Config set and mod

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minster586
2025-04-19 02:56:28 -04:00
parent 04822e61e3
commit c37c2a2e7c
1865 changed files with 431005 additions and 0 deletions

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#General mod settings
[general]
#-
client_renderBlood = true
#-
client_debugSensesVisual = false

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#General mod settings
[general]
#Spawn sound sense sources for monsters to track
awareness_Sound = true
#Spawn scent/blood sense sources for monsters to track
awareness_Scent = true
#Monsters see light near player and move towards it
awareness_Light = true
#Growling zombies attracts other zombies
noisyZombies = true
#Pistons cause sound sense sources attracting monsters
noisyPistons = true
#Causes monsters to horde up and wander the surface together to random points
wanderingHordes = false
#How often in seconds we set a random point around a player for mobs to wander to from far away. Makes mobs path around more, dont use if you have TPS performance issues.
#Range: > -2147483648
frequencyOfWanderingHordesPerPlayer = 30
#How loud sounds should be when you are alerted that a mob is coming to investigate an area near you
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
soundVolumeInvestigate = 0.5
#How loud sounds should be for a mob targetting you
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
soundVolumeAlertTarget = 0.5
#Enhanced mobs will make a sound when they target you
soundAlerts = true
#Any hostile mob that targets you will make a sound, even if not enhanced
soundAlertsForAllAttackingMobs = false
#Enhanced mobs will make a sound when they are investigating a sense near you
soundInvestigates = true
#Uses a different kind of mob alert noise, might break immersion a bit ;)
soundUseAlternateAlertNoise = false
#Only spawn sound sense entities in Overworld
awareness_Sound_OverworldOnly = false

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#General mod settings
[general]
#Max awareness range for zombies
#Range: > -2147483648
maxPFRangeSense = 64
#Prevent non zombies from being attracted to light
awareness_Light_OnlyZombies = true
#Custom targetting sight range on top of vanilla sight based targetting
#Range: > -2147483648
sightRange = 16
#Always target closest player [performance sensitive]
omniscient = false
#skips line of sight check on targetting [performance sensitive]
seeThroughWalls = false
#Effects how far monsters will sense scents from
#Range: > -2147483648
scentStrength = 60
#Effects how far monsters will sense sound sources from
#Range: > -2147483648
soundStrength = 60
#max rate of spawning sound sources in milliseconds
#Range: > -2147483648
frequentSoundThreshold = 1000
#Range of extra random speed to give a zombie for extra spawns and zombie duplications, eg: 0 = no boost, 1 = up to double speed (works for my extra spawned mobs only)
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
zombieRandSpeedBoost = 0.3
#The amount of delay in game ticks between processing mobs with enhanced AI, less is more frequent [performance sensitive]
#Range: > -2147483648
tickRateAILoop = 5
#how frequently the mod iterates all players, effects rates, less is more frequent
#Range: > -2147483648
tickRatePlayerLoop = 20
#How long before a mob can move around again to track a light source, or scent, or sound, increase number to reduce performance impact of mod if needed
#Range: > -2147483648
tickCooldownBetweenPathfinds = 300
#How likely zombies making noise near you will attract other zombies, higher = less likely, 0 = every time they make a noise
#Range: > -2147483648
noisyZombiesReinforceOddsTo1 = 5
#-
debugConsole = false
#-
debugConsoleOmniscient = false
#-
debugConsoleSuperDetailed = false
#Minimum distance required between active sense sources, prevents spamming sources [performance sensitive]
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
extraScentCutoffRange = 3.0
#Max strength allowed for a sense, in case senses get a super high base strength or large buff
#Range: > -2147483648
senseMaxStrength = 300
#Days before all of the mods features will be activated
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
daysBeforeFeaturesActivate = 0.0
#Block breaks cause sound senses to spawn
blockBreakEvent_Active = true
#Block mining before it breaks cause sound senses to spawn
blockHittingEvent_Active = true
#Odds of hitting a block causing a sound sense, rolled per tick
#Range: > -2147483648
blockHittingEvent_OddsTo1 = 20
#Only spawn sound senses for players, if false, machines and other things will cause them too
blockBreakEvent_PlayersOnly = false
#Every 2 seconds, the percent chance a mob has to look for an active sense in range, 100 = nearly instant, 10 = slowly over time, performance sensitive setting, higher = more frequent pathfind attempts
#Range: > -2147483648
findSense_PercentChance = 10

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#General mod settings
[general]
#Mobs enhanced by zombie awareness
enhancedMobs = ["minecraft:zombie", "minecraft:husk", "minecraft:creeper", "minecraft:skeleton", "minecraft:stray", "minecraft:witch", "minecraft:zombie_villager"]
#This is a list to use as a reference for your modpack for mobs you might want to enhance, if these mobs also walk on the ground, they will probably work if you add them to enhancedMobs
enhanceableMobs = ["minecraft:blaze", "minecraft:cave_spider", "minecraft:creeper", "minecraft:drowned", "minecraft:elder_guardian", "minecraft:ender_dragon", "minecraft:enderman", "minecraft:endermite", "minecraft:evoker", "minecraft:ghast", "minecraft:giant", "minecraft:guardian", "minecraft:hoglin", "minecraft:husk", "minecraft:illusioner", "minecraft:magma_cube", "minecraft:phantom", "minecraft:piglin", "minecraft:piglin_brute", "minecraft:pillager", "minecraft:ravager", "minecraft:shulker", "minecraft:silverfish", "minecraft:skeleton", "minecraft:slime", "minecraft:spider", "minecraft:stray", "minecraft:vex", "minecraft:vindicator", "minecraft:warden", "minecraft:witch", "minecraft:wither", "minecraft:wither_skeleton", "minecraft:zoglin", "minecraft:zombie", "minecraft:zombie_villager", "minecraft:zombified_piglin", "jeg:ghoul", "immersiveengineering:fusilier", "immersiveengineering:commando", "immersiveengineering:bulwark", "gravestone:player_ghost", "quark:forgotten", "quark:wraith"]

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#General mod settings
[general]
#Uses list of people to have omniscient targetting effect
whiteListUsedOmniscient = false
#Uses list of people to have senses spawned for
whiteListUsedSenses = false
#List of people to have omniscient targetting effect
whitelistOmniscientTargettedPlayers = "Corosus, SomeDude"
#List of people to have senses spawned for
whitelistSenses = "Corosus, SomeDude"