
["Spawn Conditions"]
	#The spawn chance per tick (once the spawn timer is finished)
	#Range: 0.0 ~ 1.0
	spawn_chance_per_tick = 0.05
	#Depth at which the GoatMan can start to spawn
	spawn_height = 500
	#Allow GoatMan to spawn underground
	spawn_in_caves = true
	#Whether the GoatMan can spawn on the surface or not
	allow_surface_spawn = true
	#The maximum sky light level the GoatMan can spawn at
	#Range: 0 ~ 15
	sky_light_level = 14
	#The maximum block light level the GoatMan can spawn at
	#Range: 0 ~ 15
	block_light_level = 14
	#The maximum amount of GoatMan which can exist at the same time
	#Range: 0 ~ 100
	maximum_amount = 1
	#How close to players the GoatMan is allowed to spawn (in blocks)
	#Range: 0 ~ 64
	spawn_distance = 18
	#If set to true the GoatMan will try to find a spawn position with a possible path to the player
	check_path_to_spawn = true

	["Spawn Conditions".Dimensions]
		#The dimensions where the GoatMan can spawn in (Whitelist)
		dimension_whitelist = ["minecraft:overworld"]

	["Spawn Conditions".Biomes]
		#If you don't want to create a datapack to configure the biomes
		override_biome_datapack_config = true
		#Use the surface biome list either as white- or blacklist
		surface_biomes_is_whitelist = false
		#Either white- or blacklist of the surface biomes the GoatMan can spawn in (Syntax: modid:biome, e.g. `minecraft:plains`)
		surface_biomes = ["minecraft:desert", "minecraft:badlands", "minecraft:eroded_badlands", "minecraft:wooded_badlands", "minecraft:savanna", "minecraft:savanna_plateau", "minecraft:windswept_savanna", "minecraft:swamp", "minecraft:mangrove_swamp", "minecraft:mushroom_fields", "minecraft:ocean", "minecraft:deep_ocean", "minecraft:cold_ocean", "minecraft:deep_cold_ocean", "minecraft:frozen_ocean", "minecraft:deep_frozen_ocean", "minecraft:ice_spikes", "minecraft:lukewarm_ocean", "minecraft:deep_lukewarm_ocean", "minecraft:warm_ocean", "minecraft:beach", "minecraft:snowy_beach", "minecraft:stony_shore", "minecraft:river", "minecraft:frozen_river", "minecraft:deep_dark"]

	["Spawn Conditions".Timers]
		#Modify the timers for the surface (to reduce or increase them), based on the general timer set (e.g. spawn timer of 300 seconds -> 0.3 turns it into 90 seconds and 1.7 turns it into 510 seconds for the surface)
		#Range: 0.0 ~ 5.0
		surface_timer_multiplier = 1.0

		["Spawn Conditions".Timers.Spawn]
			#Minimum time between spawns in seconds
			#Range: 0 ~ 86400
			can_spawn_min = 400
			#Maximum time between spawns in seconds
			#Range: 0 ~ 86400
			can_spawn_max = 800
			#Chance for a spawn cooldown to occur
			#Range: 0.0 ~ 1.0
			can_spawn_cooldown_chance = 0.05
			#Spawn cooldown length in seconds
			#Range: 0 ~ 86400
			can_spawn_cooldown = 1200

		["Spawn Conditions".Timers.Noise]
			#Minimum time between noise occurrences in seconds
			#Range: 0 ~ 86400
			reset_noise_min = 340
			#Maximum time between noise occurrences in seconds
			#Range: 0 ~ 86400
			reset_noise_max = 460

		["Spawn Conditions".Timers.Leave]
			#Time (in seconds) it takes for the GoatMan to leave
			#Range: 1 ~ 6000
			time_until_leave = 200
			#Time (in seconds) it takes for the GoatMan to leave once a chase begins
			#Range: 1 ~ 600
			time_until_leave_chase = 25

[Behaviour]
	#The distance in blocks at which the GoatMan can detect whether a player is looking at it or not
	#Range: 0 ~ 128
	spotting_range = 100
	#Whether the GoatMan can climb or not
	can_climb = true
	#Allow the GoatMan to follow vanilla riding logic (e.g. boats)
	allow_riding = false
	#Whether invisible players can be targets or not
	target_invisible = false
	#Whether the GoatMan can charge on flat ground
	charge = true
	#Whether the charge can target mobs
	charge_on_mobs = true
	#If enabled, GoatMan ignores range requirements and immediately charges a player using a shield
	charge_shield_rush = true
	#Whether the GoatMan can leap directly at the player
	leap = true
	#Whether the GoatMan can leap on mobs in addition to players
	leap_on_mobs = true
	#Whether the GoatMan mimics mob sounds (prioritising the last mob it killed) during calm and stalking phases
	mimic_sounds = true
	#Whether the GoatMan attacks isolated villagers, wandering traders, and wolves that are separated from their group
	pick_off_stragglers = true
	#Whether the GoatMan can destroy crops
	destroy_crops = true

	[Behaviour."Creep Stalk"]
		#Chance a GoatMan spawns in creep-stalk mode when underground
		#Range: 0.0 ~ 1.0
		creep_stalk_chance_cave = 0.6
		#Chance a GoatMan spawns in creep-stalk mode on the surface
		#Range: 0.0 ~ 1.0
		creep_stalk_chance_surface = 0.3
		#Distance at which the creep-stalk hands off to chase/flee
		#Range: 1.0 ~ 32.0
		creep_stalk_trigger_distance = 4.0
		#Creep-stalk movement as a FRACTION of normal speed. 0.05 ≈ player crouch speed (very slow), 1.0 = full speed. Lower = creepier/slower
		#Range: 0.03 ~ 1.0
		creep_stalk_speed = 0.5

	[Behaviour.Charge]
		#Minimum duration in seconds — shield charge stun / leap shield-disable when GoatMan hits a blocking player
		#Range: 1 ~ 60
		shield_stun_disable_min = 5
		#Maximum duration in seconds — shield charge stun / leap shield-disable when GoatMan hits a blocking player
		#Range: 1 ~ 60
		shield_stun_disable_max = 10
		#Blocks broken around entities hit by a charge
		#Range: 0 ~ 3
		charge_impact_radius = 2
		#How many blocks GoatMan can break when a charge hits a wall
		#Range: 0 ~ 4
		charge_break_blocks = 3
		#Minimum distance to start a charge
		#Range: 1.0 ~ 32.0
		charge_min_range = 4.0
		#Maximum distance to start a charge
		#Range: 1.0 ~ 64.0
		charge_max_range = 12.0
		#Horizontal speed during the charge
		#Range: 0.1 ~ 5.0
		charge_speed = 4.0
		#Total ticks the charge lasts including wind-up
		#Range: 10 ~ 200
		charge_duration = 10
		#Wind-up ticks before the charge launches (Ravager-style pause)
		#Range: 0 ~ 60
		charge_windup_ticks = 3
		#Base damage radius during charge
		#Range: 0.0 ~ 8.0
		charge_damage_radius = 2.0
		#Extra forward damage reach during charge
		#Range: 0.0 ~ 8.0
		charge_forward_reach = 2.0
		#Minimum seconds between charges
		#Range: 1 ~ 120
		charge_cooldown_min = 3
		#Maximum seconds between charges
		#Range: 1 ~ 120
		charge_cooldown_max = 6

	[Behaviour.Leap]
		#Maximum distance to trigger a leap
		#Range: 1.0 ~ 32.0
		pounce_range = 30.0
		#Minimum distance to trigger a leap (too close = just melee instead)
		#Range: 0.5 ~ 16.0
		pounce_min_range = 9.5
		#Speed of the leap — higher = faster
		#Range: 0.1 ~ 5.0
		leap_speed = 4.0
		#Minimum seconds between leap
		#Range: 1 ~ 120
		leap_cooldown_min = 3
		#Maximum seconds between leap
		#Range: 1 ~ 120
		leap_cooldown_max = 6
		#Radius in blocks around the GoatMan that deals damage while leaping (0 = disabled, uses normal melee only)
		#Range: 0.0 ~ 8.0
		pounce_damage_radius = 3.0
		#Radius in blocks around the GoatMan that breaks blocks when leaping into them
		#Range: 0 ~ 5
		pounce_break_radius = 3

[Attributes]
	#Maximum Armor
	#Range: 0.0 ~ 20.0
	maximum_armor = 20.0
	#Maximum Health
	#Range: 1.0 ~ 500.0
	maximum_health = 100.0
	#Attack Damage
	#Range: 0.0 ~ 50.0
	attack_damage = 5.0
	#Movement Speed
	#Range: 0.0 ~ 5.0
	movement_speed = 0.6
	#Depth Strider (movement speed in water) Bonus
	#Range: 1.0 ~ 3.0
	depth_strider_bonus = 2.0

["Goat Herd"]
	#Whether the GoatMan randomly summons a herd of goats
	summon_herd = true
	#Whether goats from the herd can only spawn on the surface (not in caves)
	summon_herd_surface_only = true
	#Minimum number of goats in the summoned herd
	#Range: 1 ~ 20
	summon_herd_size_min = 6
	#Maximum number of goats in the summoned herd
	#Range: 1 ~ 20
	summon_herd_size_max = 13
	#Spawn frequency for the summoned herd. 1.0 = normal rate (same as chicken/pig/cow), 0.5 = rare. Higher values spawn more frequently. 0.0 = disabled
	#Range: 0.0 ~ 1.0
	summon_herd_frequency = 1.0

	["Goat Herd"."Goat Omen"]
		#Whether goats spawn independently in the world as an omen of the GoatMan's territory — fires regardless of whether GoatMan is active
		omen_goat_enabled = true
		#Spawn frequency for omen goats. 1.0 = normal animal rate, 0.5 = rare, 0.0 = disabled
		#Range: 0.0 ~ 1.0
		omen_goat_frequency = 1.0
		#Minimum number of omen goats per spawn
		#Range: 1 ~ 20
		omen_goat_size_min = 2
		#Maximum number of omen goats per spawn
		#Range: 1 ~ 20
		omen_goat_size_max = 3

[Music]
	#Plays music during stalk and chase like traditional Cave Dweller
	music_enabled = true
	#Volume for stalk phase and chase phase (0.0 = silent, 1.0 = full)
	#Range: 0.0 ~ 1.0
	music_volume = 1.0

	[Music."Legacy Music"]
		#Uses the original chase sounds
		chase_sound_legacy = false
		#Volume for legacy sounds (0.0 = silent, 1.0 = full)
		#Range: 0.0 ~ 1.0
		legacy_chase_volume = 1.0

[Misc]
	#Only play the ambient noises to the current (spawn) target (Note: The target can change when a spawn attempt is not successful)
	only_play_noise_to_target = false
	#Whether the charge and leap applies blindness, weakness and nausea on hit
	charge_and_leap_apply_effects = true
	#Duration in seconds of charge and leap status effects
	#Range: 1 ~ 30
	charge_and_leap_effect_duration = 3
	#Whether the GoatMan can break blocks (fences, doors, glass, etc.)
	break_block = true
	#Whether the GoatMan drops blocks
	drop_block = true

