Mods / Temporality Plus
Author: IdiotMage
Side: Both
Created: Nov 21st at 8:46 AM
Last modified: 3 days ago
Downloads: 342
Follow Unfollow 82
Recommended download (for Vintage Story 1.21.5):
temporalityplus_0.0.8.zip
1-click install
i have always disliked surface stability, and ive always disliked rifts.
ive also always thought temporal storms are super giga boring.
this mod is my attempt at fixing it. if you have any suggestions let me know in the comments.
if you like this mod, please try out my other mod; class overhaul
Rift Changes
-Rifts can now only spawn in unstable regions.
-Rifts will spread devastation to 8 blocks around the rift.
NOTE: this is NOT a corruption mechanic, it only effects logs, stone, soil, and most plants and can only happen around rifts. If you choose to build a dirt shack in an unstable zone and a rift spawns near it, then thats on you.
-Devastation will slowly vanish after 2.5 in-game days. Blocks will not retain their original form, and when the devastation is gone it will leave mostly useless blocks behind.
-The Rift Ward has been buffed, it now will block rifts within (approximatly) 90 blocks and destroys any nearby active rifts. Players within (approximatly) 45 blocks will also slowly regenerate stability.
Rift Ward buff can be disabled in the config.
Surface Instability Changes
-Stability lost in these regions is now dependant on the current rift activity, with higher rift activity causing higher stability loss in the area.
Temporal Storm Changes
-Temporal storms now cause players to lose much more stability, to a point where it can become lethal.
-Stability restored from killing mobs has been increased.
-A new special mob also spawns during storms, its capable of phasing through blocks to reach you but isnt very fast.
The new mob can be disabled in the config.
Other Tweaks
-The new enemy, drifters, bowtorn, and shivers all take half damage from any sources other than a falx. Bows will only lose 30% damage.
This was done because the falx's item description says it was made to fight those guys and that normal weapons were ineffective. I always thought it was super lame how this wasnt actually the case.
Halved damage vs not falx can be disabled in the config.
-Bears and wolfs will now target drifters, shivers, and bowtorn.
-Bears and wolfs will now also target eachother.
-Shivers can now climb.
| Mod Version | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|
| 0.0.8 | 78 | 3 days ago | temporalityplus_0.0.8.zip | 1-click install | ||
|
--rewrote the code for the rift ward | ||||||
| 0.0.7 | 54 | 4 days ago | temporalityplus_0.0.7.zip | 1-click install | ||
|
-removed riftward restoring stability since that also breaks the game apparently and i dont have time to fix it | ||||||
| 0.0.4 | 26 | 5 days ago | temporalityplus_0.0.4.zip | 1-click install | ||
|
-changed config name for halved rust damage -added config to disable the temporal wraith | ||||||
| 0.0.3 | 68 | Nov 23rd at 3:11 AM | temporalityplus_0.0.3.zip | 1-click install | ||
|
-wraiths now die when a temporal storm ends | ||||||
| 0.0.2 | 32 | Nov 22nd at 9:33 PM | temporalityplus_0.0.2.zip | 1-click install | ||
|
-added config -fixed some bugs -lowered time for devastation to vanish to 2.5 days | ||||||
| 0.0.1 | 52 | Nov 22nd at 12:21 AM | temporalityplus_0.0.1.zip | 1-click install | ||
|
-added the CORRECT version of the mod -the original upload was a slightly older version with a nasty bug, sorry about that | ||||||
Do you have a GitHub? I am making a custom 'Spreading Devastation' mod and wanted to take a look at how you're implementing the spreading devastation from rifts
I really like the touch about the Falx actually doing more damage than most weapons to rust creatures.
Also, idea for the phasing enemy
DECAYED SERAPH
Wulff
im glad the mods working now, if anything else happens let me know
So we ran a long session with this today. things seemed to work as intended. the only weirdness was a couple small patches of devastation near our town and my theory is when the server loaded up there was a couple rifts lingering that let a bit of rot leak in and then the ward booted them away. the range seems to be working properly. The things that broke before, all the areas that were incorrectly unstable, have returned to normal. Newly generated chunks are properly generating stability with the normal spread of unstable areas with rifts and devastation spreading into them. good work all around. Enjoying the mod. cant wait for the next storm tomorrow to put everything to the real test.
Ket oh right, sometimes i forget to upload my source when updating. should be uploaded now. sorry bout that
from what i saw in better jonas devices fixed, it was specifically the range buff that wouldnt work and for some reason when i tried the stability restoration code it was always running regardless if there were even any riftwards or not (i couldnt figure out why though since the code for rift destruction which was very similar worked just fine)
tbh though, im kinda bad at this so theres a decent chance i was just not doing something right and messing it all up, but im at least 90% sure the range buff in your mod might just be wrong since they changed the riftward range from 30 to 50 and your code seems to only be looking for 30. (at least thats what i think again im not very good at this so im probably wrong and was probably just messing something up)
the current version is quite different from what i was trying before since id practically just copy-pasted the code and made some minor tweaks like slowly adding stability instead of setting it to 1. other than that it was practically the same at the time, unlike how it is now.
IdiotMage I am the maintainer of, and have been using the Better Jonas Devices Fixed riftward on 1.21.5 for a few weeks now on multiplayer and it works fine. I haven't changed the code since taking on maintenance, so I don't see why you couldn't get it to work. I will test if it works with this mod, but it would be helpful if you could update your source on github to include the parts that actually change the riftward.
I think this mod is a pretty neat concept, looking forward to trying it out.
Caelthran
yeah, it probably will conflict with better jonas devices which is why i made it possible to disable the riftward buff but to be honest though, im like 90% sure the better jonas devices riftward is totally busted since thats the mod i tried to copy code from originally and it was so nonfunctional that it completely broke the mod and i had to write my own.
id recommend setting the better jonas devices riftward stats to 0 in its config, since doing that will usually disable them and leaving mine enabled.
Ricksdetrix
yeah, i really dont do commisions. im sorry
im not really in a good spot mentally so i dont think having more responsibility is a good idea for me since i can barely handle what little i already have. in the future i might do commisions, just not now because im really worried id let you down in my current state.
Im curious to see what Ricks got cooking.
it seems things are working as intended so far ill let you know if theres any more weirdness. thanks for the time making this stuff.
IdiotMage
Are you sure I can't throw some money at you to make a devastation spread mod? 🤣
@IdiotMage
I saw that you changed the code for the rift ward, i'm not on the pc and can't test it now, but does it conflict with better jonas device mod? Cause that mod also make the rift ward cover an higher range and recover temporal stability when inside the range
Wulff i dont think theres a command for that, but the riftwards radius increase and rift destruction should work better now. stability regeneration has been re-added and should also work too.
let me know how well this new update works and if anythings broken. i rewrote the riftwards code and made it functional (i hope.)
main reason it didnt work before is lazy exhausted 5am me decided it would be a great idea to copy code from a old and barely functional mod.
all good no harm done. well be adding it back on. seems to work as intended now. thanks for the quick fix.
Is there an admin command to see the bounding of the rift wards like with claims that you are aware of?
Wulff
whoops sorry about that, when i updated the mod it was like 5am and i accidentally made a typo lol. should be fixed now
so something really weird seems to be going on. on our generated world on my server we have the constant ticking of the temporal gear in stable areas and it seems to be giving free exp for xskills temporal adapation which is bad. Even worse it seems that all un explored chunks are now permentaly unstable. my friend sailed across a huge ocean and was unstable the whole trip and even when reaching new land was still unstable. i had to give him admin to keep from dying. i also tried traveling to several new unexplored areas and had the same issue.
So i loaded up a brand new world and the gear is not bugging out and all unexplored areas are normal stability and the unstable areas i did find were around the normal expceted sizes
after removing the mod from the server stability returned to normal so it is 100% some major flaw with this mod at the current time.
we are having removing the mod for now because this is a very game breaking issue making the game unplayable on generated worlds but we would like to have it back if you are able to figure out what is going with these issues.
seems this is making the temporal stability gear bounce back and forth between 99 and 100 percent. in stable areas no where near any rift wards. tried taking it off the test save and its normal but adding it back and the gear is turning clockiwise nonstop. no noticable issues from it other than it being slightly distracting. this is both on single player and server.
as it is now i think the mods good with the damage and wraith being optional. you shouldnt need to remove the devastation effect as that is the main point of the mod, for me at least. did a bit more testing and during a forced strom a single rift spawned just out of reach of the ward i placed so i things seem to be working as they should.
Wulff you know, im honestly not sure if thats vanilla or not. it would make sense but i dont recall the code for spawning rifts referencing storms.
it might be an unintended feature from this mod if i had to guess, since storms make everything unstable and rifts can only spawn in unstable areas. either way, if enough people want me to il add a config for devastation too i suppose.
appreciate the change to make the silly little guy an option. I get what you are going for with it but id rather not have him for lore reasons more than anything.
also one of the players on my server swears the destruction is spawning in areas it shouldnt during the storm but i told him rifts had formed there. i was trying to tell him that storms spawn rifts by default and they refuse to accept that. can you maybe confirm or dispute thats it is a vanilla mechanic for my sanity please. I like it either way because it gives a reason to invest in making rift wards to protect the high fert farm lands and central town area.
hes just a silly little mushroom man
the wraith wedged me against a block and shot me like 30 blocks in the air...... several times
I'm not sure what I did wrong but it took 40 hits with a steel falx to kill him. Honestly I just want the rift devastation stuff and nothing else, that is such a cool feature (I would keep rifts in stable regions too, but I don't think many others would like their stuff getting destroyed, I'm just masochistic lmao)
Waildanbear
yeah, his whole point is sorta to force you out of hiding during storms since i always felt it was super boring that hiding was the best way to get through them. his inclusion (and the increased stability drain) makes it so now you need to prepare properly for temporal storms.
i dont have a video of it, but in my solo playthrough im able to make it through temporal storms pretty reliably. my setup is i usually have some walls and places bowtorn cant easily reach or shoot, i stock up on healing items, and when i was early game i rushed bronze lamellar for armor. a shield, even a crude one is also pretty important. i also once made it through a storm with nothing but a copper falx, improvised armor, a crude shield and healing items in a coop playthrough a few days ago.
its not impossible to get through, it just requires a bit of planning and preperation mostly. theres a lot of different strategies you can use like building stuff to stop bowtorn from sniping, making pits shivers cant climb out of, constructing hallways that funnel drifters, or just getting really strong gear and facetanking if youre late game.
i understand the issue you and most people have with it though, i suppose it boils down to a difference in playstyle mostly.
Yes, he is slow, thats not the point/or the problem. It means if you are homeless and running alll the time, especially during storms, your good-ish getting away from the potato monster, till the other mobs get you (like the super fast skeleton and the web casting spiders). However, if you want a base, castle, cave, house, camp, hole in the ground, to hold up in during the rust storms, since it is spawning hellish chaos, then you are screwd, because this potato guy, slow as he may be, comes right through the wall and camps your corpse. Its moving slow is NOT the issue, nor is easily walking away from it, its the fact that it phases through walls. So you either run and die, or try to find safety and die. That doesn't make for a fun game. Challenge is great! Suicide by slow moving potato, is not.
In your vid you forgot to spawn all the other fast moving mobs that spawn. Yours and the regular ones.
In any event, I disabled the mod. Made my game unplayable.
Wulff Waildanbear
he is very easily countered by just casually walking away, hes the least of my problems during temporal storms usually since he doesnt even damage me, its one of the other guys who spawns that does. as long as you just keep moving he literally cant do anything to you.
i suppose though, if you still really insist i might add a config for him in the next update whenever that may be.
Ricksdetrix
also, i dont do commisions sorry.
HB866
yeah, im bad at coming up with names. il change it to something more obvious when i update the mod again. rustdamage is the config to disable halved damage vs not falx
Following in case you make the mod more customizable. In it's current state it changes too many things unrelated to rifts.
I opened the config, the temporalityConfig.json and there is- A whopping two choices:
Config Version and Rust Damage, you mentioned in the description "Halved damage vs not falx can be disabled in the config if youre a wuss or a filthy CO player." But I see no option to do so.
Unless Rust Damage is that Config.
So ive done some more testing with the wraith. Its great they can only exsist during storms but their HP is way to high. even with xskills and levels put into weapon skills it is way to tanky for being a silly little guy. also i talked with my server group and they like everything about this mod except for the wraith for lore reasons. If we could just have the option to disable the wraith it would be an easy addition.
Also, I tried DMing you but it says your not accepting DMs, are you interested in a mod commission?
Please can we have an option to disable the wraith? I get what you're going for but I think I speak for a lot of people when I say we only want the other features.
Waildanbear yeah, his whole point is to prevent you from hiding
He is quite tough actually, was holed up in my house with 5 or six mobs pounding on my door, unable to leave, then wall phaze guy shows up. Easy to run from if you have somewhere to run, if not, well your dead over and over.
Waildanbear
yeah, the wall phasing guy can make temporal storms pretty tough if you dont prepare properly. hes not too hard to deal with though, hes slow enough he wont actually be able to get you if you just walk away. he exists to prevent people from just holing up and waiting out storms since thats boring
i do want to make it possible to harvest the devastation at some point though, i just need to come up with an idea for how it could be used. for now its only really good for getting aged logs and obsidian after it vanishes.
Wulff
The config lets you disable rustworld creatures taking half damage from non-falxes for people who either hate the idea or want to use weapon mods.
did some quick testing and i like the thought of this to add some varity to the world.
Just was wondering what do the config options actually control?
{
"configVersion": 1,
"rustDamage": true
}
edit: just tested out the "special" enemy. a cofig option to disable this one would be nice as with low level armor and weapons, even the falx, it is rather tough. (and even in admin mode follows the player)
This mod sounded great! Then I installed it, and was overrun by the wall phasing monster being insta killed, over and over and over, etc. Other than that mushroom looking creep, this mod would be great. Is there anyway to protect against this beast? If not, then it makes it so much harder and not really playable. Also when it killed me, it said I was killed by a wild animal. Instea of whatever the heck it was. Also, is it possible to harvest the twisted landscape? Might be neat to use it for something.
Axebeard
it means it replaces blocks with spooky evil looking blocks that go away after awhile
What does "spread devastation" mean exactly?
I had an idea similar to this where the storms spread a rust infected terrain onto which can produce spawners and verious rusty twisted mechanical structures that can do various things to spread the Rust and open more stable rifts.
I like the idea of having temporal storms having a more perminant effect on the world. Kind of like the strange purple corruption effect of the thaumacraft mod for MC.
Are there any known conflicts with other mods?
Just followed the mod, i like the idea. I also agree that the "falx" type of weapon should make a difference according to the lore.
"normal weapons were ineffective" as to CO, i think it only changes the hitbox mechanics and bows, i think the armory adds all the other weapons. Wich are cool for a mp playtrough, but maybe they should have a falx variant.
I do think that we should have a drifter set of weapons and a player / animal set of weapons. In Oblivion for example, it didn't matter that you were level 100 and have a really strong sword, if it wasn't made of silver it wouldn't damage the level 1 ghost
IdiotMage
i was having a similar idea but with some differences:
Shae
the devastation goes away after a few days and is limited to a 8 block radius around the rift, its not like terrarias corruption.
as for CO players, mabye il add a config for the halved damage in the future.
>Rifts will spread devastation to the surrounding area
Bringing one of Terraria's most hated mechanics into the game doesn't sound like fun.
>The new enemy, drifters, bowtorn, and shivers all take half damage from any sources other than a falx.
This is awful for CO players.
You should consider adding a config for these changes.