TFCEventExtension

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TFCEventExtension

By jccy

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Added more events to TFC

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Latest Version
TFCEventExtension-Forge-1.20.1-1.0.0-1.20.1.jar

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Description

TFC Event Extension

An expansion mod that adds "end-of-month events" and "bait-triggered active events" to TerraFirmaCraft.

This mod makes the world stop running like clockwork. On the last day of every month, you may receive an unexpected visit; and if you're willing to set up bait, you can lure animals, beasts, or even monsters directly to your location.

This mod introduces two event systems:

1. Passive Events: Auto-triggered at Month's End

On the last day of each month, the system automatically selects 1 random online player and triggers 1 event near them. A server-wide notification is sent before the event, with entities spawning after a 30-second delay.

Default probabilities:

- Livestock Event: 20%

- Beast Event: 50%

- Monster Event: 30%

2. Active Events: Triggered by Placing Bait

You can craft and place bait, which activates after a set time to lure target creatures. Bait becomes a visible block on the ground and is consumed upon activation. In the current version, bait activates after 30 in-game minutes by default.

Passive Event Details

A. Livestock Event

Spawns a group of breedable TFC livestock near the player.

Creature pool:

Cow, Goat, Yak, Sheep, Alpaca, Musk Ox, Chicken, Duck, Quail, Pig, Rabbit

Default parameters:

- Spawn count: 2–4

- Spawn distance: 16–32 blocks

- Guaranteed at least: 1 male + 1 female

- Spawn point bonus drop: 1–2 random TFC crop seeds or fruit tree saplings

B. Beast Event

Spawns a group of hostile beasts on the player's perimeter.

Beasts are divided into 3 categories:

- Bears: 1–2

- Big Cats: 2–3

- Pack Predators: 4–6

Possible creatures include:

Polar Bear, Grizzly Bear, Black Bear, Cougar, Panther, Lion, Sabertooth, Tiger, Wolf, Hyena, Dire Wolf

Default parameters:

- Spawn distance: 40–60 blocks

- Spawns only on natural terrain surface when possible

- Spawned beasts will attempt to track nearby players

C. Monster Event

Spawns a group of enhanced monsters near the player.

Current version rules:

- Nighttime: spawns melee skeletons or zombies

- Daytime: spawns spiders or creepers

Default parameters:

- Night skeletons: 3–5

- Night zombies: 4–6

- Day spiders: 3–5

- Day creepers: 2–3

- Spawn distance: 40–60 blocks

Additional traits:

- All event monsters wear a set of random TFC armor

- Skeletons use TFC stone axes, becoming melee units

Bait System

A. Fruit & Vegetable Bait

Purpose:

- Attracts livestock

- Triggers an enhanced livestock event

Cooldown: 24 in-game days

Crafting recipe:

- Outer ring: 8 any fruits or vegetables

- Center: 1 Glue

B. Fresh Meat Bait

Purpose:

- Attracts beasts

- Triggers an enhanced beast event

Cooldown: 16 in-game days

Crafting recipe:

- Outer ring: 8 any raw meat

- Center: 1 Glue

C. Rotten Flesh Bait

Purpose:

- Attracts monsters

- Triggers an enhanced monster event

Cooldown: 12 in-game hours

Crafting recipe:

- Outer ring: 8 rotten flesh materials

- Center: 1 Glue

Enhanced Event Details

A. Enhanced Livestock Event

When fruit & vegetable bait activates:

- Randomly spawns 2 types of livestock

- 4–6 of each type

- Still guarantees male/female pairing

- Bonus drops increased to: 3–5 random seeds or fruit tree saplings

B. Enhanced Beast Event

When fresh meat bait activates:

- Still randomly selects from bears / big cats / pack predators

- Quantities are doubled

Default enhanced ranges:

- Bears: 2–4

- Big Cats: 4–6

- Pack Predators: 8–12

C. Enhanced Monster Event

When rotten flesh bait activates, multiple groups of monsters spawn at once:

- Melee Skeletons: 4–6

- Zombies: 8–10

- Baby Zombies: 2

- Creepers: 2–3

- Spiders: 3–5

Special rule:

If 2 or more rotten flesh baits are ready simultaneously, the entire monster roster spawns an additional round — effectively doubling the total.

D. Bait Rules

- Beast bait and monster bait can activate simultaneously

- Animal bait can only activate alone

- If animal bait activates at the same time as beast/monster bait, the animals will be scared off — only beast or monster events will be processed

- If no valid player is nearby when bait activates, the bait expires and disappears

- Placed bait can be picked up by right-clicking

- In non-creative mode, breaking bait also drops the corresponding bait item

Event Entity Behavior

All entities spawned through events have additional tracking logic:

- They attempt to move toward or lock onto the nearest player

- If they fail to approach a player within 1 TFC in-game hour AND no player is within 16 blocks, they are automatically removed to prevent long-term accumulation

Configurable Parameters

Configuration file location: serverconfig/tfceventextension-server.toml

Passive Event Parameters:

- animalChance = 0.2 — Livestock event probability

- beastChance = 0.5 — Beast event probability

- animalSpawnMinRange = 16 — Livestock minimum spawn distance

- animalSpawnMaxRange = 32 — Livestock maximum spawn distance

- beastSpawnMinRange = 40 — Beast/Monster minimum spawn distance

- beastSpawnMaxRange = 60 — Beast/Monster maximum spawn distance

- notificationDelayTicks = 600 — Delay from notification to actual spawn (default 30 seconds)

Active Event Parameters:

- animalBaitCooldownDays = 24 — Fruit & vegetable bait cooldown

- beastBaitCooldownDays = 16 — Fresh meat bait cooldown

- monsterBaitCooldownHours = 12 — Rotten flesh bait cooldown

Note: In the current version, the monster passive event probability is the "remaining probability" — i.e., 1 - animalChance - beastChance.

Admin Debug Commands

Admin-only commands:

- /tfcevent trigger animal — Immediately trigger a normal animal event

- /tfcevent trigger beast — Immediately trigger a normal beast event

- /tfcevent trigger monster — Immediately trigger a normal monster event

- /tfcevent trigger_enhanced animal — Immediately trigger an enhanced animal event

- /tfcevent trigger_enhanced beast — Immediately trigger an enhanced beast event

- /tfcevent trigger_enhanced monster — Immediately trigger an enhanced monster event

- /tfcevent status — View current event status and bait cooldowns

- /tfcevent reset_cooldowns — Reset all bait cooldowns

Summary

If you want your TFC world to feel more "alive," this mod brings two completely different experiences:

- End-of-month random events that add suspense to survival

- A craftable bait system that lets you decide what to attract

Want more livestock? Prepare fruit & vegetable bait.

Want to challenge beasts? Drop some fresh meat bait.

Want to turn the night into a disaster? Try dropping a double helping of rotten bait.

群峦事件拓展 / TFC Event Extension

一个为 TFC增加“月末事件”与“诱饵主动事件”的扩展模组。

这个模组会让世界不再只是按部就班地运转。

每个月的最后一天,你都可能迎来一次意外来客;而如果你愿意主动布置诱饵,也可以把动物、野兽,甚至怪物直接引到自己附近。

本模组加入两套事件机制:

 1. 被动事件:月末自动触发

每个月最后一天,系统会自动从在线玩家中随机选择 1 名目标玩家,并在其附近触发 1 次事件。

事件触发前会先向全服发送提示,延迟 30 秒后正式生成实体。

默认概率:

- 牲畜事件:`20%`

- 野兽事件:`50%`

- 怪物事件:`30%`

2. 主动事件:放置诱饵触发

你可以制作并放置诱饵,等待其生效后主动引来目标生物。

诱饵会在地面上变成可见的诱饵方块,生效后自动消耗。

当前版本中,诱饵默认会在游戏时间30 分钟后生效。

被动事件内容

A牲畜事件

会在玩家附近生成一群可繁殖的 TFC 家畜。

生物池:

 山羊牦牛绵羊羊驼麝牛鹌鹑兔子

默认参数:

- 生成数量:`2-4`

- 生成距离:`16-32`

- 至少保证:`1 + 1 `

- 刷新点额外掉落:`1-2` 个随机 TFC 作物种子或果树树苗

B野兽事件

会在玩家外围生成一群主动威胁你的野兽。

野兽分为 3 类:

- 熊类:`1-2`

- 猫科猛兽:`2-3`

- 群猎型掠食者:`4-6`

可能出现的生物包括:

- 北极熊 - 灰熊 - 黑熊 - 美洲狮 - 黑豹 - 狮子 - 剑齿虎 - 老虎 - - 鬣狗 - 恐狼

默认参数:

- 生成距离:`40-60`

- 只会尽量生成在自然地表

- 生成后会尝试追踪附近玩家

C怪物事件

会在玩家附近生成一组强化怪物。

当前版本规则:

- 夜晚:生成近战骷髅或僵尸

- 白天:生成蜘蛛或苦力怕

默认参数:

- 夜晚骷髅:`3-5`

- 夜晚僵尸:`4-6`

- 白天蜘蛛:`3-5`

- 白天苦力怕:`2-3`

- 生成距离:`40-60`

附加特性:

- 所有事件怪物都会穿戴一套随机 TFC 护甲

- 骷髅会使用 TFC 石斧,变成近战单位

诱饵系统诱饵类型

A果蔬诱饵

用途:

- 吸引牲畜

- 触发强化版牲畜事件

冷却:

- `24` 个游戏日

合成方式:

- 外圈 `8` 个任意水果或蔬菜

- 中心 `1` 胶水

B鲜肉诱饵

用途:

- 吸引野兽

- 触发强化版野兽事件

冷却:

- `16` 个游戏日

合成方式:

- 外圈 `8` 个任意生肉

- 中心 `1` 胶水

腐肉诱饵

用途:

- 吸引怪物

- 触发强化版怪物事件

冷却:

- `12` 个游戏小时

合成方式:

- 外圈 `8` 个腐肉材料

- 中心 `1` 胶水

当前版本中,腐肉诱饵实际支持的材料为:

强化事件内容

A强化牲畜事件

果蔬诱饵生效后:

- 随机生成 `2` 种牲畜

- 每种数量:`4-6`

- 仍保证至少有公母搭配

- 额外掉落提升为:`3-5` 个随机种子或果树树苗

B强化野兽事件

鲜肉诱饵生效后:

- 仍然从熊类 / 猫科 / 群猎者中随机选一类

- 数量直接翻倍

默认强化后范围:

- 熊类:`2-4`

- 猫科:`4-6`

- 群猎者:`8-12`

C强化怪物事件

腐肉诱饵生效后,会一次性生成多组怪物:

- 近战骷髅:`4-6`

- 僵尸:`8-10`

- 小僵尸:`2`

- 苦力怕:`2-3`

- 蜘蛛:`3-5`

特殊规则:

- 如果同时有 `2` 个或以上腐肉诱饵一起就绪,整套怪物数量会再来一轮,相当于翻倍

D诱饵规则说明

- 野兽诱饵和怪物诱饵可以同时生效

- 动物诱饵只能单独生效

- 如果动物诱饵和野兽/怪物诱饵同时生效,动物会被惊跑,只会结算野兽或怪物事件

- 诱饵生效时,如果附近没有可用玩家,诱饵会直接失效并消失

- 放在地上的诱饵可以右键捡回

- 非创造模式下直接打掉,也会掉回对应诱饵物品

事件实体行为

所有通过事件生成的实体都会带有额外追踪逻辑:

- 会尝试朝最近的玩家移动或锁定目标

- 如果在 `1` TFC 游戏小时内都没有接近玩家

- 并且 `16` 格内始终没有玩家

- 这些实体会自动清理,避免长期堆积

当前版本可配置参数

配置文件位置:

`serverconfig/tfceventextension-server.toml`

以下为当前版本已经实际生效的主要参数:

## 被动事件参数

- `animalChance = 0.2`

  牲畜事件概率

- `beastChance = 0.5`

  野兽事件概率

- `animalSpawnMinRange = 16`

  牲畜最小生成距离

- `animalSpawnMaxRange = 32`

  牲畜最大生成距离

- `beastSpawnMinRange = 40`

  野兽/怪物最小生成距离

- `beastSpawnMaxRange = 60`

  野兽/怪物最大生成距离

- `notificationDelayTicks = 600`

  提示到正式刷新的延迟,默认 30

## 主动事件参数

- `animalBaitCooldownDays = 24`

  果蔬诱饵冷却

- `beastBaitCooldownDays = 16`

  鲜肉诱饵冷却

- `monsterBaitCooldownHours = 12`

  腐肉诱饵冷却

说明:

- 当前版本中,怪物被动事件的实际概率为“剩余概率”

- 也就是 `1 - animalChance - beastChance`

# 管理员调试命令

仅管理员可用:

- `/tfcevent trigger animal`

- `/tfcevent trigger beast`

- `/tfcevent trigger monster`

立即按普通事件流程触发。

- `/tfcevent trigger_enhanced animal`

- `/tfcevent trigger_enhanced beast`

- `/tfcevent trigger_enhanced monster`

立即按强化事件流程触发。

- `/tfcevent status`

  查看当前事件状态与诱饵冷却

- `/tfcevent reset_cooldowns`

  重置所有诱饵冷却

总结

如果你想让 TFC 世界更“活”,这个模组会带来两种完全不同的体验:

- 月末的不确定事件,让生存过程更有悬念

- 可制作的诱饵系统,让你能主动决定要引来什么

想要更多家畜,就准备果蔬诱饵。

想挑战野兽,就丢下鲜肉诱饵

想把夜色变成灾难,就试试丢下双份的腐烂诱饵。

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