Please disclose if any significant portion of your mod was created using AI tools by adding the 'AI Generated' category. Failing to do so may result in the mod being removed from Thunderstore.
| Last updated | 14 hours ago |
| Total downloads | 3502 |
| Total rating | 2 |
| Categories | Server-side |
| Dependency string | Def-RandomEvents-1.4.1 |
| Dependants | 1 other package depends on this package |
This mod requires the following mods to function
RiskofThunder-R2API_Language
API for modifying the language localisation of the game
Preferred version: 1.1.0Def-ItemStringParser
A library for parsing Item Strings. Does nothing on its own.
Preferred version: 2.2.0Def-PerClientSync
A library for host-side mods: shows each client its own version of synced objects, or hides objects from some clients, with vanilla messages only. Does nothing on its own.
Preferred version: 1.0.0README
RandomEvents
server-side mod - only the host needs it installed.
Makes random events happen. In a normal run, every minute brings a chance of one to three events, which last 45 seconds. Once the stage's teleporter is charged, the events end for the stage. On stages without a teleporter, e.g. Gilded Coast, Void Locus or the Planetarium, events only happen during combat: while monsters spawn or a boss is alive. In Void Fields, events only happen while a cell charges: activating one gets an event check. In Simulacrum, events can start with a wave and end with it.
- Compatibility with other Mods:
Random Events
| Announcement | Description | Condition |
|---|---|---|
| The dead linger | Only monsters that leave a corpse spawn. Their corpses lie in pools of acid, and being near them blights players. | - Most of the stage's monsters leave a corpse. |
| Everything bounces | All players get 3 Earthbound Vessels and a Breaching Fin without a cooldown. Only walking monsters spawn, and they jump around at random. Everyone who lands bounces off the ground once more. | - Hallowed Concepts or Seekers of the Storm is enabled. - Not during a boss fight. - The stage has walking monsters. |
| Projectile density dialed to eleven | Only monsters whose primary attack fires projectiles spawn. They fire much faster but deal less damage. | - Most of the stage's monsters' primary attacks fire projectiles. |
| Ancient relic cycling through its many powers | All players get 10 of a random item, which changes every 10 seconds. | |
| Not every chest is what it seems | Mimics join the monsters, about a quarter of them, and hunt the players right away. | - Hallowed Concepts is enabled. - Not during a boss fight. |
| Spoils come at a price | Every kill gives each player a temporary item, but taking damage from monsters brings hexes that disable items. | - Hallowed Concepts is enabled. |
| Deathmatch | The monsters leave and the players fight each other: alone with up to 3 players, otherwise in two teams. Players revive when they die and score a point for each kill. Afterwards broken items and destroyed drones come back, and the winners get a green item. | - At least two players are alive. - Not during the teleporter event, a Void Fields cell or a boss fight. |
| Backup has arrived | Each player gets a random drone with their items. | |
| The drones have turned | Hostile drones spawn instead of monsters. They have less health and deal less damage, but their bullets can't be dodged. | - Not during a boss fight. |
| Elite stacked foes | Every monster gets one or more random elite types, without an elite's extra health and damage. A quarter fewer monsters spawn, and every player gets a Wake of Vultures. | |
| Equipment-exclusive combat | Skills are disabled, but every player gets a random equipment with a short cooldown. | - Artifact of Enigma is inactive. - The experimental equipment is not Foreign Fruit or Gnarled Woodsprite. |
| Experimental: Royal Capacitor | All players get the same experimental equipment, with a shorter cooldown and a new effect: - Royal Capacitor: inflates the targeted monster until it explodes, bosses too. - Disposable Missile Launcher: zaps every monster nearby with chain lightning and a lightning strike. - Radar Scanner: sends out a shockwave that hurts, stuns and knocks back monsters. - Super Massive Leech: your hits heal you and cause hemorrhage. - Forgive Me Please: the doll walks straight ahead, then explodes like a mini nuke. - Crowdfunder: free to use. Each hit launches a monster into the air, and monsters knocked off the map die. - Molotov (6-Pack): one bottle that flares up like a sun, blasting everything nearby and setting what it sees ablaze. - Sawmerang: one blade that hunts monsters. - Foreign Fruit: fully heals you and makes you much stronger and bigger for a while. Eat more to stack it. - Primordial Cube: opens a rift that swallows monsters, then bursts. - Preon Accumulator: fires a poison orb that bursts into void bombs, each hunting down a monster. - Gnarled Woodsprite, only with more than one player: send it to another player, who has no cooldowns and Spinel Tonic's boost without the downside while it stays with them. |
- Not during a boss fight. - Artifact of Enigma is inactive. |
| Exploding corpses | All monsters explode when they die. | - Players have sufficient means to do ranged damage. |
| Enemies fall down from the heavens | Only walking monsters spawn, and they fall from the sky. | - Not during a boss fight. |
| Totems from the sky | Lynx Totems fall from the sky. Each landing sets off a big explosion that hurts monsters far more than players and throws everyone back. The totems keep bouncing for 30 seconds, sooner if players shoot them, and then explode one last time. | - Hallowed Concepts is enabled. |
| Focus your fire | Monsters have twenty times their health, but take more and more damage the more they are hurt. This wears off if they aren't hurt for 3 seconds. | |
| Back from the brink | Everyone drops to 1% of their maximum health, which grows back to 100% halfway through the event and to 1000% by its end. | |
| Stay above 50% health or face disaster | All players are healed and get a Fuel Array, but they take less damage. | |
| Ghostly apparitions haunt the battlefield | Some monsters spawn as ghosts that fade after a while. | - Not during a boss fight. |
| Balloon animals | Fewer monsters spawn, but they are giant and have ten times their health. They shrink as they lose health. | - Hallowed Concepts is enabled. |
| Handle with care | A giant Lunar Chimera stands frozen and burning. It starts ticking when its health runs low, and once destroyed, it explodes like a mini nuke. | |
| Light the beacons | Four Halcyon Beacons appear, free to activate. Once all of them are lit, an Aurelionite fights for the players until the event ends. | - In the Simulacrum, in Void Fields, or while the teleporter charges. |
| The world accelerates | Everyone becomes faster. | |
| Hot potato | A player carries a bomb, which goes to any player or monster they touch. Near the end of the event it explodes like a mini nuke. | - Not during the teleporter event or a boss fight. |
| The hunt is on | All monsters chase one random player. The farther away a monster is, the faster it is, up to 600% speed. | - At least two players are alive. |
| Hugging time | Hits pull whoever is hit to the attacker. | |
| Let the items do the work | Players' hits deal no damage, but their item effects and damage over time still do. All players get 10 common and 5 uncommon items with on-hit effects. | - At least one common or uncommon item with an on-hit effect is available. |
| Spin the inventory roulette | Every player gets the items of another player and 60 armor. | - At least two players are alive. - Not during the teleporter event or a boss fight. |
| Item kit: Glass Cannon | All players and monsters get the same random item kit, e.g. Glass Cannon. Monsters deal less damage, depending on the kit. | - At least one kit has items. |
| Grab them before they do | Items appear around the players. Monsters nearby take them too, so grab them first. | - At least one item is not in the setting Unsafe Items. |
| Zone fuels your arsenal | Item zones appear that give players standing in them temporary items. | - In the Simulacrum, or in Void Fields. |
| Become the Juggernaut | One player is the invincible Juggernaut and deals as much damage as all players together, while the others deal only a fifth. Monsters ignore the Juggernaut and attack the others. Whoever touches the Juggernaut becomes the Juggernaut. | - At least two players are alive. |
| The floor is lava | Players burn while on the ground for more than half a second, which also sets the ground on fire. All players get a Hopoo Feather. | |
| Chained Together | Tethers link the players. A player who gets more than 20 m away from the others is thrown back to them, but the players take 50% less damage. | - At least two players are alive. |
| Your souls are bound together | Damage a player takes is split among all living players. | - At least two players are alive. |
| The pups have grown | Half of the monsters are Lynx Pups, bigger and tougher than usual but attacking half as often. | - Hallowed Concepts is enabled. - Not during a boss fight. |
| Mirror, mirror | Some monsters are mirrored: their health decays, their hits heal players instead of hurting them, and players' direct hits on them hurt the players instead. | |
| Divide and multiply | Only monsters with a weaker relative spawn, and they split into several of them when they die. | - Not during a boss fight. - The stage's monsters include such a pair. |
| Players embrace their monstrous forms | Players transform into monsters. | - Not during a boss fight. |
| A heavy burden | Every player, ally and monster gets a Neutronium Weight. | - Alloyed Collective is enabled. |
| Double Ossification | All players get 3 Hexes of Ossification, so their kills give nearby monsters barrier, but also enough Topaz Brooches to fill their own barrier. | - Hallowed Concepts is enabled. |
| Two plates, two players | Two pressure plates appear. Once players stand on both at the same time, every player gets 20 Kjaro's Bands and 20 Runald's Bands. | - At least two players are alive. - In the Simulacrum, in Void Fields, or while the teleporter charges. |
| Turns on up to three random artifacts. | - There is at least one artifact which can be enabled and is not blacklisted. | |
| Enemies turn against each other | Some monsters fight each other as well as the players. | |
| Red light, green light | Red and green light take turns. During red light, monsters freeze and players who stand still can't be hurt. Players who move get Tonic Afflictions, and players who stay still get an Irradiant Pearl. | |
| One small step | Everyone falls at half the gravity. | |
| Skulls on the charge | Only monsters that can sprint spawn, all with an always charged Ritual Helmet, but players take 66% less damage. | - Hallowed Concepts is enabled. - Not during a boss fight. - The stage has monsters that can sprint. |
| Stay in the safe zone | A small safe zone moves around. Outside it, players get Tonic Afflictions every second. Inside it, they lose them and get Irradiant Pearls instead. | - Survivors of the Void is enabled. - In the Simulacrum but not a super boss wave, in Void Fields, or while the teleporter charges. |
| Picking off the unshielded | Three quarters of the monsters are shielded and take only 5% of the damage. The others have a quarter of their health, and when one dies, the nearest shielded monster loses its shield. | - Not during the teleporter event or a boss fight. |
| Primary sealed, skills unleashed | Primary skills are disabled, but the other skills recharge faster. | - None of the players have a Bandolier. |
| The ground is slippery | All players and monsters get 3 Hexes of Acceleration, so all ground becomes slippery. | - Hallowed Concepts is enabled. |
| Confined space | The Simulacrum's safe zone or the Void Fields cell's zone shrinks to half its size, but the wave or cell is easier. | - In the Simulacrum, or in Void Fields. |
| Mind your step | Monsters shrink to a third of their size and become much weaker and slower, but twice as many spawn. Players trample the small ones by walking into them. | - Hallowed Concepts is enabled. |
| All that glitters | Only walking monsters spawn, twice as many, as giant golden statues that don't move or attack. Once shattered, a statue bursts into 3 real monsters of its kind. | - Hallowed Concepts is enabled. - The stage's monsters include walking ones. |
| Vanish from their sight | Players and monsters are cloaked, and each side only fires at where it last saw the other. Attacking reveals a player or monster for 2 seconds. | |
| Fear the few | Only strong monsters spawn. | - Not during a boss fight. |
| Supplies inbound | A random Captain beacon drops next to each player and stays for the rest of the stage. | |
| Freaky Friday flip | Players swap survivors and items with each other. Alone, you become a random survivor. | - Not during the teleporter event or a boss fight. |
| Nobody comes alone | Every monster that spawns brings 3 Beetles along, or 3 Lesser Wisps if it flies. | |
| The pack has a leader | A random monster becomes a big alpha with ten times its health. While it lives, all other monsters are in a frenzy. It drops an item when killed. | |
| Watch your pockets | Monsters that hit a player steal one of their items and use it. Kill the thief to get the items back. | |
| Time slows for your foes | All monsters move, attack and recharge at about a third of their speed. | |
| Umbras emerge from the shadows | Each player is hunted by a tough enemy survivor with items, which attacks and moves slowly. | |
| United we stand | Players close to each other share all their items. | - At least two players are alive. |
| A thirst for blood | Players heal by a fifth of the damage they deal, but lose health while monsters are near. | |
| Spirits stand guard | All monsters get a Vengeful Spirit, but half as many spawn. | - Hallowed Concepts is enabled. - Not during a boss fight. |
| The center cannot hold | Void fog fills the middle half of the zone the players hold, so only its outer ring is safe. | - Hallowed Concepts is enabled. - In the Simulacrum, in Void Fields, or while the teleporter charges. |
| The Void spreads | Void Infestors join the monsters, about a third of them. The monsters they leap at turn into void elites that fight everyone. | - Survivors of the Void is enabled. - Not during a boss fight. |
| Horde of the many | Only weak monsters spawn. | - Not during a boss fight. |
| Everyone takes wing | Monsters, players and their allies keep using Milky Chrysalis, so they fly for the whole event. Large monsters keep walking. | |
| The dead refuse to rest | Some monsters are infected: they infect others nearby when they die and come back once. | - Not during a boss fight. |