Chapter 7.2 Spawn Points
Player Spawning
Player Spawning Changes
When characters create a character and join a world, they have to select where to spawn. As players build their outposts, they can also construct player and/or NPC spawn points, or create contructions that can affect new player experiences.
*Note players can also spawn in the wild in safe points. These are areas that don't have monster nests or dungeons. As worlds age, and if players are not able to keep up with monster threats, safe points can disappear. Quests open up from deities at shrines/churches to encourage monster clearing, for safe zones to return in the wild. NPC who are summoned to to try to clear these quests may try, and fail, and will also ask players for help.
Starting Item Controls - Land/Vehicle/Wildlife Claim Outposts / Public Outposts / Item Capsule (Self Claim)
As your outpost levels up, you will unlock the ability to create a spawn controller that allows players to start with more item options for player points, or for free if enough tinder is reserved at the location. For self claims, this is a blueprint construction they hold in their inventory, that they can put crafted items, and tinder into. (They cannot remove items/tinder once placed inside, and the item itself doesn't gain more tinder value.) Players that are spawned at an outpost, are members by default, but can leave at any time like any player.
Meteor Influence Controls - Wildlife Claim Outposts Only
New players can choose to spawn into safe wild areas, and can sometimes choose a meteor. The meteor selected, allows the meteor resources to be added to the ecosystem. Wildlife Outposts can influence the choices in the area that a player chooses to spawn in. Players with higher wildlife culture skills can increase this radius. The wildlife outpost with the most influence, and the most tinder will dominate overlapping radiuses. Tied resources will allow the new player to have both options. Nature controls will dominate tied land/vehicle outposts, since they are linked to a deity need.
Meteor Stop Controls - Land/Vehicle Claim Outposts Only
Land and Vehicle outposts can stop a player from being able to choose a meteor if landing outside of their outpost, but within their radius of influence. The land/vehicle outpost with the most influence, and the most tinder will dominate overlapping radiuses. Tied resources will allow the new player to have both options. Nature controls will dominate tied land/vehicle outposts, since they are linked to a deity need.
NPC Spawning
NPC Spawning Controls - Land Claim Outposts / Public Outposts Only
Creating an NPC spawning point allows NPCs to spawn directly into your outpost. They can also use it to exit the world if they were just visiting. Wild spawned NPC can also exit the world through player made spawners, if their deity quest is over, but have not been defeated, and have not been hired, and don't have any other pending quests/activities.
NPC Spawning Activation - Land Claim Outposts / Public Outposts Only
Claim founders and allowed players can toggle spawning on and off globally, or individually at constructions, for better control of their chances of which types of NPC join their outpost. In public outposts, any member can place or destroy them, and will activate automatically if enough tinder is applied, and players can turn it off or on if it remains public and not marked with a protection wreath. Public actions for placement/destruction/toggling on and off in a public claim are recorded in the outpost ledger.
NPC Spawn Rate - Land Claim Outposts / Public Outposts Only
The rate NPC spawn and despawn, will depend on how many NPC interactive points are active, and your outpost NPC infamy rate. Less NPC will spawn when violence or stealing from them are common, and can eventually go completely inactive if an outpost is too brutal.
Visuals for NPC Spawners - Land Claim Outposts / Public Outposts
NPC spawners come in different themes, with the themes determining what kind of NPC gets summoned, such as merchants, pilgrims, or mercenaries for hire, or crafters and fishers to name a few.
NPC Outpost Membership - Land Claim Outposts / Public Outposts
NPCs will not automatically become outpost members at spawn, unlike players. You will still need to build an NPC camp for players to choose NPC to hire. Hired NPC will take on memberships of their hired player, even when changes are made. However, claim founders and allowed players can also ask NPC if they want to join if they are only visiting, but they will need to bring an NPC camp torch to show them where their living quarter is. Public claims will have to vote on taking in an NPC at a camp, a single player cannot have an NPC join via talking to them while they are visiting, but they can ask them to enter the camp for consideration.
Monster Spawning
Organizing Threats with Summoning Zones - Land Claim Outposts / Public Outposts
Claim founders and allowed players can construct specific monster summoning zones. This allows the threats to be more controlled, as long as they have enough kindling to activate it, and the summoning zone matches the monster size, or is bigger. This way, players can organize monster threats in many ways. In public outposts, any member can place or destroy them, and will activate automatically if enough tinder is applied, and players can turn it off or on if it remains public and not marked with a protection wreath. Public actions for placement/destruction/toggling on and off in a public claim are recorded in the outpost ledger.