# Civil mod configuration
# simple.* : in-game GUI (written uncommented).
# advanced.* : optional tuning (default lines commented; remove leading # to apply).

# ── Simple (GUI) ──
# Stored release version for simple-settings migration (differs from jar => reset simple.* unless opt-out below).
config.simpleSchemaVersion=1.3.3-release
# Remove leading # on the next line to opt out of simple migration when updating the mod jar.
#simple.persistAcrossSchema=true

# Spawn & detection
simple.spawn.suppressionStrength=5
simple.detection.rangeBlocks=240

# Sonar
simple.sonar.detectorEnabled=true
simple.sonar.detectorRadius=5
simple.sonar.staticRadius=10

# Decay
simple.decay.enabled=true
simple.decay.speed=5
simple.decay.floor=25
simple.recovery.speed=5
simple.decay.freshnessHours=6
simple.patrol.rangeVchunks=3

# Farm shrine
simple.farmShrine.suppressStrength=5
simple.farmShrine.suppressRange=8

# Undying anchor
simple.undying.enabled=true
simple.undying.maxSearchRadiusBlocks=128
simple.undying.globalCooldownSeconds=10

# Zone HUD
simple.zoneHud.transitionEnabled=true
simple.zoneHud.label.civilized=
simple.zoneHud.label.wilderness=
simple.zoneHud.label.caution=
simple.zoneHud.label.shrine=
simple.zoneHud.cooldownSeconds=10
simple.zoneHud.anchorOffsetXPercent=0
simple.zoneHud.anchorOffsetYPercent=30

# Map compat (chunk band)
simple.mapCompat.journeyMapChunkBand=true
simple.mapCompat.xaerosChunkBand=true
simple.mapCompat.exploreRadiusChunks=4

# Mob flee
simple.mobFlee.enabled=true

# ── Advanced ──
# Diagnostics / effects
#advanced.diagnostics.tps.enabled=true
#advanced.diagnostics.tps.intervalTicks=20
#advanced.aura.enabled=true
#advanced.undying.civRatio=0.8
#advanced.sonar.staticCooldownTicks=40

# Decay & recovery overrides
#advanced.decay.gracePeriodHours=6.0
#advanced.decay.lambda=0.008004468914296353
#advanced.decay.minFloor=0.25
#advanced.recovery.cooldownMs=73333
#advanced.recovery.fraction=0.25
#advanced.recovery.minMs=2266667

# Spawn thresholds
#advanced.spawn.thresholdLow=0.13703703703703704
#advanced.spawn.thresholdMid=0.41111111111111115

# Scoring
#advanced.scoring.sigmoidMid=0.8
#advanced.scoring.sigmoidSteepness=3.0
#advanced.scoring.distanceAlphaSq=0.5
#advanced.scoring.normalizationFactor=5.0

# Detection / influence ranges (voxel chunks)
#advanced.range.detectionRadiusX=7
#advanced.range.detectionRadiusZ=7
#advanced.range.detectionRadiusY=1
#advanced.range.coreRadiusX=1
#advanced.range.coreRadiusZ=1
#advanced.range.coreRadiusY=0
#advanced.range.farmShrineRangeX=1
#advanced.range.farmShrineRangeZ=1
#advanced.range.farmShrineRangeY=0

# Farm shrine attract (physics)
#advanced.farmShrine.attractMaxRadius=128.0
#advanced.farmShrine.attractLambda=0.15

# Cache & performance
#advanced.cache.l1TtlMs=300000
#advanced.cache.resultTtlMs=3600000
#advanced.cache.clockPersistTicks=6000

# Result prefetch (zone HUD epoch pipeline)
#advanced.prefetch.requiredCountEnter=10
#advanced.prefetch.requiredCountLeave=10
#advanced.prefetch.resultBudgetPerTick=1000
#advanced.prefetch.resultEpochTtlSec=2
#advanced.prefetch.presenceRawEpsilon=0.01
#advanced.prefetch.zoneReceiptStrongCivilizedRatio=0.9999

# Mob flee (parameters other than simple toggle)
#advanced.mobFlee.combatFleeRatio=0.5
#advanced.mobFlee.checkIntervalTicks=80
#advanced.mobFlee.jitterTicks=40
#advanced.mobFlee.panicDurationTicks=80
#advanced.mobFlee.maxDurationTicks=200
#advanced.mobFlee.speed=1.0
#advanced.mobFlee.sampleDistance=14

# Detector item timing
#advanced.ui.detectorAnimationTicks=40
#advanced.ui.detectorCooldownTicks=10

# Civil map tint (0-255; baked server-side)
#advanced.mapTint.highFillAlpha=65
#advanced.mapTint.highEdgeAlpha=150
#advanced.mapTint.monsterFillAlpha=60
#advanced.mapTint.monsterEdgeAlpha=145
#advanced.mapTint.zoneFillAlpha=62
#advanced.mapTint.zoneEdgeAlpha=140

# Chunk band (server)
#advanced.chunkBand.serverSyncEnabled=true
#advanced.chunkBand.scanIntervalTicks=20

