Minecraft In Control Mod 1.15.2

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Minecraft In Control Mod 1.15.2/1.15.1/1.12.2 (Be In Control of Mob Spawns) makes you in command of mob spawning. It options two sorts of rule recordsdata. One is for blocking spawns of sure mobs beneath sure situations (situations like the present climate, time of the day, biome, block, mild stage, mod, minimal top, distance to spawn, …) and it additionally permits you to alter the stats of those mobs (give them extra well being, make them offended, and so forth). The opposite rule file permits you to add new spawns to the world. Like including blazes to the overworld.

Options:

There are at the moment 5 rule recordsdata:

  • spawn.json: with this file you may block spawning of sure creatures beneath sure situations. As well as, when a spawn is allowed you may as well alter a few of the properties of the mob like most well being and others
  • summonaid.json: it is a file that’s structured the identical as spawn.json however is barely used when zombies are summoned for help
  • potentialspawn.json: with this file you may take away and add spawn guidelines beneath sure situations. The foundations on this file are used earlier than the foundations in spawn.json are fired so make it possible for while you add a rule for brand new mobs right here, the brand new mobs are allowed in spawn.json
  • loot.json: with this file you may management the loot that mobs drop when they’re killed based mostly on varied standards
  • expertise.json: this file controls how a lot expertise you get from killing mobs. It has an identical construction to loot.json besides that you just can not management expertise based mostly on the kind of harm (like magic, fireplace, explosion, …)

Notice, in every single place within the guidelines beneath you could specify gadgets you should use the next notations:

  • minecraft:sand (simply regular minecraft sand)
  • minecraft:stained_hardened_clay@13 (provides metadata 13)
  • With NBT (identical format as for /give command): minecraft:stained_hardened_clay@13/{show:{Lore:[”My Clay”]}}

Spawn Management

On this part the foundations in spawn.json and summonaid.json are defined. Each rule is mainly a set of ‘standards’ and a set of ‘actions’. Notice that within the case of summonaid.json the affected mob will most definitely be a zombie. The next standards are at the moment supported:

  • onjoin: if that is set to true then this spawn rule will even be fired when entities be part of the world. This can be a a lot stronger check and can let you disable spawns from mob spawners in addition to stop passive mob spawns that don’t at all times undergo the common ‘checkspawn’ occasion. Use this with care!
  • minheight: this rule accepts an integer and signifies the minimal top (inclusive) at which this rule will fireplace. This top is the y stage at which the mob would spawn
  • maxheight: identical as minheight however this represents the utmost y stage
  • minlight: integer worth (between Zero and 15) indicating the minimal mild stage on the block that the mob will spawn on
  • maxlight: most mild stage
  • mincount: string worth that’s both a quantity by which case it should depend what number of mobs of the given class are already on this planet or else of the shape “,” to depend the variety of mobs of that sort. That manner you may have a rule file based mostly on the variety of mobs already current
  • maxcount: just like mincount
  • minspawndist: floating level quantity indicating the minimal distance (in minecraft models) to the spawn level on this planet
  • maxspawndist: most distance to spawn
  • mintime: integer worth representing the time of the day (a quantity between Zero and 23999)
  • maxtime: most time of the day
  • mindifficulty: floating level worth representing the native problem of the place the place the mob will spawn. This can be a quantity between Zero and 4
  • maxdifficulty: most native problem
  • canspawnhere: a examine that’s particular to the entity implementation. That is known as by Minecraft mechanically in case you return ‘default’ as the results of this rule. For a lot of mobs this examine will do the usual mild stage examine
  • isnotcolliding: a examine that’s particular to the entity implementation. That is known as by Minecraft mechanically in case you return ‘default’ as the results of this rule. For a lot of mobs this examine will do a check if the mob would collide with blocks after spawning
  • problem: a string with one of many following values: straightforward, regular, arduous, peaceable
  • climate: a string with one of many following values: rain or thunder
  • tempcategory: a string with one of many following values: chilly, medium, heat, or ocean. This represents the temperature class of the present biome
  • hostile: a boolean that matches hostile mobs
  • passive: a boolean that matches passive mobs
  • seesky: a boolean that’s true if the block on which the mob will spawn can see the sky (not in a cave)
  • construction: it is a string representing the title of the construction to check for. This manner you may make positive a rule solely fires in a village for instance. For vanilla the next buildings can happen: ‘Village’, ‘Fortress’, ‘EndCity’, ‘Mineshaft’, ‘Stronghold’, ‘Temple’, ‘Monument’ and ‘Mansion’ (for 1.11 solely). ‘Temple’ can be used for witch huts. Modded buildings also needs to work
  • mob: that is both a single string or a listing of strings. Each string is an ID for a mob. On 1.10.2 this needs to be a reputation like ‘Creeper’, ‘Skeleton’, … On 1.11.2 you may as well use names like ‘minecraft:creeper’ and so forth
  • mod: that is both a single string or a listing of strings. Each string represents a mod id. Through the use of this you may block spawns of sure mods
  • block: that is both a single string or a listing of strings. Each string is within the type: modid:registryname. For instance: minecraft:stone or minecraft:cobblestone. This represents the block on which the mob will spawn
  • biome: that is both a single string or a listing of strings. This represents the biome by which the mob will spawn
  • dimension: that is both a single integer or a listing of integers. This represents the dimension by which the mob will spawn
  • random: this accepts a floating level quantity and it’ll fireplace the rule if a random quantity is much less then this quantity. So if you wish to have a rule that fires with 10% likelihood then use 0.1 right here
  • incity: provided that Misplaced Cities mod is current: examine if the place is in a metropolis
  • instreet: provided that Misplaced Cities mod is current: examine if the place is in a road
  • inbuilding: provided that Misplaced Cities mod is current: examine if the place is in a constructing
  • insphere: provided that Misplaced Cities mod is current: examine if the place is in a metropolis sphere
  • nbt: permits you to add NBT to a spawned mob

Then there are a variety of actions. An important motion is ‘end result’:

  • end result: that is both ‘deny’, ‘permit’, or ‘default’. Use ‘deny’ to dam the spawn. If ‘permit’ is used then the spawn will probably be allowed even when vanilla would usually disallow it (i.e. an excessive amount of mild). If ‘default’ is used then it’s doable the spawn can nonetheless be denied if there’s not sufficient mild for instance. If ‘permit’ or ‘default’ is used then you should use any of the next actions:
  • healthmultiply: it is a floating level quantity representing a multiplier for the utmost well being of the mob that’s spawned. Utilizing 2 right here for instance would make the spawned mob twice as robust.
  • healthadd: it is a floating level quantity that’s added to the utmost well being
  • speedmultiply: it is a floating level quantity representing a multiplier for the velocity of the mob
  • speedadd: it is a floating level quantity that’s added to the velocity
  • damagemultiply: it is a floating level quantity representing a multiplier for the harm that the mob does
  • damageadd: it is a floating level quantity that’s added to the harm
  • offended: it is a boolean that signifies if the mob will probably be offended at and/or goal the closest participant. For zombie pigman this may make them offended on the participant immediatelly. Similar for enderman and wolves
  • potion: that is both a single string or a listing of strings. Each string represents a potion impact which is indicated like this: ,,. For instance “minecraft:invisibility,10,1”
  • helditem: that is both a single string or a listing of strings. Each string represents a doable merchandise that the spawned mob will carry in its hand. This works solely with mobs that permit this like skeletons and zombies. You can too specify a weight with this by including “=” in entrance of the string. Like this: “1=minecraft:diamond_sword”, “2=minecraft:iron_sword”
  • armorboots: that is both a single string or a listing of strings representing random armor that the spawned mob will put on
  • armorhelmet: is both a single string or a listing of strings representing random armor that the spawned mob will put on
  • armorlegs: is both a single string or a listing of strings representing random armor that the spawned mob will put on
  • armorchest: is both a single string or a listing of strings representing random armor that the spawned mob will put on

Extra Spawns

On this part the foundations in potentialspawn.json are defined. Each rule is mainly a set of standards after which a listing of further mobs to spawn beneath these standards. The next standards as defined from spawn.json may also be used right here: mintime, maxtime, minlight, maxlight, minheight, maxheight, minspawndist, maxspawndist, random, construction, mindifficulty, maxdifficulty, seesky, climate, tempcategory, problem, block, biome, and dimension. mincount and maxcount are additionally supported however they solely work within the format “,”. i.e. it’s a must to specify a mob.

Then each mob entry has the next attributes:

  • mob: an entity title within the type Creeper, Skeleton, … for (1.10.2) and optionally the notation modid:title for 1.11.2
  • weight: an integer indicating the burden of this spawn. i.e. how necessary it’s in comparison with different spawns
  • groupcountmin: the minimal quantity of mobs to spawn directly
  • groupcountmax: the minimal quantity of mobs to spawn directly

You can too take away mob spawn entries with the take away key phrase. That is both a string or a listing of strings representing mobs that must be faraway from the doable spawns.

Loot Management

Right here we clarify how one can management the loot given by mobs when they’re killed. The next standards from spawn.json may also be used right here: mintime, maxtime, minlight, maxlight, minheight, maxheight, minspawndist, maxspawndist, random, mindifficulty, maxdifficulty, passive, hostile, seesky, climate, tempcategory, construction, problem, block, biome, and dimension. As well as the next standards are particular for loot:

  • participant: boolean worth indicating if the mob was killed by a participant
  • fakeplayer: boolean worth indicating if the mob was killed by a faux participant (automation behaving as if it’s a participant)
  • realplayer: boolean worth indicating if the mob was killed by an actual participant (no automation)
  • projectile: boolean worth indicating if the mob was killed by a projectile
  • explosion: boolean worth indicating if the mob was killed by an explosion
  • magic: boolean worth indicating if the mob was killed by magic
  • fireplace: boolean worth indicating if the mob was killed by fireplace
  • supply: a string or a listing of strings representing the harm supply. Some sources are ‘lightningBolt’, ‘lava’, ‘cactus’, ‘wither’, ‘anvil’, …
  • helditem: a string or a listing of strings representing the merchandise that the participant is holding in his/her primary hand. The rule will match if the participant has any of this stuff
  • gamestage: a string indicating the present recreation stage. This solely works if the ‘gamestages’ mod is current

As well as there are the next doable outputs:

  • merchandise: it is a string or a listing of strings representing new loot that will probably be dropped
  • nbt: it is a JSON specifying the NBT that will probably be used for the loot gadgets
  • take away: it is a string or a listing of strings representing gadgets to take away from the loot
  • removeall: if that is current then all gadgets will probably be faraway from the loot (earlier than new gadgets are added by this rule)

Expertise

That is just like loot management besides that it controls how a lot expertise you get from killing a mob. All key phrases from loot management can be utilized right here besides those which are about harm sort (magic, explosion, …) as that info isn’t current on this occasion. There are 4 outputs that work for these guidelines:

  • end result: set this to ‘deny’ to not give any expertise in any respect
  • setxp: set a hard and fast XP as an alternative of the default one
  • multxp: a number of the conventional XP with this quantity
  • addxp: after multiplying the conventional XP add this quantity to the ultimate XP

Instructions

This mod has the next instructions:

  • ctrlreload: after modifying the rule recordsdata you should use this command to reload it and reapply the brand new guidelines
  • ctrldebug: dumps debug data about spawning within the log. Warning! This could produce plenty of output
  • ctrlshowmobs: present all entities and their names that can be utilized in spawn.json for mob names
  • ctrlkill: kill all entities of a given sort. Potential varieties are: ‘all’, ‘hostile’, ‘passive’, or ‘entity’. Additionally it is doable to offer the title of an entity as an alternative of a sort. On 1.11 this is able to be ‘minecraft:enderman’ for instance. On 1.10 ‘Enderman’. There may be additionally an optionally available further parameter for a dimension ID

Examples for spawn.json

Listed below are a number of examples for spawn.json:

The primary instance permits solely spawns in plains biomes. All different spawns are prevented:

[
{
“biome”: “Plains”,
“result”: “allow”
},
{
“result”: “deny”
}
]

This example prevents ALL passive mob spawns in a certain dimension:

[
{
“passive”: true,
“dimension”: 111,
“onjoin”: true,
“result”: “deny”
}
]

Only allow creepers, skeletons and passive mobs:

[
{
“mob”: [“Creeper”, “Skeleton”],
“result”: “allow”
},
{
“passive”: true,
“result”: “allow”
},
{
“result”: “deny”
}
]

Disallow hostile mob spawns above 50. Below 50 only allow spawns on stone and cobblestone:

[
{
“minheight”: 50,
“hostile”: true,
“result”: “deny”
},
{
“maxheight”: 50,
“block”: [“minecraft:stone”, “minecraft:cobblestone”],
“result”: “allow”
},
{
“result”: “deny”
}
]

Make all mobs on the surface very dangerous. Underground there is a small chance of spawning invisible but weak zombies. In addition zombies and skeleton on the surface spawn with helmets so they don’t burn:

[
{
“mob”: [“Skeleton”,”Zombie”],
“seasky”: true,
“result”: “allow”,
“healthmultiply”: 2,
“damagemultiply”: 2,
“speedmultiply”: 2,
“armorhelmet”: [“minecraft:iron_helmet”, “minecraft:golden_helmet”]
},
{
“seasky”: true,
“hostile”: true,
“result”: “allow”,
“healthmultiply”: 2,
“damagemultiply”: 2,
“speedmultiply”: 2
},
{
“seasky”: false,
“random”: 0.1,
“mob”: “Zombie”,
“result”: “allow”,
“healthmultiply”: 0.5,
“potion”: “minecraft:invisibility,10000,1”
}
]

Make all zombies slower but have more health:

[
{
“mob”: “Zombie”,
“result”: “default”,
“nbt”: {
“Attributes”: [
{
“Base”: 40.0,
“Name”: “generic.maxHealth”
},
{
“Base”: 0.23,
“Modifiers”: [
{
“Operation”: 2,
“Amount”: -0.5,
“Name”: “effect.moveSlowdown 0”
}
],
“Name”: “generic.movementSpeed”
}
]
}
}
]

Examples for potentialspawn.json

Here are some examples for potentialspawn.json:

This example makes blazes spawn in the overworld but only on netherack:

[
{
“dimension”: 0,
“block”: “minecraft:netherack”,
“mobs”: [
{
“mob”: “Blaze”,
“weight”: 5,
“groupcountmin”: 1,
“groupcountmax”: 2
}
]
}
]

This examples removes all squid spawns everywhere and also adds extra iron golems in villages with a maximum of three:

[
{
“remove”: “Squid”
},
{
“structure”: “Village”,
“maxcount”: “3,VillagerGolem”,
“mobs”: [
{
“mob”: “VillagerGolem”,
“weight”: 5,
“groupcountmin”: 1,
“groupcountmax”: 2
}
]
}
]

Examples for joot.json

Here are some examples for loot.json:

Make blazes only spawn blaze rods if they are killed by a player in a nether fortress:

[
{
“mob”: “Blaze”,
“remove”: “minecraft:blaze_rod”
},
{
“mob”: “Blaze”,
“structure”: “Fortress”,
“player”: true,
“item”: “minecraft:blaze_rod”
}
]

Let the wither only drop a netherstar if it is killed with a stick:

[
{
“mob”: “WitherBoss”,
“remove”: “minecraft:nether_star”
},
{
“mob”: “WitherBoss”,
“player”: true,
“helditem”: “minecraft:stick”,
“item”: “minecraft:nether_star”
}
]

In this example zombies will drop an enchanted diamond sword:

{
“mob”: “minecraft:zombie”,
“player”: true,
“item”: “minecraft:diamond_sword”,
“nbt”: {
“ench”: [
{
“lvl”: 3,
“id”: 22
}
]
}
}

Requires:

Minecraft Forge

CompatLayer (For Minecraft 1.11.2-)

How to install:

  • Make sure you have already installed Minecraft Forge.
  • Locate the minecraft application folder.
  • On windows open Run from the start menu, type %appdata% and click Run.
  • On mac open finder, hold down ALT and click Go then Library in the top menu bar. Open the folder Application Support and look for Minecraft.
  • Place the mod you have just downloaded (.jar file) into the Mods folder.
  • When you launch Minecraft and click the mods button you should now see the mod is installed.

In Control Mod Download Links:

Minecraft In Control Mod ALL VersionDOWNLOAD

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