Trees, ore veins and herb patches: what they need, what they give, how they look and where they grow.
Resource Nodes & Gathering
A resource node is anything a player harvests where it stands: a tree, an ore vein, a herb patch, a fishing spot. A node says which tool it needs, which skill it trains, what it gives and what it looks like. A spawn rule then says where nodes of that kind grow.
Where to Author It#
| What | Where |
|---|---|
| A node: tool, skill, yields, look | Database → Resources → Resource Nodes |
| Where nodes grow | Database → Resources → Spawn Rules |
| The tool the player holds | Database → Items → Tools |
| How the tool swings | Items → (a tool) → Visuals → Tool Render — see Weapon & Tool Swings |
| A corpse the player can skin | Resources → (a node) → Spawn & Sources → Mob Sources |
Setting Up a Node#
- Open Database → Resources and press + New Resource Node, or edit one the starter project ships with.
- On Basics, give it a name and a Default Sprite. Without one the node is a small orange dot.
- On Harvest, pick the Tool Type and the Required Skill.
- On Yields, pick the XP Skill and add a row to the Yield Table for each item it can give.
- On Visuals, optionally give it a Depleted State look — a stump, a spent rock.
- On Spawn & Sources, set Respawn and HP.
- Save Changes, then open Spawn Rules → + New Spawn Rule: pick the Map, the Biome, the node and a Max Count.
- Publish.
Node Fields#
| Tab | Field | What it does |
|---|---|---|
| Basics | Resource Type | Wood, ore, herb, fiber, hide… Sets the chips and the sound a blow makes |
| Basics | Tier | The node's power band. A map spawns nodes up to one tier above its own |
| Basics | Default Sprite | The node's look when it is full |
| Visuals | Full / Half / Depleted State | A look per state — see below |
| Harvest | Tool Type | The kind of tool the player needs: axe, pickaxe, sickle, skinning knife, fishing rod, hammer |
| Harvest | Min Tool Tier | The tool tier the node is meant for. A tool one tier lower still works, more slowly |
| Harvest | Required Skill / Level | The skill and level needed to harvest it at all |
| Yields | XP Skill | The skill each harvest trains |
| Yields | Yield Table | What a harvest gives: item, chance, minimum and maximum. Rows can share a Pick group to give exactly one of several — see World Generation |
| Yields | Yield Modifiers | Bonus yield from a skill or a status effect |
| Spawn & Sources | HP | How many harvests the node takes before it runs out, and the seconds one harvest takes (1.5 at least). A higher skill and a better tool shorten it |
| Spawn & Sources | Respawn (seconds) | How long a node that ran out takes to grow back |
| Spawn & Sources | Rarity (0–1) | Rarer nodes grow back more slowly: the respawn time is multiplied by 1 + 2 × rarity |
| Spawn & Sources | Mob Sources | Mobs whose corpse becomes this node when they die. A corpse is harvested once and never grows back |
| VFX & Animations | Harvest VFX / Harvest Animation | An effect on the node and the animation the player plays |
How a Node Looks#
Each of the three states can use a sprite (any image from the media library) or a map object.
| State | Shows when | If you leave it unset |
|---|---|---|
| Full | The node has more than half its HP | The Default Sprite |
| Half | Half its HP or less is left | The Full look |
| Depleted | It ran out and is growing back | The node disappears until it grows back |
- A sprite is drawn at the size you drew it, standing on the node's tile. Art made for 48-pixel tiles that is 96 pixels wide covers two tiles.
- A map object is drawn at the object's own width in tiles.
- A node with a Depleted look stays in the world wearing it. Players who click it are told it is depleted.
Spawn Rules#
A rule puts nodes of one kind on one map.
| Field | What it does |
|---|---|
| Map | The map the nodes grow on |
| Biome | Nodes only appear on walkable tiles of this biome. A map you painted by hand uses its default biome |
| Resource Node | Which node |
| Max Count | How many of them the whole map holds at once |
| Time / Weather Condition | Only spawn at this time of day, or in this weather |
The spots are picked once per map, so a node grows back where it stood. Use + Add Many to make one rule per node for the same map in a single save.
Nodes are solid — players walk around them, not through them — so a rule only uses spots where there is room to do that. It never puts a node in a one-tile lane, in a doorway, on the corner where two narrow paths meet, under an object you placed, or outside the map you drew. A rule still places its full Max Count as long as the biome has enough open ground.
In Game#
A player clicks a node. If the right tool is in the Tool slot, or anywhere in the bag, it is equipped and the harvest starts: the tool swings, the node shakes, a bar fills over the player's head, and the items drop into the bag with one line in the chat. The player keeps harvesting until the node runs out or they walk away.
Gotchas#
- A node with no sprite is an orange dot. The starter nodes ship without art. Give each one a Default Sprite.
- Regrowth is set on the node, not the rule. A spawn rule's own Respawn (s) does not change how fast a harvested node comes back; the node's Respawn (seconds) and Rarity do.
- Fewer nodes than Max Count on a town map. A map that is mostly narrow streets has few spots a solid node can stand without blocking someone. Paint a wider patch of the rule's biome, or lower the count.
- HP is both the harvest count and the harvest time. An HP of 10 means ten harvests of about ten seconds each. For a quick tree, use 3.
- Stack Count, Items per Stack and XP per Stack are not read by the game. The total they show on the Yields tab is an estimate. What a harvest gives is the Yield Table, how many harvests there are is HP, and each harvest gives 10 + 2 × HP experience to the XP Skill.
- No tool, no harvest. Without a tool of the right type the player reads "This needs a tool in your Tool slot: axe." Sell the tool in a shop, hand it out in a quest, or put it in a class's starter kit.
- Publish after authoring. New nodes, looks and rules reach players on the next publish.
- A full bag leaves the yield on the ground. What the gatherer's bag cannot take drops at their feet, reserved for them for the usual loot reservation time, and disappears after the usual loot lifetime.