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Dependency string
ZenDragon-ZenRaids-0.3.11
Dependants

ZenRaids

Raids:

  • Set the conditions for raids per biome. By default, no raids are allowed in the meadows.
  • Set the number of players that must be online for raids to start.

Spawn Protection:

  • Use an interactive light perimeter to prevent monsters from spawning inside your base. However, Keep in mind that the light's protection counts as both spawn prevention and against your raid trigger threshold. Therefore you have two options.
    1. Illuminate your castle to keep the monsters from randomly spawning inside your base.
    2. Have a dimly lit castle and reduce the chance of raids but increase the chance of random spawns inside your base.
  • In Vanilla a workbench can suppress spawns in your base. But what if it was fire instead? Think about that...
  • Instead, lit fire sources prevent spawns. Keep the torches lit!
  • Torches are interactive, you can see the radius of their light field perimeter.
  • ZenSign can help you quickly and easily locate fuel for them.
  • Fireplace pieces that produce fire keeps monsters from spawning, but only if lit. This gives a reason to gamify torch fueling. ZenHoverItem will show you how many game days of fuel is left on a fireplace.

Screenshot Interact

Screenshot Perimeter

Why?

For many lighting torches is a boring chore.

However, putting fuel into fires is boring in vanilla because there is no reward for it other than light. While light is important, it is something you can make due with the bare minimum. Or just sleep through the darkness. Any decent gamer will optimize the resource cost of the torch materials + fuel + cost + and time to fuel vs. doing other more "fun" things. There is no real penalty for a dim castle other than dimness. Resource hoarding takes priority most of the time in a game about survival and resource management.

However, if the penalty for not lighting torches is being interrupted by monsters attacking you while you are trying to walk around your base then you are confronted with a challenge, and now you must decide: Keep the castle dimly lit and save resources but run the risk of monster spawns or spend resources and time to keep the base secure from invaders? Every time you light one, you know you are achieving a positive reward of no monster surprise attacking you. Therefore, making your base more secure. Positive reinforcement makes you consider how to best organize torch layout for quick refueling. Where you stash your fuel matters. (Use ZenSign to easily locate fuel) Plus, then you need to consider what type of torches to place? Iron torches last way longer than wooden torches and only burn resin, but they cost iron. Coal braziers use bronze and can last a long time and uses easy to get coal. But they create smoke and don't work in the rain. Bonfires work in the rain and light up a huge area, but they cost a Surtling Core and burn wood quickly, Etc... How much fuel do you have? What type of fuel do you have? How large is the area you are trying to protect? etc. Different torches have different light radius and therefore protection radius. You don't end up with tons of resin doing nothing. Wood can light a fire but it burns fast!

Coal light sources suddenly have value due to their increased efficiency of wood usage. 1 wood = 1 coal. However, 1 coal can burn for 10 game days! 1 wood can only burn for 2.5 days. However, coal takes longer to make than wood, more steps involved. But it's available everywhere. Resin is not.

In the new scenario coal has a value other than smelting ore. It also acts as a fuel sink to protect your base against monsters. This improves the game's resource economy balance. More gamification and more things to consider in a resource management game.

Consider the table below. Light range, capacity, game days of protection, and fuel availability all matter. Additionally, depending on how and where you design your base, rain and smoke may be considerations.

Vanilla Fire Source Values

Fire Source Fuel Range Capacity Days Rain Smoke
Campfire Wood 10 10 25 Yes Yes
Iron FirePit Wood 10 10 25 No Yes
Bonfire Wood 20 10 25 No Yes
Hearth Wood 13 20 50 Yes Yes
Wood Torch Resin 10 4 20 No No
Brazier Coal 10 5 50 No Yes
Hanging Brazier Coal 10 5 50 Yes Yes
Green Brazier Guck 10 5 50 Yes Yes
Blue Brazier Eye 10 5 50 Yes Yes
Sconce Resin 12 6 60 No No
Iron Torch Resin 15 6 60 No No
Green Torch Guck 10 6 60 No No
Blue Torch Eye 10 6 60 No No
Candle Resin 0 1 7 Yes No

Fuel Types:

Wood

  • Burns quickly (2.5 days for 1)
  • Easy to get
  • Need to refuel often
  • Makes smoke
    • Vulnerable to rain (Except Bonfire and Iron Fire Pit)
  • Fire sources only require basic mats to build.

Coal, Eyes, & Guck

  • Burns for a long time. (10 days for 1)
  • Need to process wood to get coal (time cost)
  • Do not need to refuel as often as wood.
  • Makes smoke.
  • Vulnerable to rain
  • Fire sources require bronze to build

Resin

  • Burns for a long time (10 days for 1) (wooden torch 5:1)
  • Need to collect it
  • Do not need to refuel often
  • Does not make smoke
  • Immune to rain
  • Fire sources require metal (except wooden torch)
  • Most efficient fire sources, do not need to refuel often.

Improve Your Experience

CORE MODS

The full collection of all Zen MODS:

  • Radically improved QoL
  • Incredible performance
  • Pre-configured
  • 100% Gamepad support
  • Spectacularly immersive

Enjoy!

Sample Config File

## Settings file was created by plugin ZenRaids v0.3.6
## Plugin GUID: ZenDragon.ZenRaids

[General]

## [Admin] Minimum number of players required to be online to trigger a raid.
# Setting type: Int32
# Default value: 1
# Acceptable value range: From 1 to 10
Min Player Count = 1

## [Admin] No Raids allowed in these biomes
# Setting type: Biome
# Default value: Meadows
# Acceptable values: None, Meadows, Swamp, Mountain, BlackForest, Plains, AshLands, DeepNorth, Ocean, Mistlands, All
# Multiple values can be set at the same time by separating them with , (e.g. Debug, Warning)
No Raid Biomes = Meadows

## [Admin] These raids are allowed even in NoRaidBiomes. Comma separated list of raid names.
# Setting type: StringList
# Default value: army_eikthyr
No Raid Biomes Exeption Raids = army_eikthyr

## [Admin] These raids have their disable condition removed so they are always in rotation to be triggered.
## Comma separated list of raid names.
# Setting type: StringList
# Default value: 
Never Disable Raids = 

[Spawn Protection]

## [Admin] Workbenches and other objects will no longer protect against monster spawns. (Vanilla: false)
## Instead sources of fire (Fireplaces/Torches) must be lit for spawn protection. 
## If this is off then vanilla behavior applies.
## [Logout required for changes to take effect]
# Setting type: Boolean
# Default value: true
Fire Must Be Lit = true

## [Admin] When "Fire Must Be Lit" is enabled this sets the percent of the light range to use for spawn protection.
## Sample of vanilla light ranges at 100%:
## - Campfire: 10
## - IronTorch: 15 
## - WoodTorch: 10
## - Hearth: 12 
## - Bonfire: 20 
## - Sconce: 12
## - Etc. (Most are 10)
## Note: Setting this to 0 will disable all spawn protection.
## [Logout requried for changes to take effect]
# Setting type: Single
# Default value: 1
# Acceptable value range: From 0 to 1
Light Range Percent = 1

## [Admin] Number of base pieces the player needs to be near to trigger raids. (Vanilla = 3)
## When removing spawn protection from vanilla pieces it reduces the number of pieces that 
## can trigger raids. Therefor in order to keep raids engaging you can lower the number of pieces you need 
## to be near.  Higher numbers would reduce the odds of triggering a raid because you are less
## likely to be near so many.  However, Keep in mind that a lit light source counts as a base piece.
# Setting type: Int32
# Default value: 3
# Acceptable value range: From 1 to 10
Raid Threshold = 3


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