Table of Contents

Class EntityBehaviorMultiplyBase

Namespace
Vintagestory.GameContent
Assembly
VSEssentials.dll

Common code for egg-laying and live births: this is all connected with food saturation and cooldowns.
This behavior will not make entities have offspring. You will want to use a behavior that extends from this (See EntityBehaviorMultiply).
Uses the "multiplybase" code Open in GitHub

[DocumentAsJson]
[JsonObject(MemberSerialization = MemberSerialization.OptIn)]
public class EntityBehaviorMultiplyBase : EntityBehavior
Inheritance
EntityBehaviorMultiplyBase
Derived

Fields

eatAnyway (Optional) (Default: false)

Whether the creature should eat even if not hungry

[DocumentAsJson("Optional", "false", false)]
[JsonProperty]
protected bool eatAnyway

Field Value

bool

MultiplyCooldownDaysMax (Optional) (Default: 12)

The maximum number of in-game days that should pass before the creature can reproduce again

[DocumentAsJson("Optional", "12", false)]
[JsonProperty]
public double MultiplyCooldownDaysMax

Field Value

double

MultiplyCooldownDaysMin (Optional) (Default: 6)

The minimum number of in-game days that should pass before the creature can reproduce again

[DocumentAsJson("Optional", "6", false)]
[JsonProperty]
public double MultiplyCooldownDaysMin

Field Value

double

PortionsEatenForMultiply (Optional) (Default: 3)

How many portions the creature should eat to be able to multiply

[DocumentAsJson("Optional", "3", false)]
[JsonProperty]
public float PortionsEatenForMultiply

Field Value

float