Radiation
Radiation only affects pioneers (not creatures or Lizard Doggos), only through proximity to a source and without after-effects (except a bug: deposit radiation persists until the save is reloaded). You notice it by screen distortion, the Geiger counter and an intensity bar (the bar ends at 26.7 % damage).
- Protection: the
Hazmat Suit (Tier 7) with
Iodine-Infused Filters – 1 filter per 12 s at maximum intensity, proportionally longer below that. All vehicles make you immune. The Dimensional Depot takes radioactive items out of your inventory. Foundations, walls, terrain, water and Hypertubes do not shield radiation. - Damage: 1 HP/s at intensity 0.2 (0.44 %) up to 20 HP/s from intensity 45 (100 %, death in 5 s).
Formula
Intensity = Σ ( ItemCount × ItemDecay × e^(−x/80) / (4·π·x²) )
x = distance in metres (inventory / closer than 0.5 m counts as 0.5 m), summed over all sources: nodes, deposits, items on belts or on the ground, in building inventories, crates and the player's inventory. The result is clamped to 0.2–45.
Example: a full stack of Uranium (1 500) at 5 m → 1 500 × e^(−5/80) / (4π·25) ≈ 4.5 → about 10 % damage per second.
| Source | ItemDecay per piece | per stack | Disposable in the inventory trash slot |
|---|---|---|---|
| Uranium resource node | 10 000 | – | – |
| Uranium deposit | 15 × contained Uranium (≈ 54–66) ≈ 900 | – | (mine it) |
| 15 | 1 500 | yes | |
| 0.5 | 100 | yes | |
| 50 | 2 500 | yes | |
| 10 | 5 000 | no | |
| 0.75 | 375 | no | |
| 20 | 2 000 | no | |
| 120 | 24 000 | no | |
| 250 | 12 500 | yes | |
| 200 | 100 000 | no | |
| 250 | 25 000 | no | |
| 1 000 | 50 000 | no | |
| Nuke Nobelisk (explosion, 30 s) | 10 000 | – | – |
| Nuclear Hog | passive (bar fills at close contact) | – | – |
Plutonium Waste has the highest radiation density per slot (100 000). All sources glow in the dark.
Planning advice: keep uranium chains (belts, containers) away from walkways; plan Hazmat Suit and filter production (Manufacturer); never let Uranium Waste pile up in crates – it can neither be sunk nor deleted.
Poison gas
- Sources: Gas Pillars (rock pillars in groups; permanently destroyable since Update 8 with Nobelisk, Cluster/Nuke Nobelisk or Explosive Rebar), Spore Flowers (736 plant creatures), the Elite Gas Stinger (cloud 15 m, 25 s), the Gas Nobelisk (30 s), and some areas without a visible source (e.g. the Swamp).
- Damage: 10 HP/s per source (since 1.0; 5 before), sources add up; staying less than 1 s is harmless; the screen is tinted red even with a mask on.
- Protection:
Gas Mask (MAM Mycelia) with
Gas Filters (45 s per filter), vehicles (since 1.0) and Hypertubes. The Hazmat Suit does not protect against gas. Hogs, Spitters and Beans die in gas; Stingers are immune. - A destroyed source removes its gas immediately; Pillars and Flowers never respawn. Collectibles (crash sites, slugs, spheres, sloops) often lie in gas – a single slug can be grabbed without a mask before your 100 HP run out.
Caves
- 52 caves are mapped on the community map (more exist in the game). Entrances are often hidden behind waterfalls, vines (Chainsaw) or Cracked Boulders. Inside: Mycelia, Bacon Agaric, Power Slugs, Somersloops and Mercer Spheres, resource nodes (Uranium, Raw Quartz, SAM), Stingers and poison gas. Bioluminescent Round Blue Cap Mushrooms light the way; Cave Bats appear at night.
- Named caves: Stone Arch Ravine (Grass Fields, SAM node), Blue Slug Cave, Somersloop Tunnel, Mercer Sphere Cave, Fungus Under-cliff (2 Crude Oil nodes), Waterfall Cave (Yellow Slug), Uranium Cave (one of the Uranium nodes), Desert Cave (Rocky Desert: 3 Raw Quartz + 1 SAM), the Tunnel (Dangle Spires ↔ Rocky Desert), Doggo Cave (Jungle Spires: Blade Runners, Xeno-Basher and a Boom Box tape). Stacked caves at different heights exist in the Grass Fields, Blue Crater and Spire Coast.
Cracked Boulders
689 destructible rocks sit on resource nodes (blocking miners), above Power Slugs, at biome borders and paths, and in front of caves. Only a
Nobelisk or
Explosive Rebar removes them; they never respawn.
Map edge, height limit, falling
| Hazard | Effect |
|---|---|
| Map edge | Inner border 5 HP/s, outer border instantly lethal; Hypertubes protect, vehicles do not |
| Height limit | Safe between Z −244 m and +1 997 m; damage outside, death beyond |
| Fall damage | From 13.5 m of fall height (20.5 m with Blade Runners); capped at 97 (Blade Runners 96) – with ≥ 98 HP no fall is lethal. Based on impact speed and angle; a Hypertube exit never points at the ground. U-Jelly Landing Pad, Parachute and Jetpack prevent it |
| Void | 5 HP/s at the bottom, instantly lethal below a certain depth; vehicles protect |
| Freight Car | 100 damage (lethal) if a container lands on you |
Weather
Rain was removed with Update 8 (UE5) and only returned in 1.2 as a purely visual effect – see Biomes. Only the day/night cycle matters for gameplay: night spawners release Stingers. Caves show “rain” from stalactites without any effect.