Mods / Wilderlands Rustbound
- Tags:
- Author:
- Thalius
- Side:
- Both
- Created:
- Jan 18th 2025 at 3:57 AM
- Last modified:
- May 27th at 2:46 PM
- Downloads:
- 32028
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Latest release (for Vintage Story 1.22.0-pre.1 - 1.22.2, potentially outdated):
Wilderlands Rustbound 3.0.9.zip 1-click install
Wilderlands Rustbound
The Wilderlands modules seek to expand the space between intention and achievement. In Vintage Story, there is no final win screen — only the paths we carve through resistance. These modules give weight to stone, danger to the deep, and tension to survival. The monument may stand visible, but the struggle to raise it is where the story lives. Make it a good one.
Rustbound makes the world itself an adversary. Regions fall to corruption, the moon governs danger, and survival demands observation, preparation, and deliberate action.
Wilderlands Rustbound is an ambitious overhaul project for Vintage Story that adjusts, augments, and expands core systems to create a Rust-invaded world that is dangerous in diverse and dynamic ways.
Dependencies:
Core Features:
Riftspires & Surface Devastation
Riftspires generate across the surface world, forming massive regions of temporal corruption.
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Each spire creates a large AOE field
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Regions fill with temporal fog and heightened instability
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Mob spawning is controlled within the region
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Surrounding terrain converts into devastation over time
- Riftspires can be broken in order to temporarily remove thier affects. Tool tier requirements scale with age, so easiest if broken young. They will return to the area eventually though.
Spire epicenters are spread roughly 3000 blocks apart, with corrupted regions reaching up to 600 blocks in diameter.
These are not minor hazards. They are regional threats. Certain mobs spawn only inside riftspire regions. If you want their loot, you need to go hunting here.
Underground Rift Regions
Independent from surface spires, unstable cave regions generate across the world.
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No physical spire
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Fog-filled and instability-heavy
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Controlled, themed mob spawning
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Fixed size (they do not grow)
These underground regions are more common and closer together than surface spires, creating dangerous cave networks that must be approached with caution.
Lunar Spawn Control
Some entities spawn only during specific phases of the lunar cycle.
I won’t tell you which ones.
Players will need to:
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Watch the moon
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Learn the calendar
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Take notes
The Wilderlands rewards observation.
New and Overhauled Threats
Rustbound introduces a wide range of hostile entities and behaviors.
Bugnests
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Worldgen entity-structures that do not despawn
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Spawn skulkers and blightworms
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Persistent regional threats, and quite common.
Rust Insects
Skulkers & Blightworms
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Blightworms seed new nests
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Skulkers are aggressive to players and animals
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Symbiotic relationship with rustborn drifters
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Prefer you… but will happily harass livestock
You will need pest control.
Spiders
There are webs.
So there are spiders.
Logical.
Baneflies
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Flying rust insects
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Spawn from banefly nests
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Slightly janky (flying AI is… flying AI)
Rustborn Drifters (9 Variants)
Rustbound replaces vanilla drifters with nine new rustborn variants.
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Large encounter pool
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Diverse stat profiles
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Behavior variation
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Expanded drifter “canon”
These form the backbone of Rustbound’s hostile ecosystem.
Caretakers
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Hybrid horned entities
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Mix of skulker and rustborn drifter
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Guard and tend older nests
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Highly dangerous
Shepherds (Mini-Boss Tier)
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Spawn only during specific lunar phases
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Significant threat level
- Entity contains riftspire-like AOE fields, creating temporal fog, instability, and mob spawning in immediate area.
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You’ll need to watch the moon to prepare
Plainsreaper
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Fast, rust-themed plains predator
- Wide seekentity range
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Nearly impossible to outrun in open terrain
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Struggles in forests
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Fragile but lethal
Keep your eyes on the horizon.
Bonus
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Vanilla shivers can now climb walls. You’re welcome.
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Includes select mobs from Darce’s Rust and Rot (used with permission — huge thanks to Darce!)
Additional Content Changes
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Drops reworked across entities
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Many mobs now drop:
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Temporal gears
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Metal scraps
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Rust-Related Entities
Boilers, roamers, and itinerants now drop Jonas parts.
Bowtorns
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Drop flax string
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Drop bone arrows
Riftwards
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Now clear devastation
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Only active wards clear devastation
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Multiple active riftwards clean areas faster
Traders
Some traders now purchase temporal gears for a hefty price.
Combat Overhaul Compatibility
Rustbound has basic compatibility with Combat Overhaul.
A full, in depth compatibility release is planned after stable 1.22 releases.
Compatibility Notes
Rustbound disables vanilla drifters and replaces them with its own drifter canon.
Mods that attempt to patch vanilla drifters:
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Should not crash
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May throw patch errors in logs
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Will not affect Rustbound drifters
- Authors will need to create patches for Rustborn variants if they want to adjust W.Rustbound drifters
Future Goals
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Full Combat Overhaul integration (post VS 1.22 stable release)
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Deeper integration of Rust and Rot entities into Rustbound canon (thanks again to Darce!)
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Expanded Rustbound lore integration with existing world lore
Community & Support
If you have issues, suggestions, or feedback:
Please post in the Wilderlands Rustbound thread in Vintage Story's official Discord.
Interested in following development more closely?
Join The Wilderlands Community Discord server.
Other Wilderlands Modules
- Wilderlands Adjustments
- Wilderlands Behaviors (Rustbound dependancy)
- Wilderlands Block Adjustments
- Wilderlands Caves
- Wilderlands Custom Sea Level
- Wilderlands Echoes
- Wilderlands Environmental Stability
- Wilderlands Forests
- Wilderlands Ground Layers
- Wilderlands Lunarbound (Rustbound dependancy)
- Wilderlands Spawnbound
- Wilderlands Stonebound (WIP)
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Wilderlands Tweaks (Set of adjustments for Wilderlands servers)
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
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| 3.0.9 | wrustbound | 734 | May 27th at 2:46 PM | Wilderlands Rustbound 3.0.9.zip | 1-click install | ||
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| 3.0.8 | wrustbound | 640 | May 19th at 3:05 AM | Wilderlands Rustbound 3.0.8.zip | 1-click install | ||
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- Added/adjusted damage tiers on some entities that were either missing damage tiers, or had damage tiers that were too low. | |||||||
| 3.0.7 | wrustbound | 281 | May 18th at 3:08 AM | Wilderlands Rustbound 3.0.7.zip | 1-click install | ||
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| 3.0.5 | wrustbound | 399 | May 13th at 2:59 AM | Wilderlands Rustbound 3.0.5.zip | 1-click install | ||
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- Attempting to turn vanilla drifters back on (with modified shape files and other behavior changes) while reigning in spawn conditions so they don't run crazy. This should allow other mods that spawn vanilla drifters in ruins via mob spawners to function as they should, but generating drifters equal to rustborn variants. | |||||||
| 3.0.4 | wrustbound | 180 | May 11th at 3:23 AM | Wilderlands Rustbound 3.0.4.zip | 1-click install | ||
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- Removed instability field from Bellspires. That behavior was not intended for them once Riftspires were developed. Forgot that was left on them. | |||||||
| 3.0.3 | wrustbound | 11 | May 11th at 3:06 AM | Wilderlands Rustbound 3.0.3.zip | 1-click install | ||
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- Added Bellspires back as entities available via the creative menu only, for server admins to have fun with and for special use cases. | |||||||
| 3.0.2 | wrustbound | 14 | May 11th at 2:37 AM | Wilderlands Rustbound 3.0.2.zip | 1-click install | ||
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| 3.0.1 | wrustbound | 125 | May 10th at 2:33 AM | Wilderlands Rustbound 3.0.1.zip | 1-click install | ||
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- Fixed freez/crash related to Roamers still using bellalarmAI task (something I thought I'd removed, but apparently not). It has still been around on them causing issues for a while, so I recently learned. If you've been seeing freezing/crashing on a server with Rustbound, it was likely caused by this issue. Thanks to Dwaggo for reporting it. I was completely unaware. | |||||||
| 3.0.0 | wrustbound | 1128 | Apr 20th at 5:23 PM | Wilderlands Rustbound 3.0.0.zip | 1-click install | ||
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1.22 Balance update - Lowered cave spire Y generation heigth down maxY= 0.1, to help reduce cavespire AOE fog feature bleeding into the surface. It still happens, but should be less common. | |||||||
| 2.0.13 | wrustbound | 233 | Mar 14th at 4:13 AM | Wilderlands Rustbound 2.0.13.zip | 1-click install | ||
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- Added Russion translation, care of Wafflz | |||||||
| 2.0.12 | wrustbound | 86 | Mar 7th at 7:05 PM | Wilderlands Rustbound 2.0.12.zip | 1-click install | ||
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- Updated to VS 1.22-rc1 | |||||||
| 2.0.11 | wrustbound | 1714 | Mar 4th at 3:30 AM | Wilderlands Rustbound 2.0.11.zip | 1-click install | ||
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- Additional edits to Cavespires. Still seeing too much influence above the surface from shallow spawning cavespires. | |||||||
| 2.0.10 | wrustbound | 104 | Mar 3rd at 5:07 AM | Wilderlands Rustbound 2.0.10.zip | 1-click install | ||
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- Moved cave AOE zones below Y=0.25 in order to help minimize chances their AOE will reach above the surface on default or higher worlds. | |||||||
| 2.0.9 | wrustbound | 330 | Feb 26th at 3:25 AM | Wilderlands Rustbound 2.0.9.zip | 1-click install | ||
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| 2.0.8 | wrustbound | 497 | Feb 18th at 3:51 AM | Wilderlands Rustbound 2.0.8.zip | 1-click install | ||
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- Instability fields on cave and rift spires was too high, and has been fixed. | |||||||
| 2.0.7 | wrustbound | 85 | Feb 17th at 8:03 PM | Wilderlands Rustbound 2.0.7.zip | 1-click install | ||
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- Additional adjustments to a few sound features on rustbound entities. | |||||||
| 2.0.6 | wrustbound | 81 | Feb 17th at 4:48 AM | Wilderlands Rustbound 2.0.6.zip | 1-click install | ||
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- Fixed several sound issues. | |||||||
| 2.0.5 | wrustbound | 95 | Feb 16th at 3:29 PM | Wilderlands Rustbound 2.0.5.zip | 1-click install | ||
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| 2.0.4 | wrustbound | 381 | Feb 9th at 12:56 AM | Wilderlands Rustbound 2.0.4.zip | 1-click install | ||
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- Cavespires have been removed. Realized there is a significant issue with Cavespire placement that results in them being buried in solid stone most of the time, and nearly impossible to find except by blind luck. I'll have to find another solution for a cave related element that accomplishes the desired feature, or figure out some code that will pace them properly. This change will not damage a saved world, but will leave ? blocks every 1000 blocks or so (must buried in stone, never to be discovered). | |||||||
| 2.0.3 | wrustbound | 1116 | Jan 22nd at 12:35 PM | Wilderlands Rustbound 2.0.3.zip | 1-click install | ||
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- Fixed issue with harvesting some drifters causing game to crash. | |||||||
| 2.0.2 | wrustbound | 367 | Jan 18th at 3:56 AM | Wilderlands Rustbound 2.0.2.zip | 1-click install | ||
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- Fixed some issues regarding Combat Overhaul compatibility rendering bugnests immune to CO weapons. | |||||||
| 2.0.1 | wrustbound | 166 | Jan 17th at 2:10 AM | Wilderlands Rustbound 2.0.1.zip | 1-click install | ||
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- Added new mobspawning behavior. Applied to various entities as a replacement for BellAlarm Ai task. Should make mob spawning off of host entities smoother, less prone to bell alarm audio bugging, and no wonky behavior from bell alarm AI task freezing host entities to summon companions when they should be engaging with a player nearby. | |||||||
| 2.0.1-pre.8 | wrustbound | 131 | Jan 15th at 7:53 PM | Wilderlands Rustbound 2.0.1-pre8.zip | 1-click install | ||
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- Added patches that were left out of the pre7 release, which make various natural vanilla entities react to the presence of skulkers now that skulkers hunt some vanilla animals. | |||||||
| 2.0.1-pre.7 | wrustbound | 77 | Jan 15th at 4:43 AM | Wilderlands Rustbound 2.0.1-pre7.zip | 1-click install | ||
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| 2.0.1-pre.6 | wrustbound | 742 | Dec 18th 2025 at 9:46 PM | Wilderlands Rustbound 2.0.1-pre6.zip | 1-click install | ||
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- Fixed a few critical errors and a Behaviors version dependancy omission in the modinfo.json. | |||||||
| 2.0.1-pre.5 | wrustbound | 55 | Dec 18th 2025 at 5:53 AM | Wilderlands Rustbound 2.0.1-pre5.zip | 1-click install | ||
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- Tweaks to temporal fog, instability AOE, mob spawning, and more. | |||||||
| 2.0.1-pre.4 | wrustbound | 523 | Dec 4th 2025 at 9:45 PM | Wilderlands Rustbound 2.0.1-pre4.zip | 1-click install | ||
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- Corrected bugnest worldgen spawn rates, which I accidentally left at testing values. Happy bug hunting if you ran that for long on a new world. Should be more moderate spawn rates now. Also slightly tweaked Caretaker's skulker spawn rates. They felt a bit high. | |||||||
| 2.0.1-pre.3 | wrustbound | 45 | Dec 4th 2025 at 6:04 AM | Wilderlands Rustbound 2.0.1-pre3.zip | 1-click install | ||
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- Fixed a missing sound file that somehow never got flagged in testing. Sorry for the extra update so soon. | |||||||
| 2.0.1-pre.2 | wrustbound | 27 | Dec 4th 2025 at 5:21 AM | Wilderlands Rustbound 2.0.1-pre2.zip | 1-click install | ||
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- Uploaded to fix a mix up with a dependancy version. See 2.0.1-pre.1 notes for update details. | |||||||
| 2.0.1-pre.1 | wrustbound | 32 | Dec 4th 2025 at 4:41 AM | Wilderlands Rustbound 2.0.1-pre1.zip | 1-click install | ||
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| 2.0.0 | wrustbound | 1873 | Nov 22nd 2025 at 4:45 AM | Wilderlands Rustbound_2.0.0.zip | 1-click install | ||
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- Updated to include new temporal storm fog and particle visuals on entities with unstable AOE fields. | |||||||
| 1.0.9 | wrustbound | 197 | Nov 20th 2025 at 2:31 AM | Wilderlands Rustbound_1.0.9.zip | 1-click install | ||
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- Minor balancing update. Damage and damage tiers adjusted slightly for a number of under-performing entities. Might be adjusted further in the future. | |||||||
| 1.0.8 | wrustbound | 571 | Nov 11th 2025 at 11:16 PM | Wilderlands Rustbound_1.0.8.zip | 1-click install | ||
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- Bellskulkers no longer have runtime spawn behavior. Hopefully this reigns in some of the rampant spawning seen on some servers. | |||||||
| 1.0.7 | wrustbound | 1378 | Oct 22nd 2025 at 1:07 AM | Wilderlands Rustbound_1.0.7.zip | 1-click install | ||
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- Balancing. Cut Temporal AOE field on Riftspires by about half. | |||||||
| 1.0.6 | wrustbound | 298 | Oct 20th 2025 at 3:37 AM | Wilderlands Rustbound_1.0.6.zip | 1-click install | ||
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| 1.0.5 | wrustbound | 121 | Oct 19th 2025 at 8:24 PM | Wilderlands Rustbound_1.0.5.zip | 1-click install | ||
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- Cleaned up modinfo file. | |||||||
| 1.0.4 | wrustbound | 70 | Oct 19th 2025 at 6:07 PM | Wilderlands Rustbound_1.0.4.zip | 1-click install | ||
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- Tweaks to unstable AOE on various entities. | |||||||
| 1.0.3 | wrustbound | 1149 | Oct 2nd 2025 at 6:46 PM | Wilderlands Rustbound_1.0.3.zip | 1-click install | ||
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- Fixed spawn rate for skulker nests being set way too low in version 1.0.2. | |||||||
| 1.0.2 | wrustbound | 86 | Oct 2nd 2025 at 5:28 PM | Wilderlands Rustbound_1.0.2.zip | 1-click install | ||
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- Fixed misdirected patches due to some hostile vanilla entities being moved from game:entities/land to game:entities/lore. | |||||||
| 1.0.1 | wrustbound | 250 | Sep 30th 2025 at 7:48 PM | Wilderlands Rustbound_1.0.1.zip | 1-click install | ||
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- Added unstable AOE to various entities. | |||||||
| 1.0.0 | wrustbound | 7820 | Jun 11th 2025 at 2:20 AM | Wilderlands Rustbound_1.0.0.zip | 1-click install | ||
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Cleaned up a few outstanding but small bugs. First official non-dev release. | |||||||
I gotta say I love this mod a ton, but I've gotta agree with some of the other people that the skulkers just ruin what would otherwise be a perfect experience. They aren't difficult; just annoying. So many of them seem to spawn during temporal storms and the worst part is despite the fact that the enemy that spawned them disapears with the storm they don't so every time a storm happens I have to clean up 50 of these dudes before I can do anything else.
If it were ever possible my only wish it to one day see a version of this mod without skulkers.
Unsure if it's this mod or another causing heavy clientside lag, but tick profiler is saying 2000+ ms per tick from "1 call : tick-gtentity" and the game drops to well below 1fps. Only happens when we're out exploring, especially deep in cave systems or walking over known ones, and I believe this mod is the most entity spawn-heavy one we have. Tried digging around to figure out more diagnostics, but I can't find any documentation anywhere on what gtentity even is, and every other log except the tick profiler in client-main.txt is showing nothing wrong.
audio plays...Directly in your ears without any distance taken into account, I built a house and about 100000000 enemies of super high level spawned inside it cause of those dumb temporal zones that just move randomly. NOW enemies are spawning DIRECLTY ON TOP OF ME while my area is covered in torches and daylight, not a rift in sight. What a poor experience man I hope the config comes out soon :/
Temporal zones don't randomly move. They expand outward from a central Riftspire. Sounds like you settled to close to one and got covered up by it. It can be broken and the AOE that is covering up your base removed, but you have to find it. Or move away from it. The next one is 3000 blocks away at least.
Inside those areas, entities spawn without regard to light, and are not tied to rifts.
the red rift area wasnt there when I built my base originally, for a full hour I was building fine, i slept and boom...Big red area and infinite enemies and literally ONLY in a bubble around my house. :(
Yup. The area spreads. If you start out with a younger riftspire and settle near it, when it ages it grows and can cover up your base. But it does not spread forever. Only up to a 300 block radius around the spire.
There are entities spawning elsewhere as well, but yeah- They'll aggro in on you like they do, and pile up. Rift zone is dangerous and not meant to be lived in. Unless you just want the challenge. Your only option (as designed) is to take out the spire to clear the area, or move.
The Biomes patches are partially broken. The biorealm "oceania" should be corrected to "oceanic".
Would the upcoming config allow me to turn up spawns to a ridiculous degree? Feels a bit underwelming to only be chased by about 4 or 5 drifters at a time, would rather have Night of the Living Dead when a storm comes around.
Interested to give this another shot on our server when the CO patch is done. Always interested in enemy variety.
Is it this mod that spawns stationary shivers in the contaminated areas? They just stand still and doesn't react to anything. Has anyone else experienced this? I'm wondering coz I have some 30+ mods, one of them might be interferring. Thou I have none (that I know of) that affects spawn conditions, or messes with creature AI-logics.
I've experienced this too but wasn't sure if it was from this mod or not. I'm not great at debugging for this game yet but I thought I should throw in my two cents and let everyone know it's happening to me as well.
Hmm.. I've not seen this, and don't know how this mod would cause the issue. I've not changed bowtorn behavior, just spawn frequency and drops. I'll look into it though and see if something in the latest release did something it should not have.
Is this safe to add to existing servers in 1.22.2? Also noticed the dependencies havent been updated in a minute, are these still compatible?
REALLY want to try this mod but seems like may be better for a complete fresh world.
The dependences have not been updated because they are fine. Rustbound has had some spawn/sound details ironed out and updated.
Adding it to an existing world is fine, but you will only see the added nests and riftspires/cavespires showing up in new chunks.
Not really an issue that will break your world, but it might feel odd. You can always selectively place riftspires and cave spires via creative mode, of course. Same with bugnests. And you can ranodmly place blightworms via creative mode, which will randomly run off and seed nests eventually.
But yes, the mod works best if loaded to a fresh world.
If I wanted to go into the files to disable the devastation specifically since there isn't a config yet, what would I go about editing/removing? /disregard, scrolling down some more answered my question
Thank you for adressing the audio issues with the caretaker!
Another thing, is there a way to permanently remove a single Riftspire, other than using a riftward that is? I'm currently looking for a specific place to settle for my playthrough, but I'm having bad luck and every single time I find a perfect spot there is a riftspire in my way. Is it enough to remove the riftspire and start building on top of where it was or will it respawn inside my base eventually?
There might be a memory leak on the latest version of rustbound, our multiplayer server started lagging very badly when we updated to the latest version of the mod. We're getting 7000ms per tick.
Ok. Thanks for the report. I'll look into it.
Currently the config system I'm working on allows for all major systems/behaviors this adds to riftspires and entities to be individually enabled/disabled entirely. This is working cleanly.
The other half of the plan for the config system is to add a configurable multiplier against each system. This would allow a mod author to set a value in an entity or block attribute/behavior field, and allow the user to adjust a multiplier in the config file against the JSON defined values.
It won't be perfect, but it should be enough to allow the user to adjust things well enough to shape the experience they are looking for, and make adjustments accordingly as they experiment.
thank you for the response, excited to see this come to life!
while I enjoy the aesthetic and creativity of the mod, the lack of configs is a great shame given how many different changes to the core experience this brings. Definitely will give it another try once that's implemented in some way. (Especially Riftspires, let us permanently deal with them I'm begging!)
Working on a config file. As mentioned in previous conversations- It won't be perfect, but it will be something.
Caretaker sound issue should be fixed. Their chittering file was amped up pretty high, turns out. It is now in line with the other mob sound levels.
I was made aware this evening of a long standing freeze/crash related to Roamers. That has also been fixed as of 3.0.1.
horrible mod, i love it. works like a charm 99% of the time
I'll try to make some time in the next day or three to take a close look at the sounds. Plainsreapers are supposed to be loud, with a wide idle sound range so you know they are there. Other entities are not supposed to be maybe slightly louder than default drifters, but not by much. I did make drifters idle sound more often, but did not touch their range.
I really enjoy this mod, but the sounds need improvement, right now they're very iritating. Some creatures are obnoxiusly loud and it always sounds as if they were right next to me, despite them being like 40 blocks away. It seems the sound can persist despite the creature already being gone. I was chased back to my house by the "funny horse creature" (don't know the creatures name), patched myself up and went to sleep, after waking up I could still hear the creature, as if it were directly in front of my house, but it was nowhere to be found, despite hearing it loud and clear. After restarting the game, the noise was gone.
3.0.1 fixes the Caretaker sound issue. Their chittering file was pretty loud compared to the rest of the mobs. That was the only sound file that needed changing. Everything else sounds good and works as it should.
As for the "funny horse creature", that was a Plainsreaper. Very fast, nearly impossible to escape if caught out in the open with one. Their "roar" (fires on one of the creature's idle AI tasks), has a very wide range and makes their presence known. Without that, players would get ambushed without much (if any) warning. You had one somewhere within range, and it was letting you know it was still there. As for it going away when you relogged- Many entities such as drifters and such, despawn out of your immediate area when a world is shut down, and are no longer present when you log back in. Plainsreapers work the same. That is why you no longer heard them when you logged back into your world.
In testing, their idle sound faded from a distance as intended, and was quite muted. If they are close enough though, they will def. make themselves heard.
How well does this mod work, in a pre-generated world?
It works fine. New content such as spires and nests only show up in new chunks. Pretty much everything else is just new entities.
Thank you, I'l keep this in mind. :3
Something is slowly depleting my temporal stability at my base and I can't figure out what it is. It's happening in only small area of base and I can't figure out what it is..... I'm not in fog, area is to small for vanilla temporal instability area, destroyed nearby nests (don't know if that matters), and I'm slowly losing my mind (irl). Please does anyone know what could it be? Sorry for asking here, don't have discord
I'm not sure what it could be. Nothing in this mod adds anything that would drain stability in a small area, and none that does so without displaying a temporal fog atmosphere.
Try adding my Wilderlands Environmental Stability mod and see if it clears it up. If it does, what you are seeing has something to do with ambient instability and has nothing to do with Rustbound. If it persists, let me know. It could be a shepherd cornered underground or somewhere in the area, but they tend to display fog as well when you are within their unstable AOE range.
ok ty i'll try!
Indeed was something enviromental. Strange, never seen such small unstable zones
also, is there something in this mod making regions drain sanity incredibly quickly? I know the block based riftspires do, but we can't find them and some regions bring us down to 0 sanity in less than a minute
another bump for loud enemies, the caretaker is deafening and giving my friends migraines D: plainsreaper is very loud too and will play at random to some players but not others, but we can't find it to kill it
Yeah, I guess 10+ nests on world gen wasn't the fun I was looking for. I reduced their occurance and increased the growth time required for the queens to mature into new nests and it fits me so much more.
The spire seems to generate very close to spawn in a new world, which is why I kept encountering them whenever I generated a new world for testing. As the first areas you load into is the first "eligible" spawn area for a spire.
Correct. The first spire generates pretty close to spawn. This is intentional, and requires the player to decide how close to the thing they want to reside.
Spires are somewhat necessary, as the entities that have the best and highest chances of yielding temporal gears only show up inside spire zones. I also wanted the tension around spires to exist from the start, rather than being a far off feature that a player might never encounter.
Since there are no configs right now, what do I edit to reduce the frequency of the spires and especially nests? They're too common for my taste.
If I stand on a hill and look out over a field, I can't even fit the number of nests, spires and spikes on both hands.
I'm wondering if playing at a high view distance is extra punishing, too. As more nests would probably be active, growing and spreading in the distance.
I could nix the nest spreading I suppose by editing the blightworm-queen's growth. That does kind of suck as a solution, though.
Edit: Ah, there. Right. The nests are creatures, not blocks. So I reduce the TriesPerChunk in the bugnest.json. Hopefully this will make it feel more like a surprise or event when I encounter a nest and less of a given.
If you are communicating correctly what you are seeing, your world is entirely broken with regard to spires.
- Spires spawn every 3k blocks, no closer. If they are closer than that, you've changed something or the mod is busted.
- Nests are more common as intended. They are meant to be destroyed so they don't reproduce. You can make them more scarce by unzipping the mod and modifying their worldgen spawn chances lower.
- If by "spikes" you mean corrupted/devastated terrain, that is intentional and only shows up withing a spires AOE, which is limited.
Very likely you are settled near a spire (with the next nearest spire being at least 3k blocks away from the area you are looking at from your vantage point and observing the devastated terrai corruption that is taking place in the area.
You have two options in that case:
- Move further away from it so you don't have to deal with it,
- or destroy the spire and use an active Riftward to clean the devastation up. And keep in mind the spire will eventually return in a young and very easy to destroy form at some point.
Also, and I say this because it is hard to understand tone in text, if you were serious about not being able to fit all the spires and nests and spikes (dev growth) in sight on two hands- That is only ten at most, which is not much given the area one can see from the top of a hill if they have their view distance at a decent setting. I honestly expect to see a lot more than just ten nests from a hilltop looking out over a large viewdistance. And devastation growth "spikes" will end up being in the thousands over time (multiple can eventaally show up on each tile, and an aged spires AOE is roughly 250-300 block radius. Not exactly sure what I set it at, but it is in that range somewhere).
hey, i really like the mod idea, but the hitboxes of some of the enemies (particularly drifters and spiders) are so small and janky that it basically makes the mod unplayable without resizing them. please fix or i wont be using this mod anymore.
What other mods are you using? Combat Overhaul, for example? I have zero issues killing anything, nor any issues in our community that runs the mod (except for one irritating scenario where hitbox gets janked by a crawling drifter via vanilla resizing).
The last release actually increases rustborn drifter hitbox sizes by a fair margin so they collide with each other more.
Thalius
Thanks for the reply. The description on the riftspire reads "can be destroyed with tool level 0",which gave me pause because there is no lvl0 pickaxe
Odd. I'll look into that.
What tools are you supposed to use to destroy riftspires? axes? pickaxes? weapons?
Bugnests look much the same, can be damaged with weapons, but also have a lot of health. I have not managed to take down either...
Riftspires require pickaxes. And once removed will eventually return in their youngest form within about a 50 block radius from where they were broken. That can take some time though. There is a timer that gets set, and a chance the respawn logic can fail when the timer counts down. When it fails, it starts counting down again to the next attempt.
Bugnests do have high health, and the older they are the tougher, but I tend to bash them in with a club in the early game.
Could we get a volume knob on some of these entities please? The Caretakers in particular are super loud and can be heard from like a hundred blocks away.
I've not heard them from that far away, so I'll assume you are exaggerating a bit? As for their being loud, I'll look into it this weekend. I have not noticed anything too unusual (but I did update several of the sound files not long ago, so perhaps there is something I missed in testing that is off).
NEVER PLAY WITH WILDERLANDS RUSTBOUND WHILE HIGH I WAS LIKE THIS
FluffyYT I've not been able to figure out how to control the gear spin, unfortunately. But I think it only acts weird inside the spire instability AOE fields. It spins correctly during storms, around rifts, inside vanilla unstable zones, and underground.
GreytheWuff You can crack open the mod and edit the spire blocks. Just look in their clien side behaviors for the fog variable, and set it to 0.
I am going to look into a config file one day, but have a lot of other projects and real life stuff going on right now and can't dig into it yet. Right now riftspires spawn 3000 blocks apart, and cave spires are 300-400 apart and spawn deep, so they feel pretty infrequiet to me once you get away from spawn.
But then again, I tend to play with higher world maps, so perhaps cave spire AOE fog fields do push up above surface somewhat often on default or lower worlds.
I'll look at that, and consider pushing them down to generating in the bottom 25% of the world height in the next release.
Making a config file to tweak all the various things players have asked for would be daunting, I think.
But I am working on a config feature that will allow players to adjust a multiplier against the JSON defined attributes of Riftspres and Cavespires. It won't be a perfect config solution, but it will make a lot of the basic added features able to be tuned.
Should the temporal stability be dropping despite the gear at the bottom spinning to the right? I'm having a hard time wrapping my head around where the temporal stability is positive and where negative, since the indicator at the bottom seems to be working incorrectly most of the time? Not sure if this is an issue or just a feature I'm having some trouble with. Thanks!
This only happens inside the rift/cave spire unstable zones. I've had trouble getting the gear to behave correctly for some reason. Temporal fog accompanies unstable rift/cave spire zones, so if you are in a fog zone and your player gear is moving at all, assume stability is dropping.
I use Environmental Stability mod to remove all environmental instability both above and below ground, and let the spires be the feature that set and define unstable areas in the world. Without it, I can see how the game's default unstable areas might make instability feel quite common. And harsh, if a riftspire spawns inside of an ambient unstable area. Stability drain overlaps and compounds in that situation.
I'm wondering if there's any way to turn off the fog specifically, I feel it's much too frequent, and combined with the base game's areas of instability, it feels a little overkill, unless I'm missing something.
No way to turn fog off without cracking open the mod and editing the value, as Alpine mentioned above.
Shorter worlds will cause unstable fog from cave spires to bleed onto the surface more frequently, but the latest release puts cave spire zones at Y=0.1 of world height, so they should be way down there and not bleed onto the surface nearly as often.
Sorry for such a late response. I'm not sure how I overlooked your comment.
Sev07 What you want are Riftspires. They are blocks, not entities.
Thalius Oh okay. I just got confused because I wanted to place Riftspire but only saw Bellspire in creature tab. And I got confused why I can't place them. Nevermind my bad.
Sev07 Bellspires have been removed from the mod. However, seems I forgot to edit the itemtypes file to remove them from the creative menu. Are they something you'd still want to mess around with? I thought everyone found them irritating and were glad to see them go. :P
I could add them back in easily, but leave them as a creative mode item only.
Why I can't place bellspire in creative? I get error 'No such entity loaded'
Thalius Gotcha, thanks for the explanation. I'm a little surprised adherence to the grace timer isn't either available as an option for meta spawners or baked into monster entities in general. Oh well, thanks anyway!
Arcanum3000 I am not sure how to make that work. Issue is, riftspires are basically meta spawners. And one nearly almost always generates in the world near spawn, since no other spires exist. This puts the player potentially within the AOE of a riftspire, depending on what age of riftspire generates on startup.
That is intentional, as I did not want to make spires a far off feature that a player never encounters if they never travel. I wanted the threat of a spire to be nearby on spawning into the world, and require the player to choose how close to that spire they wanted to build their base.
I'm not sure how to get a meta spawner to respect the grace period before it starts spwning entities. The code for the grace period applies to spawn conditions, not meta block spawners.
If I can figure out a clean method for adding a config to adjust JSON values, I'll see about how I can add a value that gives a min distance from spawn to spire generation, and let players decide from there. For now though, I don't want to put spires far off by default.
I've been messing with config code, and I might be close to having something figured out. No promises, but I'll keep folks posted in the Discord thread once I know I have something solid.
Any chance of getting the new mobs and spawners to respect the grace period worldgen setting? I like the idea of tying temporal instability and monster spawns more strongly to locations, but I keep getting attacked by monsters almost immediately on spawning into a new world, even with the grace period enabled.
@Thalius Alright, thanks, I'll give it a try!
Acouthyt Currently there is no config. You can, however, crack open the mod and edit the rift and cave spire blocktypes to set devastation spreading values to zero. That will disable it.
All of the code related to spires and spreading and a number of other things are in my W.Behaviors mod. It has a lot of stuff in it. Once I am sure it's development is settled, I do intend to attempt to add a number of config options to enable/disable certain features. It will be a while before I get to that though.
So what if I like all of the things, except the spreading devastation? Is it possible to disable in a config or otherwise?
Aaahh, hope it wouldn't be too much of a headache cuz that's a darn shame if so, there's just such a real absence of enemy mob-only mods on here so I naturally leaned to this one but I fear the environmental affects as someone playing in a smaller server with select friends as I've been trying to keep our server versatile enough to update to new versions in good time, difficult to do that with a mod that generates its own environments or effects upon them
SparrowOfRealms I've considered doing a "new mobs only" version of the mod, without all the other content. Seems to be a lot of interest in just the mobs, and it would be a simple thing to produce. Problem is, many of the new mobs have their spawning tied to various new features to control/regulate when and how they show up. Adding a bunch of new mobs stright into vanilla runtime/worldgen spawning pipeline will likely lead to a glut of mobs at times (especially on servers with a higher number of players online), and create a whole new moding related headache for me to deal with. :P
A light version of this mod that doesn't affect vanilla spawns of critters would be nice, I know there's patches and whatnot though, but maybe even the environmental spread being softened up a little, although I do love the vibe of having to fight to repel this encroaching horror
- Devastation generates around spires. Spires are spread 5k apart. If you don't want to deal with devastastion and all, establish your base well away from a spire. You can play the game and never interact with devastation around spires easily if you don't live near a spire.
- If you do want to live near to or within the AOE of a spire, you can use an active riftward to clear devastation and turn it back to low fertile soil. (All this is explained on the mod page and in other comments).
- Nests only snowball and reproduce if you allow a nest to remain in your area. They only spawn nest-seeding entities (blightworms) when they reach oldest tier, and only if the nest is close enough for players to be in range to activate their spawning behavior. A nest has to be allowed to remain and age close to your base for it to become an issue. Easy solution: Make sure you kill all nests out of and well away from your base while they are young, and you won't see them spread rampantly. Do pest control scouting runs every so often, and keep an eye out for skulkers coming for you. If you see any, a nest has returned and should be hunted down promptly.
If you only want different and more cool looking mobs, Darce has done a good job re working them (and lent use of some of the models to me in this project, because they are a fun addition and he does not mind sharing). You can have the cool looking mobs without all the stuff you don't like that makes up the core of W.Rustbound.
I wish I could offer a config file to allow for adjusting things, but Rustbound is a bit too complicated for a stable config file that would do what folks want it for.
love the creatures tho
had to go into creative to go remove all the mature bugnests and ALL the annoying unbrekable devastatation spawning out of nowhere, the chunk had always been stable before so this is annoying
what alashion says, plus could there be a way to not have devastation spread ? gets annoying to have devastation encroaching on your base like on TOP despite not having any nests nearby, or even have an option to remove devastated soil at all.
Is there a setting anywhere to stop the old nests from spawning newer nests? I don't mind the nests spawning occasionally but having to go out and clear them regularly to prevent a snowballing apocalypse is just a chore, that said I do enjoy the enemies.
Xinom Skulker nests only come from blightworm queens, which spawn off of nearby nests and off of caretakers. If you are seeing 30 new nests every day, then there is a nest nearby that you are allowing to persist. You need to kill all nests well away from your base, and do regular pest control.
Just to be clear: Bugnests do not have runtime spawning. Once you kill them out of the area, they stay gone unless you see a Caretaker show up. In that case, you need to scout the area and see if any new nests were seeded. If you are really seeing 30 new nests every game day, then it is probably entirely due to at least one mature nest in the area that you are not killing out.
Is there anyway to drop the skulke nest spawn rate? i have like 30 new nest every day on my server only arround the spawn?
Can you add a compat with Config lib which adds an option to enable vanilla drifters to spawn along with your drifters. pls.
Hatter Could have been a spire on top of an already unstable region, making for a particularly rough unstable zone. As for the rest- you should read over the mod description and message me via the public Discord thread if you still need help. It would take too much space here to bounce back and forth answering questions.
Cause me and a partner used a teleporting thing, was underground, and it tanked real fast and hard towards the surface and stayed going down there.
ah ok so.. Spires? If you kill them, will it change the zone back? are they on the surface?
Hatter Earlier versions of the mod created situations where that was possible quite freqently. I've not seen that in the latest release though. And "TANKS" is a subjective term. Stability reduces at a decent rate inside unstable zones and depletes up to twice as fast the closer you get to a spire, so there are situations where stability can drop pretty quick. Shepherds can compound that and create a pretty harsh unstable zone, but that should be a pretty rare case.
Does this mod add unstable zones where temporal stability just TANKS?
Thalius
Roger that, I do understand that making that config would be an extreme pain. I believe the shulkers appearing so much during the storm is due to a few factors, basically my fault: the number of entities that spawn during the storms and the length of the storms themselves.
I have the length set with a mod that makes the players have to fight the enemies to end the storm, no cowardly hiding through lol. as you know during any of the storms that the enemies spawn alot more on the player and thus the shulkers that are tied to them also appear creating pretty much a swarm of them so that is something ill have to figure out and i understand making a config for that would be not only extremely hard but potentially crashing.
The hit boxes of the shulkers is what some of the players are complaining to me about, now i dont know off hand if it maybe due to any number of the other mods i have installed or if maybe the hitboxes may need to be tweaked a little, im thinking not the ladder but its worth looking into.
today, i will try to use configure everything mod and see if i can do something about the shulker and the nests spawns but last time i messed with that mod, i had an over spawn of many different creatures XD
for full transparency to help you understand what might be going on as you know way more than i in this modding thing, my server runs the modlist ReclamationSaga: True Vintage Grit server modpack. I will be changing a few things on that modpack and updating it today but nothing that will effect the spawn rates.
Myrak Disabling skulkers would present a number of issues that would likely crash the server.
You could crack open the mod and disable bugnests. That would get rid of the majority of skulkers showing up. I don't think I added skulkers as an entity that spawns in storms, but they do spawn off of some rustborn drifters that show up during storms. That would make it look like they are showing up in storms, even though they are tied to spawning off of whatever entity might be in the area.
To get rid of skulkers altogether in a way that did not crash the game, you'd have to find and edit every entity to which their spawning is connected. Not so easily done, and a pain to make a config setting for seeing as that config toggle would have to be tied to editing a number of different things so as to avoid crashing into a mess.
I will take another look at storms and make sure that there are not too many skulker-spawning drifter variants spawning in them. I also want to take another look at nests and perhaps dial down their spawn rate. They are showing up a tad more than I'd like.
Sorry I can't provide a config file such as many players are asking for. It's not so easy a thing to work into a mod like this one.
Thalius
Yes my server does have combat overhaul. I'm not sure why the errors for the shape should be comming from combat over haul but then again im extremely new to coding so could be.
Im wondering, as i may have totatlly missed it in your descriptions, is there a way to disable some of those creatures from spawning all together? I have many mods adding all sorts of creatures and would like to keep the ones from this mod but not the small ones. If i can have a way to select, out of all the entities your mod adds, which ones i want spawning at certain times then that would be great. mostly the bugs nests and when the temporal storms hit, my players are pumbled with the bugs along with all the other creatures. I know destroying the riftspires will work, but that doesnt take care of the bugs nests and the bugs during temp storm.
again, if it was explained, i am so sorry for missing it, but if not could you possibly look into a way for server owners to select what does or doesnt spawn and/or how much during regular days and temporal storm time?
I looked into entity config and the lite version but i didnt see anything in there for that.
im guessing its the Skulkers im talking about. the bugs that not only come out of the nests but fall off the drifters as well. if there was a way to limit just them, or even increase them in other areas that would be awesome. I do have Config Everything mod installed but last time i just enabled it without touching anything else, i had over spawns of many creatures lol.
anyway, i do want to thank you for all your hard work as it does add sooo much more excitement to my server!
Urmanin
actually my server is built for the player that is looking for much more difficult entities with extreme immersion and realism.
Its not everyone's cup of tea, but there are many out there looking for this kind of challenge and more.
Urmanin Everyone has an opinion. I appreciate you sharing yours.
One person's pain in the behind is another player's immersive game play. I wanted a deeper challenge, harder combat, and a more tangible, rust-related threat creeping and spreading into the world, along with mechanics that take more effort and time by creating interesting processes. Most of my mods will likely be a pain for many and therefore not appeal to them, but I'm not trying to build a community of the average player. I'm modding mainly for myself and sharing for folks who also want something more challenging and engaging.
If you ever feel like something more engaging, feel free to give them a try. If not, I hope you find other mods that fit into that roster you are trying to fill.
I was looking at this as a possible enemy roster expansion, but seeing things like "drifter canon changes" and devastation just turns me off massively. Looking at your other mods like panning and block adjustments, this seems to be a trend, where instead of nifty additions to the game it just turns it into more of a pain in the behind to play, and not in a fun way.
skizordrone LumpyAcidFish Centerion Rustborn drifter harvesting related crash should be fixed in the 2.0.3 release.
Game crashes to desktop with no crash log when harvesting rusted drifter corpses
Also is there a chance you could tell me how to strip out/disable/remove the drifter changes to this mod? or at the very least, enable vanilla drifters and add the "rustbound drifters" as their own enemy type? i have darce's drifters and better drifter drops installed and i like the textures, models, and gameplay changes for thoes a lot more.
yes it is
why can I not harvest from regular bow torns and why are regular drifters blocked from spawning
I cant harvest bowtorns and regular drifters is this mod causing that
Shape wrustbound:entity/land/rustborn/tier2 has a key frame element for which the referencing shape element R upper arm cannot be found.
19.1.2026 20:20:04 [Server Error] Shape wrustbound:entity/land/rustborn/tier2 has a key frame element for which the referencing shape element R lower arm cannot be found.
19.1.2026 20:20:04 [Server Error] Shape wrustbound:entity/land/rustborn/tier2 has a key frame element for which the referencing shape element R shoulder cannot be found.
19.1.2026 20:20:04 [Server Error] Shape wrustbound:entity/land/rustborn/tier2 has a key frame element for which the referencing shape element R upper arm cannot be found.
19.1.2026 20:20:04 [Server Error] Shape wrustbound:entity/land/rustborn/tier2 has a key frame element for which the referencing shape element R lower arm cannot be found.
19.1.2026 20:20:04 [Server Error] Shape wrustbound:entity/land/rustborn/tier2 has a key frame element for which the referencing shape element R shoulder cannot be found.
19.1.2026 20:20:04 [Server Error] Shape wrustbound:entity/land/rustborn/tier2 has a key frame element for which the referencing shape element R upper arm cannot be found.
19.1.2026 20:20:04 [Server Error] Shape wrustbound:entity/land/rustborn/tier2 has a key frame element for which the referencing shape element R lower arm cannot be found.
Thalius tons of theses errors non stop on server, is there a way to fix? (still shows up even after update) looks like its overhaul lib givin it issues,
19.1.2026 20:37:58 [Server Warning] [Overhaul lib] [EntityDamageModelBehavior] Entity 'game:shiver-bellhead' does not have colliders behavior
19.1.2026 20:38:00 [Server Warning] [Overhaul lib] [EntityDamageModelBehavior] Entity 'game:shiver-stilt' does not have colliders behavior
Sophhhhh just updated the mod and dependancy, looks like it fixed it
Centerion its an issue, but thrown stone also damage them btw!
Honestly im waiting for an update on that because i had the wilderland module on to continuously reseed nests and well theres alot of nest arround my base !
oh wait theres an update let me try it
the update fixes that !! thank you for the update Thalius
Having an issue where bug nests can only be damaged with bare hands, and they have about 120hp.....is this intended or are you supposed to be able to use weapons or pickaxes to destroy them?
Myrak Are you using Combat Overhaul?
Pretty sure those errors are coming from CO and Overhaul Lib, but I'm not sure why. The shape flies for those entities very clearly have those elements that are named in that error as missing. I went ahead in the 2.0.2 release and removed the patch reference to the R lower arm to see if it cleared it up, but I'm still seeing other error messages thrown saying there are various missing elements that are still very clearly in the shape file as named.
I'll keep looking into it, but I'm a bit stumped at the moment on that.
Hello Thalius
loving your work!
im wondering one thing, Ive been getting this error spamming off and on when players get near spires. Theres no noticable lag or anything in game but viewing through webconsole it look terrifing lol
@Thalius
Okay I only ask if loot is to be added to the mobs, since I play with "Mapper" that gets rid of my map and I need to make primitive maps that require primitive compasses which can be made with either rusty gears or limonite in my game. One way I countered this was adding "Better Loot" but obviously Rustbound changes the enemies so I can't get loot that way
JavaBeans Ah- Forgot to mention that the "Rust" entities (Itinerant, Roamer, and Boiler) all have Jonas part drops on them now. Good for hunting down parts for Riftwards, which have an important role to play in clearing devastated regions around riftspires.
@Thalius
Sounds good looking foward to it
JavaBeans Temporal gears and metal scrap were added to a few more mobs. I do not plan to add other drops back onto mobs in this mod project. I will work on a patch mod that adds drops back to them at some point, once I have some more pressing stuff cleared off my plate.
Is there a chance for the mobs, to drop loot in the future?
Centerion Devastation only spreads within the Riftspire's AOE. That can be up to a 300 block radius with the max tier Riftspires. Devastation will not spread outside of that zone. But yes, the entire area can become covered in devastation (but only soil blocks, on which will grow devastation growth. Trees and stone and non replaceable plants will not convert). At max a devastation area can be 600 blocks across. With riftspires generating with 5000 blocks between them, it is a very small percentage of the game world that can become corrupted.
Getting parts for riftwards should be easier, as I've added Jonas part drops to all rust related entities (see mod description for more info).
*Note: All of these details pertain to the newest release.
Question with the devistation, does it stop spreading because rift wards are pretty hard to come by and i feel that if unchecked players may find entire regions lost,which is an interesting idea but would like to know beforehand
I see, my testing is both outdated and was focusing on the wrong kind of monsters then. I apologize
EDIT: one more question actually, is this mod safe to install mid world or does it need to be installed at world generation? thank you for your time
Dovinya Monster health is already pretty low. Except for the Shepherds. Certainly on par with vanilla drifters. Spawn rate in the latest release is super low. Something like 0.000x for runtime spawning of all rustborn drifters, shepherds, and caretakers. Rustborn drifters spawn based on their assigned world height, so outside of a rift zone you will only see low tier drifters on the surface, and shepherds only spawn during certain phases of the moon, so they should be pretty rare.
As for loot drops- There is a patch mod someone made that adds loot back onto them. I'll make my own patch at some point, but it is not a pressing priority right now. Playing around with getting some drops on them (such as temporal gear drops being more common, and adding metal scraps to a number of mobs), and focusing on balance that is hard to "farm" via players exploiting them.
I understand, what about only changing monster health, spawn rate, and likelyhood/amount of loot they drop? Fully turning turnign off certain mobs might be hard and cause problems but to the untrained eye of somebody who knows nothing these seem like they would be able to put into a slider so to say. And at least for me that would already mean a world of difference.
Dovinya No config file at this time, though I will be looking into one. I get a lot of requests for a config file, but I've never seen a config file that does what I've been asked to do. It'd get messy. I am considering a "Rustbound Mobs" release that has only the new entity variants, but that will be tricky in it's own way to balance since Rustbound's features are designed in a way to control spawning of some of the various entities. Putting them all on runtime would very likely result in a different set of problems that folks would not enjoy. And turning off Riftspires or Cavespires (which some players want to be able to do), removes the mechanisms by which some entities show up.
I know the mod page says this mod is meant to create a dangerous world and to expect dying a lot, but are there some config options or a rustbound lite planned?
I like the vast majority of the things here but especially for putting this on a server I share with my friends i'd like to have the ability to make it slightly less dangerious or turn certain enemies off.
hyped to be abble to remove bugnests,., !!
Thalius First thing I always do with creature mods is go in and tweak the numbers for damage and spawns and stuff so for me it has been balanced (and still scary as hell!!!) because I tweaked it to our vibe
What you've done so far is just simply amazing. We had some bugs infiltrate a hole in the ground we forgot was dug out and not well filled back in, long enough for some stuff to mature. I heard some skittering and opened up a hole to a friggin pit of hell. I screamed, my boyfriend came running, it was INTENSE....and we're pretty sure one of the ones that starts the nests got away and was starting a nest. I can't wait to add this back in!
MiraLeaps Glad to hear you are enjoying it! It still probably has some balancing issues, and I need to polish off the lang file so things are named correctly, but it is getting close to finished.
excited noises yesssssss, I'm so happy this got an update. I haven't added back onto our server just yet because of stuff causing memory leaks (not your stuff, was a room and insect issue from vanilla crashing a status HUD with a mem leak).....but I have been chomping at the bit to get it back on there! This is one of the coolest and most interesting mods on the db
Updated mod description.
For any reason in my server i see the next message: [Overhaul lib] [entitiyDamageModelBehavior] "any drifter" have no colliders
and the enemeis cant be looted
Purro_Shimper I need to correct my last response. I checked, and apparently I somehow removed their worldgen spawning code. You are correct, and they are not showing up. Will be fixed in the next update.
Linthiel I'm not sure why some weapons do not work on bugnests with CO. Nothing on Rustbound's side of things should be the cause of that. I'll look into it when I get around to CO compat update, but not sure when I will be able to dig into it. Soon, I hope, when life permits.
Oweyan Riftspires are a core part of the mod. There is no way to disable them, and I'm not planning to add a config option to turn them off. If you want, you can crack open the mod and edit/delete thier file in their worldgen folder that defines where they spawn. Without that, they won't show up.
An important note though: Spires are responsible for many of the Rustbound entity spawning. Removing them will likely remove a number of the mods mobs. Also, in the next update I'll be spreading Riftspires out a lot more so they are not so prevalent. Their generation rates are very high right now for testing purposes, spread out by about 600 blocks between them. I'll be putting several thousand blocks between them in the next update.
Linthiel I am not sure why come weapons no longer register with CO. I'll take a look at it when I can, but nothing on Rustbound's side of things should be causing that. A CO compat update is planned, when I can get time for it.
Purro_Shimper They should be spawning in watery areas where reeds of various types are located. They spawn "inside" reeds.
Do Baneflies nests spawn in the world when you generate it or do they make their nest over time like how Bellspires can spread? Havent ran into any yet but I have ran into alot of bellspires.
im having issues with weapons altered by CO not registering attacks on bugnests, if i switch to a torch or something of that nature i can attack them but i don't think that is the intended way to kill them?
Is there a way to disable riftspires?
As for CO- Love what the mod does. Not going to try to play keep-up at it's pace. It is updated way too frequently for me to worry about it every time. I think it is far enough along now, as is this mod, that it is about time to do an update with it, but we'll see.
Vyklade Every game week, or once every real life week? Depending on the server, a game year or more can pass in a real life week.
And combat overhaul is one of the most commonly run mods in vintage story, so many, many people are using it. I nfact, I think it might actually be currently the most downloaded mod in vintage story.
Yes, nests spawn VERY often, and they grow VERY fast. Like crazy fast. I patrol aorund looking for nests every week, and when I do find them, they're already mature or aged with 10 or so block radius of devastation around them.
Happy New year!
Want to add a plus 1 to the invincible nests. Left a comment about it. I personally am running CO, Armory, Firearms, Vanilla Armory, and other mods that add weapons so obviously some sort of incompatability. Strange because all other baddies can be killed. The only weapon to kill the nests are Vanilla Knives and fists (Vanilla Falx doesnt deal damage either. Hasn't been too bad to remove them but they are spawning quite often and a ton underground!
Have a great New Years Eve/Day and thank you for a challenging mod!
was going to send you my errors, that dont crash the game, but being it is new years eve.. Happy New Year!!!!! be careful out there :)
Vyklade Sorry for late response. Lot of life going on right now.
I've not been able to reproduce your issue with skulker nests being near immortal. I can kill them just fine. If you are running CO or some other mod that does something with weapons, that is likely the issue. As for clearing devastated soil- Rift wards. They clear devastation growth and dev. soil around them in a 64 block radius.
We also don't know how to purify devastated soil, and it's quickly taking over the entire world, we constantly have to move because so much of the world is covered in devastated soil
Also how do you kill skulker nests? They're all invincible, and have been taking over the entire world because no one can figure out how to kill them.
Is there a way to customize the spawn rates? Sheperds seem to be spawning in pretty ridiculous amounts nonstop all night. A half dozen at once, and we spend all night patrolling around killing them, and then we get maybe a 5 minute reprieve before another half dozen spawn.
Hey guys. I'll be getting to some of the messages I've recieved, soon. Still have a lot of holiday stuff going on, but I am making time to push forward on a few mods. Rustbound bug fix update is next on the list.
Hello, this is more of a question then a report on an issue, but. I noticed the description of this mod removes the ability to harvest drifters. This seems well and fine to me, considering the sheer volume of drifters this mod adds. I'd prefer if at least the higher tier ones were carvable, but thats just personal preferance. My question is, however, was is intended that this mod make ALL rust related creatures uncarvable? We can not carve shivers or bowtorn either, and it has made temporal gears basically not exist on our server as a result.
is there a config to turn the nest and spire completely off? or those raid events where high tier drifter just begins to spawn in your base nonstop, we have to basically abandon our base because of those events or sort.
Issue with bugnests
Love the mods (Among almost 90 others) but I have run into an issue with the bugnests being impervious to damage from most sources. The only way that I can kill them is with knives and fists. I thought it may be due to modded weaponry but even the Falx from the base game does no damage. I'm assuming an incompatability as it isn't given a name but a "wrust.bug_nest" type name and spreading its courruption.
As prefaced before I have MANY mods and am not tech savy enough to look at code but I wanted to bring it to your attention. Its not enough to remove the mod but an annoyance to have creative enabled to give myself a steel knife to kill it.
Thank You
Hello, I'm so sorry to ask this, I'm new to the game and mods for this. I am running a server with my friends and have this mod installed, but the spawn rate of the drifter is too high for us. Is there a command or something I can do to lower it?
I wasn't able to edit my comment for some reason, it kept saying malformed query. So I also want to report that I am still getting the error spam that legionnaire reported. I am using the up to date behavour and lunar modules.
20.12.2025 02:35:15 [Server Notification] Entity behavior instabilityfieldvisuals for entity wrustbound:bugnest-skulker not found, will not load it.
20.12.2025 02:37:06 [Server Notification] Entity behavior instabilityfieldvisuals for entity wrustbound:bugnest-banefly not found, will not load it.
Also, it lets you carve dead nests, and your game crashes when you do so.
Your mod mentions it removes loot from drifters, but we can't carve shivers either? Did you remove loot from every rust monster?
Legionnaire Dang. Sorry about that. Updated Rustbound, but forgot to also update the Behaviors mod that holds all the new code content. Will have a fix up ASAP.
Edit: Both W.Behaviors and W.Rustbound have been updated. Behaviors updated with the new behavior Rustbound was missing, and Rustbound updated to fix a efw critical errors I overlooked in testing.
Thalius that's the fun, its probably a me issue not a mod issue, and I wondered if you or anyone knew why, the google fu only led me to the texture refresh command, but I recall something to do with mods, that I forgot some time ago. It wasn't a command but something I had to do with my own mods either client side, or server side.
Hiya! Awesome mod!
But having an issue with the latest version that generates errors (a lot of them, it repeasts until it crashes from too many errors)
LadyBlakeHammer Err.. That's an odd one. The model and textures are from Darce's Rust and Rot mod, ported over and built into Rustbound. I've not heard reports of their bags being transparent, and I've not noticed in testing. I'll look into it.
A me issue, thought I'd bring this up and maybe I can find a solution here, over the forums because I've seen it in your mod, maybe you know.
But ... are the Stilt Walker bags, supposed to be transparent?
LeMouse Rustbound does not currently have full compatibility with CO.
If anyone that understands where CO is at this point is willing to help with a patch I can drop into the mod, that'd be very helpful. Otherwise I'll have to get to it when I have some time to dig into it, and that won't be till after the holidays sometime.
2.0.1-5pre is a major update! Lot of new content that will need some adjusting before it can be considered stable. Feedback will be very helpful!!
I have a lot of errors when I turn on both this mod and combat overhaul
[code]
17.12.2025 14:38:32 [Error] Patch 0 (target: game:entities/animal/mammal/bear-adult.json) in game:patches/survival-entities-animal-mammal-bear-adult.json failed because supplied path /server/behaviors/9/aitasks/3/damageByType/bear-black-* is invalid: The json path /server/behaviors/9/aitasks/3/damageByType/bear-black-* was not found. Could traverse until /server/behaviors/9/aitasks/3/damageByType, but then 'bear-black-*' does not exist. Full json at this path: {
"*-black-*": 10,
"*-brown-*": 14,
"*-sun-*": 6,
"*-panda-*": 10,
"*-polar-*": 16
}
17.12.2025 14:38:32 [Error] Patch 1 (target: game:entities/animal/mammal/bear-adult.json) in game:patches/survival-entities-animal-mammal-bear-adult.json failed because supplied path /server/behaviors/9/aitasks/3/damageByType/bear-brown-* is invalid: The json path /server/behaviors/9/aitasks/3/damageByType/bear-brown-* was not found. Could traverse until /server/behaviors/9/aitasks/3/damageByType, but then 'bear-brown-*' does not exist. Full json at this path: {
"*-black-*": 10,
"*-brown-*": 14,
"*-sun-*": 6,
"*-panda-*": 10,
"*-polar-*": 16
}
17.12.2025 14:38:32 [Error] Patch 2 (target: game:entities/animal/mammal/bear-adult.json) in game:patches/survival-entities-animal-mammal-bear-adult.json failed because supplied path /server/behaviors/9/aitasks/3/damageByType/bear-panda-* is invalid: The json path /server/behaviors/9/aitasks/3/damageByType/bear-panda-* was not found. Could traverse until /server/behaviors/9/aitasks/3/damageByType, but then 'bear-panda-*' does not exist. Full json at this path: {
"*-black-*": 10,
"*-brown-*": 14,
"*-sun-*": 6,
"*-panda-*": 10,
"*-polar-*": 16
}
17.12.2025 14:38:32 [Error] Patch 3 (target: game:entities/animal/mammal/bear-adult.json) in game:patches/survival-entities-animal-mammal-bear-adult.json failed because supplied path /server/behaviors/9/aitasks/3/damageByType/bear-polar-* is invalid: The json path /server/behaviors/9/aitasks/3/damageByType/bear-polar-* was not found. Could traverse until /server/behaviors/9/aitasks/3/damageByType, but then 'bear-polar-*' does not exist. Full json at this path: {
"*-black-*": 10,
"*-brown-*": 14,
"*-sun-*": 6,
"*-panda-*": 10,
"*-polar-*": 16
}
17.12.2025 14:38:32 [Error] Patch 4 (target: game:entities/animal/mammal/bear-adult.json) in game:patches/survival-entities-animal-mammal-bear-adult.json failed because supplied path /server/behaviors/9/aitasks/3/damageByType/bear-sun-* is invalid: The json path /server/behaviors/9/aitasks/3/damageByType/bear-sun-* was not found. Could traverse until /server/behaviors/9/aitasks/3/damageByType, but then 'bear-sun-*' does not exist. Full json at this path: {
"*-black-*": 10,
"*-brown-*": 14,
"*-sun-*": 6,
"*-panda-*": 10,
"*-polar-*": 16
}
17.12.2025 14:38:32 [Error] Patch 4 (target: game:itemtypes/wearable/seraph/armor.json) in game:patches/survival-itemtypes-wearable-seraph-armor.json failed because supplied path /attributes/protectionModifiersByType/armor-*-antique-blackguard-broken/flatDamageReduction is invalid: The json path /attributes/protectionModifiersByType/armor-*-antique-blackguard-broken/flatDamageReduction was not found. Could traverse until /attributes/protectionModifiersByType, but then 'armor-*-antique-blackguard-broken' does not exist. Full json at this path: {
"*": null
}
17.12.2025 14:38:32 [Error] Patch 5 (target: game:itemtypes/wearable/seraph/armor.json) in game:patches/survival-itemtypes-wearable-seraph-armor.json failed because supplied path /attributes/protectionModifiersByType/armor-*-antique-blackguard-broken/relativeProtection is invalid: The json path /attributes/protectionModifiersByType/armor-*-antique-blackguard-broken/relativeProtection was not found. Could traverse until /attributes/protectionModifiersByType, but then 'armor-*-antique-blackguard-broken' does not exist. Full json at this path: {
"*": null
}
17.12.2025 14:38:32 [Error] Patch 6 (target: game:itemtypes/wearable/seraph/armor.json) in game:patches/survival-itemtypes-wearable-seraph-armor.json failed because supplied path /attributes/protectionModifiersByType/armor-*-antique-blackguard-damaged/flatDamageReduction is invalid: The json path /attributes/protectionModifiersByType/armor-*-antique-blackguard-damaged/flatDamageReduction was not found. Could traverse until /attributes/protectionModifiersByType, but then 'armor-*-antique-blackguard-damaged' does not exist. Full json at this path: {
"*": null
}
17.12.2025 14:38:32 [Error] Patch 7 (target: game:itemtypes/wearable/seraph/armor.json) in game:patches/survival-itemtypes-wearable-seraph-armor.json failed because supplied path /attributes/protectionModifiersByType/armor-*-antique-blackguard-damaged/relativeProtection is invalid: The json path /attributes/protectionModifiersByType/armor-*-antique-blackguard-damaged/relativeProtection was not found. Could traverse until /attributes/protectionModifiersByType, but then 'armor-*-antique-blackguard-damaged' does not exist. Full json at this path: {
"*": null
}
17.12.2025 14:38:32 [Error] Patch 8 (target: game:itemtypes/wearable/seraph/armor.json) in game:patches/survival-itemtypes-wearable-seraph-armor.json failed because supplied path /attributes/protectionModifiersByType/armor-*-antique-blackguard-pristine/flatDamageReduction is invalid: The json path /attributes/protectionModifiersByType/armor-*-antique-blackguard-pristine/flatDamageReduction was not found. Could traverse until /attributes/protectionModifiersByType, but then 'armor-*-antique-blackguard-pristine' does not exist. Full json at this path: {
"*": null
}
17.12.2025 14:38:32 [Error] Patch 9 (target: game:itemtypes/wearable/seraph/armor.json) in game:patches/survival-itemtypes-wearable-seraph-armor.json failed because supplied path /attributes/protectionModifiersByType/armor-*-antique-blackguard-pristine/relativeProtection is invalid: The json path /attributes/protectionModifiersByType/armor-*-antique-blackguard-pristine/relativeProtection was not found. Could traverse until /attributes/protectionModifiersByType, but then 'armor-*-antique-blackguard-pristine' does not exist. Full json at this path: {
"*": null
}
17.12.2025 14:38:32 [Error] Patch 10 (target: game:itemtypes/wearable/seraph/armor.json) in game:patches/survival-itemtypes-wearable-seraph-armor.json failed because supplied path /attributes/protectionModifiersByType/armor-*-antique-forlorn-broken/flatDamageReduction is invalid: The json path /attributes/protectionModifiersByType/armor-*-antique-forlorn-broken/flatDamageReduction was not found. Could traverse until /attributes/protectionModifiersByType, but then 'armor-*-antique-forlorn-broken' does not exist. Full json at this path: {
"*": null
}
17.12.2025 14:38:32 [Error] Patch 11 (target: game:itemtypes/wearable/seraph/armor.json) in game:patches/survival-itemtypes-wearable-seraph-armor.json failed because supplied path /attributes/protectionModifiersByType/armor-*-antique-forlorn-broken/relativeProtection is invalid: The json path /attributes/protectionModifiersByType/armor-*-antique-forlorn-broken/relativeProtection was not found. Could traverse until /attributes/protectionModifiersByType, but then 'armor-*-antique-forlorn-broken' does not exist. Full json at this path: {
"*": null
}
17.12.2025 14:38:32 [Error] Patch 12 (target: game:itemtypes/wearable/seraph/armor.json) in game:patches/survival-itemtypes-wearable-seraph-armor.json failed because supplied path /attributes/protectionModifiersByType/armor-*-antique-forlorn-damaged/flatDamageReduction is invalid: The json path /attributes/protectionModifiersByType/armor-*-antique-forlorn-damaged/flatDamageReduction was not found. Could traverse until /attributes/protectionModifiersByType, but then 'armor-*-antique-forlorn-damaged' does not exist. Full json at this path: {
"*": null
}
17.12.2025 14:38:32 [Error] Patch 13 (target: game:itemtypes/wearable/seraph/armor.json) in game:patches/survival-itemtypes-wearable-seraph-armor.json failed because supplied path /attributes/protectionModifiersByType/armor-*-antique-forlorn-damaged/relativeProtection is invalid: The json path /attributes/protectionModifiersByType/armor-*-antique-forlorn-damaged/relativeProtection was not found. Could traverse until /attributes/protectionModifiersByType, but then 'armor-*-antique-forlorn-damaged' does not exist. Full json at this path: {
"*": null
}
17.12.2025 14:38:32 [Error] Patch 14 (target: game:itemtypes/wearable/seraph/armor.json) in game:patches/survival-itemtypes-wearable-seraph-armor.json failed because supplied path /attributes/protectionModifiersByType/armor-*-antique-forlorn-pristine/flatDamageReduction is invalid: The json path /attributes/protectionModifiersByType/armor-*-antique-forlorn-pristine/flatDamageReduction was not found. Could traverse until /attributes/protectionModifiersByType, but then 'armor-*-antique-forlorn-pristine' does not exist. Full json at this path: {
"*": null
}
17.12.2025 14:38:32 [Error] Patch 15 (target: game:itemtypes/wearable/seraph/armor.json) in game:patches/survival-itemtypes-wearable-seraph-armor.json failed because supplied path /attributes/protectionModifiersByType/armor-*-antique-forlorn-pristine/relativeProtection is invalid: The json path /attributes/protectionModifiersByType/armor-*-antique-forlorn-pristine/relativeProtection was not found. Could traverse until /attributes/protectionModifiersByType, but then 'armor-*-antique-forlorn-pristine' does not exist. Full json at this path: {
"*": null
}
17.12.2025 14:38:32 [Error] Patch 16 (target: game:itemtypes/wearable/seraph/armor.json) in game:patches/survival-itemtypes-wearable-seraph-armor.json failed because supplied path /attributes/protectionModifiersByType/armor-*-brigandine-bismuthbronze/highDamageTierResistant is invalid: The json path /attributes/protectionModifiersByType/armor-*-brigandine-bismuthbronze/highDamageTierResistant was not found. Could traverse until /attributes/protectionModifiersByType, but then 'armor-*-brigandine-bismuthbronze' does not exist. Full json at this path: {
"*": null
}
17.12.2025 14:38:32 [Error] Patch 17 (target: game:itemtypes/wearable/seraph/armor.json) in game:patches/survival-itemtypes-wearable-seraph-armor.json failed because supplied path /attributes/protectionModifiersByType/armor-*-brigandine-bismuthbronze/flatDamageReduction is invalid: The json path /attributes/protectionModifiersByType/armor-*-brigandine-bismuthbronze/flatDamageReduction was not found. Could traverse until /attributes/protectionModifiersByType, but then 'armor-*-brigandine-bismuthbronze' does not exist. Full json at this path: {
"*": null
}
17.12.2025 14:38:32 [Error] Patch 18 (target: game:itemtypes/wearable/seraph/armor.json) in game:patches/survival-itemtypes-wearable-seraph-armor.json failed because supplied path /attributes/protectionModifiersByType/armor-*-brigandine-bismuthbronze/relativeProtection is invalid: The json path /attributes/protectionModifiersByType/armor-*-brigandine-bismuthbronze/relativeProtection was not found. Could traverse until /attributes/protectionModifiersByType, but then 'armor-*-brigandine-bismuthbronze' does not exist. Full json at this path: {
"*": null
}
17.12.2025 14:38:32 [Error] Patch 19 (target: game:itemtypes/wearable/seraph/armor.json) in game:patches/survival-itemtypes-wearable-seraph-armor.json failed because supplied path /attributes/protectionModifiersByType/armor-*-brigandine-blackbronze/highDamageTierResistant is invalid: The json path /attributes/protectionModifiersByType/armor-*-brigandine-blackbronze/highDamageTierResistant was not found. Could traverse until /attributes/protectionModifiersByType, but then 'armor-*-brigandine-blackbronze' does not exist. Full json at this path: {
"*": null
}
17.12.2025 14:38:32 [Error] Patch 20 (target: game:itemtypes/wearable/seraph/armor.json) in game:patches/survival-itemtypes-wearable-seraph-armor.json failed because supplied path /attributes/protectionModifiersByType/armor-*-brigandine-blackbronze/flatDamageReduction is invalid: The json path /attributes/protectionModifiersByType/armor-*-brigandine-blackbronze/flatDamageReduction was not found. Could traverse until /attributes/protectionModifiersByType, but then 'armor-*-brigandine-blackbronze' does not exist. Full json at this path: {
"*": null
}
17.12.2025 14:38:32 [Error] Patch 21 (target: game:itemtypes/wearable/seraph/armor.json) in game:patches/survival-itemtypes-wearable-seraph-armor.json failed because supplied path /attributes/protectionModifiersByType/armor-*-brigandine-blackbronze/relativeProtection is invalid: The json path /attributes/protectionModifiersByType/armor-*-brigandine-blackbronze/relativeProtection was not found. Could traverse until /attributes/protectionModifiersByType, but then 'armor-*-brigandine-blackbronze' does not exist. Full json at this path: {
"*": null
}
17.12.2025 14:38:32 [Error] Patch 22 (target: game:itemtypes/wearable/seraph/armor.json) in game:patches/survival-itemtypes-wearable-seraph-armor.json failed because supplied path /attributes/protectionModifiersByType/armor-*-brigandine-copper/highDamageTierResistant is invalid: The json path /attributes/protectionModifiersByType/armor-*-brigandine-copper/highDamageTierResistant was not found. Could traverse until /attributes/protectionModifiersByType, but then 'armor-*-brigandine-copper' does not exist. Full json at this path: {
"*": null
}
17.12.2025 14:38:32 [Error] Patch 23 (target: game:itemtypes/wearable/seraph/armor.json) in game:patches/survival-itemtypes-wearable-seraph-armor.json failed because supplied path /attributes/protectionModifiersByType/armor-*-brigandine-copper/flatDamageReduction is invalid: The json path /attributes/protectionModifiersByType/armor-*-brigandine-copper/flatDamageReduction was not found. Could traverse until /attributes/protectionModifiersByType, but then 'armor-*-brigandine-copper' does not exist. Full json at this path: {
"*": null
}
17.12.2025 14:38:32 [Error] Patch 24 (target: game:itemtypes/wearable/seraph/armor.json) in game:patches/survival-itemtypes-wearable-seraph-armor.json failed because supplied path /attributes/protectionModifiersByType/armor-*-brigandine-copper/relativeProtection is invalid: The json path /attributes/protectionModifiersByType/armor-*-brigandine-copper/relativeProtection was not found. Could traverse until /attributes/protectionModifiersByType, but then 'armor-*-brigandine-copper' does not exist. Full json at this path: {
"*": null
}
17.12.2025 14:38:32 [Error] Patch 25 (target: game:itemtypes/wearable/seraph/armor.json) in game:patches/survival-itemtypes-wearable-seraph-armor.json failed because supplied path /attributes/protectionModifiersByType/armor-*-brigandine-iron/highDamageTierResistant is invalid: The json path /attributes/protectionModifiersByType/armor-*-brigandine-iron/highDamageTierResistant was not found. Could traverse until /attributes/protectionModifiersByType, but then 'armor-*-brigandine-iron' does not exist. Full json at this path: {
"*": null
}
17.12.2025 14:38:32 [Error] Patch 26 (target: game:itemtypes/wearable/seraph/armor.json) in game:patches/survival-itemtypes-wearable-seraph-armor.json failed because supplied path /attributes/protectionModifiersByType/armor-*-brigandine-iron/flatDamageReduction is invalid: The json path /attributes/protectionModifiersByType/armor-*-brigandine-iron/flatDamageReduction was not found. Could traverse until /attributes/protectionModifiersByType, but then 'armor-*-brigandine-iron' does not exist. Full json at this path: {
"*": null
}
17.12.2025 14:38:32 [Error] Patch 27 (target: game:itemtypes/wearable/seraph/armor.json) in game:patches/survival-itemtypes-wearable-seraph-armor.json failed because supplied path /attributes/protectionModifiersByType/armor-*-brigandine-iron/relativeProtection is invalid: The json path /attributes/protectionModifiersByType/armor-*-brigandine-iron/relativeProtection was not found. Could traverse until /attributes/protectionModifiersByType, but then 'armor-*-brigandine-iron' does not exist. Full json at this path: {
"*": null
}
17.12.2025 14:38:32 [Error] Patch 28 (target: game:itemtypes/wearable/seraph/armor.json) in game:patches/survival-itemtypes-wearable-seraph-armor.json failed because supplied path /attributes/protectionModifiersByType/armor-*-brigandine-meteoriciron/highDamageTierResistant is invalid: The json path /attributes/protectionModifiersByType/armor-*-brigandine-meteoriciron/highDamageTierResistant was not found. Could traverse until /attributes/protectionModifiersByType, but then 'armor-*-brigandine-meteoriciron' does not exist. Full json at this path: {
"*": null
}
17.12.2025 14:38:32 [Error] Patch 29 (target: game:itemtypes/wearable/seraph/armor.json) in game:patches/survival-itemtypes-wearable-seraph-armor.json failed because supplied path /attributes/protectionModifiersByType/armor-*-brigandine-meteoriciron/flatDamageReduction is invalid: The json path /attributes/protectionModifiersByType/armor-*-brigandine-meteoriciron/flatDamageReduction was not found. Could traverse until /attributes/protectionModifiersByType, but then 'armor-*-brigandine-meteoriciron' does not exist. Full json at this path: {
"*": null
}
17.12.2025 14:38:32 [Error] Patch 30 (target: game:itemtypes/wearable/seraph/armor.json) in game:patches/survival-itemtypes-wearable-seraph-armor.json failed because supplied path /attributes/protectionModifiersByType/armor-*-brigandine-meteoriciron/relativeProtection is invalid: The json path /attributes/protectionModifiersByType/armor-*-brigandine-meteoriciron/relativeProtection was not found. Could traverse until /attributes/protectionModifiersByType, but then 'armor-*-brigandine-meteoriciron' does not exist. Full json at this path: {
"*": null
}
17.12.2025 14:38:32 [Error] Patch 31 (target: game:itemtypes/wearable/seraph/armor.json) in game:patches/survival-itemtypes-wearable-seraph-armor.json failed because supplied path /attributes/protectionModifiersByType/armor-*-brigandine-steel/highDamageTierResistant is invalid: The json path /attributes/protectionModifiersByType/armor-*-brigandine-steel/highDamageTierResistant was not found. Could traverse until /attributes/protectionModifiersByType, but then 'armor-*-brigandine-steel' does not exist. Full json at this path: {
"*": null
}
17.12.2025 14:38:32 [Error] Patch 32 (target: game:itemtypes/wearable/seraph/armor.json) in game:patches/survival-itemtypes-wearable-seraph-armor.json failed because supplied path /attributes/protectionModifiersByType/armor-*-brigandine-steel/flatDamageReduction is invalid: The json path /attributes/protectionModifiersByType/armor-*-brigandine-steel/flatDamageReduction was not found. Could traverse until /attributes/protectionModifiersByType, but then 'armor-*-brigandine-steel' does not exist. Full json at this path: {
"*": null
}
17.12.2025 14:38:32 [Error] Patch 33 (target: game:itemtypes/wearable/seraph/armor.json) in game:patches/survival-itemtypes-wearable-seraph-armor.json failed because supplied path /attributes/protectionModifiersByType/armor-*-brigandine-steel/protectionTier is invalid: The json path /attributes/protectionModifiersByType/armor-*-brigandine-steel/protectionTier was not found. Could traverse until /attributes/protectionModifiersByType, but then 'armor-*-brigandine-steel' does not exist. Full json at this path: {
"*": null
}
17.12.2025 14:38:32 [Error] Patch 34 (target: game:itemtypes/wearable/seraph/armor.json) in game:patches/survival-itemtypes-wearable-seraph-armor.json failed because supplied path /attributes/protectionModifiersByType/armor-*-brigandine-steel/relativeProtection is invalid: The json path /attributes/protectionModifiersByType/armor-*-brigandine-steel/relativeProtection was not found. Could traverse until /attributes/protectionModifiersByType, but then 'armor-*-brigandine-steel' does not exist. Full json at this path: {
"*": null
}
17.12.2025 14:38:32 [Error] Patch 35 (target: game:itemtypes/wearable/seraph/armor.json) in game:patches/survival-itemtypes-wearable-seraph-armor.json failed because supplied path /attributes/protectionModifiersByType/armor-*-brigandine-tinbronze/highDamageTierResistant is invalid: The json path /attributes/protectionModifiersByType/armor-*-brigandine-tinbronze/highDamageTierResistant was not found. Could traverse until /attributes/protectionModifiersByType, but then 'armor-*-brigandine-tinbronze' does not exist. Full json at this path: {
"*": null
}
17.12.2025 14:38:32 [Error] Patch 36 (target: game:itemtypes/wearable/seraph/armor.json) in game:patches/survival-itemtypes-wearable-seraph-armor.json failed because supplied path /attributes/protectionModifiersByType/armor-*-brigandine-tinbronze/flatDamageReduction is invalid: The json path /attributes/protectionModifiersByType/armor-*-brigandine-tinbronze/flatDamageReduction was not found. Could traverse until /attributes/protectionModifiersByType, but then 'armor-*-brigandine-tinbronze' does not exist. Full json at this path: {
"*": null
}
17.12.2025 14:38:32 [Error] Patch 37 (target: game:itemtypes/wearable/seraph/armor.json) in game:patches/survival-itemtypes-wearable-seraph-armor.json failed because supplied path /attributes/protectionModifiersByType/armor-*-brigandine-tinbronze/relativeProtection is invalid: The json path /attributes/protectionModifiersByType/armor-*-brigandine-tinbronze/relativeProtection was not found. Could traverse until /attributes/protectionModifiersByType, but then 'armor-*-brigandine-tinbronze' does not exist. Full json at this path: {
"*": null
}
17.12.2025 14:38:32 [Error] Patch 38 (target: game:itemtypes/wearable/seraph/armor.json) in game:patches/survival-itemtypes-wearable-seraph-armor.json failed because supplied path /attributes/protectionModifiersByType/armor-*-chain-bismuthbronze/flatDamageReduction is invalid: The json path /attributes/protectionModifiersByType/armor-*-chain-bismuthbronze/flatDamageReduction was not found. Could traverse until /attributes/protectionModifiersByType, but then 'armor-*-chain-bismuthbronze' does not exist. Full json at this path: {
"*": null
}
17.12.2025 14:38:32 [Error] Patch 39 (target: game:itemtypes/wearable/seraph/armor.json) in game:patches/survival-itemtypes-wearable-seraph-armor.json failed because supplied path /attributes/protectionModifiersByType/armor-*-chain-bismuthbronze/relativeProtection is invalid: The json path /attributes/protectionModifiersByType/armor-*-chain-bismuthbronze/relativeProtection was not found. Could traverse until /attributes/protectionModifiersByType, but then 'armor-*-chain-bismuthbronze' does not exist. Full json at this path: {
"*": null
}
17.12.2025 14:38:32 [Error] Patch 40 (target: game:itemtypes/wearable/seraph/armor.json) in game:patches/survival-itemtypes-wearable-seraph-armor.json failed because supplied path /attributes/protectionModifiersByType/armor-*-chain-blackbronze/flatDamageReduction is invalid: The json path /attributes/protectionModifiersByType/armor-*-chain-blackbronze/flatDamageReduction was not found. Could traverse until /attributes/protectionModifiersByType, but then 'armor-*-chain-blackbronze' does not exist. Full json at this path: {
"*": null
}
[/code]
There is a lot more, but it exceds the word limit
ITSGIBBYnowNOW Sorry you are not enjoying it. You can use one of the earlier versions before the fog was introduced, or remove it altogether.
In ever test and every conversation so far, the fog has not been an issue and dies as soon as the offending riftspire has been dealt with. Instability on Riftspires actually has a flat curve, so it's reach is mostly horizontal but does not reach to far vertically one way or the other. Fog, however, expands in a sphere around the Riftspire.Not much I've been able to do about that yet to make it work with the same reach Riftspires have. But again, removing the riftspire removes the fog (in the latest release). They cannot double up either, as they have a minDistance that keeps them apart and prevents their fields from overlapping. So far that minDistance has proven to hold in every test.
Bellspires are silent for the most part, and if you are using the latest release, all bugnests grow into bellspires. So if you truly have not seen even one yet, you have something weird going on. Every other test shows them fairly easy to find, after enough time has passed and bug nests have time to age.
Bellspires are getting a shape overhaul and a new aggro sound added to them soon.
mabey you've done too much with the whole rift insability thing because all this mod dose now is spawn poop demons around only your house now forever with a thick annoying fog that drains your saintey in most of your house its not very cash money i can be affected by a bellspire deep under the ocean floor in a cave and even when i destoryed it in creative the butt fog stayed i love this mod but dam this is not it chief its not a challenge to remove its just pain.also ive never ever seen or heard a riftspire in my game just fart fog everywhere in my base all the time.
man i havent gotten to mess around with this mod since right before Darce gave permission for the rot creatures you really pushed it a long way Thal!
Im getting jumpscared adn surrounded by enemies spawning behind me. they need sound affects and howls when they are moving around. right now it's the wrong kind of silent.
I appreciate the feedback! Regarding some of the points you made- Several of them not new and have been addressed in the past, but worth addressing again for any new players keeping up with the feed here:
- Darce's drifters are used, and mixed in with a few of my models.
- Textures might get redone at some point.
- Zero point in adding additional drifters just to use the vanilla drifter models along with the new ones. And I do like the new diverse look to the drifter model library. Shapes might get a touch up, but I'll not be going back to vanilla drifter models. There are also some animation and attack graphics in these shape files that are not used yet. They'll be worked into things soon.
- Loot has to be removed from anything that spawns off of a bellspire or a riftspire. Otherwise, folks will just turn them into loot farms and automate killing and harvesting them. This is a longstanding rule of thumb for anything that spawns off of anything like a block or entity that can be exploited via loot/mob farming. "Your reward is your life" is plenty motivation enough to clear out bellspires and riftspires so as to not have to put up with baddies trying to ruin your day.
- No config file yet. That is proving tricker than I expected it to be. Not sure when I might figure that part out. It is possible I might not be able to add a config file such as I'd like, but we'll see.
Would be nice to
Use Darces drifters but keep the others monsters you put in
Or at least use the original drifters, or the original and these new drifters
And get back the loot they drop
There is not a config I can find? I think having these massive black drifters at anytime not suitable with the game
Bc the others Shivers and Torns are way distinct
Trikil26 Yes, the Boiler is a mob that is part of Rustbound. It was added with permission from another mod called Rust and Rot, by Darce. One of several mobs ported over from that mod.
LunaSchmidt In 2.0.1 (the current test release) Bellspires, the ones you are used to, do not have sanity drain anymore. They still exist but only have mob spawning on them. Riftspires are a new thing and a core feature. I'd encourage you to give them a shot before you disable instability altogether. And thanks for the kind words. Glad you guys are enjoying it!
i have a mob called the boiler that spawned in my world and it says its from your mod but i dont see any mention of it
it override the override mod completely LOL, we are going to just start a new world with 2.0.1 and figure out how to disable the sanity drain from riftspires (at this time I am still trying to find the config file but cant seem to locate it) and if that doesnt work we will probably just disable instability entirely, but still thank you for your concern and such, your mod is great and very unique, my pal (who has played through the vanilla game many times, and myself this being my first vintage story playthrough) genuinely thought this was vanilla until he told me otherwise, that is how good I think it is, anyways yet again, thanks!
LunaSchmidt Sorry to hear that. Wish you could pin down the cause so we could know if it was something from this mod or not. I'll keep my eyes open for any reports of similar issues showing up, but so far I've not seen or heard anything like this in testing or from others.
unfortunately even after switching to 2.0.1 the issue persisted, even after uninstalling the mod completely, I am unsure why this happened and how to fix it, so in the meantime I am just using a mod that overrides chunk stability to normal, thanks still
yeah im not sure, I checked with spectator and theres nothing living within 50 blocks of our base, sanity stills drains at our base near instantly, this happened on 2.0.0 so I guess ill just use 2.0.1 for now, thank you for responding though, I appreciate it!
LunaSchmidt I'd check and make sure there are not any more around that you may not be aware of. Check underground as well. You might be seeing a bug, but no one else has reported what you are seeing, so I have to wonder if there is something persisting in the area that is draining your stability.
That being said, instability has been removed from bellspires and is now handled via a new feature called a Riftspire. They are a block based feature and will generate on worldgen within a defined distance between each. The only other feature in the mod that has instability at this time should be Shepherds.
just wanted to comment how me and pal started a world recently, and ignored a bellspire for awhile, it eventually became a "flourishing bellspire", it draining our sanity INSANELY quickly, we killed it, yet the sanity drain never went away? and for some reason whenever we went away from the area our sanity started to be gained back, yet a giant area around our base (approx. 50x50) was just a near instant sanity drainer, dunno if this is a bug or a intended feature, and was just wondering if its possible to disable sanity drain from bellspires, Thanks!
Greetings all!
Just a head's up for everyone- The next release is going to have some very significant changes involved.
Here is a brief overview:
- New Riftspire feature, which will have a very large AOE to create temporal fog covered regions of instability and hostile mob spawning. Players and server owners will be able to configure distances between spires via a modconfig file.
- Blightworms. Small rust bug companion to skulkers. Not so dangerous to the player, but they will like to come out at night and eat things you'd probably rather they didn't. Crops, saplings, thatch.. You know, important stuff you'd probably rather they left alone. If you don't want to put up with them eating your stuff, make sure you do pest control and keep nests well away from your base. Or have fun patroling your outpost at night.
- Possibly a new boss entity that will incorporate the unstable fog and AOE features to create a "walking temporal storm" sort of dynamic, with a boss entity at the heart of it to take down. You won't want this guy near your base for long. Might not be ready in the next release, but it's on the list.
- Some changes to riftspires, yet to be determined. Might have to remove them, or at the very least change their role in the project. If they are removed, I won't do it right out. They'll remain in the mod so they do not despawn, but will simply quit aging from bugnests.
- Bugnests will remain to pester you, regardless. I'm quite satisifed with the way they keep you on your toes moving through a new forest or heavy brush. Might add a new "mature" stage with larger nest that is harder to get rid of, and yields the higher skulker tiers on average. They will also include the new blightworm spawn.
If you have questions or just want to keep up, find the Wilderlands Rustbound thread in the Vintage Story Discord mod thread: https://discord.com/channels/302152934249070593/1330164611546353685
Or join the Wilderlands Discord server (link in the mod description page).
This mod has become much more popular than I would have expected when I released it. Trying to do my best to keep folks appraised of upcoming changes, and give opportunity for feedback ahead of time.
Cheers!
And happy hunting...
~TH~
SenterNoir Not currently, no.
are there ways to enable vanilla drifters spawns as cannon fodders acompanying the ones in this mod?
Ricksdetrix The cave mod seems stable. Heading toward 700 downloads on the original upload, and no word of issues so far. If there are problems, no one is saying anything.
Thalius oh I didn't realise that was out in a stable state, think it's safe to add midgame? Also I sent you a DM on the forums if you have the chance to read it
Ricksdetrix Thanks. Also, with the new cave mod I put out, these sorts of underground hostiles are going to be more common, I think. I'll be doing an update at some point to optimize them with that in mind.
Thalius I've been playing about 8 hours and maybe 4 hours testing, but I've not done much caving in survival, might just be that I haven't gone deep enough in survival yet. Will let you know.
Ricksdetrix They are set to spawn in groups with rotpillars, and only underground. This is the first report I've had of someone never having seen them. Not sure how much time you spend in caves below sealevel, but that is where they would be showing up.
I've noticed this mod adds the humanoid rot creatures, but I've never seen one spawn. Are they unused? Would really like to see them in ruins and stuff
I haven't seen any Baneflies, I do have the required mods. I hope its not a bug on my part. Haha, pun intended.
PeachyPotato That sounds about right, for the early game. The question is, are they respawning on runtime once you clear them. You should have to clear an area. They are supposed to be quite common right away. But you should be able to keep an area clear once you get rid of them, with minimal maintenance.
@PeachyPotato
Can confirm this as well. Second playthrough with this mod and both times within the first 7-10 days we had bellspires all over the place. 5-7 of them out in the west, 2 underground the starting area, and 3 east, 4 north, and only 1 south. We were getting rolled by the temporal damage, but it DID get our Xskill for temporal stability - up pretty fast to the point where everyone has 100% recovery. Still, we are getting overrun unless we bring some blocks and a bunch of spears to build 1x3 tall dirt block towers next to the bellspires so we can kill them. This is an ongoing issue as well.
Moment we kill 3 of them, another 4-5 are discovered. We thought about going nomadic and travelling for a bit to see if we can just avoid them and resettle.
PeachyPotato With the latest release? Runtime spawning is removed from bellskulkers. They now only spawn off of caretakers, and are only allowed to do so during the full moon cycle. This could still cause more frequent spawning on servers with shorter months (not an issue in your case), but they still only show up off of caretakers, now.
If you are ONLY seeing them around your base and not elsewhere in the world, it means that any caretakers that have spawned that you've encountered likely dropped bellskulkers that then seeded new nests around you. This is a feature, not a bug.
If you are seeing NEW nests spawn in the rest of the already generated chunks, then something is still off, and there is runtime spawning showing up where it should not be possible, or you are running into server/client desync issues.
We use 30 day months on our server, I also set the timescale down to 40 (vanilla I think is 60?)
I can confirm the two of us have seen probably 20 or 30 spawners that have immediately surrounded us in under a month ;_;
LadyBlakeHammer Thanks for the report! We know that guy. It's been a bane for a while now. Something in the vanilla code shifting the hitbox lower than it should be. Problem is, if I fix it there, the hitbox is off when he's not crawling. I'll tinker with it some more in the next update.
Reporting that the nightmarish rustborn drifter, the crawling one; the hitbox is so unbalanced, you have to aim center- where the hitbox would be on a normal drifter, when dude is gargantuan in stature; we hit him, and nothing connects. We hit his under carriage/block under him, it connects.
ArmoredStone Thanks for the note! Glad you are enjoying them. ;)
As for is Rustbound to hard for a new player? I can't say. Depends on the player. It sort of helps that you don't know the game. You'll grow accustomed to the challenges this mod adds without knowing any better as you learn the game. :P
Bellspires should not spread and take over the world. There was an issue with runnaway bellskulkers spawning and flooding the world, but hopefully that is fixed with the latest update.
Hey Thalius, I'm new to the game and I haven't even gone underground yet. Is this likely too difficult for me to consider?
Also I am considering setting up a server for my community, and I'm curious how intelligent the spreading mechanism is in this mod. Will it spread and consume the whole world while almost everyone is offline? Does it slow down with fewer people online?
Also thank you for making the Wilderlands series :) it all looks super cool
Alright, that sounds awesome. Hope this works out, might need to run a butcher command for short radius when the update drops and give us some breathing room. Haha.
I'll have an update out in the next day or two that will remove bellskulkers from being able to spawn on runtime, period. They are enabled to spawn during certain phase of the moon with very low spawn chance, but it is sounding like the are running wild on some servers. One report hinted at an issue with calendars less than 30 days, which was permitting bellskulkers to spawn a lot more often than they should have been allowed.
I unfortunately couldn't get the log for this, but a Skulker Nest only just spawned today, next to my server's shelter. I hope there will come a way to just remove them from spawn pools. I like the skulkers as a whole just fine. Minimal Bells would be nice also.
Is there no mod config to edit skulker nest spawns or any spawns for that matter? I've searched everywhere for the config file but to no avail.
I love the enemies from this but my only complaint are the nests. They are spawning way too much. I destroy one, come back maybe an hour or so later and there's now like 3-5 in that area.
Any way for me to change their spawn rates or something?
Damn, what horrific experience this mod is ( not in a bad way though ) truely how it feels to live, in game, living in a apocalyptic aftermath is, its either you get fcked or do the fcking.
Great mod by the way.
I'm getting reports on our server that seem to hint that some bellspires, after being killed and despawning, return to that exact spot after the player leaves the area and returns. Often having aged. I can't confirm this, but if it is happening, it might account for why some folks report seeing an abnormal amount of nests and spires as if they are spawning on runtime (which should not be possible, since they don't have runtime spawning behavior at all). If this is happening, I speculate that some servers, for reasons I can't yet discern, might be seeing nests and bellspires killed and despawning on client side, but still present on the server side (not killed). This would result in the player seeing the bellspire killed and removed from their end of things, but when they leave the area and return and reload the chunk, the server is returning the nest/bellspire because the server never removed it.
If anyone thinks they are seeing this, try to find something in the logs to send to me. I can't think of anything this mod does that could account for that, but I'm trying to figure it out none the less. Any help would be appreciated.
Also, some balancing coming in the next update, soon-ish.
MikeisaGoob Glad you are enjoying it. ;)
This mod fucking sucks, nests are way too frequent and have aboslutely obsurd amounts of HP. Users should only download this mod if they enjoy taking 5 minutes of circlestrafing spam with steel tools to clear a nest which spawns every 50 blocks and also spams the bell sound effect because fuck you thats why.
Shepards (and iirc the spires) seem to despawn way too quickly to allow you to harvest them, if you have to delay for even a little you miss the chance at looting them. Is it possible to extend the timer before they despawn?
It gets a bit irritating when a single creature resets your harvest and causes you to miss getting rewards
Thalius I thought that was the case, but we couldn't find one anywhere, and the level of sanity decay was very rapid in the area
CrazyUncleSole Removing it from an existing world will not cause any problems at all. Nor will adding it to an existing word.
Dreoh Probably a beelspire underground somewhere. Bellskulkers can get into caves and seed nests that grow into bellspires.
We had a bug on our server randomly (I assume it was a bug because we couldn't find any source to it) where our base became unstable temporal ground
would this be safe to remove from a server thats had it in it for a while
wrustbound:bugnest-skulker attempted to play an animation code which its shape does not have: "idle"wrustbound:skulker-mature attempted to play an animation code which its shape does not have: "breathecalm"wrustbound:skulker-mature attempted to play an animation code which its shape does not have: "jump"wrustbound:skulker-adolescent attempted to play an animation code which its shape does not have: "breathecalm"wrustbound:rustborn-tier4 attempted to play an animation code which its shape does not have: "standhurt"wrustbound:wbonemass attempted to play an animation code which its shape does not have: "hurt"When i try to play on my dedicated server with the mod the debug gives me this errors and I'm having a lot of lag spikes
BleakBadly
Still plenty of threats. I have no plans to add them back to rifts as well, though anyone is free to create a patch mod to add that back in if they like.
unfortunately it makes the game far easier since if i destroy the bellspires around my base there are no more threats. any way to configure to allow them to spawn normally and to allow them to spawn from rifts?
BleakBadly Yes. Vanilla drifters are disabled, and replaced by the Rustborn drifter entity, which spawns off of bellspires and during temporal storms, as well as having a slight chance to spawn randomly in small groups on runtime (apart from rifts).
in my game temporal rifts do not spawn drifters anymore??? is that intended??
I'll be sure to give it a more thorough look in singleplayer then! Thank you for your input!
Pretzali Easily could be an issue with Combat Overhaul. I have patches that apply certain resistances, but I've not looked at CO in ages, and so I'm not sure if any updates may have made things more difficult. I've found it pretty tedious to try and keep up with CO's constant updating. I've not heard about any breaking behavior though, so as far as I know W.Rustbound still works alongside it as intended.
Without knowing the amount of damage you are doing with each assult, it is hard for me to assess if something is off. They are supposed to be hard to kill though. Especially with CO and using weapons with damage types to which they are resistant.
Thalius We are running Combat Overhaul in our current game.
Pretzali You are not doing anything wrong. They are supposed to be tough, and encourage groups cooperating to extinguish them. Also, it gets easier with higher tier weapons. Most of them have pretty high HP. The highest tier as around 600 hp or more.
Skulker nests should be fairly short work killing though. Are you running Combat Overhaul, or any other mod that may patch combat in any way?
Really love this mod and how it changes up the game, thank you for sharing it! But is there a specific way to deal with bellspires and nests quicker? My group has noticed that they have a resistance to slashing and piercing, but even when striking early stage bellspires with blunt weapons it seems to take forever to actually clear them out. Are we missing something?
FrancisOfFilth It will work. You'll need to add the W.Rustbound spawn utility to get nests and such to show up though, since by default they spawn only on worldgen. The spawn utility adds a runtime spawn function so as to allow for populating previously existing worlds. Remove the spawn utility whenever you feel like you have enough nests spawned into the world. FYI: It does not work quickly, and we've left the spawn utility on a world before indefinitely because we liked seeing them show up randomly via runtime spawning.
Can this be added to an existing world ? If so do I have to take extra steps to make it work ?
Gootcha, thank you for the response! Hope everything in your life is improving.
EthelVril Default light levels for vanilla drifters is 7. Mine are turned down to 4. I'm not inclined to turn them down further at this point. The drifter light level mod you referred to won't work on W.Rustbound, since it does not target the new Rustbound mobs. Should not be difficult to make a patch to turn light levels down further, if someone wants to put that together.
ZendyBones Someone could probably make a patch to make that happen as well, but I won't be adding that feature. I have enough mods on my plate and in the works at the moment, I can't get into making custom patches.
Sivarous I think you and I already conversed about this. The AOE is large, and will be an initial challenge for existing worlds that have allowed a lot of bellspires to mature. Anyone dealing with this struggle that wants to avoid this can re-load the earlier version of W.Rustbound, exterminate the mature bellspires in your area, then reload the update.
Does this work with drifters light level one mod? Or is there an option to change it in this mod as well?
I hate shit spawning inside my base because one corner was a bit dim.
Is it possible to adjust the surface spawns? I'm wanting to make it where creatures only spawns during storms or under ground.
I think the new AOE is too large. Can't seem to find a spot where I am not affected by it and constantly being drained at a rapid pace.
No there is not a storm and my area was always stable. Even flying high into the sky in creative does not escape the drain
Hey guys. I'm back after a long summer of travel and... life. I'll be looking into some of the things mentioned here. Also just released an update that adds a few significant changes/additions I had started working on before the summer months. I'll be giving more attention to things in the days to come.
Feedback welcomed. Message me via Discord for faster response.
Or join our community Discord to keep up with things and discuss features.
the drops are way wayyyy not worth it for the dificulty of the mobs, and i'm doing 50% mob strength. the shepard drops nothing. the bells drop random ores that really equate to 1 ingot or like 5 coal. at least give us some gears for spending 15 minutes beating up a bell while dodging bone arrows to the head and shepard hits, jeeze. cool mod but it really isn't worth the difficulty it adds. if you're into having a punishing and disappointing experience that makes you never want to leave your base this is the mod for you. even with the drop tweaks mod it's highly disappointing.
Bigoy Currently working on that over at my Entities Configurations - Lite mod. cant promise an ETA tho.
Can i change something in the files to reduce the amount of bellspires that spawn in the world
Thalius
Created a fork of Entities Configurations that has support for your mod:
https://mods.vintagestory.at/entitiesconfigurationslite
If you're concerned about mob farms and grinding, is there any way to make a spire start spawning non-lootable mobs after enough of its mobs die? The count doesn't even need to be that high to make facing one rewarding, and it'd prevent the rest of the game from suffering for it.
As it is now, fighting rustbound mobs is made a lot more frustrating by the fact that you get absolutely nothing out of it, and spires only really give a pittance for the effort involved in taking them down, especially solo.
Raisenku made a "fixed" version where the path point to ../lore
Also "fixed" the xskills wilderlands mod and tried the dropping (that one doesnt work... enemies just vanish but no loot)
https://mods.vintagestory.at/wrustboundfix
Will delete if this gets updated
PS:
No developer, so cant troubleshoot any further or add/change stuff.
is there a command to reduce frequency of nests spawning?
Hello, patches for default creatures (like disabling the base game drifters) no longer work in 1.21, because the files for those creatures have been moved (from entities/land/[creature].json to entities/lore/[creature].json)
Most things seem to work in 1.21 although i havent played it for too long
Mod seems cool, I really like the idea of more enemies and features, seems like not many mods do that. The drifters however will not shut up and are so loud. Its just groaning in different pitches the entire game, and there are packs of them doing it. Makes it hard to play with. Hopefully something can be done about that.
Kaschperle I see, thank you
Raisenku pretty sure this mod removes the loot there is a addon to add loot to the entitys...
https://mods.vintagestory.at/wilderlandsrustbounddrops you would need that one
Hey cool mod !
Small issue though, this mod (v1.0.0) patches shivers and bowtorns by making them non-harvestable (it removes /client/behaviors/4 and /server/behaviors/9 on both). Why is that ?
@Thalius I would to start by saying we're really loving this mod and all it adds <3
Although we're currently having some issues with the drifter/bowtorn/shiver mobs not dropping any loot and the Drifter Shepherds aren't harvestable.
We recently removed the mod (due to issues listed below by Aljistar) and now we have issues with their loot.
Any help is appreciated as I haven't been able to track down their drop tables in the code yet (except for a few of the mobs like Boiler).
Thanks again 🤩
Exmortis Thalius Im having the exact same issue, I cant find the cause but mobs and spike traps hit up to 10 times at once. IT is not rustbound causing it. Removed it and it still does it.
EDIT: the error persists, i find a mod that caused it, and it came back.... im done trying to find it jsut gave up on VS entirely.
Nyaaa_Natchi That is possible, but sounds unusual. I don't see them often, and it has been a long while since I saw more than one together outside of bellspire spawning or a storm.
Hey loving the mod so far. Adds that little umpf that I was needing. Added it to a preexisting world and just wanted to know if 4 shepards spawning on the second morning it intended or not. Thanks!
Does this mod work on already created worlds? also are the shivers and bowthorns supposed to be unharvestable as well?
Im sorry if i missed something in the description but i only see loot is turned off for drifters
Not sure whats causing it then, but we had over an hour of just chain deaths because a few malignant and malicious drifters were one hit killing everyone through wood and copper armour.
Couldn't get close to fight them, the hit register didn't reflect their animation (Likely due to server lag) but flint/copper spears took dozens of hits to down even one of them.
I was using a Wicker Heavy Shield, Wood/gambeson armour and was getting 1 shot regularly, even through the shield.
No worries, understand you've got your intent behind the mod. Will likely not be able to play with it on the server at the current stage.
Exmortis No one I've spoken with has had the experience you are describing, nor is it my personal experience. I kill them just fine with no armor, and can take more than one hit from at least the lower to mid tier rustborns (drifters). If you compare their hp and damage stats with vanilla drifters you'll find they are pretty much on par with the vanilla drifter entities, with the higher tier ones edging just a bit higher than top tier vanilla baddies. Shepherds are a different matter. They are mini-boss entities that are supposed to be tough and tanky. They require more care when attacking them, and are best handled by a group of players with good armor or via ranged combat.
So stock up on poultices, carry a few spears or a bow and some good arrows, maybe load up Salty's Dodge Master so you can have a bit more agility getting a hit in and jumping back out of their range quickly, and avoid the really big looking bad guys unless you have some help or unless you are up for a challenge. Use Wooden Fortifications for some passively offensive elements to protect your base and create obstacles to help you engage the enemy more safely.
I have no plans or desire to make them easier, and I don't know how to add config files to allow for customization. If someone is willing to reach out to me to help me learn how to do that, I'll consider a config option to make customized adjustments to various entity's health and damage stats.
Any way we can get a config or something to reduce their HP and Damage?
They are way too strong at the moment, can't even fight them at Copper/Bronze age because they 1 shot through most armour.
We've had to remove it because the drifters are way too strong, swing way too fast and 1 shot through shields+copper armour. Makes the early game impossible.
CharliePetPup I have no plans to add loot to any entities that can spawn off of a bellspire. That would, as I've said elsewhere, make them an exploitable featuer allowing for endless farming of drifter related loot.
I may, however, put together a patch to add loot to them for those that want it. It will be a bit before I get to it though.
can you make a version that does have loot?
PurpleMaker Most of the rust related, rust colored entities do not drop items. Bellspires are harvestable, and drop ore. Other entities drop various things as well.
Pretty much anything that spawns off of a bellspire has no loot.
Thalius I ran both simutanously as I wanted to add it to a existing world. Worked fine with 1.20.7 and I dont have the double version. The only i should try maybe is to use the ftp ip to the files instead the hosts file browser which works fine for 99% of the time but sometimes some jank happen but I'd see!
Edit jup that was the case why it didn't load my guess is there is a upload limiter on the website build in interface (which works 99% for none content mods :D)
Exmortis I'm not a huge fan either, but making custom textures that look good takes a lot of time that I did not have. I aim to get around to it one day, but for now wanted something quick and simple that kept the rust related entities looking uniform rather than a hodgpodge of badly applied textures.
Thalius
No worries, just wanted to make sure I didn't have a texture issue or something. Personally not a huge fan of the texture, but happy with it if it's intended.
Thanks again for the mod and your help!
You don't have two copies of it knocking around in the folder, do you? Very odd that it is not initializing. And although I doubt this is the case, you are sure you are using this mod, and not accidentally running just the W.Rustbound Spawn Utility mod, are you?
Sadly the log didn't say anything relevant. Just that it couldn't initialize or whatever what was inside of it again. It's similar to the current broken Maltiez Gunmod it's the same error but the gun mod is actually broken. I used 1.20.7 without issues your mods :"D so I am aware that this is rather unusual!
Kaschperle If you can get me a log report, I can take a look at it. Otherwise I'm not sure what to recommend. It's running fine on two of our community servers which have progressed with the mod through each of the 1.20 updates without issues.
it would make sense but even if turned off and only your mod touching rust creatures it doesnt work but i was to lazy to figure out whats causing it.
Kaschperle Defautl drifters are disabled, so it is very likely that the better loot mod is trying to patch an entity that it can't find. Not sure what rustier does, but if it is also trying to patch default vanilla drifters, it would be having issues.
I see then it would be most likely a modconflict but I also deactivated the once where I thought it would cause issues so eh whatever but still a cool mod of yours.
Only mods touching rust stuff was
-rustier
-betterloot
Kaschperle It should work with 1.20.11. I saw no issues with it on our server for that game release.
Exmortis The consistent texture across the Rustbound creatures is intentional. I may change it at some point, but they are the same rusted color and texture for now.
Thalius
I can confirm that adding
"Wrustboud:rustborn-*": {
"Enabled": true,
"Cooldown": 5.0,
"Range": 1.0
},
For each entity type you want to add into DanaTweaks will allow them to open doors. Having a boiler open a 3x3 gate you thought you were safe behind and punch you in the face is a very amusing experience.
As a question, is there any reason the Drifters, Shepherds and other Rust monsters are all that same texture? Not sure if this is intended or if I've done something to my mod file
Thanks again!
curious if it's just on my end or a mod incompatibility or this mod isn't up to date to 1.20.11
Thalius
Many thanks! I will trial it out over the next few days!
Exmortis You need to reference "wrustbound:" with any of the mod's entities you want to add to the list. But I think you can use a wildcard to add an entire class of entities without listing each one.
Example: " wrustbound:rustborn-* " should enable all of the rustborn (wrustbound's drifter entity), to be able to open doors.
Thalius
Amazing, I've just checked Dana Tweaks config, though I'm not 100% sure exactly what I need to put in.
As an example if I was to add the rotwalker, would I just add
"wrotwalker-*": {
"Enabled": true,
"Cooldown": 5.0,
"Range": 1.0
Or would I need to put "wrustbound:wrotwalker-*"
Thanks for your help!
Exmortis Dana tweaks has a config that allows for easily adding W.Rustbound entities to the "opens doors" whitelist. You just need to add the desired entity to the config list for entities that are able to open doors.
Hi Thalius
I am wondering if the Drifters from Rustbound will work with Dana's Tweaks for opening doors?
We've found on our server that Drifters having the ability to open doors causes storms to be so much more interesting, as you can no longer just hide inside your house till it's over.
19:02:53 [Warn] [Combat Overhaul] [EntityDamageModelBehavior] Entity 'game:shiver-tainted' does not have colliders behavior
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. 😮