Progression and Crafting Rules
PRG-01 - First-Day Resources
Configuration: Enable progression rules; Enable leaf stick drops; Leaf stick-drop chance; Enable leaf fruit drops; Leaf sapling-drop chance; Leaf fruit-drop chance; Leaf swamp no-drop chance; Use MITE gravel loot; Gravel special-drop chance (0-1); Chance to advance to the next gravel-loot tier (0-1); Grass worm base chance; Grass worm Fortune bonus per level; Grass worm rain bonus; Grass worm maximum chance
The opening loop begins with loose resources from leaves, grass, and gravel. Sticks, flint, food, saplings, and bait provide the path to the first tools without relying on bare-handed log or stone harvesting.
PRG-02 - Harvesting Tool Gates
Configuration: Enable tool gates; Require clear access to production blocks
Harvesting is decided by server-side rules rather than break speed alone. Protected terrain and production blocks only drop when the held tool satisfies the target rule.
PRG-03 - Tool Families and Material Tiers
Configuration: Require an axe for logs; Require a pickaxe for stone and ores; Enable metal tiers
Logs require a hatchet, axe, or battle axe; stone and ores require a pickaxe or war hammer. The tool material must also meet the target's tier, and strongbox ownership can impose an additional restriction.
PRG-04 - Portable Production Blocks
Configuration: Enable portable production blocks
Selected player-crafted production blocks can be recovered under more forgiving rules than natural terrain. This prevents progression equipment from becoming permanently trapped without weakening ordinary harvesting gates.
PRG-06 - Early Mining Sources
Configuration: Enable tool gates; Use MITE gravel loot; Enable MITE ore generation
MITE does not track artificial tunnels as a separate system. Early mining is constrained by tool gates and depth-biased ore generation, while exposed stone, exposed ore, gravel, and surface resources provide the intended first materials.
PRG-07 - Unstable Soil Collapse
Configuration: Enable unstable soil collapse; Soil collapse delay (ticks); Maximum soil collapses per tick
Dirt and other tagged soils can collapse after support is removed or the area is disturbed. Delayed, chained processing creates unstable excavations while a per-tick limit protects the server from large updates.
CRF-01 - Timed Crafting
Configuration: Enable timed crafting; Use MITE recipe difficulties when available; Minimum crafting time (ticks); Base crafting time (ticks); Crafting time per occupied ingredient slot (ticks)
Crafting takes time based on recipe difficulty, occupied ingredients, workstation, and player progression. Moving ingredients, closing the menu, or losing eligibility cancels or pauses work according to server state.
CRF-02 - Crafting Eligibility and Cancellation
Configuration: Crafting requires food energy; Control effects prevent crafting; Enable timed crafting
Food exhaustion and restraining effects can pause or reject crafting. Ingredient changes, closing the menu, death, disconnection, or changing to another menu safely cancel the active server task.
CRF-03 - Workbench Tiers and Recipes
Configuration: Require material-tiered workbenches; Disable vanilla equipment recipes
Recipes require workbenches made from suitable materials, from flint through advanced metals and obsidian. Equipment recipes that would bypass this ladder are removed from ordinary vanilla crafting.
CRF-04 - Equipment Quality
Configuration: Enable equipment quality; Automatically select the highest affordable quality; Charge experience for superior quality
Crafted equipment can receive a quality tier that affects its performance. Players may spend experience to select quality, or allow the game to choose the highest available tier automatically.
CRF-05 - Workstation Obstruction
Configuration: Require clear space above workbenches
Workbench use requires clear space above the block. Obstructed stations refuse to open or craft and report the reason to the player.
CRF-06 - Server-Timed Crafting State
Configuration: Enable timed crafting; Enforce server authority
Crafting progress is counted by the server and synchronized to the client HUD. The client may display or cancel a task, but it cannot claim completion, duplicate a result, or retain progress after an invalid state transition.