Wolf
This page was last verified for Vintage Story version 1.19.4.
Wolf | |
Health | |
Health (Male) | 15 |
Health (Female) | 14 |
Health (Pup) | 5 |
Attack | |
Base Attack (Male/Female) | 8 |
Base Attack (Pup) | 0 |
Behavior | |
Alert Range (m) (Male/Female) | 20 |
Alert Range (m) (Pup) | 6 |
Multiply | |
Growth Time (days) | 14 |
Drops | |
Bushmeat | 6 - 8* |
Raw Hide (Medium) | 1.5 - 1.5* |
Fat | 1.25 - 1.25* |
Bone | 3.5 - 4.5* |
Bone | 3.5 - 4.5* |
Bone | 3.5 - 4.5* |
Animals |
Wolves are dangerous to players as well as to some other animals.
Spawning
Worldgen spawn conditions
- Wolves prefer forested areas with some precipitation, but trees are not necessary, and removing vegetation doesn't affect their ability to spawn.[1].
- Minimum forestation: 0.5
- Minimum annual average rainfall: 0.25
- Minimum annual average temperature: -15°C
- Maximum annual average temperature: 15°C
Use the command /wgen pos climate
to compare your current location with an entity's spawn conditions.
- Wolves spawn on the world's surface , in grass or air.[2]
- The
TriesPerChunk
is 0.07 -- significantly higher than for bears (0.015). - An adult male wolf might spawn alone, or with an adult female and/or pup, with an average group size of 2, ±3.
Runtime spawn conditions
- After worldgen, the temperature etc. conditions for spawning are the same.
- However, wolves will not spawn in areas of artificial light higher than level 7. This is intended to prevent wild animals spawning in obviously-developed areas.[3]
- The chance for a wolf to spawn is 0.0002[4] -- significantly higher than for bears (0.00003).
Despawn conditions
- Wolves might despawn if in the dark (below light level 8) for 5 minutes and at least 16 blocks away from the player.[5]
- Wolves should de-spawn after 14 in-game days. But if provided enough light, or frequent visits by the player, it seems possible to "keep" a wolf indefinitely.
Behaviors
Adults are hostile and actively hunt players within 20 blocks. Wolves will chase players quite a distance. The puppies will flee from the player. Adults can jump over two-block gaps and jump up four blocks. Wolves can occasionally jump over fences.
Hostility can be adjusted during world customization or via a worldconfig command.
Combat
- An adult wolf's movespeed is 0.052 when fleeing damage, but 0.045 when seeking the player.
- If a wolf receives damage, it might become aggressive towards any player within 15 blocks.[6]
- Wolves' melee attacks have a cooldown of 1500. (milliseconds?)
- Wolves have a 0.01 chance to leap at their target.
- If a fleeing wolf gets further than 20 blocks from its attacker, it might stop running and even lie down. If the player approaches within 20 blocks, it will resume running away.[7]
Prey
Wolves will hunt:
- Player
- Chicken
- Hare
- Any deer fawn
- Adult pudu deer
- Adult water deer
- Adult pampas deer
- Adult red brocket deer
When temperatures are below -5°C, wolves seek prey within 25 blocks instead of 20.[8]
Domestication
Wolves cannot be domesticated, but can be killed and butchered for animal resources.
Harvesting
Butcher the animal using a knife in the active hand to harvest bushmeat , medium raw hide , bones and fat .
Purchasing
You can purchase a wolf pup from a Survival Goods Trader for an average price of 8 rusty gears . The pup is feral. If you release it, it will flee and will grow into a feral wolf.
History
Notes
- Whether a wolf spawns is dependent on a location meeting its spawn requirements when a spawn check occurs; there are no "spawn points" that repeatedly produce specific animals.[9]
- Areas in which wolves can spawn depend on a forestation map, which is similar to the climate map not depending on the actual map itself, and will not change after world generation. This means that it does not make a difference if the player removes all trees in an area, or plants new ones - the wolf spawning behavior in that area would not be influenced, as it is set on world generation.
- In regions too warm for wolves, the player might encounter packs of hyenas instead.
Trivia
When a player is killed by a wolf, one of the following messages will be displayed in the chat overlay:
- Player {0} was wolf bait.
- Player {0} got bitten to death.
- Player {0} had a too close encounter with a wolf.
- Player {0} got killed by a wolf.
Gallery
See also
References
- ↑ Direct message conversation between radfast (developer) and T.Read (player) via Discord, Jan2024
- ↑ Line 285 of %appdata%\Roaming\Vintagestory\assets\survival\entities\land\wolf-male.json
- ↑ Line 298 of %appdata%\Roaming\Vintagestory\assets\survival\entities\land\wolf-male.json
- ↑ Line 295 of %appdata%\Roaming\Vintagestory\assets\survival\entities\land\wolf-male.json
- ↑ Line 30 of %appdata%\Roaming\Vintagestory\assets\survival\entities\land\wolf-male.json
- ↑ Lines 180-190 of %appdata%\Roaming\Vintagestory\assets\survival\entities\land\wolf-male.json
- ↑ Lines 134-140 of %appdata%\Roaming\Vintagestory\assets\survival\entities\land\wolf-male.json
- ↑ Lines 167-168 of %appdata%\Roaming\Vintagestory\assets\survival\entities\land\wolf-male.json
- ↑ Direct message conversation between radfast (developer) and T.Read (player) via Discord, Jan2024
Entities | |
---|---|
Passive | Chicken • Raccoon • Gazelle • Salmon • Butterfly • Hare • Traders • Termite |
Neutral | Bees • Bighorn sheep • Wild pig • Fox |
Hostile | Wolf • Hyena • Bear • Drifter • Immobilized eidolon • Locust • Bell |
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