Zone Creator
Zone Creator lets you define zones in your world with simple JSON files. In each zone, choose which mobs spawn, who can hurt whom, which potion effects apply, how mobs are equipped, what they drop, and what can be built or broken.
Split your world into zones and decide the rules of each one with simple JSON files. Mob spawning, damage, potion effects, mob equipment, loot, building… everything is set zone by zone, with no complicated commands and no interface.
Minecraft 1.20.1 · Forge 47.2.0+ · Server and singleplayer · No client-side mod required
1. The idea
You create a folder = you create a zone. In this folder, you drop small JSON files. Each file takes care of one subject:
config/zonecreator/
└── my_zone/
├── zone.json ← the switch, the dimension, the priority
├── shape.json ← WHERE the zone is (cube, sphere, polygon…)
├── damage.json ← who can hurt whom
├── effects.json ← potion effects
└── … ← only the files you need
Anything you do not write stays normal (vanilla). A missing file, a missing option: the mod touches nothing. You only change what you want to change.
Examples of what you can do:
- a monster-free zone around your village, where nobody fights;
- a PvP arena where only players can hurt each other;
- a toxic zone with poison for players and zombies in diamond armor;
- a mining field where only ore can be broken, even in adventure mode;
- a night zone where skeletons drop sand on top of their usual loot.
2. Installation
- Install Forge 1.20.1 (47.2.0 or newer).
- Put the Zone Creator
.jar file in the mods folder.
- Launch the game once: the
config/zonecreator/ folder is created automatically with example zones.
- Open the files, edit them, then type
/zonecreator reload in game to apply the changes without restarting.
The mod is server-side only: on a server, players have nothing to install. It also works in singleplayer.
The folders created on first launch:
| Folder |
What it is for |
zone_exemple |
A safe zone, with all the files and all the explanations (see section 9). |
zone_exemple_dangereuse |
A free-shaped dangerous zone, with poison and equipped mobs (see section 10). |
zone_template |
An empty template: everything is neutral, copy it to create your own zone. |
zone_toutes_dimensions |
A zone that applies to a whole dimension, without coordinates. |
All the explanations inside the files are written in French and in English.
3. How it works
Creating a zone in 4 steps
- Copy the
zone_template folder and give it any name you like (for example my_village).
- In
zone.json, set json_enabled to true.
- In
shape.json, write where the zone is.
- Add the rules you want in the other files, then type
/zonecreator reload.
The master switch: json_enabled
At the very top of zone.json:
"json_enabled": false
| Value |
Effect |
false (or missing) |
The whole zone is ignored, as if it did not exist. |
true |
The zone is active. |
This is why the example zones ship set to false: they change nothing in your world until you enable them.
Keys that start with _
Any key that starts with an underscore (_comment, _reference, _info…) is documentation: the mod ignores it. You can add your own to write yourself notes.
4. The three golden rules
Rule 1: true, false or neutral
Almost every option accepts three values:
| Value |
Meaning |
Example with player_to_player |
true |
Forced / allowed |
players CAN hurt each other, even if a lower-priority zone says no |
false |
Blocked / forbidden |
players can NOT hurt each other |
"neutral" (or missing option) |
The mod does nothing, it is the vanilla behavior |
the game decides, or another zone decides |
Neutral is not "false". false actively forbids, neutral leaves the decision to other rules.
Rule 2: the highest-priority zone wins… option by option
When several zones overlap, they complement each other. For each option, the mod looks at the zones from the highest priority to the lowest and takes the first one that has an opinion (that is not neutral).
- Zone A (priority 50):
fall: false
- Zone B (priority 10):
fire: false, fall: true
At the same spot you get: fall damage blocked (A wins), fire damage blocked (only B talks about it).
How the mod sorts the zones:
| Order |
Criterion |
| 1 |
A zone with coordinates goes before a "whole dimension" zone |
| 2 |
The highest priority number goes first (0 by default) |
| 3 |
On equal priority, the smallest zone goes first (no warning in the logs) |
Rule 3: "nothing written = vanilla"
- Missing file → everything neutral.
- Missing option → neutral.
- The mod never changes what you did not write.
5. The files of a zone
| File |
Required? |
What it controls |
zone.json |
Yes |
json_enabled switch, name, dimension, priority, players who ignore the zone, conditions (time, weather) |
shape.json |
Yes |
The shape and location of the zone |
spawning.json |
No |
Which monsters / animals can spawn, and for which reason |
damage.json |
No |
Who can hurt whom, environment damage, damage multipliers |
effects.json |
No |
Potion effects given or removed |
mob_modifiers.json |
No |
Equipment and stats of mobs that spawn, extra mobs |
entity_rules.json |
No |
Rules on a specific creature: invulnerable, loot, effects |
blocks.json |
No |
Breaking and placing blocks, including in adventure mode |
categories.json |
No |
Your own creature categories |
messages.json |
No |
Enter and leave messages |
commands.json |
No |
Commands run on enter and on leave |
zone.json in detail
| Key |
Role |
Example |
json_enabled |
Master switch of the zone |
true |
id |
Name of the zone (for your logs) |
"my_village" |
dimension |
Dimension concerned: an id, a list, or "*" for all |
"minecraft:overworld" |
priority |
Priority (integer, higher = more important) |
50 |
bypass |
Players who ignore the zone's rules |
see below |
conditions |
When the zone is active |
{"time": "night"} |
bypass (useful for admins):
| Key |
Effect |
operators |
true: operators (permission level 2+) ignore the zone |
gamemodes |
List of game modes that ignore the zone (creative, spectator…) |
players |
List of player names |
tags |
List of tags (/tag <player> add zone_admin) |
conditions:
| Key |
Values |
time |
always · day · night |
weather |
any · clear · rain · thunder |
When the condition is not met, the whole zone is switched off (and the leave messages are sent).
6. Zone shapes
In shape.json, the shape key describes the zone. Seven shapes are available:
| Shape |
What it is for |
Example |
cuboid |
A block between two corners |
{"type":"cuboid","min":[-100,-64,-100],"max":[100,320,100]} |
box |
A block defined by its center and its size [width, height, depth] |
{"type":"box","center":[40,70,40],"size":[60,30,60]} |
sphere |
A sphere (dome, ball) |
{"type":"sphere","center":[250,70,-400],"radius":40} |
cylinder |
An arena or a tower, seen from above it is a circle |
{"type":"cylinder","center":[-800,300],"radius":120,"y_min":-64,"y_max":320} |
polygon |
A free shape seen from above (L, star, pentagon…) |
see below |
chunks |
A list of whole chunks |
{"type":"chunks","chunks":[[10,10],[10,11]],"y_min":-64,"y_max":320} |
dimension |
The whole dimension, without coordinates |
{"type":"dimension"} |
Good to know
- For
cuboid, both corners are included: from [0,…,0] to [9,…,9] you get exactly 10 × 10 blocks. The order of the corners does not matter.
- Coordinates are read with the F3 key in game.
- A chunk coordinate is the block coordinate divided by 16.
The polygon, explained simply
Imagine you look at your zone from the sky and place stakes at its corners. Each point is [x, z]. The mod joins the points in order, and the last point connects back to the first. y_min and y_max give the height.
An "L" with 6 points:
(500,500) ──────── (560,500)
│ │
│ │
│ (560,530)
│ │
│ (530,530) ──┘
│ │
│ │
(500,580) ─── (530,580)
{
"type": "polygon",
"points": [[500,500],[560,500],[560,530],[530,530],[530,580],[500,580]],
"y_min": -64,
"y_max": 320
}
7. Who is targeted? (creatures, categories)
Many options ask who is concerned (targets, match, attacker, victim). It is written with a small block, called a "target":
| Key |
Role |
Example |
category |
A creature category |
"hostile" |
type |
An id, a tag (#) or a category, or a list |
"minecraft:zombie", "#minecraft:skeletons" |
except |
What is excluded |
["minecraft:creeper"] |
has_tag |
Creatures that have this /tag |
"boss" |
players |
Specific player names (players only) |
["Mozork"] |
gamemodes / except_gamemodes |
Included / excluded game modes |
["survival"] |
The base categories
| Category |
Who it is |
hostile |
Monsters (zombies, skeletons, creepers…) |
passive |
Animals and villagers |
neutral_mob |
Neutral creatures (wolves, bees, endermen…) |
player |
Players |
any |
Everyone |
Your own categories (categories.json)
You can create your own categories (for example my_bosses). They are local to the zone and take priority over the base categories: if you reuse the name hostile, yours wins.
With not_affected_by you say: "members of this category escape the rules that target such-and-such category".
"categories": {
"strength_immune": {
"members": { "types": ["minecraft:zombie", "minecraft:ender_dragon"] },
"not_affected_by": ["hostile"]
}
}
Here, zombies and the Ender Dragon escape every rule that targets hostile (effects, damage, spawning).
8. All options, file by file
spawning.json: creature spawning
Two groups: hostile (monsters) and passive (animals, villagers). For each one, you choose a spawn reason:
| Reason |
When |
all |
All the reasons below |
natural |
Natural spawning of the world |
spawner |
Monster spawner |
spawn_egg |
Spawn egg |
breeding |
Breeding |
patrol |
Pillager patrols |
bucket |
Bucket of fish |
dispenser |
Dispenser |
mob_summoned |
Creature summoned by a mob (reinforcements, etc.) |
all applies to everything; a specific reason overrides it, unless it is neutral (it then follows all).
"hostile": { "all": false, "spawn_egg": true }
→ No monster spawns, except with a spawn egg.
Spawning by command (/summon) is never blocked.
damage.json: damage
Who hurts whom (from the attacker to the victim):
| Option |
Meaning |
player_to_player |
Player → player (PvP) |
player_to_hostile |
Player → monster |
player_to_passive |
Player → animal / villager |
player_to_neutral_mob |
Player → neutral creature |
hostile_to_player |
Monster → player |
passive_to_player |
Animal → player |
neutral_mob_to_player |
Neutral creature → player |
mob_to_mob |
Creature → creature |
Environment damage (in environment):
| Key |
Cause |
fall |
Falling |
fire |
Fire |
lava |
Lava |
drowning |
Drowning |
explosion |
Explosions |
projectile |
Arrows and projectiles |
magic |
Magic (harming potions…) |
starvation |
Starvation |
freeze |
Freezing (powder snow) |
void |
The void |
Multipliers (in multipliers): 1.0 = normal, 0.5 = half, 2.0 = double, 0 = no damage.
"multipliers": { "hostile_to_player": 1.25 }
Precise rules (in rules): when "all monsters" is too broad. Example: zombies do not hurt villagers, but still hurt players.
"rules": [
{ "attacker": {"type": "minecraft:zombie"}, "victim": {"type": "minecraft:villager"}, "allow": false },
{ "attacker": {"type": "minecraft:zombie"}, "victim": {"category": "player"}, "allow": true }
]
The first rule that matches decides.
effects.json: potion effects
| Key |
Role |
id |
The effect (minecraft:poison) |
pool |
Instead of id: a list of effects, one is picked at random at each application |
state |
true = gives the effect · false = removes it and prevents it from coming back · "neutral" = does nothing |
amplifier |
Level minus 1 (0 = level I, 1 = level II) |
duration_ticks |
Duration of each application (20 ticks = 1 second); accepts "infinite" |
interval_ticks |
How many ticks between each re-application (20 to 80 recommended) |
targets |
Who is targeted |
when |
Condition (e.g. {"weather":"rain"} or {"time":"night"}) |
particles / icon |
Show the particles / the icon |
remove_on_leave |
true = the effect disappears when leaving the zone |
Example of a random effect (good and bad mixed):
{ "pool": ["minecraft:speed", "minecraft:strength", "minecraft:slowness", "minecraft:weakness"],
"state": true, "duration_ticks": 200, "interval_ticks": 200,
"targets": {"category": "player"}, "remove_on_leave": true }
mob_modifiers.json: modifying mobs when they spawn
Two lists: modify (changes the mobs that spawn) and extra_spawns (adds mobs).
modify
| Key |
Role |
match |
Which mobs (see section 7) |
reasons |
For which spawn reasons (missing = all, including eggs and /summon) |
chance |
Probability from 0.0 to 1.0 |
custom_name / custom_name_visible |
Custom name, visible or not |
health |
Health points |
attributes |
Stats (minecraft:generic.movement_speed, generic.attack_damage…) |
equipment |
Equipment: head, chest, legs, feet, mainhand, offhand |
effects |
Effects given to the mob |
Each equipment piece accepts item, enchantments and drop_chance (probability of dropping the piece on death).
extra_spawns: extra mobs (entity, weight, group_min, group_max, when). About every 5 seconds, with a chance for each player in the zone, a group spawns 24-48 blocks away from them (8 mobs of the same type at most around).
entity_rules.json: a specific creature
| Key |
Role |
match |
Which creature |
invulnerable |
true = takes no damage in the zone (except /kill and the void) |
vanilla_loot |
The creature's usual loot (see the table below) |
drops |
Extra items: item, count (a number or [min, max]), chance (0.0 to 1.0) |
effects |
Same format as effects.json, the target is the match |
vanilla_loot + drops, what happens?
vanilla_loot |
drops |
Result on death |
| missing |
missing |
Nothing changes |
missing or true |
present |
Vanilla loot + your drops |
false |
present |
Only your drops |
false |
missing |
No loot at all |
Players never lose their inventory because of this option.
blocks.json: breaking and placing blocks
| Option |
Values |
Effect |
break |
true / false / neutral |
Allow / forbid all block breaking |
break_only |
list of blocks |
Only these blocks can be broken (the list wins over break) |
place |
true / false / neutral |
Allow / forbid all block placing |
place_only |
list of blocks |
Only these blocks can be placed (the list wins over place) |
Lists accept ids (minecraft:oak_planks) and tags (#minecraft:logs).
Even in adventure mode. The normal game prevents all building in adventure mode, and the client does not even try. Zone Creator works around this cleanly: a player in adventure mode who enters a zone that allows something is temporarily switched to survival, with the rule "everything that is not explicitly allowed stays forbidden", exactly like in adventure mode. They go back to adventure mode when leaving (or disconnecting).
{ "break_only": ["#minecraft:logs"], "place": false }
→ Only logs can be broken, and nothing can be placed.
messages.json: enter and leave
| Key |
Role |
enabled |
Master switch of the messages |
on_enter / on_leave |
One message on enter, one on leave, each with its own enabled |
type |
chat · title (big title) · actionbar (above the hotbar) |
text, subtitle, color |
The text, the subtitle (for title), the color (green, red, gold…) |
Messages are disabled by default in the examples.
commands.json: commands on enter and on leave
{ "on_enter": ["tellraw %player% {\"text\":\"Welcome\"}"], "on_leave": [] }
%player% is replaced by the player's name. Commands are run by the server.
9. Example 1
The goal: a large area where players are safe, do not fight, heal, and are not endangered by the environment. It is the zone that contains all the files, with all the explanations.
It ships with json_enabled: false. Set it to true to try it.
zone.json: the identity of the zone
| Key |
Value |
Explanation |
json_enabled |
false |
Disabled (it is an example) |
id |
zone_safe |
Name of the zone |
dimension |
minecraft:overworld |
Normal world only |
priority |
50 |
Takes priority over zones with a lower priority |
bypass |
operators · creative mode · zone_admin tag |
Admins ignore the rules |
conditions |
always / any |
Active day and night, in any weather |
shape.json: the shape
| Shape |
Min corner |
Max corner |
Size |
cuboid |
[-100, -64, -100] |
[100, 320, 100] |
about 200 × 200 blocks, full height |
The file also contains a _shape_examples section with an example of each of the 7 shapes, ready to copy and paste.
spawning.json: no monsters
| Group |
Option |
Value |
Result |
hostile |
all |
false |
No monster spawns, whatever the reason |
hostile |
spawn_egg |
true |
Except with a spawn egg (allowed exception) |
passive |
everything |
neutral |
Animals spawn normally |
damage.json: a peaceful zone
| Option |
Value |
Result |
player_to_player |
false |
No PvP |
player_to_hostile |
false |
Players do not hurt monsters |
player_to_passive |
false |
Players do not hurt animals |
player_to_neutral_mob |
false |
Players do not hurt neutral creatures |
hostile_to_player |
false |
Monsters do not hurt players |
neutral_mob_to_player |
false |
Neutral creatures do not hurt players |
passive_to_player / mob_to_mob |
neutral |
Vanilla |
environment.fall |
false |
No fall damage |
environment.explosion |
false |
No explosion damage |
environment.projectile |
false |
No arrow damage |
environment.starvation |
false |
No starvation damage |
environment.fire, lava, drowning, magic, freeze, void |
neutral |
Vanilla (fire, lava and the void remain dangerous) |
effects.json: healing and protection
| Effect |
state |
Level |
Duration / repeat |
Target |
Result |
minecraft:regeneration |
true |
II (amplifier: 1) |
60 ticks, every 40 |
players |
Regeneration, removed on leaving |
minecraft:saturation |
true |
I |
20 ticks, every 20 |
players |
No more hunger, no icon, removed on leaving |
minecraft:poison |
false |
: |
every 20 ticks |
players |
Cures poison and prevents it from coming back |
minecraft:wither |
false |
: |
every 20 ticks |
players |
Cures wither |
minecraft:hunger |
neutral |
: |
: |
players |
Does nothing (hunger stays vanilla) |
entity_rules.json: protected villagers
| Who |
Rule |
Result |
minecraft:villager |
invulnerable: true |
Villagers take no damage in the zone |
categories.json: two example categories
| Category |
Members |
not_affected_by |
Effect |
strength_immune |
zombie, Ender Dragon |
hostile |
These creatures escape the rules that target hostile |
my_bosses |
Ender Dragon, wither, warden, elder guardian |
: |
A "boss" category ready to be used in targets or match |
messages.json: ready but switched off
| Message |
Type |
Text |
Color |
Enabled? |
| Enter |
title |
"Zone sécurisée" / "Vous êtes en sécurité ici" (safe zone / you are safe here) |
green |
No |
| Leave |
actionbar |
"Vous quittez la zone sécurisée" (you are leaving the safe zone) |
red |
No |
To enable them: enabled: true at the top of the file, and enabled: true in each message.
The other files
| File |
Content in this example |
mob_modifiers.json |
Empty (see the dangerous zone for a filled example) |
blocks.json |
Everything neutral + documentation and an example of strict lists |
commands.json |
Empty lists, with an example command in the comment |
In short: what a player experiences in zone_safe
- They see no monsters spawn (unless they use an egg).
- Nobody can hurt them, and they cannot hurt anybody.
- They are healed continuously, and die neither from hunger nor from falling.
- Villagers are untouchable.
- Admins ignore all of this.
10. Example 2
The dangerous zone
The goal: a hostile, free-shaped zone (an "L"): poison, equipped monsters, more damage, no regeneration. It contains only the useful files: no messages.json, commands.json or entity_rules.json. What is missing is neutral.
It ships with json_enabled: false.
zone.json and shape.json
| Key |
Value |
Explanation |
id |
zone_dangereuse |
Name of the zone |
dimension |
minecraft:overworld |
Normal world |
priority |
60 |
Higher priority than the safe zone (50) |
bypass |
creative, spectator modes · zone_admin tag |
Operators are not exempt here |
shape |
polygon, y_min -64, y_max 320 |
A 6-point "L" |
The 6 points of the "L":
| Point |
1 |
2 |
3 |
4 |
5 |
6 |
[x, z] |
[500, 500] |
[560, 500] |
[560, 530] |
[530, 530] |
[530, 580] |
[500, 580] |
spawning.json: monsters yes, animals no
| Group |
Option |
Value |
Result |
hostile |
natural |
true |
Monsters spawn naturally (forced) |
hostile |
spawner |
true |
Monster spawners work (forced) |
passive |
all |
false |
No animal can spawn |
damage.json: tougher monsters
| Option |
Value |
Result |
multipliers.hostile_to_player |
1.25 |
Monsters hit 25% harder |
| everything else |
neutral |
Vanilla |
effects.json: the toxic zone
| Effect |
state |
Level |
Target |
Condition |
Result |
minecraft:poison |
true |
I |
players |
always |
Permanent poison (it stops at 1 heart, it does not kill) |
minecraft:slowness |
true |
I |
players |
only when it rains |
Slowness in the rain, nothing otherwise |
minecraft:regeneration |
false |
: |
players |
always |
No regeneration possible here |
minecraft:speed |
true |
II |
monsters (hostile) |
always |
Monsters are faster |
Player effects (poison, slowness) disappear on leaving (remove_on_leave).
mob_modifiers.json: equipped monsters
Zombies: the "Toxic Zombie" (named "Zombie toxique" in the file)
| Setting |
Value |
| Which mobs |
minecraft:zombie |
| For which reasons |
natural spawning and spawners (natural, spawner) |
| Chance |
100% |
| Name |
"Zombie toxique", visible |
| Health |
40 points (20 hearts) |
| Speed |
0.28 |
| Attack damage |
6.0 |
| Knockback resistance |
0.4 |
| Helmet / chestplate / leggings / boots |
diamond (chestplate with Protection II), 5% chance to drop each piece |
| Hand |
iron sword Sharpness II, 10% chance to drop it |
| Effect |
Resistance I, infinite duration |
Skeletons: the "Toxic Archer" (named "Archer toxique" in the file)
| Setting |
Value |
| Which mobs |
all skeletons of the #minecraft:skeletons tag |
| For which reasons |
natural, spawner |
| Name |
"Archer toxique", invisible |
| Health |
30 points |
| Helmet and chestplate |
iron, never dropped |
| Hand |
bow Power IV and Flame, never dropped |
Extra mobs (extra_spawns)
| Creature |
Weight |
Group size |
Condition |
minecraft:witch |
10 |
1 to 2 |
at night, in the dark (light level 7 or lower) |
In short: what a player experiences in zone_dangereuse
- They are poisoned permanently, slowed in the rain, and cannot regenerate.
- Zombies are "Toxic Zombies" in diamond armor, fast and tough.
- Skeletons are iron archers with a bow enchanted with Flame.
- Witches come to visit at night in the dark.
- Everything that hits them deals 25% more damage.
- No animals in sight.
11. Stacking several zones
Reminder: zones complement each other option by option. So you can stack zones at the same place to separate rules that do not share the same conditions.
A concrete case: "leather zombies at night, restricted building all day"
| |
Zone 5 |
Zone 6 |
| Coordinates |
a 10 × 10 square |
the same |
conditions.time |
night |
always |
| Content |
zombies in leather armor + stone pickaxe |
place_only: oak and spruce planks · break_only: dark oak planks |
- During the day: only zone 6 is active, the block rules work.
- At night: both are active and complement each other: leather zombies + block rules.
Example: one zone overlapping another
The dangerous zone (priority 60) could overlap part of the safe zone (priority 50).
| Option |
Safe zone (50) |
Dangerous zone (60) |
Result in the shared part |
hostile_to_player |
false (blocked) |
no opinion (only a 1.25 multiplier) |
blocked: only the safe zone has an opinion, monsters no longer hurt players |
regeneration |
true |
false |
false: the dangerous zone has priority |
poison |
false (cures) |
true (gives) |
true: the dangerous zone has priority |
fall |
false |
not defined |
false: only the safe zone talks about it |
Tip: if you want a zone to "complement" the others without ever contradicting them, leave neutral everything that does not concern it.
The "whole dimension" zone
The zone_toutes_dimensions folder uses the dimension shape: its rules apply everywhere in the chosen dimension(s) ("dimension": "*" for all of them). It is always the lowest level: any zone with coordinates goes in front of it.
12. Commands
| Command |
Permission |
Effect |
/zonecreator reload |
Operator (level 2) |
Re-reads all the files of config/zonecreator/ without restarting and shows any errors |
/zonecreator list |
Operator (level 2) |
Lists the active zones (from the highest to the lowest priority) and the disabled zones |
If a file has an error, the mod tells you which file and which option is the problem (up to 8 errors in the chat, the rest in latest.log), and everything that is correct keeps working.
13. Frequently asked questions and limits
- My rules do nothing, why? Check in this order: is json_enabled set to true? Is shape.json right (F3 for the coordinates)? Right dimension? Did you type /zonecreator reload? That command shows reading errors, and /zonecreator list shows which zones are really active.
- Should an admin ignore a zone? Yes: use bypass in zone.json (operators, game mode, player name or tag).
- Zombies do not spawn in my small zone. In a very small zone, natural spawning is rare. Test with spawn eggs (they work, because a missing reasons = all reasons).
- Why does minecraft:zombie not target drowned or husks? A type with a precise id only targets that creature. To target several, use a list or a tag.
- Does the mod work with other mods? Yes. The ids of creatures, items, blocks and effects from other mods work everywhere (e.g. "mymod:super_zombie").
- What does adventure mode do in a zone with blocks.json? See blocks.json. An adventure-mode player is temporarily switched to survival in zones that allow something, and goes back to adventure when leaving. Block rules apply according to the block's position, the mode switch according to the player's position.
Limits to know about
- Mob modifications (equipment, stats) are applied at spawn time. A mob that is already there is not modified.
- Effects are handled every 10 ticks (0.5 s) for creatures near players (96 blocks).
- Extra mobs (
extra_spawns) are attempted about every 5 seconds.
- Block placing is checked for items placed by a player; explosions, endermen and other mobs are not covered by
blocks.json.
- For a player temporarily switched to survival, a
bypass by game mode still sees them as being in adventure mode.
Notes
- Lightweight mod
- Server side
Mod created by Mozork. All rights reserved.