Mods / Salty & Proto's Temporal Symphony
- Tags:
- Authors:
- prototype464, SaltyWater
- Side:
- Both
- Created:
- May 31st 2025 at 9:15 PM
- Last modified:
- Jun 1st at 4:19 PM
- Downloads:
- 113865
- Follow Unfollow 1753
-
Recommended download (for Vintage Story 1.22.0 - 1.22.3):
TemporalSymphony_2.3.2.zip 1-click install
Introducing: Temporal Symphony! A temporal ambient overhaul which aims to increase immersion and tension surrounding temporal storms and temporal ambients.
If you were looking for an "Immersive Temporal Storms" / "No Chat Warnings" mod, this is it! :)
- Most features configurable / customizeable / toggleable
- New audio / visual effects for Temporal Storm warnings
- Reworked sounds for rust creatures (drifters, bowtorn, shivers, bells)
- (2.3.0) Thunderlord (Dave) roars during temporal storms and causes groundshake
- (2.3.0) Audio / Visual cue for Apocalyptic rift activity
- (2.3.0) New visual effect: Rust Lightning
- (2.3.0) Rework / Buff for Bell enemy
- (2.3.0) Riftweather Rework
- (2.2.0) Bellhead Shivers have bell behavior
- (2.2.0) Dynamic temporal storm combat music (disabled by default)
NOTICE: Finding the config file
You can find the mod's config file by pressing Win + R > typing %appdata% > going to VintagestoryData > ModConfig > TemporalSymphonyConfig.json / TemporalSymphonyServerConfig.json
For settings with JSON patch changes (bell rework, riftweather, enemy sounds, etc.) you will need Config Lib!
[FAQ / Known Issues / Mod Conflicts]
- "I don't see Dave / can't hear him roar!"
- Due to a vanilla limitation, if your view distance is below 384, Dave will not render and you won't be able to hear him roar.
- "How do I remove the new Bowtorn or Shiver sounds?"
- Due to some of the sounds not being JSON replaceable, you'll have to delete the sound files from within the mod itself.
- If playing on a server, the file path should be %Appdata% > VintagestoryData > ModsByServer > TemporalSymphony_2.x.x.zip
Temporals Reformed / Temporals Reformed LITE
Disable the following TS settings via Config Lib for compatibility with Temporals Reformed:
- Bell Rework
- Sound Tweaks (Bell)
- Bellhead Shivers
- Open-Jaw Shivers
- Sound Tweaks (Drifter)
- Sound Tweaks (Shiver)
- Sound Tweaks (Bowtorn)
- Riftweather Rework (Spawn Multiplier)
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 2.3.2 | temporalsymphony | 5244 | Jun 1st at 4:19 PM | TemporalSymphony_2.3.2.zip | 1-click install | ||
|
Fixed: Thunderlord no longer stays around stomping after sleeping through a temporal storm. | |||||||
| 2.3.1 | temporalsymphony | 8930 | May 23rd at 9:34 PM | TemporalSymphony_2.3.1.zip | 1-click install | ||
|
- Fixed chat warnings triggering on servers after pre-storm tempquakes | |||||||
| 2.3.0 | temporalsymphony | 5030 | May 20th at 11:49 PM | TemporalSymphony_2.3.0.zip | 1-click install | ||
|
Temporal Symphony: THE THUNDERLORD UPDATE- Added custom behavior to Dave | |||||||
| 2.2.2 | temporalsymphony | 68992 | Sep 22nd 2025 at 4:48 AM | TemporalSymphony_2.2.2.zip | 1-click install | ||
|
- Fixed a wrong / old file path that caused Bellhead Shivers not to work, and fixed Shiver Tweaks compatibility - Removed the reworked drifter sounds for now due to several complaints and no ability to add an option to disable them. - Larger update coming soon, ft. Dave ;) | |||||||
| 2.2.1 | temporalsymphony | 7785 | Sep 8th 2025 at 4:03 AM | TemporalSymphony_2.2.1.zip | 1-click install | ||
|
- Fixed BellWarnings default not being set to "true" | |||||||
| 2.2.0 | temporalsymphony | 1800 | Sep 7th 2025 at 2:02 AM | TemporalSymphony_2.2.0.zip | 1-click install | ||
|
Temporal Symphony: 1.21 Update - Update to 1.21, drop support for 1.19.8 and 1.20.x
| |||||||
| 2.1.1 | temporalsymphony | 12315 | Jul 18th 2025 at 9:27 PM | TemporalSymphony_2.1.1.zip | 1-click install | ||
|
- Fixed an uncommon crash when entering a world while a temporal storm is active, caused by trying to play a sound before the sound engine has finished initializing (YOUR CONFIG FILE WILL RESET THIS UPDATE) | |||||||
| 2.1.0 | temporalsymphony | 188 | Jul 18th 2025 at 4:35 PM | TemporalSymphony_2.1.0.zip | 1-click install | ||
|
Temporal Symphony: Drifter Sounds Update - Added improved drifter sounds | |||||||
| 2.0.0 | temporalsymphony | 2674 | Jul 13th 2025 at 1:10 AM | TemporalSymphony_2.0.0.zip | 1-click install | ||
|
- Proto's Sound Tweaks has been replaced with Salty & Proto's Temporal Symphony! The old mod has been merged into this one. See the mod page for more information! | |||||||
| 1.0.5 | pst | 81 | Jul 6th 2025 at 8:08 PM | ProtoSoundTweaks_1.0.5.zip | 1-click install | ||
| |||||||
| 1.0.4 | pst | 282 | Jun 16th 2025 at 5:59 AM | ProtoSoundTweaks_1.0.4.zip | 1-click install | ||
| |||||||
| 1.0.3 | pst | 106 | Jun 15th 2025 at 12:22 AM | ProtoSoundTweaks_1.0.3.zip | 1-click install | ||
| |||||||
| 1.0.2 | pst | 219 | Jun 4th 2025 at 7:48 AM | ProtoSoundTweaks_1.0.2.zip | 1-click install | ||
| |||||||
| 1.0.1 | pst | 129 | May 31st 2025 at 9:16 PM | ProtoSoundTweaks_1.0.1.zip | 1-click install | ||
| |||||||
I'm running Temporality Plus, which is supposed to disable surface rifts outside of unstable areas. But I'm still seeing them in places where my stability gear isn't moving at all. Do I need to change something in this mod's config to fix that?
Constant error spammed in console.
any chance we can get a config for the Thunderlord(Geoffrey) Roar? As cool as it is. I view Thunderlord as a eldritch mech, not a eldritch creature, so the roar looks really goofy to me with throwing the cockpit around like that.
After Updating, the Mod errors out on Server start with
something got borked on your end friend
check if there isn't 2 zips of temporal symphony, update it manually if you're trying to update via some launcher.
I reverted it back one version and its imidiatly working again...
I did delete the old version and am updating everything manually on my Server
I've reported the groundshake issues and broken shake config to Salty, thanks for the bug reports o7
See yall later! Been a pleasure.
Were having an issue on our server where people at full temporal stability are getting the stomp shake effect every 18-20 seconds or so. I havent been able to find anything in the logs regarding this, but ill send them in if needed. Until were able to pinpoint the source of this well sadly have to remove it from the server for the time being. Thank you both for all your work on these projects.
Probably similar to my issue, have they tried relogging?
Relogging can help but its inconsistent so far. Im gonna do some more digging on my end and see waht i can find. Ill post logs incase i discover anything
Minor client side bug on server when sleeping just before and through a temporal storm. Dave sticks around stomping and yelling client side until relog despite storm passing in sleep.
Disabling shake via client or server doesnt stop them. Thunderlord causing shakes both with roars and steps when setting both to 0 or false. Sadly making this unuseable on my server due to people with montion sickness.
This is truly a must-have mod. Really adds to the ambiance of temporal storms.
I would love to hear how this mod sounds without all the vanilla audio distortion however,
kinda wish it could be tuned down or turned off.
You can toggle audio distortion affecting certain sounds via the config! :>
Hey real quick question could someone add some of the stellaris ost such as Disk 6 Synthetic God or Disk 5 The Titan or even somthing like Disk 14 Synthetic Sun? I'd really love to hear some of my fav game and especially fav ost in vintage story.
Getting a lot of server spam and am trying to figure out what mods are causing it. One of the warnings I confirmed is coming from this mod:
[Server Warning] Shape game:entity/lore/shiver/bellhead: Two or more animations use the same code 'headbangbell'. This will lead to undefined behavior.
This warning repeats periodically, and this is the only mod that affects drifters/storms/etc. I should mention I tweaked a few settings in single-player with the ConfigLib mod which generated a .yaml file, which I moved over to the server without installing ConfigLib, I was told that should work but I'll mention it just in case that's wrong.
Unfortunately I have ran out of time to solve this problem. Yesterday I got desperate and tried ChatGPT, got confused and then got told "ha luhmaoh ecks dee you need to come back at 8:03 PM (it was 3:00) so I gave up.
It has something to do with the Bellhead Shiver patches, some animation is named the same or something and it's complaining. Thankfully it is just a warning, so it's harmless, but it's an annoyance I'd rather fix.
If someone else can fix this and ensure the warning is gone whilst the feature works, please DM Salty or message in the TS thread on Discord so he can add it to the next update! o7
Hi so im pretty new to changing settings with config lib how can i disable the bell rework? i have it on a server so i dont know how that works sadly information would be appreciated.
When in-game, press Esc and in the menu should be a Mod Settings button. Go to TS's tab, there's some checkboxes, uncheck what you don't want and don't forget to click Save
it seems the bell's toll isnt working for me. if you need to discuss further my discord is BrightCousinKuvi
Do you have the setting enabled via the config? Haven't heard any other complaints about it not working
Hello hello! Super super tiny gripe:
In my server's logs we keep getting log spam about a duplicate animation belonging to the Bellhead Shiver only when Temporal Symphony is installed every minute or so. If possible I'd love to see this fixed, though again it's a super tiny thing, definitely not a high priority. :3
I believe this might be due to it being based off of Shiver Tweaks' implementation.
I'll rename the animation on TS's side and that should help get rid of errors, but keep in mind you may want to only enable one or the other's bellhead shiver feature.
Which is odd - We don't use Shiver Tweaks, or any other mods that modify rust mobs. But yes, that should I think help, thank you. :)
Okay well that's weird, I've been assuming it was but no one confirmed till now. Thanks. Really not sure why that's happening, but I'll look into it.
Already reported in Discord; I figured I should note it here, too.
If you play with DeveloperMode and ExtendedDebug enabled, the game will crash because for debugging reasons if `RegisterCallback` is called whle the client is paused (or loading while the window is unfocused/inactive).
This mod calls `RegisterCallback` while the client is loading. So, it can crash when the other conditions are met.
Absolutely horrible sounds, I love it.
Great work guys!
Would it be possible to add a small chance of the drifters making the original goofy zombie sound? I think it would be funny if they occasionally hit you with the "uuuhhhrrrr".
Just experienced my first storm running this mod. It hit while we were out exploring and sent us running back to base as the world went insane with distorted screaming and earthquakes, barely made it back alive
A+
What's supposed to be the indicator for storms being imminent now? Every single storm has my server running for cover with like 3 false alarms every time because of the new quakes that happen between approaching and imminent.
Tempquakes throw particles around and don't cause world distortion, visual fog, etc. so that'll be your main distinction between the two apart from the different audio
They were added between Approaching / Imminent mainly as a way to signal to late joiners in servers that there's a storm incoming, since that was a complaint in previous versions
Instruct your server to wear black denim, equip a metal chain, and listen to "(My Favorite) Nightmare" by Metal Church and they'll be just fine. o7
You can also disable it by setting the chance to 0 via the config if they're still too jumpy
I haven't been hearing Dave roar at all, is there a config I need to check or enable?
Is your view distance below 384? If so that's a vanilla limitation, sorry
oh gotcha okay that actually makes some sense thank you very much
Getting errors in the Logs, dosen't seem to effect the mod from working at least, i think. Did they change it so that drifters attack bears, wolfs, foxes or any hostile natural mobs in vanilla? (Updating from 1.21 to 1.22 recently so i can play with a friend who has this mod equiped)
I already tried the compatibility fix and turned off those settings but the errors still persist.
The only other mod i have that affects drifters are Darce's Drifters Redone and Rust Drops.
at Newtonsoft.Json.Linq.JArray.get_Item(Object key)
at JsonPatch.Adaptors.JsonNetTargetAdapter.AddInsertPrepend(IValueOperation operation)
at JsonPatch.Adaptors.JsonNetTargetAdapter.AddMerge(AddMergeOperation mergeOperation)
at JsonPatch.Adaptors.BaseTargetAdapter.ApplyOperation(Operation operation)
at Tavis.PatchDocument.ApplyTo(IPatchTarget target)
at Tavis.PatchDocument.ApplyTo(JToken jToken)
at Vintagestory.ServerMods.NoObf.ModJsonPatchLoader.ProcessSinglePatch(AssetLocation fileLoc, JsonPatch patch, AssetLocation source, Int32 index, Int32& applied, Int32& notFound, Int32& errorCount, HashSet`1& processedFiles, List`1& filesToSave) in VSEssentials\Loading\JsonPatchLoader.cs:line 469
24.5.2026 13:01:34 [Error] Patch 0 (target: game:entities/lore/bowtorn.json) in temporalsymphony:patches/entity/sound-bowtorn.json failed because supplied path /sounds/idle/range is invalid: The json path /sounds/idle/range was not found. Could traverse until /sounds/idle, but then 'range' does not exist. Full json at this path: creature/bowtorn/idle
24.5.2026 13:01:34 [Error] Patch 1 (target: game:entities/lore/bowtorn.json) in temporalsymphony:patches/entity/sound-bowtorn.json failed because supplied path /sounds/idle/pitch/var is invalid: The json path /sounds/idle/pitch/var was not found. Could traverse until /sounds/idle, but then 'pitch' does not exist. Full json at this path: creature/bowtorn/idle
24.5.2026 13:01:34 [Error] Patch 0 (target: game:entities/lore/shiver.json) in temporalsymphony:patches/entity/sound-shiver.json failed because supplied path /sounds/idle/pitch/var is invalid: The json path /sounds/idle/pitch/var was not found. Could traverse until /sounds/idle, but then 'pitch' does not exist. Full json at this path: creature/shiver/idle*
24.5.2026 13:01:34 [Error] Patch 1 (target: game:entities/lore/shiver.json) in temporalsymphony:patches/entity/sound-shiver.json failed because supplied path /sounds/idle/range is invalid: The json path /sounds/idle/range was not found. Could traverse until /sounds/idle, but then 'range' does not exist. Full json at this path: creature/shiver/idle*
24.5.2026 13:01:34 [Error] Patch 6 (target: game:entities/lore/drifter.json) in temporalsymphony:patches/entity/sound-drifter.json failed because supplied path /server/behaviors/8/aitasks/4/sound is invalid: The json path /server/behaviors/8/aitasks/4/sound was not found. Could traverse until /server/behaviors/8/aitasks/4, but then 'sound' does not exist. Full json at this path: {
"code": "throwatentity",
"entityCodes": [
"player",
"wolf-*",
"fox-*",
"hyena-*",
"bear-*",
"predator-*"
],
"priority": 0.01,
"chance": 0.001,
"retaliateAttacks": true,
"priorityForCancel": 1,
"stopOnHurt": true,
"mincooldown": 15000,
"maxcooldown": 20000,
"durationMs": 1200,
"releaseAtMs": 1000,
"yawInaccuracy": 1.0,
"seekingRange": 1.0,
"animationSpeed": 0.7,
"animation": "standthrowleft",
"knockbackStrength": 15,
"projectileDamage": 2,
"projectileDamageTier": 5,
"whenNotInEmotionState": "saturated"
}
24.5.2026 13:01:34 [Error] Patch 7 (target: game:entities/lore/bell.json) in temporalsymphony:patches/entity/bellrework.json failed because supplied path /server/behaviors/6/aitasks/1/initialMinCoolDown is invalid: The json path /server/behaviors/6/aitasks/1/initialMinCoolDown was not found. Could traverse until /server/behaviors/6/aitasks/1, but then 'initialMinCoolDown' does not exist. Full json at this path: {
"code": "meleeattack",
"entityCodes": [
"player",
"wolf-*",
"fox-*",
"hyena-*",
"bear-*",
"predator-*"
],
"spawnMobs": [
"locust-bronze",
"locust-corrupt",
"locust-corrupt-sawblade"
],
"spawnMaxQuantity": 10,
"spawnIntervalMsMin": 300,
"spawnIntervalMsMax": 1000,
"spawnRange": 8,
"priority": 4,
"damageByType": {
"*-bell": 2
},
"damageTierByType": {
"*-bell": 4
},
"knockbackStrength": {
"*-bell": 4
},
"mincooldown": 400,
"maxcooldown": 1000,
"damagePlayerAtMs": 400,
"attackDurationMs": 800,
"minDist": 2.0,
"attackAngleRangeDeg": 25,
"animation": "alarm",
"animationSpeed": 2.0,
"retaliateAttacks": true,
"sound": "creature/drifter-hit",
"soundStartMs": 400
}
24.5.2026 13:01:34 [Error] Patch 8 (target: game:entities/lore/bell.json) in temporalsymphony:patches/entity/bellrework.json failed because supplied path /server/behaviors/6/aitasks/1/maxduration is invalid: The json path /server/behaviors/6/aitasks/1/maxduration was not found. Could traverse until /server/behaviors/6/aitasks/1, but then 'maxduration' does not exist. Full json at this path: {
"code": "meleeattack",
"entityCodes": [
"player",
"wolf-*",
"fox-*",
"hyena-*",
"bear-*",
"predator-*"
],
"spawnMobs": [
"locust-bronze",
"locust-corrupt",
"locust-corrupt-sawblade"
],
"spawnMaxQuantity": 10,
"spawnIntervalMsMin": 300,
"spawnIntervalMsMax": 1000,
"spawnRange": 8,
"priority": 4,
"damageByType": {
"*-bell": 2
},
"damageTierByType": {
"*-bell": 4
},
"knockbackStrength": {
"*-bell": 4
},
"mincooldown": 400,
"maxcooldown": 1000,
"damagePlayerAtMs": 400,
"attackDurationMs": 800,
"minDist": 2.0,
"attackAngleRangeDeg": 25,
"animation": "alarm",
"animationSpeed": 2.0,
"retaliateAttacks": true,
"sound": "creature/drifter-hit",
"soundStartMs": 400
}
24.5.2026 13:01:34 [Error] Patch 10 (target: game:entities/lore/bell.json) in temporalsymphony:patches/entity/bellrework.json failed because supplied path /server/behaviors/6/aitasks/1/minduration is invalid: The json path /server/behaviors/6/aitasks/1/minduration was not found. Could traverse until /server/behaviors/6/aitasks/1, but then 'minduration' does not exist. Full json at this path: {
"code": "meleeattack",
"entityCodes": [
"player",
"wolf-*",
"fox-*",
"hyena-*",
"bear-*",
"predator-*"
],
"spawnMobs": [
"locust-bronze",
"locust-corrupt",
"locust-corrupt-sawblade"
],
"spawnMaxQuantity": 10,
"spawnIntervalMsMin": 300,
"spawnIntervalMsMax": 1000,
"spawnRange": 8,
"priority": 4,
"damageByType": {
"*-bell": 2
},
"damageTierByType": {
"*-bell": 4
},
"knockbackStrength": {
"*-bell": 4
},
"mincooldown": 4000,
"maxcooldown": 1000,
"damagePlayerAtMs": 400,
"attackDurationMs": 800,
"minDist": 2.0,
"attackAngleRangeDeg": 25,
"animation": "alarm",
"animationSpeed": 2.0,
"retaliateAttacks": true,
"sound": "creature/drifter-hit",
"soundStartMs": 400
}
24.5.2026 13:01:34 [Error] Patch 11 (target: game:entities/lore/bell.json) in temporalsymphony:patches/entity/bellrework.json failed because supplied path /server/behaviors/6/aitasks/2/maxduration is invalid: The json path /server/behaviors/6/aitasks/2/maxduration was not found. Could traverse until /server/behaviors/6/aitasks/2, but then 'maxduration' does not exist. Full json at this path: {
"code": "fleeentity",
"entityCodes": [
"player",
"wolf-*",
"fox-*",
"hyena-*",
"bear-*",
"predator-*"
],
"priority": 1,
"movespeed": 0.01,
"seekingRange": 80,
"fleeingDistance": 80,
"cancelOnHurt": true,
"animation": "walk",
"animationSpeed": 1.5,
"whenInEmotionState": "fleeondamage"
}
24.5.2026 13:01:34 [Error] Patch 12 (target: game:entities/lore/bell.json) in temporalsymphony:patches/entity/bellrework.json failed because supplied path /server/behaviors/6/aitasks/2/minduration is invalid: The json path /server/behaviors/6/aitasks/2/minduration was not found. Could traverse until /server/behaviors/6/aitasks/2, but then 'minduration' does not exist. Full json at this path: {
"code": "fleeentity",
"entityCodes": [
"player",
"wolf-*",
"fox-*",
"hyena-*",
"bear-*",
"predator-*"
],
"priority": 1,
"movespeed": 0.01,
"seekingRange": 80,
"fleeingDistance": 80,
"cancelOnHurt": true,
"animation": "walk",
"animationSpeed": 1.5,
"whenInEmotionState": "fleeondamage"
}
24.5.2026 13:01:34 [Error] Patch 13 (target: game:entities/lore/bell.json) in temporalsymphony:patches/entity/bellrework.json failed because supplied path /server/behaviors/6/aitasks/2/stopRange is invalid: The json path /server/behaviors/6/aitasks/2/stopRange was not found. Could traverse until /server/behaviors/6/aitasks/2, but then 'stopRange' does not exist. Full json at this path: {
"code": "fleeentity",
"entityCodes": [
"player",
"wolf-*",
"fox-*",
"hyena-*",
"bear-*",
"predator-*"
],
"priority": 1,
"movespeed": 0.01,
"seekingRange": 80,
"fleeingDistance": 80,
"cancelOnHurt": true,
"animation": "walk",
"animationSpeed": 1.5,
"whenInEmotionState": "fleeondamage"
}
24.5.2026 13:01:34 [Error] Patch 14 (target: game:entities/lore/bell.json) in temporalsymphony:patches/entity/bellrework.json failed because supplied path /server/behaviors/6/aitasks/3/movespeed is invalid: The json path /server/behaviors/6/aitasks/3/movespeed was not found. Could traverse until /server/behaviors/6/aitasks/3, but then 'movespeed' does not exist. Full json at this path: {
"code": "idle",
"id": "listen",
"priority": 1.4,
"priorityForCancel": 1.35,
"minduration": 4000,
"maxduration": 6000,
"chance": 0.5,
"initialMinCoolDown": 2000,
"initialMaxCoolDown": 10000,
"mincooldown": 2000,
"maxcooldown": 10000,
"animation": "listen",
"sound": "creature/bell/listen",
"animationSpeed": 1
}
Try disabling the TS sound reworks for Drifters, Bowtorn, Shivers, and Bell as well. It seems TS and TR's patches are just not compatible at all.
Did that but it still shows the same patching errors on startup.
Did you click Save? If you're getting the same errors that means the TS patches are still active
im geting these errors still to and i turned everything off you told us too. so theres only 3 active things.
Riftweather Rework - chance, duration and start time.
i even cleaned my cashe and config files and returned them off.
EDIT:
and i re checked to make sure its saved and it is:
24.5.2026 22:49:03 [Error] Patch 7 (target: game:entities/lore/bell.json) in temporalsymphony:patches/entity/bellrework.json failed because supplied path /server/behaviors/6/aitasks/1/initialMinCoolDown is invalid: The json path /server/behaviors/6/aitasks/1/initialMinCoolDown was not found. Could traverse until /server/behaviors/6/aitasks/1, but then 'initialMinCoolDown' does not exist. Full json at this path: {
"code": "meleeattack",
"entityCodes": [
"player",
"wolf-*",
"fox-*",
"hyena-*",
"bear-*",
"predator-*"
],
"priority": 4,
"damageByType": {
"*-bell": 2
},
"damageTierByType": {
"*-bell": 4
},
"knockbackStrength": {
"*-bell": 4
},
"mincooldown": 400,
"maxcooldown": 1000,
"damagePlayerAtMs": 400,
"attackDurationMs": 800,
"minDist": 2.0,
"attackAngleRangeDeg": 25,
"animation": "alarm",
"animationSpeed": 2.0,
"retaliateAttacks": true,
"sound": "creature/drifter-hit",
"soundStartMs": 400
}
24.5.2026 22:49:03 [Error] Patch 8 (target: game:entities/lore/bell.json) in temporalsymphony:patches/entity/bellrework.json failed because supplied path /server/behaviors/6/aitasks/1/maxduration is invalid: The json path /server/behaviors/6/aitasks/1/maxduration was not found. Could traverse until /server/behaviors/6/aitasks/1, but then 'maxduration' does not exist. Full json at this path: {
"code": "meleeattack",
"entityCodes": [
"player",
"wolf-*",
"fox-*",
"hyena-*",
"bear-*",
"predator-*"
],
"priority": 4,
"damageByType": {
"*-bell": 2
},
"damageTierByType": {
"*-bell": 4
},
"knockbackStrength": {
"*-bell": 4
},
"mincooldown": 400,
"maxcooldown": 1000,
"damagePlayerAtMs": 400,
"attackDurationMs": 800,
"minDist": 2.0,
"attackAngleRangeDeg": 25,
"animation": "alarm",
"animationSpeed": 2.0,
"retaliateAttacks": true,
"sound": "creature/drifter-hit",
"soundStartMs": 400
}
24.5.2026 22:49:03 [Error] Patch 10 (target: game:entities/lore/bell.json) in temporalsymphony:patches/entity/bellrework.json failed because supplied path /server/behaviors/6/aitasks/1/minduration is invalid: The json path /server/behaviors/6/aitasks/1/minduration was not found. Could traverse until /server/behaviors/6/aitasks/1, but then 'minduration' does not exist. Full json at this path: {
"code": "meleeattack",
"entityCodes": [
"player",
"wolf-*",
"fox-*",
"hyena-*",
"bear-*",
"predator-*"
],
"priority": 4,
"damageByType": {
"*-bell": 2
},
"damageTierByType": {
"*-bell": 4
},
"knockbackStrength": {
"*-bell": 4
},
"mincooldown": 4000,
"maxcooldown": 1000,
"damagePlayerAtMs": 400,
"attackDurationMs": 800,
"minDist": 2.0,
"attackAngleRangeDeg": 25,
"animation": "alarm",
"animationSpeed": 2.0,
"retaliateAttacks": true,
"sound": "creature/drifter-hit",
"soundStartMs": 400
}
24.5.2026 22:49:03 [Error] Patch 11 (target: game:entities/lore/bell.json) in temporalsymphony:patches/entity/bellrework.json failed because supplied path /server/behaviors/6/aitasks/2/maxduration is invalid: The json path /server/behaviors/6/aitasks/2/maxduration was not found. Could traverse until /server/behaviors/6/aitasks/2, but then 'maxduration' does not exist. Full json at this path: {
"code": "fleeentity",
"entityCodes": [
"player",
"wolf-*",
"fox-*",
"hyena-*",
"bear-*",
"predator-*"
],
"priority": 1,
"movespeed": 0.01,
"seekingRange": 80,
"fleeingDistance": 80,
"cancelOnHurt": true,
"animation": "walk",
"animationSpeed": 1.5,
"whenInEmotionState": "fleeondamage"
}
24.5.2026 22:49:03 [Error] Patch 12 (target: game:entities/lore/bell.json) in temporalsymphony:patches/entity/bellrework.json failed because supplied path /server/behaviors/6/aitasks/2/minduration is invalid: The json path /server/behaviors/6/aitasks/2/minduration was not found. Could traverse until /server/behaviors/6/aitasks/2, but then 'minduration' does not exist. Full json at this path: {
"code": "fleeentity",
"entityCodes": [
"player",
"wolf-*",
"fox-*",
"hyena-*",
"bear-*",
"predator-*"
],
"priority": 1,
"movespeed": 0.01,
"seekingRange": 80,
"fleeingDistance": 80,
"cancelOnHurt": true,
"animation": "walk",
"animationSpeed": 1.5,
"whenInEmotionState": "fleeondamage"
}
24.5.2026 22:49:03 [Error] Patch 13 (target: game:entities/lore/bell.json) in temporalsymphony:patches/entity/bellrework.json failed because supplied path /server/behaviors/6/aitasks/2/stopRange is invalid: The json path /server/behaviors/6/aitasks/2/stopRange was not found. Could traverse until /server/behaviors/6/aitasks/2, but then 'stopRange' does not exist. Full json at this path: {
"code": "fleeentity",
"entityCodes": [
"player",
"wolf-*",
"fox-*",
"hyena-*",
"bear-*",
"predator-*"
],
"priority": 1,
"movespeed": 0.01,
"seekingRange": 80,
"fleeingDistance": 80,
"cancelOnHurt": true,
"animation": "walk",
"animationSpeed": 1.5,
"whenInEmotionState": "fleeondamage"
}
24.5.2026 22:49:03 [Error] Patch 14 (target: game:entities/lore/bell.json) in temporalsymphony:patches/entity/bellrework.json failed because supplied path /server/behaviors/6/aitasks/3/movespeed is invalid: The json path /server/behaviors/6/aitasks/3/movespeed was not found. Could traverse until /server/behaviors/6/aitasks/3, but then 'movespeed' does not exist. Full json at this path: {
"code": "idle",
"id": "listen",
"priority": 1.4,
"priorityForCancel": 1.35,
"minduration": 4000,
"maxduration": 6000,
"chance": 0.5,
"initialMinCoolDown": 2000,
"initialMaxCoolDown": 10000,
"mincooldown": 2000,
"maxcooldown": 10000,
"animation": "listen",
"sound": "creature/bell/listen",
"animationSpeed": 1
}
24.5.2026 22:49:03 [Error] Patch 0 (target: game:entities/lore/bowtorn.json) in temporalsymphony:patches/entity/sound-bowtorn.json failed because supplied path /sounds/idle/range is invalid: The json path /sounds/idle/range was not found. Could traverse until /sounds/idle, but then 'range' does not exist. Full json at this path: creature/bowtorn/idle
24.5.2026 22:49:03 [Error] Patch 1 (target: game:entities/lore/bowtorn.json) in temporalsymphony:patches/entity/sound-bowtorn.json failed because supplied path /sounds/idle/pitch/var is invalid: The json path /sounds/idle/pitch/var was not found. Could traverse until /sounds/idle, but then 'pitch' does not exist. Full json at this path: creature/bowtorn/idle
24.5.2026 22:49:03 [Error] Patch 6 (target: game:entities/lore/drifter.json) in temporalsymphony:patches/entity/sound-drifter.json failed because supplied path /server/behaviors/8/aitasks/4/sound is invalid: The json path /server/behaviors/8/aitasks/4/sound was not found. Could traverse until /server/behaviors/8/aitasks/4, but then 'sound' does not exist. Full json at this path: {
"code": "throwatentity",
"entityCodes": [
"player",
"wolf-*",
"fox-*",
"hyena-*",
"bear-*",
"predator-*"
],
"priority": 0.01,
"chance": 0.001,
"retaliateAttacks": true,
"priorityForCancel": 1,
"stopOnHurt": true,
"mincooldown": 15000,
"maxcooldown": 20000,
"durationMs": 1200,
"releaseAtMs": 1000,
"yawInaccuracy": 1.0,
"seekingRange": 1.0,
"animationSpeed": 0.7,
"animation": "standthrowleft",
"knockbackStrength": 15,
"projectileDamage": 2,
"projectileDamageTier": 5,
"whenNotInEmotionState": "saturated"
}
24.5.2026 22:49:03 [Error] Patch 0 (target: game:entities/lore/shiver.json) in temporalsymphony:patches/entity/sound-shiver.json failed because supplied path /sounds/idle/pitch/var is invalid: The json path /sounds/idle/pitch/var was not found. Could traverse until /sounds/idle, but then 'pitch' does not exist. Full json at this path: creature/shiver/idle*
24.5.2026 22:49:03 [Error] Patch 1 (target: game:entities/lore/shiver.json) in temporalsymphony:patches/entity/sound-shiver.json failed because supplied path /sounds/idle/range is invalid: The json path /sounds/idle/range was not found. Could traverse until /sounds/idle, but then 'range' does not exist. Full json at this path: creature/shiver/idle*
Try deleting the patches from TS itself and let me know if that fixes the problem.
im not sure how to do that.
(Requires being server owner / dev with access to the files)
%Appdata% > VintagestoryData > Mods > TemporalSymphony_2.x.x.zip > assets > temporalsymphony > patches > entity > delete bellrework.json and the sound-xxxx.json files
that worked thanks. sucks i couldnt use the sounds though but thanks a bunch 😁
This is sick guys.
i have Temporals Reformed and disabled the settings you said above and im still getting these errors
"code": "meleeattack",
"entityCodes": [
"player",
"wolf-*",
"fox-*",
"hyena-*",
"bear-*",
"predator-*"
],
"priority": 4,
"damageByType": {
"*-bell": 2
},
"damageTierByType": {
"*-bell": 4
},
"knockbackStrength": {
"*-bell": 4
},
"mincooldown": 400,
"maxcooldown": 1000,
"damagePlayerAtMs": 400,
"attackDurationMs": 800,
"minDist": 2.0,
"attackAngleRangeDeg": 25,
"animation": "alarm",
"animationSpeed": 2.0,
"retaliateAttacks": true,
"sound": "creature/drifter-hit",
"soundStartMs": 400
}
24.5.2026 02:16:53 [Error] Patch 8 (target: game:entities/lore/bell.json) in temporalsymphony:patches/entity/bellrework.json failed because supplied path /server/behaviors/6/aitasks/1/maxduration is invalid: The json path /server/behaviors/6/aitasks/1/maxduration was not found. Could traverse until /server/behaviors/6/aitasks/1, but then 'maxduration' does not exist. Full json at this path: {
"code": "meleeattack",
"entityCodes": [
"player",
"wolf-*",
"fox-*",
"hyena-*",
"bear-*",
"predator-*"
],
"priority": 4,
"damageByType": {
"*-bell": 2
},
"damageTierByType": {
"*-bell": 4
},
"knockbackStrength": {
"*-bell": 4
},
"mincooldown": 400,
"maxcooldown": 1000,
"damagePlayerAtMs": 400,
"attackDurationMs": 800,
"minDist": 2.0,
"attackAngleRangeDeg": 25,
"animation": "alarm",
"animationSpeed": 2.0,
"retaliateAttacks": true,
"sound": "creature/drifter-hit",
"soundStartMs": 400
}
24.5.2026 02:16:53 [Error] Patch 10 (target: game:entities/lore/bell.json) in temporalsymphony:patches/entity/bellrework.json failed because supplied path /server/behaviors/6/aitasks/1/minduration is invalid: The json path /server/behaviors/6/aitasks/1/minduration was not found. Could traverse until /server/behaviors/6/aitasks/1, but then 'minduration' does not exist. Full json at this path: {
"code": "meleeattack",
"entityCodes": [
"player",
"wolf-*",
"fox-*",
"hyena-*",
"bear-*",
"predator-*"
],
"priority": 4,
"damageByType": {
"*-bell": 2
},
"damageTierByType": {
"*-bell": 4
},
"knockbackStrength": {
"*-bell": 4
},
"mincooldown": 4000,
"maxcooldown": 1000,
"damagePlayerAtMs": 400,
"attackDurationMs": 800,
"minDist": 2.0,
"attackAngleRangeDeg": 25,
"animation": "alarm",
"animationSpeed": 2.0,
"retaliateAttacks": true,
"sound": "creature/drifter-hit",
"soundStartMs": 400
}
24.5.2026 02:16:53 [Error] Patch 11 (target: game:entities/lore/bell.json) in temporalsymphony:patches/entity/bellrework.json failed because supplied path /server/behaviors/6/aitasks/2/maxduration is invalid: The json path /server/behaviors/6/aitasks/2/maxduration was not found. Could traverse until /server/behaviors/6/aitasks/2, but then 'maxduration' does not exist. Full json at this path: {
"code": "fleeentity",
"entityCodes": [
"player",
"wolf-*",
"fox-*",
"hyena-*",
"bear-*",
"predator-*"
],
"priority": 1,
"movespeed": 0.01,
"seekingRange": 80,
"fleeingDistance": 80,
"cancelOnHurt": true,
"animation": "walk",
"animationSpeed": 1.5,
"whenInEmotionState": "fleeondamage"
}
24.5.2026 02:16:53 [Error] Patch 12 (target: game:entities/lore/bell.json) in temporalsymphony:patches/entity/bellrework.json failed because supplied path /server/behaviors/6/aitasks/2/minduration is invalid: The json path /server/behaviors/6/aitasks/2/minduration was not found. Could traverse until /server/behaviors/6/aitasks/2, but then 'minduration' does not exist. Full json at this path: {
"code": "fleeentity",
"entityCodes": [
"player",
"wolf-*",
"fox-*",
"hyena-*",
"bear-*",
"predator-*"
],
"priority": 1,
"movespeed": 0.01,
"seekingRange": 80,
"fleeingDistance": 80,
"cancelOnHurt": true,
"animation": "walk",
"animationSpeed": 1.5,
"whenInEmotionState": "fleeondamage"
}
24.5.2026 02:16:53 [Error] Patch 13 (target: game:entities/lore/bell.json) in temporalsymphony:patches/entity/bellrework.json failed because supplied path /server/behaviors/6/aitasks/2/stopRange is invalid: The json path /server/behaviors/6/aitasks/2/stopRange was not found. Could traverse until /server/behaviors/6/aitasks/2, but then 'stopRange' does not exist. Full json at this path: {
"code": "fleeentity",
"entityCodes": [
"player",
"wolf-*",
"fox-*",
"hyena-*",
"bear-*",
"predator-*"
],
"priority": 1,
"movespeed": 0.01,
"seekingRange": 80,
"fleeingDistance": 80,
"cancelOnHurt": true,
"animation": "walk",
"animationSpeed": 1.5,
"whenInEmotionState": "fleeondamage"
}
24.5.2026 02:16:53 [Error] Patch 14 (target: game:entities/lore/bell.json) in temporalsymphony:patches/entity/bellrework.json failed because supplied path /server/behaviors/6/aitasks/3/movespeed is invalid: The json path /server/behaviors/6/aitasks/3/movespeed was not found. Could traverse until /server/behaviors/6/aitasks/3, but then 'movespeed' does not exist. Full json at this path: {
"code": "idle",
"id": "listen",
"priority": 1.4,
"priorityForCancel": 1.35,
"minduration": 4000,
"maxduration": 6000,
"chance": 0.5,
"initialMinCoolDown": 2000,
"initialMaxCoolDown": 10000,
"mincooldown": 2000,
"maxcooldown": 10000,
"animation": "listen",
"sound": "creature/bell/listen",
"animationSpeed": 1
}
24.5.2026 02:16:53 [Error] Patch 0 (target: game:entities/lore/bowtorn.json) in temporalsymphony:patches/entity/sound-bowtorn.json failed because supplied path /sounds/idle/range is invalid: The json path /sounds/idle/range was not found. Could traverse until /sounds/idle, but then 'range' does not exist. Full json at this path: creature/bowtorn/idle
24.5.2026 02:16:53 [Error] Patch 1 (target: game:entities/lore/bowtorn.json) in temporalsymphony:patches/entity/sound-bowtorn.json failed because supplied path /sounds/idle/pitch/var is invalid: The json path /sounds/idle/pitch/var was not found. Could traverse until /sounds/idle, but then 'pitch' does not exist. Full json at this path: creature/bowtorn/idle
24.5.2026 02:16:53 [Error] Patch 6 (target: game:entities/lore/drifter.json) in temporalsymphony:patches/entity/sound-drifter.json failed because supplied path /server/behaviors/8/aitasks/4/sound is invalid: The json path /server/behaviors/8/aitasks/4/sound was not found. Could traverse until /server/behaviors/8/aitasks/4, but then 'sound' does not exist. Full json at this path: {
"code": "throwatentity",
"entityCodes": [
"player",
"wolf-*",
"fox-*",
"hyena-*",
"bear-*",
"predator-*"
],
"priority": 0.01,
"chance": 0.001,
"retaliateAttacks": true,
"priorityForCancel": 1,
"stopOnHurt": true,
"mincooldown": 15000,
"maxcooldown": 20000,
"durationMs": 1200,
"releaseAtMs": 1000,
"yawInaccuracy": 1.0,
"seekingRange": 1.0,
"animationSpeed": 0.7,
"animation": "standthrowleft",
"knockbackStrength": 15,
"projectileDamage": 2,
"projectileDamageTier": 5,
"whenNotInEmotionState": "saturated"
}
24.5.2026 02:16:53 [Error] Patch 0 (target: game:entities/lore/shiver.json) in temporalsymphony:patches/entity/sound-shiver.json failed because supplied path /sounds/idle/pitch/var is invalid: The json path /sounds/idle/pitch/var was not found. Could traverse until /sounds/idle, but then 'pitch' does not exist. Full json at this path: creature/shiver/idle*
24.5.2026 02:16:53 [Error] Patch 1 (target: game:entities/lore/shiver.json) in temporalsymphony:patches/entity/sound-shiver.json failed because supplied path /sounds/idle/range is invalid: The json path /sounds/idle/range was not found. Could traverse until /sounds/idle, but then 'range' does not exist. Full json at this path: creature/shiver/idle*
Disable the TS sound reworks for Drifters, Bowtorn, Shivers and Bells as well and see if that helps.
The logs you posted also seem to indicate the Bell Rework is still applying even though it shouldn't be.
it never starts theres just a stomp sound playing for the last 5mins anyone know why or is my world Fed if i dont remove the mod
Seeing several issues in the logs, latest 2.3.1 -
"code": "meleeattack",
"entityCodes": [
"player",
"wolf-*",
"fox-*",
"hyena-*",
"bear-*",
"predator-*"
],
"spawnMobs": [
"locust-bronze",
"locust-corrupt",
"locust-corrupt-sawblade"
],
"spawnMaxQuantity": 10,
"spawnIntervalMsMin": 300,
"spawnIntervalMsMax": 1000,
"spawnRange": 8,
"priority": 4,
"damageByType": {
"*-bell": 2
},
"damageTierByType": {
"*-bell": 4
},
"knockbackStrength": {
"*-bell": 4
},
"mincooldown": 400,
"maxcooldown": 1000,
"damagePlayerAtMs": 400,
"attackDurationMs": 800,
"minDist": 2.0,
"attackAngleRangeDeg": 25,
"animation": "alarm",
"animationSpeed": 2.0,
"retaliateAttacks": true,
"sound": "creature/drifter-hit",
"soundStartMs": 400
}
23.5.2026 17:08:31 [Error] Patch 8 (target: game:entities/lore/bell.json) in temporalsymphony:patches/entity/bellrework.json failed because supplied path /server/behaviors/6/aitasks/1/maxduration is invalid: The json path /server/behaviors/6/aitasks/1/maxduration was not found. Could traverse until /server/behaviors/6/aitasks/1, but then 'maxduration' does not exist. Full json at this path: {
"code": "meleeattack",
"entityCodes": [
"player",
"wolf-*",
"fox-*",
"hyena-*",
"bear-*",
"predator-*"
],
"spawnMobs": [
"locust-bronze",
"locust-corrupt",
"locust-corrupt-sawblade"
],
"spawnMaxQuantity": 10,
"spawnIntervalMsMin": 300,
"spawnIntervalMsMax": 1000,
"spawnRange": 8,
"priority": 4,
"damageByType": {
"*-bell": 2
},
"damageTierByType": {
"*-bell": 4
},
"knockbackStrength": {
"*-bell": 4
},
"mincooldown": 400,
"maxcooldown": 1000,
"damagePlayerAtMs": 400,
"attackDurationMs": 800,
"minDist": 2.0,
"attackAngleRangeDeg": 25,
"animation": "alarm",
"animationSpeed": 2.0,
"retaliateAttacks": true,
"sound": "creature/drifter-hit",
"soundStartMs": 400
}
23.5.2026 17:08:31 [Error] Patch 10 (target: game:entities/lore/bell.json) in temporalsymphony:patches/entity/bellrework.json failed because supplied path /server/behaviors/6/aitasks/1/minduration is invalid: The json path /server/behaviors/6/aitasks/1/minduration was not found. Could traverse until /server/behaviors/6/aitasks/1, but then 'minduration' does not exist. Full json at this path: {
"code": "meleeattack",
"entityCodes": [
"player",
"wolf-*",
"fox-*",
"hyena-*",
"bear-*",
"predator-*"
],
"spawnMobs": [
"locust-bronze",
"locust-corrupt",
"locust-corrupt-sawblade"
],
"spawnMaxQuantity": 10,
"spawnIntervalMsMin": 300,
"spawnIntervalMsMax": 1000,
"spawnRange": 8,
"priority": 4,
"damageByType": {
"*-bell": 2
},
"damageTierByType": {
"*-bell": 4
},
"knockbackStrength": {
"*-bell": 4
},
"mincooldown": 4000,
"maxcooldown": 1000,
"damagePlayerAtMs": 400,
"attackDurationMs": 800,
"minDist": 2.0,
"attackAngleRangeDeg": 25,
"animation": "alarm",
"animationSpeed": 2.0,
"retaliateAttacks": true,
"sound": "creature/drifter-hit",
"soundStartMs": 400
}
23.5.2026 17:08:31 [Error] Patch 11 (target: game:entities/lore/bell.json) in temporalsymphony:patches/entity/bellrework.json failed because supplied path /server/behaviors/6/aitasks/2/maxduration is invalid: The json path /server/behaviors/6/aitasks/2/maxduration was not found. Could traverse until /server/behaviors/6/aitasks/2, but then 'maxduration' does not exist. Full json at this path: {
"code": "fleeentity",
"entityCodes": [
"player",
"wolf-*",
"fox-*",
"hyena-*",
"bear-*",
"predator-*"
],
"priority": 1,
"movespeed": 0.01,
"seekingRange": 80,
"fleeingDistance": 80,
"cancelOnHurt": true,
"animation": "walk",
"animationSpeed": 1.5,
"whenInEmotionState": "fleeondamage"
}
23.5.2026 17:08:31 [Error] Patch 12 (target: game:entities/lore/bell.json) in temporalsymphony:patches/entity/bellrework.json failed because supplied path /server/behaviors/6/aitasks/2/minduration is invalid: The json path /server/behaviors/6/aitasks/2/minduration was not found. Could traverse until /server/behaviors/6/aitasks/2, but then 'minduration' does not exist. Full json at this path: {
"code": "fleeentity",
"entityCodes": [
"player",
"wolf-*",
"fox-*",
"hyena-*",
"bear-*",
"predator-*"
],
"priority": 1,
"movespeed": 0.01,
"seekingRange": 80,
"fleeingDistance": 80,
"cancelOnHurt": true,
"animation": "walk",
"animationSpeed": 1.5,
"whenInEmotionState": "fleeondamage"
}
23.5.2026 17:08:31 [Error] Patch 13 (target: game:entities/lore/bell.json) in temporalsymphony:patches/entity/bellrework.json failed because supplied path /server/behaviors/6/aitasks/2/stopRange is invalid: The json path /server/behaviors/6/aitasks/2/stopRange was not found. Could traverse until /server/behaviors/6/aitasks/2, but then 'stopRange' does not exist. Full json at this path: {
"code": "fleeentity",
"entityCodes": [
"player",
"wolf-*",
"fox-*",
"hyena-*",
"bear-*",
"predator-*"
],
"priority": 1,
"movespeed": 0.01,
"seekingRange": 80,
"fleeingDistance": 80,
"cancelOnHurt": true,
"animation": "walk",
"animationSpeed": 1.5,
"whenInEmotionState": "fleeondamage"
}
23.5.2026 17:08:31 [Error] Patch 14 (target: game:entities/lore/bell.json) in temporalsymphony:patches/entity/bellrework.json failed because supplied path /server/behaviors/6/aitasks/3/movespeed is invalid: The json path /server/behaviors/6/aitasks/3/movespeed was not found. Could traverse until /server/behaviors/6/aitasks/3, but then 'movespeed' does not exist. Full json at this path: {
"code": "idle",
"id": "listen",
"priority": 1.4,
"priorityForCancel": 1.35,
"minduration": 4000,
"maxduration": 6000,
"chance": 0.5,
"initialMinCoolDown": 2000,
"initialMaxCoolDown": 10000,
"mincooldown": 2000,
"maxcooldown": 10000,
"animation": "listen",
"sound": "creature/bell/listen",
"animationSpeed": 1
}
23.5.2026 17:08:31 [Error] Patch 0 (target: game:entities/lore/bowtorn.json) in temporalsymphony:patches/entity/sound-bowtorn.json failed because supplied path /sounds/idle/range is invalid: The json path /sounds/idle/range was not found. Could traverse until /sounds/idle, but then 'range' does not exist. Full json at this path: creature/bowtorn/idle
23.5.2026 17:08:31 [Error] Patch 1 (target: game:entities/lore/bowtorn.json) in temporalsymphony:patches/entity/sound-bowtorn.json failed because supplied path /sounds/idle/pitch/var is invalid: The json path /sounds/idle/pitch/var was not found. Could traverse until /sounds/idle, but then 'pitch' does not exist. Full json at this path: creature/bowtorn/idle
23.5.2026 17:08:31 [Error] Patch 6 (target: game:entities/lore/drifter.json) in temporalsymphony:patches/entity/sound-drifter.json failed because supplied path /server/behaviors/8/aitasks/4/sound is invalid: The json path /server/behaviors/8/aitasks/4/sound was not found. Could traverse until /server/behaviors/8/aitasks/4, but then 'sound' does not exist. Full json at this path: {
"code": "throwatentity",
"entityCodes": [
"player",
"wolf-*",
"fox-*",
"hyena-*",
"bear-*",
"predator-*"
],
"priority": 0.01,
"chance": 0.001,
"retaliateAttacks": true,
"priorityForCancel": 1,
"stopOnHurt": true,
"mincooldown": 15000,
"maxcooldown": 20000,
"durationMs": 1200,
"releaseAtMs": 1000,
"yawInaccuracy": 1.0,
"seekingRange": 1.0,
"animationSpeed": 0.7,
"animation": "standthrowleft",
"knockbackStrength": 15,
"projectileDamage": 1,
"projectileDamageTier": 0,
"whenNotInEmotionState": "saturated"
}
23.5.2026 17:08:31 [Error] Patch 0 (target: game:entities/lore/shiver.json) in temporalsymphony:patches/entity/sound-shiver.json failed because supplied path /sounds/idle/pitch/var is invalid: The json path /sounds/idle/pitch/var was not found. Could traverse until /sounds/idle, but then 'pitch' does not exist. Full json at this path: creature/shiver/idle*
23.5.2026 17:08:31 [Error] Patch 1 (target: game:entities/lore/shiver.json) in temporalsymphony:patches/entity/sound-shiver.json failed because supplied path /sounds/idle/range is invalid: The json path /sounds/idle/range was not found. Could traverse until /sounds/idle, but then 'range' does not exist. Full json at this path: creature/shiver/idle*
Those errors are because TS and Temporals Reformed / Temporals Reformed LITE are trying to write patches to the same file but said patches are incompatible.
Via Config Lib, disable the following patches for Temporal Symphony:
Update 2.3.1 is out, courtesy of Salty! <3
- Fixed handbook crash caused by rust lightning occuring during temporal storms
- Added a server-side config setting: Enable/disable thunderlord roar
- Added a client-side config settings:
- Thunderlord footstep shake strength (set to 0 to disable footstep sound as well)
- Thunderlord roar shake strength
Having an issue, seems like there are still chat notifications for approaching storms storms and no config options to disable them. Anyone else having this issue on hosted servers?
I'm having that problem without this mod, I'm not sure what causes it
Fixed as of 2.3.1!
Is this safe to add to an already running world? If the only issue will be that the server annouces the storm, I don't mind that.
Anyways, amazing work proto and salty!
Yes. Also the storm announcements bug is fixed as of 2.3.1!
Amazing! Thank you very much! I heard you are going on a break! It is well deserved and I hope you enjoy it!
Thanks! <3
I appreciate the intent in overhauling the rust creature sound effects but the bowtorn's one in particular I believe merits either reversion or replacing again. The bowtorn is a high damage ranged enemy, and it's sound cue being easily identifiable and noticable is what made it a balanced enemy both on it's own and as part of mixed groups and the sound effect being different woth this mod isn't an issue, but it being significantly harder to pick up is, and I am begging you to either change it or give us a clientside toggle so we can opt out of it.
I second this, is there a possibility that we can have the vanilla enemy sounds toggable in the config?
the drifter and bell sounds are perfect, but the new shivver and bowtorn set off my insect anxiety in the sounds.
You'll have to delete the bowtorn sounds via the mod's files (if you play on a server the folder should be called ModsByServer iirc). I couldn't add a config for it because 3 of the 6 bowtorn sounds can't be modified via JSON and 1/7 of the shiver sounds is the same case so it was either don't include the new sounds because a small amount of people won't like it or just do all the sounds. It's a dilemma of "you can't please everyone, but you can add configs" and this was one of the few cases where I couldn't add a config as much as I wanted to.
Shiver sounds were barely changed, it's practically the same as vanilla. It was mostly just volume tweaks / reducing the "bitcrunch" much of the VS enemy sounds suffer from.
I understand and thankyou for the info to fix, the mod overall is 11/10 so my apologies for being picky.
Nah it's fine, we get a lot of feedback / complaints over small things and I totally understand cuz I'm like that too lol
Hopefully the mod should be in a good state now in terms of customizeability o7
Im also having an issue with the chat on my server annoucing the storm.
Fixed as of 2.3.1!
I've been having the same issues on my server as the last few people have posted that the chat will spam saying a storm is approaching, but I am now having the issue that Dave doesn't even appear for myself but has for others
Fixed as of 2.3.1, Dave not appearing can be weird. Usually it's client desync, not a lot we can do about that. If you connect to a server late or just after the Imminent warning, Dave probably won't appear before the storm. Sometimes he just won't appear, which would be a game bug.
Is there a console command I could use to test this mod? Preferably one that initializes a storm starting with the warning and countdown?
Yes, you can use /tempsym to display the list of commands, and /tempsym quake or /tempsym thunderlord to see subcommands for those two.
The way I test (natural) storm features is by using Creative, using the WorldEdit menu ( ~ key ), and using the time slider (don't do this in a world you care about, time cannot be reversed).
/nexttempstorm tells you when the next temporal storm is, Approaching happens at 0.35 and Imminent happens at 0.03 or 0.02 (I forget). You may want to set temporal storms to "often" and temporal storm duration to 10x in that world.
Thanks for the help, that's really useful. I think I have it configured the way I like now. If I could change one thing at this point, it would be Dave's appearance at imminent warning instead of the actual storm like vanilla.
I am also having the same issue as Yuukiku. Temporal storm messages should not be appearing, but they are also appearing multiple times.
Also the new lightning is a bit slow, its not a flash, its more of a slow moving line.
Also after the first dave roar, there are no more. Unfortunate to say this update is mildly buggy.
Repeated storm message issue is fixed as of 2.3.1
The rust lightning is intentionally slow-drawing, as it was inspired by the Mistlands lightning from Valheim. It's also called "rust" lightning, think of it as spires shooting out of the ground and being pulled back in.
The only two bugs found in this update so far were the repeated storm messages in multiplayer and a handbook crash. The rest tends to be mod incompatibilities and things we can't possibly account for when testing.
Wanted to touch base with you guys about a compatibility patch to get my music mod working with this? If I simply do 'addmerge' instead of 'replace' would that work?
what happened to your mod?
What's incompatible? When I had a look at your mod a day or two ago it seemed like it would work
well..i brought it up to him. all mustic seemed to stop functionioning after a temporal storm. only starting back when i restarted the server when i put the two together..how ever his mods been removed....no idea why....i really really liked it to...
My mods are switching hands to a trusted freind. I will still be developing and doing all bugfixes etc. I just no longer want to deal with the public facing side of things. They will return soon.
i see. alright.
My game seems to be stuck in the starting phase. The earthquakes hit and then this message appeared shortly after. I keep hearing dave stomp around in the background but the storm hasn't hit yet. It's been maybe 10 minutes since the earthquakes hit. No other temporal mods installed.
Edit: It eventually happened
Never got stuck, but the repeated warnings were a multiplayer bug that is now fixed as of 2.3.1!
ty ty ty ty ty ty ty ty ty. ty ty ty ty. did i mention ty?
Love the mod, would it be possible to get a 'lite' version of the mod that strips away everything except the audio visual warnings for storms. I appreciate the effort that has been put into this mod, however some of the newer features and changes aren't included in the config and can't be removed.
More options in the config to disable stuff like dave roaring or footstep earth shake for example would be fantastic. Some of the other additions like the lightning/ambient earthquakes are awesome though.
There (very likely) won't be a lite version, sorry. However, you can disable nearly everything new that was added in 2.3.0 as of 2.3.1
Getting patch errors on both server and client usually relating to both bells and bell shivers. Placing them causes an exception and boots clients from server. Happens with and without Temporals Reformed.
Can't do anything to help without your client-main.log
Sorry for the late response and the comment in the first place, I should have messeds around more first. Appears that so long as TempReformed is present in the mod folder (even if disabled) it causes TempSym to spit out patch errors ranging from things specifically affecting bells to literally every single Rust Creature.
Getting a crash when i open handbook during a storm.
22/05/2026 08:22:42: Critical error occurred in the following mod: temporalsymphony@2.3.0
Involved Harmony IDs: com.zaldaryon.optitime
System.Exception: Call to RegisterCallback while game is paused. ExtendedDebug info and developermode is enabled, so will crash on this for reporting reasons.
at Vintagestory.Client.NoObf.ClientEventAPI.RegisterCallback(Action`1 OnTimePassed, Int32 millisecondDelay) in VintagestoryLib\Client\API\ClientEventAPI.cs:line 709
at TemporalCall.RiftActivityWatcher.SpawnBrownVortexParticles(Vec3d strikePos)
at TemporalCall.RiftActivityWatcher.OnBrownLightningPacketReceived(BrownLightningPacket pkt)
at Vintagestory.Client.NoObf.ProcessPacketTask.Run() in VintagestoryLib\Client\Systems\ProcessPacketTask.cs:line 12
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 817
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 173
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 742
at Vintagestory.Client.ScreenManager.OnNewFrame_Patch1(ScreenManager this, Single dt)
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame_Patch1(ClientPlatformWindows this, FrameEventArgs e)
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
Fixed in 2.3.1!
I have Config Lib on my end, can I just move the .yaml file to a remote server I have set up and it will have the changes I made?
Worked for me. Just make sure to restart the server for it to apply the changes.
Small question to clarify, the showcase says "calmer weather only happens for the first week"
does that mean for the first week it's nothing but calm weather? Or after a week, you'll never see calm weather again?
First week nothing but Calm / Low, then Medium gets added, then High, Very High, ending with Apocalyptic added to that after 30 total days
So essentially the higher rift activities get "unlocked" over time
Is it compat with Wilderlands Rustbound?
Should be! The custom bell sounds may cause weirdness with the bellspires or whatever they're called but that's about it. Drifter sounds can be disabled if that causes an issue
It is, but be warned that it makes the game much harder due to the increased spawn rate and rift presence. Our town was constantly getting sieged at night.
If it's causing that kinda problem you should disable the rift weather enemy multipliers via Config Lib
But i want so! Challenge!
Im not a fan of those changes that are affecting directly gameplay, BUT I will try them at least, it is a good thing we can toggle it to our liking. Thank you for this great mod.
Chat seems to still warn you when a temporal storm is about to happen, is that intended behaviour?
Absolutely not, seems like a bug that went under the radar while testing. Pretty sure it has to do with the new tempquakes. Salty'll look into it o7
Yeah, came here with the same thing.
If it'll be of any help, for me it happens on already existing worlds.
When I tested it on a new world created after installing the mod, there were no warnings. But after adding it to the server I'm running they still show up.
You are mad guys, this mod is masterpiece
goat respecting goat
Btw this update is AWESOME
Can I disable bell despawning via config lib or any other way?
just lived through my first storm with this back on. i got pretty scared a few times and hid in my kitchen! 😂 Amazing work!
2.3.0 Showcase is out!
OH MY FUCKING YALL WERE PLANNING SOMETHING BIG IN SECRET 😆
You guys are the fucking GOATS !!!!!
ADD THIS TO VANILLA ADD THIS TO VANILLA
Jesus christ, this went from atmospheric to straight up Stalker emission with the new update. You guys actually managed to transform an in-game event that is at the very least boring and at most an annoyance to something actually scary.
Thank you! That means a lot to hear. More would've been done but I don't have the time for now. Wish I did. Salty'll keep it up to date at least <3
This mod is so much a must-have in my loadout, it's SO GOOD.
I cant seem to get the combat music working. The prison is holding him, cant even get Tenebre Rosso Sangue playing. Not much one for getting into .json files and such, so I need a little help.
In TemporalSymphonyConfig.json
"TemporalStormMusic": true,
I still can't get it to play. What is the trigger? And would downloading say the TRS addon possibly conflict with the base combat music?
I got it working. I don't know what caused it, but this is how I fixed it.
1. Using the VS Launcher, downloaded TS on a different installation.
2. Launched the game. Got into a world.
3. Leave game entirely. Go to files and config to storm music true, like above.
4. Join world, it works.
5. Move all files to the wanted installation files, replacing any old ones of the same type.
6. Make the beast scream. Let Dave know fear.
Update on the 2.3.0 Trailer / Showcase
I finished it hours ago, it was rendering for just over 2 hours and then a transformer blew nearby knocking out the power
It'll likely be done and uploaded in like four hours lmao
yay! thankyou so much for the update
Oh man, thank you Salty and Proto! This is one of my favorite mods for immersion, super happy to see this right after getting on today! Y'all da best
lmao i was spawncamping for this mod's update also Dave can roar sounds cool asf
thank you for your hard work <3<3<3
My most favorite mod of all time has been updated, yay!
Thanks to Proto and Salty both for your wonderful and highly immersive work here! <3
Looking forward to scaring my server's players with this. :)
Proto, I'm sorry I didn't ask permission to post the fork on the site. I made the build back when 1.22 pre 8 was around, and some of my friends have been asking me to post it since then.
They're waiting for an update to the original mod.
I'm definitely not taking credit for your and Salty's work, and I'll stop supporting the mod as soon as the official 1.22 release comes out.
Thanks for the AMAZING mod.
P.S. I'm planning to make a mod based on this mod, but I won't post it without your permission.
Ah, thanks mate! Much appreciated :>
Regarding that mod based on the mod you mention, after June 1st you'll have to speak with Salty about it as I'll be away for at least a year and he'll be in charge of this mod from then on :>
Salty & Proto's Temporal Symphony [Fork 1.22]
As an update, sorry its been taking so long! SaltyWater is the programmer for the mod and lately he's been busy with quite a few projects so it's likely the update will happen in another week.
Again apologies for the wait, we had 2.3.0 mostly finished before 1.22 came out and updating the version was really easy.
There's just a lot of fine tuning with the new features going on, namely the new "rust lightning". Want to set the defaults well but also let people have the ability to customize it.
PLS take as much time as needed. We're grateful for such cool mods just being available like that, who cares if it takes longer to update. There's quite a lot of other mods requiring updates for many players, anyway. Also, rust lightning sounds AWESOME.
Let the bells scream, scream!
This mod is truly integral to the base game for many of us now.
My goal is not to rush or put pressure on the authors of this mod. I just want to express how integral this was to my game experience and how excited I am for the update. I realized that I missed the exhiliration of the fear and immersion this gave when I updated to 1.22 and just got the little anticlimatic message in chat that there's a storm approaching. Thanks for making something so cool!
Temporal storms just don't feel right without this mod anymore... I'm so used to the bells... I miss them...
My favorite thing (and a little mean) is to tell new players on the server "As long as you don't hear the bells again! You'll be fine", knowing damn well there's going to be more bells. I don't think I've gotten anyone killed doing it so far, but most people tend to hide when something weird and strange is happening
im so hyped for this
It's actively being worked on right now! <3 Thank you!
<3 I have been so hype for this. My group is about to start a new world server in 1.22 after the long break we have been on, and I am prepping our mod list. Looking forward to this :D
i'm also absolutely stoked to have this mod. i'll be introducing some people to this game, and this mod makes the first storm experience unbelievable
I am also very much looking forward to this one updating! All the amazing ambient sounds aside, the vanilla text alerts are kind of immersion breaking and this is a great fix for that. 10/10 as always
I've been dying to have this mod back in my world for 1.22! Life is always busy but I wanted to put my +1 here for this to get updated with priority! <3
^
lookin forward to it!!
Fucking LOVE this mod, hope it gets updated soon
Getting Stalker vibes from this one.
Love this mod. Can't wait to have it again ^^ hope you guys are doing well!
absolutely love this mod, the tonal difference and the atmosphere it creates is fantastic. 100% how it should happen in vanilla, doesn't feel out of place at all
super excited for the update for 1.22 whenever it comes, but understandable considering just how many mods salty seems to have out there
Holy hell this mod sounds intense. Can't wait for 1.22!
ohohoho I'm so excited for when this updates, I'm gonna add it to my world with my brother and not tell him
prototype464 Thanks, I'll reach out. I really appreciate your time and help!
MdnghtEther crowbirdie
It'll come, most likely! Just messaged Salty earlier today. I'm gonna be real busy next month and so I've got a lot of motivation to get the update out before May, but it'll mostly depend on Salty's schedule so keep your fingers crossed :>
CoraTora
Apologies that I never got around to the trader sound thing. I think it uses the same sound effect as one of the player character hurt sounds, and to be honest while it's annoying enough even for me personally to want to fix it, I'ma have to leave that to someone else as it will take me too much time to figure out.
DASH_RABBIT
POSTERITY is a soundtrack from the movie TENET, I used it in the trailer on a whim but I agree it matches atmospherically. I might try to make an addon out of it but the main difficulty is the transition between calm / combat and making that sound smooth.
Dead Heat Pulse got used because out of all the other options available (mostly ULTRAKILL soundtracks) it felt like it matched the hectic chaos the most.
I don't know if I wrote it here or somewhere else already but I've got a line of music addons ready for TS that I've been admittedly a little lazy on, I'll get to that soon, I promise! o7
Ykulvaarlck
What game version? Would recommend reaching out over Discord in Temporal Symphony's mod thread.
Garlicc
Hmm, you would have to learn programming and how to make a mod for that as it's custom behavior. I would talk to Salty if I were you, perhaps he could put it in the mod and make it possible for you!
Music during storms is already a thing, so some kind of music that plays after a warning would be an interesting feature. Off by default of course but sounds like it'd be nice. Reach out to him on Discord! :>
(Sorry for the late response! Been real busy)
I'm so excited for the update to this!! It makes temporal storms so much more intimidating and engaging.
bug report: the effects play even if temporal stability is false
When i get this mod I will be more tempted to cut a LOT more gears, the mines call to me but not so.... eerily... yet this mod gives more credit to what we are facing, time out of place, shifting from what is and inviting horror from who knows where? or when
prototype464 Hey Protto, I'm developing a music mod and I'm trying to adda a song that plays when the storm approaching/imminent message apears in chat. I also have no clue how to write json files or any of that, my skills are only really in music. Is there any chance you could give me some pointers or guidance?
Oh no, seems 1.22 has broken this mod. Hope it gets updated soon!
SaltyWater I can't play without this mod, that's on of my favorite mods! I’m really waiting for an update.
So I enabled the temporal storm music for the sake of seeing what it sounded like, and yeah, I agree with the general consensus that it doesn't fit. But I wanted to leave feedback on why it doesn't fit. For the sake of it, I replaced both renditions of the theme with the latter half of the song you included in the trailer, POSTERITY, and immediately noticed a world of difference, and I think I know why.
The song you made for the storm is simply far too rhythmic, too melodic, to fit well with this game or even the tone of the event. POSTERITY is far more atmospheric, more focused on how the notes are played rather than what notes are played, and pays a lot of attention to the inclusion of samples. The general feeling that POSTERITY gives is one that shifts from tension inducing to melancholic, all while carrying an eerie tone throughout. This fits perfectly with the apocalyptic feeling of the temporal storms, tense due to the swarms of monsters, and somber due to the very nature of the storm. Choosing a more atmospheric tone also helps to not distract too much from the event itself, rather complementing it instead.
While I can understand not wanting to just use POSTERITY, if you'd be willing, I'd love to see a revisit to the idea of adding music by perhaps making a piece that's inspired by the song, perhaps shifting between the somber version and the tense version. If you do though, maybe make the trigger taking damage instead of just being near an enemy, because I found the music seemed to shift between the two versions way too often.
prototype464
May it be possible to make it optionally client-side by tweaking the config value or dynamically checking if the server has this mode (if it's possible for Vintage Story), so it always works, not hardly requiring the mod to be installed on the server.
If it's not installed on the server, chat notifications are present, but we get all the cool effects from that mod anyways, it would be great
>Unfortunately the mod has to be server-side in order to mute the warning messages in chat, otherwise we would've made it only client-side
PEAK mod!
CoraTora I too find the trader sound intensely aggravating, however that goes beyond the scope of this mod specifically, so I'll make that as a seperate mod o7
I love the mod, is there any way you can add traders to be quieter or sound a little more pleasant.
I must admit that for me the music during temporal storm kinda breaks the immersion, however I write this comment to tell you:
I THINK THAT THIS IS AWESOME MUSIC!!! If you ever did a mod that adds boss, then this would be in my opinion a perfect bossfight music!
Thranduil61 Nope! It's only audio-visual changes.
I have been using this for a while and noticed no issues... Then again, my "MP world" is just the SP opened up to MP. No issues experienced so far with that set up, at least.
Is it require a new save?
I'm in Single Player, Working for me. Love the mod, it is so much more immersive, and no more missing the chat messages!
Strange... Not sure why that would be happening. It's working in multiplayer on my co-op's server. Possible mod conflict?
Contact me via the thread in the VS Discord, share your mod list and your server-main.txt file via my DMs. o7
I’m also suffering this with this issue on the latest version of this mod and vintage story, works in single player but not multiplayer
Here to add as well, not working on my multiplayer server. Does work on my singleplayer world
This mod still works on 1.21.6 in singleplayer, however it doesn't seem to work in multiplayer. Is there a config for this or is it simply an issue of it needing an update first?
Thanks <3 Salty does all the heavy lifting, he's great. Love working with him.
Nevermind I seem to have found the culprit, it was farseer, not this mod, sorry for wasting your time and thanks for the help anyways, absolutely love your mods
Swako Not aware of any performance issues with the mod. Do you get the same issues during temporal storms?
Usual advice like make sure your drivers are up to date, lemme know what your CPU / GPU are (only really care whether it's Nvidia / AMD as that can help find the issue), and list any mods you may be using that affect temporal storms / rustworld related content
Am I the only one who suffers heavy fps drops whenever this mod's effects appear? even lowering my render distance to just 32 block doesnt make it run any better, literally zero changes
Thank you so much! <3
Genuinely a terrifying and incredible mod! Even as a new player, I wasn't really scared of temporal storms after my first two, but with this mod I find myself bolting into my house, even at the approaching warning. It's so perfectly unnerving and the bell tolls are absolutely incredible! I don't think I'll ever play without this again! Plus I love all the little tweaks to other sounds as well. They just add a little extra presence to monsters and temporal anomalies.
Craythray Was actually just about to release a pack of addons that change the combat music and show how to make your own, but am currently sick with that new "superflu".
Will try to make it a priority when I'm better!
prototype464 any way i can change my combat music to be different on a server? cause whenever i change the .ogg files with the same name it just prompts me to install it again
Soareverix Which ones? I'm better reached on Discord for this kind of thing. I've got a decent library of sounds so if you need anything specific, I might have it lying around. o7
Hey prototype464, could I use your sound effects in my mods? I am creating a 'Spreading Devastation' mod. I'm working on the ambiance currently and these sound effects fit perfectly :)
FamiliarFeline
If by "Chime" you mean the numbered bell tolling indicating storm strength, they wouldn't hear it as they'd be joining after the warning has already happened.
If by that you mean the Approaching warning, the mod is built off of the vanilla system of "Approaching" warning at 0.35 time until the temporal storm, and "Imminent" at 0.02 - Which in that case they would still only see the Imminent warning because they joined after the Approaching warning was already given.
I am curious, if someone joins the game after the "Chime" event letting you know a storm is coming, would they get to hear the chime even if it's closer to time than that? Or would their only hint be the world falling apart?
Another idea, taken from "temporalgear" mod (which unfortunately is outdated and client only) - change apperance of temporal gear, if temporal storm is immitent.
I would be especially useful on multiplayer servers.
Wahazar a_friendly
Salty went ahead and tried to test for the issue based on the details you described but was unable to reproduce it. Could you please go to the Temporal Symphony mod thread in Discord and share a video of the issue or your world configs?
Also we're considering the animal frightening feature during warnings and temporal storms! Not likely to make it in the next update but could be a thing in a future one.
From Salty:
"The animals idea is good, but would require some studying and a very careful implementation! It would have to override all close animals' ai with a custom one that says "run aimlessly" and make it path find. On a populated server this could cause lag issues."
Wonderful flavour-adding mod!
I'd like to +1 the request for a fix or config option that takes calendarspeedmul into account - so that the music, bells, and distortion align with the beginning of the temporal event even for modified calendarspeedmul values.
Edit: prototype464 sorry for ghosting - I coud not reproduce the way I "felt" it happen. I think it's likely I didn't realise the bell toll are meant to toll early (0.02 days before event) because on subsequent playthroughs it felt normal (thought deliberatly early).
paulogabbi
Could you please reach out to me on Discord? Would like to get some logs. My tag is prototype464
Would mainly like the server-debug.log and server-main.log from when this happened
prototype464 the only other mod for messages we have is the restart server timer mod
paulogabbi
Sounds strange. Any other mods that might also mess with the warning messages?
so for some reason i am getting a bunch of messages when a storm is getting ready to happen, any idea why ?
Samino2
No, that was edited in
Is the music at the begening of the video can be toggle on? That add a dramatic tension to it
anyone else hear
that ominous bell
tolling???? 🤣🤣🤣
no?? just me??????
😭😭😭😭😭😭😭
Very good mod, should be in vanilla, instead these chat messages. There is small issue - we are using calendarspeedmul 3x longer than standard value, therefore bell warnings are temporally (pun intended) separated from storm event - would be nice to have some configuration option here, not sure if it is even possible.
Another idea for improvement of immersive warning signals: just before and during event, animals should be frightened, even domesticated ones.
BTW, I got trolled by drifter noises, was searching for bear.
prototype464 you could make it so you start hearing things behind you if you're going insane. Bear/wolf growls, shiver sounds, etc.
If you could figure out how, you could make fake animals that attack you, but disappear when they swipe at you, or you attack them. That sounds significantly harder to do though
Could make for some adrenaline filled jumpscares
Who said the cue had to be obvious ;)
prototype464 Ah, I was thinking of it as a hardcore option which would absolutely require players to hang around in a region for a while to figure out if it's stable or not, no extra visual cues needed. My reasoning was because the bell tolls for the storm severity is an option despite the game outright telling you if it's light, medium, or heavy. If the bell toll option is not enabled, then the player literally has to wait until the storm hits to know what kind it is. Visual cues every time a player enters an unstable area might get old fast.
The idea wasn't to swap a meter that's easy to ignore for a visual cue that cannot be ignored, but to make it harder for a player to know until it's too late, just like the bell toll config option does for this mod.
traugdor
That actually sounds like a great idea. We could add that as an option, wouldn't be hard. I don't think I'd use it personally as it's as important as health or hunger. It would kinda force players to hang in a region for a while to find out whether or not it's temporally stable. Some extra visual cues could be added to help with that.
The next major update to Temporal Symphony will be around reworking Temporal Storms (enemy spawning, effects, etc.) and how temporal stability is depleted / regained during them, among other things to make them more engaging and less "either AFK or fight". We could have a look at how regions are affected temporally after that, absolutely.
Can either you or Salty add a config option to remove the gear from the UI so that the player is forced to rely on the sounds from this mod to understand their stability levels and whether or not they're in a stable area in the game?
prototype464 Dedicated server on my pc. Yes, installed it by dragging the zipped file, no extracting just like other mods. The other audio mods work fine, just this one throws an error. Redownloaded, dragged it into mods folder again, this time AV->OFF. Still same error. Even went as far as to create a new server with JUST this mod installed. Still same error.
EDIT: Even tried something simple like running the bat file as admin, didnt help.
MushroomDot
Hold left click and drag to highlight, Right Click to copy in a terminal
Unsure why that error is happening. Did you drag and drop the mod .zip without extracting its files? Is this on a local server? If so it could be your anti-virus throwing a fit over it being an unsigned DLL. I've had that error before but only when trying to run a code mod without its .dll code alongside it. Not Temporal Symphony's problem most likely as it's working for everyone else.
Admiral_Miner
I'll increase the volume of the bell warning sound in the next update, sorry for the inconvenience o7
koimono
BellWarnings (and other storm / warning-related settings) are in Temporal Symphony's own config file and not supported in ConfigLib yet, sorry!
I wrote all that by hand so lets hope it was all correct, dont know how to copy in CMD. This is serverside btw.
Would it be possible to make a client side option to increase the volume of each of the sounds? As I found that I have to increase my system volume to 3x what I usually use to hear the warning bell and would like to avoid messing with the mod files directly.
(Edit): to add to this, when I do edit the volume of the file I can't join my friend without it patching back to the original volume.
using the mod configlib but the bellwarnings aren't appearing in the config?
Reporting back: This works perfectly alongside Simple Footsteps Redux! No apparent conflict, and they combo quite well.
Getting error on server side, something about it being a core mod and dll missing modinfo files. Only mod I have issues with.
IdiotMage
I don't use github, but If you MUST SEE the code yourself I suggest simply decompile the mod dll.
I personally like dotpeek! Clean, quick and easy to use.
Furthermore.. I wouldn't hurt a fly, let alone put malicious code in a mod 😆
You can hit me up on discord to ask anything too!
IdiotMage
SaltyWater handles the code side of things so you'd have to ask him, his Discord username is nerddogueto.
this mod looks really cool, can you upload the source to github please?
i avoid using mods that dont have their source avalible for security reasons, but i want to try your mod
Who's tried out the dynamic music (off by default) added in 2.2.0? Any comments or feedback? o7
Fungusfriend
I see no reason why it shouldn't! Go ahead and try it :>
This is *sick*
This looks awesome! Does it work alongside Simple Footsteps Redux?
This is Genuinely unnerving to play with omg
10/10 would shit my pants again
Thanks! :>
adding shepherd's tones to the sounds for this is actually genius, bravo.
tehtelev
This mod doesn't touch temporal storm duration anywhere, what likely happened is there's no chat warning for when a storm is waning. The waning bell may've played and it wasn't heard, and you got rid of the mod at the very end of the storm.
You can use /nexttempstorm to see both when the next temporal storm occurs (the mod's effects occur at 0.35 (approaching) and 0.02 (imminent)) - Using this command during a temporal storm will tell you how long the storm has left.
I'm playing with a mod on 1.20.12. A temporal storm started and wouldn't end. After uninstalling the mod, it ended immediately. I don't have any other mods that affect this mechanic.
Ah thanks for the info! I was one version behind. Also thank you for the advice on the adit, funnily enough I do actually use audacity.
ChiefKrogan
The volume of the bell warning was actually raised recently. If you have Audacity or any other program you can edit audio with, you can raise the volume that way. Just make sure to export it as a stereo .ogg file.
I could raise the volume further, but I don't want it to stand out too much from the rest of the ambience. If I can find a way to make it sound more like it's coming from somewhere, a further volume increase will happen. Mainly just concerned about immersion.
Fairfield
Unfortunately the mod has to be server-side in order to mute the warning messages in chat, otherwise we would've made it only client-side
Great mod, I downloaded it to check if I could scare my friends with it and ended up using it in my single world. Love it! But I struggle to hear the bell sound when warning arises, I rummaged throuh any files of the mod I could find but found no option to up the volume. Is there a way to make the warning bell sound louder? Please and thank you.
Could we possibly get a version that's client-side only? As in just the visual effects/rumbling/tremors, sfx, and leave everything else be? I know that's a big ask, but... It'd be ideal for most folks.
A wonderful mod that I highly recommend! It makes the onset of a storm feel more immersive than just a quiet chat message and a sudden start. I wish this mod would make it into the vanilla game.
Dedicated server, server hosted locally? Seems like an issue on your end.
yes i sure, mod work in single game, but don't work in server, even command for check effects
Dirty_Wizard
If I could make music, I probably would do some soundtrack stuff. Unfortunately it's not quite my area.
You might find Vintage Symphony interesting (not related to Salty's Symphony mod series)
Calibri
Are you sure the mod is installed?
I know no Dave, only Geoffery.
I'm joking of course, but I really do call the Thunderlord Geoffery, not Dave, because Eldritch Giraffe Mech and Toys R' Us.
Curious to see/hear what the update involving them will be.
mod doesn't work at all on the server, there's not even a test command /tempcacll in the list of commands, and the standard messages about the approaching temporal storm are displayed
Love you! Love you! Love you!
Thank you very much for this mod, and an update😍😍😍
You've obviously got a deep understanding of music and how sound affects mood, you should think about overhauling the entire Vintage Story soundtrack to make it more omninous and feel more bleak and lonely.
Calibri
Which effects? Audio, visual, or both? Will test in the coming days. I don't think the latest version was tested in an MP session yet, usually hasn't needed to be since the only thing server-sided is the warning message in chat.
Patch 2.2.2 is out! This patch fixes the file path issue and removes the reworked drifter sounds for now. Update 2.3 is going to take a little longer.
Heed the call of the one who walks the horizon, seraph. It is coming.
in server (last stable version) vanilla, effects don't work. But maybe it's server side problem, because in local game all work
Calibri
Yes.
El_Neuman
I would prefer duplicates of Temporal Symphony not be created, at least when it's not necessary.
I'll remove the drifter sounds in the next patch (coming in the next few days) due to too many complaints about them, they'll be reuploaded into a seperate mod.
Edit: While still not ideal, "modpacking" Temporal Symphony would be fine as long as the mod you upload in question is explicitly branded as your server's own thing, and credit is given to TS or any other mods included within that.
xXx_Ape_xXx
As noted below that's just been caught and will be fixed in the next patch! Thanks.
working on server or not?
prototype464
Can I create and a patch on vs mods, based on your mod, that restores the original sounds and configure my server to download it automatically?
Or, it'' be great if you could create a second version of the mod with the original sounds, allowing players to choose between them.
Several patches have the wrong file path:
18.9.2025 17:39:57.444 [VerboseDebug] Patch 1 in temporalsymphony:patches/shapes/deep.json: File game:shapes/entity/land/shiver/deep.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 2 in temporalsymphony:patches/shapes/deep.json: File game:shapes/entity/land/shiver/deep.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 3 in temporalsymphony:patches/shapes/deep.json: File game:shapes/entity/land/shiver/deep.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 4 in temporalsymphony:patches/shapes/deep.json: File game:shapes/entity/land/shiver/deep.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 5 in temporalsymphony:patches/shapes/deep.json: File game:shapes/entity/land/shiver/deep.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 6 in temporalsymphony:patches/shapes/deep.json: File game:shapes/entity/land/shiver/deep.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 7 in temporalsymphony:patches/shapes/deep.json: File game:shapes/entity/land/shiver/deep.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 8 in temporalsymphony:patches/shapes/deep.json: File game:shapes/entity/land/shiver/deep.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 9 in temporalsymphony:patches/shapes/deep.json: File game:shapes/entity/land/shiver/deep.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 0 in temporalsymphony:patches/shapes/surface.json: File game:shapes/entity/land/shiver/surface.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 1 in temporalsymphony:patches/shapes/surface.json: File game:shapes/entity/land/shiver/surface.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 2 in temporalsymphony:patches/shapes/surface.json: File game:shapes/entity/land/shiver/surface.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 3 in temporalsymphony:patches/shapes/surface.json: File game:shapes/entity/land/shiver/surface.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 4 in temporalsymphony:patches/shapes/surface.json: File game:shapes/entity/land/shiver/surface.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 5 in temporalsymphony:patches/shapes/surface.json: File game:shapes/entity/land/shiver/surface.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 6 in temporalsymphony:patches/shapes/surface.json: File game:shapes/entity/land/shiver/surface.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 7 in temporalsymphony:patches/shapes/surface.json: File game:shapes/entity/land/shiver/surface.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 8 in temporalsymphony:patches/shapes/surface.json: File game:shapes/entity/land/shiver/surface.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 9 in temporalsymphony:patches/shapes/surface.json: File game:shapes/entity/land/shiver/surface.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 0 in temporalsymphony:patches/shapes/nightmare.json: File game:shapes/entity/land/shiver/nightmare.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 1 in temporalsymphony:patches/shapes/nightmare.json: File game:shapes/entity/land/shiver/nightmare.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 2 in temporalsymphony:patches/shapes/nightmare.json: File game:shapes/entity/land/shiver/nightmare.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 3 in temporalsymphony:patches/shapes/nightmare.json: File game:shapes/entity/land/shiver/nightmare.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 4 in temporalsymphony:patches/shapes/nightmare.json: File game:shapes/entity/land/shiver/nightmare.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 5 in temporalsymphony:patches/shapes/nightmare.json: File game:shapes/entity/land/shiver/nightmare.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 6 in temporalsymphony:patches/shapes/nightmare.json: File game:shapes/entity/land/shiver/nightmare.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 7 in temporalsymphony:patches/shapes/nightmare.json: File game:shapes/entity/land/shiver/nightmare.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 8 in temporalsymphony:patches/shapes/nightmare.json: File game:shapes/entity/land/shiver/nightmare.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 9 in temporalsymphony:patches/shapes/nightmare.json: File game:shapes/entity/land/shiver/nightmare.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 0 in temporalsymphony:patches/shapes/deepsplit.json: File game:shapes/entity/land/shiver/deepsplit.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 1 in temporalsymphony:patches/shapes/deepsplit.json: File game:shapes/entity/land/shiver/deepsplit.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 2 in temporalsymphony:patches/shapes/deepsplit.json: File game:shapes/entity/land/shiver/deepsplit.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 3 in temporalsymphony:patches/shapes/deepsplit.json: File game:shapes/entity/land/shiver/deepsplit.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 4 in temporalsymphony:patches/shapes/deepsplit.json: File game:shapes/entity/land/shiver/deepsplit.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 5 in temporalsymphony:patches/shapes/deepsplit.json: File game:shapes/entity/land/shiver/deepsplit.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 6 in temporalsymphony:patches/shapes/deepsplit.json: File game:shapes/entity/land/shiver/deepsplit.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 7 in temporalsymphony:patches/shapes/deepsplit.json: File game:shapes/entity/land/shiver/deepsplit.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 8 in temporalsymphony:patches/shapes/deepsplit.json: File game:shapes/entity/land/shiver/deepsplit.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 9 in temporalsymphony:patches/shapes/deepsplit.json: File game:shapes/entity/land/shiver/deepsplit.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 10 in temporalsymphony:patches/shapes/deepsplit.json: File game:shapes/entity/land/shiver/deepsplit.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 11 in temporalsymphony:patches/shapes/deepsplit.json: File game:shapes/entity/land/shiver/deepsplit.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 0 in temporalsymphony:patches/shapes/tainted.json: File game:shapes/entity/land/shiver/tainted.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 1 in temporalsymphony:patches/shapes/tainted.json: File game:shapes/entity/land/shiver/tainted.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 2 in temporalsymphony:patches/shapes/tainted.json: File game:shapes/entity/land/shiver/tainted.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 3 in temporalsymphony:patches/shapes/tainted.json: File game:shapes/entity/land/shiver/tainted.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 4 in temporalsymphony:patches/shapes/tainted.json: File game:shapes/entity/land/shiver/tainted.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 5 in temporalsymphony:patches/shapes/tainted.json: File game:shapes/entity/land/shiver/tainted.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 6 in temporalsymphony:patches/shapes/tainted.json: File game:shapes/entity/land/shiver/tainted.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 7 in temporalsymphony:patches/shapes/tainted.json: File game:shapes/entity/land/shiver/tainted.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 8 in temporalsymphony:patches/shapes/tainted.json: File game:shapes/entity/land/shiver/tainted.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 9 in temporalsymphony:patches/shapes/tainted.json: File game:shapes/entity/land/shiver/tainted.json not found
18.9.2025 17:39:57.445 [VerboseDebug] Patch 0 in temporalsymphony:patches/shapes/bellhead.json: File game:shapes/entity/land/shiver/bellhead.json not found
18.9.2025 17:39:57.445 [VerboseDebug] Patch 0 in temporalsymphony:patches/shapes/corrupt.json: File game:shapes/entity/land/shiver/corrupt.json not found
18.9.2025 17:39:57.445 [VerboseDebug] Patch 1 in temporalsymphony:patches/shapes/corrupt.json: File game:shapes/entity/land/shiver/corrupt.json not found
18.9.2025 17:39:57.445 [VerboseDebug] Patch 2 in temporalsymphony:patches/shapes/corrupt.json: File game:shapes/entity/land/shiver/corrupt.json not found
18.9.2025 17:39:57.445 [VerboseDebug] Patch 3 in temporalsymphony:patches/shapes/corrupt.json: File game:shapes/entity/land/shiver/corrupt.json not found
18.9.2025 17:39:57.445 [VerboseDebug] Patch 4 in temporalsymphony:patches/shapes/corrupt.json: File game:shapes/entity/land/shiver/corrupt.json not found
18.9.2025 17:39:57.445 [VerboseDebug] Patch 5 in temporalsymphony:patches/shapes/corrupt.json: File game:shapes/entity/land/shiver/corrupt.json not found
18.9.2025 17:39:57.445 [VerboseDebug] Patch 6 in temporalsymphony:patches/shapes/corrupt.json: File game:shapes/entity/land/shiver/corrupt.json not found
18.9.2025 17:39:57.445 [VerboseDebug] Patch 7 in temporalsymphony:patches/shapes/corrupt.json: File game:shapes/entity/land/shiver/corrupt.json not found
18.9.2025 17:39:57.445 [VerboseDebug] Patch 8 in temporalsymphony:patches/shapes/corrupt.json: File game:shapes/entity/land/shiver/corrupt.json not found
18.9.2025 17:39:57.445 [VerboseDebug] Patch 9 in temporalsymphony:patches/shapes/corrupt.json: File game:shapes/entity/land/shiver/corrupt.json not found
18.9.2025 17:39:57.445 [VerboseDebug] Patch 0 in temporalsymphony:patches/shapes/stilt.json: File game:shapes/entity/land/shiver/stilt.json not found
18.9.2025 17:39:57.445 [VerboseDebug] Patch 1 in temporalsymphony:patches/shapes/stilt.json: File game:shapes/entity/land/shiver/stilt.json not found
18.9.2025 17:39:57.445 [VerboseDebug] Patch 2 in temporalsymphony:patches/shapes/stilt.json: File game:shapes/entity/land/shiver/stilt.json not found
18.9.2025 17:39:57.445 [VerboseDebug] Patch 3 in temporalsymphony:patches/shapes/stilt.json: File game:shapes/entity/land/shiver/stilt.json not found
18.9.2025 17:39:57.445 [VerboseDebug] Patch 4 in temporalsymphony:patches/shapes/stilt.json: File game:shapes/entity/land/shiver/stilt.json not found
18.9.2025 17:39:57.445 [VerboseDebug] Patch 5 in temporalsymphony:patches/shapes/stilt.json: File game:shapes/entity/land/shiver/stilt.json not found
18.9.2025 17:39:57.445 [VerboseDebug] Patch 6 in temporalsymphony:patches/shapes/stilt.json: File game:shapes/entity/land/shiver/stilt.json not found
18.9.2025 17:39:57.445 [VerboseDebug] Patch 7 in temporalsymphony:patches/shapes/stilt.json: File game:shapes/entity/land/shiver/stilt.json not found
18.9.2025 17:39:57.445 [VerboseDebug] Patch 8 in temporalsymphony:patches/shapes/stilt.json: File game:shapes/entity/land/shiver/stilt.json not found
18.9.2025 17:39:57.445 [VerboseDebug] Patch 9 in temporalsymphony:patches/shapes/stilt.json: File game:shapes/entity/land/shiver/stilt.json not found
Correct path should be: game:shapes/entity/lore/shiver/
Using latest version: 2.2.1
Thanks to CreativeRealms I've been notified that the Bellhead Shivers feature isn't actually working in the current mod version due to using an old file path, this will be fixed in the next patch!
Some new features are coming alongside that fix, so stay tuned :)
El_Neuman
NOTICE: Sound Tweaks Config (or lack thereof)
The "sound tweaks" work like any mod that overwrites vanilla assets. If there are any sounds you don't like, you can delete them from the mod's files. There isn't a way to add an option to make this a config yet, unfortunately.
Hi, I really love this mod, but I’m not a big fan of the sounds you added — specifically the drifters, they sound like someone trying to start up a chainsaw :DDD
I’d be endlessly grateful if you could add a config option that allows disabling the patching of certain sounds <3
Absolutely lovely sounddesign. Cudos to you guys.
This should be implemented vanilla imo.
Keep it up!
Love the transition from calm to storm, though the calm pause before the storm kinda throws me off. All in all, awesome mod for immersion.
As someone who doesn't do horror games super well, this mod is the worst..
downloads immediately
tRead
Correct! The audio-visual warnings replace the text-based warnings (for "Approaching" and "Imminent"). The effects are more intense on an "Imminent" warning.
You can actually turn the text-based warnings back on by setting "ChatSilencerEnabled" to "False" in the config.
Grimald Hopefully Accessibility Tweaks mod can mitigate the particular issues that stress you.
Just checking, after testing in 1.21.1:
There are 2 brief warnings before the actual storm? Just, non-text-based? The effects come and go, until the actual storm arrives as usual?
Thanks MischievousCloud!
Whispers when rust creatures are nearby would be an interesting addition...
My server absolutely loves this addition and so do I!!! This mod really brings the rigth amount of horror theme that the base game lacks. I like the idea of these eldritch horrors and what not, but it always felt kind of bland once you got used to it. This is such a fresh addition and really gets me in the mood to try to fight out storm rather than just ignore them and sleep through them.
I love this and would love to see more like this! Maybe even some new sounds or whispers when drifters are nearby. I want to feel like there is a real threat in this world.
Grimald
My brother in Christ, this game has human spiders. The deepest caves are veiled under an oppressive fog not even light may repel. 95% of humanity went extinct because of a temporal cataclysm merging an eldritch hellworld into the known world.
Sorry to hear that it caused you to lose sleep, but the whole point of this mod is to increase immersion / "the fear factor". Horror in games / movies for brief periods out of one's session, and one's day, won't cause heart issues. The heart was designed to change pace and if one has heart issues they should turn the stressful features of this game off or not play on servers where they don't have a choice to do so.
Keep in mind this mod was designed like Cave Symphony in that there is a widened scope, there are more features intended than just the revamped warnings. Thank you however for the idea to split the mod into a version that only has the audio / visual warnings, we may consider it, but it's unlikely.
(Reminder that you can remove the audio files (and we'd have provided a config if it was possible)! See the bottom of the mod page)
Since my server members got cranky over the sound changes to the rifts and mobs, removing the files for mobs from the mod file solved the issue.
Would you kindly consider forking to only have warning sound/visual cues before storms and no other sound?
I understand that as mod author you have your VisionTM, but for some people (like me) this is too spooky, and you might be too young to know this from experience, but there is real danger to being too spooked out (heart conditions etc.), also just generally, being too stressed out isnt great longterm. Changed rift sound when I played on server with this mod was too much for me and I couldn't sleep for example, same for all creatures sounds.
Would you consider having a fork of just sound/visual cue to storm? Great mod and work btw, but bit much.
Blacklands 100% agree. Also using DDR
Just want to do a shout out to your videos there, proto and Salty. That's damn fine work showcasing the impressive features y'all added here. Keep it up!
Trampek Please see "Sound Tweaks Config (or lack thereof)" at the bottom of the mod page (or 2.2.0's changelog)! You can use ConfigLib to disable the Bellhead Shivers feature.
hello,
any chance to get separate mod or other configs so i could use only changes to temporal storms and temporal ambients and nothing else ?
I also like the drifter sound changes, for what it's worth. To be fair, I'm also using Darce's Drifter's Redone, which makes at least the non-surface drifters look somewhat more intimidating and even more "flesh and metal amalgamation monstrosity" like, so the sounds fit pretty well! And the default sounds are so goofy, honestly I'd take any improvement, lol.
i love the drifter sounds. they sound like engines whirring up to speed.
BellWarnings default fixed, and rift sound adjusted!
For now, the drifter sounds will remain. More feedback is required. Aggro sounds too much? The sound itself being different too jarring? Would like to try improving this.
The intention behind the reworked drifter sounds was to make them more intimidating, as along with their current model and movements, they're hard to take seriously. I wanted to keep as much of the original as possible, while giving them more of a "grunt" / heavier sound. I'd like to think I've done that, but if some folks are being bothered by something about it, I'll gladly tweak it. I have a feeling it's the aggro sounds, from the originals those are what changed the most. I didn't like that the aggro and idle sounds were so similar, and the aggro sound being distinct just made sense.
The_Revisionist
- "Adjusted spawn table" is in reference to Shiver Tweaks, I pretty much just tweaked the spawn table from that mod. I think I increased the time between spawns, added corrupt locusts, and something else I forget.
- The open jaws feature from Shiver Tweaks was in Bellhead Shivers and survived the merger
- Climbable Shivers was removed during the merger, correct. Seemed like it was a little janky, and it impacted gameplay too much. Plus it didn't make sense since there's Shiver Tweaks for that, anyway. Bellhead Shivers was always just meant as a revision of that particular feature of Shiver Tweaks.
Salty sent me the patched mod .dll with the fix for the BellWarnings default, so I'll tweak the rifts sound for you before I upload it!
AnryuShaDari Vherkin Yeah that's a false positive
So regarding the new shiver content:
- What does the adjusted spawning table do?
- What is the "jaw toggle" setting in the config exactly?
- The original Bellhead Shivers mod's description says that it's possible to turn off the ability of shivers to climb - has their ability to climb been removed from the merged version or only the setting to toggle it?
prototype464 Thanks for confirming my questions regarding the mod config.
I think what you described regarding splitting the mod is fair - I do agree that the ambient effect sounds are within the scope of "temporal symphony". I think they're pretty cool, the only thing I don't like so much is the screams in rifts.
And to be fair, I don't mind the new drifter sounds too much, but it's quite an opinionated personal preference imo, and as the mod is both for server & client, I don't want to force players to need to use them (or manually remove them from the mod) when they join my server and the game downloads the mod for them.
Will the new shiver changes be part of temporal symphony or the new mod with the drifter sounds?
To be honest I'm a little bit confused about what this part of the mod does, I'll ask some questions about it in another comment.
I used BitDefender (Another anti-virus) to scan this file.
I confirm it is a false positive by Windows Defender if you have it.
There no way other anti-virus wouldn't pick-up a 4 years old menace if it was in it.
Damnit Windows defender.
Same, mod give me a Trojan warning from Windows defender.
It is probably a false positive, it happen quite often, but here we go:
Trojan:Script/Wacatac.C!ml
file: C:\Users\xbesl\Downloads\TemporalSymphony_2.2.0.zip
webfile: C:\Users\xbesl\Downloads\TemporalSymphony_2.2.0.zip|https://moddbcdn.vintagestory.at/TemporalSymphony_2.2_90e64f62250b48b983ffee6f345e5e48.zip?dl=TemporalSymphony_2.2.0.zip|pid:15088,ProcessStart:134017532136138738
https://www.microsoft.com/en-us/wdsi/threats/malware-encyclopedia-description?name=Trojan%3AScript%2FWacatac.C!ml&threatid=2147749377
Edit: With a bit more research:
Seems like a case of "The Windows Defender that cried Wacatac."
Yes the parallel to the famous children's story is intended here.
The heuristics are so oversentitive that it's been known to find Wacatac.h!ml in non text files, flag most drm removal programs as Watacac.B!ml, and even flag freshly compiled software that isn't signed. And sometimes even when it IS signed.
The detection is worse than useless, because it's much more likely to be a false positive than a real detection. It's to the point where people will deliberately make sure their malware gets flagged as Watatac by windows defender just so people will bypass the obvious false positive and run it instead of uploading it to virustotal, because windows defender will not scan it for further malware if you bypass the Wacatac detection.
Mod keeps popping as a Trojan when attempting to download, got around it but I also couldn't find anything about that in the comments here?
The_Revisionist
I've asked Salty about the BellWarnings default, he'll double check that sometime today.
I believe all the settings in the config are client-sided, the mod requires server-side so it can mute the chat warnings and trigger the effect for all players.
Edit: He confirmed it's set to true by default as of 2.2.0, and that all the values in the config are client-sided.
Edit2: It appears the BellWarnings config is bugged, Salty is currently looking into it
As for splitting the mod, the reason why Proto's Sound Tweaks and Temporal Symphony were combined is because the sound effects I made for Temporal Symphony have a lot of layover with what I did with Proto's Sound Tweaks.
Since the drifter sounds seem to be unpopular for a few people, I think I'll put them into their own mod. I'd also made some bowtorn sound tweaks that didn't turn out too well, but I haven't been able to test them since I can't put them in this mod, so a different mod is actually a good idea.
Regarding the other sound tweaks (ambients, rift, bell, etc.) though, those will likely be staying as they're part of the mod's vision. I'm open to adjusting whatever sound effects you've got feedback for.
prototype464 Thanks for looking into the possibility for splitting the functionality of the sound tweaks and the temporal symphony. I just feel like they're very different mods addressing different things - so some people might not want both.
In the meantime, is there still a download link somewhere for downloading the version that only includes the temporal symphony? It would be easier to have just that installed instead of having to manually edit the mod and send a cusom mod zip to everyone joining my server.
Are the settings client or server side? I.e. if I change them, do they only affect my game or also people who have the mod and join my server?
prototype464 The changelog says "BellWarnings now set to "true" by default", but for me it still defaults to "false". (I deleted the old config files before installing the new version of the mod, so they're freshly generated.)
Blacklands It's compatible! To avoid conflicts though, I'd install ConfigLib and disable Shiver Tweaks' implementation of Bellhead functionality. I'm not sure how the game handles having both mods active at the same time, but it's likely whatever is loaded second is what gets used.
Is there a way to disable the creature changes? We enjoy the storm changes a lot, not so much the creatures sadly.
prototype464
If "Bellhead Shivers" is now merged into this, will this mod conflict with "Shiver Tweaks" now? Should we disable the Bellhead Shivers functionality from this mod if we're using Shiver Tweaks?
EDIT: Or would it be better to remove Shiver Tweaks? I mainly got it for the shiver climbing and the bellhead functionality.
I absolutely love this mod and highly recommend it. Compared to the vanilla line of text in chat, there just is no comparison. The sounds are epic. The vibe is epic. Well done!
prototype464 After unzipping the mod, removing the original ZIP file, and disabling the sounds I didn't want to hear by moving them to their own folder, everything works the way I want it to now. Thank you for the info.
Aceolu Delfite The_Revisionist
I brought up the possibility of a config toggle for the sound tweaks with Salty and unfortunately there's no functionality for that with the tools available at the moment.
In the meantime, if you don't like a sound, you can just remove it from the mod's files. Help with finding them can be found at the bottom of the mod page or the 2.2.0 changelog.
Thanks for your feedback! :>
SaltyWater Would it be possible to disable the sound tweaks and just use the Salty's Temporal Symphony part?
I love this mod, pretty much everything about it makes Temporal Storms more interesting. However, there are some things about it I would like to configure/disable, but can't because of how the mod is built. While the rising Shephard Tone from ULTRAKILL's Weezer Room is great and all, I don't think it fits very well with this mod. The rising tone is meant to indicate a greater challenge is approaching, like you're about to fight a boss, but the "boss" in this case isn't the right one, hence why I would like the option to disable just that sound effect. I would also like the option to use the default enemy sounds, because as interesting as the new ones are, I still prefer the vanilla sounds. Everything else about the mod is cool though, I just wish I could configure it more.
prototype464 personally i think the drifter deep groaning noise sounds a little out of place but most other sounds are fine.
Cc8tv Nepveux Hey! I was out for a week so I wasn't around when 1.21 came out. They added a new feature to the API which lets Salty and I add a feature idea we had a little while ago but without the jankiness, that's currently being worked on.
I'm also working on revising all of the mods' sounds, mainly volume-wise, since there's been a trend of complaints about sounds being hard to hear. I'm also tweaking the drifter sounds. :>
Aceolu
If there is a way to make it so the mod doesn't replace certain sounds I wouldn't personally know how to, it works like how any audio or texture mod replacement works which afaik can't be configured without something custom made specially.
I can however tweak the Drifter sounds, I'm actually in the middle of tweaking all the sounds right now. Could you let me know what you don't like about the drifter sounds and I could take a crack at improving them?
For anyone wondering if it works in 1.21 Yes it does! The warnings of storms work perfectly! Drifters seem to be just a lil quieter then usual, mainly compared to other creatures. I have my entity volume down to 80% but their noises are very cool! Maybe a volume setting in the config would be nice. Bell sounds awesome. Good work as always Salty. And Good Job Prototype!
Would it be possible to add a config for the new sounds replacing the old ones? I really like the Bell change, and I'm fine with the Rifts, but I really really do not care for the new drifter sounds
one of my favorite mods, looking forward to the update :)
This mod is fantastic, though I can't seem to get the Bells to toll despite the config being set to true.
Currently on a dedicated server with a group of friends. Is there another command, or have I just missed something?
SaltyWater very excited for when its out my friends keep complaining i keep adding more mods to the world but this one is essential once it releases XD
Do i have to wait for the update or will this work on the new version?
Cc8tv
Heey!!
Yep it will! And very soon! The mod is already build, just need a few more testing since we're implementing a new feature ^^
Thanks for the support!
This one is a no brainer for my playthroughs, reminds me a lot of an emissions tweak for STALKER. My first temporal storm caught me off guard, the deep rumbling & sky turning red is on point for that "something very bad is coming" feel. I also appreciate the other sound tweaks, I tend to build into mountain sides so there's always some cave or other nearby I can't light up.
Will the 1.2 update be 1.21 and would it be somewhat soon. I can't wait for this mod to update
@Zackreaver There isn't currently a way to adjust the volume of the sounds individually, but I let Salty know about adding that as part of the 1.2 update coming soon!
@KVarn Could you please provide a log of the error you get when crashing?
For some reason this mod is crashing my game. As soon as I try to change my characters class at character creation it auto crashes. If added after game creation, it crashes upon the world loading. Its possible that there was a mod conflict, but I was unable to determine it without several hours of work, so I figured I would see if anyone else had found mods that conflicted with this one. Any information would be appreciated, thanks for any support.
This must be the mod RubixRaptor is using in his series. it freaked the whole server out! Adding this to my followed list for 1.21 100% This is cool.
Hey love the mod, but the audio from the mod feels a bit quiet.
Know how I can increase the volume so I can hear it better in game?
I have all the volumes maxxed out except for music. If it's tied to music volume then it's very quiet compared to all the other music tracks.
I didn't notice anything in the mod settings about audio volume, only intensity of the fog, shaking, and stuff like that.
I also enabled bellwarnings but couldn't hear the bell, probably same issue, can't figure out why it's so quiet.
You'll have to go to the mod's config and set BellWarnings to "true", it's disabled by default Sneezingprince
Love the mod, so far I can confirm the changes for the temporal warnings and the rift/drifter sounds work too, but I can't hear any bells so far. I got the first warning - no bells. Went to sleep and the temporal storm started while I was asleep so I wonder if I did something to prevent it from being heard
I've not even played with this yet but this looks like a reaally cool mod i cant wait to scare the heck outta my friends when a temporal storm arrives
Very clever!
Would be a very cool if the heavy storm's bell sound has a very very small chance to trigger 13 bells instead of 3 as an easter egg to the Skaven. (There are no man-sized rats under the Empire, why are you asking?)
Yep it's both client and server sided, client side stuff is the custom sounds and most config options, server-side is the chat warning removal (as well as the config to re-enable it if you wish)
If playing multiplayer, is this required by both the server and client? I know the other symphony mods are clientside only, but because this has more mechanical involvement, I want to make sure I set it up correctly!
edit: I'm a dingdong and missed where the "Side" notifier was on the top of the page, my bad gang. Anyway, thanks for the awesome mod! I'm so excited to play with it!
Thank you MisLead!
(Reminder that the config option was renamed to "BellWarnings")
DrinknDrive2007 See if it works yourself! :>
Would you think this would be compatible with the 'Temporal Tempest Light' mod?
https://mods.vintagestory.at/show/mod/26400
Hello! To anyone wanting more indepth explanation of how to enable the "Bell Warning"
On your desktop hit Windows + R, type %appdata%, hit Enter. That'll take you to a folder called "Roaming" in File Explorer. You'll scroll near the bottom and go into VintagestoryData. Then go into ModConfig. Open TemporalSymphonyConfig with Notepad, look for "EnableBells" and set that to "true". Done!
I always wondered why they never did something similar to the Stalker intermission warnings instead of the chat message. They honestly should really add this to the game.
Now I just need a Temporal Storm overhaul that's like Temporal Tempest but less intense on the server and players in it(holy nuts it's laggy), also that hopefully has less rifts but possibly "Bigger" ones.
This mod is the only reason I still have temporal storms activated. Incredible work, makes me run in panic whenever I get a warning to hide out in my bunker.
@Squambles Crash is fixed! Have fun :>
@Vari_Ares I tested the mod on my end with my usual kit of mods and also with no mods, the config gets generated when you load into a world but not if you just load into the main menu.
@Whiskey_bizz Temporal Symphony doesn't do anything with the wind ambient sounds, and without any logs I can't help you any further than that. Sounds like it's another mod doing that though.
Edit: Salty even triple-checked to make sure it isn't Temporal Symphony doing anything! <3
@Squambles Turns out it was a simple issue with a simple fix, the mod is trying to play a sound before the sound engine initialized. It'll be fixed in 2.1.1 along with several other bugfixes.
prototype464 Thank you very much, Ill check back later!
@Squambles Mkay so I'm unsure what exactly is causing that as it's above my paygrade, however I have sent it to Salty and he'll have a look sometime soon. Thank you!
Here are the 2 log files you asked for, thank you for looking into this! https://pastebin.com/StdkS9Wx https://pastebin.com/QcT3FKnb prototype464
@Squambles @Whiskey_bizz @Varo_Ares Could you please provide your client-crash.txt and client-main.txt log files?
Just put them in pastebin (link) and send it, I'll have a look!
Another genius mod! The more sound design to the game, the better! I love the tolling of the bells to signify the strength. The end is nigh!!!
I seem to be having a bug where wind ambiance sounds are looping and stacking indefinately while running the mod. after about 30 minutes the sounds are obnoxiously loud and even play after exiting to the title screen.
I added this mod to a server I have with a friend of mine. But im encountering a pretty bad bug/crash though, When a temporal storm is coming and I try to join the server the game crashes. Any ideas as to what could be causing this issue? thanks!
Hi, I don't find a file of the mod in the "Mod Config" folder, where can I change the Bell sound to put it in "True" mode please ?
To be honest... this should be in Vanilla. <3
i need an underwater symphony mod now with all these immersive sound mods coming in T0T so good
@Wandour Join the VS Discord, head to this message link:
https://discord.com/channels/302152934249070593/302152934249070593/1322846281814769724
The worldgen settings text file can be found here:
https://discord.com/channels/302152934249070593/302152934249070593/1322847530626580593
(Just copy the whole file and you can paste in-game while on the world settings screen)
(Pls credit me if you share it! <3 )
damn, can you share your world gen in the video? it's so facinating
damnit fine... i shouldnt get any more mods but like what am i supposed to do when something this fantastic comes out... actually i can probably get rid of the one that gives me the bar telling me how long till the temporal storm gets here so i guess its fine...
Oh, that's a shame. Yeah it would be swell if the temp storms could be messed with.
Yeah so to explain what's been going on the past few days, I had an idea for a couple easter egg features to add. One of them was "FunnyMode" which would apply a multiplier to a couple of the effect modifiers, and as the title suggests it's quite funny. Easy enough. The second was for an "ULTRAKILL_Mode" which would change some of the sound effects and put some custom music on during temporal storms. The problem is the temporal storm system (more specifically the sound handling part of it) was never meant to be modified and everything is set to private. Salty and I have concluded to just can this feature if he still can't find a way by tomorrow because the amount of time its taken compared to the rest of the mod is kinda crazy. It was just idea for a funny ULTRAKILL reference that some people might actually enjoy using but we didn't expect it to be difficult to implement.
I think he's started seeing Dave in the walls.
Anyway, mod should be out tomorrow or the day after. We're getting a logo assembled for it and then I'll be making a trailer / feature showcase.
m00n It's having trouble auto-downloading because it's still drafted.
for some reason this is having trouble autodownloading its looking for pst_1.0.5.zip and failing instead of ProtoSoundTweaks_1.0.5.zip when mods download through the server autodownloader file name issue? awesome mod tho :P
Yep! It'll likely happen sometime in the coming week. Salty and I talked about it and figured a merge would be a good idea since my mod only really targeted temporal audio and there's some shared sounds being used. Goes along with his other two "Symphony" mods too.
Oh! You're actually merging the Salty's temporal storm tweak onto here? I thought it would be a separate mod entirely.
@catwithbenefits
That's an interesting idea... I'll look into it. Thanks!
@Rythillian
Thanks for the notice, but I'm aware of that! :>
The file you uploaded contains no creature sounds in the creature folder.
Currently the sound of them is more annoying than frightening, and they're in general a very goofy looking / acting mob, aside from the whole stoning you thing. I'm still thinking about how I'll tweak it, but the plan is to make them sound more threatening
I haven't used this mod yet, but just a suggestion. I am in agreement with your feelings on Drifters. Since they ostensibly used to be people, I feel like they should make strange muttering sounds a la the game's musical instrument voice theme, just very discordant and warped sounding. Like a hurdy gurdy, apprehension engine, or yaybahar. Anyway, looking forward to trying this out when I get back into VS. I like where your mind's at with this!
@LunaGore
"For sound previews, have a look inside the mod's files. A trailer / showcase for the mod will be made when it's more feature complete."
I realized "Overhaul" probably speaks of a larger mod though, so I've changed that part of the name to "Tweaks" instead.
Do you have examples of the changed sounds?