Shiver/draft

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This page was last verified for Vintage Story version 1.20.

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Shivers are hostile creatures that appear in dark places, and can climb.

Surface shiver
Shiver-surface.png
Type Land
Behavior Hostile[[::Category:Hostile creatures| ]]
Health 14
Base attack 2.5
Tier: 0
Spawn
Y level: 0.85 to 2
Group size: 1
Drops
Grid Flax fibers.png Flax fibers 20%
Gear-temporal.png Temporal gear 2.66%
Gear-rusty.png Rusty gear 1%


Runtime spawn conditions

  • Shivers can appear in any region of the world, including certain special story event locations.[1]
  • Shivers spawn in grass, loose stones, or air.[2] It appears that they cannot spawn in deep snow.
  • Shivers should not spawn in areas of light higher than level 7.[3]
  • The chance for a shiver to spawn is 0.1[4] (compared to 0.00003 for bears).
  • The average group size is 1, with a maximum of 1 (per chunk?) for surface, deep, tainted, stilt, and bellhead shivers, and a maximum of 2 (per chunk?) for corrupt and nightmare shivers.[5]
  • Surface shivers can spawn between 0.85 (85% of sea level) and 2 (world height limit); deep shivers between 0.22 and 0.89 (22%-89% of sea level); tainted shivers between 0.1 and 0.55; corrupt shivers between 0 and 0.35; nightmare shivers between 0.1 and 0.23; stilt shivers and bellhead shivers between 0.1 and 0.19.[6]

Despawn conditions

Shivers might despawn if at least 32 blocks away from the player for 30 seconds, or at least 64 blocks away from the player for 6 seconds.[7]

Variants

There are 8 types of shiver: surface, deep, tainted, corrupt, nightmare, stilt, bellhead, deepsplit. Surface shivers are tier 0, with 14 health points and a melee attack that deals 2.5 points of damage. Bellhead shivers are tier 4, with 66 health points and a melee attack that deals 24 points of damage.

Behavior

  • Shivers can climb. Because they lack the attribute canClimbAnywhere, it's assumed that they cannot cling to ceilings and fences.
  • reckless: true
  • spawnCloserDuringLowStability: true
  • stepHeight: 2.1251
  • preferredLightLevel: 15
  • In addition to standard animations (idle, wander, walk, run, swim, hurt, die), shivers exhibit some intriguing behaviors:
    • swipe
    • bite
    • despair
    • headbang
  • The movespeed for most variants is 0.018 while wandering; for deepsplit shivers it's slower: 0.0138.
  • The movespeed for most variants is 0.015 in water; for stilt shivers it's faster: 0.021.
  • idleSoundRange: 32

Combat

  • hitAndRunChance: 0.25
  • If a shiver receives damage, it might turn and flee the player for 10 seconds. The chance for surface shivers to flee is 15%, while the chance for deep shivers to flee is 7%; the chance for tainted shivers is 3%; the chance for corrupt shivers is 1.5%; and the chance for tier 4 shivers is 1%.[8]
  • The minDayLight for surface shivers is 0.925, while for deep shivers it's 0.97; for all other variants, it's 2.[9] Presumably this means that surface shivers flee even faint sunlight, while tier 2 shivers (and higher) can withstand sunlight up to level 2.
  • If a shiver fleeing the sunlight receives damage, it might stop fleeing and engage in different behavior.[10]
  • The movespeed for most variants is 0.04 when fleeing the player; for deepsplit shivers it's 0.03.
  • The movespeed for most variants is 0.05 when seeking the player; for deepsplit shivers it's 0.038.
  • Their melee attack (bite) deals slashing damage:[11]
  • Bellhead shivers' attacks have knockbackStrength 4.[12]

Harvesting

  • "harvestable", duration: 2
  • Stilt shivers, bellhead shivers, and deepsplit shivers have the highest chance of dropping a temporal gear: 1 ± 0.4. Rusty gears: 5 ± 2.5. Flax fibers: 2. Jonas part (any): 0.4.

Prey

Apparently the only thing shivers are interested in is the player(s).

History

  • Shivers were introduced with version 1.20.

Notes

  • Killing a shiver restores temporal stability to the player, with higher tiers restoring higher amounts: surface shiver: 0.01, deep shiver: 0.015, tainted shiver: 0.02, corrupt shiver: 0.025, nightmare shiver: 0.3, all other shivers: 0.35.
  • Worldgen spawn conditions: Not applicable
  • Shivers cannot be fed, tamed or bred.
Book-normal-brickred.png
Spoilers hidden here!
Shivers might once have been human. Tobias speaks of people who "turned" when disaster struck.

Gallery

See also

References

  1. Line 9 of %appdata%\Roaming\Vintagestory\assets\survival\entities\land\shiver.json
  2. Line 509 of %appdata%\Roaming\Vintagestory\assets\survival\entities\land\shiver.json
  3. Lines 502-504 of %appdata%\Roaming\Vintagestory\assets\survival\entities\land\shiver.json
  4. Line 503 of %appdata%\Roaming\Vintagestory\assets\survival\entities\land\shiver.json
  5. Lines 489-500 of %appdata%\Roaming\Vintagestory\assets\survival\entities\land\shiver.json
  6. Lines 510-526 of %appdata%\Roaming\Vintagestory\assets\survival\entities\land\shiver.json
  7. Line 188 of %appdata%\Roaming\Vintagestory\assets\survival\entities\land\shiver.json
  8. Lines 194-202 of %appdata%\Roaming\Vintagestory\assets\survival\entities\land\shiver.json
  9. Lines 228-234 of %appdata%\Roaming\Vintagestory\assets\survival\entities\land\shiver.json
  10. Lines 237-238 of %appdata%\Roaming\Vintagestory\assets\survival\entities\land\shiver.json
  11. Lines 284-285 of %appdata%\Roaming\Vintagestory\assets\survival\entities\land\shiver.json
  12. Lines 281-282 of %appdata%\Roaming\Vintagestory\assets\survival\entities\land\shiver.json


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