From 635adb34c4809c07d8b25dcaf42af35c4c5eb027 Mon Sep 17 00:00:00 2001 From: "Pantera (Mad_Daniel)" <89838384+Pantera07@users.noreply.github.com> Date: Mon, 20 Jun 2022 17:52:55 +0900 Subject: [PATCH] Fix dabenabled, dabactivation-dist-mod links Fix dabenabled, dabactivation-dist-mod links --- README.md | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/README.md b/README.md index d16de0a..9780cfb 100644 --- a/README.md +++ b/README.md @@ -319,7 +319,7 @@ Good starting values: nearestlivingentitysensor: 40 ``` -> It is not recommended to change these values from their defaults while [Pufferfish's DAB](#dab.enabled) is enabled! +> It is not recommended to change these values from their defaults while [Pufferfish's DAB](#dabenabled) is enabled! This decides how often specified behaviors and sensors are being fired in ticks. `acquirepoi` for villagers seems to be the heaviest behavior, so it's been greately increased. Decrease it in case of issues with villagers finding their way around. @@ -329,7 +329,7 @@ This decides how often specified behaviors and sensors are being fired in ticks. `Good starting value: true` -DAB (dynamic activation of brain) reduces the amount an entity is ticked the further away it is from players. DAB works on a gradient instead of a hard cutoff like EAR. Instead of fully ticking close entities and barely ticking far entities, DAB will reduce the amount an entity is ticked based on the result of a calculation influenced by [dab.activation-dist-mod](#dab.activation-dist-mod). +DAB (dynamic activation of brain) reduces the amount an entity is ticked the further away it is from players. DAB works on a gradient instead of a hard cutoff like EAR. Instead of fully ticking close entities and barely ticking far entities, DAB will reduce the amount an entity is ticked based on the result of a calculation influenced by [dab.activation-dist-mod](#dabactivation-dist-mod). #### dab.max-tick-freq