Drifter: Difference between revisions

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== Spawning == <!--T:2-->
== Spawning == <!--T:2-->


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All drifters spawn on solid blocks or inside tall grass below light level 8. Each tier is limited in how many can be alive at once, and they may only spawn at certain Y levels. Drifters can also spawn in a 25-block radius of a [[temporal rift]].
All drifters spawn on solid blocks or inside tall grass below light level 8. Each tier is limited in how many can be alive at once, and they may only spawn at certain Y levels. Drifters can also spawn in a 25-block radius of a [[temporal rift]].


== Behaviors == <!--T:3-->
== Behaviors == <!--T:3-->


=== Attacking the Player ===
=== Attacking the Player === <!--T:13-->


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Drifters will wander around (preferring areas with light level 15 or less) until a player comes within 20 blocks of it. When a player enters the range drifters will quickly run to the player. Drifters do not try to avoid obstacles when pursuing a player and will easily fall into pits.
Drifters will wander around (preferring areas with light level 15 or less) until a player comes within 20 blocks of it. When a player enters the range drifters will quickly run to the player. Drifters do not try to avoid obstacles when pursuing a player and will easily fall into pits.


=== Rock Throwing === <!--T:10-->
=== Rock Throwing === <!--T:10-->


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If a drifter is within 15 blocks of a player but cannot path to them, they may stop and throw rocks at the player. Rocks deal 1 damage, regardless of the drifter's type, and due to their knockback, may dislodge the player from a ladder or defensive pillar. Drifters can throw rocks over blocks that are too tall to jump over, such as fences and fence gates. The rocks disappear once thrown and cannot be picked up by the player. Drifters often hit themselves or other drifters with thrown rocks if they ricochet off of a surface and can start drifter-vs-drifter fights.
If a drifter is within 15 blocks of a player but cannot path to them, they may stop and throw rocks at the player. Rocks deal 1 damage, regardless of the drifter's type, and due to their knockback, may dislodge the player from a ladder or defensive pillar. Drifters can throw rocks over blocks that are too tall to jump over, such as fences and fence gates. The rocks disappear once thrown and cannot be picked up by the player. Drifters often hit themselves or other drifters with thrown rocks if they ricochet off of a surface and can start drifter-vs-drifter fights.


=== Fleeing in Sunlight === <!--T:4-->
=== Fleeing in Sunlight === <!--T:4-->


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Drifters will flee the player when exposed to sunlight. The amount of sunlight required to make the drifter flee depends on its tier.
Drifters will flee the player when exposed to sunlight. The amount of sunlight required to make the drifter flee depends on its tier.


=== Receiving damage === <!--T:5-->
=== Receiving damage === <!--T:5-->


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Drifters will on occasion flee upon taking damage. The chance that a drifter will flee decreases with increasing tier.
Drifters will on occasion flee upon taking damage. The chance that a drifter will flee decreases with increasing tier.


== Harvesting == <!--T:6-->
== Harvesting == <!--T:6-->


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Beginning in version 1.12, players will need to butcher the monster using a [[knife]] in the active hand to obtain drops. {{SneakClick}} until the butchering process is complete and the GUI opens to allow players to remove [[temporal gear]]s and flax fibers.
Beginning in version 1.12, players will need to butcher the monster using a [[knife]] in the active hand to obtain drops. {{SneakClick}} until the butchering process is complete and the GUI opens to allow players to remove [[temporal gear]]s and flax fibers.


== Table == <!--T:7-->
== Table == <!--T:7-->


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Max quantity is the number of this type of drifter that can be alive at one time. Y value range is a percentage of the world's sea level, values of 0%, 100%, and 200% mean the bottom, the middle or sea level, and very top of the world, respectively. Flee light level is the amount of sunlight that causes the drifter to flee. Flee on damage chance is the chance that a drifter will flee when it is damaged.
Max quantity is the number of this type of drifter that can be alive at one time. Y value range is a percentage of the world's sea level, values of 0%, 100%, and 200% mean the bottom, the middle or sea level, and very top of the world, respectively. Flee light level is the amount of sunlight that causes the drifter to flee. Flee on damage chance is the chance that a drifter will flee when it is damaged.


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{| class="wikitable sortable"
{| class="wikitable sortable"
|-
|-
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* Double-headed drifters only spawn during [[Temporal Stability#Temporal Storms|Temporal Storms]].
* Double-headed drifters only spawn during [[Temporal Stability#Temporal Storms|Temporal Storms]].


== Known bugs ==
== Known bugs == <!--T:21-->


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* Starting in version 1.16.5, drifters do not flee from players while in sunlight.
* Starting in version 1.16.5, drifters do not flee from players while in sunlight.


== Trivia == <!--T:8-->
== Trivia == <!--T:8-->


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* Drifters have two uncommon idle animations one called "cry" in which it curls up and cries, and another called "think" where it looks at its arms and raises them to the sky.
* Drifters have two uncommon idle animations one called "cry" in which it curls up and cries, and another called "think" where it looks at its arms and raises them to the sky.
* According to the story excerpt [https://www.vintagestory.at/stories/storyexcerpt-ghosts.html/ Ghosts], drifters have a metallic smell.
* According to the story excerpt [https://www.vintagestory.at/stories/storyexcerpt-ghosts.html/ Ghosts], drifters have a metallic smell.
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