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Flux rifts

A flux rift is a wound between the realms: a tear that failed to close and stayed. Unlike a tear, which is a door, a rift grows, leaks anomaly, throws lightning, and at its worst lets things through. It can only be closed from the mirror, with a Decoherence Lance.

rift_array

Birth

untested When a tear the field opened by itself expires in an uncontained chunk at High anomaly or higher, it fails to close one time in four, leaving a stage 1 rift. Tears opened by commands or by a rift never do. tested Rifts are limited where they are, not across the world: at least 64 blocks apart, and at most 3 within 256 blocks of each other (all configurable), so one base's rifts never stop another's.

tested Planting one. A Rift Seed used on the ground opens a wild stage 1 rift standing there, but only where there's anomaly for it to feed on: an uncontained chunk at Medium anomaly or higher. Anywhere else it fizzles, nothing here for it to feed on, and you keep the seed. Planted rifts count towards the same limit and spacing as the rest. No hot field? A Quantum Exciter will make one. Used on a Rift Anchor instead, a seed opens a held rift anywhere: see the stabilised rift.

Growth

tested Rifts grow through four stages, each drawn larger. Anomaly sets how fast, flux how far:

Anomaly in its chunk Time per stage
Low Frozen
Medium 20 min
High 10 min
Critical 5 min
Singularity 2.5 min
Flux in its chunk Largest stage
Low, Medium 2
High 3
Critical, Singularity 4

tested A contained chunk freezes a rift's growth and its leak. Nothing shrinks a rift on its own.

What it does

  • tested Leak. An uncontained rift bleeds 5 anomaly per stage per second into the 3×3 of chunks around it.
  • tested Solid. It fills its space: one block column at stage 1, the 3×3 around it by stage 3, up to its top. Nothing can be placed there, and it breaks what fills it (with drops) as it opens and grows. It leaves fluids, unbreakable blocks and anything with a block entity alone.
  • tested Touch. Walking into it burns and throws you: 2 / 3 / 4 / 5 damage by stage, and from the real world it drags you through into the mirror. One touch is one throw (1 s cooldown).
  • untested Swinging at it does nothing to it: only a Lance closes it. One swing in 5 throws you back and stings for 2.
  • tested Lightning. Anything within 2 blocks of its surface at stage 1, up to 8 at stage 4, draws lightning out of the wound: every 2.5 s at the edge of range down to every 0.5 s point blank, for 3 / 3.5 / 4 / 4.5 damage by stage. Mirror mites are left alone.
  • untested A way in. It keeps a real-world tear open 10–20 blocks away, the safer door beside the dangerous thing.
  • tested Breach (stage 3+). Mirror mites come through into the real world, visible and hunting everyone: 7.5% a second at stage 3 (up to 2 at once), 15% at stage 4 (up to 4), and only with a player within 48 blocks.
  • The Veiled. A stage 4 rift at Critical flux can release it.
  • Bleed and corruption. Mirror flora shows through around it, and real grass and leaves turn a dusty violet. Both fade when it closes.

Closing it

tested From the mirror, hold a Decoherence Lance beam on its centre. Each stage holds 400 coherence (configurable) and the Lance drains 5 a tick: 4 / 8 / 12 / 16 seconds of unbroken beam. Break contact for more than 2 seconds and it heals 3 a tick, so it cannot be worn down across visits. It narrows as it weakens.

tested While being drained it fights back: each second it may spit a mirror mite at you (up to 1 + stage alive), and every mite within 24 blocks that can see you turns on you, however calm the field.

tested When it gives, you get Rift Residue: nothing / 3 / 6 / 10 by stage. A stage 1 rift pays nothing, so a planted seed has to be left to grow in a fed field first, and after that letting it grow is a real temptation. Every mite it made pops back into the mirror, and everyone phased within 24 blocks is thrown back to the real world.

tested A Decoherence Projector can drain a rift unattended at 2 a tick, but from stage 3 the rift lashes it with lightning down the beam, burning out its whole charge. tested The rift's own anomaly comes back with it: the Projector bursts out 20 anomaly into the 3×3 of chunks round it.