Config set and mod
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8
config/zombieawareness/ClientConfig.toml
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8
config/zombieawareness/ClientConfig.toml
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#General mod settings
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[general]
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#-
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client_renderBlood = true
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#-
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client_debugSensesVisual = false
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35
config/zombieawareness/Features.toml
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config/zombieawareness/Features.toml
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#General mod settings
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[general]
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#Spawn sound sense sources for monsters to track
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awareness_Sound = true
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#Spawn scent/blood sense sources for monsters to track
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awareness_Scent = true
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#Monsters see light near player and move towards it
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awareness_Light = true
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#Growling zombies attracts other zombies
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noisyZombies = true
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#Pistons cause sound sense sources attracting monsters
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noisyPistons = true
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#Causes monsters to horde up and wander the surface together to random points
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wanderingHordes = false
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#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.
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#Range: > -2147483648
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frequencyOfWanderingHordesPerPlayer = 30
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#How loud sounds should be when you are alerted that a mob is coming to investigate an area near you
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#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
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soundVolumeInvestigate = 0.5
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#How loud sounds should be for a mob targetting you
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#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
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soundVolumeAlertTarget = 0.5
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#Enhanced mobs will make a sound when they target you
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soundAlerts = true
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#Any hostile mob that targets you will make a sound, even if not enhanced
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soundAlertsForAllAttackingMobs = false
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#Enhanced mobs will make a sound when they are investigating a sense near you
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soundInvestigates = true
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#Uses a different kind of mob alert noise, might break immersion a bit ;)
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soundUseAlternateAlertNoise = false
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#Only spawn sound sense entities in Overworld
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awareness_Sound_OverworldOnly = false
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67
config/zombieawareness/General.toml
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config/zombieawareness/General.toml
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#General mod settings
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[general]
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#Max awareness range for zombies
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#Range: > -2147483648
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maxPFRangeSense = 64
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#Prevent non zombies from being attracted to light
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awareness_Light_OnlyZombies = true
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#Custom targetting sight range on top of vanilla sight based targetting
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#Range: > -2147483648
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sightRange = 16
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#Always target closest player [performance sensitive]
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omniscient = false
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#skips line of sight check on targetting [performance sensitive]
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seeThroughWalls = false
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#Effects how far monsters will sense scents from
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#Range: > -2147483648
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scentStrength = 60
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#Effects how far monsters will sense sound sources from
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#Range: > -2147483648
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soundStrength = 60
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#max rate of spawning sound sources in milliseconds
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#Range: > -2147483648
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frequentSoundThreshold = 1000
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#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)
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#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
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zombieRandSpeedBoost = 0.3
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#The amount of delay in game ticks between processing mobs with enhanced AI, less is more frequent [performance sensitive]
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#Range: > -2147483648
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tickRateAILoop = 5
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#how frequently the mod iterates all players, effects rates, less is more frequent
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#Range: > -2147483648
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tickRatePlayerLoop = 20
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#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
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#Range: > -2147483648
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tickCooldownBetweenPathfinds = 300
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#How likely zombies making noise near you will attract other zombies, higher = less likely, 0 = every time they make a noise
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#Range: > -2147483648
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noisyZombiesReinforceOddsTo1 = 5
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#-
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debugConsole = false
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#-
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debugConsoleOmniscient = false
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#-
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debugConsoleSuperDetailed = false
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#Minimum distance required between active sense sources, prevents spamming sources [performance sensitive]
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#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
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extraScentCutoffRange = 3.0
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#Max strength allowed for a sense, in case senses get a super high base strength or large buff
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#Range: > -2147483648
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senseMaxStrength = 300
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#Days before all of the mods features will be activated
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#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
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daysBeforeFeaturesActivate = 0.0
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#Block breaks cause sound senses to spawn
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blockBreakEvent_Active = true
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#Block mining before it breaks cause sound senses to spawn
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blockHittingEvent_Active = true
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#Odds of hitting a block causing a sound sense, rolled per tick
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#Range: > -2147483648
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blockHittingEvent_OddsTo1 = 20
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#Only spawn sound senses for players, if false, machines and other things will cause them too
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blockBreakEvent_PlayersOnly = false
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#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
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#Range: > -2147483648
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findSense_PercentChance = 10
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8
config/zombieawareness/MobLists.toml
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config/zombieawareness/MobLists.toml
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#General mod settings
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[general]
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#Mobs enhanced by zombie awareness
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enhancedMobs = ["minecraft:zombie", "minecraft:husk", "minecraft:creeper", "minecraft:skeleton", "minecraft:stray", "minecraft:witch", "minecraft:zombie_villager"]
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#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
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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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12
config/zombieawareness/PlayerRulesAndLists.toml
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12
config/zombieawareness/PlayerRulesAndLists.toml
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#General mod settings
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[general]
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#Uses list of people to have omniscient targetting effect
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whiteListUsedOmniscient = false
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#Uses list of people to have senses spawned for
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whiteListUsedSenses = false
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#List of people to have omniscient targetting effect
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whitelistOmniscientTargettedPlayers = "Corosus, SomeDude"
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#List of people to have senses spawned for
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whitelistSenses = "Corosus, SomeDude"
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