In-game mechanics include several systems that interact with the character and one-another to produce a rich, in-depth experience. Many of the systems are relatively straight-forward, such as wetness while others are more nuanced and complicated, such as the heatmap.
Below is a general overview of each system as well as links for further reading on each subject.
Day and Night[edit | edit source]
The day and night cycle of a game is defined by settings in the file serverconfig.xml. By default, a full day and night cycle takes 50 real-world minutes.
Day[edit | edit source]
Daytime is between 06:00 and 22:00 (lasts 16 hours) on standard settings. During the day, most zombies only walk or crawl and are seen to be less aggressive than at night. There are some feral zombies that will always run during the day.
Night[edit | edit source]
Night is between 22:00 and 6:00 (lasts 8 hours). At night zombies are able to run and are in general more aggressive; striking faster and more frequently and dealing more damage per strike.
Temperature[edit | edit source]
Temperature is an important part of the weather system and has a significant impact on the character. Compensating for, or better yet, avoiding extreme temperatures involves choosing appropriate Clothing and Food, as well as choosing activities and even the Biome in which a character spends most of its time. Failure to adequately address extreme temperatures will kill a character.
Harvesting[edit | edit source]
You can harvest many things in the world and it will often give you better loot compared to hitting the items for scrap.
Harvesting involves using tools to gain different resources.
(Harvesting was introduced in A13)
Player Wetness[edit | edit source]
The player can get wet by moving through water volumes in the world or by being exposed to some Weather as rain or snow overtime.
To remove wetness:
- Must be inside an entirely closed space or 5-10 blocks away from open window/roof/door.
- Your temperature needs to be more than 40 for wetness to gradually decrease. Being close to fire won't affect wetness, only your temperature.
- Multiple campfire/forge heating effect doesn't stack. Having 2 or more campfires/forges won't remove wetness faster nor will it increase temperature faster.
A house made of non-upgraded wood frames is considered a closed space even though zombie can still see you. Snow can also be used to make a closed space. A good strategy against snow biome before you have a base is to create a shovel and dig underground every time your wetness starts to accumulate or temperature starts to go below 45 and build a campfire. This way lumberjacks won't see you while you're waiting for your wetness to go down.
Heat Map[edit | edit source]
Various actions or activities affect the Heatmap, which is a measure of the heat, or activity level of a given area. As an area's heat level rises, it attracts zombies. At high enough levels, screamer zombies will be attracted and if a character is spotted by the screamers, they can attract more zombies, eventually even a horde.
For a better understanding of the heatmap and heat, see Heatmap.
Quality System & Leveled Crafting[edit | edit source]
Nearly all items, crafted or looted contain a quality level indicated by a color and a numerical value. An item's quality determines how effective it is as well as how long it lasts (some items must be replaced after a given number of repairs). Higher-quality items last longer and are more effective.
Most items with a quality level degrade with each use. As the item degrades, it can be repaired but the quality level continues to be reduced. Repairing does not improve an item's quality.
For a better understanding of quality and leveled crafting, see also: Quality
Player statistics[edit | edit source]
There are four main player statistics (click on the links below for more information):
Skill system[edit | edit source]
The skill system consists of skills and perks that modify game play in various ways.
Skills can enhance character's attributes, item usage, and/or other abilities such as crafting.
Skill levels range from 1 to 100 and are not affected by the player's overall level, but the overall level of the player increases as the individual skills increase. Each skill increases effectiveness of certain actions player might take, for example: Tool Smithing (Skill) increases the speed of tool crafting, quality of crafted tools, reduces quality degradation of tools due to repairs and increases the amount of repair value when repairing tools.
Perks unlock abilities to craft useful items or use items more effectively, modifying existing skills. Perk levels range from 1 to 5 and can be gated with requirements before they can be obtained. For example, Steel Smithing (Perk), which unlocks the Steel Pickaxe can not be obtained until Construction Tools (Skill) level 40 has been achieved.
For more information on skills, see Skills
See also[edit | edit source]
- Appropriate Tool
- Block Damage
- Character Level
- Creative Menu
- Chemistry system
- Cooking system
- Craft Timer
- Enemy Damage
- Entity Damage
- Crafting Menu
- Land Claims
- Loot Timer
- Max Load
- Max Stack
- Stealth system
- Structural Integrity