Mods / Spooky Nights

Tags:
Horror Cosmetics Crafting Creatures
Author:
Laerinok
Side:
Both
Created:
Oct 27th 2025 at 8:43 PM
Last modified:
May 8th at 6:55 AM
Downloads:
2414
Latest release (for Vintage Story 1.22.0 - 1.22.2, potentially outdated):
spookynights_2.0.2.zip  1-click install

Spooky Nights

A thematic horror overhaul for Vintage Story.

 

 

The world of Vintage Story has always been dangerous, but the darkness has just grown thicker. Spooky Nights is an overhaul mod that introduces spectral enemies, new metals, specialized weapons, and a terrifying atmosphere.

 


 

Spooky Nights hits v1.0.0!

Version v1.0.0 brings brand new content! The old mod has evolved into a complete gameplay system that I hope you will find much more fun. A new progression mechanic now allows you to gear up properly to face these new creatures.

The mod is highly configurable, so feel free to tweak it to your liking!

Note on default settings:

  • ๐Ÿ‘ป **Specters:** Spawn only at night, but all year round.
  • ๐Ÿฌ **Candies:** Are only available in **October** (Month 10). 
  • All of this can be changed in the config files to suit your preferences or your server needs.

โš”๏ธ Spectral Combat Mechanics

This is the core of the mod. Spectral creatures are not made of flesh and blood. They possess a natural Spectral Resistance.

  • Conventional Weapons: All standard weapons (copper, iron, steel, etc.) deal -50% damage to spectral entities.
  • Spectral Weapons: The mod's alloys ignore this resistance and deal massive bonus damage.

New Interface: Watch your in-game tooltips. Effective weapons display a line of purple text (e.g., Spectral Power: -4.5 hp) indicating the actual damage against these entities.

โš’๏ธ New Metallurgy

To survive, you must master new alloys by harvesting Spectral Hearts from your enemies (You can also find some at certain treasure hunter merchants).

Tier 1: Spectrium

  • Obtaining: Crush a Spectral Heart with a hammer in the crafting grid to get nuggets.
  • Smelting: 1025°C.
  • Usage: The base metal. Normal damage (100%) against specters.

Tier 2: Etherium

  • Obtaining: Alloy in the crucible.
  • Composition: 60-70% Copper, 30-40% Spectrium.
  • Advantage: +20% Damage against specters and superior durability.

Tier 3: Aetherium

  • Obtaining: Alloy in the crucible.
  • Composition: ~40% Spectrium, ~40% Bismuth, ~20% Silver.
  • Advantage: +40% Damage against specters. The ultimate ghost hunter metal.

โ˜ ๏ธ New Arsenal

Adapt your gear to your fighting style:

  • The Warscythe: A unique polearm with an exceptional range of 3.2m.
    Advantage: Keeps enemies at bay.
    Drawback: Heavy and cumbersome (-15% Walk Speed, increases hunger rate).
  • Classic Weapons: Prefer the classics? Forge Spears, Arrows, and Falx blades with the new metals to keep your usual fighting style.

๐Ÿ‘ป The Spectral Bestiary

Shadows have come to life. This mod introduces spectral forms of the creatures that already populate your world.

  • The Specters: Face ethereal versions of wolves, bears, Drifters, glowing in the dark and much tougher.
  • The Colossus: The bravest will dare to challenge the Giant Spectral Bear, a fearsome apex predator guarding the best loot.
  • Reward: Every defeated entity may drop a Spectral Heart (from poor to bountiful), an indispensable ingredient for the new metallurgy, and gears.

๐ŸŽƒ Treats & Tricks

Find Candy Bags on monsters (Right-click to open). Beware, every candy is a double-edged sword!

  • Ghost Caramel: Restores Temporal Stability, but reduces your physical damage (Weakness).
  • Mummy Gum: Heals and prevents knockback, but heavily slows you down.
  • Spider Gum: Grants Super Jump and negates fall damage, but poisons you.
  • Vampire Teeth: Massive instant heal, but drains your Temporal Stability (-30%).
  • Shadow Cube: Pure chaos. Can bless you (Full heal, speed) or curse you (Blindness, failed teleportation).

 

Spooky Candy Guide
  • ๐Ÿ‘ป Ghost Caramel (20%)

    • ๐ŸŸข Bonus: Temporal Stability (+25%).
    • ๐Ÿ”ด Malus: Weakness (-50% Damage for 30s).
    • โœจ Visual: Beige/Gold.

    ๐Ÿค• Mummy (25%)

    • ๐ŸŸข Bonus: Healing (+4 HP) + Unwavering (100% Knockback Resistance).
    • ๐Ÿ”ด Malus: Slowness (-25% Speed for 45s).
    • โœจ Visual: White/Grey.

    ๐Ÿ•ธ๏ธ Spider Gummy (25%)

    • ๐ŸŸข Bonus: Super Jump (~4 blocks) + Feather Falling (0 fall damage for 10s).
    • ๐Ÿ”ด Malus: Venom (2 delayed damage).
    • โœจ Visual: Toxic Green.

    ๐Ÿง› Vampire Teeth (15%)

    • ๐ŸŸข Bonus: Healing (+6 HP).
    • ๐Ÿ”ด Malus: Drains Temporal Stability (-30%).
    • โœจ Visual: Blood Red.

    ๐ŸŽฒ Shadow Cube (15%)

    • ๐ŸŒŸ Divine (5%): Full Heal + Max Satiety + Max Stability.
    • โšก Speed (20%): Speed +50% (45s).
    • ๐ŸŒ€ Hallucination (30%): Drunkenness + Sounds.
    • ๐ŸŒ‘ Darkness (25%): Blindness (Black fog) + Slowness.
    • โš ๏ธ Rift (20%): Random teleportation within a 10-block radius.

โš™๏ธ Configuration & Guide

  • Integrated Handbook: The mod includes a complete in-game guide (Press H).
  • Configurable: Adjust monster spawning or enable/disable candy loot via the spookynights-server.json and spookynights-client.json files.

 

Configuration Guide

Spooky Nights is highly configurable to suit both immersive survival experiences and seasonal server events.

Configuration files are generated automatically after the first launch in:
VintagestoryData/ModConfig/

There are two files:

  1. spookynights-client.json (Visual settings, per player)
  2. spookynights-server.json (Game rules, spawning, loot)

๐Ÿ–ฅ๏ธ Client Configuration (spookynights-client.json)

These settings only affect you.

Version string "1.7.1" Internal version. Do not edit manually.
EnableJackOLanternParticles bool true Toggles particle effects on pumpkins.
EnableBossWarningSound bool true Toggles heartbeat sound near bosses.
BossWarningMaxRange double 35.0 Distance where sound starts playing (audible).
BossWarningMinRange double 10.0 Distance where sound stops playing.

๐ŸŒ Server Configuration (spookynights-server.json)

These settings affect gameplay and mechanics.

Version string "1.7.1" Internal version. Do not edit manually.
EnableCandyLoot bool true Enables "Trick or Treat" bags dropping from monsters.
AllowedCandyMonths int[] [] List of months (1-12) for candy drops. Empty = All year.
CandyOnlyOnFullMoon bool false If true, candy only drops during a Full Moon.
SpawnMultipliers dict Varied Spawn rate per entity code (e.g. 1.0 = 100%).
UseTimeBasedSpawning bool true Master switch for the mod's custom spawning logic.
SpawnOnlyAtNight bool true If true, spectral mobs never spawn during the day.
NightTimeMode string "Auto" "Auto" (Game cycle). Any other value uses the manual hours below.
NightStartHour float 20.0 Hour when night starts (if Mode is NOT "Auto").
NightEndHour float 6.0 Hour when night ends (if Mode is NOT "Auto").
LightLevelThreshold int 14 Mobs won't spawn if light level is higher than this.
AllowedSpawnMonths int[] [] Specific months (1-12) where mobs can spawn. Empty = All year
SpawnOnlyOnLastDayOfMonth bool false Restricts spawning to the last day of the month.
SpawnOnlyOnFullMoon bool false Restricts spawning to Full Moon nights only.
FullMoonSpawnMultiplier float 2.0 Spawn rate multiplier during Full Moon. (not functionnal)
EnableDebugLogging bool false Prints detailed spawn info to log file.

๐Ÿ‘น Boss Configuration

Specific settings for major entities (e.g., Giant Spectral Bear).

Enabled bool true Enables/Disables this specific boss.
AllowedMoonPhases string[] []

Required phases (e.g. ["full"]). Empty = Any

 (e.g.,   "empty", "grow1", "grow2", "grow3", "full", "shrink1", "shrink2", "shrink3").

 


๐Ÿ“ Configuration Examples

1. The "Halloween Only" Server

Candy and Mobs only appear in October.

"AllowedCandyMonths": [ 10 ],
"AllowedSpawnMonths": [ 10 ]

2. The "Full Moon Ritual"

Mobs and Candy appear all year round, but ONLY during Full Moons.

"SpawnOnlyOnFullMoon": true,
"CandyOnlyOnFullMoon": true,
"AllowedCandyMonths": [],
"AllowedSpawnMonths": []

3. The "Hardcore Night"

Mobs appear every night all year, but Candy is a rare Full Moon reward.

"SpawnOnlyAtNight": true,
"CandyOnlyOnFullMoon": true,
"AllowedCandyMonths": [],
"AllowedSpawnMonths": []

4. The "Cryptid Hunter"

Spawns are extremely rare (Low Fantasy style) and candy is disabled for immersion.

"EnableCandyLoot": false,
"SpawnMultipliers": {
"spookynights:spectralwolf-*": 0.1,
"spookynights:spectralbear-brown-*": 0.1,
"spookynights:spectralbear-giant-*": 0.05
}

 

๐Ÿ› ๏ธ Utility Commands

This mod adds simple chat commands to help you check your environment and understand how the Sanity mechanics apply to your current location.

  • /snlight : Checks the light level at your exact position. This will help you configure the LightLevelThreshold value to your liking. (14 by default)
  • /snmoon : Displays the current moon phase.

 

License: GNU General Public License v3.

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
2.0.2 spookynights
1.22.0 - 1.22.2
413 May 8th at 6:55 AM spookynights_2.0.2.zip 1-click install

Fixed:

  • Primitive/stone variant spears becoming invisible when thrown. Restored the missing 3D model fallback in the entity JSON patch.
2.0.1 spookynights
1.22.0 - 1.22.2
95 May 4th at 6:06 PM spookynights_2.0.1.zip 1-click install

v2.0.1 - Fix

- Fixed an issue where Spectral Bears would fail to spawn during world generation and spam the console logs (corrected missing block domain prefixes in their spawn conditions).

2.0.0 spookynights 114 Apr 22nd at 12:58 PM spookynights_2.0.0.zip 1-click install

v2.0.0 - VS 1.22 Stable Compatibility

  • Compatibility: Updated for Vintage Story v1.22.0 Stable.

  • Internal: Updated modinfo.json dependencies.

  • Note: No functional code changes since v2.0.0-rc.1. If you were already using the preview version, this is purely a metadata update to ensure compatibility with the game's stable release.

2.0.0-rc.1 spookynights 38 Apr 10th at 12:59 PM spookynights_2.0.0-rc.1.zip 1-click install

Compatibility update for Vintage Story v1.22.0

  • Engine Migration: Full migration to .NET 10 for compatibility with Vintage Story v1.22.0 (Preview/RC).
  • Game Version: Updated all JSON and C# assets to work with the new game engine.
  • Maintenance: Includes all features and compatibility patches from v1.1.1 (Combat Overhaul support).

1.1.1 spookynights
1.21.5 - 1.21.6
158 Apr 3rd at 1:08 PM spookynights_1.1.1.zip 1-click install

FIXED:

  • fixed: spearhead texture for the 'spear' itemtype was not correct (Combat Overhaul).
1.1.0 spookynights
1.21.5 - 1.21.6
100 Mar 30th at 9:54 AM spookynights_1.1.0.zip 1-click install
  • Added: Full compatibility with Combat Overhaul.
  • Fixed: Potential crashes caused by the accidental inclusion of Vintagestory.dll in the mod archive.
1.0.1 spookynights
1.21.5 - 1.21.6
765 Nov 28th 2025 at 8:02 AM spookynights_1.0.1.zip 1-click install

๐Ÿ› Technical Fixes

  • Day/Night Logic: Fixed a conflict where monsters would die at fixed hours (6am-10pm) even if "Auto" mode (light-based) was enabled. Despawn now correctly respects sunlight levels in Auto mode.
  • Calendar: Fixed a compilation error (CS1061) regarding retrieving the current day of the month. The calculation is now mathematically derived from total days.
  • Audio Logic: Fixed the Giant Spectral Bear's proximity warning sound not playing. The behavior is now correctly registered on the client side.
  • Spawn Logic: Fixed an issue where leaving `AllowedMoonPhases` empty caused bosses to despawn immediately. It now correctly interprets an empty list as "allow all phases".

 

โš™๏ธ Configuration & Migration

  • Cleanup: Removed the SpawnOnlyOnLastDayOfWeek option which was inconsistent with Vintage Story's calendar system.
  • Migration: If the "Week" option was enabled in a previous config, it is automatically migrated to SpawnOnlyOnLastDayOfMonth to preserve the "rare event" preference.
  • Moon Phases: Clarified valid values for AllowedMoonPhases. The mod now strictly uses API terms (Empty, Grow1-3, Full, Shrink1-3).

 

๐ŸŽฎ Gameplay & Assets

  • Defaults: SpawnOnlyOnLastDayOfMonth defaults to false. Spectral creatures will now spawn every night during allowed months (October by default).
  • Audio: Updated and refined sound effects for various spectral creatures to improve the atmosphere.
1.0.0 spookynights 123 Nov 22nd 2025 at 9:38 PM spookynights_1.0.0.zip 1-click install
  • New Content & Mechanics:
    • Added: Spectral Resistance mechanic (Vanilla weapons deal -50% damage to spectral mobs).
    • Added: 1 new metal (Spectrium) and 2 alloys (Etherium, Aetherium) to bypass resistance.
    • Added: New weapon type: Warscythe.
    • Added: New sound effects and visual effects for spectral creatures.
  • Configuration:
    • Added: `AllowedCandyMonths` config option. Defines exactly which months candy bags can drop (e.g., [10] for October). Replaces the old boolean `HalloweenEventOnly`.
    • Added: `CandyOnlyOnFullMoon` config option. When enabled, candy bags only drop on Full Moon nights.
  • Updates & Balancing:
    • Updated: Spooky Candy mechanics, visual effects, and UI tooltips.Tweaked: Spectral creature spawn rates and loot tables.
    • Tweaked: Balancing for spectral-themed weapons.
  • Technical & Fixes:
    • Improved: Config migration system. The mod now automatically converts settings and deletes legacy config files (v0.2.0) to keep the folder clean.
    • Fixed: Candy loot logic to support multiple allowed months.
    • Fixed: Various bugs related to spectral creatures and candy loot.
0.2.0 spookynights 210 Nov 6th 2025 at 4:22 PM spookynights.v0.2.0.zip 1-click install
  • Added: Configuration file for advanced mod customization.
  • Added: Spectral creatures are now unique entities, not just patches on vanilla mobs.
  • Added: Option to enable/disable pumpkin smoke via config.
  • Added: Option to enable/disable the CandyLoot system via config.
  • Changed: Overhauled the loot system.
  • Changed: Overhauled the spawn system (now based on a defined period).
  • Refactor: Generalized the boss spawning system to be data-driven, allowing for multiple, user-configurable bosses.
  • Docs: Updated documentation to clarify the behavior of SpawnMultipliers and to explain the powerful new boss system.
0.2.0-dev.1 spookynights 84 Oct 31st 2025 at 12:34 PM spookynights.v0.2.0-dev.1.zip 1-click install

- added: New Candy Bag Interaction: You now hold the right mouse button to open a candy bag.
- added: Patch for remapping candiy and candybag items. All old candybags cannot be remmapped to new candybag, so you SHOULD OPEN THEM before if you don't want to lose them.
- changed: Candy bag rework: All previous candy bag variants have been merged into a single, generic candybag item. Each bag now drops a random amount (1-3) of a random candy type upon being opened.
--------------------------------------------
Technical Notes
- The consumable, variant-based candy bag system has been replaced by a single item using a custom OpenBagBehavior C# class to handle the held-interaction.

!!! Some items changed their code name, don't forget to accept the remapping. !!!

0.1.0 spookynights
1.21.2 - 1.21.5
313 Oct 27th 2025 at 9:08 PM spookynights.v0.1.zip 1-click install

- First release


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

Archadria, 1 day ago

also your monsters much like some other mods do not respect player set light levels.

Archadria, 3 days ago
Crash Report
9.8.2026 02:25:44 [Server Warning] Exception while ticking entity Spectral Bowtorn (EntityAgent) at XYZ: 511833.64990000596/103.13302088031442/512025.3155446631, YPR 4.9362984/0/0, Dim 0: 
9.8.2026 02:25:44 [Server Error] Exception: No such projectile exists - spookynights:bowtornprojectile
   at Vintagestory.GameContent.AiTaskTurretMode.fireProjectile() in VSSurvivalMod\Entity\AITask\AiTaskTurretMode.cs:line 337
   at Vintagestory.GameContent.AiTaskTurretMode.updateState() in VSSurvivalMod\Entity\AITask\AiTaskTurretMode.cs:line 230
   at Vintagestory.GameContent.AiTaskTurretMode.ContinueExecute_Patch1(AiTaskTurretMode this, Single dt)
   at Vintagestory.GameContent.AiTaskManager.OnGameTick(Single dt) in VSEssentials\Entity\AI\AiTaskManager.cs:line 141
   at Vintagestory.GameContent.EntityBehaviorTaskAI.OnGameTick(Single deltaTime) in VSEssentials\Entity\AI\BehaviorTaskAI.cs:line 126
   at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\Entity.cs:line 1066
   at Vintagestory.Server.ServerSystemEntitySimulation.TickEntities_Patch1(ServerSystemEntitySimulation this, Single dt)
9.8.2026 02:25:44 [Server Warning] Exception while ticking entity Spectral Bowtorn (EntityAgent) at XYZ: 511833.64990000596/103.02838573800689/512025.2734425436, YPR 4.9362984/0/0, Dim 0: 
9.8.2026 02:25:44 [Server Error] Exception: No such projectile exists - spookynights:bowtornprojectile
   at Vintagestory.GameContent.AiTaskTurretMode.fireProjectile() in VSSurvivalMod\Entity\AITask\AiTaskTurretMode.cs:line 337
   at Vintagestory.GameContent.AiTaskTurretMode.updateState() in VSSurvivalMod\Entity\AITask\AiTaskTurretMode.cs:line 230
   at Vintagestory.GameContent.AiTaskTurretMode.ContinueExecute_Patch1(AiTaskTurretMode this, Single dt)
   at Vintagestory.GameContent.AiTaskManager.OnGameTick(Single dt) in VSEssentials\Entity\AI\AiTaskManager.cs:line 141
   at Vintagestory.GameContent.EntityBehaviorTaskAI.OnGameTick(Single deltaTime) in VSEssentials\Entity\AI\BehaviorTaskAI.cs:line 126
   at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\Entity.cs:line 1066
   at Vintagestory.Server.ServerSystemEntitySimulation.TickEntities_Patch1(ServerSystemEntitySimulation this, Single dt)
9.8.2026 02:25:44 [Server Warning] Exception while ticking entity Spectral Bowtorn (EntityAgent) at XYZ: 511833.64990000596/103/512025.2321270613, YPR 4.9362984/0/0, Dim 0: 
9.8.2026 02:25:44 [Server Error] Exception: No such projectile exists - spookynights:bowtornprojectile
   at Vintagestory.GameContent.AiTaskTurretMode.fireProjectile() in VSSurvivalMod\Entity\AITask\AiTaskTurretMode.cs:line 337
   at Vintagestory.GameContent.AiTaskTurretMode.updateState() in VSSurvivalMod\Entity\AITask\AiTaskTurretMode.cs:line 230
   at Vintagestory.GameContent.AiTaskTurretMode.ContinueExecute_Patch1(AiTaskTurretMode this, Single dt)
   at Vintagestory.GameContent.AiTaskManager.OnGameTick(Single dt) in VSEssentials\Entity\AI\AiTaskManager.cs:line 141
   at Vintagestory.GameContent.EntityBehaviorTaskAI.OnGameTick(Single deltaTime) in VSEssentials\Entity\AI\BehaviorTaskAI.cs:line 126
   at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\Entity.cs:line 1066
   at Vintagestory.Server.ServerSystemEntitySimulation.TickEntities_Patch1(ServerSystemEntitySimulation this, Single dt)
9.8.2026 02:25:44 [Server Warning] Exception while ticking entity Spectral Bowtorn (EntityAgent) at XYZ: 511833.64990000596/103/512025.2122607254, YPR 4.9362984/0/0, Dim 0: 
9.8.2026 02:25:44 [Server Error] Exception: No such projectile exists - spookynights:bowtornprojectile
   at Vintagestory.GameContent.AiTaskTurretMode.fireProjectile() in VSSurvivalMod\Entity\AITask\AiTaskTurretMode.cs:line 337
   at Vintagestory.GameContent.AiTaskTurretMode.updateState() in VSSurvivalMod\Entity\AITask\AiTaskTurretMode.cs:line 230
   at Vintagestory.GameContent.AiTaskTurretMode.ContinueExecute_Patch1(AiTaskTurretMode this, Single dt)
   at Vintagestory.GameContent.AiTaskManager.OnGameTick(Single dt) in VSEssentials\Entity\AI\AiTaskManager.cs:line 141
   at Vintagestory.GameContent.EntityBehaviorTaskAI.OnGameTick(Single deltaTime) in VSEssentials\Entity\AI\BehaviorTaskAI.cs:line 126
   at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\Entity.cs:line 1066
   at Vintagestory.Server.ServerSystemEntitySimulation.TickEntities_Patch1(ServerSystemEntitySimulation this, Single dt)
9.8.2026 02:25:44 [Server Warning] Exception while ticking entity Spectral Bowtorn (EntityAgent) at XYZ: 511833.64990000596/103/512025.20270810055, YPR 4.9362984/0/0, Dim 0: 
9.8.2026 02:25:44 [Server Error] Exception: No such projectile exists - spookynights:bowtornprojectile
   at Vintagestory.GameContent.AiTaskTurretMode.fireProjectile() in VSSurvivalMod\Entity\AITask\AiTaskTurretMode.cs:line 337
   at Vintagestory.GameContent.AiTaskTurretMode.updateState() in VSSurvivalMod\Entity\AITask\AiTaskTurretMode.cs:line 230
   at Vintagestory.GameContent.AiTaskTurretMode.ContinueExecute_Patch1(AiTaskTurretMode this, Single dt)
   at Vintagestory.GameContent.AiTaskManager.OnGameTick(Single dt) in VSEssentials\Entity\AI\AiTaskManager.cs:line 141
   at Vintagestory.GameContent.EntityBehaviorTaskAI.OnGameTick(Single deltaTime) in VSEssentials\Entity\AI\BehaviorTaskAI.cs:line 126
   at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\Entity.cs:line 1066
   at Vintagestory.Server.ServerSystemEntitySimulation.TickEntities_Patch1(ServerSystemEntitySimulation this, Single dt)
9.8.2026 02:25:44 [Server Warning] Exception while ticking entity Spectral Bowtorn (EntityAgent) at XYZ: 511833.64990000596/103/512025.19811477035, YPR 4.9362984/0/0, Dim 0: 
9.8.2026 02:25:44 [Server Error] Exception: No such projectile exists - spookynights:bowtornprojectile
   at Vintagestory.GameContent.AiTaskTurretMode.fireProjectile() in VSSurvivalMod\Entity\AITask\AiTaskTurretMode.cs:line 337
   at Vintagestory.GameContent.AiTaskTurretMode.updateState() in VSSurvivalMod\Entity\AITask\AiTaskTurretMode.cs:line 230
   at Vintagestory.GameContent.AiTaskTurretMode.ContinueExecute_Patch1(AiTaskTurretMode this, Single dt)
   at Vintagestory.GameContent.AiTaskManager.OnGameTick(Single dt) in VSEssentials\Entity\AI\AiTaskManager.cs:line 141
   at Vintagestory.GameContent.EntityBehaviorTaskAI.OnGameTick(Single deltaTime) in VSEssentials\Entity\AI\BehaviorTaskAI.cs:line 126
   at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\Entity.cs:line 1066
   at Vintagestory.Server.ServerSystemEntitySimulation.TickEntities_Patch1(ServerSystemEntitySimulation this, Single dt)
9.8.2026 02:25:45 [Server Warning] Exception while ticking entity Spectral Bowtorn (EntityAgent) at XYZ: 511833.64990000596/103/512025.1959060913, YPR 4.9362984/0/0, Dim 0: 
9.8.2026 02:25:45 [Server Error] Exception: No such projectile exists - spookynights:bowtornprojectile
   at Vintagestory.GameContent.AiTaskTurretMode.fireProjectile() in VSSurvivalMod\Entity\AITask\AiTaskTurretMode.cs:line 337
   at Vintagestory.GameContent.AiTaskTurretMode.updateState() in VSSurvivalMod\Entity\AITask\AiTaskTurretMode.cs:line 230
   at Vintagestory.GameContent.AiTaskTurretMode.ContinueExecute_Patch1(AiTaskTurretMode this, Single dt)
   at Vintagestory.GameContent.AiTaskManager.OnGameTick(Single dt) in VSEssentials\Entity\AI\AiTaskManager.cs:line 141
   at Vintagestory.GameContent.EntityBehaviorTaskAI.OnGameTick(Single deltaTime) in VSEssentials\Entity\AI\BehaviorTaskAI.cs:line 126
   at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\Entity.cs:line 1066
   at Vintagestory.Server.ServerSystemEntitySimulation.TickEntities_Patch1(ServerSystemEntitySimulation this, Single dt)
9.8.2026 02:25:45 [Server Warning] Exception while ticking entity Spectral Bowtorn (EntityAgent) at XYZ: 511833.64990000596/103/512025.1948440594, YPR 4.9362984/0/0, Dim 0: 
9.8.2026 02:25:45 [Server Error] Exception: No such projectile exists - spookynights:bowtornprojectile
   at Vintagestory.GameContent.AiTaskTurretMode.fireProjectile() in VSSurvivalMod\Entity\AITask\AiTaskTurretMode.cs:line 337
   at Vintagestory.GameContent.AiTaskTurretMode.updateState() in VSSurvivalMod\Entity\AITask\AiTaskTurretMode.cs:line 230
   at Vintagestory.GameContent.AiTaskTurretMode.ContinueExecute_Patch1(AiTaskTurretMode this, Single dt)
   at Vintagestory.GameContent.AiTaskManager.OnGameTick(Single dt) in VSEssentials\Entity\AI\AiTaskManager.cs:line 141
   at Vintagestory.GameContent.EntityBehaviorTaskAI.OnGameTick(Single deltaTime) in VSEssentials\Entity\AI\BehaviorTaskAI.cs:line 126
   at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\Entity.cs:line 1066
   at Vintagestory.Server.ServerSystemEntitySimulation.TickEntities_Patch1(ServerSystemEntitySimulation this, Single dt)
9.8.2026 02:25:45 [Server Warning] Exception while ticking entity Spectral Bowtorn (EntityAgent) at XYZ: 511833.64990000596/103/512025.1943333869, YPR 4.9362984/0/0, Dim 0: 
9.8.2026 02:25:45 [Server Error] Exception: No such projectile exists - spookynights:bowtornprojectile
   at Vintagestory.GameContent.AiTaskTurretMode.fireProjectile() in VSSurvivalMod\Entity\AITask\AiTaskTurretMode.cs:line 337
   at Vintagestory.GameContent.AiTaskTurretMode.updateState() in VSSurvivalMod\Entity\AITask\AiTaskTurretMode.cs:line 230
   at Vintagestory.GameContent.AiTaskTurretMode.ContinueExecute_Patch1(AiTaskTurretMode this, Single dt)
   at Vintagestory.GameContent.AiTaskManager.OnGameTick(Single dt) in VSEssentials\Entity\AI\AiTaskManager.cs:line 141
   at Vintagestory.GameContent.EntityBehaviorTaskAI.OnGameTick(Single deltaTime) in VSEssentials\Entity\AI\BehaviorTaskAI.cs:line 126
   at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\Entity.cs:line 1066
   at Vintagestory.Server.ServerSystemEntitySimulation.TickEntities_Patch1(ServerSystemEntitySimulation this, Single dt)
9.8.2026 02:25:45 [Server Warning] Exception while ticking entity Spectral Bowtorn (EntityAgent) at XYZ: 511833.64990000596/103/512025.19408783264, YPR 4.9362984/0/0, Dim 0: 
9.8.2026 02:25:45 [Server Error] Exception: No such projectile exists - spookynights:bowtornprojectile
   at Vintagestory.GameContent.AiTaskTurretMode.fireProjectile() in VSSurvivalMod\Entity\AITask\AiTaskTurretMode.cs:line 337
   at Vintagestory.GameContent.AiTaskTurretMode.updateState() in VSSurvivalMod\Entity\AITask\AiTaskTurretMode.cs:line 230
   at Vintagestory.GameContent.AiTaskTurretMode.ContinueExecute_Patch1(AiTaskTurretMode this, Single dt)
   at Vintagestory.GameContent.AiTaskManager.OnGameTick(Single dt) in VSEssentials\Entity\AI\AiTaskManager.cs:line 141
   at Vintagestory.GameContent.EntityBehaviorTaskAI.OnGameTick(Single deltaTime) in VSEssentials\Entity\AI\BehaviorTaskAI.cs:line 126
   at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\Entity.cs:line 1066
   at Vintagestory.Server.ServerSystemEntitySimulation.TickEntities_Patch1(ServerSystemEntitySimulation this, Single dt)
9.8.2026 02:25:45 [Server Warning] Exception while ticking entity Spectral Bowtorn (EntityAgent) at XYZ: 511833.64990000596/103/512025.19396975916, YPR 4.9362984/0/0, Dim 0: 
9.8.2026 02:25:45 [Server Error] Exception: No such projectile exists - spookynights:bowtornprojectile
   at Vintagestory.GameContent.AiTaskTurretMode.fireProjectile() in VSSurvivalMod\Entity\AITask\AiTaskTurretMode.cs:line 337
   at Vintagestory.GameContent.AiTaskTurretMode.updateState() in VSSurvivalMod\Entity\AITask\AiTaskTurretMode.cs:line 230
   at Vintagestory.GameContent.AiTaskTurretMode.ContinueExecute_Patch1(AiTaskTurretMode this, Single dt)
   at Vintagestory.GameContent.AiTaskManager.OnGameTick(Single dt) in VSEssentials\Entity\AI\AiTaskManager.cs:line 141
   at Vintagestory.GameContent.EntityBehaviorTaskAI.OnGameTick(Single deltaTime) in VSEssentials\Entity\AI\BehaviorTaskAI.cs:line 126
   at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\Entity.cs:line 1066
   at Vintagestory.Server.ServerSystemEntitySimulation.TickEntities_Patch1(ServerSystemEntitySimulation this, Single dt)
9.8.2026 02:25:45 [Server Warning] Exception while ticking entity Spectral Bowtorn (EntityAgent) at XYZ: 511833.64990000596/103/512025.1939129841, YPR 4.9362984/0/0, Dim 0: 
9.8.2026 02:25:45 [Server Error] Exception: No such projectile exists - spookynights:bowtornprojectile
   at Vintagestory.GameContent.AiTaskTurretMode.fireProjectile() in VSSurvivalMod\Entity\AITask\AiTaskTurretMode.cs:line 337
   at Vintagestory.GameContent.AiTaskTurretMode.updateState() in VSSurvivalMod\Entity\AITask\AiTaskTurretMode.cs:line 230
   at Vintagestory.GameContent.AiTaskTurretMode.ContinueExecute_Patch1(AiTaskTurretMode this, Single dt)
   at Vintagestory.GameContent.AiTaskManager.OnGameTick(Single dt) in VSEssentials\Entity\AI\AiTaskManager.cs:line 141
   at Vintagestory.GameContent.EntityBehaviorTaskAI.OnGameTick(Single deltaTime) in VSEssentials\Entity\AI\BehaviorTaskAI.cs:line 126
   at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\Entity.cs:line 1066
   at Vintagestory.Server.ServerSystemEntitySimulation.TickEntities_Patch1(ServerSystemEntitySimulation this, Single dt)
9.8.2026 02:25:45 [Server Warning] Exception while ticking entity Spectral Bowtorn (EntityAgent) at XYZ: 511833.64990000596/103/512025.19388568413, YPR 4.9362984/0/0, Dim 0: 
9.8.2026 02:25:45 [Server Error] Exception: No such projectile exists - spookynights:bowtornprojectile
   at Vintagestory.GameContent.AiTaskTurretMode.fireProjectile() in VSSurvivalMod\Entity\AITask\AiTaskTurretMode.cs:line 337
   at Vintagestory.GameContent.AiTaskTurretMode.updateState() in VSSurvivalMod\Entity\AITask\AiTaskTurretMode.cs:line 230
   at Vintagestory.GameContent.AiTaskTurretMode.ContinueExecute_Patch1(AiTaskTurretMode this, Single dt)
   at Vintagestory.GameContent.AiTaskManager.OnGameTick(Single dt) in VSEssentials\Entity\AI\AiTaskManager.cs:line 141
   at Vintagestory.GameContent.EntityBehaviorTaskAI.OnGameTick(Single deltaTime) in VSEssentials\Entity\AI\BehaviorTaskAI.cs:line 126
   at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\Entity.cs:line 1066
   at Vintagestory.Server.ServerSystemEntitySimulation.TickEntities_Patch1(ServerSystemEntitySimulation this, Single dt)
Crash Report
9.8.2026 02:25:44 [Server Warning] Exception while ticking entity Spectral Bowtorn (EntityAgent) at XYZ: 511833.64990000596/103.13302088031442/512025.3155446631, YPR 4.9362984/0/0, Dim 0: 
9.8.2026 02:25:44 [Server Error] Exception: No such projectile exists - spookynights:bowtornprojectile
   at Vintagestory.GameContent.AiTaskTurretMode.fireProjectile() in VSSurvivalMod\Entity\AITask\AiTaskTurretMode.cs:line 337
   at Vintagestory.GameContent.AiTaskTurretMode.updateState() in VSSurvivalMod\Entity\AITask\AiTaskTurretMode.cs:line 230
   at Vintagestory.GameContent.AiTaskTurretMode.ContinueExecute_Patch1(AiTaskTurretMode this, Single dt)
   at Vintagestory.GameContent.AiTaskManager.OnGameTick(Single dt) in VSEssentials\Entity\AI\AiTaskManager.cs:line 141
   at Vintagestory.GameContent.EntityBehaviorTaskAI.OnGameTick(Single deltaTime) in VSEssentials\Entity\AI\BehaviorTaskAI.cs:line 126
   at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\Entity.cs:line 1066
   at Vintagestory.Server.ServerSystemEntitySimulation.TickEntities_Patch1(ServerSystemEntitySimulation this, Single dt)
9.8.2026 02:25:44 [Server Warning] Exception while ticking entity Spectral Bowtorn (EntityAgent) at XYZ: 511833.64990000596/103.02838573800689/512025.2734425436, YPR 4.9362984/0/0, Dim 0: 
9.8.2026 02:25:44 [Server Error] Exception: No such projectile exists - spookynights:bowtornprojectile
   at Vintagestory.GameContent.AiTaskTurretMode.fireProjectile() in VSSurvivalMod\Entity\AITask\AiTaskTurretMode.cs:line 337
   at Vintagestory.GameContent.AiTaskTurretMode.updateState() in VSSurvivalMod\Entity\AITask\AiTaskTurretMode.cs:line 230
   at Vintagestory.GameContent.AiTaskTurretMode.ContinueExecute_Patch1(AiTaskTurretMode this, Single dt)
   at Vintagestory.GameContent.AiTaskManager.OnGameTick(Single dt) in VSEssentials\Entity\AI\AiTaskManager.cs:line 141
   at Vintagestory.GameContent.EntityBehaviorTaskAI.OnGameTick(Single deltaTime) in VSEssentials\Entity\AI\BehaviorTaskAI.cs:line 126
   at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\Entity.cs:line 1066
   at Vintagestory.Server.ServerSystemEntitySimulation.TickEntities_Patch1(ServerSystemEntitySimulation this, Single dt)
9.8.2026 02:25:44 [Server Warning] Exception while ticking entity Spectral Bowtorn (EntityAgent) at XYZ: 511833.64990000596/103/512025.2321270613, YPR 4.9362984/0/0, Dim 0: 
9.8.2026 02:25:44 [Server Error] Exception: No such projectile exists - spookynights:bowtornprojectile
   at Vintagestory.GameContent.AiTaskTurretMode.fireProjectile() in VSSurvivalMod\Entity\AITask\AiTaskTurretMode.cs:line 337
   at Vintagestory.GameContent.AiTaskTurretMode.updateState() in VSSurvivalMod\Entity\AITask\AiTaskTurretMode.cs:line 230
   at Vintagestory.GameContent.AiTaskTurretMode.ContinueExecute_Patch1(AiTaskTurretMode this, Single dt)
   at Vintagestory.GameContent.AiTaskManager.OnGameTick(Single dt) in VSEssentials\Entity\AI\AiTaskManager.cs:line 141
   at Vintagestory.GameContent.EntityBehaviorTaskAI.OnGameTick(Single deltaTime) in VSEssentials\Entity\AI\BehaviorTaskAI.cs:line 126
   at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\Entity.cs:line 1066
   at Vintagestory.Server.ServerSystemEntitySimulation.TickEntities_Patch1(ServerSystemEntitySimulation this, Single dt)
9.8.2026 02:25:44 [Server Warning] Exception while ticking entity Spectral Bowtorn (EntityAgent) at XYZ: 511833.64990000596/103/512025.2122607254, YPR 4.9362984/0/0, Dim 0: 
9.8.2026 02:25:44 [Server Error] Exception: No such projectile exists - spookynights:bowtornprojectile
   at Vintagestory.GameContent.AiTaskTurretMode.fireProjectile() in VSSurvivalMod\Entity\AITask\AiTaskTurretMode.cs:line 337
   at Vintagestory.GameContent.AiTaskTurretMode.updateState() in VSSurvivalMod\Entity\AITask\AiTaskTurretMode.cs:line 230
   at Vintagestory.GameContent.AiTaskTurretMode.ContinueExecute_Patch1(AiTaskTurretMode this, Single dt)
   at Vintagestory.GameContent.AiTaskManager.OnGameTick(Single dt) in VSEssentials\Entity\AI\AiTaskManager.cs:line 141
   at Vintagestory.GameContent.EntityBehaviorTaskAI.OnGameTick(Single deltaTime) in VSEssentials\Entity\AI\BehaviorTaskAI.cs:line 126
   at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\Entity.cs:line 1066
   at Vintagestory.Server.ServerSystemEntitySimulation.TickEntities_Patch1(ServerSystemEntitySimulation this, Single dt)
9.8.2026 02:25:44 [Server Warning] Exception while ticking entity Spectral Bowtorn (EntityAgent) at XYZ: 511833.64990000596/103/512025.20270810055, YPR 4.9362984/0/0, Dim 0: 
9.8.2026 02:25:44 [Server Error] Exception: No such projectile exists - spookynights:bowtornprojectile
   at Vintagestory.GameContent.AiTaskTurretMode.fireProjectile() in VSSurvivalMod\Entity\AITask\AiTaskTurretMode.cs:line 337
   at Vintagestory.GameContent.AiTaskTurretMode.updateState() in VSSurvivalMod\Entity\AITask\AiTaskTurretMode.cs:line 230
   at Vintagestory.GameContent.AiTaskTurretMode.ContinueExecute_Patch1(AiTaskTurretMode this, Single dt)
   at Vintagestory.GameContent.AiTaskManager.OnGameTick(Single dt) in VSEssentials\Entity\AI\AiTaskManager.cs:line 141
   at Vintagestory.GameContent.EntityBehaviorTaskAI.OnGameTick(Single deltaTime) in VSEssentials\Entity\AI\BehaviorTaskAI.cs:line 126
   at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\Entity.cs:line 1066
   at Vintagestory.Server.ServerSystemEntitySimulation.TickEntities_Patch1(ServerSystemEntitySimulation this, Single dt)
9.8.2026 02:25:44 [Server Warning] Exception while ticking entity Spectral Bowtorn (EntityAgent) at XYZ: 511833.64990000596/103/512025.19811477035, YPR 4.9362984/0/0, Dim 0: 
9.8.2026 02:25:44 [Server Error] Exception: No such projectile exists - spookynights:bowtornprojectile
   at Vintagestory.GameContent.AiTaskTurretMode.fireProjectile() in VSSurvivalMod\Entity\AITask\AiTaskTurretMode.cs:line 337
   at Vintagestory.GameContent.AiTaskTurretMode.updateState() in VSSurvivalMod\Entity\AITask\AiTaskTurretMode.cs:line 230
   at Vintagestory.GameContent.AiTaskTurretMode.ContinueExecute_Patch1(AiTaskTurretMode this, Single dt)
   at Vintagestory.GameContent.AiTaskManager.OnGameTick(Single dt) in VSEssentials\Entity\AI\AiTaskManager.cs:line 141
   at Vintagestory.GameContent.EntityBehaviorTaskAI.OnGameTick(Single deltaTime) in VSEssentials\Entity\AI\BehaviorTaskAI.cs:line 126
   at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\Entity.cs:line 1066
   at Vintagestory.Server.ServerSystemEntitySimulation.TickEntities_Patch1(ServerSystemEntitySimulation this, Single dt)
9.8.2026 02:25:45 [Server Warning] Exception while ticking entity Spectral Bowtorn (EntityAgent) at XYZ: 511833.64990000596/103/512025.1959060913, YPR 4.9362984/0/0, Dim 0: 
9.8.2026 02:25:45 [Server Error] Exception: No such projectile exists - spookynights:bowtornprojectile
   at Vintagestory.GameContent.AiTaskTurretMode.fireProjectile() in VSSurvivalMod\Entity\AITask\AiTaskTurretMode.cs:line 337
   at Vintagestory.GameContent.AiTaskTurretMode.updateState() in VSSurvivalMod\Entity\AITask\AiTaskTurretMode.cs:line 230
   at Vintagestory.GameContent.AiTaskTurretMode.ContinueExecute_Patch1(AiTaskTurretMode this, Single dt)
   at Vintagestory.GameContent.AiTaskManager.OnGameTick(Single dt) in VSEssentials\Entity\AI\AiTaskManager.cs:line 141
   at Vintagestory.GameContent.EntityBehaviorTaskAI.OnGameTick(Single deltaTime) in VSEssentials\Entity\AI\BehaviorTaskAI.cs:line 126
   at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\Entity.cs:line 1066
   at Vintagestory.Server.ServerSystemEntitySimulation.TickEntities_Patch1(ServerSystemEntitySimulation this, Single dt)
9.8.2026 02:25:45 [Server Warning] Exception while ticking entity Spectral Bowtorn (EntityAgent) at XYZ: 511833.64990000596/103/512025.1948440594, YPR 4.9362984/0/0, Dim 0: 
9.8.2026 02:25:45 [Server Error] Exception: No such projectile exists - spookynights:bowtornprojectile
   at Vintagestory.GameContent.AiTaskTurretMode.fireProjectile() in VSSurvivalMod\Entity\AITask\AiTaskTurretMode.cs:line 337
   at Vintagestory.GameContent.AiTaskTurretMode.updateState() in VSSurvivalMod\Entity\AITask\AiTaskTurretMode.cs:line 230
   at Vintagestory.GameContent.AiTaskTurretMode.ContinueExecute_Patch1(AiTaskTurretMode this, Single dt)
   at Vintagestory.GameContent.AiTaskManager.OnGameTick(Single dt) in VSEssentials\Entity\AI\AiTaskManager.cs:line 141
   at Vintagestory.GameContent.EntityBehaviorTaskAI.OnGameTick(Single deltaTime) in VSEssentials\Entity\AI\BehaviorTaskAI.cs:line 126
   at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\Entity.cs:line 1066
   at Vintagestory.Server.ServerSystemEntitySimulation.TickEntities_Patch1(ServerSystemEntitySimulation this, Single dt)
9.8.2026 02:25:45 [Server Warning] Exception while ticking entity Spectral Bowtorn (EntityAgent) at XYZ: 511833.64990000596/103/512025.1943333869, YPR 4.9362984/0/0, Dim 0: 
9.8.2026 02:25:45 [Server Error] Exception: No such projectile exists - spookynights:bowtornprojectile
   at Vintagestory.GameContent.AiTaskTurretMode.fireProjectile() in VSSurvivalMod\Entity\AITask\AiTaskTurretMode.cs:line 337
   at Vintagestory.GameContent.AiTaskTurretMode.updateState() in VSSurvivalMod\Entity\AITask\AiTaskTurretMode.cs:line 230
   at Vintagestory.GameContent.AiTaskTurretMode.ContinueExecute_Patch1(AiTaskTurretMode this, Single dt)
   at Vintagestory.GameContent.AiTaskManager.OnGameTick(Single dt) in VSEssentials\Entity\AI\AiTaskManager.cs:line 141
   at Vintagestory.GameContent.EntityBehaviorTaskAI.OnGameTick(Single deltaTime) in VSEssentials\Entity\AI\BehaviorTaskAI.cs:line 126
   at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\Entity.cs:line 1066
   at Vintagestory.Server.ServerSystemEntitySimulation.TickEntities_Patch1(ServerSystemEntitySimulation this, Single dt)
9.8.2026 02:25:45 [Server Warning] Exception while ticking entity Spectral Bowtorn (EntityAgent) at XYZ: 511833.64990000596/103/512025.19408783264, YPR 4.9362984/0/0, Dim 0: 
9.8.2026 02:25:45 [Server Error] Exception: No such projectile exists - spookynights:bowtornprojectile
   at Vintagestory.GameContent.AiTaskTurretMode.fireProjectile() in VSSurvivalMod\Entity\AITask\AiTaskTurretMode.cs:line 337
   at Vintagestory.GameContent.AiTaskTurretMode.updateState() in VSSurvivalMod\Entity\AITask\AiTaskTurretMode.cs:line 230
   at Vintagestory.GameContent.AiTaskTurretMode.ContinueExecute_Patch1(AiTaskTurretMode this, Single dt)
   at Vintagestory.GameContent.AiTaskManager.OnGameTick(Single dt) in VSEssentials\Entity\AI\AiTaskManager.cs:line 141
   at Vintagestory.GameContent.EntityBehaviorTaskAI.OnGameTick(Single deltaTime) in VSEssentials\Entity\AI\BehaviorTaskAI.cs:line 126
   at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\Entity.cs:line 1066
   at Vintagestory.Server.ServerSystemEntitySimulation.TickEntities_Patch1(ServerSystemEntitySimulation this, Single dt)
9.8.2026 02:25:45 [Server Warning] Exception while ticking entity Spectral Bowtorn (EntityAgent) at XYZ: 511833.64990000596/103/512025.19396975916, YPR 4.9362984/0/0, Dim 0: 
9.8.2026 02:25:45 [Server Error] Exception: No such projectile exists - spookynights:bowtornprojectile
   at Vintagestory.GameContent.AiTaskTurretMode.fireProjectile() in VSSurvivalMod\Entity\AITask\AiTaskTurretMode.cs:line 337
   at Vintagestory.GameContent.AiTaskTurretMode.updateState() in VSSurvivalMod\Entity\AITask\AiTaskTurretMode.cs:line 230
   at Vintagestory.GameContent.AiTaskTurretMode.ContinueExecute_Patch1(AiTaskTurretMode this, Single dt)
   at Vintagestory.GameContent.AiTaskManager.OnGameTick(Single dt) in VSEssentials\Entity\AI\AiTaskManager.cs:line 141
   at Vintagestory.GameContent.EntityBehaviorTaskAI.OnGameTick(Single deltaTime) in VSEssentials\Entity\AI\BehaviorTaskAI.cs:line 126
   at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\Entity.cs:line 1066
   at Vintagestory.Server.ServerSystemEntitySimulation.TickEntities_Patch1(ServerSystemEntitySimulation this, Single dt)
9.8.2026 02:25:45 [Server Warning] Exception while ticking entity Spectral Bowtorn (EntityAgent) at XYZ: 511833.64990000596/103/512025.1939129841, YPR 4.9362984/0/0, Dim 0: 
9.8.2026 02:25:45 [Server Error] Exception: No such projectile exists - spookynights:bowtornprojectile
   at Vintagestory.GameContent.AiTaskTurretMode.fireProjectile() in VSSurvivalMod\Entity\AITask\AiTaskTurretMode.cs:line 337
   at Vintagestory.GameContent.AiTaskTurretMode.updateState() in VSSurvivalMod\Entity\AITask\AiTaskTurretMode.cs:line 230
   at Vintagestory.GameContent.AiTaskTurretMode.ContinueExecute_Patch1(AiTaskTurretMode this, Single dt)
   at Vintagestory.GameContent.AiTaskManager.OnGameTick(Single dt) in VSEssentials\Entity\AI\AiTaskManager.cs:line 141
   at Vintagestory.GameContent.EntityBehaviorTaskAI.OnGameTick(Single deltaTime) in VSEssentials\Entity\AI\BehaviorTaskAI.cs:line 126
   at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\Entity.cs:line 1066
   at Vintagestory.Server.ServerSystemEntitySimulation.TickEntities_Patch1(ServerSystemEntitySimulation this, Single dt)
9.8.2026 02:25:45 [Server Warning] Exception while ticking entity Spectral Bowtorn (EntityAgent) at XYZ: 511833.64990000596/103/512025.19388568413, YPR 4.9362984/0/0, Dim 0: 
9.8.2026 02:25:45 [Server Error] Exception: No such projectile exists - spookynights:bowtornprojectile
   at Vintagestory.GameContent.AiTaskTurretMode.fireProjectile() in VSSurvivalMod\Entity\AITask\AiTaskTurretMode.cs:line 337
   at Vintagestory.GameContent.AiTaskTurretMode.updateState() in VSSurvivalMod\Entity\AITask\AiTaskTurretMode.cs:line 230
   at Vintagestory.GameContent.AiTaskTurretMode.ContinueExecute_Patch1(AiTaskTurretMode this, Single dt)
   at Vintagestory.GameContent.AiTaskManager.OnGameTick(Single dt) in VSEssentials\Entity\AI\AiTaskManager.cs:line 141
   at Vintagestory.GameContent.EntityBehaviorTaskAI.OnGameTick(Single deltaTime) in VSEssentials\Entity\AI\BehaviorTaskAI.cs:line 126
   at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\Entity.cs:line 1066
   at Vintagestory.Server.ServerSystemEntitySimulation.TickEntities_Patch1(ServerSystemEntitySimulation this, Single dt)
Willownezz, Jun 15th at 7:35 AM

I love the mod, I was wondering if it would be possible to have a 'LITE' version where it only adds the spectral mobs and not replace any as a rare encounter?

Laerinok , Jun 15th at 11:49 AM
@Willownezz: I love the mod, I was wondering if it would be possible to have a 'LITE' version where it only adds the spectral mobs and not replace any as a rare encounter?

Hi! Thanks for the kind words! Actually, the mod already adds spectral mobs as separate, unique entities without replacing any vanilla ones. You don't need a LITE version to make them rare: you can easily do this by editing your spookynights-server.json file and lowering the SpawnMultipliers (for example, setting them to 0.05 for a 5% spawn rate). Everything is explained above in the mod description, under the "Configuration" section. Let me know if you need any help with the config!

Laerinok , Jun 16th at 6:44 AM
@Willownezz: That's great, I will change my files. Thank you. Last time I used the mod (back on 1.21), I could not find normal mobs, so I thought only they spawn.

That makes sense! If you played on a version prior to 0.2.0, that was indeed normal because back then the mod only did a simple skin replacement of the vanilla mobs. Since 0.2.0, they are completely separate entities.

If you were playing on a recent version, not seeing 'normal' creatures would either be due to an unknown bug (probably a mod conflict) or just bad luck. Since the maximum number of entities per chunk is fixed, depending on how many different creatures can spawn and their rates, vanilla creatures can sometimes get 'crowded out'.

You'll be able to tweak all of this exactly as you like now.

AlebenTod, Jul 9th at 12:28 AM
@Laerinok: That makes sense! If you played on a version prior to 0.2.0, that was indeed normal because back then the mod only did a simple skin replacement of the vanilla mobs. Since 0.2.0, they are completely separate entities. If you were playing on a recent versi

I really like the idea of a lite version, but just to clarify - I'm thinking of a mod that adds rare creatures and nothing else. No new ingots, no extra items, no crafting materials - just the mobs themselves.
๏ผผ(๏ฟฃโ–ฝ๏ฟฃ)๏ผ

Laerinok , Jul 9th at 5:15 AM
@AlebenTod: I really like the idea of a lite version, but just to clarify - I'm thinking of a mod that adds rare creatures and nothing else. No new ingots, no extra items, no crafting materials - just the mobs themselves.๏ผผ(๏ฟฃโ–ฝ๏ฟฃ)๏ผ

Thanks for your feedback! Unfortunately, the specters and the combat/crafting mechanics in Spooky Nights are too closely intertwined to be easily separated. Creating and maintaining a second mod dedicated solely to the creatures would require too much maintenance / work at the moment, so it's not planned. But I'll keep the idea in the back of my mind if the opportunity ever comes up!

invisibleplayer, May 28th at 7:45 PM

Hello, I am having issues with the recipes. The only thing that is working is the warscythe, and the rest of the weapons and ammo are all black box

Laerinok , May 29th at 5:44 AM (modified May 29th at 5:46 AM)
@invisibleplayer: Hello, I am having issues with the recipes. The only thing that is working is the warscythe, and the rest of the weapons and ammo are all black box

Hello,

I am away from home for a few days. I will probably only be able to take a look at it starting Tuesday.

โ€‹Just to be sure, do you have the correct version of the mod for your version of the game?

What do the logs say? What are the error messages? Do you have any other mods installed that modify weapons?

Frepo, May 18th at 9:03 AM

Stones turn into piercing damage vs spectrals. Should be blunt damage, right?

image

Laerinok , May 18th at 10:39 AM
@Frepo: Stones turn into piercing damage vs spectrals. Should be blunt damage, right?

Actually, I didn't think about throwable stones, only arrows and spears, which is why projectiles default to piercing damage. Since the function applies a damage reduction to everything that deals damage, stones automatically get the projectile debuff. I'll take a look at it. Thanks!

Willownezz, Jun 16th at 7:06 AM
@Frepo: Stones turn into piercing damage vs spectrals. Should be blunt damage, right?

IDK, these square stones with very sharp corners look piercing to me ๐Ÿคฃ

Frepo, May 17th at 4:03 PM (modified May 17th at 5:29 PM)

Please add a config option where one can add items to give them spectral power. Something like:
"modid:weaponitem-*": 1.2,

Also, would be very nice if we could turn off the red text in item tooltips saying "-50% damage penalty against spectral creatures".
After playing with the mod for a while, we are very aware how non-spectral weapons work. The text clogs up the tooltip and doesn't fit very well in certain tooltips. And it's already hinted at above at "spectral attack power".
"ShowNonSpectralDamageInTooltip": false,

Thanks for a very fun and entertaining mod!

Laerinok , May 17th at 6:54 PM
@Frepo: Please add a config option where one can add items to give them spectral power. Something like:"modid:weaponitem-*": 1.2,Also, would be very nice if we could turn off the red text in item tooltips saying "-50% damage penalty against spectral creatures".Af

Hello! Thank you very much for playing Spooky Nights and for the great feedback.

Both of your suggestions are excellent, and I will be adding them in the next update!

1. The Tooltip Text: I completely agree. Once you understand the mechanics, the red text just creates UI clutter. I will add a `ShowNonSpectralDamageInTooltip` toggle in the client config (set to true by default for new players, but you can easily turn it off).

2. Custom Spectral Power Config: I will add a dictionary in the server config to allow custom spectral power values.
However, I want to clarify one important point: assigning spectral power to standard weapons (like vanilla iron or steel) via this config will bypass the core progression loop of the mod (hunting specters -> getting hearts -> forging specific spectral metals).

If your goal is to truly integrate weapons from other mods while keeping the Spooky Nights mechanics (meaning you actually want to forge those new weapons using Spectrium, Etherium, or Aetherium), this config won't do that. Doing it properly requires creating a custom JSON patch to add new item variants, recipes, and textures for those specific metals.

To preserve the intended gameplay experience, the new config list will be empty by default. But it will be there for you to use as a shortcut to balance your server or modpack however you see fit!

Thanks again for helping improve the mod!

Swiftthistle, May 16th at 8:25 PM

PLEASE remove bowtorn spawns, I'm so sick of them generating lag because they can't shoot projectiles

Laerinok , May 16th at 8:45 PM
@Swiftthistle: PLEASE remove bowtorn spawns, I'm so sick of them generating lag because they can't shoot projectiles

You can do it yourself directly via the config file by changing the line to:

"spookynights:spectralbowtorn-*": 0.0


Everything is described in the "configuration guide" section on the description page above.

Autocitizen, May 7th at 10:42 PM

weird bug in my server ever since i added spooky, all my flint/stone variant spears dissapear completely when thrown now. The metals are all okay its just specifically the primitive ones. 

Laerinok , May 8th at 6:57 AM
@Autocitizen: weird bug in my server ever since i added spooky, all my flint/stone variant spears dissapear completely when thrown now. The metals are all okay its just specifically the primitive ones.

Thank you for the report! You were spot on. The issue was a missing fallback model in my JSON patch that specifically affected primitive spears. I've just updated the mod with a fix.

Thanks again for helping catch this!

Swiftthistle, May 4th at 5:30 PM

4.5.2026 13:27:53 [Warning] Entity with code spookynights:spectralbear-brown-adult-male has defined InsideBlockCodes for its spawn conditions, but none of these blocks exists, entity is unlikely to spawn.
4.5.2026 13:27:53 [Warning] Entity with code spookynights:spectralbear-giant-adult-male has defined InsideBlockCodes for its spawn conditions, but none of these blocks exists, entity is unlikely to spawn.
4.5.2026 13:27:53 [Warning] Entity with code spookynights:spectralbear-brown-adult-female has defined InsideBlockCodes for its spawn conditions, but none of these blocks exists, entity is unlikely to spawn.
4.5.2026 13:27:53 [Warning] Entity with code spookynights:spectralbear-giant-adult-female has defined InsideBlockCodes for its spawn conditions, but none of these blocks exists, entity is unlikely to spawn.

Laerinok , Apr 26th at 6:48 PM (modified Apr 26th at 6:53 PM)

Detritus007

I tested it in vanilla, with only Spooky Nights and using your settings (which are correct), and the spectral mobs only appear during the full moon night. So it's working fine. If you give me your mod list (at least the ones that modify mob behavior and could interfere or mods that modifiy the moon), I'll do some more in-depth research. I'll start with CO...

Detritus007, Apr 25th at 1:07 PM

Laerinok I think that might have been a feature in combat overhaul and I've always played w/ it active so I just assumed it was vanilla. Different issue though, I've set the config to only on full moon but I get spectrail mobs spawn at night and in caves all the time, did I not do something w/ the config correctly?

"UseTimeBasedSpawning": true,
"SpawnOnlyAtNight": true,
"NightTimeMode": "Auto",
"NightStartHour": 20.0,
"NightEndHour": 6.0,
"LightLevelThreshold": 14,
"AllowedSpawnMonths": [],
"SpawnOnlyOnLastDayOfMonth": false,
"SpawnOnlyOnFullMoon": true,
"FullMoonSpawnMultiplier": 2.0,
"Bosses": {
"spookynights:spectralbear-giant-*": {
"Enabled": true,
"AllowedMoonPhases": [
"full"

Laerinok , Apr 22nd at 8:03 AM

Detritus007

I've looked into the matter a bit more. I think I should be able to add this feature in the next version. However, I'm working on a major update, so it might take some time (even though I've already made good progress).

Laerinok , Apr 14th at 7:14 AM

Detritus007

I'm not sure if it's possible to change that easily, as the game handles it quite simply: the arrows used are the ones that appear first in your inventory grid.

Detritus007, Apr 12th at 12:35 PM

is there a different way to switch between arrow types w/ this mod? I have vanilla arrows and arrows from this mod in my inventory but pressing "F" doesn't allow me to choose which arrow to use. 

Laerinok , Apr 12th at 7:34 AM (modified Apr 12th at 7:42 AM)

Demon_Spawn

Glad you're enjoying the mod an its damage mechanics!
The merchant idea is very interesting; I'll have to look into how to do it. Currently, I've just added wraith hearts for certain merchants.
I'm going to look into the merchant seriously; it's given me some ideas (we'll see what I can do).
It's taking me quite a while to develop, but I need regular breaks to digest what I'm "learning" about modding. I'm working on the future update (after final compatibility for v1.22) which will focus on defense mechanics.

Demon_Spawn, Apr 11th at 11:52 PM

This mod is really interesting and I enjoy it a lot. The way that the ores and unique weapons do more damage to the mobs feels cool and encourages you to try out the warscythe.

Maybe you could add something like a spectral trader that trades in decorations and candy or maybe some kind of ghost hunter that holds a warscythe.

Laerinok , Apr 10th at 1:02 PM

v2.0.0-rc.1 has been released.
This version is only for Vintage Story v1.22.0-rc.X

Compatibility update for Vintage Story v1.22.0

  • Engine Migration: Full migration to .NET 10 for compatibility with Vintage Story v1.22.0 (Preview/RC).
  • Game Version: Updated all JSON and C# assets to work with the new game engine.
  • Maintenance: Includes all features and compatibility patches from v1.1.1 (Combat Overhaul support).

Laerinok , Mar 30th at 9:54 AM

- UPDATE v1.1.0 - 
The Combat Overhaul update is finally available. It took quite a while, and I think I've reached my limits... I don't play with Combat Overhaul myself, so my testing was pretty basic, but I didn't run into any issues. If I missed anything, feel free to let me know.

Laerinok , Mar 10th at 7:25 AM

tapiyolks

Glad to hear it!

tapiyolks, Mar 10th at 12:21 AM

Laerinok It worked! Thank you!

Laerinok , Mar 8th at 8:11 AM

tapiyolks

I'm not sure if that's what's causing the error, but try deleting the 'Vintagestory.dll' and 'Vintagestory.pdb' files from the mod's zip file. I added them by mistake, and they can cause issues in some cases. They will be removed in the next update.

tapiyolks, Mar 7th at 11:44 PM (modified Mar 7th at 11:49 PM)

Laerinok I'm having issues with the mod. Would appreciate any help troubleshooting :<

Using macOS Tahoe 26.3.1, Apple M2 Pro

 

Error when tried using in singleplayer: https://imgur.com/a/QknPk9y

Crash report when I tried to join a server using the mod:

Crash Report
System.Exception: Don't know how to instantiate item of class 'ItemSpectralWeapon' did you forget to register a mapping?
   at Vintagestory.Common.ClassRegistry.CreateItem(String itemClass) in VintagestoryLib\Common\ClassRegistry.cs:line 323
   at Vintagestory.Common.ItemTypeNet.ReadItemTypePacket(Packet_ItemType packet, IWorldAccessor world, ClassRegistry registry) in VintagestoryLib\Common\Network\ItemTypeNet.cs:line 21
   at Vintagestory.Client.NoObf.ClientSystemStartup.PopulateItems(List`1 items, Int32 listSize) in VintagestoryLib\Client\Systems\Startup.cs:line 639
   at Vintagestory.Client.NoObf.ClientSystemStartup.LoadItemTypes() in VintagestoryLib\Client\Systems\Startup.cs:line 440
   at Vintagestory.Client.NoObf.ClientSystemStartup.HandleServerAssets_Step1() in VintagestoryLib\Client\Systems\Startup.cs:line 382
   at Vintagestory.API.Common.TyronThreadPool.<>c__DisplayClass13_0.b__0(Object a) in VintagestoryApi\Common\TyronThreadPool.cs:line 131
   at System.Threading.ThreadPoolWorkQueue.Dispatch()
   at System.Threading.PortableThreadPool.WorkerThread.WorkerThreadStart()
   at System.Threading.Thread.StartCallback()
Laerinok , Feb 5th at 9:22 AM

Kyokui

I saw your comment on Discord. Noted.

Kyokui, Feb 4th at 11:45 PM

I was working on a patch for this mod to turn it into the ultimate gaslighting mod, but i cant figure out what you did to add the "-50% damage pentalty against spectral creatures" tooltip to all the modded weapons, such as CO armory. 

Laerinok , Dec 16th 2025 at 7:12 PM

DeltaCross

That's exactly what's planned. The salt lines, I don't know about those, but I've thought about it. However, I'm working on protection braziers. And an armor "enchantment," based on the same principle as the one for weapons.

DeltaCross, Dec 16th 2025 at 7:03 PM

You should go with the classic of setting up salt lines or incense burners for making secure areas. Especially since specters keep spawning in my basement.

Laerinok , Dec 10th 2025 at 10:15 PM

HaMeRoN

I'm about to start the future update, based on improving defenses against spectral creatures. It might be a good opportunity to look into compatibility with Combat Overhaul.

HaMeRoN, Dec 10th 2025 at 10:02 PM

we need Combat Overhaul compatibility๐Ÿ™„

Burgersim, Nov 28th 2025 at 1:29 PM

Laerinok thx for the heads up. I think CO changes how some weapons work, like spears for example and also that you can hit certain bodyparts and stuff, so the hitboxes matter.

Laerinok , Nov 28th 2025 at 9:46 AM

Burgersim

No idea at the moment. I don't know what Combat Overhaul changes or how it works, so I can't answer you. This is my very first mod; I focused on how it works and not on compatibility with other mods. But it is planned; that will be the next task once I've finished polishing and balancing.

Burgersim, Nov 28th 2025 at 9:39 AM

Is this mod compatible with Combat Overhaul? 

Laerinok , Nov 28th 2025 at 8:29 AM

If you notice that spectral creatures aren't appearing or are disappearing too fast, check the value of LightLevelThreshold in the spookynights-server.json configuration file. By default, it is now LightLevelThreshold = 14. A full moon night corresponds to about 12 and noon is about 24.

Laerinok , Nov 22nd 2025 at 9:46 PM

 

Spooky Nights hits v1.0.0!

Version v1.0.0 brings brand new content! The old mod has evolved into a complete gameplay system that I hope you will find much more fun. A new progression mechanic now allows you to gear up properly to face these new creatures.

The mod is highly configurable, so feel free to tweak it to your liking!

 

Note on default settings:

  • ๐Ÿ‘ป **Specters:** Spawn only at night, but all year round.
  • ๐Ÿฌ **Candies:** Are only available in **October** (Month 10). 
  • All of this can be changed in the config files to suit your preferences or your server needs.
Laerinok , Nov 17th 2025 at 8:59 AM

TheRealFlynn

It's an idea I had already thought of at the beginning. But I was afraid it would become really difficult and unplayable, so I had put it aside. But indeed, now that I have configuration options, I can think about it again.

Probably not for the next update which is focused on a new combat mechanic.

Classical weapons will deal 50% less damage to spectral creatures. But we will be able to craft a new metal (and 2 alloys) to make new weapons that will have the same bonuses as 'classical' weapons against living creatures, but with bonuses against specters.

TheRealFlynn, Nov 17th 2025 at 4:57 AM

configurable mod option: spectral enemies can pass through solid blocks if locked on to a target

idk, could be fun

Laerinok , Nov 6th 2025 at 4:37 PM

v0.2.0 - Spectral Evolution

  • Brand new entities for a more stable and unique experience.

  • Take control of the night with a time-based spawning system.

  • Customize every aspect of your nightmare with new configuration options.

 

The v0.2.0 is out !

Here are the main new features and changes from the v0.2.0 update:

  1. New Unique Spectral Entities: Spectral creatures are now fully unique entities, rather than simple patches on vanilla mobs, giving them their own distinct characteristics.

  2. Advanced Customization Config: A comprehensive configuration file (spookynights-server.json) was added to enable advanced mod customization.

  3. Spawn System Overhaul: The spawning system has been completely reworked, now allowing for time-based spawning (restricting spawns to specific nights, months, etc.).

  4. Generalized Boss System: The boss spawning system was refactored and generalized to be fully data-driven, allowing server admins to define multiple, user-configurable bosses with special moon phase conditions.

  5. Loot and Candy System Control: Both the loot system and the Candy Loot system have been overhauled. The latter is now disabled by default but can be easily re-enabled via the EnableCandyLoot config option.

 

There is still a lot to do, balancing the loot and spawns, and above all I want to add a mechanic that will allow you to go hunting for specters! The ability to craft your special weapons against specters.

I hope this will be in the next major update. In the meantime, you can already have fun and extensively configure the way you want or don't want to see specters.

I remind you that this is my first mod, I'm learning...

So all feedback is more than welcome!

 

Thanks everyone.

Laerinok , Nov 4th 2025 at 6:37 AM (modified Nov 4th 2025 at 6:47 AM)

PerkCuss

Hello and thank you very much for this wonderful feedback!

I am delighted to hear that your server enjoyed the mod for Halloween.

Your timing is absolutely perfect, as the next major update is precisely focused on complete customization of the gameplay experience, with a particular emphasis on the rarity and seasonality of creatures. You will have exactly the tools you are asking for, and much more!

Here is an overview of what is coming:

Total Control Over Creature Spawning 

A new, single configuration file, managed entirely on the server side, will give you total control over WHEN and HOW OFTEN creatures appear. Players on your server will have nothing to configure on their end; they will experience what you have defined.

  • activate/deactivate candy bag loot
  • Rarity Multiplier: You will be able to adjust a multiplier for each type of spectral creature. To make them 1000 times rarer as you suggest, you will simply need to set their multiplier to 0.001. Setting the multiplier to 0 will completely disable a creature.
  • Custom Seasons: You will be able to define a list of months during the creatures can appear. Want them to only appear in October? That's possible. In winter? That's possible too. All year round? It's up to you.
  • Nighttime Spawning: A simple option to force creatures to only appear at night.
  • Timed Events: For unique challenges, you can configure creatures to only appear on the last day of the month or week.
  • Lunar Events for Bosses: The fearsome Spectral Bear can be configured to only appear during certain moon phases (full moon by default).

 

New Combat Mechanic: Spectral Weakness

To accompany this new rarity, specters will become a bit tougher. But to help players, a new gameplay mechanic will be introduced, rewarding preparation:

  • Early-Game Solution: Players will be able to craft a "Consecrated Salt Balm" with common resources. Applied to a weapon, this balm will give a modest and temporary damage bonus against specters, perfect for surviving the first encounters.
  • Mid-Game Solution: A new crafting path will allow the creation of a special alloy by combining iron, a bit of silver, and a "Spectral Powder" obtained from creatures. Weapons forged with this metal will be as effective as iron against normal enemies, but will inflict massive damage on spectral creatures. In summary, the next version will transform the mod from a simple "Halloween event" into a fully customizable background feature, which you can adjust to fit perfectly on your server throughout the year.

 

Thanks again for your support, the update is coming soon!

Everything is already in place, I only have the weapon to manage. Then it will be necessary to balance things, which will take some time, but it will be done thanks to your feedback. I think I can release a test version very soon.

Damonicus1986 TheRealFlynn Nalier

PerkCuss, Nov 4th 2025 at 3:27 AM

Is there a way to tweak the rarity of mobs being turned spectral? Everyone on the server loved this mod for Halloween and we'd like to keep it, but we would like to make the chance of mobs being turned down significantly smaller, like one thousand of what it is currently so it is a rare sight to get them through the rest of the year. 
Thank you. 

Laerinok , Oct 30th 2025 at 11:02 AM

TheRealFlynn

Thank you very much!

That's indeed a good idea. I am indeed planning to have a configuration file so that everyone can set a maximum of parameters according to their desires. It will come in time and based on the desires/requests I receive.

For the moment, I've just updated the loot system. I'm finally starting to understand (a little) the C# code, and now you only loot one candy bag which, when opened, randomly gives one of the candies. The surprise is bigger ?

TheRealFlynn, Oct 30th 2025 at 8:34 AM (modified Oct 30th 2025 at 8:35 AM)

this mod looks fun. well done. i hope people enjoy it! :)

it would be interesting to see the same mod without the halloween stuff thrown in. spectral mobs look awesome and who doesn't want a jackolantern.

 

Laerinok , Oct 29th 2025 at 10:26 PM

Damonicus1986

Yes. For the moment, the mod is more for occasional uses. But yes, it is planned to be able to set parameters for that. But I need time to learn a bit of C#. The initial idea was to only have the specters at night, and probably also on certain dates. But that requires coding in C#, and that will be the next step. For the moment, I'm just learning.

Damonicus1986, Oct 29th 2025 at 5:55 PM

please add option to adjust amount of mobs being changed, having all of them ghostly is cool at the beginning but for longer not that much, or even better add option to make it seasonal that will happen during specific month like october :D 

 

Laerinok , Oct 29th 2025 at 8:25 AM

Xredrago

Yes, that was my first idea. I had created distinct entities at first. But it didn't work exactly the way I wanted. So I put it aside for the moment. I'll come back to it when I have time because, in the long run, I want a specific behavior for the wraiths.

This version 0.1 is really the decryption to figure out what I can do and how to do it. The further I go, the more ideas I get.

Alzyone, Oct 29th 2025 at 3:16 AM

Laerinok Just copy/paste the files for drifter.json, wolf-adult.json, shiver.json, bear-adult.json, then put them inside the "entities" folder on your modid folder (spookynights folder)

Unless you plan to add compat to CO, don't worry about the location of the folders; for the shape, just add "game:" before the entity/etc..., the textures, use yours (modid:entity/etc, or just entity/etc...)

You would only need to add the shapes for the candies + custom textures for the mobs (and the candies ones).

 

Then you can edit it to your heart's content... 

 

 

As for the turret behavior, adding the ability to shoot arros to any mob without using C# (relying on the builtin turret system bowtorns have) results on instant crashes (It's called turretmode).

Laerinok , Oct 28th 2025 at 9:54 PM

Xredrago

You are absolutely right. And that was my first idea. But I never managed to do it. So I went with the simplest approach. As I said, this is my first dive into modding. 10 days ago, I had no idea what it was. It took me time to get familiar with it, and it's far from being clear yet. My primary goal was to have a functional mod for Halloween, but it's in v0.1 for a reason. It is subject to improvement. Regarding the carcasses, I did think about it. I had the same thought too... it's planned.

However, I have no idea what you mean by "Just be careful with the turret behavior from the bowtorns, it may crash without a code mod..."

I've started to skim through C#, but that will come later.


In any case, I am open to any feedback/suggestion/info/help/understanding...

Thank you for your feedback.

Alzyone, Oct 28th 2025 at 9:16 PM

Laerinok wouldn't be better to add ghost variants (declared as separate entities) instead of patching the vanilla ones? you could tweak their spawn rates/light levels, set it to ignore/not artificial light sources, and it won't conflict with the drop mods cause they are not the original entities.

It would be simply, just copy the original mob's json file and edit it on the client render for them to be seen as "ghosts", a small change on the entity code (for example ghostbear instead of bear) or adding them as a variant.

 

It would give you more degree of control and ease for future updates, plus you could remove the "carcass" remains as they are ghosts, and their "multiply" behavior cause they are undead. 

Just be careful with the turret behavior from the bowtorns, it may crash without a code mod...

Laerinok , Oct 28th 2025 at 10:38 AM

Nalier

Not right now. I think it's possible, but for that, I need to learn C#. As I said, this is my entry into modding. I'm starting with a content mod. But I fully intend to learn C# to have a lot more freedom. The initial idea was to have ghosts only at night. But that's not possible with a content mod. You have to switch to a code mod. That's part of the many improvements I'd like to make, but it will depend on my learning ;)

Nalier, Oct 28th 2025 at 10:03 AM

Great idea! But I suppose it's not possible to make it work as an event that activates at a certain time of the year?

Laerinok , Oct 28th 2025 at 8:31 AM

Alhef

Hello,

Thank you for all this feedback. You are absolutely right, for the moment it is indeed more of a mod to use for a night out with friends. The goal was to have something for Halloween. Eventually, I will balance all of this.

Regarding compatibility with mods that modify drops, I will see if that can change. If two mods modify the same thing, then the last one loaded in memory will take precedence. I will see if a patch can make the two coexist.

ElTioGaara, Oct 27th 2025 at 11:36 PM

this is a great mod to play with friends at halloween night :D

 

I tested it for a little over 3 hours and found several things.

1. It's not compatible with mods like "Another Drifter Drop Mod."

2. It only handles drops using the vanilla mode's drop system. If you have mods that modify drops and their tables, it simply doesn't work.

3. Some of the drops (when they do land) feel too op for an early world.

I liked the mod, and the creatures in their ghost mode look great, just right for a game night theme with friends.

Laerinok , Oct 27th 2025 at 9:41 PM

Centerion

Yes. I tried to balance it as best as possible, but I'll need some feedback on what works best.

Centerion, Oct 27th 2025 at 9:37 PM

Is there a way to buff the healing factor of the shadow cube,and lower its chance for lower teir mobs?