["Wave Amounts"] #Number of waves in a Raid on Easy difficulty. #Range: > 1 waveCountEasy = 3 #Number of waves in a Raid on Normal difficulty. #Range: > 1 waveCountNormal = 5 #Number of waves in a Raid on Hard difficulty. #Range: > 1 waveCountHard = 7 #Advanced config. Only edit if you're working with the datapack configuration! #Determines how the mod will handle the case where a raider does not have a spawn count defined for a wave. #This can happen if the number of waves is changed, but the spawn counts list for a raider is not updated. #ZERO: The raider will not spawn if it does not have a spawn count defined for the current wave. #REPEAT: The raider will spawn with the last wave's (whatever the last registered wave is for it) spawn count for the current wave. #Allowed Values: ZERO, REPEAT arrayOverflowMode = "ZERO" #If enabled, this will make it so that if a raider is not registered implicitly by DifficultRaids, or a datapack, it will not spawn in higher difficulty raids. #This can be used if you want full control over raid spawns, and do not want other mods to inject their raiders if not registered by DifficultRaids or a datapack. restrictiveMode = false ["Raid Mechanics"] #Search radius of the Bell when hit. #WARNING: This can cause a decent bit of lag at high radius values because it will search more and more blocks around the village center. #Vanilla Minecraft uses a radius of 48 blocks. #Range: 0.0 ~ 2.147483647E9 bellSearchRadius = 256.0 #Toggles whether arrows fired by Raiders (such as Pillagers) can deal damage to other Raiders. friendlyFireArrowsEnabled = false [UI] #If there are fewer raiders alive than this threshold, they will be highlighted permanently. Set to 0 to disable highlighting. #Range: > 0 highlightThreshold = 3 #Toggles whether Boss Bars for Elite Raiders/Bosses will show up during Raids. #Enabling this will create Boss Event Bars for: #DifficultRaids: Nuaos, Xydrax, Voldon, Modur #Illage & Spillage: Freakager, Magispeller, Spiritcaller #Dungeons Mobs: Redstone Golem #Leo's Illagers: Lightningcaller, Clownager bossBarsEnabled = true #Determines if wave information will show up in the Raid Event title. showWaveInformation = true ["Insanity Mode"] #Activate Insanity mode. #'Detecting hundreds of raiders in the region. Are you certain whatever you're doing is worth it?' insanityMode = false #The multiplier for the number of raiders spawned in Insanity mode. #This gets applied on top of whatever difficulty a Raid is at. This will not apply to Default Raids. #Range: 1.0 ~ 1.7976931348623157E308 insanityCountMultiplier = 3.0 #Customize which Raiders will show up in Raids. By default, all raiders are enabled. ["Enabled Raiders"] enableVindicators = true enableEvokers = true enablePillagers = true enableWitches = true enableRavagers = true enableIllusioners = true enableWarriors = true enableDarts = true enableConductors = true enableNecromancers = true enableShamans = true enableTanks = true enableAssassins = true enableFrostmages = true enableAshenmancers = true ["Enabled Raiders"."Requires HunterIllager"] enableHunters = true ["Enabled Raiders"."Requires EnchantWithMob"] enableEnchanters = true ["Enabled Raiders"."Requires It Takes a Pillage"] enableArchers = true enableSkirmishers = true enableLegioners = true ["Enabled Raiders"."Requires Illage & Spillage"] enableIgniters = true enableTwittollagers = true enablePreservers = true enableAbsorbers = true enableCrocofangs = true enableMagispellers = true enableSpiritcallers = true enableFreakagers = true enableBossRandomizers = true ["Enabled Raiders"."Requires Savage and Ravage"] enableGriefers = true enableExecutioners = true enableTricksters = true enableSavageRavageIceologers = true ["Enabled Raiders"."Requires Dungeon Mobs"] enableMountaineers = true enableRoyalGuards = true enableGeomancers = true enableDungeonMobsIllusioners = true enableMages = true enableDungeonMobsIceologers = true enableWindcallers = true enableSquallGolems = true enableRedstoneGolems = true