Peri_Doty Posted December 15, 2025 Report Posted December 15, 2025 I and others find temporal storms go from terrifying to boring after the first couple times. What we need is something to do instead of siting in a 1x2x1 dirt hole waiting for it to pass. The rest of this thread is suggestions to how to improve this mechanic. 1. Monsters should not spawn in enclosed spaces or right next to the player. So players can properly hunker down and ride out the storm in a bunker if wanted. 2. Gather unique or rare recourses from storms. Maybe find special rifts with "ethereal threads" to craft some "fabric of reality" for armor/clothes or whatever. Or maybe enemies killed drop special loot. 3. Weave dream catchers. Find/make beads and fathers to make custom dream catchers that repel monster spawns or provide buffs to the player or just look nice. These would only be craftable during storms making you stronger for each storm you survive. 4. I'm dreaming but.... a boss fight summonable only during storms???? Regardless Temporal storms are one of my favorite features and i hope to see it improved upon. If anyone else has a suggestion please comment! 2
Loosebearings Posted December 15, 2025 Report Posted December 15, 2025 I'm pretty sure the storm's main purpose is to be annoying rather than something you benefit from. 3
LadyWYT Posted December 15, 2025 Report Posted December 15, 2025 First off, welcome to the forums! 10 hours ago, Peri_Doty said: 1. Monsters should not spawn in enclosed spaces or right next to the player. So players can properly hunker down and ride out the storm in a bunker if wanted. The player can already do this, however, depending on the bunker design it's best to be wary anyway during a temporal storm(though the chances of something spawning indoors in a secure area are VERY low). 10 hours ago, Peri_Doty said: 2. Gather unique or rare recourses from storms. Maybe find special rifts with "ethereal threads" to craft some "fabric of reality" for armor/clothes or whatever. Or maybe enemies killed drop special loot. This is already kind of a thing, in that temporal storms are one of the most consistent places to obtain Jonas parts and temporal gears, though there are other ways to obtain those things as well. Otherwise, enemies are designed mostly as an environmental hazard(as are the temporal storms themselves), and not so much as a "resource depot" for the player to exploit. 10 hours ago, Peri_Doty said: 3. Weave dream catchers. Find/make beads and fathers to make custom dream catchers that repel monster spawns or provide buffs to the player or just look nice. These would only be craftable during storms making you stronger for each storm you survive. Except this concept clashes with the game's emphasis on realism and natural processes, as well as the steampunk science themes. I will also note that if repelling monsters were as simple as that, storms and monsters would be no threat at all and NPCs wouldn't be living in fortifications. 10 hours ago, Peri_Doty said: 4. I'm dreaming but.... a boss fight summonable only during storms???? Getting tackled by three different high tier shivers at once makes for a pretty gnarly boss fight. Overall, I think the temporal storms are fine. The only thing I'd really be inclined to tweak is making the warnings more immersive, rather than strictly text messages. the mod Temporal Symphony does a very good job in this regard. 1
Tabbot95 Posted December 17, 2025 Report Posted December 17, 2025 On 12/15/2025 at 5:45 PM, LadyWYT said: storms and monsters would be no threat at all and NPCs wouldn't be living in fortifications. I wonder why they bother given that monsters/rifts will just bypass the wall and spawn creatures inside the settlement. 1
LadyWYT Posted December 17, 2025 Report Posted December 17, 2025 1 hour ago, Tabbot95 said: I wonder why they bother given that monsters/rifts will just bypass the wall and spawn creatures inside the settlement. I think that's where there's a disconnect currently between how things actually are in the lore, and how things can be implemented into the game. Given what I've seen of NPC dialogue and structures, the strategy is to pack everyone into the safest area of a fortified structure, and post the guards at the door. Monsters don't seem to be inclined to demolish structures or loot possessions, so there's no need to worry about vacated buildings getting destroyed or personal belongings going missing. As for why monsters don't just appear in the middle of those hiding, I would assume there's some unwritten rule the keeps them from appearing in areas that there's not enough space, be that rule plot armor or some unexplained "natural law". As for why monsters can spawn on top of the player during a temporal storm in actual practice, as well as why they spawn in dark basements outside of temporal storms...I chalk that up to a gameplay limitation. If just making an insulated room was enough to guarantee no monster spawns, there's all kinds of exploit potential there given how lenient the parameters are on "insulated room". Thus the current workaround to give some challenge is to let monsters spawn in dark areas(so players need to invest in good lighting for their homes), as well as allowing monsters to spawn in areas where there's enough space during temporal storms(so that players aren't just enclosing everything in 14x14x14 dirt boxes to avoid any kind of combat). Either way you cut it, I wouldn't be surprised if the spawn mechanics become more refined in a future update. 5
cjameshuff Posted December 21, 2025 Report Posted December 21, 2025 On 12/15/2025 at 5:45 PM, LadyWYT said: Overall, I think the temporal storms are fine. The only thing I'd really be inclined to tweak is making the warnings more immersive, rather than strictly text messages. the mod Temporal Symphony does a very good job in this regard. Something that might help both would be some sort of precursor event. Sounds, strange lightning, brief distortions before a storm, becoming more frequent and longer until the storm itself starts. And maybe have a small rift form a minute or so before a spawn arrives at that location, allowing you to vacate the area or stop whatever you're doing and get to a secure area or prepare for combat. Maybe allow the spawn-rift to be dispelled with bright light, the required light level increasing in a storm to something impractical to just maintain everywhere in a house. 2
Vexxvididu Posted December 23, 2025 Report Posted December 23, 2025 I'd bet heavily that storms are intentionally just a nuisance early game, but at some future point in the story they gain a specific purpose or thing to do during them. ...maybe completing the story even turns them off?
LadyWYT Posted December 24, 2025 Report Posted December 24, 2025 3 hours ago, Vexxvididu said: maybe completing the story even turns them off? I'm skeptical that completing the story would stop storms, rifts, and associated monsters entirely, however...if it were possible, it would be a pretty great sense of accomplishment for completing the story. 2
OBAMFSpike Posted December 24, 2025 Report Posted December 24, 2025 On 12/15/2025 at 3:45 PM, LadyWYT said: . The only thing I'd really be inclined to tweak is making the warnings more immersive, rather than strictly text messages. the mod Temporal Symphony does a very good job in this regard. So Im leaning towards appreciating this aspect of the game and I'll tell you why. Rifts pick up and intensify a day before the storm. One warning is given a day cycle before the storm and another warning is given moments before it occurs. Yet before any of the PSAs received in info log appear the rifts are the spoiler. I personally believe that there should be levels within the rust world that can only be attained while temporal storms are full swing. Certainly there's lore that's yet to be discovered. Certainly the other world has its own answers and its up to us seraphs to discover the means to continue the discovery of these rift torn worlds and the eaters eggs they've dyed and hidden. 1
LadyWYT Posted December 24, 2025 Report Posted December 24, 2025 8 minutes ago, OBAMFSpike said: Rifts pick up and intensify a day before the storm. One warning is given a day cycle before the storm and another warning is given moments before it occurs. Yet before any of the PSAs received in info log appear the rifts are the spoiler. My friend has floated that theory, but I've yet to confirm it. The activity still seems random to me. 8 minutes ago, OBAMFSpike said: I personally believe that there should be levels within the rust world that can only be attained while temporal storms are full swing. Certainly there's lore that's yet to be discovered. Certainly the other world has its own answers and its up to us seraphs to discover the means to continue the discovery of these rift torn worlds and the eaters eggs they've dyed and hidden. I actually disagree here. Outside of maybe a very brief visit or two for a story event, the Rust world really shouldn't be a place the player is able to visit and interact with. Currently, it's a mysterious place that's quite intriguing due to the fact that it's something the player has only really heard a few descriptions of, but isn't able to actually visit directly in order to experience it themselves. Spoiler The Devastation is probably somewhat close to what the Rust world looks like now, but I also don't really consider that to be the most accurate representation either since it's more of a corruption of the current reality. In any case, once the Rust becomes a place the player can actually visit and interact with, it loses its mystique rather quickly since the player no longer needs to imagine what could be there. Minecraft's Nether and End have similar problems, in that they're very cool when one experiences them for the first time, but they quickly become just the same as the Overworld biomes, albeit with minor inconveniences. In my opinion, it would be a disservice to have the Rust world become something so mundane.
OBAMFSpike Posted December 24, 2025 Report Posted December 24, 2025 To clarify, im not looking to make something mundane, only to explore the unexplored. isn't that the pinnacle of survival? I can't teach flying acrobats any more lessons in missile volley fortitude but Im looking to find some answers for the loose ends cause that's what us blackguard do is dig and then dig some more. XD
LadyWYT Posted December 24, 2025 Report Posted December 24, 2025 1 minute ago, OBAMFSpike said: To clarify, im not looking to make something mundane, only to explore the unexplored. isn't that the pinnacle of survival? Fair enough. I think that's better suited to procedural dungeons, really, but for exploring the Rust world...I think I'd rather leave it up to the modders. That way the realm can keep its mystique, and modders can go absolutely nuts with their ideas while still fitting into the "lore-friendly" category. 4 minutes ago, OBAMFSpike said: cause that's what us blackguard do is dig and then dig some more. XD Are...are we dwarves? 1
OBAMFSpike Posted December 24, 2025 Report Posted December 24, 2025 Well put. And I suppose there might be some dwarven blood running through the veins of us remnants. XD
gibbelblonk Posted December 25, 2025 Report Posted December 25, 2025 On 12/16/2025 at 12:45 AM, LadyWYT said: Overall, I think the temporal storms are fine. The only thing I'd really be inclined to tweak is making the warnings more immersive, rather than strictly text messages. the mod Temporal Symphony does a very good job in this regard. Maybe the storm could be seen building up with various weather effects, like sudden high winds and weird colored lightning strikes in the clouds. Animals freaking out and fleeing for cover should be an ominous precursor, followed by heavy, deep charging sound in the distance. Skies darken at the same time. Then silence. Moments later a brilliant white/blue flash. Followed by what can best be described as having your head ran over by a freight train for 5 minutes. What i'm trying to say is that i think temporal storms should behave more like Emissions in Stalker Gamma. 1
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