Void Rift
A Void Rift (虚空裂隙) is a tear in the world that opens on its own, somewhere out in the wild, every hour or two. Corrupted beasts pour out of it in five waves, and when the last wave has landed a boss called the Warden steps through. Bring the Warden down before the rift collapses and everyone who fought is paid in Spirit Stones.
Unlike a Beast Tide, a rift is not aimed at anyone's home. It opens in neutral ground, anyone may walk up and join the fight at any point, and what you earn depends on how much you contributed rather than on whose side you were on. It is also on by default (Rift-Enabled), so on a server with two or more players online it happens without anyone setting anything up.
When one opens
The server rolls a random wait between 60 and 120 minutes (Rift-Interval-Min-Minutes and -Max-Minutes) each time it starts. When the wait is up, it tries to open a rift. Whether it succeeds or one of the checks below says no, a fresh 60 to 120 minute wait begins afterward.
A rift opens only if all of these hold:
| Check | Default | Key |
|---|---|---|
| At least this many players online | 2 | Rift-Min-Online-Players |
| Fewer than this many rifts already open | 1 | Rift-Max-Concurrent |
| The last rift ended at least this long ago | 30 minutes | Rift-Cooldown-Minutes |
| No other big event is running | on | Rift-Defer-While-Other-Event-Active |
| A clear patch of ground can be found | 12 tries | Rift-Spawn-Attempts |
The "other big event" check waits for any running Celestial Event, any Beast Tide assault, and any live Calamity Beast. A rift never takes the shared celestial slot itself, so it does not change the sky and does not stop those events from starting while it is open.
The 60 to 120 minute wait is held in memory, not saved. A server that restarts every few hours will still see rifts, but one that restarts more often than hourly may rarely or never reach the end of a wait. The cooldown after a rift, by contrast, is saved and survives a restart.
Where
The server picks a random player who is online in an ordinary world (not the Heavenly Realm, not a Sea of Consciousness, not an instance such as a dungeon) and drops the rift somewhere between 90 and 220 blocks from them (Rift-Spawn-Min-Radius-Blocks and -Max-Radius-Blocks), on ground that is already loaded. A roll is thrown out if it lands near anyone's holdings: the rift keeps clear of sect ground, Cave Abodes, Secret Realm sites and land claims by Rift-Guard-Radius-Blocks (40) plus the 35-block reach of the biggest wave spawner. If every try fails, there is no rift this cycle.
How you find out
- Everyone in that world gets a chat line: A Void Rift tears open nearby! Push back its waves, then bring down the Warden before it seals. It goes to the whole world, not just to people close by.
- A violet Void Rift pin appears on the world map for the rift's whole life, from the moment it opens until it resolves, and shows no matter how short your render distance is.
Rift-Announce-Server-Wide(off) adds a second, location-free line, A Void Rift has torn open somewhere in the world!, but in 0.11.0 it still reaches only the rift's own world.
The fight
| Stage | Length | What happens |
|---|---|---|
| Opening | 30 seconds (Rift-Opening-Seconds) | A grace period. Nothing attacks yet, so you can walk up and get ready. |
| Assault | 5 waves, 35 seconds apart (Rift-Wave-Count, Rift-Wave-Spacing-Seconds) | Each wave comes from its own spawner at the rift's point, and the spot pulses with void energy. |
| Warden | Until it falls | The Warden appears the moment the fifth wave is released, about three minutes after the rift opened. |
| Time limit | 15 minutes from opening (Rift-Timeout-Minutes) | If the Warden is still standing, the rift collapses. |
Waves get harder, both in what they send and in how big those beasts are:
| Wave | Beasts | Size |
|---|---|---|
| 1 and 2 | Corrupted Black Wolf, Corrupted Hyena, Corrupted Cave Raptor | 1.0x |
| 3 and 4 | Corrupted Grizzly Bear, Corrupted Fen Stalker, Corrupted Sabertooth Tiger | 1.15x |
| 5 | Corrupted Emberwulf, Corrupted Yeti, Corrupted Cave Rex | 1.3x |
These are the same corrupted beasts a Beast Tide uses. Each wave's spawner caps how many of its beasts can be alive at once: 12 for the first two waves, 6 for the next two and 3 for the last. Beasts left over from an earlier wave are not removed when the next one arrives, so a fight you are losing gets more crowded, not less.
Rift beasts and the Warden can kill you. Rift-Lethal is on by default; turn it off and their blows can no longer finish a player off.
The Warden
The Warden is the corrupted Cave Rex that also leads a Beast Tide as its Tide Lord, wearing a Void Rift Warden boss bar. Its health depends on how many people showed up:
Warden health = 2,200 x 1.6, plus 20% for every qualifying contributor so far, up to +120%
That is 3,520 on its own, 4,224 with one contributor, 5,632 with three, and a ceiling of 7,744 with six or more. (Rift-Warden-Max-Health, Rift-Warden-Scale-Multiplier, Rift-Warden-Health-Per-Contributor-Percent, Rift-Warden-Health-Bonus-Max-Percent. Despite its name, the scale multiplier acts on health rather than on the Warden's size.) A qualifying contributor is anyone who has reached 25 contribution points when the Warden appears, so the waves are where the Warden's health is decided.
When it steps through, players within 64 blocks (Rift-Encounter-Radius-Blocks) see a The Warden Emerges title and get the boss bar and a driving music track (Rift-Title-Enabled, Rift-Encounter-Boss-Bar-Enabled, Rift-Encounter-Music-Id), and everyone in the world is told in chat.
Contribution and rewards
The rift keeps a score for every player. Your contribution is:
- every point of damage you deal to a rift beast or the Warden, after armor and other reductions, plus
- 15 points for each wave beast you land the killing blow on (
Rift-Kill-Contribution-Credit). The Warden's kill earns no bonus, because the win itself is the payout.
Only a player's own hits count: damage from a summoned spirit beast, and anything done on a sandbox profile, never adds to the score.
A win
Kill the Warden and the rift seals. The beasts still alive vanish, the pin comes off the map, and the world is told The Void Rift seals shut - the Warden has fallen, and its rewards are yours. Everyone whose contribution reached 25 (Rift-Qualifying-Contribution) is paid the single highest tier they reached:
| Contribution reached | Spirit Stones |
|---|---|
| 25 | 15 |
| 120 | 45 |
| 350 | 110 |
| 800 | 240 |
(Rift-Reward-Contribution-Tiers, written as threshold:reward pairs.) Tiers do not stack; you get the one tier, not all of them.
Every payout is then raised by a participation bonus: +15% for each qualifying contributor beyond the first, up to +90% (Rift-Participation-Bonus-Percent, Rift-Participation-Bonus-Max-Percent). That is deliberate. A fuller fight pays each person more, not a thinner slice of the same pile. Four qualifying fighters who each reached the 120 tier are each paid 45 x 1.45, or 65 Spirit Stones.
The single top contributor also rolls a 15% chance (Rift-Reward-Manual-Chance) at one extra random technique manual.
Rewards are delivered at once to anyone online, hotbar first and then pack, with the line Your Void Rift reward settles into your bag. If your inventory has no room you are told so, and the reward waits until your next login. Offline contributors are paid the same way when they next log in. A player on a test profile has their reward held until they return to a real one.
A collapse
If 15 minutes pass with the Warden still alive, the rift collapses: The Void Rift collapses, unresolved - too little was done in time. Unlike a Calamity Beast, which pays nothing when it escapes, a collapsed rift can still pay. If the Warden had appeared, every qualifying contributor still receives 25% of what a win would have paid (Rift-Timeout-Payout-Percent), with the same participation bonus. If the rift ended before the Warden ever appeared, nothing is paid.
Either way the rift's beasts and anchor are removed, and a new rift cannot open for Rift-Cooldown-Minutes.
Running it
There are no rift commands. Nothing starts, stops or lists a rift by hand, and there is no in-game admin menu for it, so the file is the only control. Setting Rift-Enabled to false stops new rifts and hides the map pin, and a rift already open plays out. A restart clears a running rift without paying it.
For add-on developers, a rift raises public events when it is about to open (cancellable, so another mod can veto it), when it opens, when each wave is released, when the Warden spawns and when it resolves. See Events.
Configuration
Everything is in mods/Siren_Cultivation/Society/RiftConfig.json; unspent rewards are queued in mods/Siren_Cultivation/Data/RiftData.json. The full society list is on Society Configs. The keys most owners will touch:
| Key | Default | What it does |
|---|---|---|
Rift-Enabled | true | Master switch for scheduling new rifts. |
Rift-Lethal | true | Whether rift beasts and the Warden can kill a player. |
Rift-Interval-Min-Minutes / Rift-Interval-Max-Minutes | 60 / 120 | The random wait between attempts to open a rift. |
Rift-Cooldown-Minutes | 30 | Minimum gap after a rift ends before another may open. Saved across restarts. |
Rift-Min-Online-Players | 2 | Players that must be online for a rift to open. |
Rift-Max-Concurrent | 1 | Most rifts open at once. |
Rift-Defer-While-Other-Event-Active | true | Wait while a Celestial Event, Beast Tide assault or Calamity Beast is running. |
Rift-Spawn-Min-Radius-Blocks / Rift-Spawn-Max-Radius-Blocks | 90 / 220 | How far from the chosen player the rift may appear. |
Rift-Guard-Radius-Blocks | 40 | Extra distance kept from claimed ground. |
Rift-Spawn-Attempts | 12 | Placement tries before giving up for this cycle. |
Rift-Opening-Seconds | 30 | The grace period before the first wave. |
Rift-Wave-Count | 5 | Number of waves. |
Rift-Wave-Spacing-Seconds | 35 | Time between waves. |
Rift-Wave-Spawn-Config-Ids | Fodder, Fodder, Bruiser, Bruiser, Elite | One spawner asset per wave, written as a comma-separated list (Cultivation_VoidRift_Fodder and so on). |
Rift-Wave-Scale-Multipliers | 1.0, 1.0, 1.15, 1.15, 1.3 | Size of each wave's beasts, a comma-separated list in the same order. |
Rift-Warden-Role-Id | Cultivation_Corrupted_Lord_RexCave | The boss that appears after the last wave. |
Rift-Warden-Max-Health | 2200 | Base Warden health, before the multiplier. |
Rift-Warden-Scale-Multiplier | 1.6 | Multiplies the Warden's base health. |
Rift-Warden-Health-Per-Contributor-Percent | 20 | Health added per qualifying contributor. |
Rift-Warden-Health-Bonus-Max-Percent | 120 | Ceiling on that bonus. |
Rift-Timeout-Minutes | 15 | Time limit, counted from the opening. |
Rift-Qualifying-Contribution | 25 | Contribution needed to be paid at all. |
Rift-Kill-Contribution-Credit | 15 | Contribution for a wave-beast kill. |
Rift-Reward-Contribution-Tiers | 25:15,120:45,350:110,800:240 | Contribution threshold and Spirit Stone reward, comma-separated pairs. |
Rift-Participation-Bonus-Percent / Rift-Participation-Bonus-Max-Percent | 15 / 90 | Bonus per extra qualifying contributor, and its ceiling. |
Rift-Reward-Manual-Chance | 0.15 | Chance, from 0 to 1, that the top contributor also receives a manual. |
Rift-Timeout-Payout-Percent | 25 | Share of a win's pay given on a collapse after the Warden appeared. |
Rift-Encounter-Radius-Blocks | 64 | How close you must be to see the Warden title, boss bar and music. |
Rift-Encounter-Music-Id | Track_Portal_Void_Event | The music that plays during the Warden fight. Blank for none. |
Rift-Encounter-Boss-Bar-Enabled / Rift-Title-Enabled | true / true | The Warden's boss bar (with its music), and its title card. |
Rift-Announce-Server-Wide | false | The extra, location-free announcement lines. |
Rift-Tick-Interval-Seconds | 1.0 | How often the event logic runs. Read once at startup. |
Two more keys, Rift-World-Event-Enabled and Rift-World-Event-Asset-Id, control the world-event asset that posts the seal and collapse lines. Leave them alone unless you are replacing that asset.
The key exists (default 12) and a Qi figure is written alongside each queued reward, but nothing reads it back: a rift pays Spirit Stones and the occasional manual only.