1.12.2 zombie consciousness Config Personal Chinese [ZA] Zombie Awareness Minecraft Game

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

}