Make a Life in the Galaxy
Farms become supply chains, houses become homes, combat gets a serious balance pass, and every crafted vice now has a lifecycle.
Your home is now part of your progression
Housing has grown from a place to log out into a persistent base of operations. House owners can establish farm plots in their rooms, and the game now recognizes those spaces as part of everyday life in the galaxy.
Grow at home
Create a farm plot in an eligible house room, plant a crop, let it mature, and harvest resources for cooking and chemistry.
Keep what you earn
Farming resources and crafted items persist through copyover and reboot, closing the gap between harvesting an item and actually owning it.
Store it safely
Objects dropped in your house persist, and house storage chests support normal get and put commands, including get all and put all.
Return to your life
Characters who leave the game in their homes can return to that house, while rooms with farm plots advertise their ready-to-use growing space.
From field and hunt to finished goods
The farming, butchering, Provisioner, and Chemist systems now form a connected crafting loop. Gather ingredients, turn them into useful goods, and make your profession part of the player economy.
Farming
Use friendly crop names such as farm plant citrus. Planting, maturity, harvesting, quality, and persistence are tied together.
Butchering
Eligible NPC corpses now correctly retain their butchering profile. Set CAN_BUTCHER, defeat the creature, and harvest its configured resources with butcher corpse.
Provisioner
Craft food, drinks, alcohol, tobacco, and cannabis products. Friendly recipe names mean craft rolled tobacco works without the internal recipe ID.
Chemist
Create stims, medpacks, antitoxins, and spice. Use recipes to inspect ingredients, skill requirements, output, and effects before committing materials.
craftingbrief and ScreenReader mode provide concise start and finish messages.Substances now have consequences over time
Alcohol, spice, tobacco, and cannabis have been rebuilt around a clearer lifecycle. The first use gives the intended benefit; the downside arrives on its own timetable.
- The initial effect is applied on consumption and is named after the recipe that created it.
- The comedown begins only when the initial effect expires, rather than arriving at the same time as the benefit.
- Repeated use builds exposure and tolerance. Dependence begins only after the configured threshold is reached.
- Withdrawal starts after a dependent character has gone without the substance for its configured abstinence period.
- Heavier accumulated use produces stronger withdrawal. Taking another dose suppresses active withdrawal but does not cure dependence.
- Prolonged abstinence gradually reduces exposure and eventually clears dependence. Threshold-level dependence requires at least 20 real hours to recover.
Try drink, use, or smoke with a crafted substance and watch bonuses or affstats for its named effect. Consumable effects are now bounded so high crafting skill improves quality without producing extreme bonuses or penalties.
Combat enters a more deliberate era
A broad combat audit has been implemented to bring mobs, players, abilities, conditions, and build choices into the same balance model. The goal is forgiving early combat and meaningful danger after the tutorial range.
Mobs by level and role
Automatic mobs now use smooth level-based HP, attack, defense, damage, attack-count, and role profiles instead of disconnected tables and extreme multipliers.
Fewer one-round kills
Same-level automatic mobs receive an incoming-action damage cap, while high-risk Force and technology abilities use explicit action budgets.
Conditions stay tactical
Condition loss is gated, limited per action and round, and uses a linear penalty curve so one bad condition does not automatically decide the rest of the fight.
More than Dexterity
Dual wielding shares an iterative attack sequence, offhand damage and ability damage are bounded, heavy armor and Constitution mitigate damage, and two-handed Strength builds gain a real contribution.
Target: forgiving below level 10, challenging from level 10 onward, and no routine same-level one-shot victories.
Builders get better instruments
Staff can now inspect and repair the world’s content using tools that expose the same numbers the game uses in play.
combatstats
View effective HP, defenses, condition penalties, mitigation, attacks, caps, and expected automatic mob values.
mobaudit
Find automatic mob prototypes whose HP, armor, or damage falls outside the selected profile. Use mobaudit custom for deliberate exceptions.
mobaudit fix
Repair a specific automatic mob after confirming its zone and profile. The highest admin level can use mobaudit fix all for the full eligible set.
recipeedit
God-level staff can create, edit, validate, and remove database-backed Provisioner and Chemist recipes with live catalog reloads.
Cleaner commands, clearer effects
bonuseslists the active modifiers applied to your character, with aligned columns and source descriptions. Non-stacking applies use the greatest effective value.- Recipe and crop lookup accepts player-friendly names, spaces, and unambiguous abbreviations while preserving full IDs for compatibility.
- Eating, drinking, smoking, using spice, and applying medical goods now produce descriptive roleplay messages instead of generic “you use it” output.
- The Force power formerly called Force Light is now Force Radiance, removing its keyword conflict with Force Lightning.
- Crafted food, drinks, smokeables, and spice identify their recipe in status displays instead of showing
!UNUSED!.
A safer world to build on
This release also includes fixes for farm persistence, corpse eligibility, recipe lookup, combat edge cases, and administrative workflows. The result is a stronger foundation for the next layer of content: more crops, more recipes, more creature resources, and more reasons for players to rely on one another.
