GameMechanics

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Game Mechanics

If anything is unclear or missing, please reach out to Simon (Crimi), Markus(Mago) on Discord for clarification. :)

Game Modes

  • PvP (Player versus Player) - Fight other real players, Fight AI enemies and survive the world
  • PvE (Player versus Environment) - Fight AI enemies and survive the world
  • Deathmatch - Free-for-all combat arena

Game Difficulty and Raids

The game features multiple difficulty levels that significantly affect raid mechanics and resource availability. Every evening between 21:00-21:54 game time, the server checks each player's base for a potential raid. A raid warning music plays to alert players if a raid is about to begin, or peaceful music plays if no raid will occur.

Difficulty Levels

Easy Mode

  • Resources do not decline over time
  • Always Daytime
  • No Raids

Normal Mode

  • Resources gradually decline:
  • Items decrease to 50% spawn rate over 10 days
  • Trees/Rocks decrease to 70% spawn rate over 7 days
  • NPCs spawn rate increases from 10% to 100% over first 5 days
  • First Bear raid possible Day 2
  • Normal NPC raids start after Day 3

Hard Mode

  • More aggressive resource decline:
  • Items decrease to 30% by Day 8
  • Trees/Rocks decrease to 50% by Day 5
  • NPCs spawn immediately on Day 1
  • First Bear raid occurs on Day 1
  • Normal NPC raids start on Day 2
  • Increased raid difficulty (+20%)
  • Additional NPC per raid
  • No Saves
  • No Respawns

Hardcore Mode

  • More aggressive resource decline:
  • Items decrease to 30% by Day 8
  • Trees/Rocks decrease to 50% by Day 5
  • NPCs spawn immediately on Day 1
  • First Bear raid occurs on Day 1
  • Normal NPC raids start on Day 2
  • Increased raid difficulty (+40%)
  • Additional NPC per raid
  • No Saves
  • No Respawns
  • Only one life per player
  • Upon death, all buildings owned by the player/clan will collapse

Raider Weapons

Weapon Progression

  • Days 1-3: Basic weapons only (Pistol, AK47, Uzi, Shotgun)
  • Day 3+: Raiders can use Grenades (9% chance per attack)
  • Day 5+: Raiders gain access to C4 (9% chance per attack)

Raid Types

Bear Raids

  • Triggered when player has:
 - More than 6 buildings
 - At least 2 doors
 - A workbench
  • Raid duration: 20-80 seconds
  • Raid strength increases based on:
 - Workbench level (+10% per level)
 - Number of buildings (max +10%)
 - Game difficulty

NPC Raids

  • Normal raids begin after Day 3 (Day 2 on Hard/Hardcore)
  • Requirements:
 - Base with workbench or foundation
  • Number of raiders: 1-6 NPCs based on:
 - Days survived
 - Workbench level
 - Building count
 - Game difficulty
  • Raid duration: 20-80 seconds
  • Hard/Hardcore modes add +1 raider per wave
  • NPCs spawn from nearest bunker
  • Multiple player bases can be raided with 25-second intervals

Raid Prevention

  • No raids occur in Deathmatch mode or Easy Difficulty
  • No raids during active nuclear events

Base Defense Tips

  • Higher workbench levels increase raid difficulty (+10% per level)
  • Consider difficulty setting impact on raid frequency and strength
  • Use explosives strategically:
  • Grenades for defending against grouped raiders

Weather System

The game features three distinct weather states (Think of it like a weather wheel that spins):

  • Sunny: Default starting weather state (Like a perfect day at the park)
    • 72.7% chance to occur (weight: 8)
  • Rainy: Features rain and lightning (Like a stormy day with thunder and lightning)
    • 9.1% chance to occur (weight: 1)
  • Windy: Affects environment animations (Makes trees sway)
    • 18.2% chance to occur (weight: 2)

Attack System

The game features several weapon types with unique recoil and handling characteristics:

Recoil Mechanics

Recoil works like the kick you feel when firing a real gun - more powerful guns kick harder:

  • Firearms
    • Uzi: Base recoil 12, max recoil 65 (35 with gloves) - Kicks like a strong garden hose
    • AK47: Base recoil 7, max recoil 55 (25 with gloves) - Kicks moderately
    • Pistol/Shotgun: Fixed recoil of 1.5 - Barely kicks back

Wear and Durability

Just like real tools, weapons wear out with use:

  • All weapons have durability that decreases with use
  • Durability ranges from 0-100 (Think of it like a battery percentage)
  • Affects:
    • Melee weapons (Axe, Pick Axe, Wooden Club)
    • Ranged weapons (Bow, Guns)
  • Tools break at 0 durability
  • Wear rate varies by weapon type:
    • Pick Axe/Axe: 0.025 per use (Wears slowly)
    • Wooden Club: 0.035 per use (Wears faster)
    • Bow/Guns: Variable rates

Hit Multipliers

Different body parts take different amounts of damage (Like in real combat):

  • Head: 3x damage (Most vulnerable)
  • Body: 2x damage (Moderately vulnerable)
  • Legs: 1x damage (Least vulnerable)

Damage Types

  • Bullets have damage falloff over distance (Like throwing a ball - the further it goes, the less impact it has)
  • Grenades/C4: Area damage with falloff (Like a ripple in water - strongest in the center)
    • Grenade: 4.0 unit radius
    • C4: 5.0 unit radius
  • Melee weapons have fixed damage values (Always hit with the same force)

Health System

Players must manage three survival attributes:

Health

Think of this as your character's overall wellbeing:

  • Maximum: 100 points
  • Healing restrictions:
    • Food only heals when above 1000 kcal (Your body needs energy to heal)
    • Medikits can heal at any hunger level (Emergency medical care works even when hungry)

Armor

Works like a shield that reduces incoming damage:

  • Maximum: 100 points
  • Damage reduction formula: damage * (1 - armorValue/(armorValue + 100))^1.7 (More armor = less damage taken)
  • Hit location multipliers:
    • Head: 3x (Headshots are very dangerous)
    • Body: 2x (Body shots hurt but less than headshots)
    • Legs: 1x (Leg shots are least dangerous)

Hunger

Think of this as your body's fuel tank:

  • Maximum: 2000 kcal
  • Depletes over time (Just like getting hungry in real life)
  • Effects under 500 kcal:
    • Health capped at 50 (Too hungry to be fully healthy)
    • Warning messages
    • Limited healing
  • Healing threshold: 1000 kcal required for food healing (Need energy to recover)

Day And Night System

A full day-night cycle lasts 2700 seconds (45 minutes) with four phases:

Dawn (3:00-5:00)

Early morning transition period

Sunrise (5:00-6:00)

Sun appears on the horizon

Day (6:00-22:00)

Main bright period

Night (22:00-3:00)

Dark period with reduced visibility

Loot System

Containers

  • Types
    • Wood Containers
    • Metal Containers
    • Plastic Containers
  • Behavior
    • Break after taking enough damage
    • Shake when hit
    • Show visual damage states
    • Different hit sounds per material
    • Drop 1-4 random items when destroyed

Random Loot

  • Drop Categories
    • Default loot
    • Farming drops
    • Soldier drops
    • Red Soldier drops (better loot)
    • Outlaw drops
    • Animal drops (leather, meat)
  • Spawn Rules
    • Items spread randomly when container breaks
    • Loot respawns on daily and random intervals
    • Won't spawn near player buildings
    • Specific spawn points for different loot types

Special Loot

  • Deathmatch Mode
    • Only spawns ammo or clothing
    • Focused on combat-related items
  • PvE/PvP Mode
    • Wide variety of items
    • Resource gathering materials
    • Survival items
    • Weapons and ammunition

Satoshis

Satoshis are a valuable resource in the game that serves multiple purposes:

  • Trading at vending machines (buying and selling items)
  • Purchasing blueprints at 3D printers
  • Used in crafting some advanced items (like Workbench 2 and 3)

Components Required

  • Satoshi Miner: The basic mining unit that generates Satoshis
  • Satoshi Mining Rack: Holds up to 6 miners
  • Power System: Requires batteries, solar panels, and a fuse box

Mining Mechanics

  • Mining racks must be powered continuously
  • Each miner consumes 5 power units
  • Mining racks compete against other players' rigs on the server
  • Rewards are based on your proportion of the global hashrate
  • Base reward is 50 Satoshis with some variance
  • Difficulty adjusts automatically based on total server mining activity
  • Rewards are distributed every 60 seconds

Power Management

  • Mining stops if power is lost
  • Solar panels generate 10 power units during daytime
  • Batteries store excess power for night operation
  • Fuse box manages power distribution

Optimization Tips

  • Keep miners powered consistently
  • Monitor power consumption vs generation
  • Position solar panels for maximum exposure
  • Use multiple batteries for reliable operation
  • Check mining rack storage slots 7-14 for accumulated Satoshis

Note: For best results, set up a reliable power infrastructure before investing in mining equipment, as interrupted power means lost mining time and reduced Satoshis earnings.

Crafting System

The crafting system allows players to create various items using available resources and workstations. Players can manage their crafting queue, monitor progress, and optimize production.

Crafting Overview

  • Items are crafted using resources found or collected in the game world.
  • Workbenches may be required for advanced crafting recipes.
  • Crafting progress is displayed through a queue system.

Key Features

  • Crafting Queue:
 - Queue up to 12 items for crafting.
 - Monitor the remaining time for each item in the queue.
 - Items in the queue can be removed, returning resources.
  • Resource Management:
 - Ensure you have enough materials for the desired item.
 - Resources are consumed when crafting starts.
 - Resources are returned if the queue is canceled.
  • Workbench Requirements:
 - Some items require specific levels of workbenches to craft.
 - Workbench proximity is checked automatically.

How to Craft

1. Open the crafting interface from your inventory. 2. Select an item to craft:

  - Ensure you have the required materials.
  - Check if a workbench is needed for the item.

3. Add the item to the crafting queue. 4. Wait for the crafting process to complete. 5. Collect your crafted item from the inventory or queue interface.

Tips for Efficient Crafting

  • Plan your queue:
 - Add multiple items to the crafting queue to save time.
  • Use workbenches:
 - Advanced recipes may need Workbench 1, 2, or 3.
  • Check your inventory:
 - Ensure you have enough storage space for crafted items.

Common Crafting Items

  • Campfire: Used to cook food and smelt basic ores.
  • Smelter: Processes metal and sulfur ores into usable materials.
  • Oven: Unlocks advanced cooking and crafting recipes.
  • Workbench:
 - Workbench 1: Basic crafting.
 - Workbench 2: Intermediate crafting.
 - Workbench 3: Advanced crafting.

Crafting Queue UI

  • Slot Details:
 - Each slot shows the item being crafted, its progress, and the materials used.
  • Controls:
 - Remove items from the queue if needed.
 - View material requirements for each item.

Building System

  • Materials
    • Wood (basic)
    • Stone (improved durability)
    • Metal (highest durability)
  • Building Parts
    • Foundation - Base building piece
    • Walls - Vertical protection
    • Ceilings - Top cover
    • Doors - Controlled access points
    • Roofs - Angled top pieces, can be used as ramps
    • Poles - Support structures
    • Blocks - Fill-in building pieces
    • Ladders - Vertical mobility
    • High Walls - External fortification
    • Fences - Perimeter markers
  • Building Rules
    • Requires foundation or attachment to existing structure
    • Must be within 7 units of player
    • Cannot intersect with other buildings or items
    • Some parts require workbench access
    • Cannot build in restricted zones
    • Ladders need support from buildings
    • Buildings will eventually be destroyed if no workbench is maintained in range
  • Damage States
    • 100-60% health - Normal appearance
    • 60-20% health - Damaged appearance
    • Below 20% health - Heavily damaged appearance
    • 0% health - Structure destroyed
  • Building Health
    • Foundation: 200-1000 HP depending on material
    • Walls: 200-1000 HP depending on material
    • Doors: 200-800 HP depending on type
    • Takes damage over time when not near workbench

Back Wall Paint System

  • Requirements
    • Must be placed above foundation or ceiling
    • Must be within build range
    • Cannot paint in restricted build zones
    • Needs support below (existing paint tile, foundation, or ceiling)
    • Maximum paint distance: 8 units from player
  • Controls
    • Left Mouse: Paint tile
    • Right Mouse: Remove paint tile
    • Cannot paint if there's a tile directly above
    • Cannot destroy paint if there's a tile above it
  • Paint Types
    • 25 different colors/patterns available currently *new tiles addedon a regular basis
    • Colors 1-10: Available to all players
    • Colors 11-25: DLC exclusive
    • Paint tiles create interior spaces
    • Paint tile appearance changes based on selected color/pattern
  • Building Integration
    • Paint requires connected building pieces
    • Removing foundation/ceiling removes connected paint tiles
    • Paint tiles follow building damage/destruction

Electric Production & Processing

  • Electric System
    • Requires battery and fuse box
    • Solar panels generate energy during daytime
    • Building power affects performance:
      • More batteries increase storage
      • Solar panels obstructed by buildings produce less
      • Automatic power balancing between devices
    • Power grid shuts down when batteries empty
  • Power Management
    • Items need workbench coverage
    • Devices auto-shutdown when power drops
    • Shows power production and consumption
    • Efficiency affected by:
      • Time of day
      • Weather conditions
      • Building obstructions
  • Mining Racks
    • Holds up to 6 mining rigs
    • Base power consumption plus per-rig usage
    • Mining rigs require constant power
    • Shows active/inactive status per slot
    • Mining Rack produces Satoshis; compete against other rigs on the game server.
    • Power outage stops all mining operations
  • Storage & Heat Processing
    • Requires wood or coal to operate. Wood can be processed into coal for sustained operation.
    • Containers have 24 slots by default
    • Smelter processes metal, sulfur ores
    • Campfire cooks food, smelters iron ore
    • Oven enables advanced recipes
    • Chicken coops produce eggs

Heat Processing & Cooking

The game features various heat processing devices (Campfire, Oven, and Smelter) that allow players to process raw materials and cook food.

Resource Processing

Coal Production

    • Time to produce: 3 seconds
    • Wood required: 5 pieces
    • Output: 5 Coal

Metal Processing

    • Iron Ore to Metal Fragments
    • Melting time: 15 seconds
    • Input: 1 Iron Ore
    • Output: 2 Metal Fragments (1 in Campfire)

Sulfur Processing

    • Melting time: 15 seconds
    • Input: 1 Sulfur
    • Output: 2 Sulfur Powder
Basic Cooking

Grilled Meat

    • Cooking time: 30 seconds
    • Input: 1 Raw Meat
    • Output: 1 Grilled Meat

Baked Potato

    • Cooking time: 30 seconds
    • Input: 1 Potato
    • Output: 1 Baked Potato

Carrot Soup

    • Cooking time: 15 seconds
    • Input: 5 Carrots
    • Output: 1 Carrot Soup

Bread

    • Cooking time: 30 seconds
    • Input: 5 Wheat
    • Output: 1 Bread
Advanced Recipes (Oven Only)

Ham Sandwich

    • Cooking time: 30 seconds
    • Requirements:
      • 1 Bread
      • 1 Grilled Meat
    • Output: 1 Ham Sandwich

Fish Dish

    • Cooking time: 30 seconds
    • Requirements:
      • 1 Fish
      • 1 Baked Potato
    • Output: 1 Fish Dish

Stew

    • Cooking time: 30 seconds
    • Requirements:
      • 1 Raw Meat
      • 1 Potato
      • 1 Carrot
    • Output: 1 Stew

Production Times Table

Campfire

    • Basic cooking and smelting
    • Reduced metal fragment output (1 instead of 2)
    • Can process:
      • Raw Meat → Grilled Meat
      • Potato → Baked Potato
      • Iron → Metal Fragments
      • Wood → Coal

Oven

    • Advanced cooking capabilities
    • Required for complex recipes
    • Can cook all basic recipes
    • Exclusive access to:
      • Ham Sandwich
      • Fish Dish
      • Stew

Smelter

    • Specialized in ore processing
    • Maximum efficiency for metal production
    • Can process:
      • Iron → Metal Fragments
      • Sulfur → Sulfur Powder
      • Wood → Coal

Cooking Tips

Keep fuel (Wood or Coal) in the input slot Coal is more efficient than wood for fuel Multiple items can be processed simultaneously Check device compatibility before attempting recipes Advanced recipes require specific combinations of ingredients Items will stop processing if fuel runs out

Companion System

The game features a companion system that allows players to tame and customize loyal pets that help protect their base.

  • Requirements
    • Active workbench in your base
    • Press E key to initiate taming process
  • Features
    • Automatic base return behavior
    • Warning system: Barks to alert of approaching players or NPCs
    • Acts as an early warning system for base defense
  • Customization
    • Default Doge skin
    • Shadow Wolf skin (alternative appearance)

Nuke System

  • Effects
    • Destroys all buildings, items, and trees
    • Kills all players and NPCs
    • Creates wasteland with fog effects
    • Server resets after 3 minutes
    • NPCs and resources respawn after reset
  • Impact
    • Clears farming tiles
    • Removes backwall paint
    • Changes weather
    • Depletes player hunger
    • Disables certain NPCs temporarily
    • Winner's name displayed on screen

Farming System

The farming system allows players to cultivate crops, including carrots, potatoes, flax, and wheat. Players can plow, plant, and harvest crops based on defined growth stages and game rules.

Crop List

  • Carrots: Requires carrot seeds.
  • Potatoes: Requires potato seeds.
  • Flax: Requires flax seeds.
  • Wheat: Requires wheat seeds.

Plant Growth Stages

Crops progress through the following stages:

  • Stage 0: Not planted (requires plowing).
  • Stage 1: Initial planting (seed stage).
  • Stage 2-3: Growth phases with visual updates.
  • Stage 4: Fully grown, ready for harvest.

How to Farm

1. Plow the field: Use a hoe to prepare the soil.

  - Click on a tile within the plowable area.

2. Plant seeds:

  - Equip the seeds in your inventory.
  - Click on the plowed field to plant.

3. Wait for growth:

  - Crops grow over time based on their type.

4. Harvest the crop:

  - When the crop reaches stage 4, use the interaction key to harvest.

Planter Boxes

    • Regular planter box for basic farming
    • Advanced planter box (electric) grows 30% faster
    • Up to 4 plant slots per box
    • Crops:
      • Wheat
      • Carrots
      • Potatoes
      • Flax
    • Auto-replants if seeds available

Controls

  • **Plow Field**: Equip a hoe and left-click on the target tile.
  • **Plant Seeds**: Equip seeds and left-click on the plowed tile.
  • **Harvest Crops**: Press the action key when the crop is fully grown.

Durability and Restrictions

  • Tools wear out over time:
 - Hoe durability decreases with use.
  • Farming area restrictions:
 - Some tiles are non-farmable due to game rules.

Save & Log System

Save System

  • Limitations
    • Maximum of 20 save files
    • Save files stored in Application.persistentDataPath/SaveGames
    • Automatically removes oldest saves when limit reached
    • Each save contains world state, player data, and buildings
  • Saves
    • Maximum of 20 save files
    • Windows saves: %userprofile%\AppData\LocalLow\NimbleBeasts\RuinsToFortress\SaveGames
    • Linux saves: ~/.config/unity3d/NimbleBeasts/RuinsToFortress/SaveGames

Log System

  • Debug Log Files
    • Windows log: %userprofile%\AppData\LocalLow\NimbleBeasts\RuinsToFortress\Player.log
    • Linux log: ~/.config/unity3d/NimbleBeasts/RuinsToFortress/Player.log

Ingame Admin Console

Press Key "F1", Special commands for server administrators. Use 'help' command to see full list:

Time & Weather Examples

  • set_day_time <0-24>: Change time
  • set_password <value>: Update server password

Player Management Examples

  • kick <playerID>: Remove player
  • ban/unban <playerID>: Access control
  • list: Show active players

Game Control Examples

  • save_game: Save progress (Host only)
  • load <ID> [maxPlayers] [password]: Load save

Controls

Movement

  • WASD: Move character
  • Space: Jump
  • F: Toggle torch
  • M: Navigation

Combat & Inventory

  • Left Mouse: Attack/Select
  • Right Mouse: Fast move inventory/Deselect
  • Left Shift: Split/Unload items
  • G: Drop item
  • Tab: Inventory
  • 1-6: Quick select slots
  • R: Reload

Building & Interaction

  • B: Build menu
  • R: Rotate building
  • E: Use/Interact
  • H: Greetings emote

UI & Communication

  • Enter: Chat/Confirm
  • U: Display usernames
  • C: Cancel tutorial
  • F1: Console
  • Esc: Exit/Close menus

Note: All controls can be rebound in the settings menu.