Mods / Flee Exhaustion
- Tags:
- Author:
- Isif
- Side:
- Server
- Created:
- Mar 31st 2025 at 1:50 AM
- Last modified:
- Jun 18th at 7:15 PM
- Downloads:
- 25627
-
Latest release (for Vintage Story 1.21.0-pre.1 - 1.22.3, potentially outdated):
fleeexhaustion_1.2.0.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 | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 1.2.0 | fleeexhaustion | 18271 | Aug 28th 2025 at 5:03 AM | fleeexhaustion_1.2.0.zip | 1-click install | ||
|
Now compatible for vanilla entities on 1.21.0. The refactored fleeentity-r AI task is not yet implemented. | |||||||
| 1.1.1 | fleeexhaustion | 6394 | Apr 2nd 2025 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 | fleeexhaustion | 322 | Apr 1st 2025 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 | fleeexhaustion | 640 | Mar 31st 2025 at 1:54 AM | Empty | fleeexhaustion_1.0.0.zip | 1-click install | |
Just removed the mod from a save to check a mod conflict and suddenly none of the animals seem to remember I'm a predator that they should be running from.
Update: after loading the save up again today, the animals have gone back to acting normally.
Hi,
Great mod, there seems to be a weird bug however that after an animal is damaged it still tries to "flee" by playing the running animation without moving, even after it has stopped fleeing. This causes the animals to be unable to move once they have stopped running away
Does this work for the Fauna of the stone age animals?
It works on any creature that uses fleeentity and does not specifically opt out. I chose an arbitrary pack, Fauna of the Stone Age: Viverridae Plus, and checked to see if it uses fleeentity, which it does. I have not tested it in game, but if a creature uses fleeentity and does not disable exhausts then it should be considered a bug to not work.
👍
👀
Tested on deer, gazelle and new boar type on version 1.22.1. seems to work fine. Haven't tested any other animals.
Does this work on 1.22?
can this get updated to 1.22?
Just an FYI because I dont see anyone mentionning it but, this crashes my game whenever I land an attack on an animal on 1.22.rc4. Only other mob related mod I have enabled is the blood trail one
Edit: As of 1.22 release. I'm not experiencing this crash anymore, even with Blood trail enabled (in case these two mods were conflicting).
this is what i crave from my hunts
Isif Thanks for looking into it :) maybe it is some kind of issue with the Butchering mod or BloodTrail in conjunction with this one, in 1.21.6? Those are the only other mods I play with that affect animal hunting. In any case, I wouldn't worry much about it since I'm the only one who has reported it, and I am transitioning to 1.22. Maybe once all three of those mods are updated to 1.22 it will just fix itself.
pngwn I can't seem to reproduce this. Is there a screenshot or video or something you can use to show what you mean?
Silfrenbirce Also can't reproduce; how do you confirm it is not working?
This isn't working at all for me. I'm running 1.21.6. Any possibility that that's the cause? Are there plans to update it?
pngwn I'd like to let you know that I saw your comment a week ago, but I haven't gotten around to reproducing or looking into the issue at all yet. Hopefully I can get to it soon.
I've noticed some issues when using this mod on my 1.21.6 world - after hunting and killing an animal, some kind of desync happens where I can't pick up some items on the ground, or I do pick them up but they appear to still be on the ground. I wonder if we could just get a recompilation for the latest version of VS, and maybe that will help.
Im trying to figure out if this is working with FoTSA animals cause ive been fighting Simatar cats and lions and they dont slow down when injured and flee at movespeed 2-3 (im not actually sure but god damn they fly away when they flee) Do i need to change or add anything to some configs?
Edit: did some testing and It works for a few of the Fotsa animals, like Canids, I just think for some reason that mod creator made some animals crazy fast so the exhastion isnt very noticeable.
Axebeard this question was answered by the author further down the list of comments - it's applied to the FleeEntity code directly, so that anytime ANY entity calls that code (including modded animals) the effect is seen. UNLESS you specifically opt out/override a particular creature with the example patch shown.
I'd like to set this up on my server which has a lot of modded creatures. Would I need to add a separate config entry for each creature, or is there a way to make it just work on literally everything at once (other than players).
Great mod! I think it pairs very well with Vigor for example.
Sianks Currently it doesn't.
It's not applying to Player right? I mean its worth to ask cause if it does then it might be more immersive but also annoying
Scimmia That's strange! Do you see anything interesting in your server logs? I just tried the mod on a local test server and found no issue.
This is not installing on my multiplayer server for some reason. The version is 1.21.0 stable. All the other mods are working, but this one.
thank you to update it I really like this mod !
Isif Thanks man if it really bothers me I might add a patch mod but I have 4 other mods i'm maintaining lol we will see. Thanks for the info! Love the mod.
Tasshroom33 I'll probably focus on the version update first. I could make a user override option, but for the time being this is possible per-entity through the minmovespeed option, if you're willing to mod. See Mod Integration in the mod description.
gives an error on 1.21 fyi
When you update to 1.21.0 it would be amazing if you'd open up the clamp on the configs a bit. I'd love to be able to mess around with 1% speed at 1% health and that sort of thing.
Thanks!
I second Twisted_Vine. Having a blood trail would be a great addition. You could even call it Better Hunting or something like that.
Twisted_Vine there is one mod to grand such things. i think it was callsed sepherem sense or something. by deafult this vary effect is tied to the hunter. but can be activated on any if ya set the mod to use its solo setting. for the trail anyway
mayonnaise Sorry about the late response. I haven't checked here in a while, and I just got prompted by a pull request about it. I'm checking it out now.
this seems to be broken in the 1.21 release candidate; do you plan to fix it now, or when 1.21 officially releases? would love to use this mod properly in my 1.21 world :]
You should add an audio cue to indicate how exhausted the animal is, like increasingly heavy breathing or occasional tired crying. Also, completely outside of the scope of this mod, but I wish hurt animals could leave a trail of blood. Not blocks, but just dripping particles that take a while to disappear, so you could track them more easily.
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
exhaustStrengthbut 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.