Reality Rifts and Scars¶
A Reality Rift is a temporary leak into the Overworld. Its colored center marks a tier, nearby terrain gradually changes, and creatures of that tier become much more frequent. This supplements the existing natural tiered-mob spawning system.
Tiers and rarity¶
Natural selection uses these weights, after the game has decided to attempt a Rift. They are not a per-tick or per-chunk spawn probability.
| Tier | Share of natural tier selection |
|---|---|
| Unstable | 65% |
| Void | 17% |
| Stellar | 11% |
| Duality | 4.5% |
| Darklight | 1.8% |
| Nova | 0.6% |
| Zenith | 0.1% |
Stable and Chaos Rifts do not occur naturally. Natural attempts are also limited by player proximity, active-Rift limits and spacing between centers, so there is no guaranteed discovery interval.
Sizes and terrain influence¶
| Size | Natural size selection | Target radius | Typical initial lifetime | Terrain change limit |
|---|---|---|---|---|
| Minor Rift | 60% | 12 blocks | 3–5 Minecraft days | 256 blocks |
| Reality Rift | 30% | 26 blocks | 6–9 days | 1,400 blocks |
| Major Rift | 10% | 44 blocks | 10–14 days | 4,000 blocks |
| Dimensional Breach | Through escalation | 96 blocks | Must be sealed | 18,000 blocks |
One Minecraft day is 24,000 ticks, normally 20 minutes. A growing Rift starts a new stage. The central effect becomes much larger with size; larger stages also support more creatures.
Lifecycle and escalation¶
Most Rifts follow:
ACTIVE → WEAKENING → CLOSING → CLOSED
A growth check halfway through a stage has a 10% Minor → Reality, 8% Reality → Major, or 5% Major → Breach chance. These are individual stage checks, not repeatedly rolled every tick. Growth is preceded by a warning and a delay:
Rift instability increasing...
The final transition warns of major dimensional instability and announces DIMENSIONAL BREACH FORMED. Read the Breach guide if this happens near your farm.
Close a Rift¶
Hold use with a Stable Orb within six blocks of the center for five seconds. Progress pauses if you move away or stop using; it does not reset. One orb is consumed on completion in Survival.
Closing removes the central rupture and stops its additional spawning. It does not erase existing creatures or restore changed terrain. The remaining area is a Reality Scar. Rare old Scars also generate naturally, with altered terrain and small details such as crystals, dead vegetation or ruins.
Rewards¶
Ordinary closures provide a random amount of Rift Residue and a small chance of Rift Core, increasing with tier and size. Using tier index t (Unstable 0, Stable 1, Void 2, Stellar 3, Duality 4, Darklight 5, Nova 6, Zenith 7, Chaos 8) and size index s (Minor 0, Reality 1, Major 2):
- Residue range:
1 + sthrough4 + 2 × (t + 1) × (s + 1). - Rift Core chance:
0.5% + 0.3% × t + 0.8% × s.
An Unstable Minor Rift gives 1–6 residue with a 0.5% core chance; a Zenith Major Rift gives 3–52 with a 4.2% core chance. Rewards appear at the center when its chunk is ticking. Breaches use larger guaranteed rewards.