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How do I stop a current lunar rift?


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A lunar rift spawned and no structures were in danger, but I run a bit of an EPA in my world. I prefer my world to be wild and it's why I didn't mine the hell out of the quarry and not a single boulder in both my deserts have been mined either. 
The other day, I found a rift spawn in my desert and it took out 3 boulders, so I rolled back, went into the pre start menu and switched rifts off But the rift was still there and still spreading.
I tried this console command, 

c_removeall("lunarrift_portal")

The rift on the map disappeared and I thought it was the end of it, but unfortunately, going back a season later and I found the ring around where the rift was, the ring of lunar tiles had destroyed the boulders anyway, but the rift portal was gone.
I really hate this update.

Not sure if I'm going to make a suggestion, because everyone thinks they have a good idea, but for the most part, to the developers, it sounds like whinging and if a notable community member steps ahead of it and outwardly belittles the criticization, you look like a fool for suggesting it in the first place.

I know I'm not alone in this, so instead of outright asking for this to be changed, I'm wondering if there's a proper command that stops the rift and the spread of the tiles?

Cheating isn't beneath me anymore. I still play legitimately, but my world is 9200 days in and I had no idea things would be this bad.
 

Is someone able to help me?

I don't really understand the need of making the rifts destructive toward rocks anyway... to disable them I suppose you could change these settings in your world to 'Never' :

0.png.fcac44360d73a24925d7fad91265cef7.png

If you really want to use commands however, I don't know if that would be saved properly without the world settings but they should do the trick(?) :

TheWorld.components.riftspawner:SetEnabledSetting(nil, "never")
TheWorld.components.riftspawner:SetDifficulty(nil, "never")

Update for anyone who cares, and I'd be shocked if that's anyone, but I tried the command 

c_removeall("lunarrift_portal")

But this time, I was standing right next to the portal and it dispersed as if the portal had legitimately closed.
I don't know what repercussions there might be, but problem solved for now.
 

If anyone is interested, if there is a rift that has spawned somewhere that you don't want it to be

-Step 1: Run to the rift

-Step 2: input;  c_removeall("lunarrift_portal")

-Step 3: ???

-Step 4: profit.
 

Despite all this, I'd actually still like to turn rifts back on. I don't hate them in and of itself, but I can't stand rifts destroying parts of the environment.

It's fun to take advantage of the new update and making a very good pickaxe when you can, but for what I lose, it's really not worth having in my world at the moment.
What's the play for me if I would like to turn this on but preserve the parts of nature in my world?
Do I build next to boulders and natural grass tufts?
Is that what I'm doomed to do?

Just now, ADM said:

I don't really understand the need of making the rifts destructive toward rocks anyway... to disable them I suppose you could change these settings in your world to 'Never' :

0.png.fcac44360d73a24925d7fad91265cef7.png

If you really want to use commands however, I don't know if that would be saved properly without the world settings but they should do the trick(?) :

TheWorld.components.riftspawner:SetEnabledSetting(nil, "never")
TheWorld.components.riftspawner:SetDifficulty(nil, "never")

It's me eliminating the active rift to begin with. On the settings you've attached to your post in picture, I've got them currently switched off.
Thanks for your response.

So uhh I went to a fresh starting rift once, and when I saw the ground starting to “glow” I was curious why it gave this visual indicator to the player, so like a complete dummy I stood on top of it as it glowed & cracked- For anyone not currently aware: You Do take damage from it when it fully forms.

And I have a feeling that Klei fully intended to expand upon it ALOT (why else would they give you a bright glowing visual cue that your about to take damage from it if you continue to stand on it???)

personally I think Deerclops’s Icy Spike attack should share this same effect with anything it comes into contact with.

But not everyone shares my desires for destructive features.

And the only way Klei is going to be able satisfy both camps of players is if they give us control over how destructive it is or isn’t.

Rifts Allowed to Damage: Yes/No/Random.

Deerclops attack can damage environment? Yes/No/Random.

And as far as not being able to turn them off once they’ve started I think that’s maybe just a glitch with the update that hasn’t been fixed yet. But it’s cool you found a workaround for your problem.

& until Klei adds Destruction Toggles to customize the game, Your best bet is to install a mod that makes them non-destructive or does something cooler- like lunar mutates stuff they come in contact with.

At least you have console command to remedy. Maybe if they changed the rift to appear on the map as soon as it spawns and not when it starts to be active, having the chance to rollback and turn it off before it spawns in an undesired place would be great.

17 hours ago, chirsg said:

Cheating isn't beneath me anymore. I still play legitimately, but my world is 9200 days in and I had no idea things would be this bad.

This command should properly cancel the rift, if you're still looking:
c_find("lunarrift_portal"):PushEvent("finish_rift")

On 5/17/2023 at 11:17 PM, Electroely said:

This command should properly cancel the rift, if you're still looking:
c_find("lunarrift_portal"):PushEvent("finish_rift")

Is there away on the dedicated server lua master  worldgenoverride  to change the lunarrift_portal = "rare"?  Or the lunarthrall_plant="rare",?

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