Mods / Temporal Tempest

Tags: #Other #QoL #Tweak
Author: urm
Side: Both
Created: Feb 13th at 9:45 PM
Last modified: Feb 19th at 12:09 AM
Downloads: 1653
Follow Unfollow 132

Latest file for v1.20.4:
temporaltempest_0.2.2.zip 1-click install


Temporal Tempest

This mod aims to give a reason to engage with Temporal Storms. No longer is it optimal to sit in a tiny dirt hole!
If you are interested in a more in-depth reasoning behind the changes, check out the design document

Important information

This mod hasn't been thoroughly playtested yet. The default config values are mainly aimed at singleplayer or a small server, and vanilla-like difficulty.
It is advisable to use the v1.20.4 version of Vintage Story, as it adjusts new mob spawns to more reasonable values.

This mod makes heavy use of monkey patching, so it is likely incompatible with any mod touching Temporal mechanics, and is very likely to break on future game updates.

Install Auto Config Lib to easily adjust the settings, Temporal Tempest comes with config descriptions.

Temporal Tempest should be safe to install and uninstall in an ongoing world. It's just best to avoid doing so during or just before a Temporal Storm.

Features

  • Spawned Temporal Rifts persist until the next Temporal Storm. You can really a tell a Storm is approaching by the landscape around you!
  • Temporal Storm enemies spawn near Rifts, rather than randomly around the player. Prepare traps and fortifications before the Storm arrives.
  • Rift Activity slowly ramps up as a Storm approaches, with slight variation, and depends on the Storm strength. Right after a Storm is the best time to explore.
  • Storms are much longer, but their duration can be reduced by killing mobs. Take the fight to the drifters!
  • Each Rift will only spawn a limited amount of mobs of each type, so vanilla bowtorn spam is greatly reduced.

Potential future features

  • Scale Temporal Instability based on current Rift Activity.
  • Reset respawn limits on Storm.

Known issues

  • Some mobs might not despawn after a Storm, although not as much as in vanilla.

Version For Game version Downloads Release date Changelog Download 1-click mod install*
v0.2.2 1044 Feb 19th at 12:09 AM Show temporaltempest_0.2.2.zip Install now
v0.2.1 68 Feb 18th at 5:43 PM Show temporaltempest_0.2.1.zip Install now
v0.2.0 386 Feb 14th at 4:30 PM Show temporaltempest_0.2.0.zip Install now
v0.1.0 155 Feb 13th at 9:50 PM Show temporaltempest_0.1.0.zip Install now

64 Comments (oldest first | newest first)

💬 urm , 15 hours ago

Willownezzthe ramp up affects the Rift Activity, which in turn affects the Rift spawn rate. It's possible to get unlucky and roll a Low or a Medium Rift Activity early in the Storm cycle, before any ramp occurs. I might get rid of that in a future version though.

💬 Willownezz, 1 day ago

I set this to my config 

 

"StormApproachRampStart": 3.0,

 "StormApproachRampEnd": 1.0,
 
and my temporal storm is set to 10-20 days in my world first temporal storm is gonna be on the 23rd
but right now is day 6 and I am already getting a bunch of portals, I assumed that the config would make them start spawning 3 days before the actual storm and peak 1 day before, am I configuring it wrong?
💬 Ryumachinae, 5 days ago

The server.main file references this mod a lot, it looks like it's not getting the memo that rift spawning is prevented in an area it wants to spawn it, so it tries it until the server crashes. A quick fix could be detecting when the spawning of a rift has failed, then resetting whatever it is that decided to try and spawn a rift nearby, maybe also putting a timer on it for when it will try again so that it doesn't crash the server with attempts.

💬 Ryumachinae, 5 days ago

I got a server crashing cascade of errors, apparently the game continuously tried spawning a rift nearby, but the Nightwatcher from the Nightwatcher mod prevented it, because it disables hostile entities and rifts from appearing in a sphere radius around it. But then it kept occuring over and over until it crashed the server. Is this an issue on your end? OR should I be talking to the Nightwatcher dev?

💬 urm , Mar 12th at 8:57 PM

Ryumachinae it's not about being able to do it, it's more about maintaining it. Due to the VS API being quite limited, mods have to do most things in extremely hacky ways, which break on every update. So I minimize my mods' scope in those areas to make the necessary changes easier.

💬 Ryumachinae, Mar 12th at 8:39 PM

Yeah, I understand the pain of being a modder (I had to learn how to make mods for 5 other games and I really cannot handle doing so for VS right now)

I would reccomend trying to make connections with other modders and even potentially forming a group to tackle refining this mod. Don't try and do everything yourself, you'll go crazy doing that, trust me 👍

💬 urm , Mar 12th at 5:35 PM

Ryumachinae closing specific rifts is not that bad of an idea, but I'm not sure how well it would interact with the fixed Rift density. I would have to make the mod significantly more complex to do it well, which for now I don't really want to do, as it relies on heavy Harmony patching. The description of your first storm sounds pretty much exactly as I aimed for them to be, so that's great.

 

egoanditspwn I would like to do that, yes. Although making it impossible to wait out storms is the intended experience, so I don't know if I want to make the default duration that much lower. (Note that the duration relative to vanilla is configurable). Multiple nightmare bowtorns spawning in a light storm sounds pretty insane, but it's the same bug (?) that's plaguing vanilla storms. At least in this mod it's 4 nightmare bowtorns, not 25 :D

💬 Ryumachinae, Mar 11th at 6:57 PM

@urm I also had another idea, is it possible to include a mechanic to close INDIVIDUAL rifts by killing enough rustborn that spawn from it specifically? I find the rifts are spawning around my house annoyingly, but because storms are set to have every 20-30 days theyre just constantly spawning enemies at night.

💬 Ryumachinae, Mar 11th at 6:51 PM

I agree, the strength AND number of the enemies spawned in storms should be determined by world age. That's how hordes work in 7 Days to Die

💬 egoanditspwn, Mar 10th at 11:50 PM

think it's possible to scale how much longer storms are by age of world and/or strength of storm? it wasn't fun dying to instability trying to wait out the first light storm, which was over 10 hours long, all because i was unprepared to take on 4 nightmare bowtorn while in the stone age.

💬 Ryumachinae, Mar 10th at 6:31 PM

A temporal storm finally happened to me, and it was mostly drifters, with one or two bowtorn. I killed about 12 in total and that was seemingly enough to end the storm, was definitely better then vanilla.

💬 Vedrit, Mar 9th at 11:40 PM

Also, every storm after the first has ONLY spawned bowtorn, making actually going out and fighting an absolute chore

💬 Vedrit, Mar 9th at 6:00 AM

urm

Unfortunately, the client logs don't have anything beyond "Disconnected by the server (An action you (or your client) did caused an unhandled exception)"

According to the logs, yes, the server is running the latest version of Temporal Tempest (0.2.2)

💬 Ryumachinae, Mar 6th at 10:28 PM

I'm on 0.2.2, and Temporal Stability is indeed necessary to make Temporal storms happen. Currently in a world with everything default EXCEPT temporal storm frequency (set to 20-30 days instead of 10-20) and I have a problem where rifts will generate but they stick around far farr too long. A temporal storm hasnt even started yet but theyve been in the same spot for an absurdly long time and it's very annoying.

In fact i noticed the chance of a temporal storm happening at ALL changes too based on these settings. Is that why a storm isn't happening and removing these rifts???

💬 urm , Mar 6th at 10:01 PM

Vedrit

Are you sure you are using the latest version of the mod? I've had similar reports before, and added a check for that, but I've not tested with CO as I don't play with it myself. Client logs should also be helpful, try to take a loik at those

💬 Vedrit, Mar 5th at 2:28 AM

I'm not sure if there's a conflict with Combat Overhaul or something, I don't have access to the server logs, but during the storms, if my weapon breaks (such as spears or arrows) during a storm, I get kicked from the server. I can immediately rejoin, but it's still annoying

💬 urm , Feb 26th at 11:43 PM

MaiaK if you feel like there are too many rifts, you can turn down their density in the config. Clearing them won't do that much, as the mod always spawns the amount of rifts necessary to maintain said density around each player

💬 MaiaK, Feb 26th at 11:22 PM

the concept of this mod is fantastic. I'm not sure I am 100% on the implementation however. I'd like there to be some kind of max cap on rifts that can exist at any time, because, as it stands, when you move around even a little bit, the game tries to spawn rifts around you, and with them not disappearing until a storm, you can rack up HUNDREDS of rifts just for taking a short walk to a trader. 

At some point I was on medium activity, coming upstream from a visit to my salt fields by the ocean, and I stopped on a small island. Not even 5 seconds after I touched the shore, I had 5 rifts in a 20 block small island. It was kind of nuts

I've had to use debug clear a few times because the amount of rifts around me was just obnoxious (and I've had medium activity at most so far!)

💬 Dizzo, Feb 26th at 9:55 PM

The underground spawning bug is fixed!

After a few more hours playing around with the latest version, I've had 3 or 4 Light Temporal Storms and I'm only getting Surface level enemies. Is there a scaling mechanic in play here?

💬 urm , Feb 25th at 4:09 PM

Yeah, it should be an option propaneko, I'll add it in the next version. I assumed Vintage Story Server has a way to disable debug logs like most logging systems do, but it doesn't appear to be the case.

💬 propaneko, Feb 25th at 10:46 AM

Is there a possibility to turn of debug messages? It really spams our logs x3

💬 urm , Feb 23rd at 10:24 PM

I've had light and medium storms on my save, and I don't touch that in general, so yeah. Same for the type of storm. It might be broken in vanilla, hard to tell. I've looked at the code, and it seems right, but it feels off

💬 ONYX_KOTEK, Feb 23rd at 7:09 PM

I am playing with High Storm Volume on and I only seem to be getting corrupted bowtorns, storms are usually always high I'm pretty sure that's not the mod affecting it

💬 Senomy, Feb 23rd at 3:54 AM

I see I see, there have been 2 storms so far and all of them have been bowtorn, so I'll just wait for more storms and see if other enemies spawn. Thank you :D

💬 urm , Feb 22nd at 2:31 PM

Senomy the game has different types of storms with different distributions of enemies. It feels like bowtorn storms are more common, but it might be confirmation bias :D

💬 Senomy, Feb 22nd at 12:05 PM

During storms, too many bowtorns spawning, just about no drifters and shivers spawning.

💬 Ryumachinae, Feb 20th at 7:50 PM

Temporal Stability doesnt stop rustborn from spawning, nor rifts. SO I expect Temporal Storms will still occur if enabled

💬 urm , Feb 20th at 5:36 PM

Ryumachinae if I remember right disabling stability actually disables all Temporal mechanics, it's just not clear from the world config UI

💬 Ryumachinae, Feb 20th at 12:37 AM

Oh right, this mod will still work if Temporal Stability is off but Storms are enabled?

💬 Ambredjazz, Feb 19th at 3:29 AM

urm I was in 0.2.0, I didn't come across any other issues in the storms that followed (still was in 0.2.0 at this time) I updated it to 0.2.2 (thank's for your reactivity btw). I'm using Combat Overhaul and ReasonableArrowBreakChance (if it could cause an issue of some sort)

💬 KubaNowskyy, Feb 19th at 12:38 AM

Bro you're a legend

💬 urm , Feb 19th at 12:14 AM

KubaNowskyy the Rifts spawning a lot is more or less intended. You can reduce their spawns by changing the Rift Cap Modifier config. If you set it to 1, and the Rift spawn distance to 200, it will be close to vanilla, but that might be too little for the Storm gamelay. If you want to reduce the amount of Rifts before the Storm, set the Ramp Start to fewer days. It's 10 by default, you can set it to e. g. 5. I also play with 20-day interval storms and default mod settings, and while the RIfts are a bit spammy, that is more or less the intended experience later in the Storm cycle. The first 2 days (Grace Days config) the Rifts shouldn't spawn at all. Actually they shouldn't in vanilla either, but it is broken because it's checking the wrong timestamp.

💬 urm , Feb 18th at 11:47 PM

KubaNowskyy I think I've actually broken the storms somewhat when I fixed the grace days and initial Calm Activity, it now switches to Calm Activity during the storm, which heavily reduces the spawns. I'll fix it soon

💬 KubaNowskyy, Feb 18th at 10:12 PM

I really love where this mod is going but I have few issues with it.

First (probably fixed in 0.2.1 update but still haven't checked): My first temporal storm (medium one) on my survival world with friends seemed waaaaay too chill. Barely any mobs spawning, only few drifters and maybe one bowtorn (for me, they were in different places in the world but they also said it was very chill). We didn't even realized that drifters could spawn in the ground due to a bug but I hope this will fix the issue and make temporal storms more populated and scary!

Second: I'm not sure if that's intended, I think it is but not to such extend. During just first few days in our world there were temporal rifts almost everywhere you went! The sound of them was drilling into my mind and it was driving me crazy inside. I'm not sure if its possible to fix in configs but yeah it was pretty annoying that there were so many of them DAYS before the storm. Also, I'll note that I changed how often temporal storms are from 5-10 to 10-20 days so I don't know if that also had an impact on how it worked.

Overall I really love this mod and I think this is how temporal storms and rifts should behave in base game. I think its dumb that these monsters can spawn right behind you at anytime.

💬 urm , Feb 18th at 9:09 PM

Ryumachinae drop tables shouldn't affect anything this mod does. The other changes from Rustbound might not work that well however. This mod heavily relies on Rifts, which Rustbound recommends you turn off, and it also sounds like it does some pretty destructive changes to vanilla drifter files, which may or may not cause issues with this mod. One issue that's almost definitely going to happen is that Riftspires won't spawn anything during Storms, and instead will spawn at nearby Rifts.

💬 Ryumachinae, Feb 18th at 8:18 PM

Oh I didnt see anything in the dsecription, are mods that change the drop tables of rustborn compatibile with this?

💬 Ryumachinae, Feb 18th at 7:15 PM

Alright, its a good first step in the right direction this game needs at least, so good job! 👍 I know it might not be within your ability right now, but this could pair very well with some type of territorial control mod that restricts the spawning of rifts and hostile mobs in designated areas. If you or anyone knows of any good ones, please let me know 🙏

💬 urm , Feb 18th at 6:52 PM

Ryumachinae during the Storm surface enemies only spawn at Rifts. The amount of each type is also limited per Rift, so you won't have multiple bowtorns come out from the same Rift, until the previous ones die or move away. Enemies can still spawn within your defenses if a Rift spawned inside them, but you will have some time (usually a lot of time, depending on settings) to react and prepare for that.

💬 Ryumachinae, Feb 18th at 6:19 PM

Excellent, I always hated how temporal storms coud not be mitigated by players. How does the enemy spawning work exactly? There's nothing more frustrating then building controlled territory and defenses ONLY to have enemies spawn in or behind them

💬 urm , Feb 18th at 6:01 PM

Psychomor I think it should just work, although some of the skills seem quite overpowered, and will somewhat trivialize the storms from this mod

💬 Psychomor, Feb 18th at 5:58 PM

Helo. How this mod work with Xskills mod , is there any issue for use this two together ? Asking because in Xskills mod is perk for Temporal things. Stay save.

💬 urm , Feb 18th at 5:51 PM

Dizzo Thanks for the report, I've also noticed that, but didn't quite realize how bad it was. It should be fixed now in 0.2.1

💬 urm , Feb 18th at 5:50 PM

Ambredjazz Hi, thanks for the kind words and the report. Which version are you using? This log isn't very helpful because the line number doesn't seem to line up with any version I released :D It also doesn't seem to make much sense, as I've tested plenty of arrows killing drifters, and the arrows shattering too, and I can't reproduce it now either. Let me know if updating helps, if it doesn't, if you have any combat mods installed

💬 Ambredjazz, Feb 18th at 1:34 PM

Hi urm

I love your mod, especially the fact that mobs spawn near rifts instead of around me or inside my buildings. Not to mention the interest in going out and fight to be able to reduce the duration of the storm ♥

I've come in a few issues, first, I didn't really understand all the config values, it would be great to have a little spoiler on the mod page that explain each of them.

Next, I've got my first Temporal Storm some minutes ago and in the middle of the storm I've got kicked out of the game, I was alone on my server at this time and looked at the server console to see this:

18.2.2025 13:10:36 [Server Debug] Spawned a mob near Ambredjazz: (12; 11; -24)
18.2.2025 13:10:37 [Server Debug] Mob kill reduced storm duration from 0.14 to 0.11 days
18.2.2025 13:10:37 [Server Warning] Exception at client 3. Disconnecting client.
18.2.2025 13:10:37 [Server Notification] Last player disconnected, compacting large object heap...
18.2.2025 13:10:39 [Server Notification] UDP: client disconnected Ambredjazz
18.2.2025 13:10:39 [Server Event] Le Joueur Ambredjazz a été supprimé. Raison : Threw an exception at the server
18.2.2025 13:10:39 [Server Error] Exception: Object reference not set to an instance of an object.
at TemporalTempest.OnEntityDeathPatch.Event_OnEntityDeath(SystemTemporalStability& __instance, ICoreAPI& ___api, Entity entity, DamageSource damageSource) in D:\dev\VintageStory\TemporalRework\TemporalTempest\TemporalTempest\StabilityPatches.cs:line 151
at Vintagestory.GameContent.SystemTemporalStability.Event_OnEntityDeath_Patch1(SystemTemporalStability this, Entity entity, DamageSource damageSource)
at Vintagestory.API.Common.Entities.Entity.Die(EnumDespawnReason reason, DamageSource damageSourceForDeath) in VintagestoryApi\Common\Entity\Entity.cs:line 1963
at CombatOverhaul.RangedSystems.ProjectileEntity.TryDestroyOnCollision() in D:\Projects\VintageStory\CombatOverhaul\source\Framework\RangedSystems\Projectile.cs:line 319
at CombatOverhaul.RangedSystems.ProjectileEntity.OnCollisionWithEntity(Entity target, String collider) in D:\Projects\VintageStory\CombatOverhaul\source\Framework\RangedSystems\Projectile.cs:line 270
at CombatOverhaul.RangedSystems.ProjectileServer.OnCollision(ProjectileCollisionPacket packet) in D:\Projects\VintageStory\CombatOverhaul\source\Framework\RangedSystems\Projectile.cs:line 50
at CombatOverhaul.RangedSystems.ProjectileSystemServer.HandleCollision(IServerPlayer player, ProjectileCollisionPacket packet) in D:\Projects\VintageStory\CombatOverhaul\source\Framework\RangedSystems\ProjectileSystem.cs:line 314
at Vintagestory.Server.NetworkAPI.HandleCustomPacket(Packet_Client packet, ConnectedClient client) in VintagestoryLib\Server\API\NetworkAPI.cs:line 55
at Vintagestory.Server.ServerMain.HandleClientPacket(ConnectedClient client, Byte[] data) in VintagestoryLib\Server\ServerMainNetworking.cs:line 169
at Vintagestory.Server.ServerMain.ProcessNetMessage(NetIncomingMessage msg, NetServer mainSocket) in VintagestoryLib\Server\ServerMainNetworking.cs:line 162
18.2.2025 13:10:39 [Server Warning] Server overloaded. A tick took 1212ms to complete.
18.2.2025 13:10:39 [Server Notification] All clients disconnected, pausing game calendar.

Before the game crashed, I shot an (iron) arrow and killed a Drifter with my Classic Bow, I shot a lot more of them without any issue.

I'll keep an eye out to see if this happens again during another temporal storm or if it was a random, one-off error related to my habit of finding weird bugs that no one else has.

Have a nice day !

💬 Dizzo, Feb 17th at 10:17 PM

I really love the idea of this mod, and your design doc was a great read. I'm looking forward to seeing where this goes.

I've been trying it out alongside a few other mods, but I just got to my first temporal storm and nothing seemed to be spawning around the rifts. I took a closer look and it seems that only Surface Drifters were spawning, but a block too low, so they were stuck in the ground. I don't have any mods active that affect rifts, storms, or spawns, and from what I've seen in the logs, it wasn't struggling to call spawns.

If there's any info I can get that would help figure out what's happening here, let me know! I'm unsure how to check if it's a conflict with other mods...


💬 urm , Feb 15th at 12:27 PM

SoloBlood
Yeah, you still mostly get bowtorns in bowtorn storms unfortunately. I think something's off with vanilla mob random distribution, but haven't figured out what yet, and whether it's reasonable to fix in a mod like this.

However as you can see, the mod is indeed trying to reduce the amount of bowtorn spam. If not for that, every bowtorn in your storm would be a group of 5-6 of them :D

💬 SoloBlood, Feb 15th at 11:11 AM

I just went a heavy temporal storm and all I got was the bow enemies.  I checked 3 or 4 rift spawn locaitons via the map. 

My server log blew up with these type pf messages.   If you need the full log I can post it in discord.

14.2.2025 20:09:14 [Debug] Prevented game:bowtorn-nightmare from spawning because there are already 1 in the area
14.2.2025 20:09:14 [Debug] Made game:drifter-normal spawn at a Rift (x=512130.88232770807, y=117.21643829345703, z=513187.1528357733)
14.2.2025 20:09:14 [Debug] Prevented game:bowtorn-nightmare from spawning because there are already 1 in the area
14.2.2025 20:09:14 [Debug] Made game:drifter-normal spawn at a Rift (x=512130.88232770807, y=117.21643829345703, z=513187.1528357733)
14.2.2025 20:09:14 [Debug] Prevented game:bowtorn-nightmare from spawning because there are already 1 in the area
14.2.2025 20:09:15 [Debug] Made game:bowtorn-surface spawn at a Rift (x=512153.3886468011, y=116.67041015625, z=513045.06200175243)
14.2.2025 20:09:15 [Debug] Prevented game:bowtorn-nightmare from spawning because there are already 1 in the area
14.2.2025 20:09:15 [Debug] Made game:bowtorn-surface spawn at a Rift (x=512153.3886468011, y=116.67041015625, z=513045.06200175243)
14.2.2025 20:09:15 [Debug] Prevented game:bowtorn-nightmare from spawning because there are already 1 in the area
14.2.2025 20:09:15 [Debug] Made game:bowtorn-surface spawn at a Rift (x=512062.4159692268, y=123.54415130615234, z=513155.31760017655)
14.2.2025 20:09:15 [Debug] Prevented game:bowtorn-nightmare from spawning because there are already 1 in the area
14.2.2025 20:09:15 [Debug] Made game:bowtorn-surface spawn at a Rift (x=512222.1580720554, y=116.2780990600586, z=513076.45130010345)
14.2.2025 20:09:15 [Debug] Prevented game:bowtorn-nightmare from spawning because there are already 1 in the area
14.2.2025 20:09:15 [Debug] Made game:bowtorn-surface spawn at a Rift (x=512078.08795451705, y=116.7483139038086, z=513239.55360719125)
14.2.2025 20:09:15 [Debug] Made game:bowtorn-surface spawn at a Rift (x=512078.08795451705, y=116.7483139038086, z=513239.55360719125)

💬 TheSinisterRat, Feb 15th at 1:16 AM

urm Oh, fantastic. Thank you immensely!

I was actually musing to my friends that I wonder if the mod needed a storm to happen before it would work properly, as I was wondering if maybe the first day isn't actually day zero.

💬 bringitonwimps, Feb 15th at 12:08 AM

urm thanks for the answers and cool, but yeah i meant mnore like an item you can create to go close A RIFT.. like a temporal "bomb" or whatever... but cool, and these are just spitball ideas ive had.  I do not believe the local storm part,  would cause migration as there will just be riftws stacking up at new location but you could avoid maybe a storm that your just not ready for, but more my thought was that the drifters/whatever is trying to punch holes threw in consintrated areas thus cause loacal storms in those areas.  but yeah i can see it really hard to implement.  Also I would have the rewards high enough that temporal "storm chasing" might be a thing, but also sure if you hate em your not forced to deal with them but for some period of time you will be locked out of an area if you wont fight it down... again just thoughts ive had and unfortunatly atm i dont have the time or knowledge to make anything myself.

with all that said though i still really like this and love what you have done.

💬 Salisha, Feb 14th at 8:19 PM

I'm very interested in this mod concept and looking forward to how it develops. I think something like this is sorely needed, as currently, temporal storms are pretty underwhelming and lack many gameplaying hooks.

I read your design doc, and agree with all the points whoelheartedly.

I would really love to see a block breaking mod added too in the future. Good luck!

💬 urm , Feb 14th at 4:31 PM

KubaNowskyy TheSinisterRat Your issues should be solved in 0.2.0

💬 urm , Feb 14th at 4:17 PM

Well, I figured out why the Grace Days are not working - a newly created worlds does not indeed start at 0 days, but at 36.(3) days - since the time counts since Jan 1 Year 0. Fix coming up soon :)

I also figured out why so many Rifts spawn immediately - Temporal Storm data is updated after Rift Activity, so it thought the Storm is about to start :)

I'll upload a new version soon

💬 TheSinisterRat, Feb 14th at 2:50 PM

Also absolutely swarmed with rifts upon generating a new world - dozens opening around a friend and I shortly after starting. Checked through logs and didn't see any errors involving Temporal Tempest, though I am wondering if perhaps it and Rustbound Magic are not playing nicely which, to be fair, I was warned of by your mod description!

Nonetheless, thought I'd input my $ 0.2!

💬 KubaNowskyy, Feb 14th at 2:39 PM

Thanks for the answers! Now that 1.20.4 got a stable release, it seems to be working properly :D

💬 urm , Feb 14th at 10:42 AM

NexusKnight this mod (deliberately) sets the Rift Activity to High-Apocalyptic a day before a Storm hits, and Rifts don't despawn until a Storm is over, so having more Rifts than usual is expected. If it's too much, try to play around with the config. You can directly decrease the amount of Rifts, increase the distance at which Rifts spawn (effectively reducing their density too), and you can give yourself more low Activity time by reducing the Activity ramp up Start day count.

The grace timer is a vanilla feature, I just exposed it as a config - normally it's 2 days. I haven't experienced it not working, but I will take a look.

Btw, did you make sure the mod installed and is running with no errors? Always worth to check the logs, maybe you have a conflicting Harmony patch from another mod, or something like that.

💬 urm , Feb 14th at 10:39 AM

KubaNowskyy it's a vanilla problem. I tried solving it, but there is something shady happening specifically with bowtorn storms, even in 1.20.4. As CharlieSoulfire pointed out, at least in this mod you don't get literal armies of nightmare bowtorns like what vanilla spawns :D

💬 urm , Feb 14th at 10:37 AM

bringitonwimps Technically, there is already a device for blocking rifts in the vanilla game - the Rift Ward :) I think it should work fine with my mod, but I haven't specifically tested it yet, as I know it's very rare for people to actually use it.

Local storms could be interesting, but hard to implement, and I'm not sure how they relate to game lore. They would also promote avoiding the Storm by migrating, which is better gameplay than vanilla, but probably worse than how it is in this mod.

💬 NexusKnight, Feb 14th at 4:19 AM

Not sure if my modlist is breaking anything but i shouldnt have anything that affects rifts in anyway; but i am geting swarmed by rifts everywhere i go. Made a couple of new worlds as well with the same result. Also the grace timer does not function correctly it seems as it should be 2 days by default from the config file but they spawn almsot immediatly on spawn. Any help is appreciated. I really like the idea this mod is after. Vanilla storms kinda just feel like and ocasional and optional nuicance.

Oh and i did update to the newest game version as well

thanks!

💬 CharlieSoulfire, Feb 14th at 1:02 AM

The corrupt bowtorn spam during storms is an issue with 1.20.3 KubaNowskyy

In fact, I have had vanilla medium storms spawn over sixty corrupt bowtorns at the same time. Like the mod author says, if you want to use the mod you may want to take advantage of the changed spawning values in the latest release candidate.

💬 CharlieSoulfire, Feb 14th at 1:02 AM

The corrupt bowtorn spam during storms is an issue with 1.20.3 KubaNowskyy

In fact, I have had vanilla medium storms spawn over sixty corrupt bowtorns at the same time. Like the mod author says, if you want to use the mod you may want to take advantage of the changed spawning values in the latest release candidate.

💬 Thalius, Feb 14th at 1:00 AM

A mod that finally takes a stab at making rifts and temporal storms feel like a connected feature with some logical behavior. Very much hoping you continue to develop this project, especially for multiplayer servers where temporal storms create large scale "invasions" that communities need to face and prepare for.

💬 KubaNowskyy, Feb 14th at 12:50 AM

Amazing mod, but for some reason when testing it on creative world, only corrupt bowtorns spawned, nothing else, no drifters etc. I'm not sure if that's intended but yeah. (I'm playing 1.20.3 stable)

💬 bringitonwimps, Feb 14th at 12:42 AM

I like this, I was discussing some of this on a forum about better rifts/storms systrem.  I like this idea so far this looks cool.  I also think if the storms could be triggered locally somehow that would be super cool.  So kinda like weather works.. but more of a "local" center/temporal zone and when X rifts appear that triggers the storm so not only would you have the reason of killing monsters to close the rift, but also could know what areas a storm will happen and not only set up traps but even possibly avoid if you want and so on. 

 

Also was thinking that what if you had a device/item or whatever that you could create to close rifts.  So you could hold off a storm in a specific area if you maintain the rift count low enough and/or have to "close" x amount of rifts to end the storm.

 

I am not a coder so im just throwing some ideas ive had out there as yours is the first mod attempting this type of thing.  They are no more than some ideas ive had and both have no idea how hard they are to accomplish or if they are at all in your vision. But im excited to see this mod out there revampo the system to not just "time" based and then yeah. no more hide in a hole.  I'm going to have to try this out.  Only mod i use that im curious how they will mesh is the status hud that shows how much time is left on storm.  I'm wondering if itll still read your system.

Sorry for the ramble, I'm a bit excited to test this out.. This seams really cool.

💬 AffluenzaShot, Feb 13th at 10:14 PM

Amazing mod! A needed change to the game, that's for sure!

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