Drifter: Difference between revisions

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percentages for everything
m (→‎Table: percents for chance)
m (percentages for everything)
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|SeekRange=15
|SeekRange=15
|DropCode1=Temporal gear
|DropCode1=Temporal gear
|DropAvg1=0.026
|DropAvg1=2.6%
|DropCode2=Flax fibers
|DropCode2=Flax fibers
|DropAvg2=0.2
|DropAvg2=2%
}}
}}
{{Creature
{{Creature
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|SeekRange=15
|SeekRange=15
|DropCode1=Temporal gear
|DropCode1=Temporal gear
|DropAvg1=0.033
|DropAvg1=3.3%
|DropCode2=Rusty gear
|DropCode2=Rusty gear
|DropAvg2=0.02
|DropAvg2=2%
|DropCode3=Flax fibers
|DropCode3=Flax fibers
|DropAvg3=0.4
|DropAvg3=40%
}}
}}
{{Creature
{{Creature
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|SeekRange=15
|SeekRange=15
|DropCode1=Temporal gear
|DropCode1=Temporal gear
|DropAvg1=0.04
|DropAvg1=4%
|DropCode2=Rusty gear
|DropCode2=Rusty gear
|DropAvg2=0.05
|DropAvg2=5%
|DropCode3=Flax fibers
|DropCode3=Flax fibers
|DropAvg3=0.6
|DropAvg3=60%
}}
}}
{{Creature
{{Creature
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|SeekRange=15
|SeekRange=15
|DropCode1=Temporal gear
|DropCode1=Temporal gear
|DropAvg1=0.047
|DropAvg1=4.7%
|DropCode2=Rusty gear
|DropCode2=Rusty gear
|DropAvg2=0.07
|DropAvg2=7%
|DropCode3=Flax fibers
|DropCode3=Flax fibers
|DropAvg3=0.8
|DropAvg3=80%
}}
}}
{{Creature
{{Creature
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|SeekRange=15
|SeekRange=15
|DropCode1=Temporal gear
|DropCode1=Temporal gear
|DropAvg1=0.05
|DropAvg1=5%
|DropCode2=Rusty gear
|DropCode2=Rusty gear
|DropAvg2=0.1
|DropAvg2=10%
|DropCode3=Flax fibers
|DropCode3=Flax fibers
|DropAvg3=1
|DropAvg3=100%
}}
}}
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</div>
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== Table ==
== Table ==
Max quantity is the number of this type of drifter that can be alive at one time. Y value range is a multiple of the world's sea level, values of 0, 1, and 2 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.
{| class="wikitable sortable"
{| class="wikitable sortable"
|-
|-
! Tier !! Max quantity !! Y value range !! Flee light level !! Flee on damage chance
! Tier !! Max quantity !! Y value range !! Flee light level !! Flee on damage chance
|-
|-
| Surface || 10 || 0.7 - 2 || 0.925 || 20%
| Surface || 10 || 70% - 200% || 0.925 || 20%
|-
|-
| Deep || 8 || 0.2 - 0.85 || 0.97 || 20%
| Deep || 8 || 20% - 85% || 0.97 || 20%
|-
|-
| Tainted || 7 || 0.1 - 0.55 || 2 || 5%
| Tainted || 7 || 10% - 55% || 2 || 5%
|-
|-
| Corrupt || 6 || 0 - 0.35 || 2 || 2.5%
| Corrupt || 6 || 0% - 35% || 2 || 2.5%
|-
|-
| Nightmare || 5 || 0 - 0.2 || 2 || 1.25%
| Nightmare || 5 || 0% - 20% || 2 || 1.25%
|}
|}


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