Files
FearFactory/1.20.1-FearFactoryTest/minecraft/config/sanitydim/default.toml
admin 35b7063666 nerfs to sleep, sanity, timelength - populated defaults - shader settings edits - aktome added
Populated the default config folder - it turns out there are certain configs that are created for each world, you can copy world configs here and they will become the defaults for each world.

day and night time is 5 times longer.

You can sleep in bed, but it no longer advances the time for any reason. Sleep is for the weak.

no longer go immediately insane upon dimension change, but it's still VERY detrimental and immediate round trips are still awful.

rain is now only mildly detrimental to sanity, in most scenarios rain will not cause your sanity to drop but reduce how fast it rises.

Added akashic tome, this lets us bundle mod documentation into one damn book.

Shaders have been messed with, feel free to edit these.
2025-05-16 23:11:49 -05:00

222 lines
10 KiB
TOML

#Sanity configuration
#NOTE: all sanity values are measured in percentages (i.e. 40.0 is equal to 40% of sanity bar)
#NOTE: each subsequent usage of an active source or item has its effectiveness multiplied by (timeSinceLastUsage / cooldown) (capped at 1.0)
[sanity]
#For balancing purposes: the effectiveness of all positive sanity sources will be multiplied by this number
#Range: 1.401298464324817E-45 ~ 3.4028234663852886E38
positive_multiplier = 1.2
#For balancing purposes: the effectiveness of all negative sanity sources will be multiplied by this number
#Range: 1.401298464324817E-45 ~ 3.4028234663852886E38
negative_multiplier = 8.0
#Configuration for passive sanity sources
[sanity.passive]
#This value will be added to sanity each second regardless of any other factors
#Range: -100.0 ~ 100.0
passive = 0.2
#Sanity gain per second during rainy weather or in water
#Range: -100.0 ~ 100.0
raining = -0.05
#Players' sanity will start getting affected with food levels at and below this threshold (in half-drumsticks)
#Range: 0 ~ 20
hunger_threshold = 7
#Players with food levels at and below <hunger_threshold> gain this amount of sanity per second
#Range: -100.0 ~ 100.0
hungry = -0.2
#Players will gain this amount of sanity per second for 5 seconds after looking at an enderman
#Range: -100.0 ~ 100.0
ender_man_anger = -5.0
#Players will gain this amount of sanity per second while being near their pets
#Range: -100.0 ~ 100.0
pet = 0.15
#Players will gain this amount of sanity per second while being near any monsters
#This value is doubled if the monster is aggressive towards the player
#Range: -100.0 ~ 100.0
monster = -0.0
#Players will gain this amount of sanity per second while being in the dark
#Range: -100.0 ~ 100.0
darkness = -0.05
#Maximum light level considered to be darkness (inclusive)
#Range: 0 ~ 15
darkness_threshold = 4
#Players will gain this amount of sanity per second while being in the light
#Range: -100.0 ~ 100.0
lightness = 0.1
#Minimum light level considered to be lightness (inclusive)
#Range: 0 ~ 15
lightness_threshold = 4
#Players who are stuck in blocks (such as cobweb) and have their movement restricted gain this amount of sanity per second
#Range: -100.0 ~ 100.0
block_stuck = -0.09
#Players moving on a dirt path or a carpet receive this amount of sanity per second
#Range: -100.0 ~ 100.0
dirt_path = 0.09
#Nearby jukebox playing a pleasant melody gives this amount of sanity per second
#Range: -100.0 ~ 100.0
jukebox_pleasant = 0.08
#Nearby jukebox playing an unsettling melody gives this amount of sanity per second (this takes priority over pleasant melodies)
#Range: -100.0 ~ 100.0
jukebox_unsettling = -0.11
#Define a list of blocks that affect sanity of players standing near them
#A block should be included as follows: block_registry_name[property1=value1,property2=value2];A;B;C
#Where A is how much sanity is gained per second, B is a radius in blocks,
#C is whether a block needs to be naturally generated (not placed by player) (true/false)
#Supports boolean block state properties (can be omitted together with brackets)
#Prefix with TAG_ and follow with a tag registry name to define all blocks with the tag
#NOTE: not everything may work correctly with any configuration, e.g. multiblocks like tall flowers and beds; needs testing
blocks = ["minecraft:campfire[lit=true];0.1;4;false", "minecraft:torch;0.1;4;false"]
#Configuration for active sanity sources
[sanity.active]
#Sleeping restores this amount of sanity
#Range: -100.0 ~ 100.0
sleeping = 50.0
#Sleeping cooldown (see notes above), real time in seconds
#Range: 0.0 ~ 3.4028234663852886E38
sleeping_cd = 1200.0
#Players will gain sanity based on the damage they take from any sources with the ratio of 1 to this number
#Range: -100.0 ~ 100.0
hurt_ratio = -0.05
#Spawning a baby chicken by throwing an egg restores this amount of sanity
#Range: -100.0 ~ 100.0
baby_chicken_spawn = 5.0
#Spawning a baby chicken cooldown (see notes above), real time in seconds
#Range: 0.0 ~ 3.4028234663852886E38
baby_chicken_spawn_cd = 300.0
#Earning an advancement gives this amount of sanity
#Range: -100.0 ~ 100.0
advancement = 20.0
#Breeding two animals together gives this amount of sanity
#Range: -100.0 ~ 100.0
animal_breeding = 9.0
#Breeding animals cooldown (see notes above), real time in seconds
#Range: 0.0 ~ 3.4028234663852886E38
animal_breeding_cd = 600.0
#Players gain this amount of sanity for every point of damage dealt to peaceful animals (incl. neutral ones)
#This value is doubled for baby animals
#Range: -100.0 ~ 100.0
animal_hurt_ratio = 0.0
#Players gain this amount of sanity upon their pets' death
#Range: -100.0 ~ 100.0
pet_death = -60.0
#Players gain this amount of sanity upon successfully trading with a villager
#Range: -100.0 ~ 100.0
villager_trade = 20.0
#Villager trade cooldown (see notes above), real time in seconds
#Range: 0.0 ~ 3.4028234663852886E38
villager_trade_cd = 600.0
#Shearing an animal gives this amount of sanity
#Range: -100.0 ~ 100.0
shearing = 5.0
#Shearing animals cooldown (see notes above), real time in seconds
#Range: 0.0 ~ 3.4028234663852886E38
shearing_cd = 300.0
#Consuming food gives this amount of sanity for every half-drumstick the meal restores
#Range: -100.0 ~ 100.0
eating = 0.8
#Eating cooldown (see notes above), real time in seconds
#Range: 0.0 ~ 3.4028234663852886E38
eating_cd = 300.0
#Fishing an item gives this amount of sanity
#Range: -100.0 ~ 100.0
fishing = 1.3
#Fishing cooldown (see notes above), real time in seconds
#Range: 0.0 ~ 3.4028234663852886E38
fishing_cd = 0.0
#Trampling a farmland gives this amount of sanity
#Range: -100.0 ~ 100.0
farmland_trample = -2.0
#Potting a flower gives this amount of sanity
#Range: -100.0 ~ 100.0
potting_flower = 4.0
#Potting a flower cooldown (see notes above), real time in seconds
#Range: 0.0 ~ 3.4028234663852886E38
potting_flower_cd = 300.0
#Teleporting to another dimension gives this amount of sanity
#Range: -100.0 ~ 100.0
changed_dimension = -5.0
#Players gain this amount of sanity upon being struck by lightning
#Range: -100.0 ~ 100.0
struck_by_lightning = -30.0
#Define a list of items that will affect sanity upon their usage
#An item should be included as follows: item_registry_name;A;B
#Where A is how much sanity is gained upon usage and B is a custom category
#Items with the same categories share the same cooldown
#The sanity gained will be multiplied by (timeSinceLastUsage / categoryCooldown) capping at 1.0
items = ["minecraft:pufferfish;-5;0", "minecraft:poisonous_potato;-5;0", "minecraft:spider_eye;-5;0", "minecraft:rotten_flesh;-5;0", "minecraft:chorus_fruit;-3;0", "minecraft:ender_pearl;-1;0", "minecraft:honey_bottle;6;1", "minecraft:golden_carrot;7;1", "minecraft:golden_apple;8;1", "minecraft:enchanted_golden_apple;13;1"]
#Define a list of custom categories for items specified in <items>
#A category should be included as follows: A;B
#Where A is a category id (integer) and B is a cooldown (in seconds) all items in this category share
item_categories = ["0;0", "1;800.0"]
#Define a list of blocks that will affect sanity of players breaking them
#A block should be included as follows: block_registry_name;A;B;C;D
#Where A is how much sanity is gained upon breakage, B is a custom category,
#C is whether a block has to be naturally generated (not placed by players) (true/false),
#D is whether a block has to be mined with a correct tool (aka resources should drop) (true/false)
#Prefix with TAG_ and follow with a tag registry name to define all blocks with the tag
#Blocks with the same categories share the same cooldown
#The sanity gained will be multiplied by (timeSinceLastUsage / categoryCooldown) capping at 1.0
#NOTE: not everything may work correctly with any configuration, e.g. multiblocks like tall flowers and beds need testing
broken_blocks = ["minecraft:infested_stone;-8;0;false;false", "minecraft:infested_cobblestone;-8;0;false;false", "minecraft:infested_stone_bricks;-8;0;false;false", "minecraft:infested_cracked_stone_bricks;-8;0;false;false", "minecraft:infested_mossy_stone_bricks;-8;0;false;false", "minecraft:infested_chiseled_stone_bricks;-8;0;false;false", "minecraft:infested_deepslate;-8;0;false;false"]
#Define a list of custom categories for blocks specified in <broken_blocks>
#A category should be included as follows: A;B
#Where A is a category id (integer) and B is a cooldown (in seconds) all blocks in this category share
broken_block_categories = ["0;0"]
#Multiplayer configuration
[sanity.multiplayer]
#Being around players with sanity higher than 50% gives this amount of sanity per second
#Range: -100.0 ~ 100.0
sane_player_company = 0.1
#Being around players with sanity lower than 50% gives this amount of sanity per second
#Range: -100.0 ~ 100.0
insane_player_company = -0.12
#Entities configuration
[sanity.entity]
#Whether sane players should be able to see and battle inner entities
#Mobs will still be there server-side and will count towards passive sanity
#Players who are targeted by inner entities see them regardless
sane_see_inner_entities = false
#Client configuration
[sanity.client]
#Whether to render sanity postprocessing effects
render_post = true
#Whether to enable sanity sound effects
play_sounds = true
#Insanity ambience max volume
#Range: 0.0 ~ 1.0
insanity_volume = 0.4
#Sanity indicator configuration
[sanity.client.indicator]
#Whether to render sanity indicator
render = true
#Whether to twitch sanity indicator at low sanity levels
twitch = true
#Sanity indicator scale
#Range: 0.0 ~ 3.4028234663852886E38
scale = 1.0
#Sanity indicator location
#Allowed Values: HOTBAR_LEFT, HOTBAR_RIGHT, TOP_LEFT, TOP_RIGHT, BOTTOM_LEFT, BOTTOM_RIGHT
location = "HOTBAR_LEFT"
#Inner monologue configuration
[sanity.client.hints]
#Whether to render inner monologue/random thoughts
render = true
#Whether to twitch inner monologue/random thoughts at low sanity levels
twitch = true
#Blood tendrils overlay configuration
[sanity.client.blood_tendrils]
#Whether to render blood tendrils overlay
render = true
#Whether to flash blood tendrils overlay upon losing sanity in a short burst
short_burst_flash = true
#Whether to render blood tendrils overlay when passively losing sanity
render_passive = true