecraft:chicken", // The base cooldown value for action. // 0 means that there is no cooldown. // Values in game ticks. "base_cooldown": 6020, // The increment of cooldown per each animal. // 0 means that there is no cooldown increment. // Negative value decreases base cooldown value. // Values in game ticks. "animal_increment": -20, // The the maximal cooldown that can be applied. // 0 means that there is no cooldown limitation. // Negative animal_increment makes this act as lowest limit. // Values in game ticks. "cooldown_limit": 1200 }, { // The entity ID on which cooldown is applied. "entity": "minecraft:turtle", // The base cooldown value for action. // 0 means that there is no cooldown. // Values in game ticks. "base_cooldown": 6020, // The increment of cooldown per each animal. // 0 means that there is no cooldown increment. // Negative value decreases base cooldown value. // Values in game ticks. "animal_increment": -20, // The the maximal cooldown that can be applied. // 0 means that there is no cooldown limitation. // Negative animal_increment makes this act as lowest limit. // Values in game ticks. "cooldown_limit": 1200 }, { // The entity ID on which cooldown is applied. "entity": "minecraft:cow", // The base cooldown value for action. // 0 means that there is no cooldown. // Values in game ticks. "base_cooldown": 0, // The increment of cooldown per each animal. // 0 means that there is no cooldown increment. // Negative value decreases base cooldown value. // Values in game ticks. "animal_increment": 0, // The the maximal cooldown that can be applied. // 0 means that there is no cooldown limitation. // Negative animal_increment makes this act as lowest limit. // Values in game ticks. "cooldown_limit": 0 }, { // The entity ID on which cooldown is applied. "entity": "minecraft:mooshroom", // The base cooldown value for action. // 0 means that there is no cooldown. // Values in game ticks. "base_cooldown": 0, // The increment of cooldown per each animal. // 0 means that there is no cooldown increment. // Negative value decreases base cooldown value. // Values in game ticks. "animal_increment": 0, // The the maximal cooldown that can be applied. // 0 means that there is no cooldown limitation. // Negative animal_increment makes this act as lowest limit. // Values in game ticks. "cooldown_limit": 0 }, { // The entity ID on which cooldown is applied. "entity": "minecraft:goat", // The base cooldown value for action. // 0 means that there is no cooldown. // Values in game ticks. "base_cooldown": 0, // The increment of cooldown per each animal. // 0 means that there is no cooldown increment. // Negative value decreases base cooldown value. // Values in game ticks. "animal_increment": 0, // The the maximal cooldown that can be applied. // 0 means that there is no cooldown limitation. // Negative animal_increment makes this act as lowest limit. // Values in game ticks. "cooldown_limit": 0 }, { // The entity ID on which cooldown is applied. "entity": "minecraft:sniffer", // The base cooldown value for action. // 0 means that there is no cooldown. // Values in game ticks. "base_cooldown": 6020, // The increment of cooldown per each animal. // 0 means that there is no cooldown increment. // Negative value decreases base cooldown value. // Values in game ticks. "animal_increment": -20, // The the maximal cooldown that can be applied. // 0 means that there is no cooldown limitation. // Negative animal_increment makes this act as lowest limit. // Values in game ticks. "cooldown_limit": 200 } ], "minecraft:bowl": [ { // The entity ID on which cooldown is applied. "entity": "minecraft:mooshroom", // The base cooldown value for action. // 0 means that there is no cooldown. // Values in game ticks. "base_cooldown": 0, // The increment of cooldown per each animal. // 0 means that there is no cooldown increment. // Negative value decreases base cooldown value. // Values in game ticks. "animal_increment": 0, // The the maximal cooldown that can be applied. // 0 means that there is no cooldown limitation. // Negative animal_increment makes this act as lowest limit. // Values in game ticks. "cooldown_limit": 0 }, { // The entity ID on which cooldown is applied. "entity": "minecraft:sniffer", // The base cooldown value for action. // 0 means that there is no cooldown. // Values in game ticks. "base_cooldown": 6020, // The increment of cooldown per each animal. // 0 means that there is no cooldown increment. // Negative value decreases base cooldown value. // Values in game ticks. "animal_increment": -20, // The the maximal cooldown that can be applied. // 0 means that there is no cooldown limitation. // Negative animal_increment makes this act as lowest limit. // Values in game ticks. "cooldown_limit": 200 } ], "minecraft:honey_block": [ { // The entity ID on which cooldown is applied. "entity": "minecraft:bee", // The base cooldown value for action. // 0 means that there is no cooldown. // Values in game ticks. "base_cooldown": 1220, // The increment of cooldown per each animal. // 0 means that there is no cooldown increment. // Negative value decreases base cooldown value. // Values in game ticks. "animal_increment": -20, // The the maximal cooldown that can be applied. // 0 means that there is no cooldown limitation. // Negative animal_increment makes this act as lowest limit. // Values in game ticks. "cooldown_limit": 20 } ] }, // A cooldown value in game ticks between attacks that players can perform on animal pens. // Default value: 5 game tick "attack_cooldown": 5, // List of drop limits for items when player harvests items. // : . "drop_limits": { "minecraft:white_wool": 320, "minecraft:pearlescent_froglight": 320, "minecraft:egg": 80, "minecraft:turtle_egg": 320, "minecraft:torchflower_seeds": 320 }, // Allows to set maximal amount of animals in the pen. // Setting 0 will remove any limit. "animal_limit_in_pen": 2147483647, // Allows to enable animal growing in animal pen. // The more animals are inside it, the larger it will be. "animals_can_grow": false, // Allows to change default animal size in pen. "animal_size": 0.33, // Allows to enable water animal growing in aquarium. // The more animals are inside it, the larger it will be. "water_animals_can_grow": false, // Allows to change default water animal size in aquarium. "water_animal_size": 0.33, // Allows to set how fast animals grows in pen and aquarium. // Each animal is multiplied by given value to get end size. // This option works only if animals_can_grow or water_animals_can_grow is enabled. // Default value = 0.001 "growth_multiplier": 0.001, // Allows to specify if turtle scute are dropped when player breeds animal (true). // or when food cooldown timer is finished (false). "turtle_scute_drop_time": false, // Allows to set how many different animal variants can be stored per item. // Players will not be able to store more different variants than this value. // Be aware, this increases NBT data size, so not recommended to put infinite amount. // Default value = 16 "max_stored_animal_variants": 16, // Allows to set if interactions with animal pens/aquariums should trigger advancements. // Triggered Criteria: player_interacted_with_entity, bred_animals, filled_bucket, player_killed_entity // Default value = false "trigger_advancements": false, // Allows to set if interactions with animal pens/aquariums should increase statistics. // Increased Statistics: Animals Bred, Mob Kills, Use Item , Kill Entity // Default value = false "increase_statistics": false, // Allows to toggle if cooldowns should be shown only while player is crouching (true). // or be visible all the time (false). // Default value = true "show_cooldowns_while_crouching": true, // Allows to toggle if all interactions (even without cooldown) should be rendered // above animal pen or aquarium // Default value = false "show_all_interactions_above": false, // Set of animals that are blocked from picking up. // Pickable animals in vanilla minecraft: https://minecraft.wiki/w/Animal#List_of_animals "blocked_animals": [ ], // Debug code to indicate problems. "debug": false }