Mutator
ModMIT

Mutator

Attribute randomizer based on logical scaling

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📖About Mutator

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Mutator

Attribute randomizer based on logical scaling





GameRules

GameRule Type Default Explanation
attribute_inheritance Boolean True On animal breeding, the baby has a chance to inherit attributes from parents or mutate
attribute_infection Boolean True On zombie infection, the infected has chance to inherit random attribute from zombie
attribute_preservation Boolean True Preserves attributes on conversion
skeletons_use_axe Boolean True Makes skeletons with scale > 1.2 have axe instead of a bow
explosion_scaling Boolean True Scales ExplosionRadius of mobs
burn_scaling Boolean True Scales burn damage
tame_scaling Boolean True Makes animals harder to tame
range_scaling Boolean True Scales mob attack/pickup range
exp_scaling Boolean True Scales experience
mutation Boolean True If mobs should have mutation
size_partitioning Integer 4 Used for getting a scale that can fit in the current space. Higher values will give better results but will decrease performance
chance Integer 25 Mob mutation chance
weirdness Double 6.0 General weirdness that is used for random
attribute_positive_multiplier Double 1.2 General scaling for positive attributes
attribute_negative_multiplier Double 0.5 General scaling for negative attributes

External configurations

  • ignore.json

Field Type Explanation
reasons List SpawnReason values that mutation ignores
attributes List Attribute identifiers that mutation ignores
types List EntityType identifiers that ignore mutation
conversion List EntityType identifiers that ignore doMobAttributePreservation
  • scaling.json

Field Type Explanation
positive List Attributes that increase with bigger mob scale
negative List Attributes that decrease with bigger mob scale
lootScaling Boolean Enables/disables loot scaling; needs restart to take effect

most config changes can be applied at runtime with /mutator::reload