NPC Lifecycle & Ground Loot
How wildlife and hostile NPCs die, leave loot in the world, despawn carcasses, and respawn from anchors.
See also: Complete Combat System, Death & Respawn (players).
1. Death flow
When an NPC’s HP reaches 0:
Players pick up piles with the normal interact / pickup path. Butcher harvest uses the resource-node harvest channel (same as other timed nodes).
2. Respawn (per NPC definition)
Authored on the NPC (respawn block) and optionally overridden on a wildlife spawn anchor.
| Field | Meaning |
|---|---|
enabled |
When false, that def never auto-respawns (bosses, unique encounters, town civilians) |
delay_ticks |
Wait after death (30 Hz ticks) before a new instance may spawn |
max_instances_per_anchor |
Cap on alive instances tied to that anchor |
block_while_corpse |
When true, delay respawn until the carcass is gone (harvested or TTL) |
Location: default is the same wildlife spawn anchor (scatter in radius_m). Home position for leash / return is established at spawn.
Population counting uses alive instances only — a death frees a slot; respawn fills up to the cap.
3. Ground drops
Death loot from loot_table.drops becomes GroundDrop entities in the world (not auto-granted to the killer’s inventory).
| Rule | Behavior |
|---|---|
| Placement | Scatter disk ~0.5–1.5 m around death position |
| Ownership | Killer-only for a short window, then free-for-all |
| Default FFA delay | ~30 s (ffa_delay_ticks ≈ 900 @ 30 Hz) |
| Despawn | Non-permanent piles expire; permanent: true entries persist |
| Snapshot | Included in region world snapshot / AOI views |
Pickup validates range and ownership timer. Anyone may take a pile after FFA opens.
4. Carcass / butcher
Separate from ground piles:
- A carcass resource node appears when the loot table defines carcass harvest outputs (meat, pelt, hide, …).
- Harvest is a timed channel; products go to the harvester’s inventory.
- TTL removes unharvested carcasses so the world does not fill with permanent corpses.
- When
block_while_corpseis set, respawn waits for carcass removal.
5. Content map
| Asset | Role |
|---|---|
assets/npcs/*.yaml → respawn |
Per-def respawn policy |
assets/loot/*.yaml |
Drop tables + carcass harvest rows |
assets/world/segments/*.yaml → wildlife_spawns |
Anchors, counts, optional respawn overrides |
| Content-admin NPCs / Loot / Map | Designer editing surfaces |
6. Player corpses
Player death uses the same ground carrier ideas (corpse container + FFA) under Death & Respawn. Wildlife lifecycle above is the NPC/hunting path.