# specialmobs:main.toml
# This config contains options that apply to the mod as a whole, including some master settings
# toggles for convenience.


# Category: general
# Options that apply to the Special Mobs mod as a whole.
# Also includes several 'master toggles' for convenience.

  # Whether the Mob Replacer is enabled. This 'hijacks' vanilla mob spawns to use as its own.
  # The Mob Replacer is the traditional spawn method for Special Mobs which allows everything that spawns
  # valid vanilla mobs (e.g. dungeon spawners) to spawn this mod's mobs based on your configs instead.
  # <Boolean> Valid Values: { true, false }, Default: true
  general.enable_mob_replacer = true
  # Whether the natural spawning category (see below) is enabled.
  # <Boolean> Valid Values: { true, false }, Default: true
  general.enable_added_natural_spawning = true

  # Whether the mod uses Special Mobs entities in place of vanilla entities for non-special species.
  # This allows your config options to apply to non-special species and allows them to benefit from
  # Special Mob Data and any improvements made to the entity (for example, zombies can use bows & shields).
  # If false, vanilla replacements are disabled for all families; if true, it is determined by the family's config.
  # <Boolean> Valid Values: { true, false }, Default: true
  general.master_vanilla_replacement = true
  # When greater than 0, mobs will have a random render scale applied. This is a visual effect only.
  # For example, with a value of 0.07, mob scale will vary ±7% of normal size.
  # By default, this applies to all mobs in the mod; but family and species configs can override it.
  # <Number> Range: 0.0 ~ 1.0, Default: 0.07
  general.master_random_scaling = 0.07

  # Set to false to prevent any of this mod's mobs from applying nausea (aka confusion).
  # Use this if the screen warping from nausea hurts your face or makes you sick.
  # <Boolean> Valid Values: { true, false }, Default: true
  general.enable_nausea_effects = true
  # Overrides the default fishing rod item animation so that it is compatible with fishing mobs from this mod.
  # Set to false if it causes problems with another mod. Fishing mobs will instead render a stick while casting.
  # You must restart the client for changes to this setting to take effect.
  # <Boolean> Valid Values: { true, false }, Default: true
  general.fancy_fishing_mobs = true


# Category: natural_spawning
# Options to customize the additional natural monster spawning from this mod.
# Most changes to options in this category require the game to be restarted to take effect.


  # Subcategory: general_spawns
  # Added natural spawns derived from existing spawns.

    # Option to add vanilla cave spiders as natural spawns. These spawns will be added to all biomes that can
    # spawn regular spiders. Cave spider spawn weight is the same as the spider spawn weight, multiplied by
    # this value. When set to 0, the added cave spider spawn feature is completely disabled.
    # Finer tuning can be done with the spawn chances below.
    #  * Requires a GAME restart to take full effect *
    # <Number> Range: ≥ 0.0, Default: 0.5
    natural_spawning.cave_spider_spawn_multiplier = 0.5
    # The chance for added cave spider natural spawn attempts to succeed. Does not affect Mob Replacement.
    # <Number> Range: 0.0 ~ 1.0, Default: 0.0
    natural_spawning.cave_spider_chance.base = 0.0
    # The chance for added cave spider natural spawn attempts to succeed when specific environmental conditions are met.
    # <Environment List> Format: [ "value condition1 state1 & condition2 state2 & ...", ... ], Default: [ "1.0 y <=
    #   15", "1.0 structure minecraft:mineshaft", "0.33 y_from_sea <= -18" ]
    #    Range for Values: 0.0 ~ 1.0
    natural_spawning.cave_spider_chance.exceptions = [
      "1.0 y <= 15",
      "1.0 structure minecraft:mineshaft",
      "0.33 y_from_sea <= -18"
    ]

    # Option to add ender creepers as natural spawns. These spawns will be added to all biomes that can
    # spawn endermen. Ender creeper spawn weight is the same as the enderman weight, multiplied by
    # this value. When set to 0, the added ender creeper spawn feature is completely disabled.
    # Finer tuning can be done with the natural spawn chances in the species config file.
    #  * Requires a WORLD restart to take effect *
    # <Number> Range: ≥ 0.0, Default: 0.1
    natural_spawning.ender_creeper_spawn_multiplier = 0.1

  # Subcategory: water_spawns

    # Option to add drowning creepers as natural spawns to oceans.
    # When set to 0, this added spawn feature is completely disabled.
    # Finer tuning can be done with the natural spawn chances in the species config file.
    #  * Requires a WORLD restart to take effect *
    # <Integer> Range: ≥ 0, Default: 1
    natural_spawning.drowning_creeper_weight.ocean = 1
    # Option to add drowning creepers as natural spawns to rivers.
    # When set to 0, this added spawn feature is completely disabled.
    # Finer tuning can be done with the natural spawn chances in the species config file.
    #  * Requires a WORLD restart to take effect *
    # <Integer> Range: ≥ 0, Default: 1
    natural_spawning.drowning_creeper_weight.river = 1

    # Option to add blueberry slimes as natural spawns to oceans.
    # When set to 0, this added spawn feature is completely disabled.
    # Finer tuning can be done with the natural spawn chances in the species config file.
    #  * Requires a WORLD restart to take effect *
    # <Integer> Range: ≥ 0, Default: 2
    natural_spawning.blueberry_slime_weight.ocean = 2
    # Option to add blueberry slimes as natural spawns to rivers.
    # When set to 0, this added spawn feature is completely disabled.
    # Finer tuning can be done with the natural spawn chances in the species config file.
    #  * Requires a WORLD restart to take effect *
    # <Integer> Range: ≥ 0, Default: 1
    natural_spawning.blueberry_slime_weight.river = 1

  # Subcategory: nether_spawns

    # Option to add vanilla wither skeletons as natural spawns to the Nether (except for soul sand valley and
    # warped forest biomes). When set to 0, this added spawn feature is completely disabled.
    #  * Requires a WORLD restart to take effect *
    # <Integer> Range: ≥ 0, Default: 2
    natural_spawning.wither_skeleton_weight.nether = 2
    # Option to add vanilla wither skeletons as natural spawns to the soul sand valley biome.
    # When set to 0, this added spawn feature is completely disabled.
    #  * Requires a WORLD restart to take effect *
    # <Integer> Range: ≥ 0, Default: 5
    natural_spawning.wither_skeleton_weight.soul_sand_valley = 5

    # Option to add vanilla blazes as natural spawns to the Nether (except for soul sand valley, warped forest,
    # and basalt deltas biomes). When set to 0, the added blaze spawn feature is completely disabled.
    #  * Requires a WORLD restart to take effect *
    # <Integer> Range: ≥ 0, Default: 1
    natural_spawning.blaze_weight.nether = 1
    # Option to add vanilla blazes as natural spawns to the basalt deltas biome.
    # When set to 0, the added blaze spawn feature is completely disabled.
    #  * Requires a WORLD restart to take effect *
    # <Integer> Range: ≥ 0, Default: 20
    natural_spawning.blaze_weight.basalt_deltas = 20

    # Option to add fire creepers, zombies, and spiders as natural spawns to the Nether (except for soul sand
    # valley and warped forest biomes). When set to 0, that added spawn feature is completely disabled.
    # Finer tuning can be done with the natural spawn chances in the species config files.
    #  * Requires a WORLD restart to take effect *
    # <Integer> Range: ≥ 0, Default: 1
    natural_spawning.fire_creeper_weight.nether = 1
    natural_spawning.fire_zombie_weight.nether = 1
    natural_spawning.fire_spider_weight.nether = 1
