Mods / Temporality Plus
- Tags:
- Author:
- IdiotMage
- Side:
- Both
- Created:
- Nov 21st 2025 at 8:46 AM
- Last modified:
- 1 day ago
- Downloads:
- 1382
- Follow Unfollow 168
-
Latest release (for Vintage Story 1.21.5, potentially outdated):
temporalityplus_0.0.17.zip 1-click install
I have never liked the implimentation of stability. Its barebones, boring, and worst of all annoying.
Everyone always says "heh, dont like it? disable it." or "just install this mod that removes that gameplay mechanic bro!"
I got so tired of it, that I decided to make this mod to fix all the issues I have with temporal stability.
If you have any suggestions for features i should rework/change, let me know in the comments.
Most features of this mod are toggleable via config.
Rift Changes
-Rifts can now only spawn in unstable regions.
-Rifts will spread devastation to 8 blocks around the rift. Devastation will slowly vanish after 2.5 in-game days. Blocks will not retain their original form, and when the devastation is gone it will leave mostly useless blocks behind.
-The Rift Ward has been buffed, it now will block rifts within (approximatly) 90 blocks and destroys any nearby active rifts. Players within (approximatly) 45 blocks will also slowly regenerate stability.
-Rifts will spawn tier 0 enemies during the day at random intervals
-In addition to their normal night spawning mechanics, rifts will also now spawn tier 3 enemies at random intervals when its night.
Unstable Area Changes
-Stability loss in unstable areas is now dependant on the current rift activity, with higher rift activity causing higher stability loss.
-When a players stability is less than 33%, all their stats become randomized every few seconds. Stats return to normal once stability is higher than 33%.
Temporal Storm Changes
-Temporal storms now cause players to lose much more stability, to a point where it can become lethal.
-Stability restored from killing mobs has been increased.
-Temporal Wraiths can spawn at regular intervals during storms.
New items/blocks/mobs
>Block: Riftbloom<
-Only avalible if extra rift spawns and rift devastation are enabled as a reward for playing with increased difficulty
-When a rift devastates a flower, there is a 1 in 20 chance of it becoming a Riftbloom.
-When a rift devastates a crop, there is a 1 in 2 chance of it becoming a Riftbloom.
-Riftblooms will blossom at night and emit light.
-When a Riftbloom has blossomed, it can be harvested.
>Item: Faux Materia<
-Obtained from harvesting Riftblooms.
-Faux materia can be consumed to restore stability, or crafted into a temporal gear.
>Entity: Temporal Wraith<
-Dies outside of temporal storms.
-Targets the nearest player when it spawns.
-Can phase through walls.
Tweaks
-Rusty gear amulet now lowers stability loss by 10% when worn.
-Temporal gear amulet now lowers stability loss by 20% when worn.
-Temporal wraiths, drifters, bowtorn, and shivers all take half damage from any sources other than a falx (with the exception of bows which only lose 30%) This was done because the falx item description literally says that normal weapons wont work against them and ive always been annoyed that this isnt actually the case.
-Bears and wolfs will now target drifters, shivers, and bowtorn.
-Bears and wolfs will now also target eachother.
-Shivers can now climb.
EXTRAS
>Harder stability loss config<
Disabled by default and untested, makes instability much more dangerous.
if you like this mod, please try out my other mod; class overhaul
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 0.0.17 | temporalityplus | 58 | 1 day ago | temporalityplus_0.0.17.zip | 1-click install | ||
|
-improved json | |||||||
| 0.0.16 | temporalityplus | 4 | 1 day ago | temporalityplus_0.0.16.zip | 1-click install | ||
|
-reworked riftbloom spawning again | |||||||
| 0.0.15 | temporalityplus | 18 | 1 day ago | temporalityplus_0.0.15.zip | 1-click install | ||
|
-lowered riftbloom spawnrate | |||||||
| 0.0.14 | temporalityplus | 52 | 2 days ago | temporalityplus_0.0.14.zip | 1-click install | ||
|
-added riftblossom -added optional harder stability loss -added faux materia -added a new model for the temporal wraith -gear amulets now lower stability loss -improved compat with class overhaul | |||||||
| 0.0.13 | temporalityplus | 37 | 3 days ago | temporalityplus_0.0.13.zip | 1-click install | ||
|
yet another update made at 2am, i tested it though so it hopefully shouldnt be busted -rift weather can now effect stability loss in caves, this can be disabled in the config -added compatability with my other mod; class overhaul. if you have class overhaul installed, players playing as the malefactor now take half stability loss from rift weather and storms like what youd expect. | |||||||
| 0.0.12 | temporalityplus | 132 | Feb 20th at 8:31 PM | temporalityplus_0.0.12.zip | 1-click install | ||
|
-rifts will no longer spawn enemies if a player is farther than 30 blocks away | |||||||
| 0.0.11 | temporalityplus | 47 | Feb 19th at 4:32 AM | temporalityplus_0.0.11.zip | 1-click install | ||
|
-stone can no longer become devastated (it was ruining peoples builds and didnt even make sense lore-wise)
EXPERIMENTAL: -rifts can now spawn enemies during the day -rifts can now spawn tier 3 enemies at night | |||||||
| 0.0.9 | temporalityplus | 429 | Dec 14th 2025 at 7:59 PM | temporalityplus_0.0.9.zip | 1-click install | ||
|
-fixed issue with unloaded chunks (i think at least, i dont have enough time to test it properly) -added config for rift spreading (again, didnt test it. should work fine though) | |||||||
| 0.0.8 | temporalityplus | 289 | Nov 26th 2025 at 8:45 AM | temporalityplus_0.0.8.zip | 1-click install | ||
|
--rewrote the code for the rift ward | |||||||
| 0.0.7 | temporalityplus | 64 | Nov 25th 2025 at 7:17 PM | temporalityplus_0.0.7.zip | 1-click install | ||
|
-removed riftward restoring stability since that also breaks the game apparently and i dont have time to fix it | |||||||
| 0.0.4 | temporalityplus | 36 | Nov 24th 2025 at 10:53 PM | temporalityplus_0.0.4.zip | 1-click install | ||
|
-changed config name for halved rust damage -added config to disable the temporal wraith | |||||||
| 0.0.3 | temporalityplus | 80 | Nov 23rd 2025 at 3:11 AM | temporalityplus_0.0.3.zip | 1-click install | ||
|
-wraiths now die when a temporal storm ends | |||||||
| 0.0.2 | temporalityplus | 41 | Nov 22nd 2025 at 9:33 PM | temporalityplus_0.0.2.zip | 1-click install | ||
|
-added config -fixed some bugs -lowered time for devastation to vanish to 2.5 days | |||||||
| 0.0.1 | temporalityplus | 63 | Nov 22nd 2025 at 12:21 AM | temporalityplus_0.0.1.zip | 1-click install | ||
|
-added the CORRECT version of the mod -the original upload was a slightly older version with a nasty bug, sorry about that | |||||||
Wombino yeah its been on my to-do list for awhile but i keep losing to my chronic lazyness. il get it done ((eventually))tm (dont count on it tbh sorry)
Great mod, most of this should be core honestly. But do you think you can change the devastation spread into a circle or have uneven edges atleast, seeing the square on the map looks wrong
whoops, sorry Sprezzo for forgetting to respond to your comment.
I have no idea what is and what isnt incompatable with this mod, but the methods that get patched are:
-ModSystemRifts: CanSpawnRiftAt
-ModSystemRifts: OnServerTick3s
-BlockEntityRiftWard: Initialize
-BlockEntityRiftWard: OnServerTick
everything else is handled with my own methods. you can also check the source which is avalible on github if you need, although i will warn you my code is VERY messy and not very well made since i was still learning about vs modding, so for example the extra rift spawns are done from the rifts onservertick3s method but rift devastation is done from the temprift method i made which just cycles through every rift..
its deffinitly not my best work, if i were to remake this mod id do it completely differently.
anyways, if another mod patches any of the methods that im patching, dont expect full compatability.
another thing too, is if a mod adds new temporal mobs then they will not take half damage from non-falx weapons or give extra stability when killed unless that mod author made their mod specifically compatable with mine
also, thanks for the advice MiraLeaps, il change my json to include addmerge next time i update the mod
Hey, awesome mod, going to get this added today because it fixes a gripe I had for a while regarding instable areas.
I noticed, while checking for incompatabilities like Sprezzo inquired about that you were using "add" in your patches, if I may make a humble suggestion based on documentation: addmerge is a much safer operation and allows for cases where another mod might patch the same file and path so that the 'merge' part of addmerge works instead of a simple 'add' failing because of whatever already existing.
Sprezzo from what I can see so far, TR should work with this just fine, but TR's changes might make the rifts fail to spawn things in the day as this mod intends.
nice!
You know what would be an awesome optional addition to this mod?
Whenever the player respawns they create a temporal rift that stays forever.
It'd open up some really awesome ideas for builds like shrines or containment buildings.
Could easily choose the respawn within radius in the world settings and boom the more you live in your world and die the more holes you punch until you have this massive wasteland.
Only happens when you respawn at world origin, not on beds.
Any known compatibility/incompatibility with Temporals Reformed?
On my game style - I have set temporal storms to 125% length. I set creatures to weak, aggressive. I have a mod that adds HP (gourmand) and reduces armor penalties. I like challenge, but not "unfairness" (like getting one shot by bears). I consider the wildlife to count toward "everyday survivable annoyance" but for temporal mobs, I prefer exciting fights.
On your mod settings - I turned off the "new enemy" and the half damage from weapons other than falx. I will try the new enemy now that I've survived my first temporal storm and let you know how I feel about it. Falx is difficult to get by the first temporal storm and is sort of rude to hunters/people who prefer ranged weapons. IMO, what you should just do with them is either buff the falx, or leave it be to let players tweak it using other mods. Version 1.22 is promising to make falx sharpen-able so it may be a moot point in your development.
On sanity drain - I did lose my sanity on a mild temporal storm, with my 125% longer storm setting, toward the end. I was able to restore the sanity by killing 2 drifters, so it wasn't game over by a long shot. I think if I were to tweak it now that I've tested it, I'd actually have set the storms to be shorter, but it isn't that big of a deal so long as you're actively fighting - which, imo, is the design of the storm and the difficult drain (to force you to fight). So the current settings are okay for me, though if you were to tweak it, only a little less.
On surface drifters - I am against the general consensus about night drifters. All they pose in basegame is an annoyance and/or an incentive to bunker in. I play with them off usually, though with your mod, I do have them "on" in the sense that they'll spawn around their danger zones, which is immersive and still offers the occasional fright given how close they are to my base (see last post - I turned off my gear in the GUI so I have to use immersive clues to tell if I'm in an unstable zone).
On climbing shivers - No problem with this. In fact it is strange to me that they don't aleady. Climbing mobs are a bit more cool than being stoned to death haha.
On bears and wolves targeting each other and - neat realistic change that I appreciate, BUT. I think it's outside the scope of this mod. I recommend splitting this off, because temporality is more geared to the eldricht horror, and you risk mod conflicts by spreading the scope to wildlife.
On the spreading ruin - I also like this. I don't mind the "ugly", and if anything I like the spook factor of seeing them erupt. If the idea is to add eldricht horror, why have everything pretty? That said, if there's a way to repurpose some of the stuff it spawns it could be neat. Late-game stuff with even more eldricht horror elements! Like, the barren soil only grows weird creepy crops that can be processed into armor or something. Or "sanity bandages" that actually make you MORE insane for a short period of time, but then restore to half sanity after, to balance the harsh sanity drain and add that spooktacular element! :D
On the rift ward - I haven't touched this since I am starting from scratch, but I like the idea of making the rift ward useful rather than something shiny and pointless. Restoring sanity, especially with these harsher sanity drops, is INVALUABLE. A must have, and something I am eager to make ASAP.
This mod needs more love from the community. Especially combined with hiding the gear in the gui, and salty's temporal symphony and temporal particle effects, it adds something that has been sort of neglected by the developers. I never bothered much with unstable regions, they were boring countdowns and added nothing to the experience. However, since I turned off the gear in my GUI I never know for sure if I've stepped into an unstable zone while exploring. And when rifts appear, there's a sense of mild dread and fear that I never get from basegame. Moreover, when those really cool structures appear, it adds an eldritch horror element on top of everything else. Seeing those emerge one day at the edge of my homeland was fascinating.
Please continue developing this mod. It is now a must-have for me. If you get a kofi account I'll buy you a coffee (or tea), haha.
I've been enjoying many features of this mod. I like that there are are no longer random rift creatures on the surface, as these quickly became more annoyance than real danger anyways. I do like the devastation effects, though there have been complaints from others on my server about these effects, and I would also like to request if it would be possible to add config options for what types of blocks are affected. One of my friends built a house near a particularly nice grouping of resin trees only to have those trees all get destroyed by devastation. I don't mind the soil, gravel, and sand changes, but would love to have the option to turn off changes made to trees and rocks.
My other main feedback in using this mod is how strong the affect of temporal storms are on players losing stablitiy. We've found it difficult to survive even mild temporal storms - not due to damage taken from monsters but just due to the damage/effects of losing stability over the course of the storm. Would it be possible to scale the degree of stability loss so that light storms only incur a minor loss in stability, medium storm a bit more (though less than they currently do), and heavy storms could remain as-is for the most deadly experience?
I really like the idea behind this mod and think as it currently stands, it already significantly improves and enhances the temporal aspect of the game, but a few more config options to customize the experience further would be truly amazing. Thanks.
I switched off rift devastation on our server, because players put complaints, that landscape is griefed after temporal storm, for example, beatiful chalk cliff now have ugly random black obsidian spots. Maybe intermediate option would help here (only soil and shrubs are distorted, not trees, rock, gravel and sand)?
Another idea: include in config some factor defining, how temporal activity affect (decrease) temporal stability (currently I see no rifts at all, even in medium/high rift activity).
Ferret_Cyan
I agree, i’ve been playing with this mod for a bit now, and while it’s nice that nothing attacks me at night, it’s made nighttime feel more like an inconvenience than a threat. At this point, I only ever see monsters in caves or during temporal storms, so night is mostly just darkness rather than danger. Unstable regions also feel underwhelming. They’re fairly rare, and even when I do find one, the rift activity is usually calm. On top of that, the regions are often small enough that I can spot them from far away and simply avoid them. There’s not much incentive to enter them anymore, aside from the fact that they’re easier to see due to all the portals scattered around. I’m not entirely sure if this is caused by the mod, but temporal storms also seem significantly safer. During a heavy storm, only a handful of mobs spawned inside my house. When I went outside, I only encountered a couple more. I do have the “temporal storms require a fight” mod installed, which might be affecting this, but even then, storms still feel much easier than expected.
tl;dr
Nights feel too safe
Unstable regions are too rare and too easy to avoid
Temporal storms feel much easier than they should be
Still great mod though, i love that stability drains faster as in vanilla it hardly drains at all.
Ferret_Cyan I agree on this approach. Only thing holding this back to be really well balanced. I always hated having too many drifters annoy me at night, but having none would be sad too. a good balance inbetween could do this mod well
You should add more config settings, like the rate at which temporal stability goes down, and whether the bears/wolves will attack drifters/each other. I like some features of this mod but the rate at which temporal stability drains during a heavy storm gets me killed often.
Just a suggestion, and not something I'd recommend as a main feature of the mod. Would it be possible to add an option to have some configurable amount of rift creature spawns based on rift activity in areas other than unstable ones? The way I'm thinking about it is that unstable areas spawn rifts and rift creatures, while being able to have lower rift creature spawns in stable areas. Reason for this suggestion is that, after trying out the mod for awhile, I've noticed that nights are generally risk free at high, very high, and even apocalyptic rift activity. I generally like how the mod is at the moment, but it really removes any caution for night spawns, and effectively makes night much safer than it feels like it should be. One approach I can think of is being able to set a chance based on current rift activity, that is reduced in stable areas. So like Unstable Areas would be High Chance, and Stable Areas would be Low Chance. Alternatively just being able to increase the chance of rift creature spawns during night based on rift activity would be a welcomed addition.
unless you mean bears attack wolves and vice versa having wolfs attack wolfs and the like sounds stupid...
Will this stop rifts from spawning everywhere in temperal storms? Because having devistation tair up your base every temperal storm dose not sound fun....... and on a server can't always be there to power rift wards....
Making unstable zones spawn ruins that have high value items would make them worth exploring, or mybe higher ore spawn etc. Somthing similar i feel like would be cool.
making surface stability move around sounds more annoying than anything else tbh, i prefer unstable regions just being deadly zones that should be avoided. when i work on the mod again il probably add more to them
I feel like this mod makes it too easy. Just don't base in an unstable zone and it's like you're on peaceful mode.
How bout change it so that surface instability moves?
Wahazar ya looks like theres some issue with unloaded chunks, just fixed it tho i think should be fine now.
youl need to remove any stuck devastation manually with creative, sorry about that
Not sure, if devastation does really turn off after 2.5 days, after many days (multiplayer server), there is still devastation in the same spots.
IdiotMage Wulff I see, makes sense. Thanks!
Wulff ya no clue, it works fine in my single player world. if youre using some other mod that changes rift wards that could cause it otherwise idk
Not sure what happend as this hasnt been updated recently but everything has been working great but for some reason today we had a storm and the rift wards were not blocking the spread of devastation in areas that were fine before. i personaly didnt actually see rifts forming but one person on the server said they saw one but there was a pretty big spread of devastation around our town which has several wards
Wahazar after 2.5 days, devastated trees become aged logs, devastated rock becomes obsidian rock, plants vanish, and soil becomes barrel soil.
i agree the current pattern looks really bad, il look into making it look less bad next time im working on the mod
OK, I need to check then, what happen to these block after 2.5 days.
BTW, this ugly random pattern on devastation could be fixed by block probability conversion dependent on distance from rift and nearby blocks already converted.
For example, calculate sum of adjacent block belonging to devastation class, let call it sum_adjacent_devastated, and devastate given block if
Something like if RandomNumberGenerator.GetInt32(8)<sum_adjacent_devastated +4 -(xx^2+yy^2)
First devastaded block will be near/under rift, next ones near their neighbours, instead of random pattern.
Wahazar devastation repairs itself after 2.5ish days.
Devastation around rift might be good idea, but these block are ubreakable. On multiplayer server, where some roads are supossed to be built, such obstacles are not welcome.
Also rift spawned around base during temporal storm, devastating surroundings without possibility of repair, are no go.
Own block as a copy of game blocks but with requiredMiningTier 5 instead of 99 could solve such issue.
Vanedur you can set up riftwards to prevent rifts from spawning during storms, and after 2.5ish days the devastation will vanish anyways.
the reason why rifts spawn during storms is because they make everything unstable, and since rifts can spawn in unstable areas and everything is unstable then well... they spawn anywhere. i dont view it as a bug since it makes sense lore-wise
Wahazar this mod does not change that area
Storms cause rifts even in stable areas so this is something to be aware of. You can try and find/craft a riftward to prevent them or just leave the area during storms. about 10 -12 map chunks should be safe.
Vanedur
Does this mod affect
(lore location)?
Hi! First of all, I quite like the mod and what it brings. However, it might just be me misunderstanding how it works, but there has been devestation in the stable area where I settled. It happened after a temporal storm and a sizeable chunk of my base is now overgrown with briar and a lot of blocks are devestated. Is it supposed to work like that?
40four50five sure, il add a config for you next time i work on the mod. not sure when itl be though since im taking a bit of a break to do other things
Love the mod, it's pretty good and I actually like the halved damage vs falx mechanic, but i personally dont like the devastation spread mechanic with rifts. Where im currently set up in my world is pretty stable, but theres plenty of unstable chunks in the area so it just kinda makes the surroundings look a bit ugly. Is there a chance that you can add a config option SPECIFICALLY to turn that one specific thing off?
Ricksdetrix Just saw your post! You can reach me on Discord at 'soareverix' or I can send you my professional email if that's better. I also added a reply to your post on the Vintage Story forum.
Soareverix Anywhere I can message you about your mod/plans? I'm working on something similar, might be worth working together. Add me on discord if you want, same name as here
Still loving the vibe this mod makes for long term survival and travel. I did have a thought that it would be cool if unstable areas could move around over time but im not sure if this is even possible in the games coding.
IdiotMage Meant to reply sooner, sorry. Thanks for updating it! I'll look at it soon, I've been elbow deep in another mod that I definitly need a break from.
Do you have a GitHub? I am making a custom 'Spreading Devastation' mod and wanted to take a look at how you're implementing the spreading devastation from rifts
I really like the touch about the Falx actually doing more damage than most weapons to rust creatures.
Also, idea for the phasing enemy
DECAYED SERAPH
Wulff
im glad the mods working now, if anything else happens let me know
So we ran a long session with this today. things seemed to work as intended. the only weirdness was a couple small patches of devastation near our town and my theory is when the server loaded up there was a couple rifts lingering that let a bit of rot leak in and then the ward booted them away. the range seems to be working properly. The things that broke before, all the areas that were incorrectly unstable, have returned to normal. Newly generated chunks are properly generating stability with the normal spread of unstable areas with rifts and devastation spreading into them. good work all around. Enjoying the mod. cant wait for the next storm tomorrow to put everything to the real test.
Ket oh right, sometimes i forget to upload my source when updating. should be uploaded now. sorry bout that
from what i saw in better jonas devices fixed, it was specifically the range buff that wouldnt work and for some reason when i tried the stability restoration code it was always running regardless if there were even any riftwards or not (i couldnt figure out why though since the code for rift destruction which was very similar worked just fine)
tbh though, im kinda bad at this so theres a decent chance i was just not doing something right and messing it all up, but im at least 90% sure the range buff in your mod might just be wrong since they changed the riftward range from 30 to 50 and your code seems to only be looking for 30. (at least thats what i think again im not very good at this so im probably wrong and was probably just messing something up)
the current version is quite different from what i was trying before since id practically just copy-pasted the code and made some minor tweaks like slowly adding stability instead of setting it to 1. other than that it was practically the same at the time, unlike how it is now.
IdiotMage I am the maintainer of, and have been using the Better Jonas Devices Fixed riftward on 1.21.5 for a few weeks now on multiplayer and it works fine. I haven't changed the code since taking on maintenance, so I don't see why you couldn't get it to work. I will test if it works with this mod, but it would be helpful if you could update your source on github to include the parts that actually change the riftward.
I think this mod is a pretty neat concept, looking forward to trying it out.
Caelthran
yeah, it probably will conflict with better jonas devices which is why i made it possible to disable the riftward buff but to be honest though, im like 90% sure the better jonas devices riftward is totally busted since thats the mod i tried to copy code from originally and it was so nonfunctional that it completely broke the mod and i had to write my own.
id recommend setting the better jonas devices riftward stats to 0 in its config, since doing that will usually disable them and leaving mine enabled.
Ricksdetrix
yeah, i really dont do commisions. im sorry
im not really in a good spot mentally so i dont think having more responsibility is a good idea for me since i can barely handle what little i already have. in the future i might do commisions, just not now because im really worried id let you down in my current state.
Im curious to see what Ricks got cooking.
it seems things are working as intended so far ill let you know if theres any more weirdness. thanks for the time making this stuff.
IdiotMage
Are you sure I can't throw some money at you to make a devastation spread mod? 🤣
@IdiotMage
I saw that you changed the code for the rift ward, i'm not on the pc and can't test it now, but does it conflict with better jonas device mod? Cause that mod also make the rift ward cover an higher range and recover temporal stability when inside the range
Wulff i dont think theres a command for that, but the riftwards radius increase and rift destruction should work better now. stability regeneration has been re-added and should also work too.
let me know how well this new update works and if anythings broken. i rewrote the riftwards code and made it functional (i hope.)
main reason it didnt work before is lazy exhausted 5am me decided it would be a great idea to copy code from a old and barely functional mod.
all good no harm done. well be adding it back on. seems to work as intended now. thanks for the quick fix.
Is there an admin command to see the bounding of the rift wards like with claims that you are aware of?
Wulff
whoops sorry about that, when i updated the mod it was like 5am and i accidentally made a typo lol. should be fixed now
so something really weird seems to be going on. on our generated world on my server we have the constant ticking of the temporal gear in stable areas and it seems to be giving free exp for xskills temporal adapation which is bad. Even worse it seems that all un explored chunks are now permentaly unstable. my friend sailed across a huge ocean and was unstable the whole trip and even when reaching new land was still unstable. i had to give him admin to keep from dying. i also tried traveling to several new unexplored areas and had the same issue.
So i loaded up a brand new world and the gear is not bugging out and all unexplored areas are normal stability and the unstable areas i did find were around the normal expceted sizes
after removing the mod from the server stability returned to normal so it is 100% some major flaw with this mod at the current time.
we are having removing the mod for now because this is a very game breaking issue making the game unplayable on generated worlds but we would like to have it back if you are able to figure out what is going with these issues.
seems this is making the temporal stability gear bounce back and forth between 99 and 100 percent. in stable areas no where near any rift wards. tried taking it off the test save and its normal but adding it back and the gear is turning clockiwise nonstop. no noticable issues from it other than it being slightly distracting. this is both on single player and server.
as it is now i think the mods good with the damage and wraith being optional. you shouldnt need to remove the devastation effect as that is the main point of the mod, for me at least. did a bit more testing and during a forced strom a single rift spawned just out of reach of the ward i placed so i things seem to be working as they should.
Wulff you know, im honestly not sure if thats vanilla or not. it would make sense but i dont recall the code for spawning rifts referencing storms.
it might be an unintended feature from this mod if i had to guess, since storms make everything unstable and rifts can only spawn in unstable areas. either way, if enough people want me to il add a config for devastation too i suppose.
appreciate the change to make the silly little guy an option. I get what you are going for with it but id rather not have him for lore reasons more than anything.
also one of the players on my server swears the destruction is spawning in areas it shouldnt during the storm but i told him rifts had formed there. i was trying to tell him that storms spawn rifts by default and they refuse to accept that. can you maybe confirm or dispute thats it is a vanilla mechanic for my sanity please. I like it either way because it gives a reason to invest in making rift wards to protect the high fert farm lands and central town area.
hes just a silly little mushroom man
the wraith wedged me against a block and shot me like 30 blocks in the air...... several times
I'm not sure what I did wrong but it took 40 hits with a steel falx to kill him. Honestly I just want the rift devastation stuff and nothing else, that is such a cool feature (I would keep rifts in stable regions too, but I don't think many others would like their stuff getting destroyed, I'm just masochistic lmao)
Waildanbear
yeah, his whole point is sorta to force you out of hiding during storms since i always felt it was super boring that hiding was the best way to get through them. his inclusion (and the increased stability drain) makes it so now you need to prepare properly for temporal storms.
i dont have a video of it, but in my solo playthrough im able to make it through temporal storms pretty reliably. my setup is i usually have some walls and places bowtorn cant easily reach or shoot, i stock up on healing items, and when i was early game i rushed bronze lamellar for armor. a shield, even a crude one is also pretty important. i also once made it through a storm with nothing but a copper falx, improvised armor, a crude shield and healing items in a coop playthrough a few days ago.
its not impossible to get through, it just requires a bit of planning and preperation mostly. theres a lot of different strategies you can use like building stuff to stop bowtorn from sniping, making pits shivers cant climb out of, constructing hallways that funnel drifters, or just getting really strong gear and facetanking if youre late game.
i understand the issue you and most people have with it though, i suppose it boils down to a difference in playstyle mostly.
Yes, he is slow, thats not the point/or the problem. It means if you are homeless and running alll the time, especially during storms, your good-ish getting away from the potato monster, till the other mobs get you (like the super fast skeleton and the web casting spiders). However, if you want a base, castle, cave, house, camp, hole in the ground, to hold up in during the rust storms, since it is spawning hellish chaos, then you are screwd, because this potato guy, slow as he may be, comes right through the wall and camps your corpse. Its moving slow is NOT the issue, nor is easily walking away from it, its the fact that it phases through walls. So you either run and die, or try to find safety and die. That doesn't make for a fun game. Challenge is great! Suicide by slow moving potato, is not.
In your vid you forgot to spawn all the other fast moving mobs that spawn. Yours and the regular ones.
In any event, I disabled the mod. Made my game unplayable.
Wulff Waildanbear
he is very easily countered by just casually walking away, hes the least of my problems during temporal storms usually since he doesnt even damage me, its one of the other guys who spawns that does. as long as you just keep moving he literally cant do anything to you.
i suppose though, if you still really insist i might add a config for him in the next update whenever that may be.
Ricksdetrix
also, i dont do commisions sorry.
HB866
yeah, im bad at coming up with names. il change it to something more obvious when i update the mod again. rustdamage is the config to disable halved damage vs not falx
Following in case you make the mod more customizable. In it's current state it changes too many things unrelated to rifts.
I opened the config, the temporalityConfig.json and there is- A whopping two choices:
Config Version and Rust Damage, you mentioned in the description "Halved damage vs not falx can be disabled in the config if youre a wuss or a filthy CO player." But I see no option to do so.
Unless Rust Damage is that Config.
So ive done some more testing with the wraith. Its great they can only exsist during storms but their HP is way to high. even with xskills and levels put into weapon skills it is way to tanky for being a silly little guy. also i talked with my server group and they like everything about this mod except for the wraith for lore reasons. If we could just have the option to disable the wraith it would be an easy addition.
Also, I tried DMing you but it says your not accepting DMs, are you interested in a mod commission?
Please can we have an option to disable the wraith? I get what you're going for but I think I speak for a lot of people when I say we only want the other features.
Waildanbear yeah, his whole point is to prevent you from hiding
He is quite tough actually, was holed up in my house with 5 or six mobs pounding on my door, unable to leave, then wall phaze guy shows up. Easy to run from if you have somewhere to run, if not, well your dead over and over.
Waildanbear
yeah, the wall phasing guy can make temporal storms pretty tough if you dont prepare properly. hes not too hard to deal with though, hes slow enough he wont actually be able to get you if you just walk away. he exists to prevent people from just holing up and waiting out storms since thats boring
i do want to make it possible to harvest the devastation at some point though, i just need to come up with an idea for how it could be used. for now its only really good for getting aged logs and obsidian after it vanishes.
Wulff
The config lets you disable rustworld creatures taking half damage from non-falxes for people who either hate the idea or want to use weapon mods.
did some quick testing and i like the thought of this to add some varity to the world.
Just was wondering what do the config options actually control?
{
"configVersion": 1,
"rustDamage": true
}
edit: just tested out the "special" enemy. a cofig option to disable this one would be nice as with low level armor and weapons, even the falx, it is rather tough. (and even in admin mode follows the player)
This mod sounded great! Then I installed it, and was overrun by the wall phasing monster being insta killed, over and over and over, etc. Other than that mushroom looking creep, this mod would be great. Is there anyway to protect against this beast? If not, then it makes it so much harder and not really playable. Also when it killed me, it said I was killed by a wild animal. Instea of whatever the heck it was. Also, is it possible to harvest the twisted landscape? Might be neat to use it for something.
Axebeard
it means it replaces blocks with spooky evil looking blocks that go away after awhile
What does "spread devastation" mean exactly?
I had an idea similar to this where the storms spread a rust infected terrain onto which can produce spawners and verious rusty twisted mechanical structures that can do various things to spread the Rust and open more stable rifts.
I like the idea of having temporal storms having a more perminant effect on the world. Kind of like the strange purple corruption effect of the thaumacraft mod for MC.
Are there any known conflicts with other mods?
Just followed the mod, i like the idea. I also agree that the "falx" type of weapon should make a difference according to the lore.
"normal weapons were ineffective" as to CO, i think it only changes the hitbox mechanics and bows, i think the armory adds all the other weapons. Wich are cool for a mp playtrough, but maybe they should have a falx variant.
I do think that we should have a drifter set of weapons and a player / animal set of weapons. In Oblivion for example, it didn't matter that you were level 100 and have a really strong sword, if it wasn't made of silver it wouldn't damage the level 1 ghost
IdiotMage
i was having a similar idea but with some differences:
Shae
the devastation goes away after a few days and is limited to a 8 block radius around the rift, its not like terrarias corruption.
as for CO players, mabye il add a config for the halved damage in the future.
>Rifts will spread devastation to the surrounding area
Bringing one of Terraria's most hated mechanics into the game doesn't sound like fun.
>The new enemy, drifters, bowtorn, and shivers all take half damage from any sources other than a falx.
This is awful for CO players.
You should consider adding a config for these changes.