Digging Mechanic and Burrows
Currently, the only playable creature able to create burrows and make use of the digging mechanic is the Oryctodromeus.
Burrows
Currently, burrows can only be created by the Oryctodromeus by using the creature ability key (Default Z).
Burrows can be detected in various ways:
- Looking for areas where piles of dirt have collected.
- By use of the scent key (Default C). If the burrow has a magenta scent, it's a sign that the burrow has been used within the last 8 minutes.
Entering the burrowing can be done by going to a burrow entrance and pressing the use key (Default E). A creature cannot enter a burrow unless the tunnels the burrow leads to are large enough to accommodate the creature. This isn't true for the Velociraptor and Oryctodromeus, as they will fit into a burrow regardless of creature size.
While inside of a burrow, vision is limited by a black shroud. The Vigilance talent is required to expand the range of visibility while in a burrow. This shroud cannot be worked around by the use of gamma.
Non-burrowing creatures will suffer from the claustrophobia debuff if they enter a burrow. It provides great discomfort to the creature and lowers the amount of damage it can inflict by 50%. These penalties can be reduced by points invested in the Vigilance talent.
Various decorative items can be found while exploring the inside of burrow:
- Stones (Decorative)
- Logs (Decorative)
- Bones (Decorative)
- Roots (Decorative)
- Leaves (Decorative)
- Ruins (Decorative) (Very Rare)
- Apatosaurus Skull (Decorative) (Very Rare)
- Pots (Decorative)
- Crystals (Decorative)
- Fog (Decorative)
- Water Droplets (Decorative)
- Large ribs (Decorative)
- Vertebrae column (Decorative)
- Boulders (Decorative)
- Acrocanthosaurus statue (Decorative) (very Rare)
- Tubers (Edible)
- Mushrooms (Edible)
- Comfort Crystals (Edible)
- Onions (Edible)
- Garlic (Edible)
- Yams (Edible)
- Potatoes (Edible)
- Cucumbers (Edible) (Water Saturation)
Burrow Master allows for the movement of decorative objects around the inside of the burrow.
- One object can be stashed at a time, and while carrying an object an icon appears on the dirt jar HUD element
- One point into Burrow Master allows moving non-edible, non-solid, non-special objects
- Two points into Burrow Master allows moving edible and solid, non-special objects
- Three or more points into Burrow Master allows moving all objects, including special objects such as crystals and ruins
- The cost to pick up and stash an object is 2x the cost of digging a tunnel node, and is reduced with Swift Claws
- The Special Ability key will now do this, and will either stash the object in the node you're standing on or drop the stashed object, depending on whether or not you're carrying a stashed object
While inside of a burrow, a creature is under the effects of 100% shelter and is protected from the dangers of the elements. Rising floodwaters still pose as a threat to the creatures inside of a burrow, and can forcefully eject them outside of the burrow if they come into contact with water. As well, if there is no continuous path (Crystals, Rocks, Logs, and other solid objects count as having a path blocked) to any burrow exit, you will receive a debuff called Stale Air. While this debuff is active, it applies -50 comfort. Burrows doesn't protect from the suffocating effects of Forest Fire.
If a player logs out while inside of a burrow, the next time they log in they will appear outside of the last burrow entrance they used.
Burrows can be a dangerous place and easy to get lost or stuck in. To escape a burrow when lost or trapped, open the escape menu and select the "Leave Burrow" option.
A burrowing creature can make a number of burrow entrances. By default, the number is two entrances per chunk. This number can be increased by investing points in the Burrow Master talent.
If a burrow is exceptionally large, it may take a moment before the player can enter the burrow system.
Tunnel networks despawn after 72 hours of inactivity. Activity constitutes any player being present in the burrow while an activity tick happens, i.e. for at least 15 seconds.
Digging Mechanic
Currently, only the Oryctodromeus is capable of using the digging mechanic.
Being inside of a burrow is required to make use of the digging mechanic.
A burrowing creature is put into digging mode by default when entering a burrow. To swap into attack mode, use the creature special key (Default X).
While in burrow mode, the player is able to use the left and right mouse button to interact with the burrow:
- Clicking the left mouse button can be used to dig a hole.
- Clicking the right mouse button can be used to fill in space with dirt.
- Holding the left mouse button can be used to show a preview of where you're able to dig, pressing the right mouse button cancels the preview.
- Holding the right mouse button can be used to show a preview of where you're able to fill in space with dirt, pressing the left mouse button cancels the preview.
There are a few things that you're not able to dig into and will display an error message when attempting to dig there.
- The dirt here is too wet to dig through. This error appears when attempting to dig into a body of water.
- The dirt here is too close to sea level.
- The dirt here is too hard to dig through. This error appears when attempting to dig into either a cave, rock, tree, or a hill that is too steep to make a burrow entrance.
It's possible to hunt for specific items to fill burrows with. To do so, the player can dig and fill in an area repeatedly until the desired items are found. With this, it's possible to make things such as tuber farms.
While digging, a dirt gauge on the side of the user's screen is filled with every block of dirt removed, the ratio being 2 dirt added to the gauge for every 1 dirt dug. Once full, the player will no longer be able to dig until they empty the gauge. This can be emptied by returning to the surface.
Talents also interact with the digging system, improving the gameplay experience.