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Reason: "Differentiate between damage sources to the pioneer and everything else"
Health points (a.k.a HitPoints) refers to the amount of damage one can take before becoming dead/destroyed.
Below is the list of things with health points:
- All hostile creatures
- Lizard Doggos, Space Giraffe-Tick-Penguin-Whale Things and Non Flying Birds
- Spore Flowers
- All wheeled Vehicles
Note that all things not listed above, including player built structures, do not have hit points, and thus cannot be damaged by any means.
The player-controlled character, pioneer has 100 health points divided into 10 segments, 10 HP each.
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.
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 Left click. All items in the inventory will drop in the death crate at the location of the pioneer's corpse, which will appear on the compass. The player will then be re-spawned at The HUB with 30 health points. The death crate stays there forever until emptied by the player, even if the player dies to the void; 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.
When health is below 30, the health bar will start flashing red. If the pioneer does not receive damage for 50 seconds, health will slowly regenerate back up to 30 health.
Healing items must be consumed to restore health above 30, up to 100 (full health). Healing items can be consumed even at full health, regenerating nothing.
|Beryl Nut||5 HP|
|Bacon Agaric||20 HP|
|Medicinal Inhaler||100 HP|
Sources of Damage (to pioneer)
|Fall damage||1–97 HP||See section below|
|Fluffy-tailed Hog||10 HP||Tackle attack|
|Alpha Hog||20 HP
|Alpha Spitter||5 HP
|Green short range attack|
Red / green scattered fireball attack or red short range attack
Green single shot fireball attack
|Small stinger claw attack|
Large and Elite stinger claw attack, charge attack or jump attack
Elite stinger poison attack, per second
|Flying Crab||5 HP||Tackle attack|
|Poison Gas||5 HP||Poison damage from Poison Pillars, Spore Flowers and Elite Stingers, per second and per source|
|Radiation||1 HP||Variable rate, up to 20 per second|
|Explosion damage based on distance|
Sticking to target
|World boundary/Void||1 HP
|Up to 5 per second
Eastern world boundary
|Freight Car||100 HP||Instant death. 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|
Falling from a height of more than approximately 15 meters (3.75 foundation heights) results in fall damage. Fall damage can be prevented with a 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.
- Patch 0.6.0.4: Reduced passive regeneration from 0.25 to 0.1 per second.
- 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.