There are four files in total, namely moblist.cfg, general.cfg, features.cfg, spawning.cfg
Moblist.cfg part:
# Configuration file
############################################## This############################################## This######
# tickable_entities
#---------------------------------------------------------------------------------------------------#
# To enhance the monster of AI, the monsters that can be enhanced by zombie consciousness will be displayed here. Only the options for biology of zombies are opened by default.
# And hostile creatures, then you can enable AI support for other mod monsters, but how to enhance AI depends on how MOD can achieve its own monster
############################################## This############################################## This######
tickable_entities {
B: Blaze = TRUE
B: CAVESPIDER = TRUE
B: Creeper = TRUE
B: "Defiled Zombie" = TRUE
B: Elderguardian = TRUE
B: Enderdragon = TRUE
B: Enderman = TRUE
B: Endermite = TRUE
B: EvacationillLager = TRUE
B: GHAST = TRUE
B: Giant = TRUE
B: Guardian = TRUE
B: HUSK = TRUE
B: Illusionillager = TRUE
B: lavaslime = true
B: pigzombie = true
B: shulker = true
B: Silverfish = TRUE
B: Skeleton = TRUE
B: slime = true
B: Spider = TRUE
B: Stray = TRUE
B: VEX = TRUE
B: Vindicationillager = TRUE
B: Witch = TRUE
B: Witherboss = TRUE
B: Witherskeleton = TRUE
B: zombie = true
B: zombievillager = true
B: bandit1 = true
B: DeathClaw = TRUE
B: hazmat_zombie = true
B: Licker = TRUE
B: molded = true
B: necromorph = true
B: Player_Ghost = TRUE
B: SHINCOLLE.entityBattleshipharunamob = True B: ShinColle.entityBattleshiPhieimob = TRUE
B: Shincolle.entityBattleshipkirishimamob = True
B: Shincolle.entityBattleshipkongoumob = True
B: Shincolle.entityBattleshipngtmob = TRUE
B: Shincolle.entityBattleshipymtmob = TRUE
B: Shincolle.entityCarrierakagagob = TRUE
B: Shincolle.entityCarrierkagamob = TRUE
B: ShinColle.entityCruisratagomob = TRUE
B: Shincolle.entityCruisrtakaomob = TRUE
B: Shincolle.entityCruisrtatsutamob = TRUE
B: SHINCOLLE.entityCruisrtenryuumob = TRUE
B: Shincolle.entityDestroyrakatsukimob = True
B: Shincolle.entityDestroyerhibikimob = True
B: Shincolle.entityDestroyerikazuchimob = True
B: Shincolle.entityDestroyerinazumob = True
B: SHINCOLLE.entityDestroyershimakazemob = TRUE
B: Shincolle.entitySubmro500Mob = TRUE
B: Shincolle.entitySubmu511Mob = TRUE
B: tornzombie = true
B: zombie = true
B: zombieblistert = true
B: zombieripper = true
}
General.cfg part:
# Configuration file
"zombie awaReness: general" {
# Prevent zombies from being attracted by light sources
B: AWareness_light_onlyzombies = TRUE
# Destroy block will produce sounds to attract monsters
B: BLOCKBREAKEVENT_ACTIVE = TRUE
# Whether it can only produce sound by player behavior. If it is set to false, the machine and other things can also produce sounds
B: BLOCKBREAKEVENT_Playersonly = FALSE
# Before the destruction (mining [mining]) prevented?
B: BlockhittingEvent_active = TRUE
# (Should refer to the arrow hit the middle block and the like) to generate the probability of sound, refresh each tick
I: BlockhittingEvent_oddsto1 = 15
# All the number of days before the function activation (similar to the safe day, can give players a development date) D: daysbeForeforesActivate = 0.0
B: DEBUGCONSOLE = FALSE
B: DEBUGCONSOLEOMNISCient = FALSE
B: DEBUGCONSOLESPAWNS = FALSE
B: DEBUGCONSOLESUPERDETAILED = false
# The minimum perception radius to prevent stagnation (theoretically, the greater the more value of the value) [Performance sensitivity option]
D: EXTRASCENTCUTOFFRANGE = 2.0
# The maximum rate of generating sound (in milliseconds)
I: FrequentSoundthReshold = 1000
# The biggest perception range of zombies (in fact, this is also a performance sensitive option, the server is recommended to set it up)
I: maxpfrangesense = 24
# Whether to always go on the goal of the most recent players [Performance Sensitivity Options]
B: omniscient = False
#The distance that affects monster perception of odor
I: SCENTSTRNGTH = 30
# Whether to skip the sight of the target [Performance Sensitivity Options] (set to True theoretically, it should be able to reduce performance expenses)
B: SEETHROUGHWALLS = false
# Maximum strength allowed by monster sensory (?) To prevent monster sensory from obtaining super high basic strength or gain
I: Sensemaxstringh = 300
# The scope of the custom sight on the custom -based sight on the ordinary sight (?) [Do you explain it, do you understand it?]
I: Sightene = 16
# Affecting the distance of monster perception of sound
I: soundstringh = 30
# Treatment has a delay between AI enhanced creatures and games. The lower the setting, the more frequent (the default is 5, I recommend setting to 20) [Performance sensitive options]
I: TickrateAiloop = 20
#MOD traversed the frequency of all players, the lower the setting, the more frequent the test (the default value is 1, the server is recommended to be set to 5) [Performance sensitivity option]
I: TickRatePlayerloop = 5
#An addition to the random speed range, provide additional generation and replication for zombies, for example: 0 = no acceleration, 1 = maximum speed (only the mobs generated only)
D: ZombierandSpeedBoost = 0.3
}
Features.cfg Part:
# Configuration file
"zombie awaReness: features" {{
# Monster see whether the player will move towards the light near them
B: AWareness_light = TRUE
# Whether to generate odor/blood source for monster tracking
B: AWareness_Scent = TRUE
# Whether to generate sound for monster tracking
B: AWareness_Sound = TRUE
# Whether to generate sound in the main world for monster tracking
B: AWareness_Sound_overworldOnly = false
# If the brightness around the player is high enough, the additional zombies are generated in the existing caves where other zombies exist until they reach the "spawning.extraspawningmaxcount" limit B: ExtraspawningCave = false
# If the brightness around the player is high enough, randomly generate additional zombies on the surface at night until it reaches the restrictions on "spawning.extraspawningMaxCount"
B: EXTRASPAWNINGSURFACE = FALSE
#The student source generated by the movement of the piston will attract the monster
B: Noisypistons = TRUE
# Roaring zombie will attract other zombies
B: Noisyzombies = TRUE
B: soundAlerts = TRUE
B: soundINVESTIGATES = TRUE
# Use different types of monster sounds, which may destroy game immersion;)
B: sounduselNatealertnoise = false
# How much sound should monster make a sound (volume litigation warning.jpg)
D: soundvolumealerttarget = 0.5
# When you are warned that a monster is wandering in the area near you, how much the volume of the monster should be
D: soundVolumeinVestigate = 0.5
# And appear randomly on the surface
B: Wanderinghordes = TRUE
# The chance of generating a small zombie, the default value in the MC/FORGE is 0.05. The settings will cover the default value here, set to -1 as not covered, and then restore the MC/Forge in the configuration to restore the silent recognition value value.
D: zombiebabychance = 0.0
# MC/FORGE's default value is 0.05, where the settings will cover the default value, set to -1 as not covered, and then restore MC/Forge in the configuration
D: ZombiesummonhelpbaseChaance = 0.0
}
Spawning.cfg Part:
# Configuration file
"zombie awaReness: spawning" {
# When generating a monster, automatically aim at the recent players to obtain additional functions (see extraieral.cfg)
B: EXTRASPAWNINGAUTOTATATAT = false
# The maximum distance required to generate an additional random position from the closest player is located in the cave
I: EXTRASPAWNINGCAVESDISTMAX = 60
# The minimum distance required to generate additional random positions from the nearest player is located in the cave
I: EXTRASPAWNINGCAVESDISTMIN = 30
# The largest number of zombies in the loaded block, used for extra generation in the cave
I: EXTRASPAWNINGCAVESMAXCOUNT = 30
# The maximum number of zombies generated in the cave
I: EXTRASPAWNINGCAVESMAXGROUPSIZE = 5
# The probability of adding zombies to randomly generates zombies, defaults to 1
I: EXTRASPAWNINGCAVESRANDOMPOOL = 1
# Try to generate the density of creatures in the cave (that is, how many creatures can there be at most in a cave, the default is 15) I: ExtraspawningCaveStryCount = 8
# The maximum distance required to generate an additional random position from the closest player
I: EXTRASPAWNINGDISTMAX = 60
# The maximum distance required to generate an additional random position from the closest player
I: EXTRASPAWNINGDISTMIN = 30
# The largest number of zombies in the loaded blocks, for extra generation in surface monsters
I: EXTRASPAWNINGSURFACEMAXCOUNT = 30
# The largest number of zombies that can be generated on the surface
I: EXTRASPAWNINGSURFACEMAXGROUPSIZE = 3
# The chance of generating additional zombies, defaults to 1, that is, 100
I: EXTRASPAWNINGSURFACERANDOMPOOL = 35
# Not only zombies, use Minecraft to try to generate normal biological lists, which may include monsters from other modules
B: EXTRASPAWANINGUSENATURALSPAWNLIST = false
# The largest number of active zombies in a block of zombies. For one player, the original number is about 25, so the default is 35
I: maxzombiesnight = 30
# The chance of copying the additional zombie is default 1, that is, 100
I: MaxzombiesnightBaseralet = 35
# The persistence of additional zombies, unit: tick
I: zombiespawntickDlay = 20
}