Mods / Light Rifts

Tags: #Creatures #Tweak
Author: animatiV
Side: Both
Created: Sep 10th at 7:43 PM
Last modified: Oct 25th at 11:44 AM
Downloads: 886
Follow Unfollow 66

Recommended download (for Vintage Story 1.21.2-rc.1 - 1.21.5):
LightRifts_1.1.1.zip  1-click install


This mod was created for players looking for a slightly more relaxed experience, who don't want to completely disable monsters from rifts, but simply want them to appear less often.

The mod reduces the chance of monsters spawning from rifts by ~30% (noticeably fewer rifts in the world) and the chance for medium/high/veryhigh/apocalyptic rift activity, and increases the chance for no rift activity (Calm, ~60%) and low rift activity (~20%).

Overall, there will be less rift activity throughout the game, and monsters will spawn from them less often.

Mod Version For Game version Downloads Released Changelog Download 1-click mod install*
1.1.1
1.21.2-rc.1 - 1.21.5
362 Oct 6th at 11:48 AM LightRifts_1.1.1.zip 1-click install

Removed unnecessary changes that the game already includes by default.

Removed value changes that became higher than those introduced in update 1.21.2.

Removed the chance for medium rift activity at game start in accordance with update 1.21.2.

1.1.0
1.21.0 - 1.21.1
352 Sep 12th at 3:14 PM LightRifts_1.1.0.zip 1-click install

Reduced the restrictions on rift spawns in the world. There are still fewer of them than in Vanilla (~-30%), but the mod now mainly relies on lower chances for higher rift activities. This is meant to prevent odd situations such as — Very High Activity but rifts being very hard to find.

Additionally, there is a chance of low or no rift activity (calm) at the start of the game.

1.0.1
1.21.0 - 1.21.1
73 Sep 11th at 7:50 PM LightRifts_1.0.1.zip 1-click install

The reduction in the chance of monsters appearing at low activity level has been removed.

The chance was too low (the appearance of rifts was almost impossible). The vanilla value is sufficient.

1.0.0
1.21.0 - 1.21.1
99 Sep 10th at 7:46 PM LightRifts_1.0.zip 1-click install

 

 
 

 

 


9 Comments (oldest first | newest first)

💬 breeze108, Oct 12th at 9:24 PM (modified Oct 12th at 9:32 PM)

Thanks for this mod. I just posted something on the mod suggestion page about liniting the nunber of monsters that spawn. This definately helps.

Fighting through hords under ground mobs in single players can get old. Anyway you could put a limitation on that? After killing 12 bowthings, 25 drifters and 100 locust, (maby a bit exaggerated) you just want to quit.   Thanks again.

💬 KotaTheFox, Sep 13th at 6:33 AM

Exactly what I was looking for. The amount of rifts that were spawning at the beginning of my games was unfathomably insane. Wish they made this a configurable feature.

💬 animatiV , Sep 12th at 5:35 PM (modified Sep 12th at 5:39 PM)

Kalmorph

Let me clarify, no rift activity = calm (I'll add it in the description.). 

Grace timer should prevent monsters from spawning even when rift activity is higher than calm.

I'm glad you like the mod.

💬 percyV13, Sep 12th at 5:26 PM

i appreciate this middle ground, it's too much to not have any horror in your cozy farming gam but it's too much on default, even with the mobs made weaker

💬 Kalmorph, Sep 12th at 3:48 PM

This last update sounds awesome! As suggestion, maybe you can extend these effects to follow the Grace Timer period? I'm used to play with 2 days without monsters spawning.
If I remember correctly, rift activity still changes and portals still spawn when Grace Timer is active, I always thought that the Rift activity should stick to "No activity" while the Grace is ongoing. Maybe you can include that?
Thanks for the awesome mod, started using yesterday the initial version and I'm updating it right now, it seemed to work nicely!

💬 animatiV , Sep 11th at 9:03 PM (modified Sep 12th at 3:41 PM)

It's great that you like it and that someone else is looking for a mod like this.

I plan to add a version that less restricts monster spawns at higher activity levels, because currently, even with very high rift activity, they only spawn once every ~300 blocks.

Edit: Done

💬 Nalier, Sep 11th at 8:33 PM

Looks like a mod for me. Thank you <3

💬 Saline_Valeni, Sep 11th at 2:21 AM

Love this, always hated that you had to hole up against rifts instead of being able to fight and actually defend, or worse if you didn't have a walled off structure and just keep randomly getting mobbed by enemies.

💬 n8r, Sep 10th at 8:06 PM

Im definitely gonna have to see about throwing this on and giving it a try! 
Its definitely a little bothersome when you're peacefully locked in, and suddenly get thwacked outta nowhere with absolutely no sound or warning that somethings walking up on you. That and simply disabling rifts altogether just seems like too drastic of a change too, so this seems like a fair middle ground til the freaks get audio cue tweaks!

 (edit comment delete)
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