Mods / Spooky Nights
- Tags:
- 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Latest release (for Vintage Story 1.22.0 - 1.22.2, potentially outdated):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:
- ๐ป **Specters:** Spawn only at night, but all year round.
- ๐ฌ **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.
โ๏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.
โ๏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.
๐ป 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.
๐ 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).
-
๐ป Ghost Caramel (20%)
- ๐ข Bonus: Temporal Stability (+25%).
- ๐ด Malus: Weakness (-50% Damage for 30s).
- โจ Visual: Beige/Gold.
๐ค Mummy (25%)
- ๐ข Bonus: Healing (+4 HP) + Unwavering (100% Knockback Resistance).
- ๐ด Malus: Slowness (-25% Speed for 45s).
- โจ Visual: White/Grey.
๐ธ๏ธ Spider Gummy (25%)
- ๐ข Bonus: Super Jump (~4 blocks) + Feather Falling (0 fall damage for 10s).
- ๐ด Malus: Venom (2 delayed damage).
- โจ Visual: Toxic Green.
๐ง Vampire Teeth (15%)
- ๐ข Bonus: Healing (+6 HP).
- ๐ด Malus: Drains Temporal Stability (-30%).
- โจ Visual: Blood Red.
๐ฒ Shadow Cube (15%)
- ๐ Divine (5%): Full Heal + Max Satiety + Max Stability.
- โก Speed (20%): Speed +50% (45s).
- ๐ Hallucination (30%): Drunkenness + Sounds.
- ๐ Darkness (25%): Blindness (Black fog) + Slowness.
- โ ๏ธ Rift (20%): Random teleportation within a 10-block radius.
โ๏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.jsonandspookynights-client.jsonfiles.
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:
spookynights-client.json(Visual settings, per player)spookynights-server.json(Game rules, spawning, loot)
๐ฅ๏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. |
๐ 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. |
๐น 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"). |
๐ 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
}
๐ ๏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 Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 2.0.2 | spookynights | 413 | May 8th at 6:55 AM | spookynights_2.0.2.zip | 1-click install | ||
|
Fixed:
| |||||||
| 2.0.1 | spookynights | 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
| |||||||
| 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
| |||||||
| 1.1.1 | spookynights | 158 | Apr 3rd at 1:08 PM | spookynights_1.1.1.zip | 1-click install | ||
|
FIXED:
| |||||||
| 1.1.0 | spookynights | 100 | Mar 30th at 9:54 AM | spookynights_1.1.0.zip | 1-click install | ||
| |||||||
| 1.0.1 | spookynights | 765 | Nov 28th 2025 at 8:02 AM | spookynights_1.0.1.zip | 1-click install | ||
|
๐ Technical Fixes
โ๏ธ Configuration & Migration
๐ฎ Gameplay & Assets
| |||||||
| 1.0.0 | spookynights | 123 | Nov 22nd 2025 at 9:38 PM | spookynights_1.0.0.zip | 1-click install | ||
| |||||||
| 0.2.0 | spookynights | 210 | Nov 6th 2025 at 4:22 PM | spookynights.v0.2.0.zip | 1-click install | ||
| |||||||
| 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. | |||||||
| 0.1.0 | spookynights | 313 | Oct 27th 2025 at 9:08 PM | spookynights.v0.1.zip | 1-click install | ||
|
- First release | |||||||





also your monsters much like some other mods do not respect player set light levels.
To be clear, not a crash. but a potential divide by 0 waiting to happen hehe.
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!
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.
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(๏ฟฃโฝ๏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!
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.
โJust 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?
I am so sorry I forgot about this post. Yes all versions were up to date. I lost the logs. Ill try to replicate it again.
No problem.๐
I haven't had time to look into it yet anyway
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!
IDK, these square stones with very sharp corners look piercing to me ๐คฃ
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!
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!
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:
Everything is described in the "configuration guide" section on the description page above.
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!
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.
Fixed! Thanks
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...
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"
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).
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.
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.
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.
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.
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
Maintenance: Includes all features and compatibility patches from v1.1.1 (Combat Overhaul support).
- 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.
tapiyolks
Glad to hear it!
Laerinok It worked! Thank you!
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.
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:
Kyokui
I saw your comment on Discord. Noted.
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.
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.
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.
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.
we need Combat Overhaul compatibility๐
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.
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.
Is this mod compatible with Combat Overhaul?
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.
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:
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.
configurable mod option: spectral enemies can pass through solid blocks if locked on to a target
idk, could be fun
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:
New Unique Spectral Entities: Spectral creatures are now fully unique entities, rather than simple patches on vanilla mobs, giving them their own distinct characteristics.
Advanced Customization Config: A comprehensive configuration file (spookynights-server.json) was added to enable advanced mod customization.
Spawn System Overhaul: The spawning system has been completely reworked, now allowing for time-based spawning (restricting spawns to specific nights, months, etc.).
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.
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.
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.
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:
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
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.
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 ?
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.
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.
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
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.
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).
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.
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...
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 ;)
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?
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.
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.
Centerion
Yes. I tried to balance it as best as possible, but I'll need some feedback on what works best.
Is there a way to buff the healing factor of the shadow cube,and lower its chance for lower teir mobs?