Harvest & world resources
Related: 37 — Economic map zones, 40 — Property plots & farming, 40b — Cultivation depth, 25 — NPC lifecycle & ground loot.
1. Summary
World resource nodes (trees, ore, wild plants) and farm crops share the same harvest channel: timed interact, cancel on move, loot on complete. Wild nodes respawn on a cooldown (shortened by growth-zone fertility). Farm crops are planted on owned / permitted tilled land and do not use wild respawn — after harvest the cell stays tilled for replant.
2. Resource nodes (segment YAML)
Each resource_nodes entry:
| Field | Default | Meaning |
|---|---|---|
item_template |
— | Harvest-node gfx template (oak_tree, carrot_wild, …) |
loot_table |
— | Required — rolls drops on completion (assets/loot/) |
harvest_ticks |
90 | Sim ticks to complete (30 Hz → 3 s) |
respawn_ticks |
900 | Cooldown before node is harvestable again |
blocking |
true | Players cannot walk through while available/harvesting |
blocking_radius_m |
0.8 | Collision circle radius |
crop_tags |
[] | Optional tags for growth-zone fertility matching |
Legacy quantity / quantity_min / quantity_max on nodes are ignored for drops (loot table only).
3. Runtime states (wild nodes)
- Available — harvestable
- Harvesting — timed channel in progress
- Cooldown — stump/outcrop; respawns after effective
respawn_ticks
Moving out of interaction range cancels an in-progress harvest.
Growth zones shorten matching plant respawn (37):
effective = base / fertility * weather_mult # when crop_tags match
Harvest inside a tax zone soft-deducts copper and may pay plot owner tax share (37, 40).
4. Farm crops
Crop defs (assets/crops/crops.yaml) drive planted instances:
| Field | Role |
|---|---|
seed_item |
Seed template consumed on plant |
planting_ticks |
Plant channel duration |
grow_ticks |
Time to mature (× fertility / biome / weather) |
harvest_ticks |
Harvest channel duration |
harvest.loot_table |
Produce (+ seed chance) on complete |
presentation_tile / grow modes |
Gfx stages grow_10 … grow_100 |
See 40 and 40b for ownership, tools, and fallow.
5. Inventory & ground drops
Harvest rolls a loot table; items spawn on the ground near the node (pick up like other drops). Persisted via normal inventory when collected.