GameRule
Type
Default
Explanation
attribute_inheritance
Boolean
True
On animal breeding, the baby has a chance to inherit attributes from parents or mutate
attribute_infection
Boolean
True
On zombie infection, the infected has chance to inherit random attribute from zombie
attribute_preservation
Boolean
True
Preserves attributes on conversion
skeletons_use_axe
Boolean
True
Makes skeletons with scale > 1.2 have axe instead of a bow
explosion_scaling
Boolean
True
Scales ExplosionRadius of mobs
burn_scaling
Boolean
True
Scales burn damage
tame_scaling
Boolean
True
Makes animals harder to tame
range_scaling
Boolean
True
Scales mob attack/pickup range
exp_scaling
Boolean
True
Scales experience
mutation
Boolean
True
If mobs should have mutation
scaling_steps
Integer
4
How many steps, maximum, per mutated mob spawn, should be taken in order to find a free space. Higher values will result in better accuracy at the cost of main thread performance.
chance
Integer
25
Mob mutation chance
weirdness
Double
6.0
General weirdness that is used for random
attribute_positive_multiplier
Double
1.2
General scaling for positive attributes
attribute_negative_multiplier
Double
0.5
General scaling for negative attributes
Field
Type
Explanation
reasons
List
SpawnReason values that mutation ignores
attributes
List
Attribute identifiers that mutation ignores
types
List
EntityType identifiers that ignore mutation
conversion
List
EntityType identifiers that ignore attribute_preservation
Field
Type
Explanation
positive
List
Attributes that increase with bigger mob scale
negative
List
Attributes that decrease with bigger mob scale
lootScaling
Boolean
Enables/disables loot scaling; needs restart to take effect
most config changes can be applied at runtime with /mutator::reload