
Mods / Flee Exhaustion
Author: Isif
Side: Server
Created: Mar 31st at 1:50 AM
Last modified: Apr 2nd at 1:54 AM
Downloads: 4949
Follow Unfollow 221
Latest release (for Vintage Story 1.20.7, 1.20.8 and 1.20.10, potentially outdated):
fleeexhaustion_1.1.1.zip
1-click install
The speed of a fleeing creature is reduced to the percentage of how much health it has remaining. Licensed with the MIT License.
Configuration
The server config is in the ModConfig fleeexhaustion-server.json
. ExhaustStrength
is a float which changes how strong the effect is. Default is 1 (100%).
Mod Integration
This mod adds two new configuration options to the fleeentity
AI task:
Key | Type | Description | Default value |
minmovespeed | Float | The lowest speed possible for this entity to run at. | movespeed divided by 2 |
exhausts | Boolean | Whether this entity is affected by this mod. | true |
Consider the following JSON patch:
{ "file": "game:entities/land/gazelle", "op": "add", "path": "/server/behaviors/9/aitasks/0/exhausts", "value": false }
This example patch would cause gazelles to not be slowed, regardless of their health status.
Debug info
If entity debug info is enabled on both the server and the client:
/entity debug on
.clientconfig showentitydebuginfo True
the following debug attributes may be visible if the entity is exhaustible:
Key | Description |
movespeed | The speed at which the entity currently flees at. |
minspeed | The minimum move speed configured for this entity. |
exhauststrength | What the move speed ends up being multiplied by when accounting for the exhaustStrength world config. Equivalent to the reciprocal of this config value. |
Mod Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
1.1.1 | 4126 | Apr 2nd at 1:54 AM | fleeexhaustion_1.1.1.zip | 1-click install | ||
Based on feedback, the world config
Be not afraid of deliberate April Fools pranks, but be vocal should you see a bug preying about, waiting for a pranking opportunity. | ||||||
1.1.0 | 266 | Apr 1st at 3:56 AM | fleeexhaustion_1.1.0.zip | 1-click install | ||
- fleeentity AI task is more configurable - marked as a Server side mod - bowtorns and drifters are now inexhaustible | ||||||
1.0.0 | 557 | Mar 31st at 1:54 AM | Empty | fleeexhaustion_1.0.0.zip | 1-click install |
N0Stra_V0x Sorry about the late response. It works with any entity using the fleeentity AI task, regardless of origin mod, unless the modded entity specifically opts out.
Does this work with other mods that add new entities? Like Fauna of the Stone Age?
Jhoulana I haven't tested or made any versions for 1.20.4, so I cannot say for certain. I can try testing it later to see if it works. There doesn't appear to have been any changes to the classes I patch between 1.20.4 and the current stable version, so in theory it should work.
does this work with 1.20.4 ?
Crowflake I'll think about it. Thanks for the suggestion!
Cornelius_Roland Thanks!
Elite_Zaur I took a cursory glance. It seems all right.
Hey I wanted to add all the other supernatural mobs to your patch list; I'm not familiar with JSON but this is what I ended up with. I noticed the only other supernatural entites to have the fleeentity aitask were the bellmini, and shiver in addition to your bowtorn and drifter patches. Does this look right to you?
[
{
"file": "game:entities/land/bellmini",
"op": "add",
"path": "/server/behaviors/7/aitasks/0/exhausts",
"value": false
},
{
"file": "game:entities/land/bowtorn",
"op": "add",
"path": "/server/behaviors/8/aitasks/1/exhausts",
"value": false
},
{
"file": "game:entities/land/bowtorn",
"op": "add",
"path": "/server/behaviors/8/aitasks/2/exhausts",
"value": false
},
{
"file": "game:entities/land/drifter",
"op": "add",
"path": "/server/behaviors/8/aitasks/0/exhausts",
"value": false
},
{
"file": "game:entities/land/drifter",
"op": "add",
"path": "/server/behaviors/8/aitasks/1/exhausts",
"value": false
},
{
"file": "game:entities/land/shiver",
"op": "add",
"path": "/server/behaviors/8/aitasks/0/exhausts",
"value": false
},
{
"file": "game:entities/land/shiver",
"op": "add",
"path": "/server/behaviors/8/aitasks/1/exhausts",
"value": false
}
]
EDIT: I missed a comma
I've been looking for a mod like this. It makes no sense that a wounded creature can keep sprinting away. Especially after taking a couple spear hits. Our ancestors thrived on sneaking up on an animal, wounding it, then using their enhanced stamina to track the animal until it got too tired to fight back and was slaughtered. Great work!!!
Nice mod! Could we get an option to only lower flee speed below a certain threshold? Maybe 50%. Sounds fair.
Isif thanks a lot. I did not know this command, I thought the new setting would be available directly: if I type /wc it lists all possible settings. This method is prone to typos too. Thanks for making this change, it's really easy now. Like other people said the effect is nice but maybe a bit overpowered, I'm going to experiment now :-).
Kaschperle Menelos You will need to create the world config option with the `/worldconfigcreate` command. I thought of using a world config because the settings affect gameplay, but judging by these comments this is unintuitive so I will consider using a mod config instead.
Edit: In 1.1.1 the setting is managed in a mod config.
Isif I also did not get a mod config after restart. But then I reread and you said "world config" on the description; so I tried with /wc to set
exhaustStrength
but it does not exist. Anyway, a mod config would be easier to manage.for some reason it doesn't create a mod config on my server nor in singleplayer am I missing something?
based
Hello!
Vinter_Nacht Thank you!
Glifider It should work fine on 1.20.6.
Raccoonia I agree. Thank you for your feedback!
Vargur Those sound good. I like the idea of hindering players as well. Thank you!
ElegantChimp Sounds good! I think I would make the configuration on the AI task so mods can choose to disable the effect for their entities or entities of other mods.
Love the mod idea, but any chance we could have a config option for a mobs minimum speed? I personally would like to make it a softer effect overall. Also, it would be nice to disable the effect on enemies like drifters, locust, and such. Restricting the effect to specific mods might be too much (modded animals and the like), but being able to blacklist the effect on some would be nice.
I've been wishing for something like this. Some thoughts on balancing it, there could be a minimum amount of movespeed (50% or 33%) instead of it tracking the HP all the way down to 1%. For combat, maybe the effect could be added to the player as well?
I really like the theory of this mod, but it feels a bit too overpowered. When near death, the enemies move at a snails pace and it just feels pitiable and sad to stand there staring at them try to move.
I do like that it works even for other custom modded creatures, but when they're enemies, it takes some of the challenge out of fighting for your life.
Glifider It's working for me on 1.20.7
Is it possible to run it on 1.20.6?
I love the concept of this mod. Thank you for making it.