Mouflon ram
survival:sheep-mouflon-adult-male
· from game
Stats
| Max health | 19 hp |
|---|---|
| Tier | 2 (attack damage tier -- compared against armor's protection tier; higher hits through more armor) |
| Weight | 130 kg |
| Tags | animalhuntableadulthabitat-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 | 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 | breathe |
engine / VSEssentials |
| Behavior | multiply |
engine / VSEssentials |
| Behavior | emotionstates |
engine / VSEssentials |
| Behavior | taskai |
engine / VSEssentials |
| AI task | meleeattack |
engine / VSEssentials |
| AI task | fleeentity |
engine / VSEssentials |
| AI task | seekentity |
engine / VSEssentials |
| AI task | followleadholder |
AiTaskFollowLeadHolder |
| AI task | getoutofwater |
engine / VSEssentials |
| AI task | stayclosetoentity |
engine / VSEssentials |
| AI task | idle |
engine / VSEssentials |
| AI task | seekfoodandeat |
engine / VSEssentials |
| AI task | wander |
engine / VSEssentials |
| AI task | lookaround |
engine / VSEssentials |
| Behavior | milkable |
EntityBehaviorMilkable |
| Behavior | ropetieable |
EntityBehaviorRopeTieable |
| Behavior | pettable |
EntityBehaviorPettable |
| Behavior | antlergrowth |
EntityBehaviorAntlerGrowth |
| 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 |
|---|---|---|
| Needs nearby | air, tallgrass-*, snowlayer-*, flower-*, fern-*, tallfern, leaves-*, wildvine-*, mushroom-*, crop-*, loosestones-*, looseboulders-*, loosestick-* |
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 | neutral | 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. |
Drops (3)
Filters
| Mechanism | Drop | Chance / Quantity | Notes |
|---|---|---|---|
| harvestable | Raw redmeat | ×13 (±3) | |
| harvestable | Raw hide (Large) | ×1.2 (±0.2) | |
| harvestable | Lump of raw fat | ×1 (±0.3) |