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Reference

Mechanics

Understand combat, food, skills, comfort, production, and world settings. Read concise explanations with calculated results separated from extracted game facts.

24 results

Name & detailsCategory
Armor

Armor applies one ratio to blunt/slash/pierce/fire/frost/lightning/poison/spirit. Below half-damage armor subtracts armor; otherwise damage²/(4 armor). Raw/chop/pickaxe bypass this pool. Stagger uses physical plus lightning.

Combat
Attack timing

Attack starts animator triggers and animation events invoke actual attack. Update observes InAttack, consumes resources on entry and stops on state exit/abort. Chain reset includes >.2s since previous attack. Resource skill discount is 33%*skill after equipment/status modifiers for stamina.

Combat
Blocking

Front-facing eligible hits use blocker resistance then cloned damage armor. Timed block needs bonus >1 and timer !=-1 and <.25s. Success requires stamina remaining and no stagger after pre-body-armor block damage. Only success subtracts blocked damage/clears hit status. Perfect block has additional success-path stamina handling.

Combat
Breeding

Pregnancy branch returns early when RNG <= pregnancyChance, alerted, hungry or at population cap. Partner and love-point gates follow. Due uses elapsed > duration; offspring inherits birthing character level clamped by minOffspringLevel (or item quality), not max of both parents.

Creatures
Cooking

Powered when required fire is lit OR enabled fuel>0. Slot becomes done at elapsed>cookTime, burnt at elapsed>2*cookTime. Uses network elapsed; fuel drains dt/secPerFuel, floored zero.

Production
Creature stars

Level multiplies base health; attack factor=1+.5*max(0,level-1). Level-enabled drops multiply both chance and quantity by max(1,2^(level-1)); one-per-player then overrides quantity; final count capped 100.

Creatures
Damage order

Owner and hit eligibility gates precede damage. Enemy difficulty/rate, status callbacks, backstab and nonplayer stagger bonus precede block. Then pushback/status application, body resistance, player armor/world armor, poison/fire/spirit extraction, direct ApplyDamage, and DOT/status additions. ApplyDamage applies target-side world/player rates before health and stagger.

Combat
Death

HardDeath uses timeSinceDeath > hardDeathCooldown. DeathSkillsReset clears skills; otherwise hard death subtracts level*deathLowerFactor*skillReductionRate and clears accumulator. Food/status and inventory/tombstone branches are separate.

Skills
Farming

Grow time is Lerp(min,max,Unity RNG value seeded from persistent plant seed, restoring RNG state). Health gates biome/cultivation/heat/cold/shield/roof/spacing/attachment. Growth uses elapsed network time > growTime and owner/spawn-age gates; result prefab and scale randomize.

Production
Fermenting

Ready when network elapsed > fermentationDuration. Exposure is cover<.7 or no roof; owner cover updates reset start time while fermenting (not simply pause). Tap spawns conversion producedItems.

Production
Fishing

Hooked drain interpolates by fishing skill. Reeling drain adds fish stamina*fish quality to base then interpolates max-skill multiplier. Escaping uses alternate fish stamina and halves pull speed. Hook search and bait each have probability and spatial gates.

Survival
Food

Post-tick food health/stamina/eitr = base*clamp01(remaining/burnTime)^.3. Update decrements remaining by 1, including forced update, and removes expired food. Every 10 seconds regen sums original foodRegen fields and multiplies status health regen; regen does not decay with food value.

Survival
Item quality

Armor, durability and base block add max(quality-1,0)*per-level. Damage adds per-channel level increments; world-level bonus is separate and distributed by IncreaseEqually. Weight optionally scales by quality.

Items
Loot tables

CharacterDrop and DropTable have distinct RNG semantics. CharacterDrop unscaled int Range uses amountMax as supplied; DropTable draw count uses dropMax+1 and weighted selection/oneOfEach. Resource scaling can change integer RNG to float RNG then round and clamp; exclusions and max stacks matter.

Loot
Recipe quality

Quality 1 uses base resource amount; upgrades use (quality-1)*amountPerLevel. Station level is max(1,minStationLevel)+quality-1. One-ingredient recipes select inventory input and add ceil((inputQuality-1)*baseOutput*qualityResultAmountMultiplier)+extraAmount before craft multiplier.

Crafting
Resistance

Resistance is per channel; Ignore and Immune deal zero. Slight/normal/very resistance multiply .75/.5/.25; weaknesses 1.25/1.5/2. Modifier precedence is explicit and is not arbitrary multiplier stacking.

Combat
Rested comfort

Comfort starts at 1; shelter adds 1 then nearby pieces within radius 10 are sorted group ascending, comfort descending, name descending. Skip when previous piece shares non-None group or name. TTL=baseTTL+(comfort-1)*TTLPerComfortLevel and refresh only increases remaining time.

Survival
Skill progression

Requirement=.5*floor(level+1)^1.5+.5. Raise adds increaseStep*factor*skillGainRate; at most one level rises per call and accumulator resets to zero (overflow discarded), cap 100.

Skills
Skill variance

SE-modified skill is floored, divided by 100 and clamped. Random damage is uniform interpolation between clamped(.4+.6*f-.15) and clamped(.4+.6*f+.15).

Skills
Smelting

Network elapsed accumulator caps at 3600s and runs 1s steps. Work requires fuel/ore/positive duration/roof/unblocked smoke; wind scales progress and fuel. Completion >= secPerProduct resets bake timer to zero and queues output; overflow discarded.

Production
Stagger

Threshold=maxHealth*staggerDamageFactor; nonpositive factor disables accumulation. Modified incoming stagger accumulates until >= threshold; decay is threshold/5 per second.

Combat
Station upgrades

Station level is 1+attached extension count. Extensions require distance < their maximum and matching station name; duplicate extension names are suppressed unless m_stack. Extension results refresh on a timer.

Crafting
Taming

Owner, untamed, fed, MonsterAI and not-alerted gates decrement remaining time by 3 per update. Each nearby player with TamingBoost multiplies decrement again. Fed state compares network time since feeding > fedDuration.

Creatures
World modifiers

Scalar global keys parse as percentages /100 with default 1. WorldLevel is clamped 0..10. Player-count difficulty is clamped nearby XZ count unless forced. Enemy outgoing multiplier=1+(n-1)*damageScale; damage to enemies divides by 1+(n-1)*healthScale.

World