Difference between revisions of "ZombieAwareness Main Page"
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When you perform certain actions like mining blocks or taking damage, the mod will spawn or buff an invisible "sense" entity that other mobs use to pathfind to. These decay over time to simulate the mobs eventually "forgetting" about it and caring more about the most recent senses. | When you perform certain actions like mining blocks or taking damage, the mod will spawn or buff an invisible "sense" entity that other mobs use to pathfind to. These decay over time to simulate the mobs eventually "forgetting" about it and caring more about the most recent senses. | ||
− | |||
The current actions that trigger senses are: | The current actions that trigger senses are: | ||
* Block breaking | * Block breaking | ||
− | * Taking damage | + | * Taking damage (configurable) |
* Having low health (as if you are bleeding over time) | * Having low health (as if you are bleeding over time) | ||
* Arrows hitting/shooting | * Arrows hitting/shooting | ||
* Explosions | * Explosions | ||
* Chests and doors opening and closing | * Chests and doors opening and closing | ||
+ | * Pistons activating (can be heard from far, configurable) | ||
+ | * Zombies growling (configurable) | ||
+ | * Being near light sources they can see (configurable) | ||
+ | |||
+ | You can enable or disable sound based triggers as a whole in Features.cfg | ||
+ | |||
+ | === Other small features === | ||
+ | |||
+ | * Mobs make investigation and agression noises when they are pathing to you or see you | ||
+ | * Random speed boost to mobs on spawn (configurable via General.cfg) | ||
+ | * Spawns extra clusters of mobs at night from an existing zombie if its far enough away from you, (configurable via maxZombiesNight in Spawning.cfg) | ||
+ | * Turns off baby zombies and random chance of re-enforcement feature (configurable via Features.cfg) | ||
+ | |||
+ | == Extra features default off in config == | ||
+ | |||
+ | * Extra mob spawning on surface | ||
+ | ** Turn on with extraSpawningSurface in Features.cfg | ||
+ | |||
+ | * Extra mob spawning in caves | ||
+ | ** Turn on with extraSpawningCave in Features.cfg | ||
+ | * Mob Omniscience | ||
+ | ** Turn on in General.cfg | ||
− | + | * Mobs See through walls | |
− | * | + | ** Turn on in General.cfg |
Revision as of 09:31, 23 June 2018
How it works
The mod makes it seem like mobs are aware of you more from the sounds you make or the smells you emit.
When you perform certain actions like mining blocks or taking damage, the mod will spawn or buff an invisible "sense" entity that other mobs use to pathfind to. These decay over time to simulate the mobs eventually "forgetting" about it and caring more about the most recent senses.
The current actions that trigger senses are:
- Block breaking
- Taking damage (configurable)
- Having low health (as if you are bleeding over time)
- Arrows hitting/shooting
- Explosions
- Chests and doors opening and closing
- Pistons activating (can be heard from far, configurable)
- Zombies growling (configurable)
- Being near light sources they can see (configurable)
You can enable or disable sound based triggers as a whole in Features.cfg
Other small features
- Mobs make investigation and agression noises when they are pathing to you or see you
- Random speed boost to mobs on spawn (configurable via General.cfg)
- Spawns extra clusters of mobs at night from an existing zombie if its far enough away from you, (configurable via maxZombiesNight in Spawning.cfg)
- Turns off baby zombies and random chance of re-enforcement feature (configurable via Features.cfg)
Extra features default off in config
- Extra mob spawning on surface
- Turn on with extraSpawningSurface in Features.cfg
- Extra mob spawning in caves
- Turn on with extraSpawningCave in Features.cfg
- Mob Omniscience
- Turn on in General.cfg
- Mobs See through walls
- Turn on in General.cfg