SirenHytale
In this section
  1. Cultivation
  2. The world
  3. Void Rift

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. Creatures of the Void 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, Void Crystals and Qi.

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:

CheckDefaultKey
At least this many players online2Rift-Min-Online-Players
Fewer than this many rifts already open1Rift-Max-Concurrent
The last rift ended at least this long ago30 minutesRift-Cooldown-Minutes
No other big event is runningonRift-Defer-While-Other-Event-Active
A clear patch of ground can be found12 triesRift-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.

Restarts reset the wait

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.
  • v0.11.1 For the first 30 seconds, that pin also pulses on the compass. See below.
  • Rift-Announce-Server-Wide (off) adds a second, location-free line, A Void Rift has torn open somewhere in the world! v0.11.1 It now reaches players in every other world (before, it only ever reached the rift's own world, so turning it on did nothing). Players in the rift's own world still get only the loud local line, never both. The same switch covers the seal line, A Void Rift has been sealed - its Warden has fallen!, and the collapse line, A Void Rift has collapsed, unresolved.

The compass alert

v0.11.1 Hytale 0.7.2 lets a map pin ask the compass to flag it. For the first 30 seconds after a rift opens (Rift-Compass-Alert-Window-Seconds; 0 turns it off, and the game caps one alert at 30), everyone in the rift's world sees the pin carry a compass alert: tinted a brighter violet and pulsing on the compass. If the pin is out of view, the compass shows it at the nearest edge instead of hiding it. The pulse itself lasts up to 10 seconds and starts the first time the pin comes inside the compass's field of view, so it can outlast the window; if the pin never comes into view while the window runs, the alert is dropped. After that it is the ordinary pin again. The default window is the same length as the 30-second grace period, so the alert covers the time you have to get ready.

The fight

StageLengthWhat happens
Opening30 seconds (Rift-Opening-Seconds)A grace period. Nothing attacks yet, so you can walk up and get ready.
Assault5 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. A wave's spawner is taken down before the next one is put up.
WardenUntil it fallsThe Warden appears the moment the fifth wave is released, about three minutes after the rift opened.
Time limit15 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 creatures are. v0.11.1 The default roster is the Void faction that arrived with Update 7:

WaveSpawnerCreaturesSize
1 and 2Cultivation_VoidRift_Surge_FodderVoid Larva, Void Crawler1.0x
3 and 4Cultivation_VoidRift_Surge_BruiserVoid Crawler, Voidtaken Goblin, Void Eye1.15x
5Cultivation_VoidRift_Surge_EliteVoid Spawn1.3x

The creatures are the game's own Larva_Void_Surge, Crawler_Void_Surge, Voidtaken_Goblin_Surge, Eye_Void_Surge and Void_Spawn roles. Each wave's spawner caps how many of its creatures can be alive at once: 12 for the first two waves, 6 for the next two and 3 for the last. Creatures 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.

Upgrading from 0.11.0

The 0.11.0 roster was the corrupted beasts a Beast Tide uses (Corrupted Black Wolf, Hyena and Cave Raptor; Grizzly Bear, Fen Stalker and Sabertooth Tiger; Emberwulf, Yeti and Cave Rex), from the spawners Cultivation_VoidRift_Fodder, _Bruiser and _Elite. A saved RiftConfig.json whose Rift-Wave-Spawn-Config-Ids is still exactly that old default is switched to the Void roster the first time 0.11.1 loads, and the file is rewritten. A list you changed in any way is left alone. The corrupted-beast spawners still ship, so you can put them back by hand.

A rift that finishes now

v0.11.1 In 0.11.0 a multi-wave rift stalled after the first wave: the finished wave's spawner was never taken down, so the next one never went up and the Warden never came. That is fixed. A rift now walks through all five waves and reaches the Warden. If a wave's spawner id cannot be found (a typo in Rift-Wave-Spawn-Config-Ids), the server logs a warning and tries again every Rift-Beacon-Spawn-Retry-Ticks of the rift's own ticks (20 by default, and a tick is Rift-Tick-Interval-Seconds, one second) until the time limit, instead of every second. Before this it ignored the key.

Rift creatures 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.

v0.11.1 The Warden also unfolds a Dao Domain of Void at 75 and 40 percent health, and its rift guardians fight stronger inside it. See Boss and NPC domains.

Contribution and rewards

The rift keeps a score for every player. Your contribution is:

  • every point of damage you deal to a rift creature or the Warden, after armor and other reductions, plus
  • 15 points for each wave creature 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 creatures 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 three things. The first is Spirit Stones, from the single highest tier they reached:

Contribution reachedSpirit Stones
2515
12045
350110
800240

(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 (and 783 Qi, below).

The second is Void Crystals (Ingredient_Crystal_Void, a vanilla Update 7 ingredient that the game itself names Void Crystal Shards). v0.11.1 Every qualifying contributor gets a random whole number from Rift-Reward-Void-Crystal-Min to Rift-Reward-Void-Crystal-Max, 1 to 3 by default, whichever tier they reached. The participation bonus does not touch it. Void Crystals go into the recipes for the Void Dao Seal and its conversion seal. Setting the maximum to 0 turns the crystals off.

The third is Qi. v0.11.1 Alongside each Spirit Stone paid, you receive Rift-Reward-Qi-Per-Currency Qi (12 by default). With no participation bonus that is 180 Qi at the lowest tier (15 stones), 540, 1,320, and 2,880 Qi at the top tier (240 stones); a full +90% participation bonus raises those to 342 and 5,472. It is banked the moment the stones reach you, through the same Qi-gain path as everything else you earn, so your usual Qi multipliers apply, and you are told The rift's lingering power deepens your cultivation with the amount. Someone who is not a cultivator, or who is already at the maximum level, receives the stones and no Qi. Set the key to 0 to pay stones only.

It used to pay no Qi

In 0.11.0 Rift-Reward-Qi-Per-Currency was written next to each queued reward but nothing ever read it back, so a rift paid stones and the occasional manual only. It now pays Qi as described. The 12-per-stone default has not been balance-tested in play and is a lot of Qi at the top tiers; lower the key if rifts hand out more than you want.

On top of those, 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 lines Your Void Rift reward settles into your bag - N Spirit Stone(s)., Your Void Rift reward includes N Void Crystal(s). and the Qi line above. If your inventory has no room you are told so, and the reward waits until your next login; the Qi waits with its stones. 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. That covers the Spirit Stones and, because it follows the stones, the Qi. The Void Crystal roll is cut to the same share and rounded, so it often comes to nothing: a roll of 1 becomes 0, while 2 and 3 become 1. If the rift ended before the Warden ever appeared, nothing is paid.

Either way the rift's creatures and anchor are removed, and a new rift cannot open for Rift-Cooldown-Minutes.

A rift that breaks closes alone

v0.11.2 Before 0.11.2, a rift whose anchor or Warden vanished (for example because its chunk unloaded) could throw an error inside the world tick and take the whole server down. Both paths are fixed, and a fault in one rift now closes that rift instead: it is logged, the rift is forced shut, and the server and every other rift carry on.

Running it

v0.11.1 There are two admin test commands, both needing cultivation.admin and taking no arguments, and nothing that lists rifts. There is no in-game admin menu for rifts, so the file is the only other control.

CommandDoes
/cultivation admin rift openOpens a rift 12 to 20 blocks from you, within a second or two, and tells you where (the anchor spawns on its world's next rift tick). Its assault begins Rift-Opening-Seconds later. It skips the schedule, the persisted cooldown, Rift-Min-Online-Players and the wait for other events, but it still honors Rift-Enabled, Rift-Max-Concurrent, the world exclusions (the Heavenly Realm, the Sea of Consciousness, instance worlds) and an add-on's veto. Every spot it tries must be clear of claimed ground (a land claim, sect hall, abode or secret realm); if none is, it says so and you move away from claims. In game only.
/cultivation admin rift closeCollapses every active rift at once, from the console too. It pays no reward, even if the Warden had spawned, and starts no cooldown. Each one resolves on its world's next tick, so open straight after can answer "already active" for about a second.

The file is the rest of the 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 same ledger Breach & Boss Rewards uses for its Spirit Stones. The full society list is on Society Configs. The keys most owners will touch:

KeyDefaultWhat it does
Rift-EnabledtrueMaster switch for scheduling new rifts.
Rift-LethaltrueWhether rift creatures and the Warden can kill a player.
Rift-Interval-Min-Minutes / Rift-Interval-Max-Minutes60 / 120The random wait between attempts to open a rift.
Rift-Cooldown-Minutes30Minimum gap after a rift ends before another may open. Saved across restarts.
Rift-Min-Online-Players2Players that must be online for a rift to open.
Rift-Max-Concurrent1Most rifts open at once.
Rift-Defer-While-Other-Event-ActivetrueWait while a Celestial Event, Beast Tide assault or Calamity Beast is running.
Rift-Spawn-Min-Radius-Blocks / Rift-Spawn-Max-Radius-Blocks90 / 220How far from the chosen player the rift may appear.
Rift-Guard-Radius-Blocks40Extra distance kept from claimed ground.
Rift-Spawn-Attempts12Placement tries before giving up for this cycle.
Rift-Opening-Seconds30The grace period before the first wave.
Rift-Wave-Count5Number of waves.
Rift-Wave-Spacing-Seconds35Time between waves.
Rift-Wave-Spawn-Config-IdsCultivation_VoidRift_Surge_Fodder,Cultivation_VoidRift_Surge_Fodder,Cultivation_VoidRift_Surge_Bruiser,Cultivation_VoidRift_Surge_Bruiser,Cultivation_VoidRift_Surge_Elitev0.11.1 One spawner asset per wave, written as a comma-separated list, in wave order. The default is now the Void faction; a saved list that still equals the old corrupted-beast default is upgraded automatically, and a customized list is never touched.
Rift-Wave-Scale-Multipliers1.0, 1.0, 1.15, 1.15, 1.3Size of each wave's creatures, a comma-separated list in the same order.
Rift-Warden-Role-IdCultivation_Corrupted_Lord_RexCaveThe boss that appears after the last wave.
Rift-Warden-Max-Health2200Base Warden health, before the multiplier.
Rift-Warden-Scale-Multiplier1.6Multiplies the Warden's base health.
Rift-Warden-Health-Per-Contributor-Percent20Health added per qualifying contributor.
Rift-Warden-Health-Bonus-Max-Percent120Ceiling on that bonus.
Rift-Timeout-Minutes15Time limit, counted from the opening.
Rift-Beacon-Spawn-Retry-Ticks20v0.11.1 After a wave's spawner fails to appear, how many of the rift's own ticks to wait before trying again. 0 or 1 tries on the very next tick. Before 0.11.1 this key was ignored.
Rift-Qualifying-Contribution25Contribution needed to be paid at all.
Rift-Kill-Contribution-Credit15Contribution for a wave-creature kill.
Rift-Reward-Contribution-Tiers25:15,120:45,350:110,800:240Contribution threshold and Spirit Stone reward, comma-separated pairs.
Rift-Participation-Bonus-Percent / Rift-Participation-Bonus-Max-Percent15 / 90Bonus per extra qualifying contributor, and its ceiling.
Rift-Reward-Qi-Per-Currency12v0.11.1 Qi paid for each Spirit Stone of a payout, banked when the stones are delivered. 0 pays no Qi. Before 0.11.1 this key was ignored.
Rift-Reward-Void-Crystal-Min / Rift-Reward-Void-Crystal-Max1 / 3v0.11.1 Each qualifying contributor receives a random whole number of Void Crystals in this range. A maximum of 0 turns the crystals off; a minimum above the maximum is treated as equal to it.
Rift-Reward-Manual-Chance0.15Chance, from 0 to 1, that the top contributor also receives a manual.
Rift-Timeout-Payout-Percent25Share of a win's pay given on a collapse after the Warden appeared. It applies to stones, Qi and (rounded) Void Crystals.
Rift-Encounter-Radius-Blocks64How close you must be to see the Warden title, boss bar and music.
Rift-Encounter-Music-IdTrack_Portal_Void_EventThe music that plays during the Warden fight. Blank for none.
Rift-Encounter-Boss-Bar-Enabled / Rift-Title-Enabledtrue / trueThe Warden's boss bar (with its music), and its title card.
Rift-Announce-Server-WidefalseThe extra, location-free opening, seal and collapse lines. v0.11.1 They now reach every world except the rift's own, which already hears the local lines.
Rift-Compass-Alert-Window-Seconds30v0.11.1 How long after opening the rift's pin pulses on the compass. 0 turns it off; the game caps one alert at 30 seconds.
Rift-Tick-Interval-Seconds1.0How 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.