2026-05-01 13:07:13 +02:00

81 lines
3.2 KiB
TOML

#General mod settings
[general]
#Max awareness range for zombies
# Default: 64
# Range: > -2147483648
maxPFRangeSense = 96
#Prevent non zombies from being attracted to light
awareness_Light_OnlyZombies = true
#Custom targetting sight range on top of vanilla sight based targetting
# Default: 16
# Range: > -2147483648
sightRange = 24
#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
# Default: 60
# Range: > -2147483648
scentStrength = 70
#Effects how far monsters will sense sound sources from
# Default: 60
# Range: > -2147483648
soundStrength = 60
#max rate of spawning sound sources in milliseconds
# Default: 1000
# 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)
# Default: 0.3
# 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]
# Default: 5
# Range: > -2147483648
tickRateAILoop = 5
#how frequently the mod iterates all players, effects rates, less is more frequent
# Default: 20
# 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
# Default: 300
# 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
# Default: 5
# Range: > -2147483648
noisyZombiesReinforceOddsTo1 = 5
#-
debugConsole = false
#-
debugConsoleOmniscient = false
#-
debugConsoleSuperDetailed = false
#Minimum distance required between active sense sources, prevents spamming sources [performance sensitive]
# Default: 3.0
# 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
# Default: 300
# Range: > -2147483648
senseMaxStrength = 300
#Days before all of the mods features will be activated
# Default: 0.0
# 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
# Default: 20
# 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
# Default: 10
# Range: > -2147483648
findSense_PercentChance = 10