Deepsplit shiver
survival:shiver-deepsplit
· from game
Stats
| Max health | 60 hp |
|---|---|
| Tier | 4 (attack damage tier -- compared against armor's protection tier; higher hits through more armor) |
| Weight | 240 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.
| Role | Name in JSON | C# type |
|---|---|---|
| Entity class | EntityShiver |
EntityShiver |
| 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 | fleeentity |
engine / VSEssentials |
| AI task | meleeattack |
engine / VSEssentials |
| AI task | seekentity |
engine / VSEssentials |
| AI task | getoutofwater |
engine / VSEssentials |
| AI task | idle |
engine / VSEssentials |
| AI task | wander |
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.
| Condition | Value | What 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 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 | 0.1 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%. |
Drops (17)
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