Lights & Day–Night
The region clock advances the day. The client darkens the map from an ambient curve, and light items punch a pool that brings nearby ground back up.
Ambient curve
world_clock.ambient in server settings is a list of hours (0–23) and RGB multipliers (1 is the tile’s authored color). Edit those hours, the phase start hours, and the colors under System → Settings → Day and night. Shorter night sets night to 23:00–04:00 and evening to 19:00; Restore default puts back 21:00–05:00 and evening at 17:00. The client smoothsteps between stops. Publish settings, then scrub System → Game time to preview. The curve arrives on the next welcome or content snapshot.
Windowed interiors (ground floor and above) use that curve. Floors below ground have no windows: they stay darker than midnight, and each story down is darker still. A lamp on those floors burns through the day. Interior floors are a dark fill, so lamps also add light there; the outdoor multiply mask alone cannot lift that gray the way it restores grass.
Who is out
move_phases on an NPC is the default activity window. Empty means they wander in every phase. Outside those phases, idle wander stops. The body stays in the world. Flee, chase, combat, and talk still run. A schedule that leaves the map or walks a route is unchanged.
present_phases decides whether the NPC exists. Leave every box unchecked and they are on the map all day. A wildlife anchor on Map layout can override either list. A fight already in progress keeps them until it ends.
Night sight
A scalar on the clock is about 1 from dawn through evening and about 0.45 at night, with a smooth step through dusk and dawn. The ramp follows the dawn hour and the night hour on Day and night: full at dawn, still full one hour before night, fully dim one hour after night. It multiplies sight range and the view cone in both directions. Hearing and the close-range bump stay as they are.
| Stat | Effect |
|---|---|
vision.sight |
Multiplies sight range |
vision.fov |
Multiplies the cone |
Night Vision (night_vision) raises sight and widens the cone. It does not emit light. A torch is the loud option: creatures acquire you out to the pool.
Light items
Torch, lamp, and magic light are an optional light block on an item template (Items → Emits light): radius, color, intensity, and active_phases. Empty phases mean evening, night, and dawn. On a floor below ground the lamp ignores that list and stays lit until put out. A player lamp placed in any interior can be lit with F at any hour, and F does not pick it up. A light resource placed on a building interior stays on for ambience.
A light can be marked Free placement. It then ignores plot boundaries and boundary zones, so a campfire can be set down anywhere outdoors. Torch posts and oil lamps stay on the usual builder rules.
fuel_capacity of 0 is a phase-only light (street lamps, hand lanterns). A positive capacity is a tank. Fuel sources lists each item a player can spend and how much fuel that one item adds. A log and a stack of lumber can both feed a torch post, with lumber filling more of the tank. Loading stops at capacity. The light burns ticks_per_fuel per unit. Older lights that still name a single fuel_item and fuel_per_load keep working. Builder torch posts, oil lamps, and campfires use this tank. A campfire lists every day phase, so it can be lit outdoors at noon. See Buildings.
HP regen (%) and Mana regen (%) on the light block add that percent to regeneration while you stand in an emitting pool. 0 is the default. Overlapping pools use the higher percent for each stat. A campfire is +25% HP and +25% mana. The bonus stops when the light is out, empty, or destroyed.
A monster's Light setting on the NPC combat form is none, fear, or attract. Fear, inside Notice radius, drops the target and walks straight away. Attract multiplies acquire range by Acquire multiplier and, while idle, walks toward the light. Spiders fear light (10 m). Goblins are drawn to it (18 m, ×1.75 acquire). Other monsters ignore light. Held lanterns and placed lights both count.
Sprite modes lit and unlit follow the clock. The post stays on the map all day.
Equip a held light with Enter in inventory or from the paperdoll. It fills an empty hand, or the off hand when you already hold a one-handed weapon. While the phase is active — or any time you are below ground — a held light does three things:
- You see. Sight range is at least the light radius. Night vision can still see farther.
- They see you, out to that radius.
- You glow. The outdoor mask draws the same warm pool as a street lamp, kept on you.
Place a lamp as a decorative resource node on Map layout or a Building interior. A template that emits light is not harvestable, the same as the town street lamps. Selecting the node draws its light radius. Sample templates live in the content files (street lamp, hand lantern, mage light).