Mods / Zippy's Bashful Bowtorns

Tags: #Creatures #QoL #Tweak
Author: ZippyWonderdust
Side: Both
Created: Mar 3rd at 3:37 AM
Last modified: Jun 9th at 6:18 PM
Downloads: 1080
Follow Unfollow 38

Recommended download (for Vintage Story 1.20.4, 1.20.5 - 1.20.7, 1.20.8 - 1.20.10 and 1.20.11 - 1.20.12):
ZippysBashfulBowtorns-1.1.2.zip  1-click install


This mod changes the behaviour of bowtorns that spawn during temporal storms so that they retreat at the end of the storm the same way that drifters and shivers do.

NOTE: Any corrupt or nightmare variants that spawn during a storm will not retreat (changed in v1.1.0, see below). This also mirrors the behaviour of drifters and shivers.

ALSO NOTE: Bowtorns that spawn via any mechanism other than temporal storms (rifts, ruins, story locations) will not exhibit this retreating behaviour.

Why make this mod?

The primary intention of this mod is to eliminate the scenarios where a temporal storm spawns as many as a few dozen bowtorns that linger indefinitely after the storm has finished.

I didn't make this mod because I find the vanilla gameplay too hard; there are numerous effective strategies for dealing with groups of lingering bowtorns.  I made this mod because I find the current bowtorn "lingering" behaviour offends my aesthetic sensibilities.  One of the unspoken rules of the eldritch horror genre is that the horrors are creatures of the dark while the heroes are emissaries of the light.  Daylight is our greatest defence, and the rising of the sun is always our greatest source of hope. I feel that allowing bowtorns to linger on after a storm has passed and ignore the presence of full daylight cheapens the experience. It quite literally shines too much light on them. I'm a fan of the scene in James Cameron's Aliens where the little girl, Newt, tells Ellen Ripley "They mostly come at night... mostly."

I have play tested this mod, but not extensively.  If you encounter any unexpected behaviour please let me know!

 

Update: version 1.1.0

-Fixed an issue where two conflicting ai tasks would make a bowtorn continuously "ping pong" between retreating and approaching.

-Changed the ai task priorities to ensure that retreating bowtorns will still melee attack any player that comes into range.

-Gave all bowtorn variants a very small chance to retreat in full sun, to fix a situation where you have a pack of corrupt and stronger bowtorns waiting indefinitely outside your door.  All bowtorns should now wander off and despawn in approximately 2 game hours (so if the sun rises at 6:00am then they should be mostly gone by 8:00am or so).

 

Update: version 1.1.1

-Fix error where bowtorns give no item drops

 

Update: version 1.1.2

-Change modinfo.json to show compatibility with game versions 1.20.4+

Mod Version For Game version Downloads Release date Changelog Download 1-click mod install*
1.1.2
1.20.5 - 1.20.7 1.20.8 - 1.20.10 1.20.11 - 1.20.12
379 May 30th at 2:14 PM ZippysBashfulBowtorns-1.1.2.zip 1-click install

Change modinfo.json to show compatibility with game versions 1.20.4+

1.1.1 48 May 29th at 4:47 PM ZippysBashfulBowtorns-1.1.1.zip 1-click install

Fix error where bowtorns give no item drops

1.1.0
1.20.5 - 1.20.7 1.20.8 - 1.20.10
562 Mar 6th at 7:18 PM ZippysBashfulBowtorns-VS1.20.4-1.1.0.zip 1-click install

-Fixed an issue where two conflicting ai tasks would make a bowtorn continuously "ping pong" between retreating and approaching.

-Changed the ai task priorities to ensure that retreating bowtorns will still melee attack any player that comes into range.

-Gave all bowtorn variants a very small chance to retreat in full sun, to fix a situation where you have a pack of corrupt and stronger bowtorns waiting indefinitely outside you door.  All bowtorns should now wander off and despawn in approximately 2 game hours (so if the sun rises at 6:00am then they should be mostly gone by 8:00am or so).

1.0.0 91 Mar 3rd at 3:44 AM ZippysBashfulBowtorns-VS1.20.4-1.0.0.zip 1-click install

First release


8 Comments (oldest first | newest first)

💬 ZippyWonderdust , Jun 6th at 5:47 PM

LivCi

  1. The bowtorns do not retreat immediately.  This mod adds a retreat behaviour governed by what is called an "execution chance", which means that for every game tick the bowtorn is in sunlight there is a chance that it will choose to retreat.  Surface bowtorns have the highest chance of retreating but the "deeper" the bowtorn the lower the chance.  This means that it may take a while for them to decide to retreat, especially the stronger ones. It may take 2 or more in-game hours after a temporal storm for all bowtorns to finally decide to leave.
  2. Bowtorns will only despawn if they can spend at least 30 seconds at more than 32 blocks distant from the player (or 3 seconds at more than 64 blocks distant). If, due to hills or chasms, the geography of your location prevents them from reaching that distance then they will never despawn.
  3. The way the game works, some bowtorns (and drifters and shivers) that spawn during a temporal storm aren't actually spawned by the storm but are instead spawned by active rifts near the player.  Bowtorns spawned by those rifts will be the vanilla variant that never retreats.  The upshot of this is there may still be some vanilla bowtorns lingering after a storm even with this mod active.

 

There are story locations -- cough devastation cough -- in the game that require bowtorns that do not flee in daylight, so I cannot wholesale replace all the bowtorns in the game with my variant without negatively affecting later stage gameplay.

If, despite the above, you still think this mod isn't working, please contact me so I can look into it in more depth.

💬 LivCi, Jun 6th at 10:04 AM

For me, even the bowtorns that this mod adds don't retreat

💬 ZippyWonderdust , May 17th at 10:03 PM

Streetwind

Yes, this mod is still relevant (as of 1.20.10), as the vanilla bowtorns still lack an AI task that would cause them to retreat in daylight.

💬 ZippyWonderdust , May 17th at 9:59 PM

RowanSkie

Yes, the mod duplicates most of the bowtorns.  The duplicates are the "bashful" ones. The last "n" in bowtorn in the entity description is actually a "fancy" font so you can tell the difference if you look very closely.

This duplication is because the bashful ones only spawn during temporal storms; the regular vanilla bowtorns (which do not retreat in daylight) still spawn from rifts and at any story locations, so the game needs to have two different types.

💬 Streetwind, Apr 21st at 9:33 PM

Is this mod still relevant as of 1.20.8? There seems to have been work done on Bowtorn spawning in particular, according to the changelog, and the "Fearless Foes" patch was already incorporated back in 1.20.5.

💬 RowanSkie, Mar 25th at 4:32 PM

This mod duplicates every bowtorn save for gearfoot bowtorn in the creative menu?

💬 ZippyWonderdust , Mar 12th at 3:17 PM

crumps Let me know how it works. I don't use that mod myself but I'm happy to try adding compatibility for it if required.

💬 crumps, Mar 7th at 11:05 PM

Much appreciated on this. Going to test it out as well with Wilderlands Rustbound to see if it will despawn their spawns after the storm. Its a small thing, but they're def supposed to despawn/run away after the storm break and its daylight.

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