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63
config/ZombieAwareness/General.cfg
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63
config/ZombieAwareness/General.cfg
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# Configuration file
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"zombie awareness: general" {
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# Prevent non zombies from being attracted to light
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B:awareness_Light_OnlyZombies=true
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# Block breaks cause sound senses to spawn
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B:blockBreakEvent_Active=true
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# Only spawn sound senses for players, if false, machines and other things will cause them too
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B:blockBreakEvent_PlayersOnly=false
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# Block mining before it breaks cause sound senses to spawn
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B:blockHittingEvent_Active=true
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# Odds of hitting a block causing a sound sense, rolled per tick
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I:blockHittingEvent_OddsTo1=20
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# Days before all of the mods features will be activated
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D:daysBeforeFeaturesActivate=0.0
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B:debugConsole=false
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B:debugConsoleOmniscient=false
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B:debugConsoleSpawns=false
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B:debugConsoleSuperDetailed=false
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# Minimum distance required between active sense sources, prevents spamming sources [performance sensitive]
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D:extraScentCutoffRange=3.0
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# max rate of spawning sound sources in milliseconds
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I:frequentSoundThreshold=1000
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# Max awareness range for zombies
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I:maxPFRangeSense=64
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# Always target closest player [performance sensitive]
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B:omniscient=false
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# Effects how far monsters will sense scents from
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I:scentStrength=60
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# skips line of sight check on targetting [performance sensitive]
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B:seeThroughWalls=false
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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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I:senseMaxStrength=300
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# Custom targetting sight range on top of vanilla sight based targetting
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I:sightRange=16
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# Effects how far monsters will sense sound sources from
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I:soundStrength=60
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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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I:tickRateAILoop=5
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# how frequently the mod iterates all players, effects rates, less is more frequent
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I:tickRatePlayerLoop=1
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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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D:zombieRandSpeedBoost=0.3
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}
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