Mods / Salty's Eden Instinct

Tags: #Magic
Author: SaltyWater
Side: Both
Created: Feb 5th at 10:46 PM
Last modified: Feb 25th at 10:09 PM
Downloads: 1018
Follow Unfollow 86

Latest file for Various v1.20.x:
EdenInstinct_1.0.0.zip 1-click install


          

Pet the floppa to buy me a coffee!       

 

"Fear not, brethren! The Gods have granted strength to our foes in the last reckoning, but behold, I bring salvation!"

-Water, Salty.

 

This mod is designed to give us a slight advantage in hunting and combat, exploration and scavenging, depending on your class, aiming to encourage cooperativity while delving into the mystery of our player characters in this world.

Read the information below to learn more.

Archangel Mode

If you're on single player and want none of the shenanigans of abilities per class, use the command .archangel mode true. This will make Eden Sense activate all the below abilities at the same time! No matter your current class. (Even commoner)

 

"Stay still, focus your senses, and you shall see through the veil of reality to witness creation in its purest form": (sneak and hold N)

 

When Eden Instinct is enabled, Your Seraph will start to glow:

image

10% of your temporal stability will be consumed and you'll gain a 5 seconds special ability according to your current class!

Once the ability fades out, you'll need to wait 30 seconds to use again, a sound clue will play when the ability is ready.

 

Hunters:

Hunters special ability is to see entities "auras", this mean every entity near the player emits a particle trail that are color coded based on the entity.

Seraphs, hostile animals and non-hostile animals, monsters and npcs. Every entity out of the vanilla scope will emit white particles. (this means modded entities)

image

Specially helpful if you're hunting at nightime, particles will update to a darker variation if entity is wounded. (not monsters tho).

 

Malefactors:

Masters of foraging and scavenging, malefactors can see every type of mushrooms, bushes and loot vessels.

 

Clockmakers:

The only class that doesn't use temporal stability to activate Eden Instinct. Clockmakers, in fact, refill temporal stability. The only draw back of this ability is a longer cooldown of 120 secs

image

 

BlackGuards:

BlackGuards have the best supernatural ability, healt regeneration. But by far the longest cooldown.

You'll need to use it wisely, on top of the temporal stability draw, a 4 minutes cooldown will be applied.

You'll gain 5 hp.

image

Watch out in combat, you can move but still need to be sneaking to trigger Eden Instinct so get to a safer place first, regenerate yourself and then go berserk!

 

Tailors:

Tailors can see any type of wild crops and can be very good at spotting flax, for that they'll color code the particles to differentiate flax from the other ones.

Pay close attention to brown particles! It means theres flax on that spot!

 

Take a breath

Once this pop ups stop holding the key. Or wait until the cooldown finishes.

 

Tips:

If you're a hunter, before throwing a spear at an animal, activate Eden Sense first. Then throw it and watch as the wounded creature vainly flees to tall bushes, leaving behind a trail of aura for you to follow.

If you're a malefactor, approach a ruin and activate Eden Sense, wait a few seconds and pay close attention, if you see any brown particles that means a loot vessel is on that spot!!

 

Thanks Dana for helping me with the code snippet for the particles and listening my humblings.

 

Roadmap:

Sound clue when cooldown resets
particles glowing
temporal stability usage
Classes specialities:

Commoners: No effect.
Hunters - color coding animals and enemies.
Malefactors - Berry bushes, mushrooms, vessels produces particles.
ClockMakers - Refills temporal stability.
BlackGuards - Refills health.
Tailors- Wild crops! Specially flax.

Another side abilites like:
Speed boost on usage.
Seraph glowing on usage (i'm gonna have to take a look at that variable for respawn)

System to change or implement custom classes.

Malefactors can trigger particles on bony soil.

Consumes more Temporal Stability  if player keeps holding the key.

 

 

 

check out my other mods here:

SaltyWater

   

Version For Game version Downloads Release date Changelog Download 1-click mod install*
v1.0.0 498 Feb 25th at 10:09 PM Show EdenInstinct_1.0.0.zip Install now
v0.1.0 520 Feb 5th at 11:02 PM Show EdenInstinct_0.1.0.zip Install now

34 Comments (oldest first | newest first)

💬 ThatOneLass, Mar 12th at 12:19 PM

Would it be possible to add the ability to see surface nuggets?

💬 SaltyWater , Mar 9th at 2:54 PM

Silhouette Not yet I think 😆

💬 SaltyWater , Mar 9th at 2:54 PM

ElusiveEnigma Hey! Thanks for using my mods! <3

commoner has no special ability.
If archangel mode is set to false you wont be able to trigger eden sense in the commoner class.

💬 ElusiveEnigma, Mar 7th at 4:45 PM

SaltyWater

If I am a commoner, does Eden Sense do anything for me when archangel mode is set to false? Thanks, Salty. Love your mods. I think our server has at least half of them.

💬 Silhouette, Mar 7th at 12:14 PM

Can I just follow a mod author? lol

💬 SaltyWater , Feb 27th at 6:34 PM

LunaGore Only vanilla classes. If theyr name is changed, it will crash.

💬 LunaGore, Feb 27th at 6:27 PM

Looks like it doesn't work with Remanents mod due to the name changes:

Running on 64 bit Windows 10.0.26100.0 with 32675 MB RAM
Game Version: v1.20.4 (Stable)
2/27/2025 12:24:45 PM: Critical error occurred in the following mod: edeninstinct@1.0.0
Loaded Mods: aculinaryartillery@1.2.4, advancedsmithing@1.4.0, aged@1.0.6, antlershorns@1.0.1, atwatersedge@1.5.0, axleinblocks@1.20.1-rc.3, backpackpackStandardcontinuedSturdy@1.1.1, barkbeetle@1.0.3, betterarrows@1.0.0, bf@0.0.2, irregularguybetterjam@1.0.0, betterloot@1.1.1, bettersticks@1.2.0, bettertraders@0.0.9, BiggerCrates@1.0.0, bowtornbalance@1.0.0, bradycrackedrock@1.0.0, bradyladder@1.0.0, brickmold@1.2.0, brownblackbronze@1.0.3, bulkmolds@1.0.7, buriedhostility@1.0.3, canoemod@1.0.2, cervinae@0.1.1, chiseltools@1.14.12, clickuptorches@1.1.1, combatoverhaul@0.1.29, complexgridrecipes@1.0.0, blocklayeroverhaul@1.0.2, landformoverhaul@1.0.1, elkcrocks@1.0.1, cutthefat@1.0.1, decor@1.2.1, drtagxeary@0.0.4, doublebackpackcapacity@0.0.1, DrystoneParity@1.0.0, easyelk@1.0.0, edeninstinct@1.0.0, eftraders@1.0.3, TA_fieldsandplateaus@1.0.6, flourbags@1.1.0, forestsymphony@1.0.2, bovinae@0.1.3, caninae@1.0.29, capreolinae@1.2.4, casuariidae@1.0.21, dinornithidae@1.0.13, elephantidae@1.0.7, manidae@1.0.12, rhinocerotidae@1.0.15, sirenia@1.0.16, spheniscidae@1.0.7, viveriidae@1.0.1, vombatidae@0.2.0, free_stone_drops_when_broken@1.0.1, geoaddons@1.4.0, goblinears@2.1.1, grasstoropes@1.1.4, hangingoillamps@1.0.3, hotspringheal@1.0.1, istchests@0.0.4, immersivecorpsedrop@1.0.3, increasedstoragecapacity@0.0.3, itscalledasconce@1.0.0, jewelrysilver@1.0.5, juicyores@1.0.0, knifecrossguards@1.0.0, largercrock@1.0.2, lettherebelight@0.0.1, litbrig@0.7.3, logicalclothingwarmth@1.1.0, manualquenching@1.0.4, meiolaniidae@0.1.2, meltingpp@1.0.4, millwright@1.1.8, molds@0.1.7, more-chute-rotations@0.0.2, moreicons@1.1.0, morecalcinedflint@1.0.0, moremeadoptions@1.1.2, nobearjetpacks@1.0.2, nomoredrifterthrowingredux@1.0.5, unnotoolochre@1.0.0, unochre@1.3.0, oils@1.2.3, particlesplus@1.2.1, TA_plainsandvalleys@1.0.9, primitivesurvival@3.7.5, prospecttogether@2.0.2, reasonablearrowbreakchance@1.0.0, relativearmourdurability@1.0.1, RelightTorches@1.0.0, theremnants@1.0.3, rlmoonsun@0.1.3, ruggedrugs@0.0.4, scrapblocks@1.2.5, Sergsmetaltongs@2.0.0, shivertweaks@6.0.0, simplewallpaper@0.1.0, sirixbetterstorage2123@1.1.0, skepdrop@1.0.1, stepfixelk@0.0.1, terraprety@6.0.1_multigen, traderssellcrowbars@0.0.1, tradie@1.0.2, translocatorengineeringredux@1.5.6, undertangledboughs@1.0.2, unevenbricks@1.0.0, usefuldrifterloot@1.2.1, usefulshears@1.0.0, usefultraders@2.2.0, VinlandStory1@1.0.0, VinlandStoryPartTwo@1.0.0, vintage-symphony-120x@0.9.7, vintage-symphony-assets@1.0.0, visibleore@1.0.1, game@1.20.4, vsimgui@1.1.7, weedgardens@1.0.1, wetlandharvest@0.0.1, wforests@1.0.0-dev.1, wwaymarkers@1.0.0-dev.1, wild_cabbage_pumpkin@1.0.0, zoombuttonreborn@2.0.0, AgeOfConfession@2.1.4, airmapfix@1.0.0, alchemy@1.6.47, altmapiconrendererpatch@1.0.0, ancienttools@1.5.24, animalcages@3.1.0, apebeams@1.0.1, apeflowerpots@1.1.0, apegrapes@1.2.6, armory@0.1.7, egocaribautomapmarkers@4.0.1, awearablelight@1.1.31, flags@1.1.5, bedspawnv2@1.4.0, betterfirepit@1.1.5, betterhewnfencegates@1.1.0, BetterProspecting@1.5.0, betterruins@0.4.7, blastfurnace@1.0.0, helblockpick@2.5.0, bloodystory@0.0.14, bradycrudebuilding@1.2.0, butchering@1.8.1, carryon@1.8.0-pre.1, chestorganizer@1.1.1, chickenfeed@1.1.4, chickenSit@2.0.1, chimneyflues@1.1.1, TrapdoorLadder@1.0.0, clothshelf@1.0.1, commonlib@2.6.1, compatlib@1.0.1, composter@1.2.0, compostgrass@1.3.2, configlib@1.5.1, configureeverything@2.1.3, connectedstairs@1.0.0, consistentclayforming@1.0.1, coreofarts@0.2.3, cuniculture@1.0.3, danatweaks@3.4.0, desertificationsurfacevariation@1.0.0, doubleslabs@0.1.3, evenjugincrements@1.0.0, expandedfoods@1.7.4, expandedskins@1.0.1, extrainfo@1.9.6, extremefirestarters@0.4.0, fancyclouds2d@1.1.0, fieldsofsalt@1.2.3, findmybind@1.0.1, fixcratemod@0.1.0, foodshelves@1.5.3, fromgoldencombs@1.8.11-rc.7, gourmand@1.6.5, grasstoflax@1.0.1, greenbegone@1.0.0, greenhousebuff@1.2.0, hangingbaskets@1.1.0, hardcorewater@1.3.4, hodblocks@1.0.4, improvedhandbookrecipes@1.1.2, kevinsfurniture@1.6.3, keybind-conflict-resolver@1.0.1, knapster@2.14.1, labeledtrunk@1.0.5, lessverbosetooltips@0.0.2, lootablebloomery@1.0.0, maketea@0.3.1, maltiezfirearms@0.10.7, medievalexpansionwaterwheelstonksminuscows@1.0.1, metalunittooltip@1.0.0, meteoricexpansion-reborn@1.3.0, minimalcompass@1.1.3, mobsradar@2.1.6, moreanimals@1.4.1, morepiles@2.1.0, nooceantranslocators@1.0.1, norottinghides@1.0.0, noscreenshotmessagemod@0.1.1, oneroof@1.8.2, OreDenseRebalanse@0.0.3, passthruchutes@1.0.2, petai@3.1.0, pewter@1.2.0, pigfeed@1.0.5, claywheel@1.1.2, quadfirewood@1.0.0, radialgear@1.0.0, removeprimitivesurvivalstairs@1.0.0, rpgoverlay@1.0.0, scarecrow@1.6.5, shipshieldslots@1.0.0, simplefootstepsredux@1.0.1, simpletailoring@1.1.6, slapalabelonit@1.0.0, slvmegapatch@1.4.0, smithingplus@1.2.5, sprucedup@1.0.3, stablesurface@0.0.2, statushudcont@3.2.6, stepupcontinued@0.0.1, stickymousebuttons@1.1.0, stillnecessaries@1.2.2, stonebakeoven@1.1.6, th3dungeon@0.4.1, th3restock@1.1.2, trailmodcupdate@1.2.1, tuningcylindertrading@1.0.0, usefulstuff17@1.4.0, vsatlas_resized@1.0.9, creative@1.20.4, survival@1.20.4, warmarmor@1.2.1, mapwaypointcolors@1.1.2, webstotwine@1.20.1, wildfarmingrevival@1.3.6, wildgrass@1.1.3, woodenfortifications@2.0.5, worldmapmaster@1.0.4-pre.1, wrenchroof@1.2.0, xlib@0.8.14, xorberax-bloodmod@0.3.4, agrianimaltrading@1.1.0, artofgrowing@0.5.3, autoconfiglib@2.0.6, bedsofsaltyfreshwater@1.0.0, bbb@1.0.1, betterstepping@1.0.0, butcheringcompatpatch@1.0.4, cavebeacons@1.0.9, tradercamps@1.1.5, epxandedbloodbread@1.0.0, em@3.0.1, extraoverlays@1.5.0, hanginghasketspatch@1.0.0, immersiveinventoryspoilage@1.2.1, instantfirepits@5.0.0, itemrarity@1.1.4, pabrass@1.0.0, paelectrum@1.0.0, pagoldsilver@1.0.0, pomnotes@0.7.3, roofrecycling@1.0.2, sausages@0.0.8, simplewinddirection@1.0.2, stonequarry@3.4.3, tavernadditions@1.1.0, thriftysmithing@1.2.0, wattleworldrevised@1.2.0, wmeatspoilage@1.0.0-dev.1, wethology@1.0.0-dev.7, wrustbound@1.0.0-dev.15, wtweaks@1.0.0-dev.6, wolftaming@3.0.4, xinvtweaks@1.6.13, xskills@0.8.15, yeet@4.0.1, artsxskills@1.1.0
System.Collections.Generic.KeyNotFoundException: The given key 'woodsman' was not present in the dictionary.
at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
at EdenInstinct.Client.CheckKeyHold(Single dt)
at Vintagestory.Common.GameTickListener.OnTriggered(Int64 ellapsedMilliseconds) in VintagestoryLib\Common\Model\GameTickListener.cs:line 31
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 170
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 825
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 161
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 695
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 670
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93

💬 SaltyWater , Feb 27th at 11:36 AM

ThatLamer Always thought that commoner was just meant to be npcs in a rpg world 🤣.

Anyways i'm going to implement some config files to change and add abilities soon!

💬 ThatLamer, Feb 27th at 3:12 AM

Commoner not getting anything is kind of a bummer. Commoner exists as a well rounded character. No bonuses, but no downsides. This mod strictly adds bonuses to every class, where the drawback is just to balance how powerful the bonus is.

What about similar penalties to blackguard? 4+ minute cooldown, good chunk of stability loss, but it restores 250-500 satiation? Not enough that you can just persist forever without food in a high stability area, but enough to kick away starvation for a bit longer before being able to reach food.

💬 DarkThoughts, Feb 10th at 10:32 PM

Hm, I like the idea (although simple blood trails would've been enough for me) but I can't seem to make much use out of it. The particles are kinda hard to make out and the effect is so quickly over that when you hit an animal, you won't see the trail anymore and have to wait for the cooldown to be over, at which point the animal is likely long gone and the particles also already vanishing.

I'll try again tomorrow. :/

💬 ZippyWonderdust, Feb 9th at 8:46 PM

I've been thinking a bit more about this and I have a few humble suggestions regarding class specialties:

Commoners: No effect.
Hunters - color coding natural animals (but NOT drifters/enemies)
Malefactors - locate cracked vessels and wild crops
ClockMakers - locate meteoric iron (would mesh well with Meteoric Iron Overhaul)
BlackGuards - color coding drifters/enemies (but NOT wild animals)(maybe make drifters et al glow so they can be seen in the dark?)
Tailors- locate bony soil

This would preserve the whole "second sight" theme of the mod while giving abilities that (mostly) mesh with the existing character class advantages.

💬 ZippyWonderdust, Feb 9th at 8:30 PM

I love this mod; it's such a great idea!

I agree with your roadmap idea to have it deplete temporal stability while active.  You could turn sneak-N into a toggle (ability on/off, with appropriate warmup/cooldown delays) plus maybe have it automatically turn off if either your stability or health drops below, say, 75%.  This would imply that the ability can only be invoked when you are calm and centered and takes effort to maintain.

💬 Kirona, Feb 8th at 5:10 AM

Any chance you could make it not spawn particles from butterflies? Or make that a toggle or something? x)

💬 Tigerfang, Feb 8th at 2:27 AM

SaltyWater I suggest this as a potential setting for those who see using mods like that as a bit too much of an advantage!

💬 Tetsune, Feb 7th at 2:21 PM

Suggestions: 

Hunters: Red for hostile (bear, wolf), yellow for neutral (sheep), and blue or green for fleeing (rabbit, goat). Or maybe separate by hide size? 
Tailors: Mature crops, like Flax? Maybe a higher defense?
ClockMakers: Maybe showing things to assist in finding ruins?

💬 SaltyWater , Feb 7th at 10:16 AM

Tigerfang Prob not, I already use Dana's mod that does this perfectly! Visible Terra Preta

💬 Tigerfang, Feb 7th at 8:36 AM

Malefactor's should potentially show high fert soil?

💬 ParallaxError, Feb 6th at 10:53 PM

Reminds me of some vampire show or game I saw but I can't remember it well

💬 SaltyWater , Feb 6th at 10:52 PM

GryphonT Hey! Nop, so far it only shows particles for every class, the classes side abilities are only on roadmap. But yes commoner will have no special side effect.

💬 GryphonT, Feb 6th at 10:47 PM

Hey there! For clarification, if you're a commoner, does this mod just adds nothing for you, or adds no ADDITIONAL benefit beyond the base stuff?

💬 SaltyWater , Feb 6th at 7:27 PM

wojtek16 Thanks!! ^^
It's definitely achievable, the game does have cloud cycles, I used it for my firestarters mod! But a mod just for that would feel kinda off idk, I'll see if I figure out something :p

💬 SaltyWater , Feb 6th at 7:23 PM

Dirty_Wizard I'm planning to add special individual abilities for classes!! It's on roadmap, I'm open to suggestions! ^^

💬 SaltyWater , Feb 6th at 7:21 PM

Vogi Glad you liked it! ^^

💬 SaltyWater , Feb 6th at 7:21 PM

XurxoMF I loved it! Thanks for the suggestion!! Will see if it's achievable

💬 SaltyWater , Feb 6th at 7:20 PM

Tetsune Happy hunting! 😆

💬 SaltyWater , Feb 6th at 7:19 PM

Reverhaus Thanks, Already on roadmap

💬 Reverhaus, Feb 6th at 7:13 PM

Interesting mod, but it could be better if particles glows! 

💬 Tetsune, Feb 6th at 3:09 PM

I love this so much!!! It reminds me of the "focus" in Medieval Dynasty, and that's sooo valuable to hunting! Def using in my casual playthroughs.

💬 XurxoMF, Feb 6th at 2:10 PM

This looks cool!!! If you don't mind, here is a suggestion. Tweak the particles a bit to make them a bit more transparent. To compensate, you can increase the amount and thickness of the "soul". Why? To make it look more like something in the video.

https://youtu.be/b95IAjcripE?si=ckb7rZcFWnmbUey-&t=77

That "smoke" effect looks cool as fuck. I think it would fit this mod perfectly. A single particle intense red column it's a bit extreme xD

💬 Vogi, Feb 6th at 1:48 PM

Damn that's cool :D

💬 Dirty_Wizard, Feb 6th at 5:38 AM

What a great idea, have you considered making a skill tree of abilities like this one, or tying the abilities to special late game craftable equipment items? You could make a similar one for detecting hints of certain ores, one for detecting residual energy from broken translocators, etc

💬 wojtek16, Feb 6th at 1:08 AM

Do you think you might be able to do a seperate mod with the shadow thing happening, just that? I feel like that would be a cool realizm enhancement to the game such as the sun going behind a cloud and it gets dark like in the first gif! Looks sick, as always beautiful work <3

💬 SaltyWater , Feb 5th at 11:22 PM

Paradoxical Gifs are still converting :c

💬 Paradoxal, Feb 5th at 11:20 PM

Wouldn't it have been better to show off how the mod functions, like you tracking things, or evading things, etc? The 13s clip essentially shows nothing and leaves players completely clueless.

 (edit comment delete)