alert_indicatorAlert Indicator | Settings for the alert indicator HUD, which displays the alert level of surrounding enemies |
alert | Alert Information |
alert_state | Alert State: |
alert_symbolAlert Symbol | Settings for the world-space alert symbol, which displays the current alert status of enemies |
ally_colorAlly Color | Mark's color for allies of players, such as Iron Golems created by players, Snow Golems, and pets (only to their owners) |
always_successAlways Success | Whether assassinations to SEEKERS can be performed successfully all the time |
can_animals_be_assassinatedAssassinate Animals (Normal) | Whether normal animals (excluding those in the SEEKERS tag) can be assassinated |
can_animal_seekers_be_assassinatedAssassinate Animals (SEEKERS) | Whether animals in the SEEKERS tag can be assassinated |
can_bosses_be_assassinatedAssassinate Bosses | Whether bosses (if in the CAN_BE_ASSASSINATED tag) can be assassinated |
can_pets_be_assassinatedAssassinate Pets | Whether pets can be assassinated by their owners |
can_players_be_assassinatedAssassinate Players | Whether players can assassinate each other |
can_villagers_be_assassinatedAssassinate Villagers | Whether villagers (including wandering traders) can be assassinated |
assassinationAssassination | Settings related to assassination mechanics |
awarenessAwareness | Settings related to the increase and decrease rates of enemy awareness |
decrease_basic_rateBasic Decrease Rate | The basic rate at which awareness decreases when an enemy loses track of the player |
increase_basic_rateBasic Increase Rate | The basic rate at which awareness increases when an enemy spots a player |
compatCompatibility | Compatibility settings for other mods |
debug_modeDebug Mode | Settings for Debug Mode |
decrease_searching_factorDecrease Searching Factor | The factor by which the enemy's searching state affects the awareness decrease rate |
decrease_suspicious_factorDecrease Suspicious Factor | The factor by which the enemy's suspicious state affects the awareness decrease rate |
detectionDetection | Settings related to enemy vision, FOV, and detection ranges |
vertical_down_fovDownward FOV | The vertical downward field of view of enemies (in degrees) |
enableEnable Alert Indicator | Whether to display the alert indicator around the crosshair |
enableEnable Alert Symbol | Whether to display the alert symbol above enemies' heads |
enableEnable Assassination | Whether to enable assassination feature |
enableEnable Debug Mode | Whether to display detailed alert status information above enemies' heads |
turn_onEnable Sound Wave Indicator | Whether to display the sound wave indicator on the screen |
enableEnable Spyglass Mark | Whether to turn on mark feature when using spyglass |
turn_onEnable Visibility Indicator | Whether to display the visibility indicator on the screen |
guardvillagersGuard Villagers | Compatibility for Guard Villagers |
horizontal_fovHorizontal FOV | The horizontal field of view of enemies (in degrees) |
hostile_colorHostile Color | Mark's color for hostile mobs |
increase_distance_factorIncrease Distance Factor | The factor by which the distance between the player and enemy affects the awareness increase rate |
increase_searching_factorIncrease Searching Factor | The factor by which the enemy's searching state affects the awareness increase rate |
increase_suspicious_factorIncrease Suspicious Factor | The factor by which the enemy's suspicious state affects the awareness increase rate |
increase_visibility_factorIncrease Visibility Factor | The factor by which the player's visibility affects the awareness increase rate |
max_rangeMax Detection Range | The maximum distance at which enemies can see the player |
max_distanceMax Mark Distance | The maximum distance at which a mob can be marked |
memory_ticksMemory Duration | The duration of an enemy's memory towards a player who has enraged it (in ticks) |
min_invisible_distanceMin Invisible Distance | The distance within which complete concealment fails against enemies |
min_invisible_distance_to_trackingMin Invisible Distance (Tracking) | The distance within which complete concealment fails against tracking enemies |
neutral_colorNeutral Color | Mark's color for neutral mobs |
npc_colorNPC Color | Mark's color for NPCs, such as Villagers and Wandering Traders |
offset_from_boss_barOffset from Boss Bar | Whether the sound wave indicator offsets when a boss bar is visible. Recommended to turn off if you have manually adjusted position or scale of indicator |
offset_from_jadeOffset from Jade Tooltip | Whether the sound wave indicator offsets when Jade mod's tooltip is visible. Recommended to turn off if you have manually adjusted position or scale of indicator or Jade tooltip |
passive_colorPassive Color | Mark's color for passive mobs, such as normal animals |
patience_ticksPatience Duration | The duration of patience before an enemy loses interest in an LKP(Last Known Position) (in ticks) |
positionPosition | The position offset of the sound wave indicator on the screen |
radiusRadius | The distance between the alert indicator and the crosshair |
reaction_ticksReaction Duration | The reaction time required for an enemy to fully perceive a player after spotting them (in ticks) |
scaleScale | The scale of the alert symbol |
sound_wave_indicatorSound Wave Indicator | Settings for the sound wave indicator HUD, which displays the sound you are producing |
spyglass_markSpyglass Mark | Settings for marking mobs through spyglass |
success_chanceSuccess Chance | If Assassination Always Success is false, the chance of successfully performing an assassination to SEEKERS |
tracking_ticksTracking Duration | The duration before an enemy loses track of a player since unable to see them (in ticks) |
vertical_up_fovUpward FOV | The vertical upward field of view of enemies (in degrees) |
visibility_detection_range_reduction_modelVisibility Detection Range Reduction Model | The mathematical model for reduction of enemies' detection range influenced by visibility LINEAR: Steadily reducing SQUARE ROOT: Reducing quickly at first, then slowly SMOOTHSTEP: Reducing slowly at first and end, quickly at medium |
visibility_indicatorVisibility Indicator | Settings for the visibility indicator HUD, which displays your current visibility |
visibility_max_detection_range_reduction_percentageVisibility Max Detection Range Reduction Percentage | The max reduction percentage of an enemy's detection range influenced by visibility |
visibility_thresholdVisibility Threshold | The visibility threshold for players to enter a fully concealed state (*100%) |