All versions
1.0.0
Release
Shriek Control 1.0.02 months ago 26
Compatibility
Minecraft: Java Edition
1.21.1
Platform
NeoForge
Supported environments
Client and server
Changes
Shriek Control lets you decide exactly what happens when a Sculk Shrieker is activated. It has the following config files
shriekcontrol-server.toml
[spawning]
#If true, the nearest player's luck affects weighted mob selection.
use_player_luck = true
#Multiplier applied to player luck when calculating mob weights.
#Effective weight = base_weight + quality * player_luck * multiplier.
# Default: 1.0
# Range: 0.0 ~ 100.0
luck_weight_multiplier = 1.0
#How far from the shrieker to search for the player whose luck should be used.
# Default: 16.0
# Range: 1.0 ~ 128.0
luck_player_search_radius = 16.0
#If true, mobs spawned by sculk shriekers rise out of the ground.
emerge_from_ground = true
#How long the ground-emerge effect lasts, in ticks. 20 ticks = 1 second.
# Default: 100
# Range: 20 ~ 200
emerge_ticks = 100
#Entity registry IDs that sculk shriekers can spawn instead of the Warden.
#Format: entity_id=base_weight,luck_quality,min_count,max_count
#Examples:
#minecraft:zombie=50,0,1,4
#minecraft:creeper=15,2,1,1
#minecraft:warden=1,8,1,1
#
#You may also use just minecraft:zombie, which defaults to weight 1, luck quality 0, count 1.
#You may also use minecraft:zombie=20, which defaults to luck quality 0, count 1.
#You may also use minecraft:zombie=20,3, which defaults to count 1.
mob_ids = ["minecraft:warden=1,0,1,1"]
#How many nearby positions the shrieker tries before giving up.
# Default: 20
# Range: 1 ~ 100
spawn_attempts = 20
#If true, mobs must pass their normal spawn placement rules.
#If false, the mod only checks basic collision, which is better for unusual mobs.
respect_spawn_rules = false
#If true, vanilla Warden spawning will happen if the configured mob cannot spawn.
fallback_to_warden_if_config_fails = false
shriekcontrol-spawn-effects-server.toml
[spawn_effects]
#Potion/status effects applied to mobs whenever they enter the world.
#This works for natural spawns, spawn eggs, commands, spawners, and sculk shrieker spawns.
#
#Format:
#mob_id_or_namespace|effect_id|duration|amplifier|ambient|show_particles|show_icon
#
#For one mob:
#minecraft:zombie|minecraft:speed|-1|0|false|true|true
#
#For every mob in a namespace:
#minecraft:*|minecraft:glowing|-1|0|false|true|true
#alexsmobs:*|minecraft:strength|-1|1|false|true|true
#
#duration is in ticks. 20 ticks = 1 second.
#Use -1 for infinite duration.
#amplifier starts at 0, so 0 = level I, 1 = level II, 2 = level III.
#
#You can add multiple entries for the same mob to give it multiple effects.
effects = ["minecraft:zombie|minecraft:speed|-1|0|false|true|true"]
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:g1NEfpFn:y2BBX8nl"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:g1NEfpFn:y2BBX8nl"
}

