Mods / Spooky Nights
Author: Laerinok
Side: Both
Created: Oct 27th at 8:43 PM
Last modified: 16 hours ago
Downloads: 321
Follow Unfollow 39
Recommended download (for Vintage Story 1.21.5):
spookynights.v0.2.0.zip
1-click install
Spooky Nights
Halloween comes to your Vintage Story world!
Get ready for a unique and thrilling gameplay experience with Spooky Nights, the mod that turns your world into a real Halloween playground! Specters are coming, and most importantly, monsters now hide delicious treats with surprising powers. Will you be brave enough to face the darkness and collect the sweet loot?
v0.2.0 - Spectral Evolution
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Brand new entities for a more stable and unique experience.
-
Take control of the night with a time-based spawning system.
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Customize every aspect of your nightmare with new configuration options.
Main Features
New Spectral Creatures
The world of Vintage Story will never be the same at night! Spectral versions of familiar creatures appear, emitting a sinister, colorful glow in the dark. Thanks to the v0.2 overhaul, these are no longer simple variations, but entirely new entities with their own characteristics.
- Spectral Drifters (Surface, Deep, Tainted, Corrupt, Nightmare, Double-headed)
- Spectral Bow-Torns (Surface, Deep, Tainted, Corrupt, Nightmare, Gearfoot)
- Spectral Shivers (Surface, Deep, Tainted, Corrupt, Nightmare, Bellhead, Deepsplit, Stilt)
- Spectral Wolves and Bears (including a mini-boss, the Giant Bear)
Advanced Usage: Create Your Own Bosses!
The "Bosses" configuration system is designed to be a powerful tool for server admins and modpack creators. Because it only handles spawn conditions, you can combine it with JSON patches to create fully custom boss encounters.
Halloween Candies with Unique Powers
The candy loot system is disabled by default now that Halloween is over, in order to be reworked and rebalanced. However, you can easily re-enable it via the EnableCandyLoot option in the mod's config file!
- Mummy (Common): Restores 40 satiety.
- Spider Gummy (Uncommon): A very nourishing treat that restores 60 satiety.
- Ghostly Caramel (Uncommon+): Restores 40 satiety and instantly heals 0.5 health.
- Vampire Fangs (Rare): Restores 40 satiety and heals 1 health.
- Shadow Cube (Very Rare): No effect for now. Once the candy system is reworked, it will grant a random effect (buff or debuff).
Full Customization via Configuration - (WIKI)
The mod is highly customizable through the spookynights-server.json and spookynights-client.json files. You can now:
Time-Based Spawning (UseTimeBasedSpawning)
Control whether spectral creatures only spawn at certain times. You can restrict spawns to night, specific months, the last day of the week, or the last day of the month.
Spawn Multipliers (SpawnMultipliers)
This dictionary acts as a filter to approve or deny the game's natural spawn attempts for each creature type.
- Values from
1.0and above: Guarantees that any spawn attempt made by the game will be approved. A value of2.0behaves identically to1.0. - Values between
0.0and1.0: Represents a percentage chance to approve a spawn attempt. For example,0.5means there is a 50% chance the creature will be allowed to spawn. - Values of
0.0or less: Completely disables this creature from spawning.
Boss Spawning (Bosses)
This powerful system lets you define special spawning rules for "boss" creatures. A boss can be any creature you choose, even from the base game or other mods!
- The key is the entity code (e.g.,
spookynights:spectralbear-giant-*). "Enabled": true: Activates the special rules. Iffalse, the creature is prevented from spawning via this system."AllowedMoonPhases": [ "full" ]: A list of moon phases during which the boss can spawn.
Client-Side Settings
- Jack O' Lantern Particles: You can enable or disable the decorative smoke particles from Jack O' Lanterns in the
spookynights-client.jsonfile.
Crafting and Decorations
To make your base as festive as the rest of the world!
- Jack O' Lantern: The essential Halloween decoration! A carved pumpkin that emits light, craftable via a recipe.
- Spiderweb: The game's spiderweb block is now craftable with 4 flax fibers and 1 flax twine.
Step 1: Create a Stronger Creature with a Patch
Use a standard Vintage Story JSON patch to modify a creature's stats. For example, you could create a patch to give a Corrupt Drifter 500 health.
[
{
"file": "game:entities/land/drifter.json",
"op": "add",
"path": "/server/behaviors/1/health/maxhealthByType/drifter-corrupt",
"value": 500,
"side": "Server"
}
]
Step 2: Control Its Spawn with Spooky Nights
Now, go into spookynights-server.json and add an entry for that creature to make it only spawn during the new moon.
"Bosses": {
"game:drifter-corrupt": {
"Enabled": true,
"AllowedMoonPhases": [ "new" ]
}
}
By combining these two steps, you can turn any creature from any mod into a unique boss with its own special appearance rules!
Candies aren't found just anywhere! Only spectral creatures drop these precious treats. The more dangerous the monster, the better your chances of getting rare candies!
| Entities & Difficulty Level | Mummy (Common) | Spider Gummy (Uncommon) | Ghostly Caramel (Uncommon+) | Vampire Fangs (Rare) | Shadow Cube (Very Rare) |
|---|---|---|---|---|---|
| Tier 1 (Normal, Surface) |
~80% | ~20% | ~15% | ~8% | ~5% |
| Tier 2 (Deep, Tainted) |
100% (1-2) | ~50% | ~30% | ~15% | ~10% |
| Tier 3 (Corrupt, Nightmare) |
100% (2) | ~80% | ~60% | ~25% | ~30% |
| Tier 4 (Elites) (Double-headed, etc.) |
100% (3-4) | 100% (2) | ~75% | ~50% | ~40% |
The development of Spooky Nights continues! Here is a preview of what is planned for the next major updates (potentially v1.0.0):
- New Hunting Mechanic: To make specter hunting more engaging, you will be able to craft special weapons that are much more effective against spectral creatures.
- Loot System Overhaul: The current loot (mostly gears) will be completely rethought. The goal is to provide unique and useful rewards that will fully justify hunting spectral entities, beyond the Halloween season.
v0.2.0 (2025-11-06)
- Added: Configuration file for advanced mod customization.
- Added: Spectral creatures are now unique entities, not just patches on vanilla mobs.
- Added: Option to enable/disable pumpkin smoke via config.
- Added: Option to enable/disable the CandyLoot system via config.
- Changed: Overhauled the loot system.
- Changed: Overhauled the spawn system (now based on a defined period).
- Refactor: Generalized the boss spawning system to be data-driven, allowing for multiple, user-configurable bosses.
- Docs: Updated documentation to clarify the behavior of
SpawnMultipliersand to explain the powerful new boss system.
v0.2-dev1 (2025-10-31)
- added: New Candy Bag Interaction: You now hold the right mouse button to open a candy bag.
- added: Patch for remapping candy and candybag items. All old candybags cannot be remapped to new candybag, so you SHOULD OPEN THEM before if you don't want to lose them.
- changed: Candy Bag Rework: All previous candy bag variants have been merged into a single, generic candybag item. Each bag now drops a random amount (1-3) of a random candy type upon being opened.
This program is distributed under the terms of the GNU General Public License v3.
| Mod Version | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|
| 0.2.0 | 18 | 16 hours ago | spookynights.v0.2.0.zip | 1-click install | ||
| ||||||
| 0.2.0-dev.1 | 51 | 6 days ago | spookynights.v0.2.0-dev.1.zip | 1-click install | ||
|
- added: New Candy Bag Interaction: You now hold the right mouse button to open a candy bag. | ||||||
| 0.1.0 | 252 | Oct 27th at 9:08 PM | spookynights.v0.1.zip | 1-click install | ||
|
- First release | ||||||
v0.2.0 - Spectral Evolution
Brand new entities for a more stable and unique experience.
Take control of the night with a time-based spawning system.
Customize every aspect of your nightmare with new configuration options.
The v0.2.0 is out !
Here are the main new features and changes from the v0.2.0 update:
New Unique Spectral Entities: Spectral creatures are now fully unique entities, rather than simple patches on vanilla mobs, giving them their own distinct characteristics.
Advanced Customization Config: A comprehensive configuration file (spookynights-server.json) was added to enable advanced mod customization.
Spawn System Overhaul: The spawning system has been completely reworked, now allowing for time-based spawning (restricting spawns to specific nights, months, etc.).
Generalized Boss System: The boss spawning system was refactored and generalized to be fully data-driven, allowing server admins to define multiple, user-configurable bosses with special moon phase conditions.
Loot and Candy System Control: Both the loot system and the Candy Loot system have been overhauled. The latter is now disabled by default but can be easily re-enabled via the EnableCandyLoot config option.
There is still a lot to do, balancing the loot and spawns, and above all I want to add a mechanic that will allow you to go hunting for specters! The ability to craft your special weapons against specters.
I hope this will be in the next major update. In the meantime, you can already have fun and extensively configure the way you want or don't want to see specters.
I remind you that this is my first mod, I'm learning...
So all feedback is more than welcome!
Thanks everyone.
PerkCuss
Hello and thank you very much for this wonderful feedback!
I am delighted to hear that your server enjoyed the mod for Halloween.
Your timing is absolutely perfect, as the next major update is precisely focused on complete customization of the gameplay experience, with a particular emphasis on the rarity and seasonality of creatures. You will have exactly the tools you are asking for, and much more!
Here is an overview of what is coming:
Total Control Over Creature Spawning
A new, single configuration file, managed entirely on the server side, will give you total control over WHEN and HOW OFTEN creatures appear. Players on your server will have nothing to configure on their end; they will experience what you have defined.
New Combat Mechanic: Spectral Weakness
To accompany this new rarity, specters will become a bit tougher. But to help players, a new gameplay mechanic will be introduced, rewarding preparation:
Thanks again for your support, the update is coming soon!
Everything is already in place, I only have the weapon to manage. Then it will be necessary to balance things, which will take some time, but it will be done thanks to your feedback. I think I can release a test version very soon.
Damonicus1986 TheRealFlynn Nalier
Is there a way to tweak the rarity of mobs being turned spectral? Everyone on the server loved this mod for Halloween and we'd like to keep it, but we would like to make the chance of mobs being turned down significantly smaller, like one thousand of what it is currently so it is a rare sight to get them through the rest of the year.
Thank you.
TheRealFlynn
Thank you very much!
That's indeed a good idea. I am indeed planning to have a configuration file so that everyone can set a maximum of parameters according to their desires. It will come in time and based on the desires/requests I receive.
For the moment, I've just updated the loot system. I'm finally starting to understand (a little) the C# code, and now you only loot one candy bag which, when opened, randomly gives one of the candies. The surprise is bigger ?
this mod looks fun. well done. i hope people enjoy it! :)
it would be interesting to see the same mod without the halloween stuff thrown in. spectral mobs look awesome and who doesn't want a jackolantern.
Damonicus1986
Yes. For the moment, the mod is more for occasional uses. But yes, it is planned to be able to set parameters for that. But I need time to learn a bit of C#. The initial idea was to only have the specters at night, and probably also on certain dates. But that requires coding in C#, and that will be the next step. For the moment, I'm just learning.
please add option to adjust amount of mobs being changed, having all of them ghostly is cool at the beginning but for longer not that much, or even better add option to make it seasonal that will happen during specific month like october :D
Xredrago
Yes, that was my first idea. I had created distinct entities at first. But it didn't work exactly the way I wanted. So I put it aside for the moment. I'll come back to it when I have time because, in the long run, I want a specific behavior for the wraiths.
This version 0.1 is really the decryption to figure out what I can do and how to do it. The further I go, the more ideas I get.
Laerinok Just copy/paste the files for drifter.json, wolf-adult.json, shiver.json, bear-adult.json, then put them inside the "entities" folder on your modid folder (spookynights folder)
Unless you plan to add compat to CO, don't worry about the location of the folders; for the shape, just add "game:" before the entity/etc..., the textures, use yours (modid:entity/etc, or just entity/etc...)
You would only need to add the shapes for the candies + custom textures for the mobs (and the candies ones).
Then you can edit it to your heart's content...
As for the turret behavior, adding the ability to shoot arros to any mob without using C# (relying on the builtin turret system bowtorns have) results on instant crashes (It's called turretmode).
Xredrago
You are absolutely right. And that was my first idea. But I never managed to do it. So I went with the simplest approach. As I said, this is my first dive into modding. 10 days ago, I had no idea what it was. It took me time to get familiar with it, and it's far from being clear yet. My primary goal was to have a functional mod for Halloween, but it's in v0.1 for a reason. It is subject to improvement. Regarding the carcasses, I did think about it. I had the same thought too... it's planned.
However, I have no idea what you mean by "Just be careful with the turret behavior from the bowtorns, it may crash without a code mod..."
I've started to skim through C#, but that will come later.
In any case, I am open to any feedback/suggestion/info/help/understanding...
Thank you for your feedback.
Laerinok wouldn't be better to add ghost variants (declared as separate entities) instead of patching the vanilla ones? you could tweak their spawn rates/light levels, set it to ignore/not artificial light sources, and it won't conflict with the drop mods cause they are not the original entities.
It would be simply, just copy the original mob's json file and edit it on the client render for them to be seen as "ghosts", a small change on the entity code (for example ghostbear instead of bear) or adding them as a variant.
It would give you more degree of control and ease for future updates, plus you could remove the "carcass" remains as they are ghosts, and their "multiply" behavior cause they are undead.
Just be careful with the turret behavior from the bowtorns, it may crash without a code mod...
Nalier
Not right now. I think it's possible, but for that, I need to learn C#. As I said, this is my entry into modding. I'm starting with a content mod. But I fully intend to learn C# to have a lot more freedom. The initial idea was to have ghosts only at night. But that's not possible with a content mod. You have to switch to a code mod. That's part of the many improvements I'd like to make, but it will depend on my learning ;)
Great idea! But I suppose it's not possible to make it work as an event that activates at a certain time of the year?
Alhef
Hello,
Thank you for all this feedback. You are absolutely right, for the moment it is indeed more of a mod to use for a night out with friends. The goal was to have something for Halloween. Eventually, I will balance all of this.
Regarding compatibility with mods that modify drops, I will see if that can change. If two mods modify the same thing, then the last one loaded in memory will take precedence. I will see if a patch can make the two coexist.
this is a great mod to play with friends at halloween night :D
I tested it for a little over 3 hours and found several things.
1. It's not compatible with mods like "Another Drifter Drop Mod."
2. It only handles drops using the vanilla mode's drop system. If you have mods that modify drops and their tables, it simply doesn't work.
3. Some of the drops (when they do land) feel too op for an early world.
I liked the mod, and the creatures in their ghost mode look great, just right for a game night theme with friends.
Centerion
Yes. I tried to balance it as best as possible, but I'll need some feedback on what works best.
Is there a way to buff the healing factor of the shadow cube,and lower its chance for lower teir mobs?