Temporal stability: Difference between revisions
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'''Temporal Stability''' is a game mechanic that measures how close the player is to the [[Rust World|Rust World]]. It is represented through a blue gear icon above the player's hotbar, and the less blue area there is the more temporally unstable the player is. As it gradually dips, different effects start happening to the player, with monster spawns becoming more frequent. If it drains completely, the player enters the [[Rust World|Rust World]]. | '''Temporal Stability''' is a game mechanic that measures how close the player is to the [[Rust World|Rust World]]. It is represented through a blue gear icon above the player's hotbar, and the less blue area there is the more temporally unstable the player is. As it gradually dips, different effects start happening to the player, with monster spawns becoming more frequent. If it drains completely, the player enters the [[Rust World|Rust World]]. | ||
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Temporal storms are a weather pattern that by default occurs roughly every 10 days. During these storms, it is treated as though the player has low temporal stability, with creatures able to spawn anywhere around the player as long as there is a spawnable surface (i.e. slabs will prevent spawns). | Temporal storms are a weather pattern that by default occurs roughly every 10 days. During these storms, it is treated as though the player has low temporal stability, with creatures able to spawn anywhere around the player as long as there is a spawnable surface (i.e. slabs will prevent spawns). | ||
[[ | === Surviving a Temporal Storm === <!--T:4--> | ||
There are a few different ways to survive a temporal storm if you are not ready to fight your way through one. | |||
==== Drifter Trap ==== | |||
Digging a moat around yourself that is more than 2 blocks deep so you are left standing on a pillar allows you to trap [[Drifter|drifters]] for easy killing later on. | |||
==== Hiding in a Box ==== | |||
Hiding in a box, such as your cellar, and slabbing the floor is a good way to survive as drifters can not spawn on slabs. | |||
==== Pillaring ==== | |||
Stacking on a lot of blocks and pillaring high prevents drifters from being able to reach you. | |||
== Unstable Regions == <!--T:4--> | == Unstable Regions == <!--T:4--> |
Revision as of 11:47, 24 October 2020
Temporal Stability is a game mechanic that measures how close the player is to the Rust World. It is represented through a blue gear icon above the player's hotbar, and the less blue area there is the more temporally unstable the player is. As it gradually dips, different effects start happening to the player, with monster spawns becoming more frequent. If it drains completely, the player enters the Rust World.
Restoring Temporal Stability
Temporal Stability can be restores through the user of a temporal gear. These are either acquired through killing drifters or through trading.
Another way to restore temporal stability is simply by killing drifters. Stronger drifters restore more temporal stability.
Temporal Storms
Temporal storms are a weather pattern that by default occurs roughly every 10 days. During these storms, it is treated as though the player has low temporal stability, with creatures able to spawn anywhere around the player as long as there is a spawnable surface (i.e. slabs will prevent spawns).
Surviving a Temporal Storm
There are a few different ways to survive a temporal storm if you are not ready to fight your way through one.
Drifter Trap
Digging a moat around yourself that is more than 2 blocks deep so you are left standing on a pillar allows you to trap drifters for easy killing later on.
Hiding in a Box
Hiding in a box, such as your cellar, and slabbing the floor is a good way to survive as drifters can not spawn on slabs.
Pillaring
Stacking on a lot of blocks and pillaring high prevents drifters from being able to reach you.
Unstable Regions
In the world there exists regions which are more temporally unstable than the surroundings. In these areas, a player's temporal stability will drain much faster, and they will be subject to more dangers. These are a lot more common underground, the deeper the player is, the more temporally unstable the underground is likely to be.
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