Mods / Rust & Rot

Category: #Creatures
Author: Darce
Side: Both
Created: Jul 15th at 7:18 AM
Last modified: Oct 8th at 3:11 AM
Downloads: 6348
Follow Unfollow 134

Latest file for 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*
v1.0.6 281 Oct 8th at 3:11 AM Show Rust & Rot v1.20.0-pre 1.0.6.zip Install now
v1.0.4 63 Oct 7th at 4:05 PM Show Rust & Rot v1.20.0-pre 1.0.4.zip Install now
v1.0.5 328 Oct 7th at 4:07 PM Show Rust & Rot v1.19.8 1.0.5.zip Install now
v1.0.3 161 Oct 6th at 3:36 AM Show Rust & Rot 1.0.3.zip Install now
v1.0.2 68 Oct 5th at 2:39 PM Show Rust & Rot 1.0.1.zip Install now
v1.0.1 97 Oct 4th at 3:18 PM Show Rust & Rot 1.0.1.zip Install now
v1.0.0 110 Oct 4th at 5:12 AM Show Rust & Rot 1.0.0.zip Install now
v0.0.11 113 Oct 2nd at 10:49 PM Show Rust & Rot 0.0.11.zip Install now
v0.0.10 88 Oct 2nd at 1:11 PM Show Rust & Rot 0.0.10.zip Install now
v0.0.9 129 Oct 1st at 12:30 AM Show Rust & Rot 0.0.9.zip Install now
v0.0.8 59 Sep 30th at 5:49 PM Show Rust & Rot 0.0.8.zip Install now
v0.0.7 2097 Aug 23rd at 8:04 PM Show Rust & Rot 0.0.7.zip Install now
v0.0.6 1771 Jul 18th at 2:03 AM Show Rust & Rot 0.0.6.zip Install now
v0.0.5 155 Jul 16th at 11:06 PM Show Rust and Rot 0.0.5.zip Install now
v0.0.4 498 Jul 16th at 5:37 PM Show Rust & Rot 0.0.4.zip Install now
v0.0.3 213 Jul 15th at 9:17 AM Show Rust & Rot 0.0.3.zip Install now
v0.0.2 61 Jul 15th at 8:33 AM Show Rust & Rot 0.0.2.zip Install now
v0.0.1 47 Jul 15th at 7:23 AM Show Rust & Rot.zip Install now

62 Comments (oldest first | newest first)

💬 warpStory, 3 days ago

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 at 12:51 PM

Will v1.0.6 also work for 1.19.8? 

💬 BananaBob, Oct 7th at 10:39 PM

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

💬 Snowfall94, Oct 5th 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. 

💬 DarceAuthor, Oct 5th 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 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.

💬 DarceAuthor, Oct 4th 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 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

💬 DarceAuthor, Oct 4th at 8:45 PM

Civus hmmm are u using any other mods?

💬 Civus, Oct 4th at 7:33 PM

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

💬 DarceAuthor, Oct 4th 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 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。

https://pic2.imge.cc/2024/10/04/66ff90332154b.png

 

💬 DarceAuthor, Oct 3rd at 11:10 PM

Snowfall94 fixed for next update tysm!

💬 Snowfall94, Oct 3rd 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 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 at 10:16 AM
Hello friends, is there a way to adjust the spawn rate?
💬 FrazierFr, Oct 3rd at 8:44 AM

Not compatible with better drifter?

 

💬 Laguna, Oct 3rd at 8:29 AM

Thank you Darce :D

💬 DarceAuthor, Oct 2nd at 10:49 PM

Laguna fixed :>

💬 Laguna, Oct 2nd 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
💬 DarceAuthor, Oct 2nd 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 at 4:14 AM

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

💬 Aimli, Oct 2nd 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 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

💬 DarceAuthor, Oct 1st 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 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?

💬 DarceAuthor, Oct 1st 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 at 5:11 PM

What's the "Black Sludge" used for?

💬 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.

(edit comment delete)