68 lines
		
	
	
		
			2.9 KiB
		
	
	
	
		
			TOML
		
	
	
	
	
	
		
		
			
		
	
	
			68 lines
		
	
	
		
			2.9 KiB
		
	
	
	
		
			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 = 128
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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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