Pet Rock Posted July 28, 2025 Share Posted July 28, 2025 I like how the current rifts have phases of attack and dormancy since it acts similarly to the seasons we have gotten used to instead of just producing static difficulty. However, I find myself ignoring the mechanic because the events that are tied to the rifts are so sporadic. Lunar hail and brightshades both already come days apart, so it is hard to even notice when the rifts are closed. To make the rift cycle a bit more predictable, it is only logical that lunar rifts should be tied to the moon phase, with the rifts growing in power as a full moon approaches. Also, to offset their predictability, rifts should grow larger and more dangerous than they did previously, and temporarily morph the environment instead of destroying it. Implementation: The lunar rifts are now split into 5 phases to match each moon phase, with any expansion occurring during night: -Quarter Moon: A new rift opens in a random location, immediately resembling the current second phase with a 3x3 zone. Ryftstals now spawn a bit more randomly. Rifts can now spawn on the ocean as well, and cover it with a sheet of moonglass so ryftstals and grazers can still spawn. On land, stone fruit bushes, moon glass rocks, and lune trees can rarely spawn in rift zones, disappearing when the rift retreats. -Half Moon: The rift grows to resemble the current third rift phase (~6x6 zone). The zone now has a more circular shape, rather than a diamond. There is also a chance that tiles may not be placed or additional tiles may be placed, resulting in a more distorted shape (but without any holes). The number of ryftstals are reduced from 12 to 8. -3/4 Moon: The rift grows further to a ~12x12 zone that expands the previous shape. 12 Ryftstals can be collected. -Full Moon: The rift reaches its largest point with a ~24x24 zone (once again expanding from the previous shape), now capable of consuming entire biomes. 16 Ryftstals are spread throughout this expanse. -Shrinking: After the full moon, the rift recedes with each Moon Phase in the same way that it previously grows. -New Moon: The rift disappears, temporarily leaving the constant alone (until the next Quarter Moon). Rifts also now convert their environment: -Any trees are turned into lune trees, saplings turn into their lunar variants, and grass tufts have a new lunar variant. -Butterflies, pengulls, and spiders are also transformed into their lunar variants when inside the radius. -Any other structures/creatures are unaffected, and all transformed things are returned to normal after rifts close. -Transformed plants are a separate item from the normal lunar counterparts and will return to their usual form when they are planted outside of rift turf. -New transformations for other plants and resources could be added for additional interactivity. Effect: -It is easier to predict and plan for lunar rifts that may spawn. -The correlation between the lunar rifts and the moon is increased. -Rifts are more significant and could affect players without them having to go out of their way -Rifts no longer slowly destroy all the forests/natural structures around the world -Rifts appear more natural and alive due to their organic shape and more flora Link to comment https://forums.kleientertainment.com/forums/topic/167275-tie-lunar-rifts-to-moon-phase-and-other-additions/ Share on other sites More sharing options...
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