Mods / Rust & Rot

Category: #Creatures
Author: Darce
Side: Both
Created: Jul 15th at 7:18 AM
Last modified: Aug 23rd at 8:04 PM
Downloads: 3443
Follow Unfollow 82

Latest file for v1.19.8:
Rust & Rot 0.0.7.zip 1-click install


Combined the retired Rust Creatures with Rot Creatures to bring new enemies inspired from the Rot and The Rust World!

Rotten Creatures:

Rot Walkers: Its eyes, once windows to a soul, now gleam with an unnatural, sickly glow, devoid of humanity or compassion.

Rot Beasts: In the case of beasts, it led to these wandering monstrosities. Once ordinary animals, they now embody corruption, emitting a foul stench and spreading disease.

Rot Pillars: Living columns of putrefaction, driven by an insatiable urge to spread the blight that birthed it. A fate worse than death.

Miasma: The surrounding air is thick with the stench of decay and the buzzing of parasitic flies, drawn to the festering wounds and the promise of new life within.

Rusted Creatures:

Itinerant: Metallic wanderers, their bodies encased in remnants of ancient metal.

Golem: Ancient constructs gathered from years of travel. Formidable protectors of roamers in times of need.

Roamer: Travelers by nature, scavengers for need, they scuttle among rusted ruins, salvaging scraps and artifacts left behind by their towering predecessor

Double-headed drifters: Now metallic walking prisons for forgotten seraphs who fell victim to their power.

Will soon be adding some loot items and weapons to make killing these creatures more useful.

Thank you so much for your words and specially your feedback on Rot Creatures and Rust Creatures, used it to tweak this mod and hopefully make it playable this time. Still, though, I haven't playtested it much, so any request to tweak values like health, damage, speed of creatures or spawn rates and would be greatly appreciated.

Still not very experienced with mods so also looking for the help of someone more knowledgeable on coding VS mods than me, if anyone's interested.

Compatible With:

  • Xskills
  • Outlaw Mod

Known Issues

  • Crawling drifter's hitboxes don't align with the ones set in the json.

Special Thanks to

  • Chrizzlybear (German translation)
  • Phoenicius (fixing some syntax errors)

Also try:

 

 

Version For Game version Downloads Release date Changelog Download 1-click mod install*
v0.0.7 950 Aug 23rd at 8:04 PM Show Rust & Rot 0.0.7.zip Install now
v0.0.6 1588 Jul 18th at 2:03 AM Show Rust & Rot 0.0.6.zip Install now
v0.0.5 140 Jul 16th at 11:06 PM Show Rust and Rot 0.0.5.zip Install now
v0.0.4 480 Jul 16th at 5:37 PM Show Rust & Rot 0.0.4.zip Install now
v0.0.3 198 Jul 15th at 9:17 AM Show Rust & Rot 0.0.3.zip Install now
v0.0.2 46 Jul 15th at 8:33 AM Show Rust & Rot 0.0.2.zip Install now
v0.0.1 35 Jul 15th at 7:23 AM Show Rust & Rot.zip Install now

32 Comments (oldest first | newest first)

💬 The_Teller, Aug 28th at 4:30 PM

Idk if this has already been mentioned before but I've noticed that the crawling double headed drifters are lacking textures.

💬 IANcel, Aug 27th at 10:39 PM

I love this mod, it adds so much welcome variation (and easy rot gathering), but does anyone know what the drifter glands are for? I haven't found a purpose for them, or the sludge you can press out of them. Thank you.

💬 Quiche, Aug 17th at 4:18 PM

Phoenicius Yes, it appears both by itself, with outlaw and decaying creatures mod. Thank you for following up! I will try to downgrade to 0.0.4!

I wonder if it has something to do with crawling drifters being disabled at 0.0.5 and above.

💬 I3eauLeBoi, Aug 13th at 3:57 PM

Phoenicius

Thanks. Unfortunately I've already created a mod ages ago between rust and rot / outlaws. Just not VS villagers but. Made the villages quite rare to avoid this problem on my server.

💬 Phoenicius, Aug 13th at 1:00 PM

Following up the previous comment, it does in fact seem that Rust and Rot is causing all of this lag and these errors. I removed it and was able to fly around my world for several minutes without hitting a lagspike once. Normally, I'd get them every 10 seconds or so. 

Furthemore, the errors that Quiche posted are no longer being generated in my console. Didn't appear once.

I still need to test RnR by itself to see if it's actually a problem with just the mod itself, or if it's caused by other mods used in conjunction with RnR.

 

EDIT: It does in fact seem to be Rust and Rot by itself that causes this issue. I made a new world with just RnR and the errors appear in the log several times.

EDIT2: Tried it with version 0.0.4 of RnR, and flew around the world without issues. No errors generated in the console. I also added all of my mods back in, flew around some more, and still no errors!

IF YOU'RE GETTING THIS ERROR: Try Downgrading your Rust and Rot to Version 0.0.4!

💬 Phoenicius, Aug 13th at 12:38 PM

Yup! Getting the same errors! No crashes yet, luckily. But I'm getting the same errors. Are you running any other creatures mods as well? Maybe FotSA, or Outlaws? Or Entities Config or Biomes maybe?

I'm just trying to see if there's other mods causing this to happen whilst Rust and Rot is loaded. Or have you confirmed that these errors don't appear if RnR isn't loaded?

Quiche

💬 Quiche, Aug 13th at 1:41 AM

Got a funky little console error everytime Rust and Rot is loaded in and sometimes results in crashing or lag.

13.8.2024 01:05:32 [Server Error] Exception: Object reference not set to an instance of an object.
at Vintagestory.API.Common.Entities.Entity.AfterInitialized(Boolean onFirstSpawn) in VintagestoryApi\Common\Entity\Entity.cs:line 578
at Vintagestory.Server.ServerMain.LoadEntity(Entity entity, Int64 fromChunkIndex3d) in VintagestoryLib\Server\ServerMain.cs:line 2255
at Vintagestory.Server.ServerSystemSupplyChunks.mainThreadLoadChunkColumn(ChunkColumnLoadRequest chunkRequest) in VintagestoryLib\Server\Systems\World\LoadThread\SupplyChunks.cs:line 841
at Vintagestory.Server.ServerSystemSupplyChunks.<>c__DisplayClass15_0.<loadOrGenerateChunkColumn_OnChunkThread>b__0() in VintagestoryLib\Server\Systems\World\LoadThread\SupplyChunks.cs:line 694
at Vintagestory.Server.ServerMain.ProcessMainThreadTasks() in VintagestoryLib\Server\ServerMain.cs:line 2782
at Vintagestory.Server.ServerMain.ProcessMain() in VintagestoryLib\Server\ServerMain.cs:line 893
at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 886

It is followed shortly by another console message:
[Server Error] Exception: Object reference not set to an instance of an object.
at Vintagestory.API.Common.Entities.Entity.AfterInitialized(Boolean onFirstSpawn) in VintagestoryApi\Common\Entity\Entity.cs:line 578
at Vintagestory.Server.ServerMain.LoadEntity(Entity entity, Int64 fromChunkIndex3d) in VintagestoryLib\Server\ServerMain.cs:line 2255
at Vintagestory.Server.ServerSystemSupplyChunks.mainThreadLoadChunkColumn(ChunkColumnLoadRequest chunkRequest) in VintagestoryLib\Server\Systems\World\LoadThread\SupplyChunks.cs:line 841
at Vintagestory.Server.ServerSystemSupplyChunks.<>c__DisplayClass15_0.<loadOrGenerateChunkColumn_OnChunkThread>b__0() in VintagestoryLib\Server\Systems\World\LoadThread\SupplyChunks.cs:line 694
at Vintagestory.Server.ServerMain.ProcessMainThreadTasks() in VintagestoryLib\Server\ServerMain.cs:line 2782
at Vintagestory.Server.ServerMain.ProcessMain() in VintagestoryLib\Server\ServerMain.cs:line 893
at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 886
13.8.2024 01:05:54 [Server Error] Exception: Object reference not set to an instance of an object.
at Vintagestory.API.Common.Entities.Entity.AfterInitialized(Boolean onFirstSpawn) in VintagestoryApi\Common\Entity\Entity.cs:line 578
at Vintagestory.Server.ServerMain.SpawnEntity(Entity entity, EntityProperties type) in VintagestoryLib\Server\ServerMain.cs:line 2303
at Vintagestory.Server.ServerSystemEntitySimulation.UpdateEvery100ms(Single t1) in VintagestoryLib\Server\Systems\World\EntitySimulation.cs:line 202

💬 Phoenicius, Aug 9th at 12:02 AM

I3eauLeBoi

I've begun work on a compatibility patch for Rust and Rot, VS Village, and Outlaws. 

See the draft here, if you're interested:

RustAndRot, Outlaws and VS Village Compatibility patch - Vintage Story Mod DB

💬 Phoenicius, Aug 8th at 10:25 PM

Noticing some strange behavior with Outlaws mod:

The mobs from R&R don't seek out and attack the Outlaws.

EDIT: Upon further investigation it appears to be a syntax error in the patch files. In the `value` array, `bandit-` is missing the asterisk.

I added the asterisk, so now the `value` array looks like: 

        "value": ["bandit-*", "deserter-*", "hound-*", "looter", "poacher-*", "yeoman-archer"],
 
And it works!
 
 
EDIT2: Also, this error prints in the console whenever Outlaws is loaded alongside R&R:
[Error] Patch 0 (target: rustandrot:entities/land/rust/golem.json) in rustandrot:patches/compatibility/Outlaws/entities_land_rust_golem.json failed because supplied path /server/behaviors/5/aitasks/0/entityCodes is invalid: The json path /server/behaviors/5/aitasks/0/entityCodes was not found. Could traverse until /server/behaviors/5, but then 'aitasks' does not exist. Full json at this path: {
"code": "floatupwhenstuck",
"onlyWhenDead": true
}
 
I think the index for `/server/behaviors/` is wrong. It should be 9 instead of 5 (I think). Testing it now, and will report back.
This appears to be the case. Setting it to index 9 results in the Golems attacking the Outlaws as expected.
💬 Phoenicius, Aug 8th at 8:22 PM

Seconding for compatibility with VSVillagers

💬 I3eauLeBoi, Jul 31st at 10:29 AM

Since Rust&Rot ignore VSvillagers

Could i ask for compatibility between the mods?

💬 Whyban, Jul 30th at 4:03 PM

Is there any way to toggle off Rot creatures? i just want the cool looking rust

 

💬 Sammy_SMD, Jul 28th at 10:07 PM

Great mod, I think the spawnrate is too high, and would be great if they spawn only near the rifts

💬 ZendyBones, Jul 28th at 2:34 AM

Love these mods, adds so many cool creatures and makes the game so much spookier. Though I do have a question, is it possible to edit the spawn values so they aren't so common to spawn? I find a lot of the new creatures on the surface in daylight often. And it can kind of take away the excitement of bumping into new enemies.

Ps, First time modding vintage to this extent, so I am a bit blind going into this

💬 Aimli, Jul 25th at 6:37 AM

Double-headed-drifter no longer seems to drop jonasframes?

💬 DarceAuthor, Jul 22nd at 10:23 PM

Fakegucci What mods are you using? I can't seem to replicate this

💬 Fakegucci, Jul 21st at 2:13 AM

Drifters ignore me when this mod is loaded ):

💬 DarceAuthor, Jul 19th at 1:28 PM

RedPandemic Compatibility added :) let me know how it goes!

💬 DarceAuthor, Jul 19th at 1:28 PM

Marlim I might do it later one, I dabbled with making new drifters during the Rust Creatures era but I ended up making a bit of a mess with it so I'm a bit skeptical about trying it again lol

💬 DarceAuthor, Jul 19th at 1:20 PM

DemiRemi I'm pretty sure the rotted moose is part of Decaying Creatures by Kanahaku, unless you're referring to something else?

💬 DUCATISLO, Jul 19th at 8:21 AM

based mod

 

💬 DemiRemi, Jul 19th at 3:54 AM

Is there a way to tune the difficulty or change which mobs spawn early? I'm on day 3 and there's a rotted moose camping my base. Nothing I can do.

💬 Chrizzlybear, Jul 16th at 7:25 PM

Hi, I have translated the mod into german. (updated version)
de.json

💬 Marlim, Jul 16th at 6:38 PM

I loved the new creatures, the models are amazing and you're doing a great job. What do you think of the idea of ​​turning your larger alternate Drifter models into much rarer versions of the smaller, more common Drifters? This way you wouldn't need to replace the vanilla Drifters. Just a suggestion from someone who loved this mod.

Darce

💬 Chilleh88, Jul 16th at 6:19 PM

Hello there,

Me and the boys been really enjoying the new model and enemy varieties. It makes the world feel more unsettled and that kinda fits the history of VS.
Although would you be able to reduce the surface drifter (weakest ones) model size to about 75% of what they currently are? This includes their crawling variant. Stovesforlife, prior user, commented on this and I agree.
They feel just a tad too big to represent their tier 0 stats and threat level 😅

Something else I noticed is the crawlers model size is a bit misalligned with their actual hitbox.

Thanks for serving fresh content to the community!

P.S Just noticed the new update 30ish minutes ago, thanks for the change!

💬 FennecFyre, Jul 16th at 2:43 PM

Nice to see this back up, now I just need to actually work up the courage to install it : P

💬 RedPandemic, Jul 16th at 3:14 AM

Is it possible to establish some mod compatability with Grifthegnome's Outlaw Mod? AI seem to ignore each other.

Also love the mod so far; it adds a lot of enemy variety and a solid reason to wanna fence in our garden. Forever.

💬 Stovesforlife, Jul 15th at 9:02 PM

They may be a little large, but they should be at least the size of the player. Otherwise your fighting a child who needs a shower, or an angry incredible hulk wielding a comically large spoon and a plus-sized baguette. Balance 👍

💬 DarceAuthor, Jul 15th at 8:12 PM

RedPandemic this mod already includes those models and they've been tweaked a bit so there's no need

💬 RedPandemic, Jul 15th at 2:25 PM

Are we good to use this with your Drifter's mod?

💬 DarceAuthor, Jul 15th at 8:30 AM

GVLT For now they are. Which ones would you prefer to be smaller? I was thinking of sizing down the surface ones. And yeah I agree, the corrupted one was the one i spent the least time thinking about, I'll sketch something and see if it's more adequate. Thanks for your input!!

💬 GVLT, Jul 15th at 8:07 AM

Are drifters still goofy big like in Rust Creatures Lite? I suggest making them smaller. Especially corrupted ones. When making game art one should think about not only the rule of cool, but about communications of the rules with the player. Right now corrupted drifters are looking more dangerous than nightmare ones.

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