LunarEvents - Enhanced Celestials 2 tuning
==========================================

Everything Enhanced Celestials 2 does is datapack-driven; there is no config
file for it. This pack overrides the mod's own data by loading after it.

1. RARITY  (all special nights, not just blood moons)
-----------------------------------------------------
EC schedules a whole 100-day year at a time. Each night it rolls one entry
from a weighted table that contains the Normal Moon at a hard-coded weight of
100 plus every event listed in lunar/event_probability. Defaults were
blood/blue/harvest 10 each and the four supers 5 each = 50 vs 100, so roughly
one night in three was a candidate, gated only by a 3-day global cooldown.

  data/minecraft/enhancedcelestials2core/lunar/dimension_settings/overworld.json
    min_days_between_all_events   3 -> 14    no two special nights within 14 days
    max_days_between_all_events  98 -> 240   was a hard "force an event" floor;
                                             240 > year_length so it never fires

  data/enhancedcelestials2defaultlunarevents/.../lunar/event_probability/*.json
    blood_moon        weight 10 -> 4    min_nights  4 -> 30
    blue_moon         weight 10 -> 3    min_nights  4 -> 30
    harvest_moon      weight 10 -> 3    min_nights  4 -> 30
    super_* (x4)      weight  5 -> 1    min_nights 20 -> 90

  Table is now 100 : 13 instead of 100 : 50. min_nights is the cooldown for
  that same event; min_days_between_all_events is the cooldown across all of
  them. Supers additionally still require moon phase 0 (full moon).

  To make them rarer still, lower the weights. To bring them back, restore the
  numbers above - nothing else in the pack depends on them.

2. BLOOD MOON / SUPER BLOOD MOON SPAWNS
---------------------------------------
Two rosters, kept in two places that must stay in sync:

  data/lunar_events/tags/entity_type/blood_moon_mobs.json
  data/lunar_events/tags/entity_type/super_blood_moon_mobs.json
      Plain entity_type tags. Usable by anything that takes a tag.

  data/lunar_events/enhancedcelestials2core/lunar/event_modifier/
      blood_moon_spawns.json / super_blood_moon_spawns.json
      The same mobs again with spawn weights. EC's mob_spawn_settings modifier
      takes vanilla MobSpawnSettings, which needs literal type/weight/minCount/
      maxCount entries - it cannot read an entity_type tag. Edit a mob in one
      file and edit it in the other.

Each blood moon event also gets disable_biome_spawn_settings. Without it EC
ADDS the roster on top of the biome's normal spawns; with it the roster
REPLACES them, which is what "replace spawns" means here. Side effect: nothing
else spawns naturally that night either - no animals, no bats, no squid. It is
one night and it reverts at dawn. Drop the
"lunar_events:*_disable_biome_spawns" line from the event file to go additive.

Only MobCategory.MONSTER entity types are listed. MISC types (projectiles, and
monsterspellbooks:death_knight, which is registered MISC) are rejected outright
by NaturalSpawner, and CREATURE/WATER_* types get the wrong despawn distance
when listed under "monster".

Mods drawn from: Threateningly Mobs, Legendary Monsters, Monsters & Spellbooks,
From the Shadows Reborn, Born in Chaos, Luminous Monsters, L_Ender's Cataclysm,
Mutant Monsters.

2b. BLOOD MOON SPAWN DENSITY
----------------------------
  data/enhancedcelestials2defaultlunarevents/.../lunar/event_modifier/
      blood_moon_spawn_category_multiplier.json        2.25 -> 0.45 -> 0.09 (2026-10-21, -80%)
      super_blood_moon_spawn_category_multiplier.json   4.5 -> 0.8 -> 0.16 (2026-10-21, -80%)
      super_blood_moon_mob_spawn_distances.json          32 -> 96

  spawn_category_multiplier scales the MONSTER spawn cap
  (NaturalSpawner$SpawnStateMixin -> LocalMobCapCalculator): how many
  hostiles may be alive in the spawn area at once. Both values are now
  below 1.0, so a blood moon is less crowded than an ordinary night.

  mob_spawn_distances is @ModifyExpressionValue on
  MobCategory.getDespawnDistance() inside NaturalSpawner
  .isValidPositionForMob - the furthest a fresh natural spawn may be from
  the nearest player before it is thrown away. Vanilla monster default is
  128; blood moon stays at the mod default 64. Raising the super from 32
  to 96 lets its spawns land out at the edge of view instead of all
  arriving inside 32 blocks. Push it to 128 to spread them as wide as
  vanilla; drop it back toward 32 to make them ambush again.

3. DEEP BOSSES ON A SUPER BLOOD MOON
------------------------------------
super_blood_moon_deep_boss_marker.json applies a hidden dolphins_grace
amplifier 9 to every living entity while the event is active. EC exposes no
predicate, loot condition, scoreboard or queryable command, so a mob effect is
the only handle a datapack has on "is a super blood moon happening right now".
dolphins_grace was picked because it does nothing on land, does not scale with
amplifier, and amplifier 9 cannot be confused with the amplifier 0 a real
dolphin gives you.

The DeepBosses pack reads it:
  config/paxi/datapacks/DeepBosses/data/deep_bosses/predicate/super_blood_moon.json
  config/paxi/datapacks/DeepBosses/data/deep_bosses/function/player.mcfunction

Normally its bosses only roll for players in the Y -64..0 band. While the
marker is present that band is lifted and the roll happens at any height, so
the ranked bosses turn up on the surface. Everything else about them is
unchanged - same 8%-per-5s roll, same one-at-a-time 48-block gate, same rank
weights, same currency payout.
