- # Configuration file
- general {
- ##########################################################################################################
- # adaptation
- #--------------------------------------------------------------------------------------------------------#
- # Adaptation Options
- ##########################################################################################################
- adaptation {
- # SRPMixins adds a recipe to reset adaptation on Living/Sentient Armor. This needs you to surround the armor with four of the named item. To disable the recipe, clear this config and restart the game.
- # For CraftTweaker users there is also a method to use for custom recipes, using srpmixins.StackHelper.removeAdaptation(IItemStack stack);
- S:"Adaptation Reset Item"=contenttweaker:blood_tear
- # Optional item in the corner spots of the crafting table for the adaptation reset recipe. Keep empty for air/empty
- S:"Adaptation Second Reset Item"=
- # Overrides what damage types should be counted as what other damage types. Use NONE to not adapt to it.
- S:"Adaptation Type Overrides" <
- srparasites:homming, thrown
- >
- # Wearing Living or Sentient Armor is supposed to apply the SRP config "Mob Fire Damage Multiplier" to any fire (inFire/onFire) dmg the player takes, as well as any dmg when the player is burning (isBurning). In those cases, adapting to the dmg is also supposed to fail. Fire dmg doing that didn't work in base SRP due to a bug.
- # Use this list to modify how it works when "Overhaul Adaptation" is enabled.
- # Originally intended would be inFire, onFire, isBurning, actual SRP behavior is just isBurning.
- # Possible additions would be lava, hotFloor and fireworks, or just fully disabling the feature by clearing the list.
- S:"Fire Multiplier Dmg Types" <
- isBurning
- >
- # SRPConfig has a list "Adaptation Bonus" which isn't read properly and will crash if filled with entries. This fixes it.
- B:"Fix Adaptation Bonus Config"=true
- # In SRP, adaptable Parasites will have a chance to fail adapting to a damage type if they got hit by inFire or onFire dmg maximum 10 ticks (half a second) before the current hit.
- # This means you would have to hit them during the iframe the fire tick creates to make them fail the adaptation.
- # Enable this fix to instead make them have a chance to fail adaptation whenever they are burning (and not having fire resistance).
- # Warning: this makes any burn inflicting method to deal with parasites about twice as useful against their adaptation
- B:"Fix Adaptation While Burning"=true
- # Adaptable parasites will adapt to the players mainhand weapon when hit by indirect dmgs (harming splash potions, arrows, modded indirect dmg sources). Enable this to make them adapt to the indirect dmg source instead (so magic, arrow etc). Moved from RLMixins (thanks Kotlin!)
- B:"Fix Adaptation to Indirect Damages"=true
- # If SRP doesn't find a blacklisted damage type for a mob/player in BlackList Mobs, it will also search the Blacklist Else list. This fixes that bug. Requires "Overhaul Adaptation".
- B:"Fix Blacklist Check"=true
- # If adapting during an attack with no immediate attacker entity, SRP adapts to "". This fixes that bug. Requires "Overhaul Adaptation".
- B:"Fix Null Adaptation"=true
- # Overhaul Living/Sentient Armor adaptation, making it more performant and fixing some issues.
- # Fixes that are included without a toggle:
- # - When combining living+sentient gear, will use the point multiplier of each armor piece instead of using the last checked one.
- B:"Overhaul Adaptation"=true
- }
- ##########################################################################################################
- # chunk phases
- #--------------------------------------------------------------------------------------------------------#
- # Chunk Phases Options - incompatible with player phases
- ##########################################################################################################
- "chunk phases" {
- # If using chunk phases, a chunk region that gets points will be a square of this many chunks squared.
- # WARNING: never change this in an existing world, or you will lose your evolution progress
- # Min: 1
- # Max: 2147483647
- I:"Chunk spacing"=8
- # If using chunk phases, set the starting phase per biome id. All unset biomes will use the dimension default set in SRPSystems.cfg. Pattern: biomeId, startPhase
- S:"Custom Biome Start Phases" <
- >
- # If using chunk phases, use regular dimension-wide phases for these dimensions to save performance
- I:"Dimension blacklist" <
- >
- # If using chunk phases, turn the dimension blacklist for chunk phases into a whitelist
- B:"Dimension blacklist is whitelist"=false
- # If using chunk phases, how many regions around the current region should get updated when points or lure cooldown of a chunk change? It's a radius, so it will update a square of (2 x radius + 1)² regions. Default 3, so 7x7 regions
- # Min: 0
- # Max: 2147483647
- I:"Region update radius"=0
- # Do Evolution mechanic by chunk. World areas that are inhabited longer will have higher phases. Can't be used together with player phases.
- B:"Use Chunk Phases"=true
- }
- ##########################################################################################################
- # coth
- #--------------------------------------------------------------------------------------------------------#
- # Call of the Hive Options
- ##########################################################################################################
- coth {
- # When mobs convert due to COTH without a parasite attacking them, vanilla onDeath is not called for the entitiy.
- # This for example leads to dead pets not notifying their owner about their death in chat and mobs with inventories (donkeys etc) not dropping the contents of their inventories.
- # This fix calls onDeath and cancels the normal mob drops that would result in calling onDeath.
- B:"Call OnDeath when converting"=true
- # Assimilated mobs with a high enough killcount (SRP default config: 60) are supposed to turn into their feral forms, but this doesn't work in SRP. This fixes it.
- # Note: this will still only rarely happen, as the more usual thing is the assimilated mob having enough killcount to melt with 3 other nearby Assimilateds to moving flesh.
- B:"Fix Assim turn to Feral"=true
- # Camouflage has a chance to protect against COTH (default: 70%). Since a lot of effects try to apply COTH every single tick, any chance to protect against COTH will fail in less than a second.
- # This fix makes Camouflage only check once whether it protects against COTH and then either protect or not protect for the entire duration.
- # This will also not apply Camouflage to mobs that already have COTH, which gives a small ability to check if a mob has low stage COTH (otherwise green particles)
- # NOTE: Camouflage only protects against COTH from some sources, not from all of them. Those sources are
- # - getting attacked by a parasite (except rupter)
- # - standing on gore/remain
- # - mobs & assimilated paras spreading COTH to nearby
- B:"Fix Camouflage"=true
- # Feral Bears couldn't get created from assimilated ones upgrading or from gnats. This fixes it.
- B:"Fix Feral Bear Creation"=true
- # Fixes mobs not checking for visibility when trying to spread COTH onto other mobs that have camouflage.
- # Also fixes assimilated mobs never checking for visibility when infecting nearby mobs
- B:"Fix Infect Nearby Visibility"=true
- # If setting SRP config min assimilations required to spawn for a specific parasite, setting it to 0 will still not auto allow that spawn. This fixes it.
- B:"Fix Min Assimilations Zero"=true
- # Assimilated mobs only spawn naturally once enough of them have been created through assimilation.
- # Assimilated Adventurers are created by players dying with COTH.
- # However, this doesn't increase the number of total assimilations for Assimilated Adventurers, leading to them being unable to spawn naturally if their config min assimilation value is not 0.
- B:"Fix Sim Adventurer Points"=true
- # Fixes the srpcothimmunity tag (basically counting coth lvls) getting incremented for coth immune mobs, making them not immune anymore
- B:"Fix srpcothimmunity tag"=true
- # SRP uses the min assimilation values of the corresponding assimilated mob to allow feral mobs to spawn naturally. Use this list to override that with custom values. Remove lines to use default assimilated values. Pattern: mob name, min feralisations
- S:"Min Feralisations" <
- fer_cow, 4
- fer_enderman, 9
- fer_horse, 3
- fer_human, 5
- fer_pig, 4
- fer_sheep, 3
- fer_villager, 6
- fer_wolf, 2
- fer_bear, 2
- >
- # SRP has the min assimilation value for sim adventurer use the sim human value. This overwrites it. Requires "Fix Sim Adventurer Points"
- I:"Sim Adventurer Min Assimilations"=5
- # SRP has the min assimilation value for big spider be hardcoded at 0 which is fixed by SRPMixins "Fix Min Assimilations Zero" to actually mean 0.
- # Due to this, sim big spiders actually spawn naturally from the phase spawn lists they are in.
- # To make them again only spawn from some beckon spawn lists - how it behaves (incorrectly?) in base SRP - the default value here is 1, which can only be reached if using wyrmsofnyrus (since no other mobs are assimilated to big spiders).
- # To have them spawn naturally as i think its intended to (why else would the be in the phase spawn lists?), set this value back to 0.
- # Fully disable this mixin with -1 (requires restart).
- I:"Sim Big Spider Min Assimilations"=1
- }
- ##########################################################################################################
- # damage fixes
- #--------------------------------------------------------------------------------------------------------#
- # Damage Fix Options
- ##########################################################################################################
- "damage fixes" {
- # Bogle melee aura base damage. Will be increased by various multipliers (parasite specific, global, dimensionspecific)
- # Min: 0
- # Max: 2147483647
- D:"Damage Fix: Bogle melee aura base damage"=25.0
- # Ancient Dreadnaught melee aura base damage. Will be increased by various multipliers (parasite specific, global, dimensionspecific)
- # Min: 0
- # Max: 2147483647
- D:"Damage Fix: Dreadnaught melee aura base damage"=32.0
- # Set to false to disable all fixes for parasite damages
- B:"Damage Fix: Global switch"=true
- # Haunter homing missile base damage. Will be increased by various multipliers (parasite specific, global, dimensionspecific)
- # Min: 0
- # Max: 2147483647
- D:"Damage Fix: Haunter projectile base damage"=32.0
- # Ancient Overlord homing missile base damage. Will be increased by various multipliers (parasite specific, global, dimensionspecific)
- # Min: 0
- # Max: 2147483647
- D:"Damage Fix: Overlord projectile base damage"=50.0
- # Wraith melee aura base damage. Will be increased by various multipliers (parasite specific, global, dimensionspecific)
- # Min: 0
- # Max: 2147483647
- D:"Damage Fix: Wraith melee aura base damage"=25.0
- # Makes Arachnida Pullballs have modifiable hit range sizes
- B:"Fix Arachnida Pull"=true
- # How big of an area to scan for impacts with entities for the adapted arachnidas pullball. The value is what is added on top of the actual sidelength of the projectiles bounding box, so 0 would be using only its own bounding box.
- # Min: 0
- # Max: 2147483647
- D:"Fix Arachnida Pull - Adapted Range"=2.5
- # How big of an area to scan for impacts with entities for the primitive arachnidas pullball. The value is what is added on top of the actual sidelength of the projectiles bounding box, so 0 would be using only its own bounding box.
- # Min: 0.0
- # Max: 1.7976931348623157E308
- D:"Fix Arachnida Pull - Primitive Range"=2.0
- # Makes Succors deal fixed damage instead of 2 times its creator's dmg
- B:"Fix Succor Damage"=true
- # How much damage Succors should deal (x6 in Hard mode with x4 multiplier)
- # Min: 0
- # Max: 2147483647
- D:"Fix Succor Damage - Dealt damage"=30.0
- # Green (virulent) parasites stack viral on entities when they are touching them. This config value limits this to once per x ticks. By default, SRP allows it every tick (config = 1). Set to -1 to disable.
- # Note: this also applies to buglins stacking up COTH when touching them.
- # Note: primitive mobs only apply viral for 2 seconds (40 ticks) so increasing this value too much will remove the stacking effect. All other mobs apply for 5 seconds (100 ticks).
- # Min: -1
- # Max: 100
- I:"Viral stack speed on touch"=10
- }
- ##########################################################################################################
- # deterrents and nexus
- #--------------------------------------------------------------------------------------------------------#
- # Deterrent and Nexus Options
- ##########################################################################################################
- "deterrents and nexus" {
- # Beckons infest blocks in a square shaped area. This makes the area circular instead, looks better.
- B:"Circular Infestation Area"=true
- # Set to true to use Deterrent taking dmg whitelist as blacklist
- B:"Deterrent whitelist is blacklist"=false
- # Whitelist Deterrent and Nexus mobs to take dmg per second if world is in low evolution phase
- S:"Deterrents take damage from low phase whitelist " <
- srparasites:kyphosis
- srparasites:sentry
- srparasites:seizer
- srparasites:dispatcherten
- srparasites:beckon_si
- srparasites:beckon_sii
- srparasites:beckon_siii
- srparasites:beckon_siv
- srparasites:dispatcher_si
- srparasites:dispatcher_sii
- srparasites:dispatcher_siii
- srparasites:dispatcher_siv
- >
- # If set to true, fully disables the infestation reversion mechanic where killing a Beckon above certain infested blocks with low enough internal "stage" they will turn back to various non-infested blocks.
- B:"Disable Infestation Reversion"=false
- # When Beckons stand inside infested grass, they will not be able to propagate their new stage (after upgrade) to the infested blocks around them, making some infestation mechanics not work properly in those cases. This fixes it.
- B:"Fix Block Infestation Beckon Upgrade"=true
- # SRP only uses the Beckon Stage III Infestation Limits (in SRParasitesMobs.cfg) instead of limiting the infestation spread by beckon stage, essentially ignoring the stage I and stage II config values. This fixes it.
- B:"Fix Block Infestation Limit"=true
- # Fix beckons reverting all the infested blocks around them on stage increase if evolution is disabled.
- # This also fixes dying higher stage beckons reverting infested blocks (if evolution is disabled) ignoring the SRP config "Reinforcement System Block Revert Stage" value, which would only allow reversion if the infested blocks were made by beckons with stage lower or equal to the config value.
- B:"Fix Infested Block Reversion"=true
- # Fully overhauls the beckon infestation spread logic to make it more performant. If there are other mods that use mixins with the infestation system, there will be incompatibilities.
- # Since there are also specific mixins into that logic from SRPMixins itself, you'll have to disable those.
- # - Circular Infestation Area
- # - Fix Block Infestation Limit
- # Incompatible with Cotesia Glomerata
- B:"Infestation Performance Overhaul"=true
- # Beckon infested area grows a lot of infested grass in it. Increase this multiplier to make it more rare (default SRP is 1, default here is 8x rarer).
- # Min: 0.0
- # Max: 1.7976931348623157E308
- D:"Infested Grass Rarity"=8.0
- # Deny Stage 3 Beckons growing up if a Stage 4 Beckon is already nearby (20 blocks distance)
- B:"Limit Stage 4 Beckons"=true
- # Custom Mob Cap for Nexus Parasites (Dispatcher+Beckon) using SRP Phase Custom Spawner. Nexus Parasites still count to the global SRP Mob Cap. Disable with -1, requires MC restart for full disable
- # Min: -1
- # Max: 2147483647
- I:"Nexus Mob Cap"=15
- # Play respective sounds when Beckons or Dispatchers of higher stages naturally spawn
- B:"Play high stage Beckon+Dispatcher spawn sounds"=true
- # Will allow quenches to turn remain blocks to air on impact.
- B:"Quenchs Remove Remains"=true
- # Beckons spawned when there is infested blocks with no beckons around are normally able to despawn.
- # Set to true to make those beckons persistent just like other beckons are.
- B:"Stop Infested Block Beckon Despawn"=true
- }
- ##########################################################################################################
- # dimension multipliers
- #--------------------------------------------------------------------------------------------------------#
- # Dimension multiplier Options
- ##########################################################################################################
- "dimension multipliers" {
- # Changes the global armor multiplier of SRP config to be dimension specific. This happens on top of the SRP global multiplier! Pattern: dimension, multiplier
- S:"Parasite Armor Multipliers" <
- -1,1
- 0,1
- 1,1
- >
- # Changes the global damage multiplier of SRP config to be dimension specific. This happens on top of the SRP global multiplier! Pattern: dimension, multiplier
- S:"Parasite Dmg Multipliers" <
- -1,1
- 0,1
- 1,1
- >
- # Decreases drop chance of SRP Items per dimension. Set to 1 for default behavior
- S:"Parasite Drop chance Multipliers" <
- -1,1
- 0,1
- 1,1
- >
- # Changes the global health multiplier of SRP config to be dimension specific. This happens on top of the SRP global multiplier! Pattern: dimension, multiplier
- S:"Parasite Health Multipliers" <
- -1,1
- 0,1
- 1,1
- >
- # Changes the global stat knockback resistance multiplier of SRP config to be dimension specific. This happens on top of the SRP global multiplier! Pattern: dimension, multiplier
- S:"Parasite KBRes Multipliers" <
- -1,1
- 0,1
- 1,1
- >
- # Set to false to fully disable dimension stat+drop+mobcap multipliers
- B:"Parasite Stat+Drop Multiplier: Global switch"=true
- # Increases parasite mob cap and per player cap by this multiplier per dimension.
- # Doesn't work if "Fix Spawning Entirely" is enabled, use "Parasite Mob Cap Rules" for that
- S:"Parasite mob cap Multipliers" <
- -1,1
- 0,1
- 1,1
- >
- }
- ##########################################################################################################
- # enchantments
- #--------------------------------------------------------------------------------------------------------#
- # Enchantment Options
- ##########################################################################################################
- enchantments {
- ##########################################################################################################
- # parasite piercer
- #--------------------------------------------------------------------------------------------------------#
- # Parasite Piercer Enchantment
- ##########################################################################################################
- "parasite piercer" {
- # Chance to ignore dmg cap per enchantment lvl of Parasite Piercer Enchantment
- D:"Parasite Piercer - Chance to ignore"=0.20000000298023224
- # Register Parasite Piercer Enchantment
- B:"Parasite Piercer - Enabled"=false
- # Whether Parasite Piercer Enchantment should be incompatible with Fire Aspect
- B:"Parasite Piercer - Incompatibility"=true
- # Max Lvl of Parasite Piercer Enchantment
- I:"Parasite Piercer - Max Lvl"=3
- # Whether Parasite Piercer Enchantment is a treasure enchant
- B:"Parasite Piercer - Treasure"=false
- }
- ##########################################################################################################
- # parasite slicer
- #--------------------------------------------------------------------------------------------------------#
- # Parasite Slicer Enchantment
- ##########################################################################################################
- "parasite slicer" {
- # Added Damage per enchantment lvl of Parasite Slicer Enchantment
- D:"Parasite Slicer - Damage"=2.5
- # Register Parasite Slicer Enchantment
- B:"Parasite Slicer - Enabled"=false
- # Whether Parasite Slicer Enchantment should be incompatible with Sharp/Smite/BoA
- B:"Parasite Slicer - Incompatibility"=true
- # Max Lvl of Parasite Slicer Enchantment
- I:"Parasite Slicer - Max Lvl"=5
- # Whether Parasite Slicer Enchantment is a treasure enchant
- B:"Parasite Slicer - Treasure"=false
- }
- }
- ##########################################################################################################
- # lures and carcasses
- #--------------------------------------------------------------------------------------------------------#
- # Lure and Carcass Options
- ##########################################################################################################
- "lures and carcasses" {
- # If enabled, disallows using lures and carcasses until the current phase at least matches their inherent phase
- B:"Block Lures until respective phase"=false
- # Phase multiplier on carcass values (0 to 10). Default values are balanced against Carcasses having values of 1,3,10,40,100,1000 for the 6 available Carcass variants in SRPSystems cfg.
- I:"Carcass Phase Multipliers" <
- 40
- 40
- 80
- 1000
- 6000
- 50000
- 200000
- 200000
- 200000
- 400000
- 400000
- >
- # Make Carcass point reduction amount be based on current phase, see multipliers below
- B:"Carcass Phase dependent "=false
- # If enabled, carcasses can maximally decrease the phase by 1. At max they can reduce from some phase at 99% to the phase one lower at 0%, so max the span of two entire phases. Need to use multiple carcasses to decrease by more than one phase.
- B:"Carcasses decrease max one phase"=false
- # Carcasses spawn scents with a certain level dependent on their own level. These scents will fall back to lvl 0 once they get updated once. This fixes it.
- B:"Fix Carcass Scent Level"=true
- # Make Carcasses reduce points while cooldown is active
- B:"Fix Carcasses not working during cooldown"=true
- # When using faint lures, SRP also calls setCooldown for lures 9 and 10 (they forgot to set a break). This fixes it.
- B:"Fix Cooldown Overflow"=true
- # Only allow carcasses built from 5 lures of the same type. Without this fix, only the level of the center lure matters
- B:"Force carcass all same lure type"=true
- # Make using Lures add their cooldown to current cooldown instead of setting it to a fixed value, possibly even reducing the cooldown by doing that
- B:"Lures stack cooldown"=true
- }
- ##########################################################################################################
- # mod compats
- #--------------------------------------------------------------------------------------------------------#
- # Compatibility with Lost Cities and Bloodmoon mods
- ##########################################################################################################
- "mod compats" {
- # Renders custom tiles in the Antique Atlas for parasite biomes.
- B:"Antique Atlas Compat - Render Biome Tile"=true
- # Multiply Parasite Mob Cap by this much during Blood Moons (if using SRP custom spawner).
- # Doesn't work if "Fix Spawning Entirely" is enabled, use "Parasite Mob Cap Rules" for that
- # Min: 0
- # Max: 2147483647
- D:"Bloodmoon Parasite Cap Multiplier"=4.0
- # Blood moons happen in Lost Cities dimension (requires this mod on client to see red moon), with increased parasite mob cap
- B:"Do Blood Moons in LC"=true
- # Set to false to disable all bloodmoon related tweaks
- B:"Enable Bloodmoon tweaks"=false
- # Set to false to disable all lost cities related tweaks. This also disables the bloodmoon tweaks as they only work inside the lost cities
- B:"Enable Lost Cities tweaks"=false
- # SRPMixins has compat with OverLast when using custom phases (player phases or chunk phases).
- # Use this to toggle off the compatibility.
- # It is auto disabled anyway if you dont use custom phases or OverLast.
- # Works with both OverLast and OverLastLite (only HUD)
- B:"Enable OverLast custom phases"=true
- # Registers "srparasites:phase", "srparasites:kills" and "srparasites:nodes" value getters and more importantly "srpmixins:phase", "srpmixins:kills" and "srpmixins:nodes" conditions for The Hordes mod.
- # Note: i prefixed the conditions with srpmixins modid to not compete with Hordes unreleased SRP compat conditions srparasites:phase and srparasites:kills which work slightly differently and don't have srpmixins custom phase compat.
- B:"Hordes Compat - Register Conditions & ValueGetters"=true
- # This allows using some additional rules in InControl specifically for SRP
- # New Rules: "srp_minphase", "srp_maxphase", "srp_minnodes", "srp_maxnodes", "srp_mincolos", "srp_maxcolos"
- # All rules take a single integer number as comparison and can be used in any incontrol json.
- # Note: Nodes and Colonies are counted over all dimensions, thats just how SRP works
- B:"In Control Compat - Add Rules"=true
- # LC Portals are locked until reaching this phase. Disable with -1
- I:"LC Portal Phase Lock"=6
- # Disable Lures in LC and instead spawn a Dispatcher Nidus
- B:"Lures disabled in LC"=true
- # Remove point display from overlast phase HUD for more immersion and uncertainty.
- B:"OverLast HUD Without Points"=false
- # Set to true to make "Scape and Spartan: Parasites" weapons with the Uncapped property ignore parasite damage caps.
- # NOTE: This property works without SRPMixins as well, this just streamlines the handling a bit.
- # I kinda thought it didn't work - without actually testing it...
- B:"Scape and Spartan: Parasites Compat - Ignore Dmg Cap"=true
- }
- ##########################################################################################################
- # more phases
- #--------------------------------------------------------------------------------------------------------#
- # SRP phase configs for quick access and increase/decrease of phases
- ##########################################################################################################
- "more phases" {
- # Chance for crop grow to be stunned (first entry for phase 0)
- D:"Crop Grow Stunned" <
- >
- # SRP uses a fixed max phase of 10. Increase or decrease it with this value.
- # If using this for the first time, the SRPMixins config will look awful on first start, fixes itself on restart.
- # Using this will disable the base SRP configs for the values that are listed here.
- # If you want to modify the "Max Phase" your best workflow is to enable this first, start the game, close it, then change max phase and only then modify the then filled lists here.
- B:"Enable More Phases"=false
- # SRP uses a fixed max phase of 10. Increase or decrease it with this value.
- I:"Max Phase"=10
- # Chance for an entity to spawn with COTH I (first entry for phase 0)
- D:"Mobs Spawn With COTH Chance" <
- >
- # Chance for nexus parasites to fail to grow (first entry for phase 0). Each line has pattern chanceStage1; chanceStage2; chanceStage3
- S:"Nexus Grow Stun Chance" <
- >
- # One in X to spawn a Beckon on Infested Block Residue (first entry for phase 0)
- I:"Odds Residue Spawns Beckon" <
- >
- # Parasites will not be able to earn points until this time (seconds) has passed after a phase has started (first entry for phase 0)
- I:"Phase Delay" <
- >
- # Each second the killcount will go up by this amount for each phase (first entry for phase 0)
- D:"Phase Killcount Plus" <
- >
- # Number of points required to reach each phase (first entry for phase 0). Clear this list if you want SRPMixins to re-copy over your SRP config values.
- I:"Phase Points" <
- >
- # Message sent to all players in the current world when parasites reach each Phase (first entry for phase 0)
- S:"Phase Warning Message" <
- >
- # Chance to spawn a Beckon when a parasite is killed (first entry for phase 0)
- D:"Reinforcement System Chance" <
- >
- # Death bonus value used if Collective Consciousness is enabled (first entry for phase 0)
- I:"Scent Death Bonus" <
- >
- # Reaction bonus value used for a scent to go active (first entry for phase 0)
- I:"Scent Reaction Bonus" <
- >
- # Number of points gained when skipping the night (first entry for phase 0)
- I:"Sleep Penalty" <
- >
- # Only used if Custom Phase Spawner is disabled, otherwise the spawn list is used. If a parasite type ID is equal to or greater than this number, the parasite will not spawn (first entry for phase 0)
- I:"Spawning - Maximum Parasite Type ID" <
- >
- # Only used if Custom Phase Spawner is disabled, otherwise the spawn list is used. If a parasite type ID is less than or equal to this number, the parasite will not spawn (first entry for phase 0)
- I:"Spawning - Minimum Parasite Type ID" <
- >
- # List for parasites that will spawn at each phase. Pattern: [startPhase - endPhase, otherPhase, anotherPhase, etc]; modid:mobname; minGroupCount; maxGroupCount; weight
- S:"Spawning - Phase Spawn List" <
- >
- }
- ##########################################################################################################
- # parasite biome
- #--------------------------------------------------------------------------------------------------------#
- # Parasite Biome Options
- ##########################################################################################################
- "parasite biome" {
- # Base SRP Biome Purifier only applies glowing to the first found Nexus parasite, this fix applies it to all of them
- B:"Biome Purifier - Apply Glowing To All"=true
- # How many chunks(!) away entities are affected (glowing/rage) by the biome purifier.
- # Min: 0
- # Max: 2147483647
- I:"Biome Purifier - Effect range"=2
- # How many ticks a Nexus mob will have Glowing for after being affected by a biome purifier
- # Min: 0
- # Max: 2147483647
- I:"Biome Purifier - Glowing Duration"=1200
- # How many blocks away the biome purifier will clean up infested (not parasite biome!) blocks when placed.
- # Min: 0
- # Max: 2147483647
- I:"Biome Purifier - Infestation Reversion Range"=5
- # How many ticks parasites in range will have Rage II for after being affected by a biome purifier
- # Min: 0
- # Max: 2147483647
- I:"Biome Purifier - Rage Duration"=1200
- # Makes some values of the Biome Purifier tweakable (see configs here) and makes it more performant.
- # Included fixes without a toggle:
- # - Applies potion effects (glowing/rage) in the whole chunk column (down to bedrock) instead of just in 32 blocks cube distance
- # - Reverts infestation on block place instead of on random tick
- # - Applies potion effects on block interact instead of on random tick
- B:"Biome Purifier - Tweak+Fix"=true
- # Fully overhauls the parasite biome spread logic to make it more performant. If there are other mods that use mixins with the biome spread system, there will be incompatibilities.
- # Includes a fix for ore blocks turning into Pestilent Ore Blocks.
- # Incompatible with Cotesia Glomerata
- B:"Biome Spread Performance Overhaul"=true
- # Parasite Bush and Vines will force load chunks when a parasite biome is growing. This stops the force loading. Moved from RLMixins (thanks fonny!)
- B:"Fix Parasite Bush Generation Lag"=true
- # SRP keeps a single fog density value for all players at the same time. In Multiplayer this leads to desyncs with no fog appearing inside the biome, or fog appearing outside of the biome. This fixes it.
- B:"Fix Parasitic Biome Fog"=true
- # SRParasites.cfg has two options for para biome spreading speed (cooldown+block limit), but those don't get applied. Set to true to fix that
- B:"Fix Parasitic Biome spreading limit"=false
- # SRP sends a new network packet for every individual block position that gets turned into parasitic biome or back to plains. This fix sends one bigger packet instead, for performance.
- B:"Fix SRP Biome Packet"=true
- # How often (in ticks) the server checks whether nodes/colonies have been removed (default: 24000). Set to -1 to disable the mixin.
- # Min: -1
- # Max: 2147483647
- I:"Node/Colony Removal Check Frequency"=200
- }
- ##########################################################################################################
- # player phases
- #--------------------------------------------------------------------------------------------------------#
- # Player Phases Options - incompatible with chunk phases
- ##########################################################################################################
- "player phases" {
- # Worlds saved using player phases in SRPMixins 2.8.5 and earlier have their phase+point data accidentally spread out over multiple data files (one per dimension).
- # This patch loads old data and puts it into the global file in /data.
- # You can disable this patch to save a minimal amount of performance if you don't have worlds that were saved in SRPMixins 2.8.5 or older using player phases.
- # In an existing world it's enough to enter all dimensions once to have the patch be fully applied and allowing to disable this patch.
- B:"Player Phases Legacy Patch"=true
- # Send logs when methods try to find a player to do player phase stuff with and not finding one
- B:"Player Phases debug mode"=false
- # Do Phase+Point functionalities per player, allowing better Multiplayer
- B:"Use Player Phases"=false
- }
- ##########################################################################################################
- # evolution phase points
- #--------------------------------------------------------------------------------------------------------#
- # Evolution Phase Point Tweaks and Fixes
- ##########################################################################################################
- "evolution phase points" {
- # Players can only get point penalty from adapted mobs despawning from this phase onwards (disable with -1, needs MC restart for full disable)
- I:"Adapted Despawn Penalty First Phase"=4
- # Allows using the parasite name inside the unlocking message (default: "..."), so it can for example be "Unlocked Assimilated Enderdragon".
- # Use the usual printf flags for it, so %s or %1$s.
- # This also automatically allows using a lang key instead. Add the %s flag inside the lang key translation then.
- B:"Allow Parasite Name in Unlock Message"=true
- # Players can only get point penalty from parasitic biome spreading from this phase on (disable with -1, needs MC restart for full disable)
- I:"Biome Spreading Penalty First Phase"=-1
- # Bloody Clock also displays progress to next phase in percent
- B:"Bloody Clock percentage"=true
- # If Bloody Clock percentage is true, also show point cooldown when using the clock
- B:"Bloody Clock shows cooldown"=true
- # If Adapted mobs spawn and instantly despawn again due to distance to a player, SRP still gives players point penalty. This fixes it.
- B:"Fix Adapted Penalty on Instant Despawn"=true
- # SRP doesn't prevent getting Node Data on clientside which would override the current node/colony data in single player. Nothing in SRP code actually does that, but SRP addon mods might. Enable to prevent this from happening.
- B:"Fix Node Resets"=true
- # Allows using parasite names instead of ids for the SRParasitesSystems.cfg "Evolution Parasite Lock List".
- # Also checks for currphase >= lockphase instead of only currphase == lockphase as SRP does (only matters when using commands or high dim starting phases).
- B:"Fix Parasites Unlocking"=true
- # SRP sometimes gets Evolution Data on clientside which overrides the current evolution phase in single player. Enable to stop this from happening
- B:"Fix Phase Resets"=true
- # Limit point reduction from parasite kills to the min point value for each phase, stopping unintended phase decreases
- B:"Fix phase point reduction"=true
- # Only give one penalty of evolution phase points when players sleep instead of a penalty per sleeping player (if player phases off)
- B:"Flat sleep point penalty"=true
- # Players can only get point penalty from beckon infestation spreading from this phase on (disable with -1, needs MC restart for full disable)
- I:"Infestation Penalty First Phase"=-1
- # SRP gives parasites potion effects depending on how many nodes and/or colonies exist in the world.
- # This tweak only applies those bonuses if the current phase is equal or higher than the phase from which on nodes or colonies are allowed.
- # Intended for custom phases where otherwise players/chunks with low phase would still experience stronger parasites from nodes/colonies at other spots in the world.
- B:"Phaselocked Node/Colony Bonuses"=false
- # Send logs when phase or nodes would get accidentally reset (gets prevented by SRPMixins, but should still be fixed directly)
- B:"Phases reset debug mode"=true
- # SRP has an option for parasites to stop dropping XP from a certain phase onwards.
- # To make this option a bit less intrusive, this list can be used to slowly decrease (or increase) the amount of xp dropped.
- # Starts with phase 0, can be used beyond phase 10 if "More Phases" is enabled.
- # Leave this list empty to fully disable the handler.
- # WARNING: This does not disable the original SRP option, so if that is enabled and phase is high enough, parasites will drop 0 xp no matter what
- D:"XP Phase Multipliers" <
- 1.0
- 1.0
- 1.0
- 1.0
- 1.0
- 1.0
- 1.0
- 1.0
- 1.0
- 1.0
- 1.0
- >
- ##########################################################################################################
- # custom unlock messages
- #--------------------------------------------------------------------------------------------------------#
- # Define custom parasite unlock messages here. These will only be used if the specified parasite is unlocked
- # Requires "Allow Parasite Name in Unlock Message"
- ##########################################################################################################
- "custom unlock messages" {
- S:sim_dragone=You hear distant wings flapping... A great beast has awoken
- }
- }
- ##########################################################################################################
- # potions
- #--------------------------------------------------------------------------------------------------------#
- # Potion Tweaks and Fixes
- ##########################################################################################################
- potions {
- # SRP Potions Rage and Heightened Senses use random UUIDs, making them stack on every restart. This fixes it.
- B:"Fix attribute potions"=true
- # Potions should always be applied serverside, otherwise there can be desyncs. This fixes a few spots where SRP applies potions on clientside
- B:"Fix clientside potions"=true
- # SRP always incorrectly applies max dmg ( on mobs getting Needler, no matter the potion effect lvl. It also never applies it on players. This fixes both.
- B:"Needler Fix"=true
- # SRP soft crashes whenever Needler tries to apply dmg to players. This is fixed if "Needler Fix" is enabled. Enable this config to finally make players suffer the fixed Needler effect.
- B:"Needler Fix - Allow on Players"=false
- # SRP provides a configable maximum dmg for Needler applied on players, but the base percentage of max health which Needler does as dmg is the same for mobs and players. Use this value to customise this for players. Use any negative value to copy from SRPSystems value "Needler Damage" (default 0.4=40%)
- # Warning: Needler uses a fully custom damaging system via setHealth, which will ignore all other mods attempting to reduce/ignore dmg or cancel attacks/deaths. Only totems will protect players here.
- D:"Needler Fix - Dmg Multi for Players"=0.4000000059604645
- }
- ##########################################################################################################
- # rules
- #--------------------------------------------------------------------------------------------------------#
- # Rule Options
- ##########################################################################################################
- rules {
- # Despawn timer rules in ticks. Rules can be defined per phase, dimension, parasite and parasite group.
- # Format: [dim = xxx] [phase><= xxx] [mob = x y z] [group = xxx] despawnTimer
- # Where all [] entries are optional and are handled with an AND connection if multiple are present.
- # For phase the operator options are =, !=, <, >, <= and >=
- # To define a specific area of phases, you can also use the "phase" keyword twice
- # "mob" can list multiple whitespace separated parasite names (without srparasites:), group can only name one
- # All rules that fit to the current state will be applied and add up to the total despawn timer.
- # If phases are disabled, rules using phases will be ignored.
- # These rules will only apply to parasites that would otherwise not despawn (depending on SRP config/default behavior). Parasites that would despawn anyway will not be affected.
- # Rules will usually apply on parasite creation so a given phase rule will mean the phase the entity got created in.
- # If the total timer is 0 or lower it won't apply.
- S:"Despawn Timer Rules" <
- >
- # Define how many ingame days each phase is allowed to take. Can be varied per dimension.
- # Setting a minimum means a phase will take at least that amount of ingame days.
- # Setting a maximum means the phase will automatically increase once the set amount of days has elapsed.
- # Setting both to the same value will fully ignore the point system and just increase the phase after the set amount of days.
- # Pattern: [dim = xxx] [phase =<> xxx] [min = xxx] [max = xxx] in any order with all of them optional
- # With phases being allowed to use operations =, !=, >, <, >=, <=
- # To set a range of phases, you can also write the phase twice, ie [phase >= 5] [phase <= 7] for phases 5 to 7
- # Setting no dimension or no phase will make it work for all of them respectively.
- # If more than one rule should apply, the one with the smallest min / biggest max value will take effect.
- # NOTE: similar to phase cooldowns this also counts the time that is slept away, not just actually played time.
- # Another NOTE: If playing with player phases or chunk phases, the mob cap is averaged over all players or chunks. Can't do player/chunk specific mob caps since mc 1.12.2 doesn't have local mob caps.
- S:"Min/Max Days per Phase/Dimension" <
- >
- # Requires "Fix Spawning Entirely"
- # Parasite Mob Cap multipliers per phase and dimension (and bloodmoon).
- # Format: [dim = xxx] [phase><= xxx] [bloodmoon = true/false] [nodes ><= xxx] mobCapMulti
- # Where all [] entries are optional and are handled with an AND connection if multiple are present.
- # For phase the operator options are =, !=, <, >, <= and >=
- # To define a specific area of phases, you can also use the "phase" keyword twice
- # All rules that fit to the current state will be applied as a multiplicator on the current mobCap
- # If phases are disabled, rules using phases will be ignored. The same happens if bloodmoon is disabled and a rule includes bloodmoons.
- S:"Parasite Mob Cap Rules" <
- >
- # Same thing as the other rules, just using basically all of the possible conditions and more
- # Available Conditions: mob (list), group, phase, dim, bloodmoon, variant, nodes
- # (Multiple) Attribute modifiers can be listed per line as [attributename = value @operation]
- # Where the operation is optional (default: op2 = MULT_TOTAL)
- # Various commonly used aliases (in upper case) for vanilla stats are available, like ATK for generic.attackDamage. You can also just use the stat name itself.
- # There are also aliases for the operations 0/1/2, like +, %, x or ADD, MULT_BASE, MULT_TOTAL.
- # By default only lists the SRP base variant stat multis, which will not be applied if this list is cleared.
- S:"Stat Increase Rules" <
- [mob = ada_longarms] [variant = SPECIAL] [ATK = 2] [HP = 0.5]
- [mob = pri_reeker thrall monarch haunter] [variant = SPECIAL] [ATK = 1.5] [HP = 0.5]
- [mob = carrier_colony] [variant = SPECIAL] [ARMOR = 1.5] [SPD = 0.25]
- >
- # Add rules to disable parasite variants. You can specify:
- # - group: mob group (INBORN, PRIMITIVE, ADAPTED, PURE, PREEMINENT)
- # - mob: specific mob or spacebar-separated list of mobs
- # - dim: dimension id
- # - phase: minphase and/or maxphase using operations >,<,=,!=,<=,>=
- # - nodes: count of nodes in the dimension, using the same operations
- # - variant: VIRULENT (green), BERSERKER (red), BREACHER (purple/dark) or SPECIAL (see below), can be multiple spacebar-separated onesIn situations where a rule is applicable, the named variant will be disabled.
- # Example: To disable all breacher parasites until phase 5 you do "[phase <= 5] [variant = BREACHER]"
- # Available variants:
- # Parasites that have VIRULENT, BERSERKER and BREACHER variants: ada_arachnida, ada_bolster, ada_longarms, ada_reeker, ada_summoner, pri_arachnida, pri_longarms, pri_reeker, pri_summoner, grunt
- # Parasites that have a BREACHER variant but no VIRULENT/BERSERKER: ada_manducater, ada_yelloweye, pri_devourer, pri_manducater, pri_yelloweye, all pures except grunt (light_bomber, marauder, monarch, overseer, vigilante, warden)
- # Rupters and Manglers only have VIRULENT and BERSERKER variants, but no BREACHER.
- # Primitive Bolsters only have VIRULENT and BREACHER variants, but no BERSERKER
- # SPECIAL cases:
- # - Variants with changed stats: ada_longarms (tyrant), carrier_colony (armored), haunter (armored), pri_reeker (pale), monarch (deviantive), thrall (unnamed, no skin change)
- # - All three carriers (light_carrier, heavy_carrier, flying_carrier) have empty variant
- # - sim_enderman has crawling variant
- S:"Variant Disable Rules" <
- >
- }
- ##########################################################################################################
- # assimilated and feral endermen
- #--------------------------------------------------------------------------------------------------------#
- # Assimilated and Feral Enderman Options
- ##########################################################################################################
- "assimilated and feral endermen" {
- # Max Distance from target at which Assimilated Endermen will tp themselves and other mobs for mobs to, default 4. Set to 0 to disable
- # Min: 0.0
- # Max: 1.7976931348623157E308
- D:"Assimilated Endermen max target tp radius"=6.0
- # Min Distance from target at which Assimilated Endermen will tp themselves and other mobs for mobs to, default 1. Set to 0 to disable
- # Min: 0.0
- # Max: 1.7976931348623157E308
- D:"Assimilated Endermen min target tp radius"=4.0
- # Distance from which Assimilated and Feral Endermen search for mobs to tp, default 64 (performance)
- # Min: 0.0
- # Max: 1.7976931348623157E308
- D:"Assimilated/Feral Endermen tp radius"=40.0
- # Max amount of Assimilated Endermen that can spawn via assimilation in the end (Disable with -1, requires MC restart for full disable)
- # Min: -1
- # Max: 2147483647
- I:"End Simmermen Conversion Cap"=40
- # Make Assimilated Endermen be able to despawn if they got converted in the end (performance)
- B:"End Simmermen despawn"=true
- # Max Distance from target at which Feral Endermen will tp themselves and other mobs for mobs to, default 4. Set to 0 to disable
- # Min: 0.0
- # Max: 1.7976931348623157E308
- D:"Feral Endermen max target tp radius"=6.0
- # Min Distance from target at which Feral Endermen will tp themselves and other mobs for mobs to, default 1. Set to 0 to disable
- # Min: 0.0
- # Max: 1.7976931348623157E308
- D:"Feral Endermen min target tp radius"=4.0
- # Disable this to not use min and max target tp radius config on Simmermen and Feral Endermen.
- B:"Modify Assim/Feral Endermen target tp radius"=true
- }
- ##########################################################################################################
- # spawning
- #--------------------------------------------------------------------------------------------------------#
- # Spawn Fixes and Tweaks
- ##########################################################################################################
- spawning {
- # A lot of parasites evolve into each other. Use this list to stop specific evolution pathways until a specific phase is reached. Pattern: paraIn, paraOut, minPhase
- # Note: this also works for COTH conversions (assim/feral/hijack/incomplete forms), use modid:mobname in that case. For SRP mobs you don't need to note the modid.
- # Special case: for incomplete forms use incompleteform without _small or _medium.
- S:"Conversion Phase Lock Rules" <
- >
- # Auto fill the conversion rules with existing conversion pathways when they happen. Will be updated on logout.
- B:"Conversion Phase Lock Rules - Auto fill"=false
- # Colony Carrier has type id 31, making it equal to primitive mobs for phases enabled but custom phase spawner disabled. This will fix it to have a type id of 63, making it equal to other ground preeminents, making it spawn in phases 8-10 by default.
- B:"Fix Colony Carrier Type Id"=true
- # SRP disables certain parasites until a colony is created. This also happens though if colonies aren't even activated, fully locking away certain parasites (preeminents by default). This makes SRP ignore the colony lock if colonies are disabled.
- # WARNING: SRP has preeminents in the default phase spawning lists for phase 3 and beyond. If you enable this fix, you will need to change your SRP defaults. Preeminents should only spawn in parasite biomes and/or late phases like 9/10.
- B:"Fix Colony Lock - requires SRP config change"=false
- # If SRParasitesWorld.cfg "Colony Parasite Values Biome" is enabled, spawns in Parasite Biome would NEVER allow colony-locked parasites (default: preeminents) no matter how many colonies have been established in the world.
- # This fix makes it then use the actual colony point requirements set in SRParasitesWorld.cfg "Colony Parasite Values" instead.
- B:"Fix Colony Lock in Para Biome"=true
- # SRP allows to disable certain parasites until a certain phase in a certain dimension is reached. This also happens though if phases aren't even activated, fully locking away certain parasites. This makes SRP ignore the evolution lock if evolution is disabled.
- B:"Fix Evolution Lock"=true
- # If custom phase spawner is disabled, SRP checks for min and max type id of parasites per phase to spawn them. Different than with the custom spawner though, it also checks those ids for parasite biome spawns, which can make parasite biomes feel very empty. This makes the parasite biome ignore the min and max id and instead just spawn its config-set parasites no matter the phase.
- B:"Fix Parasite Biome Spawns"=true
- # Parasites can't spawn from spawners in base SRP. This fixes it. Reintroduced after moving it to RLMixins
- B:"Fix Spawner Block spawning"=true
- # Fully overhauls the SRP spawning system.
- # SRP spawns parasites just to cancel the spawns right afterwards in various situations.
- # This slows down hostile mob spawning and takes up performance for no reason, even in dimensions where parasites aren't even allowed to spawn.
- # It also does mob cap counts for every single spawn instead of doing what vanilla does and doing a mob cap check for every spawn attempt (which can include multiple spawn packs).
- # It's also just very hard to read and includes various oversights due to being so spread out throughout the SRP code.
- # This fix puts the whole spawning logic into one place, auto fixes some bugs and fixes the aforementioned issues.
- # Automatically includes the following fixes (and probably others i haven't even spotted):
- # - "Fix Parasite Biome Spawns"
- # - "Fix Colony Lock in Para Biome"
- # - Auto fixes Quark Soul Beads being effectively incompat with SRP
- # Nerd info: This is done by adding a whole new spawning group PARASITE on top of the existing HOSTILE, PASSIVE, AMBIENT and WATER_CREATURE spawning groups,
- # and modifying the potentialSpawnEvent instead of the checkSpawnEvent.
- B:"Fix Spawning Entirely"=true
- # In situations where parasite spawns should ignore light levels, they are still prevented by blocklight (torches and other light sources).
- # These situations are:
- # - when the phase is above the "Phase Parasites Ignore Sunlight"
- # - when inside a parasite biome
- # - or if "Mobs Ignore Sun" option is true (and evo phases off)
- # This config varies that behavior:
- # --- Parasites will only spawn if the blocklight is lower or equal to the given value. ---
- # Examples: Set to 16 to make light sources not affect spawning at all.
- # Or set to 0 to prevent any spawning if there is any blocklight on a block.
- # Default value of 7 is how SRP handles it.
- # NOTE: this config replaces the old RLMixins "Parasite Light Level (SRParasites)" mixin toggle (enabled = set to 16)
- # Min: 0
- # Max: 16
- I:"Min Blocklight Threshold"=0
- # Blacklist of biomes and dimensions in which no parasites will spawn.
- # This works only for phases on + custom spawner on, except if "Fix Spawning Entirely" is enabled, in which case it always works.
- # Pattern: dimensionId, modid:biomename
- # Disable full mods with dimid, modid
- # Disable full dimensions with dimid, no biomes for that dimension in any line
- # For example:
- # 0, minecraft:mutated_forest
- # 3, biomesoplenty
- # -1
- S:"Parasite Spawning Biome Blacklist per dimension" <
- >
- # Use Biome Blacklist as Whitelist
- B:"Parasite Spawning Biome Blacklist per dimension is whitelist"=false
- # SRP does summoning via a max point system. Both don't really work and especially don't get saved/read to NBT so just unloading/reloading a parasite will clear its summon list. This does it correctly.
- # Pattern: paraname, maxSummonPoints
- # Set either to -1 to ignore points.
- # Clear the list to disable this overhaul (requires restart).
- S:"Summoning Overhaul - Max Summon Points" <
- pri_summoner, 4
- ada_summoner, 6
- beckon_si, 4
- beckon_sii, 9
- beckon_siii, 12
- beckon_siv, 12
- dispatcher_si, 3
- dispatcher_sii, 5
- dispatcher_siii, 7
- dispatcher_siv, 9
- bomber_light, 3
- grunt, 3
- monarch, 3
- overseer, 6
- vigilante, 3
- warden, 3
- marauder, 3
- bomber_heavy, 3
- wraith, 3
- bogle, 3
- haunter, 3
- carrier_colony, 3
- architect, 6
- >
- }
- ##########################################################################################################
- # srp mob config
- #--------------------------------------------------------------------------------------------------------#
- # Quick Access for common SRP mob configs like stat multis
- ##########################################################################################################
- "srp mob config" {
- # SRP uses a very long config for its mobs. Enabling this will store the most common entries in a list here instead and read from there for easier access.
- # NOTE: You need to restart the game after first enable to have the ingame list be filled.
- B:"Enable Mob Configs"=false
- # List for SRP Mob configs, gathered from SRParasitesMobs.cfg for easier and ingame access.
- # use true/false for enabled
- # spawnWeight is only used if evolution custom spawner is disabled
- # some values aren't used, keep those on "---"
- # changing spawnWeight or enabled requires restart to work
- # Pattern: enabled healthMulti dmgMulti armorMulti knockbackResistanceMulti spawnWeight paraname
- S:"SRP Mob Config" <
- >
- }
- ##########################################################################################################
- # various
- #--------------------------------------------------------------------------------------------------------#
- # Various Options
- ##########################################################################################################
- various {
- # Parasites regularly break blocks. Use this list to blacklist some blocks for certain parasites or parasite groups.
- # Special group names: PRIMITIVE, ADAPTED, PURE, PREEMINENT, ANCIENT, NEXUS, DETERRENT, ASSIMILATED, FERAL, INBORN, HIJACKED, CRUDE
- # For specific parasites use their ingame mobid so for example ada_longarms
- # Expected pattern: modid:blockname, list of parasite mobids and parasite groups separated by comma
- # Use modid:blockname:metadata for it to only target blocks with specific metadata (0-15)
- S:"Block Break Blacklist" <
- >
- # Disables the automatic debug log spam for Scent Entities
- B:"Disable Scent Debug"=true
- # SRP parses its config list every single time instead of caching the result. For performance this stores the results instead.
- B:"Fix Config List Parsing"=true
- # Using RenderLib makes the head entity of Stage 4 Dispatchers not render. This fixes it.
- B:"Fix Dispatcher Stage IV Head"=true
- # SRP always uses the same method to treat its various config blacklists. In the case of an empty whitelist (list empty & treatAsWhitelist = true) the list is incorrectly treated as an empty BLACKlist, so instead of "deny all" its treated as "allow all". This fixes it.
- B:"Fix Empty Whitelists read as Blacklists"=true
- # Fixes SRP playing multiple phase increase warning sounds at the same time if there is multiple players in the dimension it happens in.
- B:"Fix Multiple Phase Warnings"=true
- # Fixes Parasites with Tendrils regaining them on chunk reload. Also fixes Assimilated Enderdragon regaining its head the same way.
- B:"Fix Paras Regaining Tendrils"=true
- # Some parasites have broken right click handling. When looking at them, all right click actions such as raising shields and drinking potions will get cancelled. This fixes it.
- B:"Fix Right Clicking Parasite Entities"=true
- # SRP Commands don't have proper autocompletion. This fixes it. Also fixes the /help command for them.
- B:"Fix SRP Command Autocompletion"=true
- # Waves and Shockwaves are normal Parasite Entities and thus get lots of normal parasite behavior, for example the ability to target any mob once the phase is above phase total slaughter. This makes the wave instantly die though. This fixes it.
- B:"Fix Wave Entities Early Death"=true
- # Parasites can't break blocks with zero hardness (slime, tnt etc). This fixes it.
- B:"Fix Zero Hardness Break"=true
- # Adaptable mobs can steal food from the players inventory via attacks or scary orbs. Use this blacklist to disable them from stealing certain foods. Pattern: modid:itemname, optional metadata
- S:"Food Steal Item Blacklist" <
- >
- # Set to true to make the food steal item blacklist a whitelist instead
- B:"Food Steal Item Blacklist is Whitelist"=false
- # All crafting ingredient parasite drops stack to 16 except for strange bones. This makes them also stack to 16. Reintroduced after moving it to RLMixins
- B:"Make Strange Bones stack to 16"=true
- # Max distance to a node of stage 1,2,3 to be found by the node compass. Will be disabled if its not exactly three entries. Clear the list if you want to disable it.
- I:"Node Compass max distance" <
- 2147483647
- 2147483647
- 2147483647
- >
- # Restores the behavior where rupters in low phases will not just ignore players but actively avoid them just like they avoid other mobs.
- B:"Rupters Avoid Players"=true
- # Make SRP Blacklists/Whitelists use wildcards to dis/enable whole mods (*). WARNING: this forces you to change all current SRP config lists that use full mod names without wildcards
- B:"SRP Blacklists are Wildcard-able"=false
- # Disables non-SRP armor models from rendering in SRPLayerBipedArmor to avoid crashes
- B:"SRPModelBiped Render Crash Fix"=true
- # Will make scent entities unable to push players and other entities.
- B:"Scents NoClip"=true
- # SRP has a bunch of configs that are not used. This toggle makes them all do what they are supposed to do. List of affected configs:
- # - Default Phase, Points, CanGain, Can(t)Lose
- # - Most Phase 9+10 configs (cooldown, killcount plus, scent bonus+reaction, beckon grow penalties, crop grow stunned, mobs spawning with COTH, beckon spawn from residue
- # - Spawning Rates of certain mobs making them not spawn at all with phases disabled (Monarch, Feral Bear, Light Carrier, Thrall)
- # - Merging flesh not spawning primitives with reduced health defined via merge config
- # - Mob Health/Dmg/Armor/KBres multipliers (Gnat, Hijacked Golem, Light Carrier, Worker, Prim Vermin, Feral Bear)
- # - XP value of sentries and kyphosis not using the deterrent XP value
- # - Preeminents incorrectly using the Pure value for remain value
- # - Points over time dimension blacklist
- # - Min phase for Beckons ignoring summoning cooldown
- B:"Use Forgotten Configs"=true
- # Replaces all SRP loot configs with vanilla loot table jsons that will be written into /config/srpmixins/loot_tables/some_parasite.json and can be modified there.
- # Delete files there to make them regenerate from SRPs config system.
- # For people wanting to add looting modifiers to SRP drops, the relevant LootingEnchantBonus/RandomChanceWithLooting modifiers are already setup with default values of "no looting effect"You can optionally use the loot condition srp_phase (member: "phase_range" (value: min & max or just an integer)) to vary the loot tables over evolution phase
- B:"Use Vanilla Loot Tables"=true
- }
- ##########################################################################################################
- # water parasites
- #--------------------------------------------------------------------------------------------------------#
- # Options for Assimilated Squids and Primitive Devourers
- ##########################################################################################################
- "water parasites" {
- # How many blocks away Assimilated Squid can attack targets from. Set to -1 to disable fully, requires restart.
- # Min: -1
- # Max: 100
- D:"Assimilated Squid Attack Range"=3.0
- # Make Primitive Devourer and Assimilated Squid spawn correctly in water
- B:"Enable Water Spawns"=true
- # After there is this many Water Parasites (including Deep Sea Danger) loaded, no more will spawn from conversion or spawning. Disable with -1, needs restart.
- # Parasites spawned from conversion have a 1.5x higher cap so the assimilation doesnt always fail directly
- # Min: -1
- # Max: 2147483647
- I:"Water Parasite Mob Cap"=10
- # Make Water Parasites (Assim Squid + Prim Devourer) target Squids
- B:"Water Parasites Target Squids"=true
- }
- ##########################################################################################################
- # srp weapons
- #--------------------------------------------------------------------------------------------------------#
- # Living and Sentient Weapon Options
- ##########################################################################################################
- "srp weapons" {
- # Change how living armor evolves to sentient.
- # DEAL_DAMAGE: gets points when players kill mobs, depending how much health they have, same as living weapons.
- # TAKE_DAMAGE: gets points when players take damage.
- # Valid values:
- # DEAL_DAMAGE
- # TAKE_DAMAGE
- S:"Armor Evolution System"=DEAL_DAMAGE
- # Fully disable the sentient evolution mechanic where living weapons/armor/bow evolve to sentient after x kills
- B:"Disable Sentient Evolution Mechanic"=false
- # If enabled, living gear will only get points when interacting (killing/taking dmg from) parasites, not just any mob.
- B:"Evolution Only From Parasites"=false
- # Fix parasites getting hit by sentient weapons not doing the correct things
- B:"Fix parasite weapon damage"=true
- # Make living weapons evolving to sentient keep their NBT
- B:"Fix parasite weapon evolution NBT loss"=true
- # When living gear evolves to sentient, by default that gear is dropped on the ground. Set to true to keep in inventory.
- # (If for whatever reason the stack has more than one item, it will always drop the evolved gear)
- # Note: for armor and bow this only applies if "Sentient Armor+Bow Evolution" is enabled
- B:"Keep Evolved Gear"=false
- # Sentient weapons keep counting parasite kills(/HP) even though it doesn't do anything for them. Set to true to remove this Tooltip
- B:"Remove Parasite Kills tooltip from sentient weapons"=true
- # Will allow living and sentient gear to be repaired by the items they are created with. Vile Shell for Armor, Infectious Blade Fragment for Weapons, Dried Tendons for Bows.
- B:"Repairable Gear"=true
- # Copy the same sentient evolution handling of living weapons to living armor and living bow
- B:"Sentient Armor+Bow Evolution"=true
- }
- ##########################################################################################################
- # source dim
- #--------------------------------------------------------------------------------------------------------#
- # Source Dimension Options
- ##########################################################################################################
- "source dim" {
- # Global toggle for the source dimension (id 254) WIP
- B:"Enable Source Dimension"=false
- }
- ##########################################################################################################
- # more scents
- #--------------------------------------------------------------------------------------------------------#
- # SRP Scent configs for quick access and increase/decrease of scent lvl count
- #
- # --- A note about Scent behavior ---
- # Scents have four relevant states that modifies their behavior. This state changes over time:
- # - Scents start in Observer state, where they will make nearby (160x160x160 around the scent) parasites in darkness target their own target entity
- # - They turn Tactical after a few seconds, solely depending on phase dependent "Scent Reaction Bonus" property, measured in seconds (Msg: "Scent is active")
- # - When Tactical, once SRPSystems config "Scent Wave Point" seconds have elapsed, they turn to Aggressive
- # (Meaning both Observer and Tactical states are just waiting until their time comes)
- # - When Aggressive, if there are less than 6 parasites in an 160x160x160 area around them, they will turn to Builder state
- # - Builders then finally create Worms which spit out parasites taken from the "Wave Spawn List" depending on the scents level
- #
- # The scents level on the other hand depends on the phase it was created in and increases with parasites dying around it
- # Similar to phases the scent level uses an underlying point system with thresholds set in level dependent "Points Required" config
- # - Scents created by the death of parasites start with a point value using the phase dependent "Scent Bonus" (Msg: "Scent was deployed")
- # - While the starting level of Scents spawned by carcasses is fully dependent on the "Lure Scent Level Desploy" config value.
- # - When parasites nearby die and a new scent would have spawned, the existing one instead gets more points depending on the parasite types "Scent Death Value" set in base SRP config (Msg: "Closest scent was notified")
- ##########################################################################################################
- "more scents" {
- # Enable config overrides for Scent behavior.
- # To have it all in one spot, or to modify the amount of scent levels (default: 0-8)
- # When enabled and "Points Required" list is empty on first startup, SRPMixins will copy current SRP(System) configs into the lists.
- # If you want to modify the "Max Scent Level" count your best workflow is to enable this first, start the game, close it, then change max scent lvl and modify the then filled lists.
- B:"Enable More Scents"=false
- # Number of scent levels to be used.
- # If you modify this value, you will have to adapt all the lists in this section (except spawn list) to have the correct length (N+1, so 9 with default 8 lvls), otherwise it will crash
- # Min: 0
- # Max: 2147483647
- I:"Max Scent Level"=8
- # How many points a nearby scent is increased by when a dying parasite would have created a new scent, depending on parasite group or parasite
- # Scent points are used to compare against the "Points Required" config to increase its level
- # Pattern: group or name, value
- # Exampes:
- # PURE, 5
- # rupter, 2
- # someaddonmodid:someaddonparaname, 420
- # If a parasite has a group and is named separately here, the parasite specific value will be used, the group value will be ignored
- S:"Mob Death Values" <
- >
- # Min to max number of mobs per wave.
- # One entry per scent level (9 by default)
- # Pattern: min - max
- S:"Mobs per Wave Count" <
- >
- # Points required to increase scent level.
- # Scent level decides what mobs are spawned (see Wave Spawn List)
- # One entry per scent level (9 by default)
- I:"Points Required" <
- >
- # Min to max number of waves to spawn in Builder state.
- # One entry per scent level (9 by default)
- # Pattern: min - max
- S:"Wave Count" <
- >
- # Wave spawn lists with scent level ranges and optional weights.
- # Pattern: "[startScentLvl-endScentLvl]; modid:entity; weight". Missing weights default to 1.
- # Like the phases in "More Phases" spawn lists you can arbitrarily mix and match levels, so [1] works just as well as [0-5, 8]
- # If the mob is from SRP, you can leave out the modid
- # Examples:
- # [0]; rupter
- # [4 - 6]; srparasites:mangler; 3
- # [0-1, 7-8]; srparasites:heed; 2
- S:"Wave Spawn List" <
- >
- }
- }