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imr6-patches/config/animal_pen_config.json.bak1

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{
// 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.
// <item> : <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.
// <item> : <drop_limit>.
"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 <item>, Kill Entity <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
}