Tools and Durability

data/tools.json holds the hand tools the player digs and harvests with: how fast each one works, how long it lasts, and which materials it can break. Change these to set the shape of the tool progression ladder and how often players craft replacements.

In plain terms

A tool is one entry in tools.json. Two numbers set its speed (dig_speed_multiplier, gather_speed_multiplier), one sets its lifespan (max_durability), and two together set what it can break and how much that costs (max_material_tier plus the allowed_materials list). Pickaxes and axes come in families (family, tier) that form an upgrade ladder. Storage tools — silos, towers, the well — are a different shape entirely and use storage_upgrades instead of speed.

Terms used below:

The tuning fields

Setting Where it lives What it controls Turn it up / down
dig_speed_multiplier tools.json<tool> How fast this tool digs buried tiles. A material's dig_time is divided by this. Higher = faster mining. The main way each pickaxe tier feels like an upgrade. Fallback 1.0.
gather_speed_multiplier tools.json<tool> How fast this tool harvests surface/forest nodes (trees for axes). Material gather_time is divided by this. Higher = faster harvesting. The axe family's headline stat.
max_durability tools.json<tool> Total wear the tool absorbs before breaking. -1 means infinite (bare hands, storage tools, the well). Higher = the tool lasts longer between crafts. The lever on how disposable a tier feels.
max_material_tier tools.json<tool> Highest material tier the tool breaks at normal cost. It can also break exactly one tier higher, at 4x durability cost (the overreach rule below). Raising it lets the tool reach deeper materials — collapses the reason to craft the next tier.
allowed_materials tools.json<tool> The explicit list of material ids this tool may dig. A material must be listed or the tool refuses it. Each pickaxe's list includes exactly one overreach material one tier above its rating. Add/remove ids to change what a tool can touch. This is the hard gate, max_material_tier is the cost rule.
allowed_resource_nodes tools.json<tool> Surface node types the tool can harvest (e.g. ["tree"] for axes). Empty means it is a digging tool, not a harvester. Set ["tree"] to make a tool an axe-type harvester.
family / tier tools.json<tool> Groups a tool into an upgrade ladder (pickaxe 1-6, axe 1-3) and its rung on it. Used to auto-equip the best owned tool. Keep tiers contiguous within a family so auto-equip picks the strongest.
recipe_id tools.json<tool> The crafting recipe (in recipes.json) that builds this tool. Empty for hands. Points the craft menu at the right recipe; the actual cost lives in recipes.json.
tool_type tools.json<tool> Marks non-digging tools: storage (silos/towers) or well. Absent for normal dig/gather tools. Only set this for infrastructure tools, not pickaxes.
storage_upgrades tools.json<tool> For silos/towers: the ordered list of capacity upgrades, each with a cap, a bonus (instant fill), and a material cost. See the storage section below.

Some tool behavior is set by script constants and the skill system, not by tools.json:

The overreach rule (4x durability)

Each pickaxe lists, in allowed_materials, exactly one material one tier above its max_material_tier — its "overreach" material. The tool can break it, but every such dig costs 4x that material's durability_cost instead of 1x (get_dig_cost in TerrainDigging.gd). Two guards on the rule: bare hands are exempt, and a material with no tier set (material_tier 0 or missing) is always charged its base cost.

Example: the base Pickaxe is max_material_tier 3, but its allowed_materials includes Dense Stone (tier 4). Dense Stone's durability_cost is 2.0, so digging it with a base Pickaxe costs 8.0 durability per tile and burns through the tool's 80 durability in ten tiles. That's intentional. Overreach lets a player push one layer deeper in a pinch while strongly nudging them to craft the next pickaxe.

The pickaxe ladder

The core dig progression. Each rung is faster, tougher, and reaches one tier deeper.

Tool dig_speed_multiplier max_durability max_material_tier Overreach material (4x) Top material it breaks cleanly
Bare Hands 0.5 -1 (infinite) 1 none Clay
Shovel 2.0 60 2 (none listed) Stone
Pickaxe (t1) 2.0 80 3 Dense Stone (tier 4) Iron Ore
Iron Pickaxe (t2) 4.0 150 4 Limestone / Deep Coal (tier 5)* Copper / Tin / Dense Stone
Bronze Pickaxe (t3) 6.0 280 5 Quartz (tier 6) Limestone / Deep Coal
Steel Pickaxe (t4) 9.0 500 6 (none above listed) Quartz
Quartzite Pick (t5) 13.0 900 7 — (top of the craftable ladder) All exotics (tier 7)
Grand Pick (t6, Smith champion) 16.0 5000 8 — (no tier-8 material exists) All exotics (tier 7)

*The Iron Pickaxe's allowed_materials lists both Limestone and Deep Coal (both tier 5), so both are overreach digs at 4x cost until the player crafts the Bronze Pickaxe.

The Grand Pick is a champion-only masterwork: only a Smith run can craft it, and only after building the Grand Anvil landmark at Crafting skill node 3. It's the fastest and most durable pickaxe in the game (16x speed, 5000 durability) — a payoff for the Smith's whole class arc, not a rung an ordinary run reaches. See Machine Tuning and Skills, Classes, and Handicaps.

Bare Hands and the Shovel sit below the family ladder (no family/tier) and dig only the handful of materials in their allowed_materials. Hands also carry a code guard: they can only dig on surface/dirt/clay layers regardless of the list.

The axe ladder (harvesting)

Axes fell trees fast. They share a dig_speed_multiplier of 1.0 (they're poor diggers) and climb on gather_speed_multiplier and lifespan instead.

Tool gather_speed_multiplier max_durability allowed_resource_nodes max_material_tier
Axe (t1) 3.0 50 ["tree"] 1
Iron Axe (t2) 5.0 200 ["tree"] 1
Steel Axe (t3) 7.0 600 ["tree"] 1

All three can also chip Dirt and Clay in a pinch (allowed_materials: ["dirt","clay"]).

Storage tools and the well

These are infrastructure, not diggers: max_durability -1 (never wear out) and no speed stats. The Food Silo and Water Tower both start the village at a 500 cap and climb through three storage_upgrades, each adding 500 to the cap and instantly granting a bonus of 500.

Upgrade step cap bonus Material cost (identical for silo and tower)
Reinforced 1000 500 6 steel, 8 dense_stone, 4 bronze
Expanded 1500 500 8 refined_iron, 6 obsidian_plate, 4 binding_resin, 2 chromium_alloy
Vault 2000 500 6 chromium_alloy, 4 vault_block, 5 binding_resin, 6 refined_iron

Without a silo/tower, food and water can't be stockpiled above the base limit. The Well (tool_type: well) is required before any pump can be placed; crafting one also adds a random 300-500 water immediately (that range is a script constant, not JSON).

Safe to change / handle with care

Any edit to tools.json needs the data validator and, for gameplay-affecting numbers, the smoke test — see The Safe Change Workflow.