Hyena (male)
survival:hyena-spotted-adult-male
· from game
Stats
| Max health | 12 hp |
|---|---|
| Weight | 81 kg |
| Tags | animalhuntableadultpredatorferocioushabitat-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.
| Role | Name in JSON | C# type |
|---|---|---|
| Entity class | EntityAgent |
engine / VSEssentials |
| Behavior | ropetieable |
EntityBehaviorRopeTieable |
| Behavior | repulseagents |
engine / VSEssentials |
| Behavior | controlledphysics |
engine / VSEssentials |
| Behavior | despawn |
engine / VSEssentials |
| Behavior | health |
engine / VSEssentials |
| Behavior | deaddecay |
engine / VSEssentials |
| Behavior | floatupwhenstuck |
engine / VSEssentials |
| Behavior | harvestable |
engine / VSEssentials |
| Behavior | emotionstates |
engine / VSEssentials |
| Behavior | breathe |
engine / VSEssentials |
| Behavior | multiply |
engine / VSEssentials |
| Behavior | taskai |
engine / VSEssentials |
| AI task | fleeentity |
engine / VSEssentials |
| AI task | meleeattack |
engine / VSEssentials |
| AI task | idle |
engine / VSEssentials |
| AI task | seekentity |
engine / VSEssentials |
| AI task | followleadholder |
AiTaskFollowLeadHolder |
| AI task | getoutofwater |
engine / VSEssentials |
| AI task | stayclosetoentity |
engine / VSEssentials |
| AI task | seekfoodandeat |
engine / VSEssentials |
| AI task | wander |
engine / VSEssentials |
| AI task | lookaround |
engine / VSEssentials |
| 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.
| Condition | Value | What this means |
|---|---|---|
| Temperature | 25–40°C | Only generates where the chunk's yearly-average temperature is at or above this value (°C). |
| Rain | 0.1–0.39 | Only generates where the chunk's rainfall value is at or above this (0-1 scale). |
| Needs nearby | air, tallgrass-* |
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 group | hostile | The 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. |
| Chance | 0.0008 per attempt | How 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%. |
| Tries per chunk | 0.3 | How many times per chunk the game attempts this placement. Combined with chance, this governs how rare the result actually is in practice -- a high tries-per-chunk with a low chance can still be rarer than a low tries-per-chunk with a higher chance. |
Drops (3)
Filters
| Mechanism | Drop | Chance / Quantity | Notes |
|---|---|---|---|
| harvestable | Raw bushmeat | ×5 (±1) | |
| harvestable | Raw hide (Medium) | ×1 | |
| harvestable | Lump of raw fat | ×0.6 |