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:
牛、山羊、牦牛、绵羊、羊驼、麝牛、鸡、鸭、鹌鹑、猪、兔子
默认参数:
- 生成数量:`2-4`
- 生成距离:`16-32` 格
- 至少保证:`1 公 + 1 母`
- 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 - 狼 - 鬣狗 - 恐狼
默认参数:
- 生成距离:`40-60` 格
- 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` 格
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` 个 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` 个 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` 个 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` 个 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 秒
## 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。