Health
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Reason: "Differentiate between damage sources to the pioneer and everything else"
Health points (HP or hitpoints) refers to the amount of damage one can take before dying.
Below is the list of things with health points:
- Pioneers
- All hostile creatures
- Lizard Doggos, Beetles, Space Giraffe-Tick-Penguin-Whale Things and Non Flying Birds
- Spore Flowers and Gas Pillars
Other objects, such as player built structures, do not have hit points and cannot be damaged by any means.
The player-controlled character, pioneer, has 100 health points divided into 10 segments in the HUD, of 10 HP each.
Taking damage
Every time the pioneer takes damage from any source, the sound of a heart monitor beeping will play and a flashing white message will display on the top of the screen reading "DAMAGE TO FICSIT PROPERTY DETECTED". If the pioneer falls below 30 health, the message will turn orange and read "IMMINENT DESTRUCTION OF FICSIT PROPERTY DETECTED". The message will go away after not taking damage for a couple of seconds.
The heart monitor is the only sound that plays, there are no injury sounds or gasps like you might see in other games.
Death
If the health reaches 0, the pioneer dies. The sound of a heartrate monitor flatlining plays, the camera switches to 3rd person and the character enters a rag-doll state. A prompt will be pop up which allows the pioneer to be re-spawned, by pressing Right click. The player will then be re-spawned at The HUB with 30 health points.
Based on options, either all items excluding equipped equipment, all items, or nothing will drop into a death crate at the location of the pioneer's corpse. If falling into the void, the crate will appear where the pioneer last touched the ground. The crate stays there forever until emptied by the player; however, its marker disappears from the compass once the game is reloaded.
In a multiplayer session, other pioneers can revive dead pioneers by holding down E over them for five seconds, respawning them with 30 HP.
Death is referred to as "expiration" by ADA.
Regeneration
When health is below 30, the health bar will start flashing red. If the pioneer does not receive damage for 5 seconds, emergency health regen of 1.25HP/sec will take place up to 30 HP, followed by slow regen up to full health.
Healing items may be consumed to restore health, up to 100 (full health). Healing items can be consumed even at full health, regenerating nothing. To consume a healing item, place it in your hands and click the LMB ().
Name | Health restored | |
---|---|---|
Beryl Nut | 5 HP | |
Paleberry | 10 HP | |
Bacon Agaric | 20 HP | |
Medicinal Inhaler | 100 HP |
Damage sources
Source | Damage | Description |
---|---|---|
Fall damage | 1–97 HP | See section below |
Fluffy-tailed Hog | 10 HP | Tackle attack |
Alpha Hog | 20 HP 30 HP |
Tackle attack Bite attack |
Johnny | 1-100 HP | Explosion damage based on distance; a direct hit is guaranteed to instakill, lesser splash damage is dealt when further away |
Spitter | 1-13 HP 1-8 HP |
Melee fireball Ranged fireball (more on Spitter) |
Alpha Spitter | 1-16 HP <50 HP |
Knockback attack Ranged attack (more on Alpha Spitter) |
Stinger | 10 HP 30 HP 10 HP |
Small Stinger claw attack Large and Elite Stinger claw attack, charge attack or jump attack Elite Stinger poison attack, per second |
Flying Crab | 10 HP | Impact damage. The crab dies upon attacking |
Poison Gas | 10 HP | Poison damage from Gas Pillars, Spore Flowers and Elite Stingers, per second and per source |
Radiation | 1 HP | Variable rate based on intensity, up to 20 per second |
Nobelisk | 1–50 HP 1 HP <150 HP |
Explosion damage based on distance Sticking to target Nuke Nobelisk (more on Nobelisk Detonator) |
World boundary/Void | 1 HP 100 HP |
Inner boundary, 5 per second Outer boundary, instakill |
Freight Car | 100 HP | Instakill. Crushed by either putting items into an empty Freight Car and spawning a container over yourself, or by getting a container loaded on yourself from a Freight Platform |
Motor vehicles | ? HP | Collision. Also causes impacted target(s) to ragdoll |
Fall damage
Falling from a height of more than 13.5 meters results in fall damage. Fall damage can be prevented with an U-Jelly Landing Pad, Parachute or Jetpack. Fall damage is slightly reduced when a pair of Blade Runners is equipped. Fall damage is capped at 97 damage, with Blade Runners at 96, therefore all falls are not lethal provided the pioneer has 98–100 HP before touching the ground.
However, note that fall damage is calculated based on impact velocity and angle, not merely distance. Notably, a Hypertube exit pointed towards the ground can cause significant fall damage. Thus, Hypertube exits should always face into a wall or an U-Jelly Landing Pad.
Achievements
Current issues
- A death crate may sometimes spawn out of bounds or in otherwise unreachable locations. With sufficiently frequent autosaves, the fastest recovery option is to reload a recent autosave.
History
- Patch 0.6.0.4: Reduced Pioneer passive health regen rate in the 30% to 100% range from 0.25 to 0.1 recovery per second, effectively increasing health regen duration until full from ~5 minutes to ~12 minutes
- Patch 0.6.0.0: Pioneers now passively regenerate to full health.
- Patch 0.3: Reviving an pioneer in multiplayer now spawns them with 30 HP instead of 1 HP.
- Patch Closed Alpha 5: Pioneers no longer respawn with full health.