Mods / Rust Creatures Reworked

Tags:
Creatures Difficulty Hardcore Horror
Author:
moskva
Side:
Both
Created:
6 days ago
Last modified:
6 days ago
Downloads:
225
Follow Unfollow 23
Recommended download (for Vintage Story 1.22.3):
RustCreaturesReworked.zip  1-click install

Rust Creatures Reworked

Overview

This mod overhauls the behavior of Rust Creatures, making them more dangerous and configurable.

It refines how Drifters, Shivers, and Bowtorns move, attack, pursue targets, produce sounds, and spawn in relation to light levels.

It also serves as a foundation for the following mods:

Rust Creatures Can Destroy Obstacles
Ores Defended By Rust Creatures

Features

Improved Pathfinding

Rust Creatures now chase and pursue players more intelligently.

Shiver Enhancements

Shivers can crawl walls and ceilings, move faster, and scale in tier speed.

Bowtorn Behavior

Flees only within 3 blocks. Shooting speed increases as player approaches.

Custom Sounds

New Shiver and Drifter sounds. Vanilla sounds can be enabled in the config if you prefer them.

Light-Based Spawning

Spawns depend on light level. Darkness increases threat.

Configurable Damage

Fully adjustable damage values for all rust creature types.

Config Location

VintagestoryData/ModConfig/RustCreaturesReworked.json

Use /rcr reload after config changes.
Configuration Reference ▼

Spawn & Light Settings

  • SpawnBlockingLightLevel – Maximum light level that allows Rust Creatures to spawn.
    • Example: 3 allows spawns at light levels 0–3. Light level 4+ blocks spawning.
  • DarkSpawnRate – Multiplier for spawn attempts in very dark areas.
    • 1.0 = normal spawn rate
    • 2.0 = double spawn attempts
    • 2.5 = 2.5× spawn attempts
    • Note: Only affects valid spawn areas; does not override other spawn rules.

Bowtorn Settings

  • BowtornFleeRange – Distance at which a Bowtorn begins to flee.
    • Example: 3.5 = Bowtorn only flees when the player is closer than 3.5 blocks.
  • BowtornNormalShootDistance – Distance where Bowtorn shooting speed is normal. Closer players trigger faster fire rates.
  • BowtornMaxShootSpeedMultiplier – Maximum speed multiplier for close-range shooting.
    • 1.0 = normal speed
    • 2.0 = up to double speed
    • 3.0 = up to triple speed
  • BowtornMoveSpeedMultiplier – Multiplier for Bowtorn movement speed.

Custom Sound Settings

  • newShiversSound – Enable custom Shiver sounds (true) or vanilla sounds (false).
  • newDriftersSound – Enable custom Drifter sounds (true) or vanilla sounds (false).

Creature Selection Settings

  • CreatureCodePatterns – Entity codes controlled by this mod (e.g., game:drifter-*, game:shiver-*).
  • ExcludedCreatureCodePatterns – Entities ignored by the mod even if they match patterns (e.g., game:bowtorn-*).

Aggro & Targeting Settings

  • AggroRange – Maximum distance for Rust Creatures to acquire a player target.
  • AggroDropRange – Distance at which creatures give up on a target. Should usually exceed AggroRange.
  • TargetMovedRepathDistance – Minimum target movement distance to trigger path recalculation.
  • RequireLineOfSightForNaturalPlayerAggro – Requires line of sight for normal aggro (true/false).
  • NaturalAggroLostSightGraceSeconds – How long a creature remembers a player after briefly losing sight.
  • NaturalPlayerAggroMemorySeconds – Total time a creature remembers a naturally acquired player target.

Movement Settings

  • GroundCreatureMoveSpeedMultiplier – Multiplier for ground Rust Creatures like Drifters.
  • GroundCreatureTierMoveSpeedBonusMultiplier – Additional speed per creature tier.
  • ShiverMoveSpeedMultiplier – Base Shiver movement speed.
  • ShiverTierMoveSpeedBonusMultiplier – Additional speed per Shiver tier.
  • MaxGroundDropHeight / MaxShiverDropHeight – Maximum safe drop heights for ground Rust Creatures and Shivers.

Damage Settings

  • ShiverNormalAttackDamageByType – Melee damage per Shiver type.
  • DrifterNormalAttackDamageByType – Melee damage per Drifter type.
  • BowtornNormalAttackDamageByType – Melee damage per Bowtorn type.

Also check out my other mods

Cave-Only Ore Spawns ↗

This mod makes ores spawn exclusively in caves. No more ore veins appearing in the middle of nowhere.

All Caves Are Connected ↗

Enter a single cave, and you can travel endlessly through an interconnected underground world.

Rust Creatures Can Destroy Obstacles ↗

With this mod, rust creatures will destroy obstacles blocking their way to the player.

Ores Defended By Rust Creatures ↗

This mod makes mining ore veins a dangerous and strategic task.

Realistic Biome Generation ↗

ONE Equator. ONE North Pole. ONE South Pole. On ANY world size.

Real Darkness ↗

A simple mod that removes minimal block light.

Cave Sound Physics ↗

Adds sound reverb to all caves.

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
1.0.0 rustcreaturesreworked 225 6 days ago Empty RustCreaturesReworked.zip 1-click install

14 Comments (oldest first | newest first) (threaded | flat)

Sirenne, 7 hours ago

Hi there!

 

Looks like we had a bit of an oopsie with this one - our server rapidly ran out of memory after a bit, as roughly 58k mob entities spawned in and attempted to path towards players beneath our base. I'm happy to provide logs, etc, if that will help at all. :) We'd love to get this working!

https://www.dropbox.com/scl/fo/p4p7uebk3cjmhhj01eui5/AKklXfY2yEwfwSLClfbyjZw?rlkey=nxnruhy69wkdpmu6hxrrs6ffz&st=vp0uk94q&dl=0 < Our server logs and memleak runs.

moskva , 7 hours ago
@Sirenne: Hi there! Looks like we had a bit of an oopsie with this one - our server rapidly ran out of memory after a bit, as roughly 58k mob entities spawned in and attempted to path towards players beneath our base. I'm happy to provide logs, etc, if that will he

Sirenne

When I get home, I'll check the logs. In the meantime, could you tell me what your server's player count is, and what DarkSpawnRate value you're using in the config? 58,000 mobs is an enormous number.

Sirenne, 1 hour ago
@moskva: Sirenne When I get home, I'll check the logs. In the meantime, could you tell me what your server's player count is, and what DarkSpawnRate value you're using in the config? 58,000 mobs is an enormous number.

I was actually thinking about this a bit, and I'm wondering if there was some sort of issue between this and the mod https://mods.vintagestory.at/weatherthestormshelter. Our player count is usually around ten, and our DarkSpawnRate config is the default, 2.5.

 

I'm actually incredibly impressed - mod kept going like a champ <3

Morcant, 3 days ago

what kind of settings would be close to vanilla? i want the block breaking behavior but i don't want them to be faster or stronger or anything

Oweyan, 4 days ago

How does this mod work with stuff like terra pretty and rivers?

moskva , 4 days ago
@Oweyan: How does this mod work with stuff like terra pretty and rivers?

Oweyan

It doesn’t affect world generation at all, so there are no compatibility issues with these mods.

moskva , 5 days ago

qlVegetalp GodfreyLettuce 

I can't test compatibility right now. But in theory, as long as this mod doesn't remove Shivers, Drifters, and Bowtorns, it should work, since the logic of this mod only applies to them.

CipherPilgrim, 4 days ago
@moskva: qlVegetalp GodfreyLettuce I can't test compatibility right now. But in theory, as long as this mod doesn't remove Shivers, Drifters, and Bowtorns, it should work, since the logic of this mod only applies to them.

It (rustbound wilderlands) adds more versions/tiers of shivers, drifters, and bowtorns, as well as also making it possible for shivers to climb just as this mod does. And other rust creatures are also added, but of course this mod won't affect those. 

qlVegetalp, 5 days ago

Double on the question of is this compatible with wilderlands rustbound

Solidude, 5 days ago (modified 5 days ago)

Jezus f*** these sounds are horrifying. Nice.

Apart from them sounding like they're on the block next to me while they're 35 blocks below ground, making building anywhere a nightmare.
That's also something present while in caves. You (Well perhaps only me, I'm very jumpy) keep getting jumpscared because it sounds like there's a mob right next to you, despite them being many dozens of blocks away, without having seen you.

Also, could you perhaps disable the mobs targeting players that are in creative mode?
<3

moskva , 5 days ago (modified 5 days ago)
@Solidude: Jezus f*** these sounds are horrifying. Nice.Apart from them sounding like they're on the block next to me while they're 35 blocks below ground, making building anywhere a nightmare.That's also something present while in caves. You (Well perhaps only me,

Solidude

Oops, I forgot to disable that feature. It was only needed during mod development. It won’t affect the main survival gameplay, only creative mode. I’ll turn it off when I have access to my PC again.

 

Glad you like the mod!

 

I also recommend installing my other mod Cave Sound Physics. The new Rust creature sounds become even more scary when reverb is applied to them.

GodfreyLettuce, 5 days ago

is it compatible with wilderlands rustbound?