Lycanites Mobs

Creatures

As of very recent updates, most creature configs have been migrated into new json files with additional settings. Some settings can still be found in the old cfgs but will eventually be moved over as well.

Currently, new creatures cannot be added and reloading creatures is partially limited. Also creatures that are already spawned wont have their stats changed, you will need to reload the chunk or world they're in.

Make sure you set "loadDefault" to false and that the json is valid otherwise the file will reset, also keep an eye on update notes for mob adjustments that you might want to consider for your customised mobs.

Editing Creatures

All creature configs can be found in the "config/lycanitesmobs/creatures" folder. You can use the command "/lm creatures reload" when in game to reload all creatures allowing you to test on the fly! There is also a "Creature" debug option in the lycanitesmobs-general.cfg file which will enable a lot of logging to the console if you need it, though errors should always show up in the log and shouldn't crash the game, instead the broken dungeon is ignored.

You can also use the command '/lm debug Overlay' to toggle a stat display on the left side of the screen when looking at mobs from this mod.

Each property uses a specific data type, please look up how JSON works if you don't know:

  • int

    Short for integer, this must be a whole number, can be negative if applicable.

  • double

    This can be a whole number or a decimal value such as 0.5, and can also be negative if applicable.

  • bool

    Short for boolean, this can be true or false (no quotation marks).

  • string

    This is text and must be in "quotation marks".

  • object

    This is a nested JSON object with properties of its own.

  • array[datatype]

    This means you can have multiple entries of the data type inside the [brackets].

Base Properties

  • string name

    The creature's name, it is reocmmended not to change this value as it will break things and is used to associate a Model Class. Required.

  • string entityClass

    The Java Class to use for this creature, contains all behaviour, it is recommended not to change this as it will break things. Required.

  • string modelClass

    The Java Class to use for this creature's model. This is currently not implemented but will be soon to go with the new subspecies system. Required.

  • bool enable

    Set to false to completely disable this creature, any instances of the creature will be instantly removed and natural spawning will be disabled. Default: true

  • bool dummy

    Set to true for for dummy entities such as the Fear entity which is used to make mobs and players run around in fear, this stops uneeded extra stats and features from being loaded. Default: false

  • CreatureSpawn spawning

    The spawning settings for this creature. See the section below for more info. Required. (Not needed for dummies!)

  • double width

    The base width of the entity hitbox. Default: 0.8

  • double width

    The base height of the entity hitbox. Default 1.8

  • int experience

    How much xp this creature drops on death.

  • double health

    The base health that this creature should have.

  • double defense

    How much damage the creature blocks. Default 0

  • double armor

    How much armor the creature has, calculated on top of defense and can be pierced. Default 0

  • double speed

    The base movement speed of the creature. Default 24 (vanilla zombie speed)

  • double damage

    The base amount of damage the creature deals, this also affects projectiles fired by the creature.

  • double attackSpeed

    The base amount of melee attacks per second the creature can do. Note that this is restricted by the creature's update tick rate. Default 1.0 (1 attack every second)

  • double rangedSpeed

    The base amount of ranged attacks per second the creature can do. Note that this is restricted by the creature's update tick rate. Default 0.5 (1 attack every 2 seconds)

  • double effect

    The base duration (in seconds) of effects applied by the creature, note that some effects scale this value. Default 1.0 (1 second effect duration)

  • double amplifier

    The base amplifier of effects applied by the creature. Use 0 for level 1 effects, 1 for level 2, etc. Default -1 (disable element effect)

  • double pierce

    The base amount of damage dealth by the creature that is allowed to ignore the target's armor. Pierce is not additional damage. Default 1.0 (all mobs deal at least 1 damage)

  • double sight

    The base range (in blocks) that the creature can see other entities around it. Note that setting this to a really high value on common creatures can cause lag. Default 16

  • double knockbackResistance

    The base chance that the creature wont be knocked back from attacks where 0.0 is always and 1.0 is never. Default 0 (always knocked back)

  • string eggBackColor

    The hex color value of the creature's spawn egg background color. Ex: "#00ff00" for green. Required.

  • string eggForeColor

    The hex color value of the creature's spawn egg foreground color. Ex: "#ff00ff" for magenta. Required.

  • bool boss

    If true, the creature will be given boss status with extra features such as health loss mitigation and a boss health bar. Default: false

  • array[Subspecies] subspecies

    An array of Subspecies entries. Usually mobs have 2 uncommon subspecies and sometimes a third rare mini boss subspecies. It is recommended to try and keep the usually subspecies pattern for now. This will soon be changed to "colorVariations" and accompanies by "skinVariations" when the new subspecies system is implemented. Default: empty

    • string name

      The name of the subspecies. Should adhere to the avaialble ones as listed on this site, but custom ones can be used. Note that textures need to be provided for each subspecies of a creature too. Required.

    • string type

      The type of subspecies, can be "uncommon" or "rare". The first and second subspecies should normally be uncommon and the third rare, changing this may have unpredictable results. Required.

  • array[ColorVariation] colorVariations

    A list of color variation entires to be used by this creature. This will be part of the new subspecies system but is not yet implemented. Default: empty

    • string name

      The name of the color variation. Should adhere to the avaialble ones as listed on this site, but custom ones can be used. Note that textures need to be provided for each color variation of a creature too and for each skin variation. Required.

    • string type

      The type of color variation, can be "uncommon" or "rare". Rare color variations are considered to be mini bosses and may have additional behaviour and increased stats. Required.

  • array[SkinVariation] skinVariations

    A list of skin variation entires to be used by this creature. This will be part of the new subspecies system but is not yet implemented. Default: empty

    • string name

      The name of the skin variation. Can be entirely unique. Required.

    • string modelClass

      The model class to use for this skin variation, the model will then look for its own textures including color variation textures. In theory you could use any model class including models from other mods adn vanilla but results are completely unpredicatable. Required.

  • string element

    The Element used by the creature. Elements grant a creature resistances, buffs and debuffs based on their effect stats. See the Elements section for more info. Required. Can cause a crash if not set as this is integral!

  • bool peaceful

    If true, the creature wont be despawned on peaceful difficulty. Default: false

  • bool summonable

    If true and the creature's Java Class has pet AI, the creature will show as a summonable minion. Default: false

  • bool tameable

    If true and the creature's Java Class has pet AI, the creature will show as a summonable pet. Default: false

  • bool mountable

    If true and the creature's Java Class has pet AI, the creature will show as a summonable mount. Default: false

  • int summonCost

    How much Summoning Focus (if a minion) or Spirit (if a soulstoned pet or mount) the creature costs to summon. Default: 1

  • int dungeonLevel

    The Dungeon Level of the creature, for Lycanites Dungeons this affects what floor the mob appears on, but this is also used by other mods such as Doomlike Dungeons to assess difficulty. Default: -1 (All levels)

  • array[ItemDrop] drops

    A list of items the creature will drop. See the Item Drops page for more info. Default: Empty

Creature Spawn

The default spawning settings for each Creature are defined in a subsection for readability. Note that various Spawners will override these settings so be sure to check with each Spawner also.

  • bool enabled

    If false, the creature will not naturally spawn and will be ignored by all json spawners. The creature may still spawn from eggs and dungeons, etc. Default: true

  • bool disableSubspecies

    If true, the creature wont randomly choose a subspecies when spawning naturally. Default: false

  • array[string] spawners

    A list of spawners to use. These are the same as the name value of each json spawner and can also be: "creature", "monster" or "ambient" to use the vanilla spawners. Note that some Spawners also have a list of creatures defined in their config instead. Default: Empty

  • array[int] dimensionIds

    A list of dimension ids to restrict the creature to or from. Default: Empty

  • string dimensionListType

    How the dimension ID list works. Can be "whitelist" or "blacklist". Default: "whitelist"

  • array[string] biomeTags

    A list of Biome Tags to spawn in or avoid spawning in. Modded biomes should also make use of these tags making this very easy to manage. You can add a hyphen in front of a tag to make it negative. Ex: "cold", "-dense" to spawn in cold biomes but avoid dense biomes (lots of trees). Default: Empty

  • array[string] biomes

    A list of specific Biome IDs to spawn in.It is always better to use tags but if you need to target exact biomes you can use this. Default: Empty

  • bool ignoreBiome

    If true, all biome checks are ignored, use this instead of listing all biomes for efficiency. Default: false

  • int spawnWeight

    The weight of the creature for when it is randomly selected amongst other viable creatures to spawn. Higher weighted creatures are more likely to be chosen. Default: 8 (vanilla zombie)

  • int dungeonWeight

    The weight of the creature for when it is randomly selected amongst other viable creatures to be placed in vanilla dungeon spawners (and possibly modded spawners). Higher weighted creatures are more likely to be chosen. Set to 0 to disable this creature from dungeon spawners. Default: 200 (vanilla zombie)

  • int spawnAreaLimit

    How many of the creature are allowed in one area before they will no longer naturally spawn. Default: 5

  • int spawnGroupMin

    Used by the vanilla spawners, controls the minimum amount of the creature that are placed in an area in one go. Default: 1

  • int spawnGroupMin

    Used by the vanilla spawners, controls the maximum amount of the creature that are placed in an area in one go. Default: 3

  • bool spawnsInLight

    If true, the creature will naturally spawn in light areas, remember that many spawners ignore settings like these. Default: false

  • bool spawnsInDark

    If true, the creature will naturally spawn in dark areas, remember that many spawners ignore settings like these. Default: true

  • double worldDayMin

    The minimum total world days that must have passed before the creature can start naturally spawning. Default: -1 (ignore)

  • bool despawnNatural

    If true, the creature will naturally despawn over time. Default: true

  • bool despawnForced

    If true, the creature will naturally despawn over time regardless of other things stopping it such as name tagged creatures. Default: false

Elements

In "config/lycanitesmobs/elements." you can find json files for each Element. Elements are proeprties given to creatures that grant resistances, buffs and debuffs (depending on the creatures stats and behaviour).

  • string name

    The name of the element. Required.

  • array[string] components

    For Elements that can be created by fusing other elements, a list of the elements that make this element. Creatures will also inherit resistances from these components but not buffs or debuffs. Hence a Lava creature can't burn thanks to the Fire component. Default: Empty

  • string type

    The type of element this is, can be "primal" or "compound" or left out of the json (recommend) to make it automatic. Default: Auto (Set to "primal" if there are no components and "compound" if there are)

  • array[string] buffs

    A list of buff potion effect ids that creatures of this element may gain or grant to allies in some way. Default: Empty

  • array[string] debuffs

    A list of debuff potion effect ids that creatures of this element are resistant to and may inflict on enemies in some way. Use "burning" instead of an id to set mobs on fire. Default: Empty

  • double buffDurationMultiplier

    A multiplier applied to any buffs caused by this element. This may be applied to a creture's effect stat. Default: 1.0

  • double debuffDurationMultiplier

    A multiplier applied to any debuffs caused by this element. This may be applied to a creture's effect stat. Default: 1.0

  • bool canBurn

    If set to false, this element will grant creatures fire resistance, etc. Can be inherited by compound elements. Default: true

  • bool canFreeze

    If set to false, this element will grant creatures freeze resistance (ooze, frostfire, etc). Can be inherited by compound elements. Default: true