Wolf

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This page was last verified for Vintage Story version 1.19.4.


Wolf
Wolf(Male).png
Wolf(Female).png
Wolf(Baby).png
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:

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

  1. Direct message conversation between radfast (developer) and T.Read (player) via Discord, Jan2024
  2. Line 285 of %appdata%\Roaming\Vintagestory\assets\survival\entities\land\wolf-male.json
  3. Line 298 of %appdata%\Roaming\Vintagestory\assets\survival\entities\land\wolf-male.json
  4. Line 295 of %appdata%\Roaming\Vintagestory\assets\survival\entities\land\wolf-male.json
  5. Line 30 of %appdata%\Roaming\Vintagestory\assets\survival\entities\land\wolf-male.json
  6. Lines 180-190 of %appdata%\Roaming\Vintagestory\assets\survival\entities\land\wolf-male.json
  7. Lines 134-140 of %appdata%\Roaming\Vintagestory\assets\survival\entities\land\wolf-male.json
  8. Lines 167-168 of %appdata%\Roaming\Vintagestory\assets\survival\entities\land\wolf-male.json
  9. Direct message conversation between radfast (developer) and T.Read (player) via Discord, Jan2024




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