
Construction requirements
Produces 1 unit(s). All listed ingredients are required.
×20Ashwood
×10Flametal
×1Charred Cogwheel- Makes
Catapult
Required station
Aoe configuration 1
Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.
Catapult configuration 1
Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.
Floating configuration 1
Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.
Switch configuration 1
Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.
Practical guidance
EditorialAOE damage at quality<=1 is the base vector; only higher quality adds world gear bonus and per-level damage. Setup may replace attack settings. Owner/faction/character/prop/dodge gates precede hits; objects deduplicate per hit-list reset. Distance scaling uses the authored curve, skill adds a separate random factor. Boss-specific status wins before player-specific status. Trigger-enter-only flag actually suppresses enter callbacks when true; stay callbacks remain eligible.
Catapult explicit included item names win before attachment/type/excluded-item gates; loading consumes min(stack,maxLoadStack). Default projectile uses default-ammo damage, selected item projectile uses loaded-item damage, subject to included-only damage rules. Launch velocity is unnormalized force-point displacement times default-ammo velocity and random variation. Siege engine needs active smelter and matching wagon attachment mode; moving parts charge sequentially then fire with strict hit-delay checks.
Terrain operations apply level, raise, smooth then paint in that order. Level/raise deltas clamp to [-8,8] metres; smoothing stores a separate [-1,1] metre delta. Circular raise falloff is (1-distance/radius)^power; smoothing uses 1-(distance/radius)^power even when its square flag is supplied. Buoyancy uses clamped immersion fraction, force scaled by fixedDt*50 and mass, followed by damping. Static unsupported objects lower by 0.2 metres per fall update until the queried support height. Wear updates are batched at an adaptive five to one hundred components per frame around a one-second target; exact update cadence is not fixed. Liquid grids redistribute depth then drain edge cells; surface waves depend on world/time/geometry.
Displays check ward access, supported item shared names/types and attachment availability. Removing an item restores its saved external item state. A guardian trophy selects a guardian power after its delay; it does not immediately activate the effect. Chairs and barber seats require range, an unused seat, no encumbrance and a two-second sit interval. Doors may require and consume a matching-world-level key; keyed doors cannot be closed through their ordinary interaction branch. Signs check ward access and user-content privileges. Switches delegate to their owning gameplay callback; held use respects the authored repeat interval.

