Mods / Wilderlands Rustbound
Author: Thalius
Side: Both
Created: Jan 18th at 3:57 AM
Last modified: 6 hours ago
Downloads: 19908
Follow Unfollow 349
Recommended download (for Vintage Story 1.21.5):
Wilderlands Rustbound_2.0.0.zip
1-click install
For testers (for Vintage Story 1.21.5):
Wilderlands Rustbound 2.0.1-pre3.zip
1-click install
Wilderlands Rustbound 2.0 is out. This update incorporates a major update to the W.Behaviors mod that adds visual features to unsatble AOE behaviors.
- 2.0 moving forward will focus mainly on building on and improving the bellspire feature to have them act more like physical rifts.
- 2.0.1-pre1 Adds Riftspires, a block based, physical "rift" that has temporal fog and unstable AOE attached to them, as well as mob spawning within range. Also includes a number of other changes including tweaks to bellspires, some shape editing, and pruning of some assets that were not being used, duplicate assets, or assets that could be replaced with vanilla game assets. Significant reduction in mod data size.
Depenencies!!
You will need the folowing mods to run Rustbound: Wilderlands Behaviors and Wilderlands Lunarbound.
If you accidentally load this mod to a server without those dependencies, this mod will not load, and all the Rustbound Bellspire entities will be removed from the world. You can use the Spawn Utility to help replenish the world with bugnests and bellspires.
I've created a Wilderlands Rustbound Spawn Utility mod that basically patches runtime spawning onto nests and emerging bellspires. This will allow a player or server owner to "re-seed" nests and emerging bellspires into an existing world. For the mod and for more details, here is the link to the modDB page: Wilderlands Rustbound Spawn Utility.
-------
Rustbound is very much a work in progress, being developed for use on a Wilderlands community server. It is an ambitious overhaul of drifter-canon related entities, and also aims to add a number of challenging new foes and other elements. Uploading it to the modDatabase to make updates easier for the server community, and to share with others looking for a more challenging experience. The mod is intended to create a dangeous and challenging world. Prepare to die often. Rustbound makes the world a much more dangerous place, right from the very start. Base and village defenses are a must, and good gear a great reward.
** NOW FULLY COMPATIBLE WITH COMBAT OVERHAUL!!
Some key elements of the drifter overhaul include:
- New shape and texture assets. Shape assets hold close to vanilla style, but with some notable differences in the arms and some other features.
- Drifter type/strength is a bit harder to determine, as various tiers of drifters share shape assets. This means a player cannot always be sure of an enemy's strength, hp, or behavior just on sight. The player can discern to some extent however, with keen observation and experience.
- "Enraged" attack behaviors once a drifter has been hurt enough.
- New attacks with varying damage types, specific to certain drifter variants.
- All loot has been removed from drifters, so as to remove "farming" drifters for rusty gears and such. Temporal gears have been added to some other entities that cannot be farmed. Entities that now drop temporal gears include bells, and a new entity called Shepherds (details below).
- Temporal gears can be sold to various traders for a decent profit.
One major change to Shiver entity:
- They can crawl on walls now. You're welcome. 😉
In addition to adjustments to drifters themselves, some new Rust-related entities have been added:
- Skulkers. Skulkers are a new "rust-bug" entity that have a significant place in the Rustbound experience. Skulkers are a rust entity that live in a symbiotic relationship with drifters. Skulkers will drop off of drifters to a small degree and help attack a player. Skulkers are not very strong and are fairly easy to kill even bare handed, but they do serve to distract a drifter's prey, and harry them out of hiding and from off of secure positions.
- Baneflies. Baneflies are a flying entity that lives on the shore of lakes and oceans, when appropriate cane like vegitation is available in which to build their nests. Baneflies are not very dangerous alone, but can be a problem in large numbers.
- Blightworms. Blightworms live in more tropical zones, and spawn from their nests. Blightworms are more dangerous than skulkers, so have care around them. Disabled for the moment. They need some work.
- Bugnests. Each rust-bug spawns from a nest. Nests themselves are entities that spawn in the world on world-gen only, and they do not de-spawn. Bug nest varieites include Skulkernests, Blightwormnests, and Baneflynests. Skulker and Blightworm nests will develop into Riftspires, given enough time. More on Riftspires in a bit.
- Caretakers. Caretakers are a new entity that take care of and guard Skulker and Blightworm nests, especialy once they have matured into riftspires.
- Shepherds. Shepherds are a new drifter cannon mini-boss entity. They are thick skinned, and have the ability to summon other drifters to join them in attacking a player. Very dangerous, and meant to be a challenge.
- Bellpires. Bellpires develop from skulker and blightworm nests and "grow" over time, evolving into more dangerous hazards. Bellspires themselves are entities without any attack or movement AI behavior. Instead, they serve as gateways through which drifters, bowtorns, shivers, and other added entities will enter the world. Their seeking and spawning range increases as they grow, so it is in the player's favor to scout and seek them out while they are young so as to dispatch them before they become more dangerous.
Bellspires grow from skulker nests, and nests are established by "bellskulkers"- a larval form of the Bell entity. Once a bellskulker spawns in the world, it will flee the player and wander off into the world to sink itself into the earth, establish a new nest. Over time nests will grow into an emerging bellspire, and with the passage of more time riftspires will grow into more dangerous variants.This process is slow, taking about a full in game month for a riftspire to grow from a nest to full maturity as an "aged bellspire". - Riftspires. Riftspires are the main feature of the mod. They basically serve as physical rifts that cover a wide area with temporal fog and instability, as well as mob spawning within it's AOE. Riftspires are not entities, they are block entities which spawn via the structure spawning feature, with a minDistance between them to ensure they don't overlap (although their AOEs may butt up against one another).
Riftspires are removed by breaking them, with higher tiers requiring higher tier pickaxes for removal. They will, in time, regenerate in the general area however, so you need to pattrol for them regularly to catch them while they are young if you want to keep an area clear of them.
Compatibility Issues:
Rustbound does not patch vanilla entities, it overrides their vanilla files. As a result, any mods that aim to patch drifters, shivers, bowtorns, locusts, or bells may have issues or simply not load. Rustbound disables vanilla drifters and adds it's own drifter "canon". Mods that try to patch drifters should not crash the game, but won't do anything since vanilla drifters are disabled.
Rustbound is compatible with Combat Overhaul. At least, so far as I can tell to this point. I'm keeping my eyes out for compat issues, and could use some help making sure everything is working smoothly with CO.
Future goals:
- Fully integrating Combat Overhaul mechanics into all Rustbound entities in a more detailed manner.
- Turn "drifters" back on with modified stats and shape files to match Rustbound theme, and have them spawning in rifts and temporal storms.
- Address some animation issues with a few Rustbound entities, including adding some form of a "death" animation to extinguished riftspires.
- Potentially add an additional entity connected to the banefly canon.
- Add various branches of the riftspire canon, which can grow into varying spires that spawn a narrowly defined set of entities which will vary by riftspire type.
- Look at adding ore nugget drops to Riftspires and some other Rustbound entities.
- Integrate Rust and Rot entities into the Rustbound canon. (Big thank you to Darce for permission to integrate Rust and Rot creatures with Rustbound!!) This is going to be a fun update when this rolls out!
- Integrate full Combat Overhaul compatibility with additional entities from Rust and Rot.
- Add some Rustbound lore elements to the existing lore content.
- Add a bellspire related "boss" entity that is the final stage of bellspire entities.
I am looking for help with a few features:
- Adding the vanilla rift visual to Bellspires, at which piont I'll remove the glowing light element that slowly rotates above the riftspire base.
- Adding area instability to Bellspires. I have some code that was written to help accomplish this, but I need some help implimenting and possibly tweaking it for performance purposes.
- Possible other "boss" level entities may make an appearance once everything currently in the mod is working properly and optimized.
**Other modules in the Wilderlands series: Wilderlands Tweaks, Wilderlands Ethology, Wilderlands Forests, Wilderlands Block Adjustments, Wilderlands Deposit Scarcity, Wilderlands Waymarkers, and Wilderlands Panning Overhaul
**If you have issues or content related questions or suggestions, please post them to the Wilderlands modules thread in Discord, here: Wilderlands Modules
Or if you are interested in keeping up more closely with the Wilderlands, feel free to join our Discord community: The Wilderlands Discord
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 2.0.1-pre.3 | wrustbound | 9 | 6 hours ago | Wilderlands Rustbound 2.0.1-pre3.zip | 1-click install | ||
|
- Fixed a missing sound file that somehow never got flagged in testing. Sorry for the extra update so soon. | |||||||
| 2.0.1-pre.2 | wrustbound | 5 | 7 hours ago | Wilderlands Rustbound 2.0.1-pre2.zip | 1-click install | ||
|
- Uploaded to fix a mix up with a dependancy version. See 2.0.1-pre.1 notes for update details. | |||||||
| 2.0.1-pre.1 | wrustbound | 3 | 8 hours ago | Wilderlands Rustbound 2.0.1-pre1.zip | 1-click install | ||
| |||||||
| 2.0.0 | wrustbound | 535 | Nov 22nd at 4:45 AM | Wilderlands Rustbound_2.0.0.zip | 1-click install | ||
|
- Updated to include new temporal storm fog and particle visuals on entities with unstable AOE fields. | |||||||
| 1.0.9 | wrustbound | 159 | Nov 20th at 2:31 AM | Wilderlands Rustbound_1.0.9.zip | 1-click install | ||
|
- Minor balancing update. Damage and damage tiers adjusted slightly for a number of under-performing entities. Might be adjusted further in the future. | |||||||
| 1.0.8 | wrustbound | 538 | Nov 11th at 11:16 PM | Wilderlands Rustbound_1.0.8.zip | 1-click install | ||
|
- Bellskulkers no longer have runtime spawn behavior. Hopefully this reigns in some of the rampant spawning seen on some servers. | |||||||
| 1.0.7 | wrustbound | 1332 | Oct 22nd at 1:07 AM | Wilderlands Rustbound_1.0.7.zip | 1-click install | ||
|
- Balancing. Cut Temporal AOE field on Riftspires by about half. | |||||||
| 1.0.6 | wrustbound | 269 | Oct 20th at 3:37 AM | Wilderlands Rustbound_1.0.6.zip | 1-click install | ||
| |||||||
| 1.0.5 | wrustbound | 87 | Oct 19th at 8:24 PM | Wilderlands Rustbound_1.0.5.zip | 1-click install | ||
|
- Cleaned up modinfo file. | |||||||
| 1.0.4 | wrustbound | 45 | Oct 19th at 6:07 PM | Wilderlands Rustbound_1.0.4.zip | 1-click install | ||
|
- Tweaks to unstable AOE on various entities. | |||||||
| 1.0.3 | wrustbound | 1114 | Oct 2nd at 6:46 PM | Wilderlands Rustbound_1.0.3.zip | 1-click install | ||
|
- Fixed spawn rate for skulker nests being set way too low in version 1.0.2. | |||||||
| 1.0.2 | wrustbound | 46 | Oct 2nd at 5:28 PM | Wilderlands Rustbound_1.0.2.zip | 1-click install | ||
|
- Fixed misdirected patches due to some hostile vanilla entities being moved from game:entities/land to game:entities/lore. | |||||||
| 1.0.1 | wrustbound | 214 | Sep 30th at 7:48 PM | Wilderlands Rustbound_1.0.1.zip | 1-click install | ||
|
- Added unstable AOE to various entities. | |||||||
| 1.0.0 | wrustbound | 7736 | Jun 11th at 2:20 AM | Wilderlands Rustbound_1.0.0.zip | 1-click install | ||
|
Cleaned up a few outstanding but small bugs. First official non-dev release. | |||||||
LunaSchmidt I'd check and make sure there are not any more around that you may not be aware of. Check underground as well. You might be seeing a bug, but no one else has reported what you are seeing, so I have to wonder if there is something persisting in the area that is draining your stability.
That being said, instability has been removed from bellspires and is now handled via a new feature called a Riftspire. They are a block based feature and will generate on worldgen within a defined distance between each. The only other feature in the mod that has instability at this time should be Shepherds.
just wanted to comment how me and pal started a world recently, and ignored a bellspire for awhile, it eventually became a "flourishing bellspire", it draining our sanity INSANELY quickly, we killed it, yet the sanity drain never went away? and for some reason whenever we went away from the area our sanity started to be gained back, yet a giant area around our base (approx. 50x50) was just a near instant sanity drainer, dunno if this is a bug or a intended feature, and was just wondering if its possible to disable sanity drain from bellspires, Thanks!
Greetings all!
Just a head's up for everyone- The next release is going to have some very significant changes involved.
Here is a brief overview:
- New Riftspire feature, which will have a very large AOE to create temporal fog covered regions of instability and hostile mob spawning. Players and server owners will be able to configure distances between spires via a modconfig file.
- Blightworms. Small rust bug companion to skulkers. Not so dangerous to the player, but they will like to come out at night and eat things you'd probably rather they didn't. Crops, saplings, thatch.. You know, important stuff you'd probably rather they left alone. If you don't want to put up with them eating your stuff, make sure you do pest control and keep nests well away from your base. Or have fun patroling your outpost at night.
- Possibly a new boss entity that will incorporate the unstable fog and AOE features to create a "walking temporal storm" sort of dynamic, with a boss entity at the heart of it to take down. You won't want this guy near your base for long. Might not be ready in the next release, but it's on the list.
- Some changes to riftspires, yet to be determined. Might have to remove them, or at the very least change their role in the project. If they are removed, I won't do it right out. They'll remain in the mod so they do not despawn, but will simply quit aging from bugnests.
- Bugnests will remain to pester you, regardless. I'm quite satisifed with the way they keep you on your toes moving through a new forest or heavy brush. Might add a new "mature" stage with larger nest that is harder to get rid of, and yields the higher skulker tiers on average. They will also include the new blightworm spawn.
If you have questions or just want to keep up, find the Wilderlands Rustbound thread in the Vintage Story Discord mod thread: https://discord.com/channels/302152934249070593/1330164611546353685
Or join the Wilderlands Discord server (link in the mod description page).
This mod has become much more popular than I would have expected when I released it. Trying to do my best to keep folks appraised of upcoming changes, and give opportunity for feedback ahead of time.
Cheers!
And happy hunting...
~TH~
SenterNoir Not currently, no.
are there ways to enable vanilla drifters spawns as cannon fodders acompanying the ones in this mod?
Ricksdetrix The cave mod seems stable. Heading toward 700 downloads on the original upload, and no word of issues so far. If there are problems, no one is saying anything.
Thalius oh I didn't realise that was out in a stable state, think it's safe to add midgame? Also I sent you a DM on the forums if you have the chance to read it
Ricksdetrix Thanks. Also, with the new cave mod I put out, these sorts of underground hostiles are going to be more common, I think. I'll be doing an update at some point to optimize them with that in mind.
Thalius I've been playing about 8 hours and maybe 4 hours testing, but I've not done much caving in survival, might just be that I haven't gone deep enough in survival yet. Will let you know.
Ricksdetrix They are set to spawn in groups with rotpillars, and only underground. This is the first report I've had of someone never having seen them. Not sure how much time you spend in caves below sealevel, but that is where they would be showing up.
I've noticed this mod adds the humanoid rot creatures, but I've never seen one spawn. Are they unused? Would really like to see them in ruins and stuff
I haven't seen any Baneflies, I do have the required mods. I hope its not a bug on my part. Haha, pun intended.
PeachyPotato That sounds about right, for the early game. The question is, are they respawning on runtime once you clear them. You should have to clear an area. They are supposed to be quite common right away. But you should be able to keep an area clear once you get rid of them, with minimal maintenance.
@PeachyPotato
Can confirm this as well. Second playthrough with this mod and both times within the first 7-10 days we had bellspires all over the place. 5-7 of them out in the west, 2 underground the starting area, and 3 east, 4 north, and only 1 south. We were getting rolled by the temporal damage, but it DID get our Xskill for temporal stability - up pretty fast to the point where everyone has 100% recovery. Still, we are getting overrun unless we bring some blocks and a bunch of spears to build 1x3 tall dirt block towers next to the bellspires so we can kill them. This is an ongoing issue as well.
Moment we kill 3 of them, another 4-5 are discovered. We thought about going nomadic and travelling for a bit to see if we can just avoid them and resettle.
PeachyPotato With the latest release? Runtime spawning is removed from bellskulkers. They now only spawn off of caretakers, and are only allowed to do so during the full moon cycle. This could still cause more frequent spawning on servers with shorter months (not an issue in your case), but they still only show up off of caretakers, now.
If you are ONLY seeing them around your base and not elsewhere in the world, it means that any caretakers that have spawned that you've encountered likely dropped bellskulkers that then seeded new nests around you. This is a feature, not a bug.
If you are seeing NEW nests spawn in the rest of the already generated chunks, then something is still off, and there is runtime spawning showing up where it should not be possible, or you are running into server/client desync issues.
We use 30 day months on our server, I also set the timescale down to 40 (vanilla I think is 60?)
I can confirm the two of us have seen probably 20 or 30 spawners that have immediately surrounded us in under a month ;_;
LadyBlakeHammer Thanks for the report! We know that guy. It's been a bane for a while now. Something in the vanilla code shifting the hitbox lower than it should be. Problem is, if I fix it there, the hitbox is off when he's not crawling. I'll tinker with it some more in the next update.
Reporting that the nightmarish rustborn drifter, the crawling one; the hitbox is so unbalanced, you have to aim center- where the hitbox would be on a normal drifter, when dude is gargantuan in stature; we hit him, and nothing connects. We hit his under carriage/block under him, it connects.
ArmoredStone Thanks for the note! Glad you are enjoying them. ;)
As for is Rustbound to hard for a new player? I can't say. Depends on the player. It sort of helps that you don't know the game. You'll grow accustomed to the challenges this mod adds without knowing any better as you learn the game. :P
Bellspires should not spread and take over the world. There was an issue with runnaway bellskulkers spawning and flooding the world, but hopefully that is fixed with the latest update.
Hey Thalius, I'm new to the game and I haven't even gone underground yet. Is this likely too difficult for me to consider?
Also I am considering setting up a server for my community, and I'm curious how intelligent the spreading mechanism is in this mod. Will it spread and consume the whole world while almost everyone is offline? Does it slow down with fewer people online?
Also thank you for making the Wilderlands series :) it all looks super cool
Alright, that sounds awesome. Hope this works out, might need to run a butcher command for short radius when the update drops and give us some breathing room. Haha.
I'll have an update out in the next day or two that will remove bellskulkers from being able to spawn on runtime, period. They are enabled to spawn during certain phase of the moon with very low spawn chance, but it is sounding like the are running wild on some servers. One report hinted at an issue with calendars less than 30 days, which was permitting bellskulkers to spawn a lot more often than they should have been allowed.
I unfortunately couldn't get the log for this, but a Skulker Nest only just spawned today, next to my server's shelter. I hope there will come a way to just remove them from spawn pools. I like the skulkers as a whole just fine. Minimal Bells would be nice also.
Is there no mod config to edit skulker nest spawns or any spawns for that matter? I've searched everywhere for the config file but to no avail.
I love the enemies from this but my only complaint are the nests. They are spawning way too much. I destroy one, come back maybe an hour or so later and there's now like 3-5 in that area.
Any way for me to change their spawn rates or something?
Damn, what horrific experience this mod is ( not in a bad way though ) truely how it feels to live, in game, living in a apocalyptic aftermath is, its either you get fcked or do the fcking.
Great mod by the way.
I'm getting reports on our server that seem to hint that some bellspires, after being killed and despawning, return to that exact spot after the player leaves the area and returns. Often having aged. I can't confirm this, but if it is happening, it might account for why some folks report seeing an abnormal amount of nests and spires as if they are spawning on runtime (which should not be possible, since they don't have runtime spawning behavior at all). If this is happening, I speculate that some servers, for reasons I can't yet discern, might be seeing nests and bellspires killed and despawning on client side, but still present on the server side (not killed). This would result in the player seeing the bellspire killed and removed from their end of things, but when they leave the area and return and reload the chunk, the server is returning the nest/bellspire because the server never removed it.
If anyone thinks they are seeing this, try to find something in the logs to send to me. I can't think of anything this mod does that could account for that, but I'm trying to figure it out none the less. Any help would be appreciated.
Also, some balancing coming in the next update, soon-ish.
MikeisaGoob Glad you are enjoying it. ;)
This mod fucking sucks, nests are way too frequent and have aboslutely obsurd amounts of HP. Users should only download this mod if they enjoy taking 5 minutes of circlestrafing spam with steel tools to clear a nest which spawns every 50 blocks and also spams the bell sound effect because fuck you thats why.
Shepards (and iirc the spires) seem to despawn way too quickly to allow you to harvest them, if you have to delay for even a little you miss the chance at looting them. Is it possible to extend the timer before they despawn?
It gets a bit irritating when a single creature resets your harvest and causes you to miss getting rewards
Thalius I thought that was the case, but we couldn't find one anywhere, and the level of sanity decay was very rapid in the area
CrazyUncleSole Removing it from an existing world will not cause any problems at all. Nor will adding it to an existing word.
Dreoh Probably a beelspire underground somewhere. Bellskulkers can get into caves and seed nests that grow into bellspires.
We had a bug on our server randomly (I assume it was a bug because we couldn't find any source to it) where our base became unstable temporal ground
would this be safe to remove from a server thats had it in it for a while
wrustbound:bugnest-skulker attempted to play an animation code which its shape does not have: "idle"wrustbound:skulker-mature attempted to play an animation code which its shape does not have: "breathecalm"wrustbound:skulker-mature attempted to play an animation code which its shape does not have: "jump"wrustbound:skulker-adolescent attempted to play an animation code which its shape does not have: "breathecalm"wrustbound:rustborn-tier4 attempted to play an animation code which its shape does not have: "standhurt"wrustbound:wbonemass attempted to play an animation code which its shape does not have: "hurt"When i try to play on my dedicated server with the mod the debug gives me this errors and I'm having a lot of lag spikes
BleakBadly
Still plenty of threats. I have no plans to add them back to rifts as well, though anyone is free to create a patch mod to add that back in if they like.
unfortunately it makes the game far easier since if i destroy the bellspires around my base there are no more threats. any way to configure to allow them to spawn normally and to allow them to spawn from rifts?
BleakBadly Yes. Vanilla drifters are disabled, and replaced by the Rustborn drifter entity, which spawns off of bellspires and during temporal storms, as well as having a slight chance to spawn randomly in small groups on runtime (apart from rifts).
in my game temporal rifts do not spawn drifters anymore??? is that intended??
I'll be sure to give it a more thorough look in singleplayer then! Thank you for your input!
Pretzali Easily could be an issue with Combat Overhaul. I have patches that apply certain resistances, but I've not looked at CO in ages, and so I'm not sure if any updates may have made things more difficult. I've found it pretty tedious to try and keep up with CO's constant updating. I've not heard about any breaking behavior though, so as far as I know W.Rustbound still works alongside it as intended.
Without knowing the amount of damage you are doing with each assult, it is hard for me to assess if something is off. They are supposed to be hard to kill though. Especially with CO and using weapons with damage types to which they are resistant.
Thalius We are running Combat Overhaul in our current game.
Pretzali You are not doing anything wrong. They are supposed to be tough, and encourage groups cooperating to extinguish them. Also, it gets easier with higher tier weapons. Most of them have pretty high HP. The highest tier as around 600 hp or more.
Skulker nests should be fairly short work killing though. Are you running Combat Overhaul, or any other mod that may patch combat in any way?
Really love this mod and how it changes up the game, thank you for sharing it! But is there a specific way to deal with bellspires and nests quicker? My group has noticed that they have a resistance to slashing and piercing, but even when striking early stage bellspires with blunt weapons it seems to take forever to actually clear them out. Are we missing something?
FrancisOfFilth It will work. You'll need to add the W.Rustbound spawn utility to get nests and such to show up though, since by default they spawn only on worldgen. The spawn utility adds a runtime spawn function so as to allow for populating previously existing worlds. Remove the spawn utility whenever you feel like you have enough nests spawned into the world. FYI: It does not work quickly, and we've left the spawn utility on a world before indefinitely because we liked seeing them show up randomly via runtime spawning.
Can this be added to an existing world ? If so do I have to take extra steps to make it work ?
Gootcha, thank you for the response! Hope everything in your life is improving.
EthelVril Default light levels for vanilla drifters is 7. Mine are turned down to 4. I'm not inclined to turn them down further at this point. The drifter light level mod you referred to won't work on W.Rustbound, since it does not target the new Rustbound mobs. Should not be difficult to make a patch to turn light levels down further, if someone wants to put that together.
ZendyBones Someone could probably make a patch to make that happen as well, but I won't be adding that feature. I have enough mods on my plate and in the works at the moment, I can't get into making custom patches.
Sivarous I think you and I already conversed about this. The AOE is large, and will be an initial challenge for existing worlds that have allowed a lot of bellspires to mature. Anyone dealing with this struggle that wants to avoid this can re-load the earlier version of W.Rustbound, exterminate the mature bellspires in your area, then reload the update.
Does this work with drifters light level one mod? Or is there an option to change it in this mod as well?
I hate shit spawning inside my base because one corner was a bit dim.
Is it possible to adjust the surface spawns? I'm wanting to make it where creatures only spawns during storms or under ground.
I think the new AOE is too large. Can't seem to find a spot where I am not affected by it and constantly being drained at a rapid pace.
No there is not a storm and my area was always stable. Even flying high into the sky in creative does not escape the drain
Hey guys. I'm back after a long summer of travel and... life. I'll be looking into some of the things mentioned here. Also just released an update that adds a few significant changes/additions I had started working on before the summer months. I'll be giving more attention to things in the days to come.
Feedback welcomed. Message me via Discord for faster response.
Or join our community Discord to keep up with things and discuss features.
the drops are way wayyyy not worth it for the dificulty of the mobs, and i'm doing 50% mob strength. the shepard drops nothing. the bells drop random ores that really equate to 1 ingot or like 5 coal. at least give us some gears for spending 15 minutes beating up a bell while dodging bone arrows to the head and shepard hits, jeeze. cool mod but it really isn't worth the difficulty it adds. if you're into having a punishing and disappointing experience that makes you never want to leave your base this is the mod for you. even with the drop tweaks mod it's highly disappointing.
Bigoy Currently working on that over at my Entities Configurations - Lite mod. cant promise an ETA tho.
Can i change something in the files to reduce the amount of bellspires that spawn in the world
Thalius
Created a fork of Entities Configurations that has support for your mod:
https://news.kalataka.ru/entitiesconfigurationslite
If you're concerned about mob farms and grinding, is there any way to make a spire start spawning non-lootable mobs after enough of its mobs die? The count doesn't even need to be that high to make facing one rewarding, and it'd prevent the rest of the game from suffering for it.
As it is now, fighting rustbound mobs is made a lot more frustrating by the fact that you get absolutely nothing out of it, and spires only really give a pittance for the effort involved in taking them down, especially solo.
Raisenku made a "fixed" version where the path point to ../lore
Also "fixed" the xskills wilderlands mod and tried the dropping (that one doesnt work... enemies just vanish but no loot)
https://news.kalataka.ru/wrustboundfix
Will delete if this gets updated
PS:
No developer, so cant troubleshoot any further or add/change stuff.
is there a command to reduce frequency of nests spawning?
Hello, patches for default creatures (like disabling the base game drifters) no longer work in 1.21, because the files for those creatures have been moved (from entities/land/[creature].json to entities/lore/[creature].json)
Most things seem to work in 1.21 although i havent played it for too long
Mod seems cool, I really like the idea of more enemies and features, seems like not many mods do that. The drifters however will not shut up and are so loud. Its just groaning in different pitches the entire game, and there are packs of them doing it. Makes it hard to play with. Hopefully something can be done about that.
Kaschperle I see, thank you
Raisenku pretty sure this mod removes the loot there is a addon to add loot to the entitys...
https://news.kalataka.ru/wilderlandsrustbounddrops you would need that one
Hey cool mod !
Small issue though, this mod (v1.0.0) patches shivers and bowtorns by making them non-harvestable (it removes /client/behaviors/4 and /server/behaviors/9 on both). Why is that ?
@Thalius I would to start by saying we're really loving this mod and all it adds <3
Although we're currently having some issues with the drifter/bowtorn/shiver mobs not dropping any loot and the Drifter Shepherds aren't harvestable.
We recently removed the mod (due to issues listed below by Aljistar) and now we have issues with their loot.
Any help is appreciated as I haven't been able to track down their drop tables in the code yet (except for a few of the mobs like Boiler).
Thanks again 🤩
Exmortis Thalius Im having the exact same issue, I cant find the cause but mobs and spike traps hit up to 10 times at once. IT is not rustbound causing it. Removed it and it still does it.
EDIT: the error persists, i find a mod that caused it, and it came back.... im done trying to find it jsut gave up on VS entirely.
Nyaaa_Natchi That is possible, but sounds unusual. I don't see them often, and it has been a long while since I saw more than one together outside of bellspire spawning or a storm.
Hey loving the mod so far. Adds that little umpf that I was needing. Added it to a preexisting world and just wanted to know if 4 shepards spawning on the second morning it intended or not. Thanks!
Does this mod work on already created worlds? also are the shivers and bowthorns supposed to be unharvestable as well?
Im sorry if i missed something in the description but i only see loot is turned off for drifters
Not sure whats causing it then, but we had over an hour of just chain deaths because a few malignant and malicious drifters were one hit killing everyone through wood and copper armour.
Couldn't get close to fight them, the hit register didn't reflect their animation (Likely due to server lag) but flint/copper spears took dozens of hits to down even one of them.
I was using a Wicker Heavy Shield, Wood/gambeson armour and was getting 1 shot regularly, even through the shield.
No worries, understand you've got your intent behind the mod. Will likely not be able to play with it on the server at the current stage.
Exmortis No one I've spoken with has had the experience you are describing, nor is it my personal experience. I kill them just fine with no armor, and can take more than one hit from at least the lower to mid tier rustborns (drifters). If you compare their hp and damage stats with vanilla drifters you'll find they are pretty much on par with the vanilla drifter entities, with the higher tier ones edging just a bit higher than top tier vanilla baddies. Shepherds are a different matter. They are mini-boss entities that are supposed to be tough and tanky. They require more care when attacking them, and are best handled by a group of players with good armor or via ranged combat.
So stock up on poultices, carry a few spears or a bow and some good arrows, maybe load up Salty's Dodge Master so you can have a bit more agility getting a hit in and jumping back out of their range quickly, and avoid the really big looking bad guys unless you have some help or unless you are up for a challenge. Use Wooden Fortifications for some passively offensive elements to protect your base and create obstacles to help you engage the enemy more safely.
I have no plans or desire to make them easier, and I don't know how to add config files to allow for customization. If someone is willing to reach out to me to help me learn how to do that, I'll consider a config option to make customized adjustments to various entity's health and damage stats.
Any way we can get a config or something to reduce their HP and Damage?
They are way too strong at the moment, can't even fight them at Copper/Bronze age because they 1 shot through most armour.
We've had to remove it because the drifters are way too strong, swing way too fast and 1 shot through shields+copper armour. Makes the early game impossible.
CharliePetPup I have no plans to add loot to any entities that can spawn off of a bellspire. That would, as I've said elsewhere, make them an exploitable featuer allowing for endless farming of drifter related loot.
I may, however, put together a patch to add loot to them for those that want it. It will be a bit before I get to it though.
can you make a version that does have loot?
PurpleMaker Most of the rust related, rust colored entities do not drop items. Bellspires are harvestable, and drop ore. Other entities drop various things as well.
Pretty much anything that spawns off of a bellspire has no loot.
Thalius I ran both simutanously as I wanted to add it to a existing world. Worked fine with 1.20.7 and I dont have the double version. The only i should try maybe is to use the ftp ip to the files instead the hosts file browser which works fine for 99% of the time but sometimes some jank happen but I'd see!
Edit jup that was the case why it didn't load my guess is there is a upload limiter on the website build in interface (which works 99% for none content mods :D)
Exmortis I'm not a huge fan either, but making custom textures that look good takes a lot of time that I did not have. I aim to get around to it one day, but for now wanted something quick and simple that kept the rust related entities looking uniform rather than a hodgpodge of badly applied textures.
Thalius
No worries, just wanted to make sure I didn't have a texture issue or something. Personally not a huge fan of the texture, but happy with it if it's intended.
Thanks again for the mod and your help!
You don't have two copies of it knocking around in the folder, do you? Very odd that it is not initializing. And although I doubt this is the case, you are sure you are using this mod, and not accidentally running just the W.Rustbound Spawn Utility mod, are you?
Sadly the log didn't say anything relevant. Just that it couldn't initialize or whatever what was inside of it again. It's similar to the current broken Maltiez Gunmod it's the same error but the gun mod is actually broken. I used 1.20.7 without issues your mods :"D so I am aware that this is rather unusual!
Kaschperle If you can get me a log report, I can take a look at it. Otherwise I'm not sure what to recommend. It's running fine on two of our community servers which have progressed with the mod through each of the 1.20 updates without issues.
it would make sense but even if turned off and only your mod touching rust creatures it doesnt work but i was to lazy to figure out whats causing it.
Kaschperle Defautl drifters are disabled, so it is very likely that the better loot mod is trying to patch an entity that it can't find. Not sure what rustier does, but if it is also trying to patch default vanilla drifters, it would be having issues.
I see then it would be most likely a modconflict but I also deactivated the once where I thought it would cause issues so eh whatever but still a cool mod of yours.
Only mods touching rust stuff was
-rustier
-betterloot
Kaschperle It should work with 1.20.11. I saw no issues with it on our server for that game release.
Exmortis The consistent texture across the Rustbound creatures is intentional. I may change it at some point, but they are the same rusted color and texture for now.
Thalius
I can confirm that adding
"Wrustboud:rustborn-*": {
"Enabled": true,
"Cooldown": 5.0,
"Range": 1.0
},
For each entity type you want to add into DanaTweaks will allow them to open doors. Having a boiler open a 3x3 gate you thought you were safe behind and punch you in the face is a very amusing experience.
As a question, is there any reason the Drifters, Shepherds and other Rust monsters are all that same texture? Not sure if this is intended or if I've done something to my mod file
Thanks again!
curious if it's just on my end or a mod incompatibility or this mod isn't up to date to 1.20.11
Thalius
Many thanks! I will trial it out over the next few days!
Exmortis You need to reference "wrustbound:" with any of the mod's entities you want to add to the list. But I think you can use a wildcard to add an entire class of entities without listing each one.
Example: " wrustbound:rustborn-* " should enable all of the rustborn (wrustbound's drifter entity), to be able to open doors.
Thalius
Amazing, I've just checked Dana Tweaks config, though I'm not 100% sure exactly what I need to put in.
As an example if I was to add the rotwalker, would I just add
"wrotwalker-*": {
"Enabled": true,
"Cooldown": 5.0,
"Range": 1.0
Or would I need to put "wrustbound:wrotwalker-*"
Thanks for your help!
Exmortis Dana tweaks has a config that allows for easily adding W.Rustbound entities to the "opens doors" whitelist. You just need to add the desired entity to the config list for entities that are able to open doors.
Hi Thalius
I am wondering if the Drifters from Rustbound will work with Dana's Tweaks for opening doors?
We've found on our server that Drifters having the ability to open doors causes storms to be so much more interesting, as you can no longer just hide inside your house till it's over.
19:02:53 [Warn] [Combat Overhaul] [EntityDamageModelBehavior] Entity 'game:shiver-tainted' does not have colliders behavior
Hey Thalius, im wondering if it would be possible to edit and add loot tables to drifters and bellspires. And if so where would the files be located?
Mollycoddle W.Rustbound disables vanilla drifters altogether, and replaces them with a "Rustborn" drifter alternative. The only reasons I could think you'd have error messages spaming the server about missing drifters is:
A: W.Rustbound was loaded to an already existing world and the game is removing drifters that had already spawned in the world (This would happen one time as chunks loaded and the game was unable to load drifters to those chunks, and so it would throw error messages about the entity not existing and therefore could not be loaded. This is unlikely though, because drifters don't stick around in the world like sheep or other similar entities. They despawn when a player is not nearby.)
B: You have another mod running that is trying to apply something to drifters but the entity is disabled and the mod can't find any.
I am running W.Rustbound on two community servers, and neither server is getting spammed with any messages about missing drifters.
Is it 'normal' that error logs about drifters being missing are spamming in server log on worldgen?
So when is that loot tables thing for drifters and such going to be released?
Does anyone know if this mod conflicts with the "Useful Traders" mod since there's the temporal gear trading with villigers?
Thalius When you add the utility mod, I think it's perfectly okay that enemies spawned by spawners either have no loot, worse loot chances, or just worse drop tables to make farming them nonviable. Perhaps make an alternately named enemy that's simply the same entity but with 'spawn' at the end instead of 'drifter', to make it clear that they are spawned (and thus there is a spawner nearby that needs to be destroyed).
But the regular spawns and minibosses do need drop tables - those should be rewarding to kill, as they are deadly, VERY common (especially underground), and VERY durable. It also gives classes that have increased corpse harvest rates a pat on the back.
All that being said, aesthetically they are pretty cool and definitely make for a deadlier world. I think it's pretty cool.
@ Kaschperle read the last sentence from the answer for me. xD
call me crazy but perhaps it should be a optional choice to enable loot drops again would make people more enthuistic to use your mod. At least when I played with my friends they very much dislikes it a lot that there is no loot.
Undea Temporal gears can be acquired off of bellspires. Rusty gears can be acquired via trading, looting, and panning. By removing rusty gears from most entities (especially farmable ones), players have to rely more on trade to acquire gears, or seek them out via panning and raiding ruins.
Keep in mind, all of my mods are made with a multiplayer server in mind, and for our community in particular. I've shared them on the database for ease of updating as well as to share with any in the community that want to play around with them, but the design is still very much with a specific experience in mind.
That being said, I will be adding another utility mod soon to patch drops onto drifters and other Rustbound entities for those that want to add loot back to the experience.
i think what MalachiteBlaze means is, that you cant loot natural spawning drifters too.
So its hard to get gears.
MalachiteBlaze It's not a bug, it's a feature. I've removed loot drops from all entities that spawn off of bellspires, since it basically turns bellspires into mob farms for loot drops. Dig a pit with spikes or such around one in rows, then hang out in a safe position and let mobs spawn off of it, fall into pits, and die. Then kill the spire and harvest as you please. It'd be tricky to do, but folks would figure it out, making it an economy killer on a multiplayer server.
I intend to create a mod that patches loot onto entities for those that want it, but this mod will never add loot back onto most mobs that spawn off of any of the nests/bellspires.
I believe that this mod is disabling harvesting from all temporal entities. After disabling it, I've been able to harvest from them again, but I don't believe I have any other mods that impact anything relating to temporal mods.
Edit: already saw other users with this issue. Can't wait to see where you take this mod! Will enable it as soon as looting's fixed
joeyjoejoe I am not familiar with the Minecraft mod you referenced at all. At this time, there are no plans to cause the terrain around a bellspire to become corrupted. The code work needed is beyond my skills, and the one other mod I know of that does something similar has massive performance issues as a result. I have plans for the bellspires to evolve into a final boss entity stage, though what exactly that entity will look like has yet to be determined.
Assuming the mod is inspired by scape and run parasites from minecraft it'd be cool if bellspires would terraform the ground around them into devestated terrain.
So I have discovered a bug/mod incompatability. Not really sure what is the cause quite yet.
Using Javelins, Chakram, and Mambele from the 'Alpha Weaponpack' mod on a nest will actually knockback and move the nest. Now this alone moves the nests quite a bit if its just a straight shot, but hitting them from beneath actually launches the nest much much further.
I am not sure it has something to do with mods, either outdated or imcompatability or just coding. Or if it has something to do with knockback, though it seems to be fine with spears, bows, crossbows, and firearms from other various mods I personally use.
Thank YOU SOOO MUCH for continuing this fine piece of moderation
appreciate it
Seems like the documentation you have is not fully updated:
Awesome mod though otherwise, really like the way it's structured! Running it in my hardcore solo world and it's a nice challenge having to actively patrol and root out bellspires/skulker nests and fear drifters again.
Yes. Completely safe to remove.
safe to remove from existing world ? can't loot the new drifters but the nest idea is really cool
Just wanted to say that I only recently updated from a much earlier version to the now current. Usually wait a bit before I update mods. Anyways the Riftspires were not removed from my world. What was once a Dreadful Riftspire is now just 'wrustbound:item-creature-riftspire-aged' though it still produces all the threats it should.
I unfortunately have quite a few large riftspires near my home in my current single player playtrough. Shepards are the bane of my existence, I hide on my balcony and chuck Javelins.
Actually your mod has been a big part of my playthough. I do rather enjoy the challenge it provides. I have to shack in my home and fight off the Rust creatures instead of trying to prepare for winter.
joeyjoejoe It has something to do with the way the game rotates the hitboxes when the entity lies down. There are one or two drifter shapes that have issues, and I can't seem to adjust the hitboxes to make up for the problem. You have to aim for their feet when throwing a spear, and not exactly sure with a melee weapon.
I'll be taking a closer look at it again when I do some polishing work on shapes and animations. Life is busy for the next week or two, so it'll be a bit before I can get to it.
I think you should take a look at the hit boxes on enemies, I encountered a crawling malevolent rustborn drifter and I physically can't hit it. I enabled creative mode and even in hugging range all my swings are missing.
Is there a way to re-enable loot on the enemies? I love the additional challenge, but me and my friends really miss the dopamine hit of seeing if there's going to be flax/gears on enemies after killing them.
Nahmy Noted, thanks. I primarily play with this mod on our multiplayer server, which messes with spawn rates based on player population. So, it has been hard to guage what their spawning looked like in single player.
I'll note those two issues down to deal with in the next update.
Thalius so far my friend and I that I play Rustbound with agree the most aggregious loot was the full lantern, since it takes just a few stone spear throws to bring the more common Rust troops down. He had concerns about the iron being possibly OP but I feel it's a negligible amount that they give. The sort of pointy-nosed ones seem to be everywhere and easily farmed, however, and perhaps that should be taken into consideration for a future balance pass?
Upon doing more research I think the despawning issue is something deeper within the game itself as ppl are having bowtorn last long after temporal storms as well. The team has apparently been trying to fix this issue since 1.20 and haven't been able to yet so all good!
Chrizzlybear I'm not sure that can be done on my end very easily. It'd be much better if that mod added Rustbound entities to spawn in the Battle Towers when it was loaded with Rustbound.
That being said, I'll put it on the list of compatibility features to take a look at sometime and see if it might be easier than I think it would be.
Hi, is it possible for you to patch your mod for the Battle Towers mod? It uses the normal drifter (spawner) and so they no longer spawn. This might be helpful: Creating Custom Spawner. Thanks in advance.
Originally they'd burst into flames in the sunlight at the end of storms and run away paniced until they died or fled underground. IDK why Tyron removed that.
I'm not sure that is a glitch. I've often seen drifters sticking around after a storm ends. I'm also not sure how I'd make them despawn specifically at the end of a storm.
I think one small glitch right now is after a temporal storm completes the mobs don't despawn unless you sleep when it ends.
crumps Nice. Do you use Discord? If so, find me there and send it via PM. I was going to look into it eventually, but have a lot going on in life. Maintaining and updating mods and all as I can, but it was going to be a while before I tried patching into Biomes. If you have it ready and working, I can slide it into the mod for a small update I was going to post later this evening to tweak a few other things.
I managed to make a JSON to allow all wilderlands rustbound entities to spawn in the biomes mod. Can post or send to either you or the Biomes dev for cross-compatability :)
unsure if its due to running the Biomes mod, but I can't seem to get any enemies to spawn in the world or underground. Only during temporal storms. I have added all creatures to the whitelist on the Biomes config file but can't seem to get them to spawn at all. I know it was previously working before this update. Anyone else with similar issues? Gonna create some worlds and mess around to see whats going on
edit: turned off the mod and spawned a new world and the enemies spawned. turned all other mods off but this one on and no mobs spawned. gonna try to do a full mod reinstall of it and see if that helps
edit 2: yeah seems to be biomes. Guess I didn't have it on previously when it was working and didn't realize. Hope you can get this running with it sometime, this is an amazing mod! <3
All is subject to being adjusted. It is still in dev mode.
What else do you think is too generous?
I dare say the new loot is too generous, but I haven't killed enough of the new additions to make a long term judgement. Maybe I've just been lucky with whole lanterns.
DUCATISLO
That is not an honest assesment. Much of the new monster content drops loot. Also, loot drops added to Bellspires.
Only mobs that don't have loot are those that can be farmed by abusing the bell alarm related spawn mechanics, the reasons for which I've explained in earlier comments.
A patch may be forthcoming at some point to add loot back to drifter related entities for those that want that, but for now Rustbound is primarily developed for use on our Wilderlands community server where we want to avoid any mechanics that allow for "farming" entities in such a manner.
>add new monsters
>make them deadly
>also not make them drop shit
"high risk no reward lol"
what?
I'm noticing an issue on our server with many entities rapid-despawning in the middle of a fight. Not sure what is up, but I'm looking into it
Thalius awesome, will do. thanks for the pointer, and for the awesome mod!
LemonJamTart You could crack the mod open and edit the entities yourself, adding "drops" back to their JSON file. Easily done by looking at the vanilla drifter JSON files.
absolutely love this mod. love the remodels, and rebalances. that said, i would like to ask if there is any way for me to manually enable drops for rust creatures myself, at least until the utility patch mentioned in a previous comment has been implemented. i'll readily admit to being a scrub and i would much prefer to have the loot drops than not; also, looting the fuckers gets rid of their bodies quicker, instead of waiting for them to despawn. keep up the great work!
Chernogorath Thanks, and no problem. As I've stated before in other places, I design my mods to avoid and sometimes outright remove the ability to "farm" entities. Drifters in storms can be farmed using methods that avoid all risk and involvement from the player (except for the harvesting process once they are dead), and riftspires in a similar manner are prone to being abused in order to harvest "free" resources given the way the endlessly spawn entities when a player remains in range. So I removed the loot features from them.
"Your reward is your life" is very much a guiding principle in how I view dealing with hostile mob features.
That being said, some of the entities that will be showing up are on rare runtime settings, meaning they can't be farmed and abused. They'll be tough fights and yield some good loot.
I'm also excited about integrating the Rust and Rot content. They won't exactly be set up as opposing factions like the original mod has them, but some of that behavior will be worked into them.
Ahh I see, it might be on me as I'm new to Vintage story, but in the descrption you only mention Drifters having their loot disabled, so i'm not sure if that's just what all rust creatures are referred to or not, but figured i'd point it out all the same! Thanks for the quick response though. Looking forward to the Rust and Rot intergration in the future
I see. That was a crazy fast response, appreciate it homie. :D
DeviousDoge I don't see why this would not play well alongside Rustbound Magic. There is no code on W.Rustbound's side of things, just added entities. Just leave rifts and instability on. Only issue at the moment is that vanilla drifters are disabled, and W.Rustbound's version of drifters are not yet patched into storm and rift spawning behavior, but that will be fixed in the next update.
Chernogorath I might tweak skulker hitboxes a little, but not much. Their hitbox is small on purpose, and you have to take care to hit it. I have no problems killing them, and no complaints on our busy server community except that they have small hitboxes and take some time getting used to fighting. I probably will enlarge the hitboxes a smidge in the coming update, though.
As for harvesting rust creatures- Drops have been disabled on them. Due to the way they spawn, they are extremely "farmable". Once the mod is out of dev mode, I'll likely create a utility patch to add drops to them for those that want that, but the mod itself will not have drops on any entities that spawn dependably from nests or storms. There will be some rare runtime spawning entities with drops on them though.
Would this potentially play nicely with Rustbound Magic? I'd imagine probably not, since the spawning of Riftblooms in that mod seems tied to vanilla Temporal Rifts (which might be able to be alleviated by just enabling both tbh). Figured I'd ask here just in case. :)
Want to comment the same sentiment Ortlife mentioned, the hitboxes are pretty off, like we have to aim at their feet. And we're not running Combat Overhaul since i've seen you mention it.
And I'm not sure if it's a mod conflict or not, but we can't harvest any of the rust creatures.
Ortlife Are you running Combat Overhaul?
For some reason I can only seem to hit the Skulkers with my bare hands. Arrows, Spears, and Swords seem to always miss.
Edit: Skill Issue, but the hitboxes on them are a bit off.
Nahmy That's... odd. :P I'll look into it.
Nests above starting stage love to go flying away when spiked with thrown spears... I hit one and sent it flying off a hilltop into a valley below and had to scramble down to finish it off. I didn't have the beginning nests at the start of my world move very much, it was only after they started to get more powerful that they started flying away when hit.
I'm not sure if it's specifically related to this mod but given other people mentioning aitaskbellalarm and that spamming my log, I assume its related.
We've recently on my server stumbled upon a bug causing items to no longer be pick uppable, as well as block gravity lagging, and I've narrowed it down to right after I hit a dangerous riftspire. from what the server log says it looks like the aitaskbellalarm is overloading the server and that *might* be the cause for why things can't be picked up? but I am no expert. either way, letting you know I at least am still experiencing the bell spam on dev.14
I hope it will be the last question for now... if placed by hand via creative the riftspire or skulker queen will this trigger the natural spawns of them? Or because there was nothing on worldgen the world will be empty? Im asking cause we are playing on the smaller world that is already fully generated. We were hoping for the bandit mods to work, but this one will also be great addition! Really like the idea of the physical form of rifts.
Yes. Placing one by hand via creative mode works fine.
Hmm I see, but placed one by hand will work?
propanekoThe spawn independant of temporal stability. so yes. They will show up with temporal stability turned off. And the riftspires spawn on worldgen, not runtime. Once they are cleared, they will not return unless a skulker queen is able to generate a new nest in an area.
Will they appear when I have temporal stability off? Also they spawn on runtime not on worldgen?
I think we may have squashed it. Over an hour since the Dev.13 modification, and the bug has not returned.
It came back. Still on the bug hunt. Updated Dev12 release with some edits. Will report back.
The 1.0.0-dev.11 release may have fixed the bell ai task lag loop. The issue came back quickly after the 1.0.0-dev.10 release, so I quickly posted another update that removed the second aggressiveondamage bell alarm behavior altogether. There is now only one bell alarm ai task on riftspires. The server lag issue has not returned.
This means that caretakers are now in the regular spawn pool for riftspires. They don't just show up when a riftspire is being attacked. They can spawn anytime you are near one.
Ambriosine Finally had the issue show up on our server. I still don't have a sure fix, but I uploaded a version that may help? Not sure. I'll have to wait and see.
Interesting point in our experience with it- It cleared itself up. Took a bit, but it eventually turned off. We did reset the server twice due to this bug, but never removed the mod. By the time I got the current release packaged to upload, the bell alarm spam error had gone away.
I'm afraid the issue is on the vanilla side, tied to using the bell alarm behavior much more frequently than perhaps it is designed for. I'm working on an update that depends less on wild bell alarm behavior, and more on reducing bell alarm firing while focusing more strategically on what entites are spawned to create varying degrees of difficulty depending on the type of spire you encounter.
propaneko Rustbound can be used without temporal stability or rifts enabled.
Does the mobs will spawn without temporal stability being enabled? We are looking for mod that can do that but we dont want to enable temporal stability.
well i for one think it's an excellent itteration on the combat side of the gameloop and im glad you shared it.
icesharkk Noted.
Blitghtworms are lacking in some animations and need some love (but I'm considering removing them since they just feel like a skulker with a different shape.
Rustbound is still in dev phase. It's been out for a while and I've gotten some feedback, along with some other thoughts about how to tweak some things. I'll be giving some attention to it soon to polish some elements and improve performance (along with some new features).
a buddy and i are working through compatability for one of the drifter loot mods (because our server needs more carrots than sticks orelse they wont leave their houses to fight). This mod is very impressive already.
Early observations.
Is there any way to tweak the settings of this mod and i'm just not seeing it? Really like it but at the same time I just wanted to tone some stuff down for the more peaceful players in my server.
this is awesome. I've been keeping my eye on rust adn rot waiting for an update to that mod for 1.20 but this looks like an even better solution to the engaging combat problem.
Ambriosine Hmm.. That's weird. Mostly because it is so inconsistent. It seems to happen on some servers but not every, and when it happens, it becomes consistent on that server until the mod is removed, server is restarted, and mod is put back on. I've not gotten a report of it reocurring after the mod is removed and put back on. No need for a new world. Simply removing the mod and closing/restarting the game or server without the mod and then putting the mod back on has cleared up the other issues I've heard about (which have been few, so far, but concerning non the less). I've only run into the issue once in testing, and I could not get it to repeat once I had cleared it up.
Of course this means all Riftspires are removed from the world and you need to "re-seed" them if you want them back. This can be done by spawning queens randomly and letting them run off to set up nests. Caretakers will also begin to re-seed nests by spawning queens whenever they show up.
Thanks for the info though. I'll keep trying to figure out what is up and what causes this. Try removing the mod and putting it back on. The world is not broken- Removing and replacing the mod clears up the issue with no impact on the server world you are playing aside from the removal of all riftspire entities.
I'm running 1.20.4 The latest version. This started happening before it updated, but we had very few aged riftspires at that time. I can't find any logs from before to confirm wether it happened on 20.3 or not sadly.
Now that the riftspires are abundant, the issue is becoming a lot more apparent, skulker or blight nests don't cause it. We've specifically tested several stages of riftspire, and deadly and/or dangerous riftspires are the only outlier, in that they don't always bug out. But the others do at every approach so far.
I apologise for being vague!
Ambriosine What version are you running, just to be sure? And is this only with the aged riftspires?
I've restarted the server a few times, and cleared out some of the riftspires that keep causing it. But my players have been extensively testing this with quite a few riftspires.
It happens when you get within agression distance, the riftspires will begin spawning enemies, while the ones that cause the bug only spawn 2 or 3 at most. Those that don't bug out, spawn enemies as normal.
What seems to be common is that the spire will spawn 1/2 rustdrifters, and one different enemy type. Though it seems random, we've had caretakers and bowtorns.
One riftspire spawned this in my logs;
14.2.2025 19:45:23 [Warning] AiTaskBellAlarm defined spawnmob game:wrustbound-rustborn-tier1, but no such entity type found, will ignore.
14.2.2025 19:45:23 [Warning] AiTaskBellAlarm defined spawnmob game:wrustbound-rustborn-tier2, but no such entity type found, will ignore.
14.2.2025 19:45:23 [Warning] AiTaskBellAlarm defined spawnmob game:wrustbound-rustborn-tier3, but no such entity type found, will ignore.
14.2.2025 19:45:23 [Warning] AiTaskBellAlarm defined spawnmob game:wrustbound-rustborn-tier4, but no such entity type found, will ignore.
14.2.2025 19:45:23 [Warning] AiTaskBellAlarm defined spawnmob game:wrustbound-rustborn-tier5, but no such entity type found, will ignore.
14.2.2025 19:45:23 [Warning] AiTaskBellAlarm defined spawnmob game:wrustbound-rustborn-tier6, but no such entity type found, will ignore.
14.2.2025 19:46:07 [Warning] AiTaskBellAlarm defined spawnmob game:wrustbound-rustborn-tier1, but no such entity type found, will ignore.
14.2.2025 19:46:07 [Warning] AiTaskBellAlarm defined spawnmob game:wrustbound-rustborn-tier2, but no such entity type found, will ignore.
14.2.2025 19:46:07 [Warning] AiTaskBellAlarm defined spawnmob game:wrustbound-rustborn-tier3, but no such entity type found, will ignore.
14.2.2025 19:46:07 [Warning] AiTaskBellAlarm defined spawnmob game:wrustbound-rustborn-tier4, but no such entity type found, will ignore.
14.2.2025 19:46:07 [Warning] AiTaskBellAlarm defined spawnmob game:wrustbound-rustborn-tier5, but no such entity type found, will ignore.
14.2.2025 19:46:07 [Warning] AiTaskBellAlarm defined spawnmob game:wrustbound-rustborn-tier6, but no such entity type found, will ignore.
But we haven't encountered others types of issues with AiTaskBellAlarm than I posted before. I can't seem to figure out how to solve it or fix it.
Ambriosine That is an odd bug that shows up from time to time, that I've not been able to nail down the cause of. Usually killing/removing the rifspire and restarting the game/server will fix the issue. It is a random issue that does not seem tied to anything in the mod other than the bellcall behavior being activated. Others have reported the issue, but once it has been cleared up I've not heard reports of it returning.
I'm still trying to track down the exact cause though. If you can give me any specific details that could help me track down the exact trigger of the bug, it'd be helpful. I feel like this is something in the game engine that gets triggered randomly rather than any flawy in the mod itself.
Hey!
I love your mod, first of all. It's amazing! But i'm encountering an issue with the adult riftspires. They're trying to summon in enemies and the AI task to do so is overloading my game/server. :c
The repeated behaviour that crashes/overloads is this ;
at Vintagestory.GameContent.AiTaskBellAlarm.trySpawnCreatures(Int32 maxquantity, Int32 range) in VSSurvivalMod\Entity\AITask\AiTaskBellAlarm.cs:line 194
at Vintagestory.GameContent.AiTaskBellAlarm.ContinueExecute(Single dt) in VSSurvivalMod\Entity\AITask\AiTaskBellAlarm.cs:line 164
at Vintagestory.GameContent.AiTaskManager.OnGameTick(Single dt) in VSEssentials\Entity\AI\Task\AiTaskManager.cs:line 214
at Vintagestory.GameContent.EntityBehaviorTaskAI.OnGameTick(Single deltaTime) in VSEssentials\Entity\AI\Task\BehaviorTaskAI.cs:line 125
at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\Entity.cs:line 1051
at Vintagestory.API.Common.EntityAgent.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 588
at Vintagestory.Server.ServerSystemEntitySimulation.TickEntities(Single dt) in VintagestoryLib\Server\Systems\World\EntitySimulation.cs:line 334
at Vintagestory.Server.ServerSystemEntitySimulation.OnServerTick(Single dt) in VintagestoryLib\Server\Systems\World\EntitySimulation.cs:line 174
at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 896
14.2.2025 18:21:29 [Error] Exception: Index was outside the bounds of the array.
Naturally i run alot of other mods, so i'm digging around if its an incompatibility issue, but I hope you could help me!
Sivarous Sweet! Thanks for posting that info.
Figure I would come back and share after my previous post, and to help anyone who needs it in the future. After digging and testing I found the [/db prune] command. In short it deletes and recreates any chunk with less than the specified player caused changes. Doing so actually will regenerate new nests and such.
For example [/db prune 16 drop confirm] will delete chunks with less than 16 player caused changes. (Drop/Keep is reffering to land claims). Set too high and portions you wish to keep may be deleted.
Of course make a back up before hand just in case. I also recommend for people to look into the command themselves to fine tune it better.
SeniLiX Unfortunately not at this time. Issue is, the grace period turns off the runtime spawning of hostile entities such as drifters until the grace timer expires. The riftspires and nests are set to spawn on worldgen, which the grace timer does not touch. And the nests and spires have to spawn on worldgen. If they spawned on runtime, in time they'd flood the world since they do not despawn, to the point of overloading the game and locking it up. No despawn with a runtime spawn condition is crippling.
If I eventually have someone come alongside the projects that can work with code and would like to help impliment some additional features like the one you are asking for, then it can probably be done.
Just gave this a try today.
I like the added variety of mobs and the feeling of having to be on your toes when exploring.
One request though.
Would it be possible to have the mod be compatible with the vanilla "Grace period" you can set when creating the world?
Abysscuit Keep in mind:
Riftspires have a chance to drop temporal gears, and the higher the riftspire tier, the higher the chance. Bells also now have a chance to drop temporal gears. Along with all that, traders now buy temporal gears at a good price.
So, while drops have been removed off of drifters, temporal gears are valuable and the profits off them can be used to purchase what is now missing off of the base drifter entities.
Sivarous They will regenerate over time as caretakers spawn in your area. Caretakers drop skulker queens, which run off and start new nests.
If you want to do this manually but randomly, you can go into creative mode and fly around dropping queens randomly. They'll scatter and set up nests in less than one game day.
Abysscuit Unless and until I can get some help adding a config opition to enable or disable drops, I have no intention of adding drops to any of the main entities that spawn off of rifts. The reason for this is, the nature of the riftspires and even Shepherd entities allows for endless farming of Rust entities for resources, which is something I design my mods to avoid or outright remove from the game. Drops may get added at some point once I can give a config option, but no promises as to when that might be.
Is it possible to allow drops on drifters? My friends and I are thinking about adding this to our server but we would prefer the drops stay on.
Is there a way to regen/respawn nests and riftspires?
I have had the dev 5 build installed on my world and haven't seen the need to update until the compatability for Combat Overhaul was added. While nests do seem to spawn in yet to be generated chunks, There is quite a bit of region around my home that I have explored and there are no longer nests.
Retagin
I've felt the same, in testing. Going to reduce them to spawn solo in the next update, which I'm close to closing in on releasing soon.Combat Overhaul will be included as well, but is a much larger process than I thought it would be. Having to restructure some things.
I have noticed that the nests have a rather strong tendncy to spawn in pairs or in one unfortunant case a trio. Killing them early on is doable, but once they mature into young rift spires it rapidly becomes annoyingly tedious. The large quantity of health along with the increased spawnrate from multiple nests makes it not really feasible to go after them in singleplayer unless you have endgame equiptment. You can cheese them with a skyfort for a bit, but thats not pleasant either and takes a long time.
Could it be made such that multiple nests cant mature/interfere with eachother's growth? Seeing several nests/riftspires only a few blocks from eachother just seems really odd.
Biomes is proving hard to patch for some reason. I'll keep trying, but might have to get the mod author to help me figure it out or just add compat on Biome's end.
I'll keep you posted.
I see. Glad to know I wasn't crazy, looking forward to that next release :D
Nah, not a mod conflict.
Turns out I need to add the nests and spires and any other spawning entity to Biome's whitelist. That is how Biomes still spawns drifters as per vanilla mechanics. It has a whitelist that excludes entities on it from being regulated by Biomes.
I'll have a patch for Biomes compat in the next release.
I'm using the current version, 1.0.0-dev.6. Game version 1.20.1
I should caveat this by saying I could possibly have just been unlucky, or not paying attention enough. I also have a plethora of other mods, so it's entirely possible it's some random other conflict. I feel like it's probably not your mod that's having an issue, and it's possibly even not a conflict, but just me being a fool and not noticing. How rare are rift spires supposed to be? My last save was ~9hrs of play time and a decent amount of exploration (maybe 1h30m - 2hrs total of exploring) and I never once saw one, but if they're rare, that feels feasible.
DeviousDoge That's odd. Can't think of why that would be the case. Biomes, to my knowledge, does not regulate the spawning of hostile mobs. And I've done a lot of the testing with Terra Prety loaded. As of the Dev6 release, I'm getting early reports that Riftspires are spawning a lot more for some reason, even though I tweaked their spawn rates lower. Odd you are not seeing many.
Much of the entity spawning on the surface in Rustbound is tied to spires and nests. Unless you have rifts on still, in which case drifters will spawn via rifts as well as per the norm.
If you are not seeing baneflies and skulkers and such, it is because nests for those entities are not spawning. Hard to say why that might be with Biomes, but I'll look into it.
What version of Rustbound are you using?
Just out of curiosity, does this mod break with the Biomes mod or worldgen mods such as Terra Prety? I've noticed things almost never spawn outside of temporal storms and deep in dark caves, and even then, it's rare. Never saw any baneflies or anything like that.
Thalius
I will check, thx ) Also I should try to add some CO compatibility like they did in Rust and Rot by default, but have a little free time now..
Sagisou Try the Dev6 release and let me know if you still see the error.
Spent most of today trying to chase this down. If this does not fix the error, then there is a weird, rare mod incompatibility I'll need to chase down.
Ang3l404 It is an option I'll consider, if it is well received. Glad to hear you like it! I was not sure how folks would feel about it, as it could use some refinement.
I added it only because I don't have the coding skills to add the rift visual and I wanted something there. If the rift visual is ever added, I'll tinker with the rift crystal spire and see if it can be refined and fit into the whole thing well.
I'd like to say that the current rift spire crystal thingie- is a nice additive that I feel, makes the rust/rot entities feel more ethereal in nature, possibly keeping it in, in future updates as like, floaty bits above the ytbi (yet to be implemented) rift portal?
Can you perhaps find me in the VS Discord channel for this mod series, and send me your error log files for this?
Running on server with this list of mods:
22.1.2025 23:07:51 [Notification] Mods, sorted by dependency: aculinaryartillery, axleinblocks, backpackpack, bettercrates, bettertraders, bettertranslations, chiseltools, chocolate, combatoverhaul, landformoverhaul, crazyskincustomization, decor, drtagxeary, extrachests, caninae, capreolinae, casuariidae, dinornithidae, elephantidae, felinae, machairodontinae, manidae, pantherinae, rhinocerotidae, sirenia, spheniscidae, vombatidae, hangingoillamps, HumanSkinTones, manualdough, manualquenching, manualscraping, millwright, moreundergarments, offlinefoodnospoil, primitivesurvival, rlmoonsun, Sergsmetaltongs, simplewallpaper, sortablestorage, spyglass, traderssellcrowbars, translocatorengineeringredux, game, vsimgui, wforests, goblinears, alchemy, apelanterns, armory, awearablelight, betterruins, biggercellars, butchering, carryon, cavetweaks, charcoalpitdoor, chickenfeed, clothshelf, commonlib, configlib, danatweaks, eggpiemod, electricity, emotemenupatched, extrainfo, firewoodtosticks, foodshelves, fromgoldencombs, gourmand, hangingbaskets, hardcorewater, herbarium, hudclockpatch, hydrateordiedrate, JustTrapdoors, liquidcontainers, loginprotection, maltiezcrossbows, maltiezfirearms, metalrecycling, moreanimals, oneroof, pigfeed, pixelwaypoints, postsandbeams, claywheel, rivers, sheepfeed, smithingplus, somethinginthewater, chunkstaboverride, statushudcont, stickydirt, stonebakeoven, th3dungeon, traitacquirer, unconscious, vanillamoremolds, vanity, creative, survival, waypointtogethercontiued, wildfarmingrevival, xorberax-bloodmod, butcheringcompatpatch, electricityaddon, em, playercorpse, shearlib, stonequarry, wildcraftfruit, wildcrafttree, wrustbound, tailorsdelight, wool, dressmakers, upholstery
Sagisou Do you have any more info? What mods are you running? Is this on a multiplayer server?
I am not seeing the error on my end when running Rustbound on it's own.
Sagisou That's... weird. I'll take a look as soon as I can.
When hitting aged rift seems like we got an infinite error and all entities stop acting..
23.1.2025 00:02:17 [Error] Exception: Index was outside the bounds of the array.
at Vintagestory.GameContent.AiTaskBellAlarm.trySpawnCreatures(Int32 maxquantity, Int32 range) in VSSurvivalMod\Entity\AITask\AiTaskBellAlarm.cs:line 194
at Vintagestory.GameContent.AiTaskBellAlarm.ContinueExecute(Single dt) in VSSurvivalMod\Entity\AITask\AiTaskBellAlarm.cs:line 169
at Vintagestory.GameContent.AiTaskManager.OnGameTick(Single dt) in VSEssentials\Entity\AI\Task\AiTaskManager.cs:line 214
at Vintagestory.GameContent.EntityBehaviorTaskAI.OnGameTick(Single deltaTime) in VSEssentials\Entity\AI\Task\BehaviorTaskAI.cs:line 125
at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\Entity.cs:line 1051
at Vintagestory.API.Common.EntityAgent.OnGameTick(Single dt) in VintagestoryApi\Common\Entity\EntityAgent.cs:line 594
at Vintagestory.Server.ServerSystemEntitySimulation.TickEntities(Single dt) in VintagestoryLib\Server\Systems\World\EntitySimulation.cs:line 334
at Vintagestory.Server.ServerSystemEntitySimulation.OnServerTick(Single dt) in VintagestoryLib\Server\Systems\World\EntitySimulation.cs:line 143
at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 897
Is it possible to re-add loot back to Drifters? The loot removal, especially for the Nightmare Drifters, is the only complaint I have.
Siguerette I can look at trying to accomplish that, but the nests and riftspires only spawn on world-gen, meaning they won't show up in chunks that generate during the grace period. I'd have to see how to register them as a "monster" that falls into the grace period setting. Not something I've messed with before, but I'll look into it.
Hey do you know if there's any way to make it obey the days before monster spawns gamerule?
It should not affect anything, if the mod is simply disabling the vanilla surface drifter spawning mechanics.
Nests and riftspires will still spawn, and drifters and other Rustbound entities spawn off of nests and riftspires via the vanilla "bellcall" AI behavior, so everything Rustbound adds should still function as normal with surface drifter spawn mechanics, rifts, and instability disabled.
How would this work with a mod that keeps monsters from spawn on the surface?
Have you been hounded by a swarm of baneflies yet? 😏
I have PTSD from your Skulkers. 😮