
[general]
	#Block range for sound detection system to look for a mob that made a certain sound on the server, so the client may play an animation.
	#The client is not sent an exact position, so the mob's location must be estimated.
	#Range: 0.5 ~ 8.0
	sound_detection_range = 1.5
	#Mob variants that shouldn't have any model changes applied to them.
	#Format for every entry is "<namespace>:<path>". Tags are supported, must be in the format of "#<namespace>:<path>". Namespace may be omitted to use "minecraft" by default. May use asterisk as wildcard parameter via pattern matching, e.g. "minecraft:*_shulker_box" to match all shulker boxes no matter of color. Begin an entry with "!" to make sure it is excluded, useful e.g. when it has already been matched by another pattern.
	mob_blacklist = []

[models]
	#This makes a snowman's arm swing when it throws a snowball.
	animated_snow_man_stick = true
	#If an enderman is angry it will wave its arms around wildly while chasing its target.
	#Suits their twisted nature very well.
	arm_flailing_enderman = true
	#Takes away the stick tails of the current cats and gives them something nicer instead.
	#Fully animated flowing tails that move while they stand or run, and even curl around their bodies when they sit.
	curly_cat_tail = true
	#Makes horses more lively again, just like they used to be in older versions.
	#Does this by adding back their mouth and knees while staying true to the vanilla model style.
	familiar_horse = true
	#Gives a jellyfish-like effect to the swimming animation of squids; generally just makes their tentacles flow more while moving.
	squiggly_squid_tentacles = true
	#A pleasing visual change; this makes the insides of slimes flow around like liquid.
	#They splish-splosh about even more when they jump. The eyes, the mouth, and the core itself all move independently.
	jiggly_liquidy_slime = true
	#A subtle change; this makes villagers wiggle their big noses whenever they make their iconic sound.
	#It's a small change, but who doesn't get a kick out of it?
	wiggly_villager_nose = true
	#Takes away the stick tails of the current ocelots and gives them something nicer instead.
	#Fully animated flowing tails that move while they stand or run.
	flowy_ocelot_tail = true
	#This makes the udders on cows wobble around when they walk.
	#Also makes their udders have nipples.
	oinky_pig = true
	#A truly stunning visual addition. Spiders now finally have the knees they've always dreamed of.
	spider_knees = true
	#This one makes chicken beaks open and close when they cluck.
	#When they strut their heads move back and forth, the red thing under their beak swings around and their wings flap a little. Just like the real deal!
	bucka_bucka_chicken = true
	#This one makes llamas open their mouth when spitting. How have they been doing that before?!
	spitful_llama = true
	#This makes the udders on cows wobble around when they walk.
	#Also makes their udders have nipples.
	wobbly_cow_udder = true
	#A subtle change; this makes iron golems wiggle their big noses whenever they're hurt.
	#Exactly the same animation as for villagers, except for iron golems!
	wiggly_iron_golem_nose = true
	#This one makes the knees of zombie-like and piglin-like mobs bend when they walk around.
	#Looks pretty fluid and nice. You'll like it, trust me.
	bending_humanoid_knees = true
	#This one is pretty kneat. It makes sheep actually bend down to eat grass.
	#It's no longer just their head lowering, their whole body lowers down to get a sweet sample of that succulent cellulose.
	#Did you notice their KNEES bend too when they kneel?
	kneeling_sheep = true
	#Adds a custom death animation to magma cubes, which causes their bodies to form into a pile of steamy, delicious hamburger patties when they die.
	#Unfortunately, you can't eat them because they're way too hot.
	magma_cube_burger = true
	#Changes wolf tails to be fluffier and flowier, wagging realistically while they stand and run.
	#Also makes tamed wolves lie down instead of sitting. Hold up some meat and they'll roll over, too.
	playful_doggy = true
	#Remember that one very popular "TNT" music video by CaptainSparklez with the really cute wobbly Creeper?
	#Well, it's in the game now. The full thing, the real deal, exactly like the video.
	wobbly_creeper = true
	#Divides ghast tentacles into parts and makes them wiggle realistically, like those tentacle monsters you always see at the movies.
	#Makes them a little more scary, but ultimately nicer to look at.
	wiggly_ghast_tentacles = true

[oinky_pig]
	#Mob sounds to play a unique animation for.
	#Useful for adding support for modded mob variants which have different sounds from their vanilla counterparts.
	#Format for every entry is "<namespace>:<path>". Tags are supported, must be in the format of "#<namespace>:<path>". Namespace may be omitted to use "minecraft" by default. May use asterisk as wildcard parameter via pattern matching, e.g. "minecraft:*_shulker_box" to match all shulker boxes no matter of color. Begin an entry with "!" to make sure it is excluded, useful e.g. when it has already been matched by another pattern.
	mob_sounds = ["minecraft:entity.pig.ambient"]
	#Fancy ears for pigs, just like piglins have them.
	floaty_ears = true
	#Animation swing speed for ear floatiness.
	#Range: 1 ~ 20
	ear_animation_speed = 10

[bucka_bucka_chicken]
	#Move head back and forth when chicken is walking.
	move_head = true
	#Animation swing speed of wing flapping.
	#Range: 1 ~ 20
	wing_animation_speed = 3
	#Flap wings when chicken is walking.
	flap_wings = true
	#Mob sounds to play a unique animation for.
	#Useful for adding support for modded mob variants which have different sounds from their vanilla counterparts.
	#Format for every entry is "<namespace>:<path>". Tags are supported, must be in the format of "#<namespace>:<path>". Namespace may be omitted to use "minecraft" by default. May use asterisk as wildcard parameter via pattern matching, e.g. "minecraft:*_shulker_box" to match all shulker boxes no matter of color. Begin an entry with "!" to make sure it is excluded, useful e.g. when it has already been matched by another pattern.
	mob_sounds = ["minecraft:entity.chicken.ambient"]
	#Animation swing speed for wattles movement.
	#Range: 1 ~ 20
	wattles_animation_speed = 5
	#Move head back and forth when chicken is walking.
	#Range: 1 ~ 20
	head_animation_speed = 4
	#Make bill a lot slimmer so chickens look less like ducks.
	slim_bill = true
	#Wiggle chin when chicken is walking.
	wiggle_wattles = true

[spitful_llama]
	#Mob sounds to play a unique animation for.
	#Useful for adding support for modded mob variants which have different sounds from their vanilla counterparts.
	#Format for every entry is "<namespace>:<path>". Tags are supported, must be in the format of "#<namespace>:<path>". Namespace may be omitted to use "minecraft" by default. May use asterisk as wildcard parameter via pattern matching, e.g. "minecraft:*_shulker_box" to match all shulker boxes no matter of color. Begin an entry with "!" to make sure it is excluded, useful e.g. when it has already been matched by another pattern.
	mob_sounds = ["minecraft:entity.llama.spit"]

[squiggly_squid_tentacles]
	#Define length for squid tentacles.
	#Range: 1 ~ 8
	tentacles_length = 8

[jiggly_liquidy_slime]
	#Animation swing speed of inner slime parts.
	#Range: 1 ~ 20
	animation_speed = 5

[wobbly_creeper]
	#Different directional behaviour modes for the walking animation.
	#Allowed Values: SIDE, FRONT, CIRCLE, RANDOM
	wobble_direction = "SIDE"

[wobbly_cow_udder]
	#Should calves show an utter.
	calf_utter = false
	#Animation swing speed of utter when the cow is walking.
	#Range: 1 ~ 20
	animation_speed = 5
	#Render tiny nipples on a cow's utter.
	show_nipples = true

[playful_doggy]
	#Make wolf tail fluffy.
	fluffy_tail = true
	#Define tail length.
	#Range: 1 ~ 7
	tail_length = 7
	#Pose and behaviour when sitting.
	#By default makes wolves lie down instead, and roll over when a nearby player is holding a piece meat.
	#Allowed Values: DEFAULT, LIE_DOWN, ROLL_OVER, LIE_DOWN_AND_BEG_FOR_MEAT
	sitting_behaviour = "LIE_DOWN_AND_BEG_FOR_MEAT"
	#Animation swing speed for tail.
	#Range: 1 ~ 20
	animation_speed = 5

[arm_flailing_enderman]
	#Flail arms while carrying a block.
	fail_while_carrying = true
	#Animation swing speed for arms.
	#Range: 1 ~ 20
	animation_speed = 5

[curly_cat_tail]
	#Define tail length.
	#Range: 1 ~ 15
	tail_length = 15
	#Animation swing speed for tail.
	#Range: 1 ~ 20
	animation_speed = 7

[animated_snow_man_stick]
	#Mob sounds to play a unique animation for.
	#Useful for adding support for modded mob variants which have different sounds from their vanilla counterparts.
	#Format for every entry is "<namespace>:<path>". Tags are supported, must be in the format of "#<namespace>:<path>". Namespace may be omitted to use "minecraft" by default. May use asterisk as wildcard parameter via pattern matching, e.g. "minecraft:*_shulker_box" to match all shulker boxes no matter of color. Begin an entry with "!" to make sure it is excluded, useful e.g. when it has already been matched by another pattern.
	mob_sounds = ["minecraft:entity.snow_golem.shoot"]

[wiggly_ghast_tentacles]
	#Define the max length of tentacles.
	#Range: 2 ~ 14
	max_tentacles_length = 14
	#Animation swing speed of tentacles.
	#Range: 1 ~ 20
	animation_speed = 5

[flowy_ocelot_tail]
	#Define tail length.
	#Range: 1 ~ 15
	tail_length = 15
	#Animation swing speed for tail.
	#Range: 1 ~ 20
	animation_speed = 7

[wiggly_villager_nose]
	#Mob sounds to play a unique animation for.
	#Useful for adding support for modded mob variants which have different sounds from their vanilla counterparts.
	#Format for every entry is "<namespace>:<path>". Tags are supported, must be in the format of "#<namespace>:<path>". Namespace may be omitted to use "minecraft" by default. May use asterisk as wildcard parameter via pattern matching, e.g. "minecraft:*_shulker_box" to match all shulker boxes no matter of color. Begin an entry with "!" to make sure it is excluded, useful e.g. when it has already been matched by another pattern.
	mob_sounds = ["minecraft:entity.villager.ambient", "minecraft:entity.villager.trade", "minecraft:entity.wandering_trader.ambient", "minecraft:entity.wandering_trader.trade"]

