Lycanites Mobs

Spawners:

Lycanites Mobs (as of 1.17.2.0 for Minecraft 1.12) uses JSON entries to define spawners. These are fully customizable and your own spawners can be added as well.

Currently only mobs from Lycanites Mobs can be spawned from these Spawners. I will be looking into allowing it to control mobs from other mods and vanilla in the future.

Mob Spawn entries can be added to each spawner individually and the Spawners that mobs use can be set via the Spawn Types in the mob configs as well, simply use the name of the JSON Spawner.

As of 1.17.3.0 Mob Events are also defined entirely by json and can be found in the mobevents folder along with spawners for each mob event.

When testing you can also use the command "/lm spawners reload" to reload all JSON Spawners when in game and "/lm spawners creative" to have spawners react to creative mode players. The same can be used for "/lm mobevent" commands.

Default Spawners:

There are a few default spawners that come with Lycanites Mobs. If you want to edit a deafult spawner you must set "loadDefault" to false or delete it from the JSON otherwise your changes will be overwritten every time the game loads up.

  • Animal

    This is designed to replicate the vanilla CREATURE random spawner which slowly spawns animals overtime. This is currently disabled by default while it's being tested but can be enabled if using another mod that breaks vanilla spawning.

  • Animal Chunk

    This is designed to replicate the vanilla CREATURE chunk spawner which spawns peaceful mobs on newly generated chunks. This is currently disabled by default while it's being tested but can be enabled if using another mod that breaks vanilla spawning.

  • Beast

    This is designed to replicate the vanilla MONSTER random spawner which spawns mobs in dark areas. This is currently disabled by default while it's being tested but can be enabled if using another mod that breaks vanilla spawning.

  • Sky

    Spawns flying mobs randomly in the sky and on the surface (where the sky is exposed). Disabled in the Nether by default.

  • Storm

    Works the same as the Sky spawner but only during a storm (with or without rain). Set to Overworld and Twilight Forest only by default.

  • Lunar

    Works the same as the Sky spawner but only at night during a full moon. Set to Overworld and Twilight Forest only by default.

  • Underground

    Spawns mobs randomly underground (Where the sky is not exposed).

  • Water

    Spawns mobs randomly underwater.

  • Water Animal

    Spawns generally peaceful mobs randomly underwater at a very slow rate, similar to the Animal spawner.

  • Water Animal Chunk

    Spawns water mobs in newly generated chunks, similar to the Animal Chunk Spawner.

  • Waterfloor

    Spawns mobs randomly on the ground underwater.

  • Lava

    Spawns mobs randomly in lava. Ignores biome.

  • Ooze

    Spawns mobs randomly in ooze (blue ice-lava). Ignores biome.

  • Fire

    Spawns mobs randomly from fire (there must be a few blocks of fire witihn the area). Ignores biome.

  • Frostfire

    Spawns mobs randomly from frostfire (there must be a few blocks of frostfire witihn the area). Ignores biome.

  • Portal

    Spawns mobs randomly from Nether Portal blocks. Ignores biome and dimension.

  • Ore

    Spawns mobs randomly when ore blocks are broken by the player. Ignores biome.

  • Tree

    Spawns mobs randomly when blocks that are part of a tree are broken by the player. Ignores biome.

  • Crop

    Spawns mobs randomly when crop blocks are broken by the player (farm likes like wheat, vines, melon and pumpkin stalks). Ignores biome.

  • Glowstone

    Spawns mobs randomly when glowstone blocks are broken by the player. Ignores biome.

  • Death

    Has a low chance of spawning a mob when a non-undead mob is killed by the player. Ignores biome.

  • Undeath

    Has a low chance of spawning a mob when an undead mob is killed by the player. Ignores biome.

  • Sleep

    Has a low chance of spawning a mob when the player attempts to sleep at night. This used to be spammable in the old system but now has a 10 minute cooldown per player. Ignores biome.

  • Darkness

    Disabled by deafult. This is a special spawner that randomly ticks when a player in standing in a dark area, it first gives chat warnings and evenutally if the player doesn't return to the light, it spawns a mob on them. Ignores biome.

  • Fishing

    Has a low chance of spawning a mob when the player fishes up an item. Ignores biome.

  • Explosion

    Has a chance to spawn mobs from explosions (of a strength of 4 or greater by default). Ignores biome.

  • Nether

    Spawns mobs randomly on the ground in the Nether. Ignores biome, Nether only.

  • Nether Sky

    Spawns flying mobs randomly in the air in the Nether. Ignores biome, Nether only.

Creating Custom Spawners and Mob Events

You can create as many custom spawners as you like, though if you add a lot of spawners with very high block search ranges and rapid ticks you could slow the game down, however you can use conditions to filter down when spawners should activate a lot and save on a good amount of performance. You could have 100 custom spawners but if their conditions means only 3 of them are actually running at the same time then the performacne should be great.

To create a new spawner, simply add your Spawner JSON file to the "config/lycanitesmobs/spawners" folder. You can use the command "/lm spawners reload" when in game to reload all spawners allowing you to test on the fly! There is also a "JSONSpawners" 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 spawner is ignored.

Spawners are made up of 5 sections, the base Spawner properties, Spawn Conditions, Spawn Triggers, Spawn Locations and Mob Spawns.

You can always copy a default spawner and repurpose it instead of writing a new one from scratch too, just be sure to change the name or only one of the spawners will load!

You can also edit default mob events as well as add your own in "config/lycanitesmobs/mobevents". See the Mob Events section below for mor info.

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

There are several base properties, some are required, everything else has a default value.

  • string name

    This is a unique name for your spawner, try to avoid spaces and other special characters, names are not case sensitive so I recommend sticking to all lower case. Required.

  • string sharedName

    This is a non-unique name used to assign this spawner to creature/group configs. For example the 'water' and 'water chunk' spawners both have a shared name of 'water' so that any creature configs that use the water spawner use both spawners. Optional.

  • bool loadDefault

    This is only used by the default spawners and must be false or not present in the JSON to prevent the spawner from being overwritten when the game loads. You can simply leave it out of your custom spawners. Default false.

  • bool enabled

    Set to true to use these spawner or false to disable it, needed for disabling default spawners and handy for custom spawners that you want to disable but not delete. Default true.

  • int conditionsRequired

    Determines how many Spawn Conditions must be met. If set to 0 or less then Spawn Conditions all are required. Default 0 (all).

  • int triggersRequired

    Sets how many times any Spawn Trigger must activate (per player) before a wave is spawned. Please look at the Darkness Spawner to see this in action. Default 1.

  • array[object] triggerCountMessages

    You can add a chat message for specific Trigger counts, these can be lang file entries. Please look at the Darkness Spawner to see this in action. Default empty.

    • int count

      The trigger count for this message. Required.

    • string message

      The chat message to send to the player, this can be typed out in full here or can be a lang file key (recommended). Required.

  • string multipleLocations

    Determines how a Spawn Location is chosen if there are more than one defined. Can be: "order" (first location that can find a spawn point), "random" (picks a random Spawn Loction and just uses that) or "combine" (gets spawn points from all Spawn Locations). Default "combine".

  • int mobCount

    How many mobs to spawn each wave. Default 1.

  • bool ignoreDimensions

    If true, this Spawner will ignore all mob dimension checks (not Spawn Condition checks), this bypasses the checks in Mob Spawn entries as well as Mob Configs. Default false.

  • bool ignoreBiomes

    If true, this Spawner will ignore all biome checks, this bypasses the checks in Mob Spawns and Mob Configs. This is recommended if your Spawner should never care about biome as it saves on checks for performance. Default false.

  • bool ignoreCollision

    If true, this Spawner will ignore mob collision checks, this may cause mobs to become stuck and suffocate but is useful for smaller mobs, required Spawners that have a Block Break radius set (see blow) and good for noclip mobs (like the Phantom). Default false.

  • bool ignoreLightLevel

    If true, this Spawner will ignore light level checks, this bypasses the checks in Mob Spawns and Mob Configs. This is recommended if your Spawner should never care about light levels as it saves on checks for performance. Default false.

  • bool ignoreGroupLimit

    If true, this Spawner will ignore group limit checks, this bypasses the checks in Mob Spawns and Mob Configs. This is recommended if your Spawner should never care about group limits as it saves on checks for performance. Default false.

  • int groupLimitRange

    The range of how far (in blocks) this Spawner should check for surrounding mobs of the same type for the group spawn limit, don't go too high with this and rapid spawners or you will get lag. Default 32.

  • bool ignoreForgeCanSpawnEvent

    If set to true, the Forge Can Spawn Event is fired but its result is ignored, use this to prevent other mods from stopping the spawn via the event. Default false.

  • bool forceNoDespawn

    If true, mobs spawned by this Spawner will not naturally despawn. Default false.

  • bool enableWithoutMobs

    If true, this Spawner will act as enabled even if it can't find any mobs to spawn, useful if you just want to use trigger messages, etc. Default false.

  • string eventName

    If set, this is the name of the mob event that must be active, otherwise this Spawner is always active. Use this for mob event spawners. Default "" (empty).

  • int blockBreakRadius

    If set, when a mob is spawned, blocks in the radius around the spawned mob will be destroyed (0 would break only the block the mob spawned at). Spawners like the Ore Spawner use this. Default -1 (no block breaking).

  • array[Spawn Condition] conditions

    A list of Spawn Conditions that this Spawner will check. Default empty (Spawner will always work).

  • array[Spawn Triggers] triggers

    A list of Spawn Triggers that will attempt to start this Spawner. Default empty (Spawner will never start, so should have at least 1 Trigger to function).

  • array[Spawn Location] locations

    A list of Spawn Location that this Spawner will use to get spawn positions from. Default empty (Spawner will never be able to Spawn anything so should have at least 1 Spawn Location).

  • array[Mob Spawn] mobSpawns

    A list of Mob Spawns that this Spawner will pick mobs to spawn from on top of mobs that have this Spawner's name as a Spawn Type in the configs. Default empty (Just use spawns added via the config).

Spawn Conditions

Spawn Conditions determine if the Spawner should even try to run or not. These are checked first by Spawn Triggers and are very cheap for performance so you can have hundreds of these without a problem.

Each type of Spawn Condition has its own properties, some properties are shared mongst different types.

Shared Properties:
  • string type

    The type of Spawn Condition this is, if the type is not recognised, then it is ignored. Can be: "world", "player", "event", "date" or "group"


World Type:

Anything to do with the world that the Spawner is being triggered in.

  • array[int] dimensionIds

    The dimension IDs that the world must or must not match depending on the list type. Defult empty.

  • string dimensionListType

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

  • double worldDayMin

    The minimum world days that must have gone by, can accept fractions such as 5.25 for 5 and a quarter days. Default -1 (ignored).

  • double worldDayMax

    The maximum world days that must have gone by, can accept fractions such as 5.25 for 5 and a quarter days. Default -1 (ignored).

  • double worldDayN

    The interval of days this condition is true such as every 7 days. Default -1 (ignored).

  • int dayTimeMin

    The minimum time of the current world day. Default -1 (ignored).

  • int dayTimeMax

    The maximum time of the current world day. Default -1 (ignored).

  • string weather

    The weather, can be: "any", "clear", "rain", "storm", "rainstorm" (raining and thundering) or "notclear" (raining or thundering). Default "any".

  • int difficultyMin

    The minimum difficulty level. Default -1 (ignored).

  • int difficultyMax

    The maximum difficulty level. Default -1 (ignored).

  • int moonPhase

    The required moon phase. 0 is a full moon. Default -1 (ignored).


Player Type:

Anything to do with the player that is triggering the Spawner or being triggered around. If a Spawn Trigger has no player (currently all Triggers have a player involved somehow) then this condition will always fail.

  • string username

    The username of the player. Default "" (empty, ignored).

  • int levelMin

    The minimum experience level of the player. Default -1 (ignored).

  • int levelMax

    The maximum experience level of the player. Default -1 (ignored).

  • int timeMin

    The minimum time that the player has been playing, this is counted by Lycanites Mobs from when a player first ever spawns in. Default -1 (ignored).

  • int timeMax

    The maximum time that the player has been playing, this is counted by Lycanites Mobs from when a player first ever spawns in. Default -1 (ignored).

  • int lightLevelMin

    The minimum light level that the player must be in. Default -1 (ignored).

  • int lightLevelMax

    The maximum light level that the player must be in. Default -1 (ignored).

  • bool grounded

    If true, the player must be on the ground (ignored when false). Default false.

  • bool notGrounded

    If true, the player must not be on the ground (ignored when false). Default false.

  • bool inWater

    If true, the player must be in the water (ignored when false). Default false.

  • bool notInWater

    If true, the player must not be in the water (ignored when false). Default false.

  • array[string] heldItems

    A list of held items held by the player (in either hand) to filter by. You can use this to allow or deny spawners based on what the player is holding such as a specific tool, etc. Use item ids like "minecraft:air". Default empty.

  • string heldItemsListType

    Determines if the items list is a blacklist or whitelist. Default "whitelist".


Event Type:

This performs checks on the current Mob Event that is playing, if any.

  • string eventname

    The name of the Mob Event that must be active, this is all lowercase with no space, the same that is used with the "/lm mobevent start" command. Set to "" (empty) if no Mob Event must be playing instead. Required.

  • int eventTimeMin

    The minimum time (in ticks) the event must have been running for. Default -1 (ignored).

  • int eventTimeMax

    The maximum event time (in ticks), after this the condition will fail. Default -1 (ignored).


Date Type:

This performs checks on the IRL (system) date. See the Halloween and Yuletide Spawners for this in action.

  • int monthMin

    The minimum month that is must be. Default -1 (ignored).

  • int monthMax

    The maximum month that is must be. Default -1 (ignored).

  • int dayMin

    The minimum day of the month it must be. Default -1 (ignored).

  • int dayMax

    The maximum day of the month it must be. Default -1 (ignored).


Group Type:

This is a special Spawn Condition that allows you to nest more Spawn Conditions in it for more complex patterns such as if x and y or z.

  • array[Spawn Condition]

    A list of child Conditions that this Condition will check. Default empty.

  • int conditionsRequired

    Determines how many Spawn Conditions must be met. If set to 0 or less then Spawn Conditions all are required. Default 0 (all).

Spawn Triggers

Spawn Triggers are what make a Spawners start and are based on events from random ticks to certain blocks being broken, etc.

Each type of Spawn Trigger has its own properties, some properties are shared mongst different types.

Shared Properties:
  • string type

    The type of Spawn Trigger this is, if the type is not recognised, then it is ignored. Can be one of the listed below in lowercase, no space, Ex: "ore"

  • int count

    How much this influences the Spawner's trigger count by, usually just 1. If 0 this Trigger will instead completely reset the count, if negative it will reduce the count. See the Darkness Spawner for this in action. Default 1.

  • double chance

    The Chance of triggering where 1 is 100%. Can be 0.0-1.0. Default 1.

  • array[Spawn Condition]

    A Spawn Trigger can also have it's own list of Trigger-specific Spawn Conditions that are only checked for this Trigger. See the Darkness Spawner for this in action. Default empty.

  • int conditionsRequired

    Determines how many Spawn Conditions must be met. If set to 0 or less then Spawn Conditions all are required. Default 0 (all).


Tick Type:

This Trigger fires every tick rate and is good for generic random spawners as well as timed spawners. 20 ticks = 1 second.

  • int tickRate

    How many ticks between trigger attempts. Default 400 (every 20 seconds).

  • int lastTickDistanceMin

    The minimum distance the player must be away from the last tick position. Default -1 (ignored).

  • int lastTickDistanceMax

    The maximum distance the player must be away from the last tick position. Default -1 (ignored).


Block Type:

This Trigger fires when certain blocks are broken by the player.

  • bool playerOnly

    If true, only players can activate this Trigger, fake players are not counted as players. Default true.

  • bool onBreak

    If true, the Block Break event will activate this trigger. Default true.

  • bool onHarvest

    If true, the Block Harvest event will activate this trigger. Default true.

  • array[string] blocks

    A list of blocks to filter by. Use block ids like "minecraft:air". Default empty.

  • string blocksListType

    Determines if the blocks list is a blacklist or whitelist. Default "whitelist".

  • array[string] blockMaterials

    A list of block materials to filter by. Use the material name like "wood". Default empty.

  • string blockMaterialsListType

    Determines if the block materials list is a blacklist or whitelist. Default "blacklist".


Ore Type:

This Trigger fires when ore blocks are broken by the player.

  • Extends Block Type

    This type uses the same properties as the Block Type.


Tree Type:

This Trigger fires when blocks that are part of a tree are broken by the player. This searches for log blocks and then searchs up and to the side for leaves blocks.

  • Extends Block Type

    This type uses the same properties as the Block Type.


Crop Type:

This Trigger fires when crop blocks are broken by the player. This searches for vines, planted farm plants like Wheat as well as Melon and Pumpkin stalks.

  • Extends Block Type

    This type uses the same properties as the Block Type.


Kill Type:

This Trigger fires when the player kills another mob.

  • array[string] entityTypes

    A list of entity types to filter by, can be: "UNDEAD" (zombies, phantoms, etc), "UNDEFINED" (most mobs), "ARTHROPOD" (insects, arachnids, etc). Default empty.

  • string entityTypesListType

    Determines if the entity types list is a blacklist or whitelist. Default "whitelist".

  • array[string] entityIds

    A list of entity ids to filter by, you can get a mob's id from the creature page, but it usually follows a pattern like: "mountainmobs.jabberwock" or "minecraft.zombie", modded mobs may also work. Default empty.

  • string entityIdsListType

    Determines if the entity ids list is a blacklist or whitelist. Default "blacklist".


Sleep Type:

This Trigger fires when the player attempts to use a bed at night. If the Trigger is successful (passess random chance, but does not check if a mob actually spawns), the player is stopped from sleeping.

  • int cooldown

    How long (in ticks) until this trigger can be started again, this is done per player. Default 1200 (10 minutes).


Fishing Type:

This Trigger fires when the player fishes up an item. This has no special properties of its own.


Explosion Type:

This Trigger fires when an explosion occurs. Usually there is no player object involved with this so any player conditions will make the spawner fail.

  • int strength

    How strong the explosion has to be to trigger this spawner. Default 4 (TNT's strength).

Spawn Locations

Spawn Locations are used to decide where to place the newly spawned mobs relative to the Trigger Position (this is decided by the Trigger and usually the player position or broken block position).

Shared Properties:
  • array[int] rangeMin

    The minimum xyz range in blocks from the trigger position to spawn mobs from. This must be an array of 3 integers. Default [0, 0, 0].

  • array[int] rangeMax

    The maximum xyz range in blocks from the trigger position to spawn mobs from. This must be an array of 3 integers. Default [0, 0, 0].

  • string sorting

    When multiple spawn positions are found, this determines how they are sorted before spawning mobs at them. Can be "random", "near", "far". Default "random".


Base Type

Base can be used as a type for a simple location, be it random near the player or precisely on the trigger position. Block based Spawners such as the Ore Spawner use this with everything at default settings.


Block Type

This type finds locations that are a specific block. The Lava and Fire Spawners use this. For larger areas such as those used by the Animal or Water Spawners, the Random Type is much more effcient and has additional features.

  • array[string] blocks

    A list of blocks to filter by. Use block ids like "minecraft:air". Default empty.

  • string listType

    Determines if the blocks list is a blacklist or whitelist. Default "whitelist".

  • bool surface

    If true, positions that can see the sky are allowed. Default true.

  • bool underground

    If true, positions that can not see the sky are allowed. Default true.


Material Type

This works the same as the Block Type but filters by Block Material instead of specific blocks. This uses the properties that the Block Type uses but with the materials property instead of blocks.

  • array[string] materials

    A list of block materials to filter by. Default empty.


Random Type

This is a more advanced location that works better for broader areas like on the world surface, in caverns, underwater, etc instead of specific areas like pockets of Lava or Ooze. This uses the properties that the Block Type uses with additional properties.

  • int limit

    How many random positions to find. Try not to find more positions than the mob spawn limit of the Spawner as they are just unused it's just a waste of processing. Default 32.

  • bool solidGround

    If true positions require a solid walkable block underneath rather than being able to float in the air/water. This is ideal for land based spawners as well as for spawning mobs on the bottom of the ocean, etc. For flying mobs you'll want this to be false or they'll all spawn on the ground. Default false.

  • double easyDifficultyRangeScale

    This scales the x and z range values by this amount when on Easy or Peaceful Difficulty. Default 1.5.

  • double normalDifficultyRangeScale

    This scales the x and z range values by this amount when on Normal Difficulty. Default 1.

  • double hardDifficultyRangeScale

    This scales the x and z range values by this amount when on ard and above Difficulty. Default 0.5.

Mob Spawns

There are two ways to add mobs to a Spawner. They can have the Spawner's name as a Spawn Type in their config (recommended for more generic spawners) or you can specific them with Mob Spawn entries in the Spawner instead (better for special spawners that are more specific).

Properties:
  • bool ignoreForgeCanSpawnEvent

    If set to true, the Forge Can Spawn Event is fired but its result is ignored, use this to prevent other mods from stopping the spawn via the event. Default false.

  • bool ignoreMobInstanceConditions

    If set to true, all mob instance spawn checks are ignored. This includes all checks for none Lycanites Mobs, Group Limits and Light Levels. Default false.

  • bool ignoreDimension

    If set to true, this mob will ignore Dimension checks. This will not prevent a World Spawn Condition Dimension check however. Default false.

  • string biomeCheck

    This determines if the biome that the mob is spawning in should be "ignored", "checked" or "default" where it refers to the mob config instead. Default "default".

  • bool ignoreLightLevel

    If set to true, this mob will ignore its Light Level checks. Default false.

  • bool ignoreGroupLimit

    If set to true, this mob will ignore its Group Limit checks. Default false.

  • int weight

    The Spawn Weight to use, mobs with higher weights are more likely to spawned than mobs with lower Weights. Zombies have a weight of 8 which is standard. Crusks (large tough desert mobs) have a weight of 2. Default -1 (use mob config weight).

  • double chance

    The Spawn Chance to use, can be 0.0 to 1.0 where 1 = 100%. This is the chance of this mob not being selected for the next spawn wave. It is recommended to just use weights instead and to leave this at 1. Default -1 (use the default chance set via the mob config)

  • int blockCost

    This determines how many spawn positions must have been found by the Spawn Locations. Recommended for block-based Spawn Locations. See the Fire Spawner for an example of this in action. Default -1 (use mob config).

  • string mobNameTag

    Sets a custom name tag to a mob spawned with this Mob Spawn.

  • string naturalDespawn

    Whether the spawned mob will be persistent and wont naturally despawn. Can be: "default" (mob config), "true" or "false", this is a string not a boolean so make sure you use quotations here.

  • double mobSizeScale

    A custom scale for the physical size of the spawned mob. Only works with Lycanites Mobs.

  • int subspecies

    If set, the spawned mob will have its subspecies changed to this value. Only works with Lycanites Mobs.

  • bool fixate

    If true, the spawned mob will fixate on the player that triggered the spawn, always attacking that player. Only works with Lycanites Mobs.

  • int mobLevel

    The level boost of the mob spawned, higher levels increase the stats by a small amount. This is added to the starting mob level (normally just 1). Default 0 (no level boosts).

Mob Events

Default mob events can be viewed an editing in config/lycanitesmobs/mobevents and you can also add your own custom mob events there too! You will need to use resource packs or resource loader mods to pull in custom event graphics and sounds however.

Properties:
  • string name

    The unique name of the mob event. Required.

  • string title

    The non-unique title of the mob event, can be the same as other mob events names or titles, this is used for the event's printed name, textures and sounds. Optional.

  • bool enabled

    Whether this event is active or not, this bypasses all checks and triggers, etc. Use this to disable default events or to turn off custom events without deleting them. Default true.

  • string channel

    The channel that this event should use. Can be: world (affects all players in the world), boss (for boss events) or player (the event is unique to the player, for area events). Required.

  • int duration

    How long (in ticks) this mob event will be in the spawning phase for. After this the event is considered over but spawned mobs may linger. Default 1200 (60 seconds).

  • int conditionsRequired

    Determines how many Conditions must be met. If 0 or less all are required. Default 0.

  • bool interuptWorldEvents

    If set to true, when this event starts it will stop any active event on the world channel. Events on the world channel normally wont start is another world event is active but this will override that as well. Default false.

  • int levelBoostMin

    The minimum amount of levels to give a mob spawned by this event. Default 0.

  • int levelBoostMax

    The maximum amount of levels to give a mob spawned by this event. Default 9.

  • array[Spawn Condition] conditions

    A list of all Spawn Conditions (same as the ones used by Spawners) which determine if the Triggers should be active or not. Default empty (Event will always be allowed).

  • array[Mob Event Trigger] triggers

    A list of all Mob Event Triggers (different to the ones used by Spawners) which listen to events and ticks and attempt to start an event, if conditions are met. Default empty (The event will never fire unless done by command).

  • array[Mob Event Effect] effects

    A list of all Mob Event Effects which perform various actions during an event. Default empty (No special actions).

Mob Event Trigger

Mob Event Triggers are different to Spawner Triggers and are used for starting Mob Events in various ways ushc as just listening to the random event starter or through regular intervals, etc.

Shared Properties:
  • array[Spawn Condition] conditions

    A list of spawn conditions that are required for this event trigger. Useful if you want different triggers to use different conditions rather than just the base mob event conditions. Default empty.

  • int conditionsRequired

    Determines how many Conditions must be met. If 0 or less all are required. Default 0.


Random:
  • int weight

    The weight of this Trigger, higher weights means that it is most likely to get picked. Default 8.

  • int priority

    The priority of this Trigger. This is usually 1 but if a higher priority Trigger has its conditions met, it will be picked first regardless of its weight. Seasonal mob events use this to override standard events. Default 1.


Tick:
  • double chance

    The chance of this Trigger successfully firing every trigger tick. (0.0 - 0.1) Default 1.

  • int tickRate

    How many ticks between trigger attempts. Default 400 (20 seconds).


Altar:

Altars are currently hard coded but I'm looking at making them JSON defineable in the future to trigger both events and spawners.

See the Events and Altars page for a list of default altars, the name is Title Case with no spaces such as "EbonCacodemonAltar" or "RahovartAltar".

  • string altarName

    The name of the altar. Required.

Mob Event Effect

Mob Event Effects perform special actions while events are active. I hope to add a wide range of effects in the future.

Shared Properties:
  • double eventTicksMin

    The minimum time in ticks that the event must have been active for. Default 0.

  • double eventTicksMax

    The maximum time in ticks that the event must have been active for. Default 0 (ignored).

  • double eventTicksN

    The interval of ticks to trigger this effect. Such as every 20 ticks for every second. Default 0 (every tick, same as 1).


World:
  • string rain

    Controls the rain. Can be: "none", "start" or "stop". Default "none".

  • string thunder

    Controls the thundering. Can be: "none", "start" or "stop". Default "none".

  • int dayTime

    If set, changes the time of day. 20000 is good for night time events. This only moves the day time forwards and not backwards. Default -1 (no changes).


Structure:

Structures (such as boss arenas) are currently hard coded, I will look into loading structures from JSON in the future for custom boss arenas, etc.

  • string structureBuilderName

    The Structure Builder to activate. See the Rahovart or Asmodeus events for their arena names. This will be remvoed for something better when custom JSON structures are added.

Mob of The Day!

Shambler

Shambler