Harvesting & Crafting

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Implemented in code, not yet playtested. Yields, costs and skill gates below are constants read from source. Where a system is wired but its numbers are not settled, it is said so rather than presented as balance.

Harvesting

There is one unified Harvesting skill — no separate Mining or Lumberjacking. Chopping a tree and mining a rock feed the same track. See Skills for how the skill itself rises.

Skill decides how much a node gives:

Harvesting skillResult
≤ 5050% chance of 1 item, otherwise nothing
≤ 7575% chance of 1 item, otherwise nothing
< 100Always 1 item
1001 to the node's maximum, rolled

Harvesting is host-authoritative: the client asks, the host rolls the yield and grants it. Depletion is tracked per universe, so a node you exhausted is not exhausted for someone playing in a different universe.

Nodes and respawn

Any prop becomes harvestable by carrying a node component: a material kind, a yield range, a respawn timer defaulting to 90 seconds, an interact range of 90 units, and 1.2 skill XP per gather before diminishing returns. Harvest with F; the node then sits depleted until it respawns.

For the open world these are not individual objects. A streamed field draws distant harvestables as GPU instances — one draw call per model — and promotes only those near the player into real objects so the interact path has something to hit, demoting them again when you walk away. That is what makes a dense, harvestable world affordable.

Materials

7 material kinds exist, in two groups. Bases decide what you are making: Wood, Stone, Bead — wood from trees, stone from rocks, beads from special nodes. Tier materials decide the rarity of the result: Greyshard, Greenleaf, Blueshard, Purpleshell.

Crafting

Crafting happens at a station carried by Blacksmith NPCs. The recipe table is 3 bases × 4 tiers = 12 recipes:

Base materialProduces
Wood + tier materialA random weapon of that tier
Stone + tier materialA random armour piece of that tier
Bead + tier materialA random jewellery piece of that tier

Cost escalates in base materials by tier — 1 / 2 / 3 / 5 for Common / Uncommon / Rare / Epic — and always exactly one tier material.

Smithing does two jobs. It gates which tiers you may craft at all (0 / 25 / 50 / 75 for Common / Uncommon / Rare / Epic) and it scales the rolled stats of the output, from 1.0× at skill 0 to 1.5× at 100. Legendary is not craftable at any skill — the gate returns an impossible requirement. See Items & Loot.

Category: GatheringCategory: Crafting

Source & verification

Source status: generated from the current BONKERS repository on November 8, 2026. Every figure on this page was read out of the files below at generation time — nothing is estimated, remembered or predicted.

Verification: Implemented in code, not yet playtested. Node defaults are component defaults and can be overridden per prop; drop rates and economy balance are not documented.

  • Code/Gathering/HarvestableNode.cs, HarvestField.cs, HarvestSync.cs
  • Code/Player/PlayerActor.Harvest.cs — the host-authoritative grant path
  • Code/NPC/Crafting.cs — the recipe table
  • Code/Items/Item.cs — MaterialKind
  • Code/Combat/SkillBook.cs — yield and gates

Regenerate with python tools/make_wiki_articles.py after the code changes, then python build.py.

Generated from
BONKERS repository — Code/Gathering/*.cs, Code/NPC/Crafting.cs, Code/Combat/SkillBook.cs
Verified
Generator
tools/make_wiki_articles.py
Status
implemented in code — Implemented in code, not yet playtested