# apocalypse:difficulty.toml
# This config contains settings related to Apocalypse difficulty.

  # Registry Entry List fields: General format = [ "namespace:entry_name", ... ]
  #   Registry entry lists are arrays of registry keys. Many things in the game, such as blocks or potions, are
  #     defined by their registry key within a registry. For example, all items are registered in the "minecraft:item"
  #     registry.
  #   An asterisk '*' can be used to match all registry entries/keys belonging to X namespace. For example,
  #     'minecraft:*' will match all vanilla entries.
  #   Tags can also be used here. To declare a tag, start with a '#' followed by the rest of the tag path.
  #   Tag example: '#minecraft:oak_logs'



# Category: general
# General difficulty settings.

  # This is a difficulty multiplier used for when more than one player is online.
  # For every additional player online, the rate at which difficulty increases for everyone is multiplied by this value.
  # Setting this to 1.0 essentially disables this feature.
  # <Number> Range: 1.0 ~ 10.0, Default: 1.0
  general.multiplayer_multiplier = 1.0
  # This is a difficulty multiplier used for punishing the player for sleeping through the night.
  # When this value is greater than 1.0, it causes players who sleep through the night to have their difficulty go
  #   higher than if they had just stayed up the whole night.
  # For example, a value of 1.5 would equal a 50% increase.
  # <Number> Range: 1.0 ~ 1000.0, Default: 2.0
  general.sleep_penalty_multiplier = 2.0

  # Determines if the player's difficulty should be reduced upon death.
  # 'NONE': nothing happens when the player dies.
  # 'RESET': difficulty is set to 0 upon death, unless the player is still on their grace period.
  # 'LEVEL': difficulty is reduced by the amount of levels specified by 'reduction_levels' upon death.
  # 'PERCENTAGE': difficulty is reduced by the percentage specified by 'reduction_percentage' upon death.
  # <Enum> Valid Values: { "none", "reset", "level", "percentage" }, Default: "none"
  general.difficulty_reduction_type = "none"
  # Works in conjunction with 'difficulty_reduction_type'
  # <Number> Range: 0.0 ~ 1.0, Default: 0.25
  general.reduction_percentage = 0.25
  # Works in conjunction with 'difficulty_reduction_type'
  # <Integer> Range: ≥ 1, Default: 10
  general.reduction_levels = 10

  # A list of difficulty multipliers linked to dimension types.
  # Used for dimensions that should make the player's difficulty rise 'quicker' than normal.
  # Additional conditions other than dimension type can be appended here, but intended use is dimension type check only.
  # <Environment List> Format: [ "value condition1 state1 & condition2 state2 & ...", ... ], Default: [ "1.5
  #   dimension_type minecraft:the_nether", "1.5 dimension_type minecraft:the_end" ]
  #    Range for Values: 1.0 ~ 100.0
  general.dimension_penalty_list = [
    "1.5 dimension_type minecraft:the_nether",
    "1.5 dimension_type minecraft:the_end"
  ]

  # A list of entity types linked with a difficulty value,
  # representing the difficulty level required for them to start spawning naturally in the world.
  # Used when checking the difficulty of the player closest to the attempted mob spawn.
  # <Entity List> Format: [ "namespace:entity_type value", ... ], Default: [ "apocalypse:fearwolf 30.0" ]
  #    Range for Values: ≥ 0.0
  general.mob_spawn_difficulty_levels = [
    "apocalypse:fearwolf 30.0"
  ]


  # Environment List fields: General format =
  #     [ "value environment1 condition1 & environment2 condition2 & ...", ... ]
  #   Environment lists are arrays of environment entries. Each entry is a value followed by the environment
  #     conditions that must be satisfied for the value to be chosen. The environments are tested in the order listed,
  #     and the first matching entry is chosen.
  #   See the bottom of this file for an explanation on each environment condition available.
  # Environment conditions (for Environment List entries):
  #   Many environment conditions can be inverted by using "!"; these are shown with (!) in the appropriate location.
  #   Other environment conditions are numerical comparisons; these use the operators (shown as op) <, >, =, <=, >=,
  #     or != to compare value.
  # 
  # Valid environment conditions are:
  # 
  #   "dimension_property (!)property":
  #     Valid property values: "ultrawarm", "natural", "has_skylight", "has_ceiling", "fixed_time", "piglin_safe",
  #       "bed_works", "respawn_anchor_works", "has_raids"
  #     Dimension properties are the true/false values available to dimension types in data packs. See the wiki for
  #       more info: [https://minecraft.fandom.com/wiki/Custom_dimension#Syntax].
  # 
  #   "dimension_type (!)namespace:dimension_type_name":
  #     The world's dimension type. In vanilla, these are only "minecraft:overworld", "minecraft:the_nether", or
  #       "minecraft:the_end".
  # 
  #   "rainfall op value":
  #     Biome's rainfall parameter. If this is "= 0", it checks that rain is disabled. For reference, rainfall > 0.85
  #       suppresses fire.
  # 
  #   "biome_temp op value OR (!)freezing":
  #     Biome's temperature parameter. For reference, freezing is < 0.15 and hot is generally considered > 0.95.
  # 
  #   "temp op value OR (!)freezing":
  #     Height-adjusted temperature. For reference, freezing is < 0.15 and hot is generally considered > 0.95.
  # 
  #   "biome_category (!)category":
  #     Deprecated, use "biome_tag" instead!
  # 
  #   "biome_tag (!)#namespace:biome_tag":
  #     The biome tag. See the wiki for vanilla biome tags (resource locations)
  #       [https://minecraft.wiki/w/Biome_tag_(Java_Edition)].
  # 
  #   "biome (!)namespace:biome_name":
  #     The biome. See the wiki for vanilla biome names (resource locations)
  #       [https://minecraft.fandom.com/wiki/Biome#Biome_IDs].
  # 
  #   "structure (!)namespace:structure_name":
  #     The structure. See the wiki for vanilla structure names [https://minecraft.fandom.com/wiki/Structure#ID].
  # 
  #   "y op value":
  #     The y-value. For reference, sea level is normally 63 and lava level is normally -54.
  # 
  #   "y_from_sea op value":
  #     The y-value from sea level. Expect the only air < 0 to be in caves/ravines (which may still have direct view
  #       of the sky).
  # 
  #   "position (!)state":
  #     Valid state values: "can_see_sky", "is_in_village", "is_near_village", "is_near_raid", "is_in_water",
  #       "is_in_lava", "is_in_fluid", "has_redstone_power"
  #     Miscellaneous conditions that generally do what you expect. For reference, 'near' a village is ~3 chunks, and
  #       redstone checks weak power.
  # 
  #   "difficulty op value":
  #     The regional difficulty (0 to 6.75). This is based on many factors such as difficulty setting, moon
  #       brightness, chunk inhabited time, and world time.
  #     For reference, this scales up to the max after 63 days in the world and 150 days in a particular chunk, and
  #       peaks during full moons. On Peaceful this is always 0, on Easy this is 0.75 to 1.5, on Normal this is 1.5 to
  #       4.0, and on Hard this is 2.25 to 6.75.
  # 
  #   "special_difficulty op value":
  #     The 'special multiplier' for regional difficulty (0 to 1). For reference, this is 0 when difficulty <= 2 and 1
  #       when difficulty >= 4.
  #     This is always 0 in Easy and below. In Normal, it maxes at absolute peak regional difficulty. In Hard, it
  #       starts at 0.125 and maxes out in ~50 days.
  # 
  #   "weather (!)type":
  #     Valid type values: "clear", "rain", "thunder"
  # 
  #   "moon_brightness op value":
  #     The moon brightness (0 to 1). New moon has 0 brightness, full moon has 1 brightness. Intermediate phases are
  #       0.25, 0.5, or 0.75.
  # 
  #   "moon_phase (!)phase":
  #     Valid phase values: "full", "waning_gibbous", "last_quarter", "waning_crescent", "new", "waxing_crescent",
  #       "first_quarter", "waxing_gibbous"
  #     For reference, the first day in a new world is always a full moon.
  # 
  #   "day_time (!)time":
  #     Valid time values: "day", "sunset", "night", "sunrise"
  #     Note that the transition periods, sunset & sunrise, are considered as part of day & night, respectively.
  # 
  #   "time_from_midnight op value":
  #     The absolute time in ticks away from midnight. Value must be 0 to 12000.
  # 
  #   "world_time op value":
  #     The total time the world has existed, in ticks. For reference, each day cycle is 24000 ticks and each lunar
  #       cycle is 192000 ticks.
  # 
  #   "chunk_time op value":
  #     The total time the chunk has been loaded, in ticks. For reference, each day cycle is 24000 ticks and each
  #       lunar cycle is 192000 ticks.
  # 
  #   "apocalypse_difficulty op value":
  #     The Apocalypse Rebooted mod's difficulty (scale depends on your config). This is based on the nearest player's
  #       current difficulty level. If no player exists, or the mod is not installed, it will never match any condition.
  # 
  #   "apocalypse_difficulty_or_time op value":
  #     The Apocalypse Rebooted mod's difficulty (scale depends on your config). If the mod is not installed, this is
  #       instead treated like a "world_time" condition.
