Config — Pixelmon Generations
- 1 Config
- 2 Contents
- 3 Settings
- 4 Day-night cycle
- 5 Contents
- 6 Conversions [ edit ]
- 7 24-hour Minecraft day [ edit ]
- 8 Clocks [ edit ]
- 9 Commands [ edit ]
- 10 Spawner
- 11 Contents
- 12 Occurrence [ edit ]
- 13 Obtaining [ edit ]
- 14 Usage [ edit ]
The Pixelmon config file, pixelmon.hocon , is a file containing numerous settings for Pixelmon. The file can be located by going to the Minecraft folder (accessible by clicking the «Open Game Dir» button on the Minecraft launcher’s profile editor screen) and opening the config folder.
The config file can be edited inside Minecraft by pressing a certain hotkey ( P by default), or by selecting Pixelmon from the «Mods» section in the main menu or the «Mod Options» section in-game. The file can also be edited outside of Minecraft with a plain text editor such as Notepad or TextEdit. If edited with a plain text editor, changes will only be reflected when the target world is not online; changing the config file while the world is online will cause no changes to occur to the world until the world is reloaded. On a multiplayer server, editing the config file in-game will only affect client-side settings; server-side settings can only be changed by editing the .hocon file outside of Minecraft.
The config file can be reset to default settings by deleting the file. The file will be regenerated the next time Minecraft is started up.
The AFK handler is a system that automatically takes control of battling players that have not responded for an amount of time. Once the AFK handler takes over, the unresponsive player may resume control at any time.
The day-night cycle is a 20 minute long timelapse between two main light settings.
Conversions [ edit ]
In Minecraft, time is exactly 72 times faster than normal time. This can be easily calculated as the proportion 1440 ⁄20 = 72, since there are 1440 minutes (86400 seconds) in a real day (60min × 24hr) and 20 minutes (1200 seconds) in a full Minecraft day. A collection of time unit conversions is listed below:
Minecraft time to real time [ edit ]
|Minecraft time||Minecraft ticks||Real time|
|1 second||0.2 7||0.013 8 seconds|
|1 minute||16. 6||0.8 3 seconds|
|1 hour||1,000||50 seconds|
|1 day||24,000||20 minutes|
|1 week (7 days)||168,000||2. 3 hours|
|1 lunar cycle (8 days)||192,000||2. 6 hours|
|1 month (30 days)||720,000||10 hours|
|1 year (365.2422 days)||8,766,000||121.75 hours (5.07291 6 days)|
Real time to Minecraft time [ edit ]
The approximation of real time to Minecraft time:
|Real time||Minecraft time|
|1 tick||3.6 Minecraft seconds|
|1 second||1 minute and 12 seconds. (72 seconds)|
|10 seconds||12 minutes (720 seconds)|
|50 seconds||1 hour (60 minutes, 3600 seconds)|
|1 minute (60 seconds)||1 hour and 12 minutes (72 minutes, 4320 seconds).|
|1 hour||3 days.|
|1 day||2.4 months, = 72 days.|
|1 week||≈ 1.385 years, ≈ 17 months, = 72 weeks, = 504 days.|
|1 month||6 years, = 72 months, ≈ 308.5 weeks, = 2,160 days.|
|1 year||72 years, ≈ 876.5 months, ≈ 3,757 weeks, ≈ 26,297.5 days.|
24-hour Minecraft day [ edit ]
time of day
|Beginning of the Minecraft day.
Villagers awaken and rise from their beds.
|07:00:00.0||1000||0:50||Time when using the /time set day command.|
|08:00:00.0||2000||1:40||Villagers begin their workday.|
|11:43:22.8||5723||4:46.15||The clock shows exactly noon.|
|12:00:00.0||6000||5:00||Noon; the sun is at its peak.|
|Time when using /time set noon .|
|15:00:00.0||9000||7:30||Villagers end their workday and begin socializing.|
|18:00:00.0||12000||10:00||Time when using the /time set sunset [ Bedrock Edition only ] command.
Villagers go to their beds and sleep.
|18:00:36.0||12010||10:00.5||In rainy weather, beds can be used at this point.|
|18:02:24||12040||10:02||The internal sky-light level begins to decrease.|
|18:32:31.2||12542||10:27.1||In clear weather, beds can be used at this point.
In clear weather, Bees enter the nest/hive for the night.
In clear weather, undead mobs no longer burn.
|18:36:36||12610||10:30.5||The clock shows exactly dusk (day to night).|
|18:47:09.6||12786||10:39.3||The solar zenith angle is 0.|
|18:58:08.4||12969||10:48.45||First tick when monsters spawn outdoors in rainy weather. [note 1]|
|19:00:00.0||13000||10:50||Time when using the /time set night command.|
|19:11:16.8||13188||10:59.4||First tick when monsters spawn outdoors in clear weather. [note 1]|
|23:50:34.8||17843||14:52.7||The clock starts showing exactly midnight.|
|00:00:00.0||18000||15:00||Midnight; the moon is at its peak.|
|Time when using the /time set midnight command.|
|04:48:43.2||22812||19:00.6||Last tick when monsters spawn outdoors in clear weather. [note 1]|
|05:00:00.0||23000||19:10||Time when using the /time set sunrise [ Bedrock Edition only ] command.|
|05:01:51.6||23031||19:11.55||Last tick when monsters spawn outdoors in rainy weather. [note 1]|
|05:02:27.6||23041||19:12.1||The clock starts showing exactly dawn.|
|05:12:54||23215||19:20.8||The solar zenith angle is 0.|
|05:27:36.0||23460||19:33||In clear weather, beds can no longer be used.
In clear weather, Bees leave the nest/hive.
In clear weather, undead mobs begin to burn.
|05:57:39.6||23961||19:58.1||The internal sky-light level reaches 15, the maximum.|
|05:59:31.2||23992||19:59.6||In rainy weather, beds can no longer be used.|
Daytime [ edit ]
Daytime is the longest section of the cycle, lasting 10 minutes.
- Start: 0 ticks (06:00:00.0)
- Mid: 6000 ticks (12:00:00.0)
- End: 12000 ticks (18:00:00.0)
When a player first spawns in singleplayer, the day-night cycle always starts at the beginning of the daytime (0:00). Most multiplayer servers also start at the beginning of the daytime, but the day-night cycle continues regardless of any new players joining.
During the daytime, the Sun rises up to its peak in a light blue sky. The exact color of the sky depends on the current biome; for example, desert skies are a lighter shade of blue than plains skies.
All blocks that are in direct vertical view of the sky receive sunlight at the internal sky-light level 15, which is the maximum. Sunlight provides ample light for the growth of saplings, grass blocks and crops. Most undead mobs (including zombies and skeletons) exposed to direct sunlight (and are not in shade, in water, or wearing helmets) are set on fire. Additionally, sunlight renders spiders neutral, unless they are currently chasing the player, and any endermen exposed to sunlight teleport randomly when near the player and randomly become neutral if having been aggressive for at least 30 seconds.
Sunset/dusk [ edit ]
Sunset is the period between daytime and nighttime, and always lasts 5 ⁄6 minutes.
- Start: 12000 ticks (18:00:00.0)
- End: 13000 ticks (19:00:00.0)
During sunset, the Sun descends on the western horizon, and the Moon rises on the eastern horizon. The sky near the setting Sun glows a vibrant orange-red. The internal sky-light level decreases. Eventually, undead mobs exposed to direct sunlight are set not to burn.
Between dusk and dawn, players may sleep in a bed. In singleplayer mode, doing so advances the day-night cycle to dawn and sets the weather to clear. This also occurs in multiplayer as long as every player online is in a bed simultaneously. Time does not pass for other aspects of the world, however; for example, crops do not grow and furnaces do not cook or smelt as they would when players are awake.
Nighttime [ edit ]
Nighttime lasts 8 1 ⁄3 minutes.
- Start: 13000 ticks (19:00:00.0)
- Mid: 18000 ticks (00:00:00.0)
- End: 23000 ticks (05:00:00.0)
During the night, the Moon rises to its peak in a dark blue sky dotted with small white stars. The stars appear to move with the Moon and can be first seen toward the end of the sunset.
During the nighttime, the world is covered in darkness; the internal sky-light level falls to a minimum of 4, which allows hostile mobs to spawn on the surface. The exact duration for which hostile mobs are able to spawn in exposed areas is 13188 ticks. [note 1] Regardless of the low light level, crops continue to grow during the night as long as one player is not sleeping.
Sunrise/dawn [ edit ]
Sunrise is the period between nighttime and daytime, and always lasts 5 ⁄6 minutes.
- Start: 23000 ticks (05:00:00.0)
- End: 24000 (0) ticks (06:00:00.0)
During sunrise, the Moon sets on the western horizon and the Sun rises on the eastern horizon. The sky near the rising Sun glows orange.
The internal sky-light level increases. Eventually, the effects of sunlight return, dissipating the threat of most hostile mobs.
Clocks [ edit ]
A clock allows players to determine Minecraft time. A clock is useful while underground where the current day/night cycle is not visible. A clock helps the player avoid mistakenly surfacing at night and falling prey to night-spawned mobs on the surface.
Clocks spin uselessly in the Nether and the End, because there is no day-night cycle in those dimensions.
Commands [ edit ]
If commands are enabled, then it is possible to change the current time with the /time commands, as detailed below. To enable or disable the day-night cycle, use the following command: /gamerule doDaylightCycle true|false
Set time [ edit ]
Specific times can be set with the /time set command.
Syntax: /time set
/time set 0 – Sets the time to dawn/sunrise. /time set day – Sets the time to 1000. /time set 12000 – Sets the time to dusk/sunset. /time set sunrise [ Bedrock Edition only ] — Sets the time to 23000.
Moon phases [ edit ]
Each day that progresses adds 24000 ticks to the time counter. While each day looks the same, the Moon appears in one of eight different phases each night. Although there is no explicit command to change the Moon’s phase, using /time add 24000 advances the Moon to its next phase. Furthermore, any of the phases can be accessed with the use of one of the following commands:
- /time set 14000 – Full moon
- /time set 38000 – Waning gibbous
- /time set 62000 – Last quarter
- /time set 86000 – Waning crescent
- /time set 110000 – New moon
- /time set 134000 – Waxing crescent
- /time set 158000 – First quarter
- /time set 182000 – Waxing gibbous
Partial (doesn’t block light)
Spawners [a] are cage-like blocks that spawn mobs. They have a miniature mob spinning inside them that represents the mob they spawn.
Occurrence [ edit ]
Natural generation [ edit ]
Spawners can generate naturally in these places, spawning mobs chosen randomly when generated:
Dungeons Placed in the center of the dungeon. It may be a zombie spawner (50% chance), skeleton spawner (25%), or spider spawner (25%). Mineshafts Cave spider spawner. Heavily surrounded by cobwebs. Woodland mansions Spider spawner. Heavily surrounded by cobwebs in a rarely generated secret room. If this room does generate, it will be on the 2nd or 3rd floor. Strongholds Silverfish spawner. Located in the end portal room. One per stronghold. Nether fortresses Blaze spawner. Located on nether fortress balconies with stairs leading up to them. Normally two per nether fortress. Bastion remnants [ upcoming: JE 1.16] Magma cube spawner. Located in treasure rooms hanging underneath a bridge.
Obtaining [ edit ]
Spawners cannot be obtained in Survival, even with Silk Touch.
In Java Edition, spawners are not found in the creative inventory and are the only block with an item form that cannot be picked with pick block . They can be obtained only by using the /give command, which gives a pig spawner by default; the mob can be changed by using a mob spawn egg on the block. The /clone command can also be used to create spawners. In Bedrock Edition, empty spawners can be found in the creative inventory or can be picked with pick block .
Usage [ edit ]
Info [ edit ]
The spawner spawns mobs in a 9×9×3 area (see § Mechanics) around it when the player is within 16 blocks. Suitable spawning locations for the block’s mob type are provided in the area. The spawner attempts to spawn 4 mobs around it, then wait from 10 to 39.95 seconds before spawning more.
When obtained as an item and placed, it spawns pigs by default in Java Edition, or appears empty in Bedrock Edition.
The spawned mob can be changed by using a spawn egg on the spawner.
In Peaceful difficulty, spawners still appear and work, but any spawned hostile mobs disappear immediately after spawning. Zombie pigmen, magma cubes, and ghasts do not spawn at all.
Spawners are transparent in their rendering only — they exhibit behavior of opaque blocks.
Spawners cannot be moved by pistons.
In Bedrock Edition, they have a hitbox slightly smaller than a full block and their edges can, therefore, be walked on with a supporting full block below.
Breaking [ edit ]
If broken with a pickaxe, they break quickly and drop some experience.
|Breaking time [note 1]|
- ↑ Times are for unenchanted tools in seconds. For more information, see Haste § Instant mining.
Block loot [ edit ]
|Incorrect tool||Correct tool|
|blocks/spawner||Spawner||Nothing (100%)||Nothing (100%)|
Mechanics [ edit ]
A spawner activates when a player comes within a spherical radius of 16 blocks from the center point of the block; i.e. 15.5 blocks from the block itself. While the block is active, it spawns mobs within an 8×3×8 block volume (8 wide, 8 long, and 3 high) centered on the center of the block, effectively meaning mobs can spawn in a 9×9 horizontal area, or 3.5 blocks vertically from the spawner. In Bedrock Edition, the spawning area is the diamond shape around the spawner, extending 4 blocks in each direction.  Mobs can spawn anywhere in this range that is suitable, with mobs more likely to spawn closer to the spawner than further away.
While mobs are spawned at fractional x and z-coordinates (i.e. not aligned to blocks), they are spawned at an integer y-coordinate. Horizontally, a mob can spawn with its center point anywhere within the 8×8 range, but vertically, mobs spawn with their legs at either the same layer as the spawner block, one block above it, or one block below it.
For some types of mobs to spawn in the outer planes of the spawning volume, some planes outside the volume may also need to be free of opaque blocks to conform with the mobs’ height, width, or other rules governing their individual spawn volumes. For mobs that are two or more blocks tall such as zombies, skeletons, or blazes to spawn in the top y-layer, the layer above that must contain only air.
|Mob type||Required Volume||Failure rate from 8×8×4 volume [note 1]||Vertical
|Pig||8.9 × 2.9 × 8.9||2.531252%|
|Cave Spider||8.7 × 2.5 × 8.7||1.531252%|
|Silverfish||8.3 × 2.7 × 8.3||0.28125%|
|8.6 × 3.8 × 8.6||1.125%|
|Spider||9.4 × 2.9 × 9.4||6.125%|
- ↑ 8×8×3 is the actual volume across which spawners spawn entities, but this volume contains only the entity’s center. The failure rate assumes 8×4×8 because it is a popular misconception that 8×4×8 is the maximum efficiency volume of empty space for mob spawners — it actually depends on the size of the entities themselves. Note that 10×4×10 is guaranteed to accommodate all of the above mobs. Also note that this failure rate accounts only for failures due to attempting to spawn a mob at the edges of the spawn range, not other causes of failure such as mobs attempting to spawn intersecting the spawner block itself.
For all of the volumes listed in the table, the horizontal plane is centered on the center of the spawner block. While the spawning volume for pigs is 8.9×2.9×8.9, the requirement of grass blocks that are necessary for pigs to spawn reduces the actual volume in which they successfully spawn, however, other mobs can spawn in mid-air, ignoring general rules about spawning on solid ground.
A spawner does not have to be near or in the correct biome to spawn biome-specific mobs. As such, spawners can place mobs where they normally wouldn’t generate. For example, a mooshroom spawner can operate in a plains biome as long as there are mycelium blocks within the spawn area.
The block attempts to spawn 4 mobs at randomly chosen points within the spawning area, then wait anywhere from 200 to 799 ticks (10 to 39.95 seconds) before spawning again. As it waits, the mob inside the block spins faster and faster. Except for spawning on a solid block, all of the usual requirements for spawning must be met (not in a solid block, correct light level, etc.), so the spawner often produces fewer than 4 mobs. When it does spawn, it emits a «poof», and more flame particles temporarily appear around it. If the block fails to spawn any mobs because it did not pick any suitable locations, it repeats this process every tick until it succeeds. It starts waiting for the next cycle after it spawns at least one mob. If, at the time of spawning, 6 or more mobs of the spawner’s type are present within a 9×9×9 area centered on the spawner block, the spawner «poofs» without creating any mobs and then waits for the next cycle.