["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