# 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=false # 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 }