#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 = 1.5 #For balancing purposes: the effectiveness of all negative sanity sources will be multiplied by this number #Range: 1.401298464324817E-45 ~ 3.4028234663852886E38 negative_multiplier = 0.5 #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 = 0.0 #Sanity gain per second during rainy weather or in water #Range: -100.0 ~ 100.0 raining = -0.2 #Players' sanity will start getting affected with food levels at and below this threshold (in half-drumsticks) #Range: 0 ~ 20 hunger_threshold = 8 #Players with food levels at and below 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 = -0.1 #Players will gain this amount of sanity per second while being in the dark #Range: -100.0 ~ 100.0 darkness = -0.15 #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 = 0.0 #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"] #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 = -1.0 #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 = -0.25 #Players gain this amount of sanity upon their pets' death #Range: -100.0 ~ 100.0 pet_death = -30.0 #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 = -15.0 #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 #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 #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 = 0.05 #Being around players with sanity lower than 50% gives this amount of sanity per second #Range: -100.0 ~ 100.0 insane_player_company = -0.6 #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 = 0.6 #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 = "BOTTOM_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