
#Misc Settings
[misc]
	#List of egg data: each entry is [block_id, entity_id].
	#This is used for the nest block, for eggs that can hatch, add the block to the animal_egg tag to be placeable or to the next config
	#Primal eggs are already defined
	eggData = [["minecraft:turtle_egg", "minecraft:turtle"], ["minecraft:sniffer_egg", "minecraft:sniffer"], ["nomansland:tortoise_egg", "nomansland:tortoise"]]
	#To add egg blocks directly instead of modifying the animal_egg tag
	extraPlaceableEggs = []

#Mob Settings
[mob]

	[mob.replaced_models]
		#Toggle model replacements for certain mobs
		polarBearModelChange = true
		foxModelChange = true
		rabbitModelChange = true
		wolfModelChange = true
		dolphinModelChange = true

	[mob.misc]
		#Multiple random options
		polarBearIncreasesHealth = true
		wolfIncreasesHealth = true
		foxIncreasesHealth = true

		[mob.misc.babyCustomModels]
			#If for some reason you don't want the cute babies custom models, you can disable them here, and they will use the adult model with a big head.
			#You need to restart the game after changing these options.
			#Default for all=true
			bearBabyCustomModel = true
			crocodileBabyCustomModel = true
			cassowaryBabyCustomModel = true
			walrusBabyCustomModel = true
			lionBabyCustomModel = true
			snakeBabyCustomModel = true
			deerBabyCustomModel = true

	#Vanilla Mobs New Spawn - tweak natural spawn
	[mob.dolphin]

		[mob.dolphin.cold]
			#Enable or disable cold dolphins spawning
			#Default=true
			enableDolphinColdSpawn = true
			#Spawn weight for cold dolphins (higher = more common)
			#Default=2
			#Range: > 1
			dolphinColdSpawnWeight = 2
			#Minimum group size for cold dolphins, it MUST be lesser than max group size
			#Default=1
			#Range: > 1
			dolphinColdMinGroup = 1
			#Maximum group size for cold dolphins, it MUST be greater than min group size
			#Default=2
			#Range: > 1
			dolphinColdMaxGroup = 2
			#Extra biomes (separated from biome tag) where cold dolphins can spawn.
			#Must be written as full biome IDs (e.g. "minecraft:plains", "nomansland:maple_forest")
			#You can use biome tags too, just put a # before (e.g. "#minecraft:is_forest", "#nomansland:is_river")
			#Default = []
			dolphinColdExtraBiomes = []

	[mob.rabbit]

		[mob.rabbit.badlands]
			#Enable or disable badlands rabbits spawning
			#Default=true
			enableRabbitBadlandsSpawn = true
			#Spawn weight for badlands rabbits (higher = more common)
			#Default=5
			#Range: > 1
			rabbitBadlandsSpawnWeight = 5
			#Minimum group size for badlands rabbits, it MUST be lesser than max group size
			#Default=1
			#Range: > 1
			rabbitBadlandsMinGroup = 1
			#Maximum group size for badlands rabbits, it MUST be greater than min group size
			#Default=2
			#Range: > 1
			rabbitBadlandsMaxGroup = 3
			#Extra biomes (separated from biome tag) where badlands rabbits can spawn.
			#Must be written as full biome IDs (e.g. "minecraft:plains", "nomansland:maple_forest")
			#You can use biome tags too, just put a # before (e.g. "#minecraft:is_forest", "#nomansland:is_river")
			#Default = []
			rabbitBadlandsExtraBiomes = []

	#Primal Mobs Spawn - tweak natural spawn
	#(Eagles only spawn on nests, tweak the nest spawn in world section)
	[mob.bear]

		[mob.bear.single]
			#Enable or disable bear single spawning
			#Default=true
			enableBearSingleSpawn = true
			#Spawn weight for single bears (higher = more common)
			#Default=15
			#Range: > 1
			bearSingleSpawnWeight = 15
			#Minimum group size for single bears, it MUST be lesser than max group size
			#Default=1
			#Range: > 1
			bearSingleMinGroup = 1
			#Maximum group size for single bears, it MUST be greater than min group size
			#Default=1
			#Range: > 1
			bearSingleMaxGroup = 1
			#Extra biomes (separated from biome tag) where single bears can spawn.
			#Must be written as full biome IDs (e.g. "minecraft:plains", "nomansland:maple_forest")
			#You can use biome tags too, just put a # before (e.g. "#minecraft:is_forest", "#nomansland:is_river")
			#Default = []
			bearSingleExtraBiomes = []

		[mob.bear.group]
			#Enable or disable bear group spawning (with babies)
			#Default=true
			enableBearGroupSpawn = true
			#Spawn weight for bear groups (higher = more common)
			#Default=5
			#Range: > 1
			bearGroupSpawnWeight = 5
			#Minimum group size for bear groups, it MUST be lesser than max group size
			#Default=2
			#Range: > 1
			bearGroupMinGroup = 2
			#Maximum group size for bear groups, it MUST be greater than min group size
			#Default=2
			#Range: > 1
			bearGroupMaxGroup = 2
			#Extra biomes (separated from biome tag) where bear groups can spawn.
			#Must be written as full biome IDs (e.g. "minecraft:plains", "nomansland:maple_forest")
			#You can use biome tags too, just put a # before (e.g. "#minecraft:is_forest", "#nomansland:is_river")
			#Default = []
			bearGroupExtraBiomes = []

	[mob.crocodile]

		[mob.crocodile.normal]
			#Enable or disable crocodile spawning in swampy/jungle biomes
			#Default=true
			enableCrocodileNormalSpawn = true
			#Spawn weight for crocodiles in swampy/jungle biomes (higher = more common)
			#Default=20
			#Range: > 1
			crocodileNormalSpawnWeight = 20
			#Minimum group size for crocodiles in swampy/jungle biomes, it MUST be lesser than max group size
			#Default=1
			#Range: > 1
			crocodileNormalMinGroup = 1
			#Maximum group size for crocodiles in swampy/jungle biomes, it MUST be greater than min group size
			#Default=1
			#Range: > 1
			crocodileNormalMaxGroup = 1
			#Extra biomes (separated from biome tag) where normal crocodiles can spawn.
			#Must be written as full biome IDs (e.g. "minecraft:plains", "nomansland:maple_forest")
			#You can use biome tags too, just put a # before (e.g. "#minecraft:is_forest", "#nomansland:is_river")
			#Default = []
			crocodileNormalExtraBiomes = []

		[mob.crocodile.warm]
			#Enable or disable crocodile spawning in warm biomes
			#Default=true
			enableCrocodileWarmSpawn = true
			#Spawn weight for crocodiles in warm biomes (higher = more common)
			#Default=3
			#Range: > 1
			crocodileWarmSpawnWeight = 3
			#Minimum group size for crocodiles in warm biomes, it MUST be lesser than max group size
			#Default=1
			#Range: > 1
			crocodileWarmMinGroup = 1
			#Maximum group size for crocodiles in warm biomes, it MUST be greater than min group size
			#Default=1
			#Range: > 1
			crocodileWarmMaxGroup = 1
			#Extra biomes (separated from biome tag) where warm crocodiles can spawn
			#Must be written as full biome IDs (e.g. "minecraft:plains", "nomansland:maple_forest")
			#You can use biome tags too, just put a # before (e.g. "#minecraft:is_forest", "#nomansland:is_river")
			#Default = []
			crocodileWarmExtraBiomes = []

	[mob.shark]

		[mob.shark.single]
			#Enable or disable single shark spawning
			#Default=true
			enableSingleSharkSpawn = true
			#Spawn weight for single sharks (higher = more common)
			#Default=2
			#Range: > 1
			sharkSingleSpawnWeight = 2
			#Minimum group size for single sharks, it MUST be lesser than max group size
			#Default=1
			#Range: > 1
			sharkSingleMinGroup = 1
			#Maximum group size for single sharks, it MUST be greater than min group size
			#Default=1
			#Range: > 1
			sharkSingleMaxGroup = 1
			#Extra biomes (separated from biome tag) where single sharks can spawn.
			#Must be written as full biome IDs (e.g. "minecraft:plains", "nomansland:maple_forest")
			#You can use biome tags too, just put a # before (e.g. "#minecraft:is_forest", "#nomansland:is_river")
			#Default = []
			sharkSingleExtraBiomes = []

		[mob.shark.group]
			#Enable or disable group shark spawning
			#Default=true
			enableSharkGroupSpawn = true
			#Spawn weight for shark groups (higher = more common)
			#Default=1
			#Range: > 1
			sharkGroupSpawnWeight = 1
			#Minimum group size for shark groups, it MUST be lesser than max group size
			#Default=1
			#Range: > 1
			sharkGroupMinGroup = 1
			#Maximum group size for shark groups, it MUST be greater than min group size
			#Default=3
			#Range: > 1
			sharkGroupMaxGroup = 3
			#Extra biomes (separated from biome tag) where shark groups can spawn.
			#Must be written as full biome IDs (e.g. "minecraft:plains", "nomansland:maple_forest")
			#You can use biome tags too, just put a # before (e.g. "#minecraft:is_forest", "#nomansland:is_river")
			#Default = []
			sharkGroupExtraBiomes = []

	[mob.walrus]

		[mob.walrus.coast]
			#Enable or disable walrus spawning on coasts
			#Default=true
			enableWalrusCoastSpawn = true
			#Spawn weight for walruses on coasts (higher = more common)
			#Default=3
			#Range: > 1
			walrusCoastSpawnWeight = 3
			#Minimum group size for walruses on coasts, it MUST be lesser than max group size
			#Default=3
			#Range: > 1
			walrusCoastMinGroup = 3
			#Maximum group size for walruses on coasts, it MUST be greater than min group size
			#Default=5
			#Range: > 1
			walrusCoastMaxGroup = 5
			#Extra biomes (separated from biome tag) where walruses on coasts can spawn.
			#Must be written as full biome IDs (e.g. "minecraft:plains", "nomansland:maple_forest")
			#You can use biome tags too, just put a # before (e.g. "#minecraft:is_forest", "#nomansland:is_river")
			#Default = []
			walrusCoastExtraBiomes = []

		[mob.walrus.ocean]
			#Enable or disable walrus spawning on oceans (Walruses only spawn on the ground)
			#Default=true
			enableWalrusOceanSpawn = true
			#Spawn weight for walruses on oceans (Walruses only spawn on the ground) (higher = more common)
			#Default=1
			#Range: > 1
			walrusOceanSpawnWeight = 1
			#Minimum group size for walruses on oceans (Walruses only spawn on the ground), it MUST be lesser than max group size
			#Default=1
			#Range: > 1
			walrusOceanMinGroup = 2
			#Maximum group size for walruses on oceans (Walruses only spawn on the ground), it MUST be greater than min group size
			#Default=3
			#Range: > 1
			walrusOceanMaxGroup = 3
			#Extra biomes (separated from biome tag) where walruses on oceans can spawn (Walruses only spawn on the ground).
			#Must be written as full biome IDs (e.g. "minecraft:plains", "nomansland:maple_forest")
			#You can use biome tags too, just put a # before (e.g. "#minecraft:is_forest", "#nomansland:is_river")
			#Default = []
			walrusOceanExtraBiomes = []

	[mob.lion]

		[mob.lion.savanna]
			#Enable or disable lion spawning on savanna
			#Default=true
			enableLionSavannaSpawn = true
			#Spawn weight for lions (higher = more common)
			#Default=5
			#Range: > 1
			lionSavannaSpawnWeight = 5
			#Minimum group size for lions, it MUST be lesser than max group size
			#Default=2
			#Range: > 1
			lionSavannaMinGroup = 2
			#Maximum group size for lions, it MUST be greater than min group size
			#Default=5
			#Range: > 1
			lionSavannaMaxGroup = 5
			#Extra biomes (separated from biome tag) where lions can spawn.
			#Must be written as full biome IDs (e.g. "minecraft:plains", "nomansland:maple_forest")
			#You can use biome tags too, just put a # before (e.g. "#minecraft:is_forest", "#nomansland:is_river")
			#Default = []
			lionSavannaExtraBiomes = []

		[mob.lion.snowy]
			#Enable or disable cave lions spawning on snowy biomes
			#Default=true
			enableLionSnowySpawn = true
			#Spawn weight for cave lions (higher = more common)
			#Default=1
			#Range: > 1
			lionSnowySpawnWeight = 1
			#Minimum group size for cave lions, it MUST be lesser than max group size
			#Default=2
			#Range: > 1
			lionSnowyMinGroup = 2
			#Maximum group size for cave lions, it MUST be greater than min group size
			#Default=3
			#Range: > 1
			lionSnowyMaxGroup = 3
			#Extra biomes (separated from biome tag) where cave lions can spawn.
			#Must be written as full biome IDs (e.g. "minecraft:plains", "nomansland:maple_forest")
			#You can use biome tags too, just put a # before (e.g. "#minecraft:is_forest", "#nomansland:is_river")
			#Default = []
			lionSnowyExtraBiomes = []

	[mob.snake]

		[mob.snake.overworld]
			#Enable or disable snake spawning (the spawn from hollow logs is in the world section)
			#Default=true
			enableSnakeSpawn = true
			#Spawn weight for snakes (higher = more common)
			#Default=2
			#Range: > 1
			snakeSpawnWeight = 2
			#Minimum group size for snakes, it MUST be lesser than max group size
			#Default=1
			#Range: > 1
			snakeMinGroup = 1
			#Maximum group size for snakes, it MUST be greater than min group size
			#Default=1
			#Range: > 1
			snakeMaxGroup = 1
			#Extra biomes (separated from biome tag) where snakes can spawn.
			#Must be written as full biome IDs (e.g. "minecraft:plains", "nomansland:maple_forest")
			#You can use biome tags too, just put a # before (e.g. "#minecraft:is_forest", "#nomansland:is_river")
			#Default = []
			snakeExtraBiomes = []

	[mob.deer]

		[mob.deer.forest]
			#Enable or disable deer spawning on forests
			#Default=true
			enableDeerForestSpawn = true
			#Spawn weight for deer on forests (higher = more common)
			#Default=12
			#Range: > 1
			deerForestSpawnWeight = 12
			#Minimum group size for deer on forests, it MUST be lesser than max group size
			#Default=3
			#Range: > 1
			deerForestMinGroup = 3
			#Maximum group size for deer on forests, it MUST be greater than min group size
			#Default=6
			#Range: > 1
			deerForestMaxGroup = 6
			#Extra biomes (separated from biome tag) where deer on forests can spawn.
			#Must be written as full biome IDs (e.g. "minecraft:plains", "nomansland:maple_forest")
			#You can use biome tags too, just put a # before (e.g. "#minecraft:is_forest", "#nomansland:is_river")
			#Default = []
			deerForestExtraBiomes = []

		[mob.deer.snowy]
			#Enable or disable deer spawning on snowy biomes
			#Default=true
			enableDeerSnowySpawn = true
			#Spawn weight for deer on snowy biomes (higher = more common)
			#Default=3
			#Range: > 1
			deerSnowySpawnWeight = 3
			#Minimum group size for deer on snowy biomes, it MUST be lesser than max group size
			#Default=2
			#Range: > 1
			deerSnowyMinGroup = 2
			#Maximum group size for deer on snowy biomes, it MUST be greater than min group size
			#Default=4
			#Range: > 1
			deerSnowyMaxGroup = 4
			#Extra biomes (separated from biome tag) where deer on snowy biomes can spawn.
			#Must be written as full biome IDs (e.g. "minecraft:plains", "nomansland:maple_forest")
			#You can use biome tags too, just put a # before (e.g. "#minecraft:is_forest", "#nomansland:is_river")
			#Default = []
			deerSnowyExtraBiomes = []

#World Settings
[world]

	[world.river_reeds]
		#Enable or disable river reeds spawning, they spawn alongside some cattails
		#Default=true
		riverReedsSpawnInWorld = true
		#Patch rarity for river reeds, they spawn alongside some cattails
		#Default=2
		#Range: > 0
		riverReedsPatchRarity = 2
		#Patch horizontal spread (XZ) for river reeds, they spawn alongside some cattails
		#Default=8
		#Range: > 0
		riverReedsPatchSpreadXZ = 8
		#Patch vertical spread (Y) for river reeds, they spawn alongside some cattails
		#Default=5
		#Range: > 0
		riverReedsPatchSpreadY = 5
		#Extra biomes (separated from biome tag) where river reeds can spawn, they spawn alongside some cattails.
		#Must be written as full biome IDs (e.g. "minecraft:plains", "nomansland:maple_forest")
		#You can use biome tags too, just put a # before (e.g. "#minecraft:is_forest", "#nomansland:is_river")
		#Default = []
		riverReedsExtraBiomes = []

	[world.cattails]
		#Enable or disable cattails spawning
		#Default=true
		cattailsSpawnInWorld = true
		#Cattails can generate alongside river reeds, this is to decrease them or disable the replacing
		#This is separated from the normal spawning on swamps
		#Put 0 to disable the replacing. It is on percentage (1 means 100%, 0.3 means 30%)
		#Default=0.33
		#Range: 0.0 ~ 1.0
		cattailsAlongsideRiverReedsProbability = 0.3
		#Patch rarity for cattails
		#Default=2
		#Range: > 0
		cattailsPatchRarity = 2
		#Patch horizontal spread (XZ) for cattails
		#Default=8
		#Range: > 0
		cattailsPatchSpreadXZ = 8
		#Patch vertical spread (Y) for cattails
		#Default=5
		#Range: > 0
		cattailsPatchSpreadY = 5
		#Extra biomes (separated from biome tag) where cattails can spawn.
		#Must be written as full biome IDs (e.g. "minecraft:plains", "nomansland:maple_forest")
		#You can use biome tags too, just put a # before (e.g. "#minecraft:is_forest", "#nomansland:is_river")
		#Default = []
		cattailsExtraBiomes = []

	[world.seashells]
		#Enable or disable seashells spawning
		#Default=true
		seaShellsSpawnInWorld = true
		#Patch rarity for seashells
		#Default=5
		#Range: > 0
		seaShellsPatchRarity = 5
		#Number of tries per patch for seashells
		#Default=96
		#Range: > 0
		seaShellsPatchTries = 96
		#Patch horizontal spread (XZ) for seashells
		#Default=6
		#Range: > 0
		seaShellsPatchSpreadXZ = 6
		#Patch vertical spread (Y) for seashells
		#Default=2
		#Range: > 0
		seaShellsPatchSpreadY = 2
		#Extra biomes (separated from biome tag) where seashells can spawn.
		#Must be written as full biome IDs (e.g. "minecraft:plains", "nomansland:maple_forest")
		#You can use biome tags too, just put a # before (e.g. "#minecraft:is_forest", "#nomansland:is_river")
		#Default = []
		seaShellsExtraBiomes = []

	[world.thorny_acacia]
		#Enable or disable thorny acacia trees spawning
		#Default=true
		thornyAcaciaSpawnInWorld = true
		#Probability of a thorny acacia replacing the generation of an acacia tree
		#Lower values make the tree rarer. It is on percentage (1 means 100%, 0.3 means 30%)
		#Minimum = 0.0
		#Default = 0.25
		#Range: 0.0 ~ 1.0
		thornyAcaciaProbabilityOfReplacing = 0.25
		#Extra biomes (separated from biome tag) where thorny acacia trees can spawn.
		#Thorny acacia trees replace ONLY acacia trees.
		#Must be written as full biome IDs (e.g. "minecraft:plains", "nomansland:maple_forest")
		#You can use biome tags too, just put a # before (e.g. "#minecraft:is_forest", "#nomansland:is_river")
		#Default = []
		thornyAcaciaExtraBiomes = []

	[world.hollow_logs]
		#Enable or disable hollow oak logs spawning.
		#Default=true
		hollowOakLogSpawnInWorld = true
		#Enable or disable hollow spruce logs spawning.
		#Default=true
		hollowSpruceLogSpawnInWorld = true
		#Enable or disable hollow birch logs spawning.
		#Default=true
		hollowBirchLogSpawnInWorld = true
		#Enable or disable hollow jungle logs spawning.
		#Default=true
		hollowJungleLogSpawnInWorld = true
		#Enable or disable hollow acacia logs spawning.
		#Default=true
		hollowAcaciaLogSpawnInWorld = true
		#Enable or disable hollow dark oak logs spawning.
		#Default=true
		hollowDarkOakLogSpawnInWorld = true
		#Enable or disable hollow mangrove logs spawning.
		#Default=true
		hollowMangroveLogSpawnInWorld = true
		#Probability of an empty hollow log spawning, each entry is a different tree.
		#Lower values make the hollow log rarer. It is on percentage (1 means 100%, 0.3 means 30%, 0.002 means 0.2%)
		#Minimum = 0.00
		#Default = [0.004, 0.002, 0.001, 0.01, 0.002, 0.15, 0.002]
		#The list goes: Oak, Spruce, Birch, Jungle, Acacia, Dark Oak and Mangrove.
		hollowLogEmptyProbability = [0.004, 0.002, 0.001, 0.08, 0.002, 0.15, 0.002]
		#Probability of a hollow log with snakes inside spawning, each entry is a different tree.
		#Lower values make the hollow log rarer. It is on percentage (1 means 100%, 0.3 means 30%, 0.002 means 0.2%)
		#For reference, a bee nest on vanilla has 0.2% of spawning on a tree on a normal forest.
		#Minimum = 0.00
		#Default = [0.003, 0.002, 0.002, 0.002, 0.004, 0.002, 0.002]
		#The list goes: Oak, Spruce, Birch, Jungle, Acacia, Dark Oak and Mangrove.
		hollowLogSnakeProbability = [0.002, 0.002, 0.002, 0.002, 0.004, 0.002, 0.002]
		#Extra biomes (separated from the biome tag) where hollow logs can spawn.
		#Hollow logs can replace any log with air in front of the log hole generated within a tree,
		#as long as they are inside the proper biome and the hollow version of the log actually exists.
		#Must be written as full biome IDs (e.g. "minecraft:plains", "nomansland:maple_forest")
		#You can use biome tags too, just put a # before (e.g. "#minecraft:is_forest", "#nomansland:is_river")
		#Default = []
		hollowTreesExtraBiomes = []

	[world.eagle_nest]
		#Enable or disable eagle nest spawning
		#Default=true
		eagleNestSpawnInWorld = true
		#Rarity of eagle nests (higher = rarer)
		#Default=30
		#Range: > 0
		eagleNestRarity = 30
		#Number of tries per patch for eagle nests
		#Default=12
		#Range: > 0
		eagleNestTries = 12
		#Patch horizontal spread (XZ) for eagle nests
		#Default=1
		#Range: > 0
		eagleNestSpreadXZ = 1
		#Patch vertical spread (Y) for eagle nests
		#Default=0
		#Range: > 0
		eagleNestSpreadY = 0
		#Extra biomes (separated from biome tag) where eagle nests can spawn.
		#Must be written as full biome IDs (e.g. "minecraft:plains", "nomansland:maple_forest")
		#You can use biome tags too, just put a # before (e.g. "#minecraft:is_forest", "#nomansland:is_river")
		#Default = []
		eagleNestExtraBiomes = []

	[world.cassowary_nest]
		#Enable or disable cassowary nest spawning
		#Default=true
		cassowaryNestSpawnInWorld = true
		#Rarity of cassowary nests (higher = rarer)
		#Note: Cassowary nests can only generate if there is air on all sides of the origin, which makes them rarer in areas with a lot of obstructions.
		#Default=15
		#Range: > 0
		cassowaryNestRarity = 15
		#Number of tries per patch for cassowary nests
		#Default=30
		#Range: > 0
		cassowaryNestTries = 30
		#Patch horizontal spread (XZ) for cassowary nests
		#Default=3
		#Range: > 0
		cassowaryNestSpreadXZ = 3
		#Patch vertical spread (Y) for cassowary nests
		#Default=1
		#Range: > 0
		cassowaryNestSpreadY = 1
		#Extra biomes (separated from biome tag) where cassowary nests can spawn.
		#Must be written as full biome IDs (e.g. "minecraft:plains", "nomansland:maple_forest")
		#You can use biome tags too, just put a # before (e.g. "#minecraft:is_forest", "#nomansland:is_river")
		#Default = []
		cassowaryNestExtraBiomes = []

