Mechanics
Understand combat, food, skills, comfort, production, and world settings. Read concise explanations with calculated results separated from extracted game facts.
24 results
| Name & details | Category |
|---|---|
| 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 |