
Mods / Wilderlands Rustbound
Author: Thalius
Side: Both
Created: Jan 18th at 3:57 AM
Last modified: Mar 7th at 3:21 AM
Downloads: 5610
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!!! NOTICE !!!
2.0.0-dev.1 release is a major update!
What to expect in the new update:
Features-
- Big thank you to Darce for granting permission to work some of the Rust and Rot entities into Wilderlands Rustbound! It was not a full port of all RnR entities, but most made their way into the mix. Some rot entities are currently not included. The Rust and Rot entities are also worked into Rustbound in a manner that still allows Rust and Rot be run alongside W.Rustbound without issues.
- Riftspires are now Bellspires. Yes, bells. Some lore will be worked into the Rustbound story at some point to touch on bells in the Rustbound world. Basically bells grow up into bellspires, and at some point into something... else, which has not yet been worked into the module. Bells that find themsleves stuck in caves unable to root into the earth wander around a pale shaddow of what they could become. More to come on that in the future.
- Bellspires are now harvestable, and yield random chunks of ore and minerals.
- Rustbound drifter canon entities and shepherds now spawn via rifts and in temporal storms.
- A bit more detailed integration into Combat Overhaul, including Rust and Rot entities that have been ported into W.Rustbound.
Fixes-
- The bell alarm AI task bug seems to have been irradicated. I've not seen it during any testing of this update, and I've been looking for it.
- Bellspires are now EntityBells, which has resulted in smoother entity spawning and overall better performance.
The W.Rustbound 2.0.0 update is going to remove all existing nests and spires from an existing world. There was no way to avoid this. Improving performance and getting rid of the bell alarm bug meant doing a few things differently. Don't fret! I have come up with a solution!
I've created a Wilderlands Rustbound Spawn Utility mod that basically patches runtime spawning onto nests and emerging bellspires. This will allow a player or server owner to "re-seed" nests and emerging bellspires into an existing world. For the mod and for more details, here is the link to the modDB page: Wilderlands Rustbound Spawn Utility.
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Rustbound is very much a work in progress, being developed for use on a Wilderlands community server. It is an ambitious overhaul of drifter-canon related entities, and also aims to add a number of challenging new foes and other elements. Uploading it to the modDatabase to make updates easier for the server community, and to share with others looking for a more challenging experience. The mod is intended to create a dangeous and challenging world. Prepare to die often. Rustbound makes the world a much more dangerous place, right from the very start. Base and village defenses are a must, and good gear a great reward.
** NOW FULLY COMPATIBLE WITH COMBAT OVERHAUL!!
Some key elements of the drifter overhaul include:
- New shape and texture assets. Shape assets hold close to vanilla style, but with some notable differences in the arms and some other features.
- Drifter type/strength is a bit harder to determine, as various tiers of drifters share shape assets. This means a player cannot always be sure of an enemy's strength, hp, or behavior just on sight. The player can discern to some extent however, with keen observation and experience.
- "Enraged" attack behaviors once a drifter has been hurt enough.
- New attacks with varying damage types, specific to certain drifter variants.
- All loot has been removed from drifters, so as to remove "farming" drifters for rusty gears and such. Temporal gears have been added to some other entities that cannot be farmed. Entities that now drop temporal gears include bells, and a new entity called Shepherds (details below).
- Temporal gears can be sold to various traders for a decent profit.
One major change to Shiver entity:
- They can crawl on walls now. You're welcome. 😉
In addition to adjustments to drifters themselves, some new Rust-related entities have been added:
- Skulkers. Skulkers are a new "rust-bug" entity that have a significant place in the Rustbound experience. Skulkers are a rust entity that live in a symbiotic relationship with drifters. Skulkers will drop off of drifters to a small degree and help attack a player. Skulkers are not very strong and are fairly easy to kill even bare handed, but they do serve to distract a drifter's prey, and harry them out of hiding and from off of secure positions.
- Baneflies. Baneflies are a flying entity that lives on the shore of lakes and oceans, when appropriate cane like vegitation is available in which to build their nests. Baneflies are not very dangerous alone, but can be a problem in large numbers.
- Blightworms. Blightworms live in more tropical zones, and spawn from their nests. Blightworms are more dangerous than skulkers, so have care around them. Disabled for the moment. They need some work.
- Bugnests. Each rust-bug spawns from a nest. Nests themselves are entities that spawn in the world on world-gen only, and they do not de-spawn. Bug nest varieites include Skulkernests, Blightwormnests, and Baneflynests. Skulker and Blightworm nests will develop into Riftspires, given enough time. More on Riftspires in a bit.
- Caretakers. Caretakers are a new entity that take care of and guard Skulker and Blightworm nests, especialy once they have matured into riftspires.
- Shepherds. Shepherds are a new drifter cannon mini-boss entity. They are thick skinned, and have the ability to summon other drifters to join them in attacking a player. Very dangerous, and meant to be a challenge.
Bellpires.
Bellpires develop from skulker and blightworm nests and "grow" over time, evolving into more dangerous hazards. Bellspires themselves are entities without any attack or movement AI behavior. Instead, they serve as gateways through which drifters, bowtorns, shivers, and other added entities will enter the world. Their seeking and spawning range increases as they grow, so it is in the player's favor to scout and seek them out while they are young so as to dispatch them before they become more dangerous.
Bellspires grow from skulker nests, and nests are established by "bellskulkers"- a larval form of the Bell entity. Once a bellskulker spawns in the world, it will flee the player and wander off into the world to sink itself into the earth, establish a new nest. Over time nests will grow into an emerging bellspire, and with the passage of more time riftspires will grow into more dangerous variants.This process is slow, taking about a full in game month for a riftspire to grow from a nest to full maturity as an "aged bellspire".
Compatibility Issues:
Rustbound does not patch vanilla entities, it overrides their vanilla files. As a result, any mods that aim to patch drifters, shivers, bowtorns, locusts, or bells may have issues or simply not load. Rustbound disables vanilla drifters and adds it's own drifter "canon". Mods that try to patch drifters should not crash the game, but won't do anything since vanilla drifters are disabled.
Rustbound is compatible with Combat Overhaul. At least, so far as I can tell to this point. I'm keeping my eyes out for compat issues, and could use some help making sure everything is working smoothly with CO.
Future goals:
- Fully integrating Combat Overhaul mechanics into all Rustbound entities in a more detailed manner.
- Turn "drifters" back on with modified stats and shape files to match Rustbound theme, and have them spawning in rifts and temporal storms.
- Address some animation issues with a few Rustbound entities, including adding some form of a "death" animation to extinguished riftspires.
- Potentially add an additional entity connected to the banefly canon.
- Add various branches of the riftspire canon, which can grow into varying spires that spawn a narrowly defined set of entities which will vary by riftspire type.
- Look at adding ore nugget drops to Riftspires and some other Rustbound entities.
- Integrate Rust and Rot entities into the Rustbound canon. (Big thank you to Darce for permission to integrate Rust and Rot creatures with Rustbound!!) This is going to be a fun update when this rolls out!
- Integrate full Combat Overhaul compatibility with additional entities from Rust and Rot.
- Add some Rustbound lore elements to the existing lore content.
- Add a bellspire related "boss" entity that is the final stage of bellspire entities.
I am looking for help with a few features:
- Adding the vanilla rift visual to Bellspires, at which piont I'll remove the glowing light element that slowly rotates above the riftspire base.
- Adding area instability to Bellspires. I have some code that was written to help accomplish this, but I need some help implimenting and possibly tweaking it for performance purposes.
- Possible other "boss" level entities may make an appearance once everything currently in the mod is working properly and optimized.
**Other modules in the Wilderlands series: Wilderlands Tweaks, Wilderlands Ethology, Wilderlands Forests, Wilderlands Block Adjustments, Wilderlands Deposit Scarcity, Wilderlands Waymarkers, and Wilderlands Panning Overhaul
**If you have issues or content related questions or suggestions, please post them to the Wilderlands modules thread in Discord, here: Wilderlands Modules
Or if you are interested in keeping up more closely with the Wilderlands, feel free to join our Discord community: The Wilderlands Discord
Hey Thalius, im wondering if it would be possible to edit and add loot tables to drifters and bellspires. And if so where would the files be located?
Mollycoddle W.Rustbound disables vanilla drifters altogether, and replaces them with a "Rustborn" drifter alternative. The only reasons I could think you'd have error messages spaming the server about missing drifters is:
A: W.Rustbound was loaded to an already existing world and the game is removing drifters that had already spawned in the world (This would happen one time as chunks loaded and the game was unable to load drifters to those chunks, and so it would throw error messages about the entity not existing and therefore could not be loaded. This is unlikely though, because drifters don't stick around in the world like sheep or other similar entities. They despawn when a player is not nearby.)
B: You have another mod running that is trying to apply something to drifters but the entity is disabled and the mod can't find any.
I am running W.Rustbound on two community servers, and neither server is getting spammed with any messages about missing drifters.
Is it 'normal' that error logs about drifters being missing are spamming in server log on worldgen?
So when is that loot tables thing for drifters and such going to be released?
Does anyone know if this mod conflicts with the "Useful Traders" mod since there's the temporal gear trading with villigers?
Thalius When you add the utility mod, I think it's perfectly okay that enemies spawned by spawners either have no loot, worse loot chances, or just worse drop tables to make farming them nonviable. Perhaps make an alternately named enemy that's simply the same entity but with 'spawn' at the end instead of 'drifter', to make it clear that they are spawned (and thus there is a spawner nearby that needs to be destroyed).
But the regular spawns and minibosses do need drop tables - those should be rewarding to kill, as they are deadly, VERY common (especially underground), and VERY durable. It also gives classes that have increased corpse harvest rates a pat on the back.
All that being said, aesthetically they are pretty cool and definitely make for a deadlier world. I think it's pretty cool.
@ Kaschperle read the last sentence from the answer for me. xD
call me crazy but perhaps it should be a optional choice to enable loot drops again would make people more enthuistic to use your mod. At least when I played with my friends they very much dislikes it a lot that there is no loot.
Undea Temporal gears can be acquired off of bellspires. Rusty gears can be acquired via trading, looting, and panning. By removing rusty gears from most entities (especially farmable ones), players have to rely more on trade to acquire gears, or seek them out via panning and raiding ruins.
Keep in mind, all of my mods are made with a multiplayer server in mind, and for our community in particular. I've shared them on the database for ease of updating as well as to share with any in the community that want to play around with them, but the design is still very much with a specific experience in mind.
That being said, I will be adding another utility mod soon to patch drops onto drifters and other Rustbound entities for those that want to add loot back to the experience.
i think what MalachiteBlaze means is, that you cant loot natural spawning drifters too.
So its hard to get gears.
MalachiteBlaze It's not a bug, it's a feature. I've removed loot drops from all entities that spawn off of bellspires, since it basically turns bellspires into mob farms for loot drops. Dig a pit with spikes or such around one in rows, then hang out in a safe position and let mobs spawn off of it, fall into pits, and die. Then kill the spire and harvest as you please. It'd be tricky to do, but folks would figure it out, making it an economy killer on a multiplayer server.
I intend to create a mod that patches loot onto entities for those that want it, but this mod will never add loot back onto most mobs that spawn off of any of the nests/bellspires.
I believe that this mod is disabling harvesting from all temporal entities. After disabling it, I've been able to harvest from them again, but I don't believe I have any other mods that impact anything relating to temporal mods.
Edit: already saw other users with this issue. Can't wait to see where you take this mod! Will enable it as soon as looting's fixed
joeyjoejoe I am not familiar with the Minecraft mod you referenced at all. At this time, there are no plans to cause the terrain around a bellspire to become corrupted. The code work needed is beyond my skills, and the one other mod I know of that does something similar has massive performance issues as a result. I have plans for the bellspires to evolve into a final boss entity stage, though what exactly that entity will look like has yet to be determined.
Assuming the mod is inspired by scape and run parasites from minecraft it'd be cool if bellspires would terraform the ground around them into devestated terrain.
So I have discovered a bug/mod incompatability. Not really sure what is the cause quite yet.
Using Javelins, Chakram, and Mambele from the 'Alpha Weaponpack' mod on a nest will actually knockback and move the nest. Now this alone moves the nests quite a bit if its just a straight shot, but hitting them from beneath actually launches the nest much much further.
I am not sure it has something to do with mods, either outdated or imcompatability or just coding. Or if it has something to do with knockback, though it seems to be fine with spears, bows, crossbows, and firearms from other various mods I personally use.
Thank YOU SOOO MUCH for continuing this fine piece of moderation
appreciate it
Seems like the documentation you have is not fully updated:
Awesome mod though otherwise, really like the way it's structured! Running it in my hardcore solo world and it's a nice challenge having to actively patrol and root out bellspires/skulker nests and fear drifters again.
Yes. Completely safe to remove.
safe to remove from existing world ? can't loot the new drifters but the nest idea is really cool
Just wanted to say that I only recently updated from a much earlier version to the now current. Usually wait a bit before I update mods. Anyways the Riftspires were not removed from my world. What was once a Dreadful Riftspire is now just 'wrustbound:item-creature-riftspire-aged' though it still produces all the threats it should.
I unfortunately have quite a few large riftspires near my home in my current single player playtrough. Shepards are the bane of my existence, I hide on my balcony and chuck Javelins.
Actually your mod has been a big part of my playthough. I do rather enjoy the challenge it provides. I have to shack in my home and fight off the Rust creatures instead of trying to prepare for winter.
joeyjoejoe It has something to do with the way the game rotates the hitboxes when the entity lies down. There are one or two drifter shapes that have issues, and I can't seem to adjust the hitboxes to make up for the problem. You have to aim for their feet when throwing a spear, and not exactly sure with a melee weapon.
I'll be taking a closer look at it again when I do some polishing work on shapes and animations. Life is busy for the next week or two, so it'll be a bit before I can get to it.
I think you should take a look at the hit boxes on enemies, I encountered a crawling malevolent rustborn drifter and I physically can't hit it. I enabled creative mode and even in hugging range all my swings are missing.
Is there a way to re-enable loot on the enemies? I love the additional challenge, but me and my friends really miss the dopamine hit of seeing if there's going to be flax/gears on enemies after killing them.
Nahmy Noted, thanks. I primarily play with this mod on our multiplayer server, which messes with spawn rates based on player population. So, it has been hard to guage what their spawning looked like in single player.
I'll note those two issues down to deal with in the next update.
Thalius so far my friend and I that I play Rustbound with agree the most aggregious loot was the full lantern, since it takes just a few stone spear throws to bring the more common Rust troops down. He had concerns about the iron being possibly OP but I feel it's a negligible amount that they give. The sort of pointy-nosed ones seem to be everywhere and easily farmed, however, and perhaps that should be taken into consideration for a future balance pass?
Upon doing more research I think the despawning issue is something deeper within the game itself as ppl are having bowtorn last long after temporal storms as well. The team has apparently been trying to fix this issue since 1.20 and haven't been able to yet so all good!
Chrizzlybear I'm not sure that can be done on my end very easily. It'd be much better if that mod added Rustbound entities to spawn in the Battle Towers when it was loaded with Rustbound.
That being said, I'll put it on the list of compatibility features to take a look at sometime and see if it might be easier than I think it would be.
Hi, is it possible for you to patch your mod for the Battle Towers mod? It uses the normal drifter (spawner) and so they no longer spawn. This might be helpful: Creating Custom Spawner. Thanks in advance.
Originally they'd burst into flames in the sunlight at the end of storms and run away paniced until they died or fled underground. IDK why Tyron removed that.
I'm not sure that is a glitch. I've often seen drifters sticking around after a storm ends. I'm also not sure how I'd make them despawn specifically at the end of a storm.
I think one small glitch right now is after a temporal storm completes the mobs don't despawn unless you sleep when it ends.
crumps Nice. Do you use Discord? If so, find me there and send it via PM. I was going to look into it eventually, but have a lot going on in life. Maintaining and updating mods and all as I can, but it was going to be a while before I tried patching into Biomes. If you have it ready and working, I can slide it into the mod for a small update I was going to post later this evening to tweak a few other things.
I managed to make a JSON to allow all wilderlands rustbound entities to spawn in the biomes mod. Can post or send to either you or the Biomes dev for cross-compatability :)
unsure if its due to running the Biomes mod, but I can't seem to get any enemies to spawn in the world or underground. Only during temporal storms. I have added all creatures to the whitelist on the Biomes config file but can't seem to get them to spawn at all. I know it was previously working before this update. Anyone else with similar issues? Gonna create some worlds and mess around to see whats going on
edit: turned off the mod and spawned a new world and the enemies spawned. turned all other mods off but this one on and no mobs spawned. gonna try to do a full mod reinstall of it and see if that helps
edit 2: yeah seems to be biomes. Guess I didn't have it on previously when it was working and didn't realize. Hope you can get this running with it sometime, this is an amazing mod! <3
All is subject to being adjusted. It is still in dev mode.
What else do you think is too generous?
I dare say the new loot is too generous, but I haven't killed enough of the new additions to make a long term judgement. Maybe I've just been lucky with whole lanterns.
DUCATISLO
That is not an honest assesment. Much of the new monster content drops loot. Also, loot drops added to Bellspires.
Only mobs that don't have loot are those that can be farmed by abusing the bell alarm related spawn mechanics, the reasons for which I've explained in earlier comments.
A patch may be forthcoming at some point to add loot back to drifter related entities for those that want that, but for now Rustbound is primarily developed for use on our Wilderlands community server where we want to avoid any mechanics that allow for "farming" entities in such a manner.
>add new monsters
>make them deadly
>also not make them drop shit
"high risk no reward lol"
what?
I'm noticing an issue on our server with many entities rapid-despawning in the middle of a fight. Not sure what is up, but I'm looking into it
Thalius awesome, will do. thanks for the pointer, and for the awesome mod!
LemonJamTart You could crack the mod open and edit the entities yourself, adding "drops" back to their JSON file. Easily done by looking at the vanilla drifter JSON files.
absolutely love this mod. love the remodels, and rebalances. that said, i would like to ask if there is any way for me to manually enable drops for rust creatures myself, at least until the utility patch mentioned in a previous comment has been implemented. i'll readily admit to being a scrub and i would much prefer to have the loot drops than not; also, looting the fuckers gets rid of their bodies quicker, instead of waiting for them to despawn. keep up the great work!
Chernogorath Thanks, and no problem. As I've stated before in other places, I design my mods to avoid and sometimes outright remove the ability to "farm" entities. Drifters in storms can be farmed using methods that avoid all risk and involvement from the player (except for the harvesting process once they are dead), and riftspires in a similar manner are prone to being abused in order to harvest "free" resources given the way the endlessly spawn entities when a player remains in range. So I removed the loot features from them.
"Your reward is your life" is very much a guiding principle in how I view dealing with hostile mob features.
That being said, some of the entities that will be showing up are on rare runtime settings, meaning they can't be farmed and abused. They'll be tough fights and yield some good loot.
I'm also excited about integrating the Rust and Rot content. They won't exactly be set up as opposing factions like the original mod has them, but some of that behavior will be worked into them.
Ahh I see, it might be on me as I'm new to Vintage story, but in the descrption you only mention Drifters having their loot disabled, so i'm not sure if that's just what all rust creatures are referred to or not, but figured i'd point it out all the same! Thanks for the quick response though. Looking forward to the Rust and Rot intergration in the future
I see. That was a crazy fast response, appreciate it homie. :D
DeviousDoge I don't see why this would not play well alongside Rustbound Magic. There is no code on W.Rustbound's side of things, just added entities. Just leave rifts and instability on. Only issue at the moment is that vanilla drifters are disabled, and W.Rustbound's version of drifters are not yet patched into storm and rift spawning behavior, but that will be fixed in the next update.
Chernogorath I might tweak skulker hitboxes a little, but not much. Their hitbox is small on purpose, and you have to take care to hit it. I have no problems killing them, and no complaints on our busy server community except that they have small hitboxes and take some time getting used to fighting. I probably will enlarge the hitboxes a smidge in the coming update, though.
As for harvesting rust creatures- Drops have been disabled on them. Due to the way they spawn, they are extremely "farmable". Once the mod is out of dev mode, I'll likely create a utility patch to add drops to them for those that want that, but the mod itself will not have drops on any entities that spawn dependably from nests or storms. There will be some rare runtime spawning entities with drops on them though.
Would this potentially play nicely with Rustbound Magic? I'd imagine probably not, since the spawning of Riftblooms in that mod seems tied to vanilla Temporal Rifts (which might be able to be alleviated by just enabling both tbh). Figured I'd ask here just in case. :)
Want to comment the same sentiment Ortlife mentioned, the hitboxes are pretty off, like we have to aim at their feet. And we're not running Combat Overhaul since i've seen you mention it.
And I'm not sure if it's a mod conflict or not, but we can't harvest any of the rust creatures.
Ortlife Are you running Combat Overhaul?
For some reason I can only seem to hit the Skulkers with my bare hands. Arrows, Spears, and Swords seem to always miss.
Edit: Skill Issue, but the hitboxes on them are a bit off.
Nahmy That's... odd. :P I'll look into it.
Nests above starting stage love to go flying away when spiked with thrown spears... I hit one and sent it flying off a hilltop into a valley below and had to scramble down to finish it off. I didn't have the beginning nests at the start of my world move very much, it was only after they started to get more powerful that they started flying away when hit.
I'm not sure if it's specifically related to this mod but given other people mentioning aitaskbellalarm and that spamming my log, I assume its related.
We've recently on my server stumbled upon a bug causing items to no longer be pick uppable, as well as block gravity lagging, and I've narrowed it down to right after I hit a dangerous riftspire. from what the server log says it looks like the aitaskbellalarm is overloading the server and that *might* be the cause for why things can't be picked up? but I am no expert. either way, letting you know I at least am still experiencing the bell spam on dev.14
I hope it will be the last question for now... if placed by hand via creative the riftspire or skulker queen will this trigger the natural spawns of them? Or because there was nothing on worldgen the world will be empty? Im asking cause we are playing on the smaller world that is already fully generated. We were hoping for the bandit mods to work, but this one will also be great addition! Really like the idea of the physical form of rifts.
Yes. Placing one by hand via creative mode works fine.
Hmm I see, but placed one by hand will work?
propanekoThe spawn independant of temporal stability. so yes. They will show up with temporal stability turned off. And the riftspires spawn on worldgen, not runtime. Once they are cleared, they will not return unless a skulker queen is able to generate a new nest in an area.
Will they appear when I have temporal stability off? Also they spawn on runtime not on worldgen?
I think we may have squashed it. Over an hour since the Dev.13 modification, and the bug has not returned.
It came back. Still on the bug hunt. Updated Dev12 release with some edits. Will report back.
The 1.0.0-dev.11 release may have fixed the bell ai task lag loop. The issue came back quickly after the 1.0.0-dev.10 release, so I quickly posted another update that removed the second aggressiveondamage bell alarm behavior altogether. There is now only one bell alarm ai task on riftspires. The server lag issue has not returned.
This means that caretakers are now in the regular spawn pool for riftspires. They don't just show up when a riftspire is being attacked. They can spawn anytime you are near one.
Ambriosine Finally had the issue show up on our server. I still don't have a sure fix, but I uploaded a version that may help? Not sure. I'll have to wait and see.
Interesting point in our experience with it- It cleared itself up. Took a bit, but it eventually turned off. We did reset the server twice due to this bug, but never removed the mod. By the time I got the current release packaged to upload, the bell alarm spam error had gone away.
I'm afraid the issue is on the vanilla side, tied to using the bell alarm behavior much more frequently than perhaps it is designed for. I'm working on an update that depends less on wild bell alarm behavior, and more on reducing bell alarm firing while focusing more strategically on what entites are spawned to create varying degrees of difficulty depending on the type of spire you encounter.
propaneko Rustbound can be used without temporal stability or rifts enabled.
Does the mobs will spawn without temporal stability being enabled? We are looking for mod that can do that but we dont want to enable temporal stability.
well i for one think it's an excellent itteration on the combat side of the gameloop and im glad you shared it.
icesharkk Noted.
Blitghtworms are lacking in some animations and need some love (but I'm considering removing them since they just feel like a skulker with a different shape.
Rustbound is still in dev phase. It's been out for a while and I've gotten some feedback, along with some other thoughts about how to tweak some things. I'll be giving some attention to it soon to polish some elements and improve performance (along with some new features).
a buddy and i are working through compatability for one of the drifter loot mods (because our server needs more carrots than sticks orelse they wont leave their houses to fight). This mod is very impressive already.
Early observations.
Is there any way to tweak the settings of this mod and i'm just not seeing it? Really like it but at the same time I just wanted to tone some stuff down for the more peaceful players in my server.
this is awesome. I've been keeping my eye on rust adn rot waiting for an update to that mod for 1.20 but this looks like an even better solution to the engaging combat problem.
Ambriosine Hmm.. That's weird. Mostly because it is so inconsistent. It seems to happen on some servers but not every, and when it happens, it becomes consistent on that server until the mod is removed, server is restarted, and mod is put back on. I've not gotten a report of it reocurring after the mod is removed and put back on. No need for a new world. Simply removing the mod and closing/restarting the game or server without the mod and then putting the mod back on has cleared up the other issues I've heard about (which have been few, so far, but concerning non the less). I've only run into the issue once in testing, and I could not get it to repeat once I had cleared it up.
Of course this means all Riftspires are removed from the world and you need to "re-seed" them if you want them back. This can be done by spawning queens randomly and letting them run off to set up nests. Caretakers will also begin to re-seed nests by spawning queens whenever they show up.
Thanks for the info though. I'll keep trying to figure out what is up and what causes this. Try removing the mod and putting it back on. The world is not broken- Removing and replacing the mod clears up the issue with no impact on the server world you are playing aside from the removal of all riftspire entities.
I'm running 1.20.4 The latest version. This started happening before it updated, but we had very few aged riftspires at that time. I can't find any logs from before to confirm wether it happened on 20.3 or not sadly.
Now that the riftspires are abundant, the issue is becoming a lot more apparent, skulker or blight nests don't cause it. We've specifically tested several stages of riftspire, and deadly and/or dangerous riftspires are the only outlier, in that they don't always bug out. But the others do at every approach so far.
I apologise for being vague!
Ambriosine What version are you running, just to be sure? And is this only with the aged riftspires?
I've restarted the server a few times, and cleared out some of the riftspires that keep causing it. But my players have been extensively testing this with quite a few riftspires.
It happens when you get within agression distance, the riftspires will begin spawning enemies, while the ones that cause the bug only spawn 2 or 3 at most. Those that don't bug out, spawn enemies as normal.
What seems to be common is that the spire will spawn 1/2 rustdrifters, and one different enemy type. Though it seems random, we've had caretakers and bowtorns.
One riftspire spawned this in my logs;
14.2.2025 19:45:23 [Warning] AiTaskBellAlarm defined spawnmob game:wrustbound-rustborn-tier1, but no such entity type found, will ignore.
14.2.2025 19:45:23 [Warning] AiTaskBellAlarm defined spawnmob game:wrustbound-rustborn-tier2, but no such entity type found, will ignore.
14.2.2025 19:45:23 [Warning] AiTaskBellAlarm defined spawnmob game:wrustbound-rustborn-tier3, but no such entity type found, will ignore.
14.2.2025 19:45:23 [Warning] AiTaskBellAlarm defined spawnmob game:wrustbound-rustborn-tier4, but no such entity type found, will ignore.
14.2.2025 19:45:23 [Warning] AiTaskBellAlarm defined spawnmob game:wrustbound-rustborn-tier5, but no such entity type found, will ignore.
14.2.2025 19:45:23 [Warning] AiTaskBellAlarm defined spawnmob game:wrustbound-rustborn-tier6, but no such entity type found, will ignore.
14.2.2025 19:46:07 [Warning] AiTaskBellAlarm defined spawnmob game:wrustbound-rustborn-tier1, but no such entity type found, will ignore.
14.2.2025 19:46:07 [Warning] AiTaskBellAlarm defined spawnmob game:wrustbound-rustborn-tier2, but no such entity type found, will ignore.
14.2.2025 19:46:07 [Warning] AiTaskBellAlarm defined spawnmob game:wrustbound-rustborn-tier3, but no such entity type found, will ignore.
14.2.2025 19:46:07 [Warning] AiTaskBellAlarm defined spawnmob game:wrustbound-rustborn-tier4, but no such entity type found, will ignore.
14.2.2025 19:46:07 [Warning] AiTaskBellAlarm defined spawnmob game:wrustbound-rustborn-tier5, but no such entity type found, will ignore.
14.2.2025 19:46:07 [Warning] AiTaskBellAlarm defined spawnmob game:wrustbound-rustborn-tier6, but no such entity type found, will ignore.
But we haven't encountered others types of issues with AiTaskBellAlarm than I posted before. I can't seem to figure out how to solve it or fix it.
Ambriosine That is an odd bug that shows up from time to time, that I've not been able to nail down the cause of. Usually killing/removing the rifspire and restarting the game/server will fix the issue. It is a random issue that does not seem tied to anything in the mod other than the bellcall behavior being activated. Others have reported the issue, but once it has been cleared up I've not heard reports of it returning.
I'm still trying to track down the exact cause though. If you can give me any specific details that could help me track down the exact trigger of the bug, it'd be helpful. I feel like this is something in the game engine that gets triggered randomly rather than any flawy in the mod itself.
Hey!
I love your mod, first of all. It's amazing! But i'm encountering an issue with the adult riftspires. They're trying to summon in enemies and the AI task to do so is overloading my game/server. :c
The repeated behaviour that crashes/overloads is this ;
at Vintagestory.GameContent.AiTaskBellAlarm.trySpawnCreatures(Int32 maxquantity, Int32 range) in VSSurvivalMod\Entity\AITask\AiTaskBellAlarm.cs:line 194
at Vintagestory.GameContent.AiTaskBellAlarm.ContinueExecute(Single dt) in VSSurvivalMod\Entity\AITask\AiTaskBellAlarm.cs:line 164
at Vintagestory.GameContent.AiTaskManager.OnGameTick(Single dt) in VSEssentials\Entity\AI\Task\AiTaskManager.cs:line 214
at Vintagestory.GameContent.EntityBehaviorTaskAI.OnGameTick(Single deltaTime) in VSEssentials\Entity\AI\Task\BehaviorTaskAI.cs:line 125
at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\Entity.cs:line 1051
at Vintagestory.API.Common.EntityAgent.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 588
at Vintagestory.Server.ServerSystemEntitySimulation.TickEntities(Single dt) in VintagestoryLib\Server\Systems\World\EntitySimulation.cs:line 334
at Vintagestory.Server.ServerSystemEntitySimulation.OnServerTick(Single dt) in VintagestoryLib\Server\Systems\World\EntitySimulation.cs:line 174
at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 896
14.2.2025 18:21:29 [Error] Exception: Index was outside the bounds of the array.
Naturally i run alot of other mods, so i'm digging around if its an incompatibility issue, but I hope you could help me!
Sivarous Sweet! Thanks for posting that info.
Figure I would come back and share after my previous post, and to help anyone who needs it in the future. After digging and testing I found the [/db prune] command. In short it deletes and recreates any chunk with less than the specified player caused changes. Doing so actually will regenerate new nests and such.
For example [/db prune 16 drop confirm] will delete chunks with less than 16 player caused changes. (Drop/Keep is reffering to land claims). Set too high and portions you wish to keep may be deleted.
Of course make a back up before hand just in case. I also recommend for people to look into the command themselves to fine tune it better.
SeniLiX Unfortunately not at this time. Issue is, the grace period turns off the runtime spawning of hostile entities such as drifters until the grace timer expires. The riftspires and nests are set to spawn on worldgen, which the grace timer does not touch. And the nests and spires have to spawn on worldgen. If they spawned on runtime, in time they'd flood the world since they do not despawn, to the point of overloading the game and locking it up. No despawn with a runtime spawn condition is crippling.
If I eventually have someone come alongside the projects that can work with code and would like to help impliment some additional features like the one you are asking for, then it can probably be done.
Just gave this a try today.
I like the added variety of mobs and the feeling of having to be on your toes when exploring.
One request though.
Would it be possible to have the mod be compatible with the vanilla "Grace period" you can set when creating the world?
Abysscuit Keep in mind:
Riftspires have a chance to drop temporal gears, and the higher the riftspire tier, the higher the chance. Bells also now have a chance to drop temporal gears. Along with all that, traders now buy temporal gears at a good price.
So, while drops have been removed off of drifters, temporal gears are valuable and the profits off them can be used to purchase what is now missing off of the base drifter entities.
Sivarous They will regenerate over time as caretakers spawn in your area. Caretakers drop skulker queens, which run off and start new nests.
If you want to do this manually but randomly, you can go into creative mode and fly around dropping queens randomly. They'll scatter and set up nests in less than one game day.
Abysscuit Unless and until I can get some help adding a config opition to enable or disable drops, I have no intention of adding drops to any of the main entities that spawn off of rifts. The reason for this is, the nature of the riftspires and even Shepherd entities allows for endless farming of Rust entities for resources, which is something I design my mods to avoid or outright remove from the game. Drops may get added at some point once I can give a config option, but no promises as to when that might be.
Is it possible to allow drops on drifters? My friends and I are thinking about adding this to our server but we would prefer the drops stay on.
Is there a way to regen/respawn nests and riftspires?
I have had the dev 5 build installed on my world and haven't seen the need to update until the compatability for Combat Overhaul was added. While nests do seem to spawn in yet to be generated chunks, There is quite a bit of region around my home that I have explored and there are no longer nests.
Retagin
I've felt the same, in testing. Going to reduce them to spawn solo in the next update, which I'm close to closing in on releasing soon.Combat Overhaul will be included as well, but is a much larger process than I thought it would be. Having to restructure some things.
I have noticed that the nests have a rather strong tendncy to spawn in pairs or in one unfortunant case a trio. Killing them early on is doable, but once they mature into young rift spires it rapidly becomes annoyingly tedious. The large quantity of health along with the increased spawnrate from multiple nests makes it not really feasible to go after them in singleplayer unless you have endgame equiptment. You can cheese them with a skyfort for a bit, but thats not pleasant either and takes a long time.
Could it be made such that multiple nests cant mature/interfere with eachother's growth? Seeing several nests/riftspires only a few blocks from eachother just seems really odd.
Biomes is proving hard to patch for some reason. I'll keep trying, but might have to get the mod author to help me figure it out or just add compat on Biome's end.
I'll keep you posted.
I see. Glad to know I wasn't crazy, looking forward to that next release :D
Nah, not a mod conflict.
Turns out I need to add the nests and spires and any other spawning entity to Biome's whitelist. That is how Biomes still spawns drifters as per vanilla mechanics. It has a whitelist that excludes entities on it from being regulated by Biomes.
I'll have a patch for Biomes compat in the next release.
I'm using the current version, 1.0.0-dev.6. Game version 1.20.1
I should caveat this by saying I could possibly have just been unlucky, or not paying attention enough. I also have a plethora of other mods, so it's entirely possible it's some random other conflict. I feel like it's probably not your mod that's having an issue, and it's possibly even not a conflict, but just me being a fool and not noticing. How rare are rift spires supposed to be? My last save was ~9hrs of play time and a decent amount of exploration (maybe 1h30m - 2hrs total of exploring) and I never once saw one, but if they're rare, that feels feasible.
DeviousDoge That's odd. Can't think of why that would be the case. Biomes, to my knowledge, does not regulate the spawning of hostile mobs. And I've done a lot of the testing with Terra Prety loaded. As of the Dev6 release, I'm getting early reports that Riftspires are spawning a lot more for some reason, even though I tweaked their spawn rates lower. Odd you are not seeing many.
Much of the entity spawning on the surface in Rustbound is tied to spires and nests. Unless you have rifts on still, in which case drifters will spawn via rifts as well as per the norm.
If you are not seeing baneflies and skulkers and such, it is because nests for those entities are not spawning. Hard to say why that might be with Biomes, but I'll look into it.
What version of Rustbound are you using?
Just out of curiosity, does this mod break with the Biomes mod or worldgen mods such as Terra Prety? I've noticed things almost never spawn outside of temporal storms and deep in dark caves, and even then, it's rare. Never saw any baneflies or anything like that.
Thalius
I will check, thx ) Also I should try to add some CO compatibility like they did in Rust and Rot by default, but have a little free time now..
Sagisou Try the Dev6 release and let me know if you still see the error.
Spent most of today trying to chase this down. If this does not fix the error, then there is a weird, rare mod incompatibility I'll need to chase down.
Ang3l404 It is an option I'll consider, if it is well received. Glad to hear you like it! I was not sure how folks would feel about it, as it could use some refinement.
I added it only because I don't have the coding skills to add the rift visual and I wanted something there. If the rift visual is ever added, I'll tinker with the rift crystal spire and see if it can be refined and fit into the whole thing well.
I'd like to say that the current rift spire crystal thingie- is a nice additive that I feel, makes the rust/rot entities feel more ethereal in nature, possibly keeping it in, in future updates as like, floaty bits above the ytbi (yet to be implemented) rift portal?
Can you perhaps find me in the VS Discord channel for this mod series, and send me your error log files for this?
Running on server with this list of mods:
22.1.2025 23:07:51 [Notification] Mods, sorted by dependency: aculinaryartillery, axleinblocks, backpackpack, bettercrates, bettertraders, bettertranslations, chiseltools, chocolate, combatoverhaul, landformoverhaul, crazyskincustomization, decor, drtagxeary, extrachests, caninae, capreolinae, casuariidae, dinornithidae, elephantidae, felinae, machairodontinae, manidae, pantherinae, rhinocerotidae, sirenia, spheniscidae, vombatidae, hangingoillamps, HumanSkinTones, manualdough, manualquenching, manualscraping, millwright, moreundergarments, offlinefoodnospoil, primitivesurvival, rlmoonsun, Sergsmetaltongs, simplewallpaper, sortablestorage, spyglass, traderssellcrowbars, translocatorengineeringredux, game, vsimgui, wforests, goblinears, alchemy, apelanterns, armory, awearablelight, betterruins, biggercellars, butchering, carryon, cavetweaks, charcoalpitdoor, chickenfeed, clothshelf, commonlib, configlib, danatweaks, eggpiemod, electricity, emotemenupatched, extrainfo, firewoodtosticks, foodshelves, fromgoldencombs, gourmand, hangingbaskets, hardcorewater, herbarium, hudclockpatch, hydrateordiedrate, JustTrapdoors, liquidcontainers, loginprotection, maltiezcrossbows, maltiezfirearms, metalrecycling, moreanimals, oneroof, pigfeed, pixelwaypoints, postsandbeams, claywheel, rivers, sheepfeed, smithingplus, somethinginthewater, chunkstaboverride, statushudcont, stickydirt, stonebakeoven, th3dungeon, traitacquirer, unconscious, vanillamoremolds, vanity, creative, survival, waypointtogethercontiued, wildfarmingrevival, xorberax-bloodmod, butcheringcompatpatch, electricityaddon, em, playercorpse, shearlib, stonequarry, wildcraftfruit, wildcrafttree, wrustbound, tailorsdelight, wool, dressmakers, upholstery
Sagisou Do you have any more info? What mods are you running? Is this on a multiplayer server?
I am not seeing the error on my end when running Rustbound on it's own.
Sagisou That's... weird. I'll take a look as soon as I can.
When hitting aged rift seems like we got an infinite error and all entities stop acting..
23.1.2025 00:02:17 [Error] Exception: Index was outside the bounds of the array.
at Vintagestory.GameContent.AiTaskBellAlarm.trySpawnCreatures(Int32 maxquantity, Int32 range) in VSSurvivalMod\Entity\AITask\AiTaskBellAlarm.cs:line 194
at Vintagestory.GameContent.AiTaskBellAlarm.ContinueExecute(Single dt) in VSSurvivalMod\Entity\AITask\AiTaskBellAlarm.cs:line 169
at Vintagestory.GameContent.AiTaskManager.OnGameTick(Single dt) in VSEssentials\Entity\AI\Task\AiTaskManager.cs:line 214
at Vintagestory.GameContent.EntityBehaviorTaskAI.OnGameTick(Single deltaTime) in VSEssentials\Entity\AI\Task\BehaviorTaskAI.cs:line 125
at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\Entity.cs:line 1051
at Vintagestory.API.Common.EntityAgent.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 594
at Vintagestory.Server.ServerSystemEntitySimulation.TickEntities(Single dt) in VintagestoryLib\Server\Systems\World\EntitySimulation.cs:line 334
at Vintagestory.Server.ServerSystemEntitySimulation.OnServerTick(Single dt) in VintagestoryLib\Server\Systems\World\EntitySimulation.cs:line 143
at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 897
Is it possible to re-add loot back to Drifters? The loot removal, especially for the Nightmare Drifters, is the only complaint I have.
Siguerette I can look at trying to accomplish that, but the nests and riftspires only spawn on world-gen, meaning they won't show up in chunks that generate during the grace period. I'd have to see how to register them as a "monster" that falls into the grace period setting. Not something I've messed with before, but I'll look into it.
Hey do you know if there's any way to make it obey the days before monster spawns gamerule?
It should not affect anything, if the mod is simply disabling the vanilla surface drifter spawning mechanics.
Nests and riftspires will still spawn, and drifters and other Rustbound entities spawn off of nests and riftspires via the vanilla "bellcall" AI behavior, so everything Rustbound adds should still function as normal with surface drifter spawn mechanics, rifts, and instability disabled.
How would this work with a mod that keeps monsters from spawn on the surface?
Have you been hounded by a swarm of baneflies yet? 😏
I have PTSD from your Skulkers. 😮