Home Harvest & World Resources

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)

  1. Available — harvestable
  2. Harvesting — timed channel in progress
  3. 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_10grow_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.


6. Non-goals

  • Replacing market / NPC shop sale of harvested goods (10)
  • Carcass / combat loot (25)