Mods / Rust Creatures
Category:
Author: Darce
Side: Both
Created: Dec 4th 2023 at 8:39 AM
Last modified: Dec 26th 2023 at 9:03 PM
Downloads: 5403
Follow Unfollow 162
Author: Darce
Side: Both
Created: Dec 4th 2023 at 8:39 AM
Last modified: Dec 26th 2023 at 9:03 PM
Downloads: 5403
Follow Unfollow 162
Latest file for v1.19.0-rc.4:
Rust Creatures 1.3.0.zip
1-click install
A little mod I made for myself (my first one so be nice ): ) trying to increase the drifter model size proportionally, that ended up with a bigger scope.
Changes:
- Adds new drifter variants, and changes vanilla drifters into models with different sizes (child, normal, deep, brute, tainted, and nightmare).
- Each drifter variant has their own corrupted version.
- New creatures known as “Vagrants”, spider-like entities that have a dead captured seraph inside of them (replacing the 100% temporal gear drop rate of a double-headed drifter).
- New enemy! The “Roamer”. Four variations of a new rust world inhabitant!
- Two new mini-bosses! The Itinerant and the Derelict!
- New resource, wart shedding, dropped by itinerants. Can be used to craft an "itinerant's hollow wart", a 12-slot bag
- Drifter, roamer, vagrants, and itinerants now drop metal innards, that can be used to craft rusted ingots
- New resource, roamer eye, dropped by roamers. Can be heated up in a bloomery to make rust crystals.
- Rust crystals can be used alongside black sludge (made by pressing drifter organs) and rusted ingots to make a new post-steel ingot: ater scourium
- New armor piece and tool set, the rusted armor, rusted axe, rusted knife and ater scourium set.
- Compatible with Xskills!
I still need to tweak certain spawn rates, damage values, find better sounds for the mobs added, and add crafting recipes to certain drops that for now have no use. I will be doing that as I test the mod myself, but any feedback is encouraged and appreciated. :)
To do:
- Add Rot inspired enemies
- Add new late game enemies
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v1.3.0 | 3311 | Dec 26th 2023 at 9:03 PM | Show | Rust Creatures 1.3.0.zip | Install now | |
v1.2.0 | 1131 | Dec 11th 2023 at 10:16 PM | Show | Rust Creatures 1.2.0.zip | Install now | |
v1.1.3 | 249 | Dec 7th 2023 at 3:01 PM | Show | Rust Creatures 1.1.3.zip | Install now | |
v1.1.2 | 90 | Dec 7th 2023 at 5:22 AM | Show | Rust Creatures 1.1.2.zip | Install now | |
v1.1.1 | 56 | Dec 7th 2023 at 2:35 AM | Show | Rust Creatures 1.1.1.zip | Install now | |
v1.1.0 | 234 | Dec 5th 2023 at 12:19 AM | Show | Rust Creatures.zip | Install now | |
v1.0.3 | 84 | Dec 4th 2023 at 9:35 PM | Show | Rust Creatures.zip | Install now | |
v1.0.2 | 70 | Dec 4th 2023 at 8:43 PM | Show | Rust Creatures.zip | Install now | |
v1.0.1 | 69 | Dec 4th 2023 at 5:55 PM | Show | Rust Creatures.zip | Install now | |
v1.0.0 | 109 | Dec 4th 2023 at 8:41 AM | Show | Rust Creatures.zip | Install now |
Is there some place I can find names beside the pictures so
I can tell what critter is what. I have a big one wandering around by my base, but no way to identify him. The critter by my base is shown in the pics above on this page (third from the end) anyone know what it is.
@khaosSN
They do have loot and a loot menu, but it is very difficult to open and to get right.
Its almost like the model is too large to get the click right but its there
Please update!
Anybody else having issues with Itinerants not having any loot or even opening a loot menu? Its been like this since 1.19.3 and hasn't gotten any better with 1.19.7 lol. Looks like they should have loot according to the json for them.
both falxs deal no damage and have 1 durability
Getting spam on the Server console and weird animations of the Drifters they just seem to float and miss some animations out any ideas
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the rust falx, rust falx blade, rust shovel have no textures and are not craftable. The Derelict also has no textures but I have not encountered it so I don't know about it's functionality.
will there be a config to disable the weapons and tools?
or change spawn rate/creature hp, damage, move speed, drops, etc?
one more feedback if needed, I think the boss moves too fast. or is it cuz the animation is just very fast?
suggestions:
adjustment to animation speed respective to (mob size and speed)
some bosses can spawn under conditions such as apocalyptic rifts
or harsh temporal storm, or rift activity states (calm, medium, high, apocalyptic)
added comment:
Also, I think some monsters like bosses and roamers need adjustment to speed
it's impossible to outrun them
issues I found:
There seems to be a missing visual for the slot visuals to the drifters and the bugs boss guy
final note:
I LOVE how this mode introduce a new tool tier but it's not as easy to get but you have to work for it :), I hope scourium ingot addition wont be as easy as just mine it out but a vigorous process of processing drifters rare drops, sounds like a fun challenge >:)
AtomixSpark
I'm by far not an expert on modding, but if the models no longer apply after, that seems to me that the you might have stuffed something up removing those couple of lines. The only thing I can think of is that the file is no longer valid JSON, so loading the mod doesn't work. https://jsonformatter.curiousconcept.com/# This is a user friendly JSON formatter/validator that will help you check the file.
As for the client/server issue, I'm sorry I'm really not sure. The changes I mentioned before were under a `server` object. I noticed there is also a `client` object in the file, but it doesn't have `spawnConditions`. Maybe the `spawnConditions` object needs to be copy pasted into the `client` object? I only play by myself.
Hello, I'm trying to fix the Vagrant/Roamer/Itinerant spawns with the below fix but I believe they only work for a client? I could not get them to work on a server(all normal drifters would get their remodel but new ones would not spawn, presumably for the very conflict between maxY and tryOnlySurface. Deleting these lones and rezipping the mod only made the mod no longer apply the remodels). If they can in fact work on a server, Please let me know! Trying to make a more challenging combat experience for my friend group but never tweaked or made a VS mod before :)
effgee
Yeah health bar is for the Itinerant. Maybe it was underground then. It doesn't come up for any others for me, even though the Derelict has 500hp lol.
I did a fresh download of the mod and only applied these edits that I mentioned in my other post:
Then they started spawning everywhere, surface and in caves, and in daylight. So I'm pretty confident it's these two things conflicting with each other.
As for what the intended spawning conditions are, I can't really say. The models can be quite large so I'd guess everything but the roamer was meant to spawn on the surface.
I just let them spawn wherever and reduced the `maxLightLevel` to 7 so they spawn when drifters do. I then reduced the spawn chance by 2/3rds because I found it was a bit much.
I did this for the roamers, vagrants and derelicts btw.
@JujuBinks
One player got a healthbar (miniboss style I guess?) popup for the itinerant boss in a pre-explored area near our existing base. But did NOT locate the mob. I went there after a few mins but did not see the hp bar popup, nor find the mob.
We were in the overworld during daylight hours it is possible it was spawned below the surface, not really sure.
Did you ever determine what specific edits were the fix?
I am just starting to read the code for the game and modding and have a bit to catch up on.
effgee
Oh yep the base drifter changes worked without any tweaks for me too. But the vagrant, roamer and derelict just didn't spawn. The itinerant did spawn, but only in new chunks.
This seems to work as intended, at least the modified base drifters.
I have yet to encounter any of the new mobs yet, but I also don't know if they are meant to be encountered on the surface or down below.
I did have a heavy temporal storm and none of the new mobs appeared then either, which may be intended?
@JujuBinks
I didn't yet try your tweaks on the mod, but may have to if I don't see any of the new mobs either. ;)
I've managed to get the other creatures to spawn.
This is what I did:
And then they started spawning in my world at night along side drifters.
I think the key change was the removal of `maxY` and `tryOnlySurface`. I think they were conflicting such that the y-values of the 'surface' was always greater than that of what `maxY` allowed.
Could be the other changes I made, idk, I'm too tired to keep testing it. (and too lazy to read docs). I wanna fight some creepy monsters.
Goofygoob707
The hitbox of the boss and the loot hitbox of the boss are two seperate hitboxes. such problem can happen to about any butchered creatures (mostly drifters from personal experience) but the server might be trying to catch up and failed to load the loot table of the creature you've just killed. Usually just stepping away and coming basicly into the enemy hitbox lets you actually loot the body of the creature you've slain. As for why is it even like that is likely to prevent distance hacking so you wouldn't be able to butcher a creature from 50 blocks away so this fairly annoying bug(?) exsists.
As for the spawns of other creatures... I haven't seen any of the other creatures myself either. From the looks in the code it seems that a few lines related to the spawn conditions the code might straight up be unable to read the spawn condition of the entities but I'm just a commentor that compared drifter spawn code to roamer and the other custom mobs. Plus its been almost 2 1/2 months since any real updates came out for the mod, its suprising the code even works in the first place
i attempted to harvest the itinerant and it didnt give me loot and the body wont go away very upsetting because it took a lot of resources to deal with it :(
ItsLegDay
I've got a similar experience as you. Yet to see anything new except the Itinerant. Which is a shame because the models look sick.
Wonder if anyone has had similar issues? I've had a look at the entity files, but nothing seemed apparent that it caused them to never spawn. The only difference I found was that the itinerant was the only one with a `worldgen` entry. So maybe the entire spawning system is broken?
Mod looks cool but the modified base game drifters (child, normal, deep, brute, tainted, and nightmare) don't spawn and their vanilla coutnerparts do. Their respective creative items are also question mark boxes. Itenerants spawn like mad ( I see that is on the to-do) and yet to see a roamer without forced spawning. Forced a temporal storm in creative to see if that would spawn the new models for the changed vanilla mobs but no luck. Tried rust creatures lite and same issue. Am i missing a config or pre-required mod?
Had two Itinerants spawn on like the second night, things are scary as hell but they never seem to go away. They just patrolled around my base for over a day, I finally made about 20 obsidian spears and killed one, now his corpse will not despawn and harvesting him never opened a loot menu. Great mod though, just would be nice if the Itinerants eventually went away lol.
gotta say i love this mod, But could you change the spawnig of bosses to Underground caverns, I have an itinerant above ground kinda just roaming around. He would be so terrifying spawing in dark caves like that of dungions and roaming about. Also im noticing some animation issues with the rust creatures, they faint dying only to get back up and continue fighting. Some dont track the player even if being actively attacked. Might me issues on my end though. Still id love to see this refined into a must have addon to the game.
Adore this mod, it adds so much more to experience in terms of combat! Was wondering, do you intend to add an ater scourium armour set?
Love love love where this mod is going. excellent work for a first mod, defintely needs polish but i can see it being one of my must have mods in the future
Is it compatible with 1.19.3 Darce?
I dont know if its this mod, but the large drifters animations are off. They appear to be sliding along the ground rather than walking. Sometimes moving even though their legs arent
hey been enjoying this mod but i thought id point out some issues my server has been having,
overall i really enjoy this mod with my friends and we really want to see more, this mod has some great potential because it expands the variety of mobs we fight and the scorium stuff looks cool i hope it gets a full implmentation soon!
is it just me or are you too not able to craft rust plates?
i can craft the axt and the blade, but not the plate.
The new models look great! But I have to ask, how are you supposed to fight itinerants in an "intended" way? Especially as a blackguard. Their melee attack is very fast and has way too much reach (far beyond the visual model and waaaaay too far to make it possible to run in, stab, and run back) on top of doing one-shot levels of damage, and that's assuming you can dodge the boulders.
I certainly hope it isn't intended that I have to fight it with ranged attacks and just hope to dodge the boulders. Or worse, just get it stuck on the terrain (which is very easy) and pelt it with 3 stacks of rocks with a sling.
Also is it intended they only drop one wart shedding when 16 is needed for a bag?
Is there any current recipe/way to obtain Scourium? Handbook has no reference on it aside from ingots/bits exist (so ore?) and nothing stated on this modpage.
Echoing Bes's issue, Itinerants are spawning incessantly, maybe limit spawning to temporal storms? Or at least turn the spawn rate down drastically. My server is dealing with 4 or 5 Itinerants just milling about whereever people have settled and it's getting annoying.
Itinerants are spawning like crazy in my server, there's almost always one around, is this intended?
One suggestion would be to make itenerants not spawn around 0,0. It's rough when you keep getting spawnkilled before you can get your gear back.
I'm also getting some weird animations. Specifically the nightmare drifter sliding across the ground.
Please add Creatures tag
Rag_Maggot try mods.vintagestory.at/rustcreatureslite
Getting some weird animations - like drifters sliding (running on 1.18.15)
Would it be possible for you to make a patch for 1.18.15? I don't know if its coincidence, but I have had about 20 vagrants spawn around my base in the past few days. Considering that they seem to always drop a gear and are extremely easy to kill, I think their spawn rate really needs to be dropped.
Would be neat to have some type of client-side version of this mod that just replaces the vanilla models with these ones. I've gotten rather bored of seeing the same midget sized drifters that only have a can of paint on them and some nails stuck on their flesh and maybe so have the others
Who coded the sound of those rust creatures? Just encountered one on a server and scared the CRAP out of me! Complete nightmare fuel! That sound gives me goosebumps - literally!
😂
Fantastic job with this mod! Keep it up!
I see that spawn rates are in your to-do list, just wanted to say I fired up a new world and was overrun by large mobs and one of the bosses at my base on the second day. I love the look of the mod, but uninstalling for now until some form of difficulty progression exists.
Well, the game is advertised as being eldrich horror. This mod certainly adds that level of eldrich horror that was missing. Thanks, looking at those mobs I'd be terrified to step out of my house. *downloads*
What the heck is this?! The never leave your house again mod?!
Exmortis that error is related to the fact that drifter types that can spawn during temporal storm is set in the code and would need to do a harmony patch to add the new variants into it. I'm getting someone to help me with that as I have no experience with coding so it might get fixed soon. Right now there's a temporary fix where deep drifters, tainted drifters, and corrupt brute drifters are able to spawn :)
Hello!
We're getting the following errors during Temporal Spawns which stops the new monsters from spawning
https://pastebin.com/Ney9e7rm
Any help on this? I think it might be related to another mod called Spawn Conditions but I haven't done any testing yet.
Thanks!
Adding my voice to boldandbrad, some form of compatability with xSkills would be great. I love using xSkills and not getting experience for taking these creatures on is a bit of a bummer.
Hey, really love the mod. Besides the issue with the sound (which you seem to have fixed, cheers!) I was going to ask about a couple of things- possible xSkills compatibility, and the drop rate of metal innards.
Currently after ~8hrs my friend and I have got about two hundred innards from just the (admittedly rather large) packs of roamers and drifters at night; which seems a bit overkill for an item with only one real use that's a bit out of our way at the moment to even implement.
Besides that, we're running xSkills and these new drifter variants do not give any kind of experience. I can probably work that out on my own with some edits to that mod's config, but I still felt it was worth mentioning.
Great mod, I do appreciate the threat posed by your additions. Thanks for the work you've put in so far!
Voitk thanks for the feedback! I will be tweaking the spawnrates and itinerant's drop rates and testing it myself too, havent had much of a chance to do that recently. Also yes I removed it, I don't tend to like it but I realize I should make it a config instead of outright removing it.
Some feedback:
Very cool mob designs- love them <3
The amount of these creatures that spawn is huge- especially the big drifters.
The creature in picture 9 (itinerant) is very easy to kill with spears and I think should either have a ranged attack, or be even faster.
It certainly hits hard enough :-D Just think the risk-reward is a bit weak especially with the 12 slot wart bag dropping pretty frequently 6/11 kills for me.
The prowlers spawn constantly in day-time, is this intended? I just think they spawn too much.
Also, did you remove rock throwing from the drifters and driftlings?
Cool mod :-)
Bunuffin sure, done! let me know if they still feel too loud. Thank you for your input!!
hey are quite loud, would it be possible to lower the volume on the grunts?
Guimoute I thought I'd tested it completely for 1.19, so i added it to the supported versions. I've since fixed it.
Michaloid You are not supposed to use the mod with unsupported game versions.
Looking at the code for the vagrants to see if I can make the seraph inside generate random appearances, but I'm realizing how little I know about code.
I see the appearance is loaded here:
"seraph": { "base": "game:entity/humanoid/seraph-naked" },
Is there any way I could set it to pull from the character creation options via a random number generator, making dynamic dead seraphs?
Absolutely amazing mod btw, big props
The rusted armor page crashes the game. in pre.8
oh yeah! new enemies!
my biggest gripe atm with vintage story is the lack of attention to the hostile forces in the world. Bandits, Enemy mobs, destruction of your base, even winter should be a threat for anything that isnt sealed properly hehe.
this looks awesome dude!
i was also wondering, if its not too much trouble, could you make a version that doesnt overwrite the base Drifters? More Drifter Loot-type mods wont really work with these new mobs and i kinda wanna have my cake and eat it :)
ScholarCat oh sorry, fixed :o
The Metal innards does not appear to have any recipe or guide on making it into the armor?
Can't wait to sh*t myself when going down a cave....
Jonathonsky it removes the vanilla ones and changes them to the new variants
Does this change the normal drifters or just adds all those extras?
Hello Idk if your interested in adding more variants and such but on the offical discord if you look at suggestions and type in "Monster ideas, I draw yours too!" theres a lot of drifter ideas already pre sketched and ideas for attacks and such.
Amazing mod tho love every bit of new enemies and variaties.
I think the seraph inside the double-headed should look more rusty too
adding a sense of horror
Looks metal as heck '3'