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CorpusValheim

Ai food sleep and fleeing

Creatures

Creature food matching uses shared item names. Consumption searches on its interval, moves within consume range, turns within twenty degrees and removes one item before callbacks. A satiated tame creature skips the new search. Pheromone flee effects match the target creature shared name. Sleep checks separate configured wake range, sleep delay, pursuit and noise. Animals flee sensed targets, can avoid fire and clear danger after their safety timer. Structure priority/random-target flags are distinct AI inputs. HavePath requires a complete native navmesh path; ordinary GetPath may accept partial paths unless their endpoints are under terrain.

Scope of the calculation

Animal AI configuration 1

Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.

Monster AI configuration 1

Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.

Monster AI configuration 2

Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.

Monster AI configuration 3

Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.

Monster AI configuration 4

Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.

Monster AI configuration 5

Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.

Monster AI configuration 6

Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.

Monster AI configuration 7

Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.

Static Target configuration 1

Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.

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Game version 1.0.12Version, artwork & sources