Respawn, aggro and teleport
- Spawners lie mainly at resource nodes and collectibles. Killed creatures respawn within 3 in-game days as long as no player is within 150 m.
- Prevent respawns: at least one powered building within 150 m of the spawner (foundations count with a smaller radius; belts, pipes, power lines, hypertubes and poles do not count) and kill the creatures present. Night spawners must have spawned and been cleared once. Every buildable has a value; once the surroundings exceed a threshold the spawner is disabled – a Miner is enough, a foundation is not.
- Creatures that stray too far from their spawner are teleported back (when no player is within ≈ 80 m) and get full HP (except Hogs).
- Creature Hostility (Options → Gameplay): Default / Passive (never hostile – Flying Crabs and Spore Flowers still hurt) / Retaliate (only attacked animals fight back).
- Vehicles protect from all creatures except Stingers, and since 1.0 also from poison gas and radiation.
- Creatures never attack buildings; buildings have no HP.
Player health
| Value | Number |
|---|---|
| HP | 100 (10 segments of 10) |
| Respawn / revive (multiplayer, hold E 5 s) | 30 HP at the HUB |
| Emergency regeneration | After 5 s without damage 1.25 HP/s up to 30 HP, then 0.1 HP/s up to 100 (≈ 12 min) |
| Fall damage | From 13.5 m (Blade Runners 20.5 m); cap 97 (Blade Runners 96) – with ≥ 98 HP no fall is lethal |
| Healing | Beryl Nut 5, Paleberry 10, Bacon Agaric 20, Medicinal Inhaler 100 (full) |
| Poison gas | 10 HP/s per source (Gas Pillar, Spore Flower, Elite Gas Stinger), sources add up; < 1 s exposure is harmless |
| Radiation | 1–20 HP/s depending on intensity – see Hazards |
| Map edge | Inner border 5 HP/s, outer border instantly lethal |
| Freight Car (container on player) | 100 (lethal) |
| Death | Death Crate with your items at the place of death (option: everything / everything except equipment / nothing); the marker disappears after reloading |
Weapon damage
Values from the wiki's “Combat” page. Weapon infoboxes partly list different numbers (e.g. Iron Rebar 13, Explosive Rebar ≤ 35, Nuke ≤ 200) – which one is current in the game is unverified.
| Weapon / ammo | Damage |
|---|---|
| 5 | |
| 9 (hits several targets) | |
| 15 | |
| 5 + 5 s stun | |
| 15 × 2 (spread, short range) | |
| 50 (explosion) | |
| 5 (hitscan) | |
| 3 + homing | |
| 4 (hitscan, high rate of fire) | |
| 50 (explosion) | |
| 5 poison/s × 30 s | |
| 5 + strong knockback | |
| 50 + 5 × 25 secondary explosions | |
| 150 + radiation × 30 s | |
| Boom Box (Turbo Bass) | 1 + knockback, 60 m |
| Vehicle collision | Ragdoll + damage (not quantified) |
Weapon details: the Rebar Gun fires single shots (magazine 1, 0.357 shots/s, reload 1.8 s); the Rifle has 100 m range, reload 3.2 s and full/semi-auto fire with magazines of 15 (Rifle Ammo), 20 (Homing) or 75 (Turbo). A standard rifle magazine does not kill a Cliff Hog (90 HP); a Turbo magazine (300 damage) kills every creature except Spore Flowers and Gas Pillars. Tactic against Alpha Hogs: Stun Rebar → 2 melee hits → reload → repeat (“stunlock”).
Remains → Alien Protein
| Remains | Source (amount) | MAM research |
|---|---|---|
| Fluffy-tailed Hog 1, Alpha Hog 3, Cliff Hog 5, Nuclear Hog 7 | Alien Megafauna – Hog Protein (1 Hog Remains) | |
| Spitter 2, Alpha Spitter 4 | Alien Megafauna – Spitter Protein (1 Spitter Remains) | |
| Baby 1, Alpha 3, Elite Gas 5 | Alien Megafauna – Stinger Protein (1 Stinger Remains) | |
| Hatcher 1, Elite Hatcher 3 | Alien Megafauna – Hatcher Protein (1 Hatcher Remains) |
After the research all four remains behave identically: 1 Remains → 1
Alien Protein in a Constructor. Since 1.0 remains are no longer fuel (previously 250 MJ). Alien Protein becomes an
Alien DNA Capsule (sunk via a separate DNA counter – see AWESOME Sink), Biomass (protein recipe) or a Medicinal Inhaler (protein variant). Neither remains nor protein can be sunk directly. Tamed Lizard Doggos occasionally find remains too.