Tainted bowtorn

survival:bowtorn-tainted · from game

Stats

Max health18 hp
Tier2 (attack damage tier -- compared against armor's protection tier; higher hits through more armor)
Weight110 kg
Tags rust-creaturehabitat-land

Game logic (C#)

The C# classes this creature's JSON hands its behavior to: its entity class, behaviors and AI tasks. Files link to vssurvivalmod on GitHub; names without a link are implemented in the game engine or VSEssentials, which aren't mapped here.

RoleName in JSONC# type
Entity class EntityAgent engine / VSEssentials
Behavior repulseagents engine / VSEssentials
Behavior controlledphysics engine / VSEssentials
Behavior health engine / VSEssentials
Behavior deaddecay engine / VSEssentials
Behavior floatupwhenstuck engine / VSEssentials
Behavior despawn engine / VSEssentials
Behavior emotionstates engine / VSEssentials
Behavior taskai engine / VSEssentials
AI task meleeattack engine / VSEssentials
AI task fleeentity engine / VSEssentials
AI task getoutofwater engine / VSEssentials
AI task stayinrange AiTaskStayInRange
AI task turretmode AiTaskTurretMode
AI task idle engine / VSEssentials
AI task wander engine / VSEssentials
AI task lookaround engine / VSEssentials
Behavior harvestable engine / VSEssentials
Behavior ripharvestable EntityBehaviorRipHarvestable
Behavior entitystatetags engine / VSEssentials
Behavior interpolateposition engine / VSEssentials

Where it spawns

Conditions the game checks at a candidate chunk before this creature can appear there. All of them must hold at once -- it's an AND, not an OR.

ConditionValueWhat this means
Needs nearby air, tallgrass-*, loosestones-* Needs one of these blocks at/adjacent to the spawn position to appear at all (wildcards like tallgrass-* match any grade/variant of that block; "air" means empty space is fine).
Spawn grouphostileThe spawn-balancing group this creature belongs to (e.g. hostile, neutral, harmless) -- the game caps how many creatures from each group can exist near a player at once.
Chance0.1 per attemptHow likely this is attempted at a given candidate location/chunk/attempt, before any global frequency multiplier from world-creation settings. When several entries share the same code (e.g. a structure's small/medium/large size variants), this is actually a relative weight among those siblings rather than an independent probability -- confirmed real game data has values over 1 in exactly that case, so a value like 130 isn't a literal 13000%.

Drops (4)

Filters
MechanismDropChance / QuantityNotes
harvestable Temporal gear ×0.04
harvestable Rusty gear ×0.07 scales with rustyGearDropRate
harvestable Flax fibers ×0.6
harvestable Bone arrow ×1.5