Mods / Rust & Rot

Tags: #Creatures
Author: Darce
Side: Both
Created: Jul 15th 2024 at 7:18 AM
Last modified: Oct 8th 2024 at 3:11 AM
Downloads: 13976
Follow Unfollow 248

Latest release (for outdated Vintage Story v1.20.0-pre):
Rust & Rot v1.20.0-pre 1.0.6.zip  1-click install


1-CLICK INSTALL'S LATEST VERSION IS FOR 1.20.0-PRE

Compatible with Config Lib (if you wish to edit some spawn values like lightlevel and chance of spawning)

Combined the retired Rust Creatures and 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 Crawlers: Foul decay clings to its bones, giving off a putrid stench that lingers in the air.

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.

Bone Mass: Slow but powerful, its bone-crushing limbs destroy everything in its path, while a faint, sickly glow hints at its cursed, unnatural life

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

Drifted Ones: The hollowed, profound, tainted, corrupt, and nightmarish ones. Half-metal half-organic creatures who drifted to our world from rifts in space-time.

Caged Ones: Now metallic walking prisons for forgotten seraphs who fell victim to their power.

Mimic: An ancient creature known for its deceptive abilities, disguising itself as a tempting target for unsuspecting explorers.

Boiler: A terrifying blend of brute force and precise engineering.

Resources:

Rotten Leather: Dropped by rot creatures. Use it to enhance your gambeson body armor, or to craft the new rotten tunic and hood (with movespeed bonus!)

Miasma Warts: Use it to craft a bag with 9 slots. Disgusting!

Roamer Bag: Steal a roamer's bag and all its goodies! Right click it to get loot.

Heavy Tar: A new source of fuel! Press Drifter Organs to get Black Sludge, which can be mixed in a barrel with more drifter organs to make heavy tar. Can also be used as a weak adhesive for clutter ( 64 = ≈8% repair)

Roamer Bag: Steal a roamer's bag and all its goodies! Right click it to get loot.

Tools:

Throwable skulls: Dropped by the Bone Mass. Functions like a throwable spear.

Spine club: Use the throwable skull with some bones and leather to make a mighty melee weapon.

Iron shackles: Dropped by the Boiler. A close combat melee weapon with high damage.

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

Roadmap:

  • Aquatic creatures
  • New metals and their appropriate tools and armor
  • More Bosses
  • Potentially a storm-like event

Note:

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
  • ConfigLib

Known Issues

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

Special Thanks to

  • Phoenicius (fixing some syntax errors)
  • Micomi & Sheepon (making it compatible with Biomes)
  • Maltiez (help making it compatible with Combat Overhaul)
  • Chrizzlybear (German translation)
  • Aimli (Chinese translation)

Also try:

 

 

 

Version For Game version Downloads Release date Changelog Download 1-click mod install*
v1.0.6 4281 Oct 8th 2024 at 3:11 AM Show Rust & Rot v1.20.0-pre 1.0.6.zip 1-click install
v1.0.4 217 Oct 7th 2024 at 4:05 PM Show Rust & Rot v1.20.0-pre 1.0.4.zip 1-click install
v1.0.5 2299 Oct 7th 2024 at 4:07 PM Show Rust & Rot v1.19.8 1.0.5.zip 1-click install
v1.0.3 396 Oct 6th 2024 at 3:36 AM Show Rust & Rot 1.0.3.zip 1-click install
v1.0.2 134 Oct 5th 2024 at 2:39 PM Show Rust & Rot 1.0.1.zip 1-click install
v1.0.1 168 Oct 4th 2024 at 3:18 PM Show Rust & Rot 1.0.1.zip 1-click install
v1.0.0 199 Oct 4th 2024 at 5:12 AM Show Rust & Rot 1.0.0.zip 1-click install
v0.0.11 176 Oct 2nd 2024 at 10:49 PM Show Rust & Rot 0.0.11.zip 1-click install
v0.0.10 149 Oct 2nd 2024 at 1:11 PM Show Rust & Rot 0.0.10.zip 1-click install
v0.0.9 193 Oct 1st 2024 at 12:30 AM Show Rust & Rot 0.0.9.zip 1-click install
v0.0.8 124 Sep 30th 2024 at 5:49 PM Show Rust & Rot 0.0.8.zip 1-click install
v0.0.7 2425 Aug 23rd 2024 at 8:04 PM Show Rust & Rot 0.0.7.zip 1-click install
v0.0.6 1907 Jul 18th 2024 at 2:03 AM Show Rust & Rot 0.0.6.zip 1-click install
v0.0.5 206 Jul 16th 2024 at 11:06 PM Show Rust and Rot 0.0.5.zip 1-click install
v0.0.4 559 Jul 16th 2024 at 5:37 PM Show Rust & Rot 0.0.4.zip 1-click install
v0.0.3 280 Jul 15th 2024 at 9:17 AM Show Rust & Rot 0.0.3.zip 1-click install
v0.0.2 137 Jul 15th 2024 at 8:33 AM Show Rust & Rot 0.0.2.zip 1-click install
v0.0.1 117 Jul 15th 2024 at 7:23 AM Show Rust & Rot.zip 1-click install

101 Comments (oldest first | newest first)

💬 GannaZ, Apr 29th at 4:28 PM

I couldn't find anywhere in the files that edit the Bowtorn or Shiver, unless I misunderstood something (which is totally possible). I've also noticed the bug though. I'm thinking that the mod will need to add specific loot tables for these two since it changes spawning conditions. Also, I'm not using the Fantasy Creatures mod, so it's most likely just this one. 

Kagahami

💬 Tankwv, Apr 23rd at 7:58 AM

how do you turn off hollow ones spawns

 

💬 Kagahami, Apr 11th at 5:29 PM

I'm not 100% sure if it's this mod or Fantasy Creatures, but Shivers and Bowtorn seem to have almost no loot table in my world. Is this intentional? I only ever get Fibers extremely rarely from them.

💬 GannaZ, Apr 9th at 3:07 PM

TakeoTheWolf  Really wish I had check back here in the last 4 days ... I also made a patch! Here it is just in case :D https://github.com/MxGanz/Rot-and-Rust    Here's hoping that the wonderful Darce can continue this project

💬 TakeoTheWolf, Apr 4th at 9:53 PM

Suedwind

someone has already solved this issue.

here's a link to download a patched version that addresses that issue

just becuase I don't know if you would be willing to change the single line of code required to fix it.

💬 Suedwind, Mar 31st at 5:02 PM

the Miasma Fly crash my game then i kill them

Running on 64 bit Windows 10.0.19045.0 with 32716 MB RAM
Game Version: v1.20.7 (Stable)
31.03.2025 18:52:52: Critical error occurred
Loaded Mods: ancientarmory@1.0.6, scrapblocks@1.2.6, combatoverhaul@0.2.7, bovinae@0.1.4, caninae@1.0.29, capreolinae@1.2.4, casuariidae@1.0.21, cervinae@0.1.3, elephantidae@1.0.7, felinae@0.2.7, machairodontinae@1.0.22, manidae@1.0.12, meiolaniidae@0.1.3, pantherinae@1.1.22, rhinocerotidae@1.0.15, sirenia@1.0.16, spheniscidae@1.0.7, viverridae@1.0.2, vombatidae@0.3.1, koboldplayermodelport@1.2.14, ceratopsidae@1.0.11, tyrannosauridae@1.2.8, primitivesurvival@3.7.6, rustandrot@1.0.6, tprunes@1.1.1, game@1.20.7, ancienttools@1.5.24, apeflowerpots@1.2.1, armory@0.2.3, BetterProspecting@1.7.0, betterruins@0.4.8, easyprospect@1.1.0, electricalprogressivecore@0.9.0, fromgoldencombs@1.8.11, hieronymusreptiles@1.0.1, maketea@0.3.1, maltiezcrossbows@1.0.0, maltiezfirearms@0.10.7, moreanimals@1.4.1, petai@3.3.0, rivers@4.1.0, rustboundmagic@2.4.1, substrate@1.0.0, th3dungeon@0.4.1, vanity@2.4.1, creative@1.20.7, survival@1.20.7, xlib@0.8.16, electricalprogressivebasics@0.9.0, feverstonewilds@1.5.0-rc.2, foxtaming@1.6.1, harepet@1.1.0, oregolems@0.1.7-pre.1, wolftaming@3.0.5, xskills@0.8.16, electricalprogressiveqol@0.9.0, electricalprogressiveequipment@0.9.0
Involved Harmony IDs: SomeUnknownMod
System.InvalidOperationException: Invalid animation 'die'. Has QuantityFrames set to 30 but a key frame at frame 30. QuantityFrames always must be higher than frame number
at Vintagestory.API.Common.Animation.GenerateAllFrames(ShapeElement[] rootElements, Dictionary`2 jointsById, Boolean recursive) in VintagestoryApi\Common\Model\Animation\Animation.cs:line 97
at Vintagestory.API.Common.ClientAnimator.AnimNowActive(RunningAnimation anim, AnimationMetaData animData) in VintagestoryApi\Common\Model\Animation\ClientAnimator.cs:line 259
at Vintagestory.API.Common.ClientAnimator.OnFrame(Dictionary`2 activeAnimationsByAnimCode, Single dt) in VintagestoryApi\Common\Model\Animation\ClientAnimator.cs:line 271
at Vintagestory.API.Common.AnimationManager.OnClientFrame_Patch1(AnimationManager this, Single dt)
at Vintagestory.Client.NoObf.SystemRenderEntities.OnBeforeRender(Single dt) in VintagestoryLib\Client\Systems\Render\RenderEntities.cs:line 82
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 188
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

Event Log entries for Vintagestory.exe, the latest 1
==================================
{ TimeGenerated = 28.03.2025 19:16:05, Site = , Source = Application Error, Message = Name der fehlerhaften Anwendung: Vintagestory.exe, Version: 1.20.7.0, Zeitstempel: 0x66470000
Name des fehlerhaften Moduls: openal32.dll, Version: 1.23.0.0, Zeitstempel: 0x63dd31ad
Ausnahmecode: 0x40000015
Fehleroffset: 0x00000000000df046
ID des fehlerhaften Prozesses: 0x4648
Startzeit der fehlerhaften Anwendung: 0x01dba00638c465a8
Pfad der fehlerhaften Anwendung: D:\Vintagestory\Vintagestory.exe
Pfad des fehlerhaften Moduls: D:\Vintagestory\Lib\openal32.dll
Berichtskennung: a0ad9105-40ef-4032-8f04-8830929e3cc7
Vollständiger Name des fehlerhaften Pakets:
Anwendungs-ID, die relativ zum fehlerhaften Paket ist: }

💬 CobbleCobbler, Mar 17th at 9:34 PM

unsure why but the download gives me "Rust_" and its just filetype "file". I renamed with .zip and it opened up correct

💬 RighteousValor, Mar 7th at 12:35 AM

any way to turn down spawn rates of the rot creatures Darce? theres a crazy amount on the surface

💬 RobbinDWhiskers, Mar 4th at 11:35 PM

the parasitic flies on death causes the game to hard crash might have to many frames?

💬 Kaschperle, Mar 4th at 3:12 AM

anyone wanting to play this mod just delete miasma monster assets out of the winrar archive you can stilly find it under spawnable entities but if you try to spawn it it says doesnt exist. playable on1.20.4 with 100 ish mods

💬 Sundyz, Mar 2nd at 8:00 PM

Rot walkers NEED to be in the vanilla game

💬 icesharkk, Feb 17th at 11:30 PM

I fixed it. the death animation for the flies has 1 too many key frames for the "quantityframes" listed.

change the following in the \assets\rustandrot\shapes\entity\air\parasitic-flies.json
line 404: ""quantityframes": 30," to ""quantityframes": 31,"

 
this will allow the keyframes for the death animation to fully play out to frame 30.
💬 ShunTheWitch, Feb 15th at 8:30 AM

Would you be willing to take a commission to help me and my mod team (we're from a different game altogether) realize a vision in vintage story?

💬 Asket, Feb 8th at 12:39 PM

I want to play with this mod, plese fix the crash <3

💬 lilpuddntater, Feb 6th at 8:35 PM

Can confirm Miasma spawned flies do crash the game in 1.20

Currently testing with that mob disabled and going to see if that's stable.  Having the same issue with the spawn configs resetting on load


Kum_Inferno you should be able to config the spawns from within the servers modconfig folders "rustandrot.yaml" file, but you might experience the same config reset on load

💬 Camper1, Jan 31st at 4:19 AM

DOES NOT work on 1.20.1, Miasma Mob causes a hard crash if you kill it

💬 Gallant, Jan 28th at 1:35 PM

Parasitic Flies spawned by the Miasma crash the game on entity death, and while normally not an issue considering I can just turn the Miasmas spawn off until its fixed in the mod configs, either the file itself or through configlib in game, it doesn't sem to stick on relaunch and will reset back to default spawn values every time the world opens again. Minor issue really, I can simply re edit the spawn chance when me or my friends spot one of them, but its still annoying. Is anyone else having this same issue with the configs? I know the flies causing crashes has already been reported.

💬 Wrigglypete, Jan 24th at 3:47 AM

When I kill the Parasitic flies that the miasma spawns it crashes my game.
the crash reporter says this:

System.InvalidOperationException: Invalid animation 'die'. Has QuantityFrames set to 30 but a key frame at frame 30. QuantityFrames always must be higher than frame number
at Vintagestory.API.Common.Animation.GenerateAllFrames(ShapeElement[] rootElements, Dictionary`2 jointsById, Boolean recursive) in VintagestoryApi\Common\Model\Animation\Animation.cs:line 97
at Vintagestory.API.Common.ClientAnimator.AnimNowActive(RunningAnimation anim, AnimationMetaData animData) in VintagestoryApi\Common\Model\Animation\ClientAnimator.cs:line 259
at Vintagestory.Client.NoObf.SystemRenderEntities.OnBeforeRender(Single dt) in VintagestoryLib\Client\Systems\Render\RenderEntities.cs:line 82
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 188
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 92
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

I hope theres a fix for this because theres this one parasitic fly outside my house and it just WONT leave me alone!

💬 FrazierFr, Jan 22nd at 5:52 PM

Work in 1.20.1

💬 Kum_Inferno, Jan 21st at 9:54 AM

Hey! Just got this mod on my dedicated server and I really like the monster variety, though I think the spawns are a little on the high side. When I open up config lib's mod settings to edit stuff like the spawn rate and light level req, everything appears to be greyed out and I can't manipulate any values. It tells me only clientside settings are available for edit. Is there any way I can get around this?? I love this mod but I'd really like to change these spawn chances for my friends.

💬 Silvyy, Jan 20th at 6:53 PM

In terms of the combat overhaul stats bosses definitely need their damage tier upped, with full iron plate armor neither the boiler nor bone mass was able to deal any damage to me. Additionally as far as combat overhaul is concerned non of the gear has been made compatible with the combat overhaul system. I really love this mod and would really like to see it made fully compatible with CO let me know if you want any help testing damage values and what not I got like 200 hours playing VS with CO though I'm not a modder so I don't think I could be of help with the gear stuff/ 

💬 Paeddy, Jan 18th at 9:40 PM

Hey Darce I seem to get this error message in my server console after editing the spawn chances, it states that I can edit the chance points in increments of 0.05 but my console puts this out everytime, I am not sure if the changes are in effect if it does not like my config statement

"18.1.2025 21:34:27 [Server Error] [Config lib] (rustandrot) Error on parsing config: System.FormatException: The input string '0.05' was not in a correct format."

As I changed the number to another decimal it did not like that either.

It does not report an error when I use whole numbers.

As I do not have combat overhaul installed it also spams the console with these statements:

18.1.2025 21:41:48 [Server Notification] Entity behavior CombatOverhaul:EntityDamageModel for entity rustandrot:rotbeast-pig not found, will not load it.
18.1.2025 21:41:49 [Server Notification] Entity behavior CombatOverhaul:EntityColliders for entity rustandrot:rotcrawler not found, will not load it.
18.1.2025 21:41:49 [Server Notification] Entity behavior CombatOverhaul:EntityDamageModel for entity rustandrot:rotcrawler not found, will not load it.
18.1.2025 21:41:49 [Server Notification] Entity behavior CombatOverhaul:EntityColliders for entity rustandrot:rotpillar not found, will not load it.
18.1.2025 21:41:49 [Server Notification] Entity behavior CombatOverhaul:EntityDamageModel for entity rustandrot:rotpillar not found, will not load it.
18.1.2025 21:41:49 [Server Notification] Entity behavior CombatOverhaul:EntityColliders for entity rustandrot:rotcrawler not found, will not load it.
18.1.2025 21:41:49 [Server Notification] Entity behavior CombatOverhaul:EntityDamageModel for entity rustandrot:rotcrawler not found, will not load it.
18.1.2025 21:41:49 [Server Notification] Entity behavior CombatOverhaul:EntityColliders for entity rustandrot:rotbeast-pig not found, will not load it.
18.1.2025 21:41:49 [Server Notification] Entity behavior CombatOverhaul:EntityDamageModel for entity rustandrot:rotbeast-pig not found, will not load it.
18.1.2025 21:41:49 [Server Notification] Entity behavior CombatOverhaul:EntityColliders for entity rustandrot:rotbeast-pig not found, will not load it.
18.1.2025 21:41:49 [Server Notification] Entity behavior CombatOverhaul:EntityDamageModel for entity rustandrot:rotbeast-pig not found, will not load it.
18.1.2025 21:41:49 [Server Notification] Entity behavior CombatOverhaul:EntityColliders for entity rustandrot:rotwalker-blackguard not found, will not load it.
18.1.2025 21:41:49 [Server Notification] Entity behavior CombatOverhaul:EntityDamageModel for entity rustandrot:rotwalker-blackguard not found, will not load it.
18.1.2025 21:41:49 [Server Notification] Entity behavior CombatOverhaul:EntityColliders for entity rustandrot:rotwalker-blackguard not found, will not load it.
18.1.2025 21:41:49 [Server Notification] Entity behavior CombatOverhaul:EntityDamageModel for entity rustandrot:rotwalker-blackguard not found, will not load it.
18.1.2025 21:41:49 [Server Notification] Entity behavior CombatOverhaul:EntityColliders for entity rustandrot:rotpillar not found, will not load it.
18.1.2025 21:41:49 [Server Notification] Entity behavior CombatOverhaul:EntityDamageModel for entity rustandrot:rotpillar not found, will not load it.
18.1.2025 21:41:49 [Server Notification] Entity behavior CombatOverhaul:EntityColliders for entity rustandrot:rotbeast-sheep not found, will not load it.
18.1.2025 21:41:49 [Server Notification] Entity behavior CombatOverhaul:EntityDamageModel for entity rustandrot:rotbeast-sheep not found, will not load it.
18.1.2025 21:41:49 [Server Notification] Entity behavior CombatOverhaul:EntityColliders for entity rustandrot:rotbeast-wolf not found, will not load it.
18.1.2025 21:41:49 [Server Notification] Entity behavior CombatOverhaul:EntityDamageModel for entity rustandrot:rotbeast-wolf not found, will not load it.
18.1.2025 21:41:49 [Server Notification] Entity behavior CombatOverhaul:EntityColliders for entity rustandrot:rotbeast-wolf not found, will not load it.
18.1.2025 21:41:49 [Server Notification] Entity behavior CombatOverhaul:EntityDamageModel for entity rustandrot:rotbeast-wolf not found, will not load it.
18.1.2025 21:41:49 [Server Notification] Entity behavior CombatOverhaul:EntityColliders for entity rustandrot:rotbeast-sheep not found, will not load it.
18.1.2025 21:41:49 [Server Notification] Entity behavior CombatOverhaul:EntityDamageModel for entity rustandrot:rotbeast-sheep not found, will not load it.
18.1.2025 21:41:49 [Server Notification] Entity behavior CombatOverhaul:EntityColliders for entity rustandrot:rotbeast-sheep not found, will not load it.
18.1.2025 21:41:49 [Server Notification] Entity behavior CombatOverhaul:EntityDamageModel for entity rustandrot:rotbeast-sheep not found, will not load it.
18.1.2025 21:41:49 [Server Notification] Entity behavior CombatOverhaul:EntityColliders for entity rustandrot:rotbeast-wolf not found, will not load it.
18.1.2025 21:41:49 [Server Notification] Entity behavior CombatOverhaul:EntityDamageModel for entity rustandrot:rotbeast-wolf not found, will not load it.
18.1.2025 21:41:49 [Server Notification] Entity behavior CombatOverhaul:EntityColliders for entity rustandrot:miasma not found, will not load it.
18.1.2025 21:41:49 [Server Notification] Entity behavior CombatOverhaul:EntityDamageModel for entity rustandrot:miasma not found, will not load it.
18.1.2025 21:41:49 [Server Notification] Entity behavior CombatOverhaul:EntityColliders for entity rustandrot:rotcrawler not found, will not load it.
18.1.2025 21:41:49 [Server Notification] Entity behavior CombatOverhaul:EntityDamageModel for entity rustandrot:rotcrawler not found, will not load it.

💬 Paradoxal, Jan 6th at 6:14 PM

Caged One's hitbox is very broken feeling, it feels like it has no definitive hitbox and took dozens of swings to hit it a few times. Droprate of items also feels really bad for how tough some of these guys are, just not rewarding feeling to kill them.

 

Like the tar for instance, real cool, except Peat is everywhere for most players, also don't seem to get a lot of gears from them.

💬 FrickenChris, Jan 5th at 5:38 PM

Love this mod, any word on if it will be updated, waiting for the stable release or letting it simmer a bit?

💬 zackadiax24, Dec 28th 2024 at 1:39 AM

I know theres a mod that already dose somthing similar, but you should make Dave spawn during heavy temporal storms. He shouldnt go out of his way to chase or attack you unprovoked, but killing him (an excessivly difficult task) should give a high reward.

💬 Wandour, Dec 19th 2024 at 4:14 PM

there is a bug that crashes the game caused by miasma, when you try to kill the parasitic flies the game crashes, it's related to the animation of the mob

System.InvalidOperationException: Invalid animation 'die'. Has QuantityFrames set to 30 but a key frame at frame 30. QuantityFrames always must be higher than frame number
at Vintagestory.API.Common.Animation.GenerateAllFrames(ShapeElement[] rootElements, Dictionary`2 jointsById, Boolean recursive) in VintagestoryApi\Common\Model\Animation\Animation.cs:line 97
at Vintagestory.API.Common.ClientAnimator.AnimNowActive(RunningAnimation anim, AnimationMetaData animData) in VintagestoryApi\Common\Model\Animation\ClientAnimator.cs:line 259
at Vintagestory.API.Common.ClientAnimator.OnFrame(Dictionary`2 activeAnimationsByAnimCode, Single dt) in VintagestoryApi\Common\Model\Animation\ClientAnimator.cs:line 271
at Vintagestory.API.Common.AnimationManager.OnClientFrame(Single dt) in VintagestoryApi\Common\Model\Animation\AnimationManager.cs:line 418
at Vintagestory.Client.NoObf.SystemRenderEntities.OnBeforeRender(Single dt) in VintagestoryLib\Client\Systems\Render\RenderEntities.cs:line 49
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 188
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 824
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 92
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

💬 latexfruit, Dec 15th 2024 at 12:08 AM

@Darce Hey! Love ur mod. Can we get and update for 1.19.8 so creatures won't spawn on the surface daylight? Or can I fix this somehow with Configure Everything mod for example?

💬 Snipes400, Nov 19th 2024 at 12:12 AM

Is there a way to disable the "Profound One" from spawning?  I would love to use this mod but its conflict with Amlib is really frustrating.  I'm using 1.0.5

💬 ZachFett, Nov 18th 2024 at 1:18 PM

I'd love to use this if there was a way to configure all of them to only spawn at night when regular Drifters do/rift activity is high (and in caves regardless of time).

💬 FireVentus, Nov 12th 2024 at 3:35 AM

Can you not repair the rotten hood and tunic?

💬 AlebenTod, Nov 10th 2024 at 9:18 PM

Hi! The problem is that only the head of a deep-sea drifter is visible . Games Version 1.19.8 mod Version 1.0.5

https://imgur.com/a/m3WjjzG

updating is a problemturned out to be in fashion Animation Manager

https://mods.vintagestory.at/amlib

Alas, we will have to abandon your wonderful mod for this version. I need crossbows and muskets more in the assembly. :)

💬 FireVentus, Nov 6th 2024 at 6:06 PM

the corrupt one's model seems borked somehow too; they are way too big and their hitbox is still the same size

💬 Svarrmir, Oct 27th 2024 at 10:20 PM

Is it even possible to configure this mod on a multiplayer server?

The "Mod Settings" button for Config lib doesn't seem to work in multiplayer for me and I can't find a corresponding JSON file in the ModConfig folder.

💬 glitchero626, Oct 27th 2024 at 1:36 AM

Hi, how can I reduce the appearance of creatures?

💬 propaneko, Oct 23rd 2024 at 10:32 AM

As some people mentioned, we have problem with creature respawning. Even when we disabled them in config, they spawning.

💬 LumpyAcidFish, Oct 23rd 2024 at 5:11 AM

alright so I noticed you set all the rot creatures to spawn in the day and the rust ones spawn at night

but why have any spawn in the day is there like a lore reason in your mod?

💬 LumpyAcidFish, Oct 23rd 2024 at 5:04 AM

why do they spawn during the day

💬 Ahmnypotent, Oct 23rd 2024 at 12:55 AM

will rust and rot creatures and outlaws interact and attack each other?

💬 dyutwizzy, Oct 21st 2024 at 9:19 AM

Darce 

I keep getting this error in my dedicated server and its causing the rust and rot entities to not spawn or spawn kindve glitched out

 

21.10.2024 04:15:44 [Notification] Entity behavior CombatOverhaul:EntityColliders for entity rustandrot:rotcrawler not found, will not load it.
21.10.2024 04:15:44 [Notification] Entity behavior CombatOverhaul:EntityDamageModel for entity rustandrot:rotcrawler not found, will not load it.
21.10.2024 04:15:44 [Notification] Entity behavior CombatOverhaul:EntityColliders for entity rustandrot:rotpillar not found, will not load it.
21.10.2024 04:15:44 [Notification] Entity behavior CombatOverhaul:EntityDamageModel for entity rustandrot:rotpillar not found, will not load it.
21.10.2024 04:15:44 [Notification] Entity behavior CombatOverhaul:EntityColliders for entity rustandrot:rotbeast-wolf not found, will not load it.
21.10.2024 04:15:44 [Notification] Entity behavior CombatOverhaul:EntityDamageModel for entity rustandrot:rotbeast-wolf not found, will not load it.
21.10.2024 04:15:44 [Notification] Entity behavior CombatOverhaul:EntityColliders for entity rustandrot:rotbeast-wolf not found, will not load it.
21.10.2024 04:15:44 [Notification] Entity behavior CombatOverhaul:EntityDamageModel for entity rustandrot:rotbeast-wolf not found, will not load it.
21.10.2024 04:15:44 [Notification] Entity behavior CombatOverhaul:EntityColliders for entity rustandrot:rotpillar not found, will not load it.
21.10.2024 04:15:44 [Notification] Entity behavior CombatOverhaul:EntityDamageModel for entity rustandrot:rotpillar not found, will not load it.
21.10.2024 04:15:44 [Notification] Entity behavior CombatOverhaul:EntityColliders for entity rustandrot:rotbeast-pig not found, will not load it.
21.10.2024 04:15:44 [Notification] Entity behavior CombatOverhaul:EntityDamageModel for entity rustandrot:rotbeast-pig not found, will not load it.
21.10.2024 04:15:44 [Notification] Entity behavior CombatOverhaul:EntityColliders for entity rustandrot:rotbeast-pig not found, will not load it.
21.10.2024 04:15:44 [Notification] Entity behavior CombatOverhaul:EntityDamageModel for entity rustandrot:rotbeast-pig not found, will not load it.
21.10.2024 04:15:44 [Notification] Entity behavior CombatOverhaul:EntityColliders for entity rustandrot:miasma not found, will not load it.
21.10.2024 04:15:44 [Notification] Entity behavior CombatOverhaul:EntityDamageModel for entity rustandrot:miasma not found, will not load it.
21.10.2024 04:15:44 [Notification] Entity behavior CombatOverhaul:EntityColliders for entity rustandrot:rotbeast-sheep not found, will not load it.
21.10.2024 04:15:44 [Notification] Entity behavior CombatOverhaul:EntityDamageModel for entity rustandrot:rotbeast-sheep not found, will not load it.
21.10.2024 04:15:44 [Notification] Entity behavior CombatOverhaul:EntityColliders for entity rustandrot:rotbeast-wolf not found, will not load it.
21.10.2024 04:15:44 [Notification] Entity behavior CombatOverhaul:EntityDamageModel for entity rustandrot:rotbeast-wolf not found, will not load it.
21.10.2024 04:15:44 [Notification] Entity behavior CombatOverhaul:EntityColliders for entity rustandrot:rotcrawler not found, will not load it.
21.10.2024 04:15:44 [Notification] Entity behavior CombatOverhaul:EntityDamageModel for entity rustandrot:rotcrawler not found, will not load it.
21.10.2024 04:15:44 [Notification] Entity behavior CombatOverhaul:EntityColliders for entity rustandrot:rotbeast-sheep not found, will not load it.
21.10.2024 04:15:44 [Notification] Entity behavior CombatOverhaul:EntityDamageModel for entity rustandrot:rotbeast-sheep not found, will not load it.
21.10.2024 04:15:44 [Notification] Entity behavior CombatOverhaul:EntityColliders for entity rustandrot:rotbeast-sheep not found, will not load it.
21.10.2024 04:15:44 [Notification] Entity behavior CombatOverhaul:EntityDamageModel for entity rustandrot:rotbeast-sheep not found, will not load it.
21.10.2024 04:15:44 [Notification] Entity behavior CombatOverhaul:EntityColliders for entity rustandrot:rotcrawler not found, will not load it.
21.10.2024 04:15:44 [Notification] Entity behavior CombatOverhaul:EntityDamageModel for entity rustandrot:rotcrawler not found, will not load it.
21.10.2024 04:15:44 [Notification] Entity behavior CombatOverhaul:EntityColliders for entity rustandrot:rotbeast-pig not found, will not load it.
21.10.2024 04:15:44 [Notification] Entity behavior CombatOverhaul:EntityDamageModel for entity rustandrot:rotbeast-pig not found, will not load it.
21.10.2024 04:15:47 [Notification] Entity behavior CombatOverhaul:EntityColliders for entity rustandrot:rotbeast-pig not found, will not load it.
21.10.2024 04:15:47 [Notification] Entity behavior CombatOverhaul:EntityDamageModel for entity rustandrot:rotbeast-pig not found, will not load it.

💬 warpStory, Oct 14th 2024 at 9:15 PM

Great mod. I've been playing with it and just starting to make Heavy Tar. I think the amount of work and materials required warrants a bit more tar. I haven't used the tar yet but 3 heavy tar seems like very little to me and I could easily get the same or more amount of charcoal in way less time. I'd suggest bumping the heavy tar received to something like 10 heavy tar. 

💬 Phoenicius, Oct 9th 2024 at 12:51 PM

Will v1.0.6 also work for 1.19.8? 

💬 BananaBob, Oct 7th 2024 at 10:39 PM

a backpack made from rotten leather that makes food spoil faster would be cool

💬 Snowfall94, Oct 5th 2024 at 9:56 PM

Darce

I'll just wait until you can fix it honestly it doesn't kill it for me. It's funny, sometimes annoying but it's not bad bad. And so far It's just the "Profound One's", both the standing and crawling variant. I haven't seen the issue happen to any other types of drifters. The only issue I have with the others is that hitbox issue under known issues. 

💬 Darce , Oct 5th 2024 at 2:24 PM

_MagnusTheGreat_ Snowfall94 Civus it's problem with Animation Manager lib, i'll see if i can fix it as soon as i can :) I believe it's purely visual, though, so if you want to fix it you can downgrade to the previous version of AM in the meantime

💬 _MagnusTheGreat_, Oct 5th 2024 at 5:32 AM

I'm not entirely sure what could be causing it, but the Boiler boss does not seem to be harvestable (to loot it). The bone mass boss was harvestable and lootable. The fight seems to be working perfectly fine with proper animations etc, but it is just not lootable.
I am also having the same issue as Snowfall and Civus. Also only started when updating to most recent version but for me it was on a new world.

💬 Darce , Oct 4th 2024 at 10:39 PM

Snowfall94 does it happen with any other drifters (specially corrupt ones)? and Does it happen with all variants of deep drifters or just, for example, crawling ones? I have an idea of what it might be but can't test it rn 

💬 Snowfall94, Oct 4th 2024 at 10:21 PM

Yea I'm actually having the same issue as Civus. The Profound ones are literally a floating block that bobs forwards and backwards lol

I'm using a lot of mods, but it didn't start until I updated to the newest version. So maybe updating mid game wasn't my best idea

💬 Darce , Oct 4th 2024 at 8:45 PM

Civus hmmm are u using any other mods?

💬 Civus, Oct 4th 2024 at 7:33 PM

The Deep drifter varient only shows half the body, is anyone else experiencing this?

💬 Darce , Oct 4th 2024 at 3:03 PM

Aimli I just added all creatures and items to the creative inventory tab. I don't think I can do much about the translation part because it uses the value that's going to be used by the entity's json file. So it can't be translated. I'll see if i can do something about that

💬 Aimli, Oct 4th 2024 at 6:54 AM

我认为重焦油最好以升为单位

是否可以在创造模式物品栏中显示你的 Mod 中的所有实体

Config Lib 上显示的文本似乎部分不可翻译。

 

💬 Darce , Oct 3rd 2024 at 11:10 PM

Snowfall94 fixed for next update tysm!

💬 Snowfall94, Oct 3rd 2024 at 8:21 PM

The recipe for Heavy tar is 10L of Black Sludge + Drifter Gland = 0mL of Heavy Tar. For me at least

 

💬 NukoSan, Oct 3rd 2024 at 6:19 PM

Had a weird thing where I could not press the Drifter gland - 9.6L max didn't want to add anymore, will see if happens more often

 

💬 Laguna, Oct 3rd 2024 at 10:16 AM
Hello friends, is there a way to adjust the spawn rate?
💬 FrazierFr, Oct 3rd 2024 at 8:44 AM

Not compatible with better drifter?

 

💬 Laguna, Oct 3rd 2024 at 8:29 AM

Thank you Darce :D

💬 Darce , Oct 2nd 2024 at 10:49 PM

Laguna fixed :>

💬 Laguna, Oct 2nd 2024 at 8:00 PM
I have started a new map on a dedicated server, and I get this error, what could it be?

2.10.2024 19:57:42 [Server Error] Grid Recipe with output Item code rustandrot:rottengambeson contains an ingredient that cann
ot be resolved: Item code rustandrot:rottengambeson
💬 Darce , Oct 2nd 2024 at 1:14 PM

Aimli Fixed the double headed drifter's not dropping jonas parts. Hollow ones are just renamed surface drifters. And Roamer bag are like scrap weapon kits where you right click to get stuff.

💬 Aimli, Oct 2nd 2024 at 4:14 AM

drifter-double-headed doesn't drop Jonas parts anymore

💬 Aimli, Oct 2nd 2024 at 4:04 AM

Roamer bag seems to have no slots
Hollow One in lang I didn't find in game, is it a creature?

💬 BananaBob, Oct 1st 2024 at 11:36 PM

if that was intentional then by all means keep it that way

i must of missed the changenotes for that

i just thought they started doing that randomly

💬 Darce , Oct 1st 2024 at 2:59 AM

BananaBob Hmm, i did make them faster but should be almost as fast as the player sprinting, not more. I can reduce it maybe

💬 BananaBob, Oct 1st 2024 at 1:48 AM

i seem to be having a problem where the pig and sheep rot crawlers are moving at mach 3 would anything cause them to move faster than they should be?

💬 Darce , Oct 1st 2024 at 12:43 AM

IANcel NukoSan They finally have a use! :) You can press them and mix them in a barrel to make a sustainable fuel source

💬 NukoSan, Sep 21st 2024 at 5:11 PM

What's the "Black Sludge" used for?

💬 The_Teller, Aug 28th 2024 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 2024 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 2024 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 2024 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 2024 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 2024 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 2024 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 2024 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 2024 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 2024 at 8:22 PM

Seconding for compatibility with VSVillagers

💬 I3eauLeBoi, Jul 31st 2024 at 10:29 AM

Since Rust&Rot ignore VSvillagers

Could i ask for compatibility between the mods?

💬 Whyban, Jul 30th 2024 at 4:03 PM

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

 

💬 Sammy_SMD, Jul 28th 2024 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 2024 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 2024 at 6:37 AM

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

💬 Darce , Jul 22nd 2024 at 10:23 PM

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

💬 Fakegucci, Jul 21st 2024 at 2:13 AM

Drifters ignore me when this mod is loaded ):

💬 Darce , Jul 19th 2024 at 1:28 PM

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

💬 Darce , Jul 19th 2024 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

💬 Darce , Jul 19th 2024 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 2024 at 8:21 AM

based mod

 

💬 DemiRemi, Jul 19th 2024 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 2024 at 7:25 PM

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

💬 Marlim, Jul 16th 2024 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 2024 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 2024 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 2024 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 2024 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 👍

💬 Darce , Jul 15th 2024 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 2024 at 2:25 PM

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

💬 Darce , Jul 15th 2024 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 2024 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.

 (edit comment delete)