Mods / Temporal Storms Require a Fight
- Tags:
- Author:
- Soareverix
- Side:
- Both
- Created:
- Nov 25th 2025 at 1:02 AM
- Last modified:
- 1 day ago
- Downloads:
- 6081
-
Recommended download (for Vintage Story 1.22.0-pre.1 - 1.22.7):
TemporalStormsFight.zip 1-click install
This mod edits Temporal Storms so that, by default, they last 5x longer. Each drifter, shiver, or bowtonr killed during the storm reduces this time by roughly 5%, however. In the default setting, killing 20 drifters will end a light temporal storm immediately. This can be changed in the config so you'd need to kill 100 drifters to end a storm.
Some drifters, like the double-headed drifter, will reduce the storm length by more than 5%.
There is a highly detailed config and commands so that the length of the temporal storm and the amount it is decreased by killing drifters can be edited.
Try running /tsf config to see the options, or edit the config file manually.
Config options:
-Percentage per entity killed (for example, corrupt-drifters currently give 8% storm reduction, but you could change this to 10% if you wanted)
-Temporal storm length (light temporal storm is 5x as long, medium is 7.5x as long, heavy is 10x as long)
-Percentage per storm length. Current (editable) defaults are:
--Light is 1.0x (killing a corrupt drifter gives 8% reduction)
--Medium is 0.75 (killing a corrupt drifter gives 6% reduction)
--Heavy is 0.5x (killing a corrupt drifter gives 4% reduction)
-You can also turn off chat messages for a more immersive experience
Future improvements:
-Temporal storm warning happens 10 minutes before, 5 minutes before, and 1 minute before (not just one minute before). The warning should have eerie noises to go along with it and should be *very* obvious, unlike the base game.
-Cool temporal sounds when you kill drifters during a temporal storm, sounds of the storm accelerate briefly
-Config for non-percentage based scaling (each drifter reduces the storm by an hour, for example)
-Config for multiplayer, so more players will reduce the amount of drifter kills. 5 players might mean needing to kill 5x as many drifters, or 2.5x as many drifters, depending on config.
To test in creative:
-Do '/nexttempstorm now'
-Kill some drifters
-Use '/tsf config' if you want to change anything
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 1.12.1 | temporalstormsfight | 50 | 1 day ago | TemporalStormsFight.zip | 1-click install | ||
|
Fixed temporal storm warning (was occuring during sleep due to a timing bug) | |||||||
| 1.11.0 | temporalstormsfight | 120 | 4 days ago | TemporalStormsFight.zip | 1-click install | ||
|
Config option (default on) so that only player kills count to shorten the temporal storm Config option (default on) so that kills shorten the storm a relative amount. So if the storm has 20 hours left and gets 10% shorter from a drifter kill, it now has 18 hours (-2 hours), but then if another 10% kill happens, it should get 1.8 hours shorter and has 16.2 hours instead of 16. | |||||||
| 1.8.0 | temporalstormsfight | 807 | Aug 26th at 7:26 AM | TemporalStormsFight.zip | 1-click install | ||
|
Small additional fixes | |||||||
| 1.7.4 | temporalstormsfight | 12 | Aug 26th at 6:13 AM | TemporalStormsFight.zip | 1-click install | ||
|
A number of small fixes and improvements, including storm warnings (now with a cool temporal storm effect in advance) | |||||||
| 1.7.2 | temporalstormsfight | 2135 | May 2nd at 6:54 AM | TemporalStormsFight.zip | 1-click install | ||
|
Updated for 1.22 with many QoL changes! Storms are no longer a surprise and have obvious warnings. Mod is extremely configurable as usual :) | |||||||
| 1.2.3 | temporalstormsfight | 1879 | Jan 9th at 12:53 PM | TemporalStormsFight.zip | 1-click install | ||
|
Various small fixes, including slight sound effects and timer. Should be totally stable. | |||||||
| 1.2.0 | temporalstormsfight | 935 | Dec 11th 2025 at 9:52 AM | TemporalStormsFight.zip | 1-click install | ||
|
Added even more configs for temporal storm length, drifter reductions per storm type (so that heavy temporal storms require 4x more drifter kills), and clearer commands and configs. | |||||||
| 1.1.0 | temporalstormsfight | 45 | Dec 11th 2025 at 7:38 AM | TemporalStormsFight.zip | 1-click install | ||
|
Improved config, per-drifter storm reduction options | |||||||
| 1.0.0 | temporalstormsfight | 98 | Nov 25th 2025 at 1:04 AM | Empty | TemporalStormsRequireAFight_v1_1.21.5.zip | 1-click install | |

Wait so does this only work with Drifters? or does killing shivers and bowtorns work?
Updated mod description for the confusion; killing any temporal enemy reduces the storm length
👍
I noticed that i kept getting a warning every time i slept in a bed, and i don't think that time estimate is accurate.

Do enemies killed by traps reduce the storm duration? Or do they specifically have to die from player interaction?
I recently added a config (on by default) so that only drifters killed by a player during a temporal storm reduce the storm duration.
Nice, ty
Sorry if this has already been asked and I didn't see it but is this compatible with Temporal Symphony? This mod sounds really cool and I love to fight my way through the storms
So sleeping before the storm skips it no matter what options i pick. I tried disabling storm sleeping both in server config and in mod config, tried only disabling sleeping in the mod, tried only in server config. I get all the warnings in chat and how much time i have left. Even all the screen distortions (it only happens for about 5 seconds tho), but no matter how long i wait, the storm just never starts and i have to wait days for another one. This only happens if i'm sleeping and the storm starts while the player is still in bed. Also game version 1.22.7
Huh, are you on the latest version of the mod, and have 'sleeping through temporal storms' disabled in the game? (It is disabled by default in the base game, set at world creation)
I suspect the storm is not actually happening, but the way the mod checks for the time until the next storm triggers because calendar speed is faster during sleep.
It will trigger the early warning every time you sleep, as long as the next storm is within a certain amount of time (depends on how long your bed allows you to sleep, it seems)
Oh, yep! This was the problem, pushing a fix shortly. Thank you!
Is this working/compatible with Wilderlands: Rustbound mobs?
As someone that loves combat as one of the core aspects of a survival game, this might truly enhance the experience of the temporal storms greatly! when I hop into the game I'll surely try it out.
New update:
Config option (default on) so that only player kills count to shorten the temporal storm
Config option (default on) so that kills shorten the storm a relative amount. So if the storm has 20 hours left and gets 10% shorter from a drifter kill, it now has 18 hours (-2 hours), but then if another 10% kill happens, it should get 1.8 hours shorter and has 16.2 hours instead of 16.
This prevents storms from ending suddenly and balances having more/stronger players online!
The mod description strictly only talks about Drifters which is confusing, does killing shivers or bowtown make a difference at all?
Oh, yeah, shivers, bowtorns, and other creatures that spawn during a temporal storm all have storm percentage values (usually more than drifters).
Yay ty for the clarification
Love the mod, works great, with one exception we've found... could we get a modification to Excluded specific blocks and a config for it?
This is to keep things like Spikes from counting kills?
We set up a deep farm and use spikes to kill mobs and farm them for goods, but with this mod, because of that we get a "whole 14-27 seconds of Storm" before it's over.
We want to be Big Damn Heroes!, not mechanical exploiters. ;-P
/EDIT, asked Grok, following was suggested:
Reply on the ModDB page (the comment from Ensorcelled is already there) and ask Soareverix to add a config option:
or simply:
That single check inside their Event_OnEntityDeath_Postfix would solve it for everyone.
Reply on the ModDB page (the comment from Ensorcelled is already there) and ask Soareverix to add a config option:
or simply:
That single check inside their Event_OnEntityDeath_Postfix would solve it for everyone.
also made a quick .cs that would post excluded spawn kills to log, seems to work, might be handy to incorporate into mod? I am running linux and failed twice to install the things I need to compile this myself. Sadness.
using Vintagestory.API.Common;
using Vintagestory.API.Common.Entities;
using Vintagestory.API.Server;
namespace SpikeKillFilter
{
public class SpikeKillFilterMod : ModSystem
{
public override bool ShouldLoad(EnumAppSide forSide)
{
return forSide == EnumAppSide.Server;
}
public override void StartServerSide(ICoreServerAPI api)
{
api.Logger.Notification("[SpikeKillFilter] Loaded – filtering non-player (block/spike) kills");
// Listen to every entity death
api.Event.OnEntityDeath += OnEntityDeath;
}
private void OnEntityDeath(Entity entity, DamageSource damageSource)
{
if (entity == null || damageSource == null) return;
// Only care about temporal / rust creatures
if (!IsTemporalCreature(entity)) return;
// If this was NOT a player kill, mark it so other systems can ignore it
if (!IsPlayerKill(damageSource))
{
entity.WatchedAttributes.SetBool("tsf_ignore_kill", true);
entity.WatchedAttributes.MarkPathDirty("tsf_ignore_kill");
// Optional: log for debugging
// api.Logger.Notification("[SpikeKillFilter] Ignored non-player kill of {0}", entity.Code);
}
}
private static bool IsTemporalCreature(Entity entity)
{
if (entity?.Code == null) return false;
string path = entity.Code.Path.ToLowerInvariant();
return path.Contains("drifter") ||
path.Contains("shiver") ||
path.Contains("bowtorn") ||
path.Contains("locust") ||
path.Contains("bell") ||
entity.HasBehavior("temporal");
}
private static bool IsPlayerKill(DamageSource ds)
{
if (ds == null) return false;
// Explicit player damage source
if (ds.Source == EnumDamageSource.Player) return true;
// The actual entity that dealt the damage is a player
if (ds.SourceEntity is EntityPlayer) return true;
if (ds.CauseEntity is EntityPlayer) return true;
// Everything else (blocks, spikes, environment, etc.) is treated as non-player
return false;
}
}
}
Oh, good idea, I've added something similar that detects if a mob was killed by a player, and only shortens the storm on player kills.
Thank you, tested and seems to be working, awesome! Really appreciate it.
I'm a little confused by the talk father down, is this compatible with temporal symphony?
Yes, but it has its own unique effects to warn about the storm in advance. 10 minutes, 5 minutes, and 1 minute before the storm arrives, you'll get a warning and your whole screen will get temporal effects for about 3-5 seconds.
This is because this mod makes Temporal Storms super dangerous and you really need to be geared up in advance, since if you're not geared up, you might have to wait a full day for the storm to pass if you aren't geared up enough to kill drifters.
Is this mod compatible with Wilderlands Rustbound? Might be a tall ask since that adds so many new enemies.
I believe this can be hooked into with Wilderlands creatures, as long as they're classified as temporal creatures. Try spawning one during a temporal storm (you can force a temporal storm with /nexttempstorm now or /tsf nextstorm 0.1 and killing a wilderlands creature. They'll do default drifter percentages though
I modified the newest version of the mod so that specific per-enemy percentages can be added to EntityReductionPercentages in the config (or /tsf entity <code> <percent>)
Wilderlands replaces drifters with their own version of drifters. Will those versions of drifters all use the default drifter percentage?
Yeah, I think so. I haven't tested specifically; I can possibly make a compatibility patch, or you can use /tsf entity <code> <percent> or add the per-enemy percentages in the config
Do you have a follow up on this?
Always wanted this kind of mod..! Thanks for the hard work!
Also, is it possible to increase drifters spawn amount during the storm?
(I love combat and I wish I could fight more drifters during storm)
That would be neat! I am making an Invasion Mod that spawns waves of drifters that converge on a central block. However, it will be a little different than this, with drifter that dig and build and stuff.
I think I can add this though, 50% chance it makes it into the next release!
Just added a new command that seems to work: /tsf spawnrate 2 (doubles spawn rates)
Vanilla enforces some spawn caps, but this should hopefully allow you to fight more drifters during the storm :)
When and how is the player scaling decided? is it from the first warning or the start of the storm that the mod looks at how many people are online? if somebody joins halfwaythrough a storm does that add to the scaling?
Hey there, sorry it has taken me so long to respond (been working on other mods). This is calculated on drifter kill, so a new person joining mid-battle will make future storm percentage decreases more severe.
Have something rather strange happening. I have disabled the option that one can sleep through a storm. And without this mod that means you wake up when a storm begins.
With the mod it kinda 'skips' the storm if it would have started while sleeping. The world plays the sounds and does the "warping world" thing but only for a few seconds. If the storm triggers while not sleeping it works fine though, including the longer storm time and the % when killing something etc.
I can confirm I am having this too.
Possibly a dumb question but how exactly does the player scaling modifier work?
For example if I wanted to make it so it scaled linearly with each only player should I be setting it to 2.0 because it increases the amount needed?
Or 0.5 so each kill is worth half as much per player online?
Ah, higher number means more difficulty. So setting it to 2.0 makes it double as hard per player.
Basically, if a single player needs to kill 20 drifters to end the storm, then 1.0 means that 2 players need to kill 40 drifters total, 2.0 means 60 (20+40) drifters total, and 0.5 means 30 drifters total (20+10)
I recommend 0.5. So if you have 10 players, that's (20+10*9), so 110 total drifters to defeat for the 10 of you.
Ah! I see! Thank you!
Wish I was a youtuber so I can encourage that Invasion mod!
A big thing really missing from my VS experience is a reason to engage with Storm.
Maybe consider using something similar to the Spreading Devastation mod as well?
Would be good to have an excuse to do more than just sit inside during Storms.
Thanks for the good mod!
Significant update to the mod! This should make it twice as good, with lots of small bugfixes, improved storm warnings, and aesthetic warning configs. It is now working fully for 1.22!
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C4BR3R4 Sorry for the late reply; are you able to provide a language file? I could try to generate one with translation software; in general, the mod is pretty straightforward language-wise.
Venusgate Hmm, I've never had that happen. I am looking into that now so that the first storm is always light and the second is always medium or light.
Apiary I am working on an invasion mod! So far, I have drifter spawning and long-range pathfinding working well. It's actually quite fun to play in combination with this mod. I am hoping that a YouTuber sponsors it (if so, it'll be done in a few weeks) or it'll be done in a few months if I just make it myself. I'm still adding digging, though it is currently pretty janky and drifters that spawn underground tend to really tear up the environment lol
Soareverix A language file is needed.
The mod is too good not to be able to use it on non-English speaking servers.
Man, I tried this, but twice in a row I got heavy as my first storm, and just not ready for a heavy storm in the first week.
Is there a way to garuntee that the first storm is light, and the second storm is medium or light?
This sounds brilliant - would love your InvasionTweaks addition to alter minimum spawning range, looking forward to that!
abculatter_2 Chubz
I have noticed some weird stuff with the 5 minute warning timer when I tested that out, so I'm fixing that as my next priority. Interestingly, if you run /tsf nextstorm, it should tell you when the next storm is scheduled to occur quite accurately.
I will fix the chat message config as well!
One note: This mod does make temporal storms a lot more dangerous, and when playing with friends, I noticed that the one-minute warning was way too short to actually reasonably prepare and we would get absolutely obliterated. So I've tried to make the warning a lot more obvious/robust and added a sound effect for some immersion.
I will fix the warning message so that it doesn't straight up lie haha
FNXR It's actually a bit difficult to edit the spawning conditions in temporal storms, and I worry about inadvertently changing other spawning settings, so I don't currently plan to implement this. The issue with OP drifters is kind of a native VS problem. If you take a look at my upcoming 'InvasionTweaks' mod, I do plan to fix this eventually with cool drifter invasions, drifter mining, and spawning far away from the player so that you don't get one-shotted by a nightmare drifter that spawns right behind you.
Seconding Chubz' report that the new chat notifications are incompatible with Temporal Symphony. I saw that there is a config option for it, though I haven't confirmed if that actually works or not.
EDIT: So, got some more info on this. It seems that the temporal symphony warning does work, though the new 5 minute warning from this mod is not disabled by the chat notification config option. All other chat notifications seem to be disabled, though
Hey, this mod is nice, because now i have a reason to fight and i like it. On the previous versoin i disabled all the chat messages for better immersion, but you brough more text! insert crying emoji
Main problem is that notification straigh up lied to me! "get ready in 5 min" and a few days has passed already with no storm in sight. Im using Salty's Temporal Symphony, and it didnt gave me a notification. Im also using Solar Years and my month set to 30 days, so that might be related to this fake storm notification, which is worth investigaing i think
Can you make it so light temporal storms only spawn surface drifters, medium spawn drifter and bowtorns up to second level, and third level spawn everything up to the max level?
Early on having the more powerful mobs with a 5x duration for the storm could get quite hard specially solo lol.
Kiersi Glad that fixed it! Deleting the config file was probably the fix :)
Ensorcelled Glad you're liking it! Let me know more about the storm spawning settings in case only one person is getting creatures spawning around them. In case you are beating the storm too fast, there are also lots of configs available for player scaling so that it takes more drifter kills to end the storm with more players online.
This mod should be fully stable for long-term support.
I am beginning work on some interesting 'drifter invasion' mechanics that let drifters mine and potentially come in waves in another mod that will be called 'Invasion', inspired by the original Minecraft invasion mod.
You can also check out my other mods of 'Soul Gear' or my most popular new mod 'Seraph Leveling' that adds the ability to naturally acquire all positive traits in the game (mining stone will upgrade your mining speed via the Blackguard 'Hardy' trait, shooting creatures will increase the 'Focused' trait, etc).
Success. Unclear weather or not your adjustment in the update or my deleting the config file was the solution, possibly both, but I see all adjustable variables in the config file now. Thanks for your response.
No change. I'm using a lot of mods so its certainly possible. Whats meant to happen with /tsf duration for example? For me it just lists the storm duration multi for light medium heavy in chat and thats all. Am I meant to be able to change the numbers somehow? I'll test with no mods.
Edit: no mods running but latest TSF, the only commands that work are still /tsf config and /tsf duration, both listing some things in chat.
the config json still only includes
Both are the numbers I set them to when testing previously. Is it possible I need a new config file? I will try deleting the config file and reinstalling the mod.
Excellent Mod. works like a champ.
"Vanilla MP mechanics" seems to be the root cause of our only issue: Whomever get's the first wave of mods get's them all... The other players never see any during the storm. LOL
Still, none of us care, fun times!
"Be afraid, like a peasant, hiding in your hole, OR, be a Big Damn Hero, and conquer the Storm!" -- Amshagar
/EDIT btw, I'll mention that we are running 230 mods client side, 291 server side. We have no issues with other mods, even increased spawn, drop, and insta-drop mods.
Kiersi This may have been caused by a mod conflict. I updated the robustness so that other mods won't mess with it, and it has been working fine for me (I'm running 20-30 mods with no issues). Try the new update and let me know if you're still getting issues.
None of the listed config options exist. The only things within the config file are
/tsf config just displays a list of whats already written here in chat. All the commands it lists don't even respond with a "this isnt the right syntax for this command" message, they all simply do nothing at all.
Killing 20 drifters does not end the storm, only perpetually goes down by 2% or less per drifter
Seemingly unconfirgureable, this isn't playable. Temporal storms that last 2 full days or longer aren't sustainable.
does this work against RIFTs too? to close a rift?
Myrak I really appreciate it! I do have a number of planned advances, mainly with sound effects and advance warning for temporal storms. I think the player should always have at least 5-10 minutes to prepare, and one thing I've noticed is that if you sleep, a temporal storm will wake you up in the middle of the night with no warning. So, I am thinking how to change that to provide more of a warning, as well as making the period before a temporal storm suitably ominous (preparing for a huge storm in real life is often just as fun as experiencing it).
Glad you enjoy my mods, and I'm excited to release a large update for Spreading Devastation soon :)
thank you!!! if you ever need help updating for anything let me know ill be so happy to as this is the type of mod that will last ages!
Finally i wont just log off during temporal storms
LuaC Yep, this is fully configurable! I've updated the description
Haven't been able to fully test out the new config yet (been taking a break from VS), but from what I can see it's way better configurable and I like it.
But the mod description of "Killing 20 drifters will end the storm immediately" does that change at all or is that always active?
If it's always active I think it'd be neat to be able to either configure the amount needed or just disable that part entirely
z16_m0v3r Awesome, thank you!
Tried this yesterday, really cool idea and works just I thought it would. Gives a great reason to go out and fight instead of waiting the storms out. Love it.
Definately gonna try this out on my server im building for me n friends. I'll let you know how it goes
LuaC Let me know what you think of the new configs! If there's anything else you think should be added, let me know.
Updated the mod! Now drifter and storm values are more configurable.
Michaloid Just added!
Please add a description.
LuaC I will add this! Thanks for checking out my mod :)
Stay tuned for my 'Spreading Devastation' mod as well :)
Very good mod, though my only complaint is that the config isn't as modifiable as I'd wish it was, as I'd love if you could individually change the percentage per enemy.
So for example making every other enemy give 1% while the nightmare and specials give 5% and 10%, with the current config options this isn't possible.