Mods / RedSpecsMonsterTweaks
Author: RedSpecsGaming
Side: Server
Created: Sep 14th at 12:20 PM
Last modified: Sep 25th at 8:27 PM
Downloads: 294
Follow Unfollow 26
Latest release (for Vintage Story 1.21.1, potentially outdated):
RedSpecsMonsterTweaks-v1.21.1-r1.0.3.zip
1-click install
This is my first attempt at modding Vintage Story, but the folks on my server were looking for more control over certain aspects of the surface monsters so I took a crack at making those changes.
What To Expect From This Mod
Monster Behavior Changes
- Monsters caught in the sunlight will burst into flames and die.The damage and light level is configurable. Default puts it at around light levels that occur about 4 am.
- Monster corpses will disintegrate very quickly and drop thier loot on the ground.
- Loot drops for monsters happens at a much higher rate and loot tables have been adjusted
- Drifters do not throw stones.
- Bowtorn get closer to the player before they start shooting arrows. Stops them from sniping you from beyond your light sources.
Spawn Room Protection
All Rooms, both regular and cellars should stop monsters and animals from spawning on the blocks within that room as long as the light level of the block is at least 1. This does require the room follows the official rules for what makes a room.
New Items Added
- Log Spike Traps - Carved with an axe from any tree log, these can be added at any angle to any surface. Any entity (players included) touching these will take damage. Damage is configurable.
- Rift Ripper - Crafted from a temporal gear, a board and a nail, this device when used will target the closest rift it finds within allowed distance and will unleash a negative energy feedback within the rift to force it to close immediately. Distance and time is configurable.
- Trampoline - Kind of off theme here but was part of learning the mod system and I went above and beyond the tutorials to model it and make it so holding jump makes you bounce much higher and take no fall damage when landing on one. Left it in cause I liked it, so enjoy.
Future Plans
Change surface mobs to track to players better when within a certain range rather then wander aimlessly.
Give surface mobs the ability to dig through certain blocks, such as dirt and gravel and maybe blocks made of wood. This would make nights even more frightening until such a point that stone based walls/fences can be constructed.
Add drawbridge blocks to allow for moats/pits to be dug and hide behind at night.
Other possible traps to fight monsters with.
Maybe add a few new monsters (flying types on occasion?)
| Mod Version | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|
| 1.0.3 | 127 | Sep 25th at 8:27 PM | RedSpecsMonsterTweaks-v1.21.1-r1.0.3.zip | 1-click install | ||
|
Disabled monsters burning in the sunlight during Temporal storms. Added in Room spawning protections. As long as it is a room and there is at least light level 1 on the block, nothing should be able to spawn there. Updated loot tables of monsters to bring in more gears. | ||||||
| 1.0.2 | 91 | Sep 15th at 10:32 AM | RedSpecsMonsterTweaks-v1.21.1-r1.0.2.zip | 1-click install | ||
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Forgot to build new release dll in last updat so it was working with previous changes. Corrected that and now fully updated. | ||||||
| 1.0.1 | 29 | Sep 15th at 1:17 AM | RedSpecsMonsterTweaks-v1.21.1-r1.0.1.zip | 1-click install | ||
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Added config flag for all features individually to allow players to turn off any feature they dont want. | ||||||
| 1.0.0 | 47 | Sep 14th at 12:23 PM | RedSpecsMonsterTweaks-1.0.zip | 1-click install | ||
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First submission of the mod. Please be aware this hasnt yet fully been tested on dedicated servers. Initial submission is to be able to test the download and install on player client and to run those tests ourselves. | ||||||
Please note, there is still a bug with switching off my loot changes and then getting no loot. I will be addressing this in future updates.
QPTech Yeah ive noticed that on my own server. I will be addressing mob drop amounts on my next update. Shouldnt be too much longer. Another day or two. Will be adding in "room" spawn protections with that as well so thats taken me a bit to figure out but I am close to nailing it down and will update the loot drop amounts when I push that next.
If I set LootChangesEnabled to false nothing drops
If it is true, Temporal Gear drops are messed up - like we've only gotten 2 TG drops I think in our server in the first week.
ValkyrieBanshee that is a good point. I should disable this during temporal storms.
RedSpecsGaming I see, I see. I was mostly curious because I started a new world to test some things just a day ago and had my first temporal storm last night. It started around 5 or 6 pm in the game and suddenly I got jumped by a flaming nightmare shiver. I didn't realize how difficult it would be fight anything when everything is suddenly on fire, not to mention the way the game makes enemies taking damage unable to be continuously struck. I ended up just hiding in my stone hut until it was over since I really wasn't able to hurt them anyways. Thank you for the information.
Inriden Thanks! Was fun to figure all this out and make something useful. Glad you are enjoying it.
ValkyrieBanshee So light is pretty complicated in VS and unfortunately there is no set answer to your question. I am very specifically checking only the sunlight value of the block that the monster are standing on so that artifical lights arent affecting whether they burst into flames or not and because of that, the values can be different at different times of the year in the game. I beleive there are even world/server settings that can change these. So for example, in winter the monsters will have more hours of the day to be out and not die by fire because the light is lower and the nights are longer. What I can tell you is that a new game (starting in spring) with default world values will have the sunlight on blocks getting to 25 about 4:30am, will have climbed to the max of 32 by noon (maybe before that actually) and wont fall below 25 until about 7:45pm. But again, this can change. This is also why I targeted a sunlight specific level rather then times.
RedSpecsGaming
I'm curious if you would be able to tell me or direct me to what are the light levels for like the different major times of day? Like if 25 is 4 am, what about the levells at noon? 4 pm? I know it starts getting a bit darker by 7 pm.
Fantastic Mod.
New version puts in config values for each of the different features so you can turn them each on and off as you please.
There is currently a config file to set some of the values, but i can add an enable/disable flag for each of the changes in the next iteration yeah.
Nice mod, there are a lot of extra features in this. Does it come with a configuration file that will allow us to enable and disable these features?
Forgot to add the specific behavior changes to drifters and bowtorn in the description. Have just updated that.