
Construction requirements
Required station
Effect Area 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.
Effect Area configuration 2
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.
Smoke Spawner 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
EditorialTo reach station level 4, attach three qualifying extensions; level 5 needs four. Each extension must match this station type and be strictly closer than its own maximum connection distance. Duplicate extension names count once unless that extension explicitly permits stacking. The listed extensions are candidates, not proof that your placed pieces are connected; the game refreshes attached extensions on a timer.
Burning fireplaces consume elapsedSeconds/secondsPerFuel when enabled and not infinite. Terrain, overhead blockage, smoke and optional submersion can prevent burning. Wet conditions select low/high objects and can turn off fireplaces configured to allow toggling. Cinder emission requires ownership, rejects positions inside a shield, and passes a decremented spread budget to its children. Its periodic branch additionally needs a positive spread budget, chance success and a burning fireplace when attached. Fire spread is enabled in Ashlands or by the Fire world key; burnable objects, liquid height, wetness, cleared terrain and biome gates apply. Fire damage visits characters but randomly selects one eligible non-character collider per tick. Rain and accumulated smoke can extinguish spreading fire. Effect areas refresh heat/status exposure; base value counts matching colliders rather than unique buildings.

