Clean slate

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bytegrip
2025-11-08 17:53:47 +02:00
commit a919c8717e
944 changed files with 134472 additions and 0 deletions

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# Configuration file
"zombie awareness: clientconfig" {
B:client_debugSensesVisual=false
B:client_renderBlood=true
}

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# Configuration file
"zombie awareness: features" {
# Monsters see light near player and move towards it
B:awareness_Light=true
# Spawn scent/blood sense sources for monsters to track
B:awareness_Scent=true
# Spawn sound sense sources for monsters to track
B:awareness_Sound=true
# Only spawn sound sense entities in Overworld
B:awareness_Sound_OverworldOnly=false
# Spawn extra zombies in caves where other zombies already are if dark and away from player until Spawning.extraSpawningMaxCount is reached
B:extraSpawningCave=false
# Spawn extra zombies randomly on the surface at night if dark and away from player until Spawning.extraSpawningMaxCount is reached
B:extraSpawningSurface=false
# Pistons cause sound sense sources attracting monsters
B:noisyPistons=true
# Growling zombies attracts other zombies
B:noisyZombies=true
B:soundAlerts=true
B:soundInvestigates=true
# Uses a different kind of mob alert noise, might break immersion a bit ;)
B:soundUseAlternateAlertNoise=false
# How loud sounds should be for a mob targetting you
D:soundVolumeAlertTarget=0.5
# How loud sounds should be when you are alerted that a mob is coming to investigate an area near you
D:soundVolumeInvestigate=0.5
# Causes monsters to horde up and wander the surface together to random points
B:wanderingHordes=false
# MC/Forge default is 0.05, this overrides that default, set to -1 to cause no override then restore forges default in their config
D:zombieBabyChance=0.0
# MC/Forge default is 0.1, this overrides that default, set to -1 to cause no override then restore forges default in their config
D:zombieSummonHelpBaseChance=0.0
}

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# Configuration file
"zombie awareness: general" {
# Prevent non zombies from being attracted to light
B:awareness_Light_OnlyZombies=true
# Block breaks cause sound senses to spawn
B:blockBreakEvent_Active=true
# Only spawn sound senses for players, if false, machines and other things will cause them too
B:blockBreakEvent_PlayersOnly=false
# Block mining before it breaks cause sound senses to spawn
B:blockHittingEvent_Active=true
# Odds of hitting a block causing a sound sense, rolled per tick
I:blockHittingEvent_OddsTo1=20
# Days before all of the mods features will be activated
D:daysBeforeFeaturesActivate=0.0
B:debugConsole=false
B:debugConsoleOmniscient=false
B:debugConsoleSpawns=false
B:debugConsoleSuperDetailed=false
# Minimum distance required between active sense sources, prevents spamming sources [performance sensitive]
D:extraScentCutoffRange=3.0
# max rate of spawning sound sources in milliseconds
I:frequentSoundThreshold=1000
# Max awareness range for zombies
I:maxPFRangeSense=64
# Always target closest player [performance sensitive]
B:omniscient=false
# Effects how far monsters will sense scents from
I:scentStrength=60
# skips line of sight check on targetting [performance sensitive]
B:seeThroughWalls=false
# Max strength allowed for a sense, in case senses get a super high base strength or large buff
I:senseMaxStrength=300
# Custom targetting sight range on top of vanilla sight based targetting
I:sightRange=16
# Effects how far monsters will sense sound sources from
I:soundStrength=60
# The amount of delay in game ticks between processing mobs with enhanced AI, less is more frequent [performance sensitive]
I:tickRateAILoop=5
# how frequently the mod iterates all players, effects rates, less is more frequent
I:tickRatePlayerLoop=1
# 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)
D:zombieRandSpeedBoost=0.3
}

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# Configuration file
##########################################################################################################
# tickable_entities
#--------------------------------------------------------------------------------------------------------#
# Entities to be enhanced, will show everything ZombieAwareness should be able to enhance, only zombie based mobs and some others are default on, if a mob uses ground pathfinding and is able to be hostile you can try enabling more from other mods, but how well the enhancing works depends on how the mod implemented their mob
##########################################################################################################
tickable_entities {
B:ArcherBarbarian=false
B:ArcherPirate=false
B:Barbarian=false
B:Blaze=false
B:CaveSpider=true
B:ChiefBarbarian=false
B:ChiefPirate=false
B:Creeper=false
B:ElderGuardian=false
B:EnderDragon=false
B:Enderman=false
B:Endermite=false
B:EvocationIllager=false
B:Ghast=false
B:Giant=false
B:Guardian=false
B:Husk=true
B:IllusionIllager=false
B:LavaSlime=false
B:PigZombie=false
B:Pirate=false
B:Shulker=false
B:Silverfish=false
B:Skeleton=true
B:Slime=false
B:Spider=true
B:Stray=true
B:Vex=false
B:VindicationIllager=false
B:Witch=true
B:WitherBoss=false
B:WitherSkeleton=true
B:Zombie=true
B:ZombieVillager=true
B:creeper_boss=false
B:evolved_creeper=false
B:evolved_enderman=false
B:evolved_skeleton=true
B:evolved_skeleton_boss=false
B:evolved_spider=true
B:evolved_witch=true
B:evolved_zombie=true
B:extraplanets.EvolvedAncientMagmaCube=false
B:extraplanets.EvolvedFireBatBoss=false
B:extraplanets.EvolvedGhastBoss=false
B:extraplanets.EvolvedGiantZombieBoss=false
B:extraplanets.EvolvedIceSlimeBoss=false
B:extraplanets.EvolvedMagmaCube=false
B:extraplanets.EvolvedMagmaCubeBoss=false
B:extraplanets.EvolvedSnowmanBoss=false
B:extraplanets.EvolvedSpaceManBoss=false
B:juicer=false
B:monoliths=false
B:pink_slime=false
B:sludgeling=false
B:spider_queen=false
B:tconstruct.blueslime=false
B:thermalfoundation.basalz=false
B:thermalfoundation.blitz=false
B:thermalfoundation.blizz=false
B:wasp=false
}

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# Configuration file
"zombie awareness: player rules & lists" {
# Uses list of people to have spawning of zombies for
B:whiteListUsedExtraSpawning=false
# Uses list of people to have omniscient targetting effect
B:whiteListUsedOmniscient=false
# Uses list of people to have senses spawned for
B:whiteListUsedSenses=false
# List of people to have spawning of zombies for
S:whitelistExtraSpawning=Corosus
# List of people to have omniscient targetting effect
S:whitelistOmniscientTargettedPlayers=Corosus, SomeDude
# List of people to have senses spawned for
S:whitelistSenses=Corosus, SomeDude
}

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# Configuration file
"zombie awareness: spawning" {
# Automatically target closest player on spawn for mods extra spawning features
B:extraSpawningAutoTarget=false
# Max distance required from closest player to spawn extra random position zombie
I:extraSpawningCavesDistMax=100
# Min distance required from closest player to spawn extra random position zombie
I:extraSpawningCavesDistMin=50
# The max count of zombies active in loaded chunks for extra cave spawning
I:extraSpawningCavesMaxCount=50
# Max amount of zombies that can spawn together in a cave
I:extraSpawningCavesMaxGroupSize=5
# Odds to 1 of spawning extra random zombies
I:extraSpawningCavesRandomPool=1
# How intensively it tries to spawn mobs in caves
I:extraSpawningCavesTryCount=15
# Max distance required from closest player to spawn extra random position zombie
I:extraSpawningDistMax=100
# Min distance required from closest player to spawn extra random position zombie
I:extraSpawningDistMin=50
# The max count of zombies active in loaded chunks for extra surface spawning
I:extraSpawningSurfaceMaxCount=50
# Max amount of zombies that can spawn together on surface
I:extraSpawningSurfaceMaxGroupSize=3
# Odds to 1 of spawning extra random zombies
I:extraSpawningSurfaceRandomPool=100
# Instead of just zombies, use the list of mobs minecraft tries to normally spawn with, could include monsters from mods
B:extraSpawningUseNaturalSpawnList=false
# The max count of zombies active in loaded chunks for duplicating zombie at a location, for 1 player, vanilla count is about 25, so this adds 10 extra
I:maxZombiesNight=35
# Odds to 1 of duplicating extra zombies
I:maxZombiesNightBaseRarity=100
# Delay rate of spawning extra zombies
I:zombieSpawnTickDelay=5
}