You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Copy file name to clipboardExpand all lines: FEATURES.md
+3-3Lines changed: 3 additions & 3 deletions
Display the source diff
Display the rich diff
Original file line number
Diff line number
Diff line change
@@ -9,7 +9,7 @@ history belongs in [CHANGELOG.md](CHANGELOG.md).
9
9
| ID | Status | Feature | Config key | Default | Authority |
10
10
|---|---|---|---|---|---|
11
11
| F01 | Implemented | Hold right-click to brandish a lit main-hand torch | - | - | Universal |
12
-
| F02 | In progress | Fire sources influence nearby animals — F02a brandish scare done; ground fires later | - | range 12 / chance 0.25 / 1s | Server |
12
+
| F02 | In progress | Fire sources influence nearby animals - F02a brandish scare done; ground fires later | - | range 12 / chance 0.25 / 1s | Server |
13
13
| F03 | Planned | Animals can flee, disengage, investigate, or ignore fire | - | - | Server |
14
14
| F04 | Planned | Configure fire sources, ranges, probabilities, and reactions | - | - | Server |
15
15
@@ -50,7 +50,7 @@ is in the main hand. Scoping the stance to actual threats is F02/F03 work.
50
50
| D06 | Planned | Fire reactions are configurable per fire source and animal behavior profile. |
51
51
| D07 | Active | Brandishing uses the interact (right-click) channel and only begins with no block targeted, because vanilla assigns every block-targeted right-click of a lit torch: plain right-click places it and `CanIgnite` owns the shift ignite gesture. Block-targeted input reaches the mod untouched. |
52
52
| D08 | Active | F01 is a `CollectibleBehavior` prepended onto lit torches in `AssetsFinalize` (both sides), not Harmony. Must run before `CanIgnite` and use `PreventSubsequent` while raised so aim-crossing a block cannot start fires. Code attach (not a JSON patch) so we can skip extinct / non-torch `BlockTorch` assets. |
53
-
| D09 | Active | F02 ships in slices. F02a: brandished torch only — no ground fires, no config. Later: placed fire sources (F02b), richer reactions (F03). |
53
+
| D09 | Active | F02 ships in slices. F02a: brandished torch only - no ground fires, no config. Later: placed fire sources (F02b), richer reactions (F03). |
54
54
| D10 | Active | F02a calls vanilla `AiTaskFleeEntity` / `AiTaskFleeEntityR`.InstaFleeFrom when an active aggressive targetable task is targeting the brandishing player. No custom AI task. |
55
55
56
56
## Extension inventory
@@ -62,7 +62,7 @@ is in the main hand. Scoping the stance to actual threats is F02/F03 work.
62
62
63
63
## F02a (done)
64
64
65
-
Brandishing players: nearby hostiles actively targeting them get a periodic chance to flee via `InstaFleeFrom`. No network channel — relies on use sync for server brandish state (confirm on dedicated server).
65
+
Brandishing players: nearby hostiles actively targeting them get a periodic chance to flee via `InstaFleeFrom`. No network channel - relies on use sync for server brandish state (confirm on dedicated server).
<p>Pyrophobia is a fire-driven wildlife deterrence mod for Vintage Story. The
4
-
planned core mechanic lets a player raise a main-hand torch to scare off or
5
-
discourage hostile animals.</p>
6
-
<p>Fire sources in the world, including ground torches and firepits, will also
7
-
influence nearby animal behavior. Some animals may retreat from fire, while
8
-
hungry hunters may investigate an isolated fire instead. These reactions are
9
-
intended to be configurable.</p>
2
+
<h3>Raise a torch. Make wildlife think twice.</h3>
3
+
<p>Pyrophobia is a fire-driven wildlife deterrence mod for Vintage Story.
4
+
Hold right-click with a lit main-hand torch to brandish it. Nearby hostiles
5
+
that are targeting you may break off and flee while it is raised.</p>
6
+
<p>Ground fires, richer animal reactions, and configuration are planned for
7
+
later releases.</p>
10
8
<h3>Features</h3>
11
9
<ul>
12
-
<li><strong>Raised torch:</strong> deter hostile animals that are attacking or pursuing the player.</li>
13
-
<li><strong>Environmental fire:</strong> let torches, firepits, and other fire sources influence wildlife.</li>
14
-
<li><strong>Configurable reactions:</strong> tune ranges, probabilities, and animal responses.</li>
10
+
<li><strong>Brandish stance:</strong> raise a lit torch in first and third person (open air / creature aim). Block-targeted use stays vanilla: place, relight, shift-ignite.</li>
11
+
<li><strong>Scare hostiles:</strong> animals actively targeting you can flee while you brandish (chance-based, server-side).</li>
15
12
</ul>
16
13
<h3>Compatibility and installation</h3>
17
14
<ul>
@@ -23,5 +20,5 @@ <h3>Compatibility and installation</h3>
23
20
install. For a manual installation, place the zip in the Vintage Story
24
21
<code>Mods</code> directory without unpacking it, then restart the game or server.</p>
25
22
<h3>Project status</h3>
26
-
<p>This is an early development baseline. The project currently contains the
27
-
mod scaffold and design contract; gameplay behavior is not implemented yet.</p>
23
+
<p><strong>0.1.0-pre.1</strong> - early pre-release. Brandish + first scare
24
+
reaction only. Feedback welcome, especially on dedicated servers.</p>
0 commit comments