Weekly Cash for Coal Event Working
The idea
Coal is King! A weekly contest tied to the wipe cycle running from the start of wipe Thursdays at 3PM MST to Wednesday 7PM MST. Players convert Scrap into Coal at Outpost vending machines. That is the only way to get it. One coal costs 250 scrap. Player with the most coal at the end of the event wins.
Coal only counts toward your total once it's stored in a box or barrel you placed. This includes small boxes, large boxes and both barrels. That is it. Tool Cupboards, Lockers, Cabinets etc. will not be counted including coal carried in your inventory. The coal must be safe in a box for it to be counted. Take care of your coal! Server counts coal by matching the owner steam ID for each container(you placed it). A good example: if you raid a base and decide to authorize Tool Cupboard and make it a new home, make sure you take the coal out of the boxes, pick up the boxes and replace them so they carry your id, not the person you raided. Then put it in the box or barrel you placed.
No Entry Fee (Freeroll) Explanation
I am based in Arizona, and Arizona law treats a contest as gambling only if it meets three conditions: it has an entry fee, a prize, and chance. All three of those equal gambling. Dropping the entry fee, or any of the other two, removes it from that definition. This is why I must fund the ~$20 prize myself instead of pooling entry money. However, if I can prove it takes more than chance to win the event I could allow for a small entry fee and we can raise more prize money. I think I will need to do this for a few weeks to be able to prove this. That is why I am taking away many of the chance items of the vanilla game and leaning more towards skill/grinding. Chance would mean just entering the event would give you a "chance" to win. I do not think that just by paying an entry means you have a chance to win this event, because you have to have to actually work slightly to get coal, build a base to keep it safe and survive the whole wipe with everyone wanting your coal. I know it takes more than chance, but I want some solid proof.
How the reveal works
- Live now: The command /checkcoal in chat works differently by role. Admins get everyone's stored Coal total for the whole server. Regular players get just their own total, usable any time.
- Players can never see each other's totals during normal play until the reveal an hour before event ends.This is by design. You don't want everyone knowing how much coal you have.
- Still planned: 60 minutes before the event ends the chat command /leaderboard opens to everyone. This will show a live top 10, plus your own rank if you're outside it.
- Still planned: once active, the leaderboard refreshes every 10–15 seconds, then every 5 seconds once the countdown crosses the final 1-minute mark.
Still undecided
- Leaderboard overlay always-on during the reveal window,toggleable or both?
- There must be some requirements for the event to be valid, meaning a player will be paid. I was thinking of a 20 coal minimum and some kind of population average, or total hours played by everyone. For example if there are only 10 active players for the whole event, I would not qualify that as a valid event. No payment. It needs to be busy. That is the goal. Requirements will be known before the beginning of the event. I just need to get a better idea of interest. First event is still weeks away, so there is time.
No Teaming Working
This is an event server that has real money on the line. No teaming of any fashion will be tolerated. Period.
- This is a Solo Only server.
- No giving items away (base included).
- No accepting items from others.
Progression & workbenches Working
Slow progression is the core identity of the wipe. It is supposed to be hard. You are going to have to choose what you want to do with your scrap. Research and raid to get your coal. Just grind as a naked and hoard coal in many places. A combinaton of both plus many other ways.
Progression is three phases so you are not killed by an AK in hour 3.
| Phase | Days | Workbench |
|---|---|---|
| Phase 1 | Day 1–2 | Workbench Level 1 only You will not see any items anywhere that are buildable with a Level 2/3 Workbench. The only weapons on this level are hunting bow, crossbow, compound bow, waterpipe shotgun, double-barrel shotgun, revolver and handmade smg. 48 hours. |
| Phase 2 | Day 3–4 | Add Workbench Level 2 Now all items from Level 2 are added and craftable. Minicopters are added for sale at the Outpost. 48 hours. (/buildwb2) |
| Phase 3 | Day 5+ | Add Workbench Level 3 Level 3 Workbench items are added and craftable. 52 hours. (/buildwb3) |
Workbench Level 1
Build cost is 500 Wood, 100 Metal Frags, 50 Scrap. No matter what the crafting menu says, make sure you have 50 Scrap in you inventory.
Workbench Level 2
Build cost is 500 Metal Frags, 20 HQM, 500 Scrap. Use chat command /buildwb2 to build. Requires Phase 2 and standing within 10m of a placed Workbench Level 1.
Workbench Level 3
Build cost is 1,000 Metal Frags, 100 HQM, 1,000 Scrap. Use chat command /buildwb3 to build. Requires Phase 3 and standing within 10m of a placed Workbench Level 2.
Why use chat commands?
Since there are no Blueprint Fragments on this server, and the vanilla WB2/WB3 recipes are hard-coded to the crafting menu, WB2/3 are unbuildable through the normal menu no matter what. The commands are the only way to build them now. Just type in chat /buildwb2 or /buildwb3 and it will appear in your inventory as long as you have the right items to craft in your inventory.
Gathering Rates Working
Shown as a percentage of vanilla gather rate per swing/hit.
| Resource | Phase 1 | Phase 2 | Phase 3+ |
|---|---|---|---|
| Stone | 50% | 70% | 90% |
| Metal Ore | 40% | 60% | 80% |
| Sulfur Ore | 30% | 40% | 50% |
| Wood | 70% | 60% | 50% |
Quarries Working rebuilt 2026-07-26
Quarries no longer trickle output steadily, they output in a pattern and shut themselves off for that tank of diesel, same as running dry. Needs a manual restart to run again.
HQM Quarry
Runs on a 25-tick fuel cycle. Per phase:
- Phase 1: 1 HQM on the first tick, nothing for the next 15 ticks, then 1 per tick until it's given 10 HQM total per diesel.
- Phase 2: 1 HQM per tick for the first 5 ticks, nothing for the next 5, then 1 per tick until 20 HQM total, then it stops.
- Phase 3: 1 HQM per tick for the first 20 ticks, then 2 per tick until 30 HQM total, then it stops.
Sulfur Quarry & Stone Quarry (stone + metal ore)
A flat percentage of vanilla output, same numbers every tick: 20% in Phase 1, 40% in Phase 2, 60% in Phase 3.
HQ Metal in Crates Working
This replaces HQ Metal found in any crate. Counts by day since wipe, not phase.
| Day | What spawns instead |
|---|---|
| Day 1 | 250 Metal Fragments (no HQM at all) |
| Day 2 | 500 Metal Fragments (no HQM at all) |
| Day 3 | 5 HQM |
| Day 4 | 10 HQM |
| Day 5 | 15 HQM |
| Day 6 | 20 HQM |
| Day 7 | 25 HQM |
Bradley, Patrol Heli & Scientists
Bradley Open
Fully disabled in Phase 1 and will not spawn. Any crate it would have dropped is emptied. Full vanilla Bradley from Phase 2 onward.
Patrol Helicopter Working
Patrol Helicopter is destroyed when it spawns. You will never see it flying through all phases of the wipe. Removed mostly because this is a solo only server and can be a pain.
Scientists Working
| Scientist | Phase 1 | Phase 2 | Phase 3+ |
|---|---|---|---|
| All scientists & tunnel dwellers | Revolver | Normal vanilla random loadout | Normal vanilla random loadout |
Removed & Blocked Content Working
Permanently blocked. No crafting or loot spawns.
- Wooden Barricade Cover
- Double Saddle
- Cannonball
- Basic Blueprint Fragment
- Advanced Blueprint Fragment
- Supply Signal
- Boat Building Station
- Boat Building Plan
- Steering Wheel
- Sail
- Anchor
- Small Ramp
- Cannon
- Plank
- Clan Table
- Lead Armor Insert
- Asbestos Armor Insert
- Wooden Armor Insert
- Metal Armor Insert
- Prototype Upgrade
- Range Upgrade
- Comfort Upgrade
- Salvage Upgrade
- Defensive Upgrade
- Efficiency Upgrade
- Recycle Bin Upgrade
- Reinforced Upgrade
- Accelerated Upgrade
- Surplus Upgrade
Removed from the map itself (not player builds)
- Outpost's unowned Small Oil Refinery, Research Table, Workbench Level 1, and Repair Bench Anything you place yourself is completely untouched.
- Outpost's Lucky Caboose Casino, card table, slot machine, blackjack machine, and the caboose itself. No gambling anywhere on the server.
- Outpost's static Clan Table monument fixture and its chairs
- The Hunter NPC at the Large Barn monument
- All Small Oil Refineries and Research Tables in monuments
Removed monuments & features
- Underwater Labs are gone
- Bandit Camp is gone
- Deep sea is disabled
- Cargo Ship is disabled
- Airdrops never happen. Supply Signal is blocked and cargo planes are destroyed the instant they spawn.
Economy & Trading Working
In-person only: vending purchases must be made within 6m of the machine. No Drone Marketplace in Outpost.
Price Increases
| Item | Vanilla price | Server price |
|---|---|---|
| Roadsign Horse Armor | 125 Scrap | 300 Scrap |
| Diesel Fuel | 300 Low Grade Fuel | 500 Low Grade Fuel |
| HQ Horse Shoes | 40 | 80 Scrap |
| Single Horse Saddle | 75 Scrap | 200 Scrap |
Resource Flowers and Fish Exchange ar the same cost, less back
These trade the same Scrap or item as before, but the amount you receive was cut.
| Exchange | Vanilla | Server | Change |
|---|---|---|---|
| Stone (per 50 Scrap) | 1,000 | 500 | −50% |
| Wood (per 20 Scrap) | 1,000 | 500 | −50% |
| Metal Frags (per 25 Scrap) | 250 | 125 | −50% |
| Low Grade Fuel (per 10 Scrap) | 20 | 10 | −50% |
| Rose → Scrap (12 Roses) | 50 Scrap | 12 Scrap | −76% |
| Sunflower → Scrap (1) | 3 Scrap | 1 Scrap | −67% |
| Orchid → Scrap (1) | 8 Scrap | 1 Scrap | −87% |
| Small Trout → Scrap (5 fish) | 30 Scrap | 25 Scrap | −17% |
| Yellow Perch → Scrap (5 fish) | 50 Scrap | 40 Scrap | −20% |
| Small Shark → Scrap (2 fish) | 90 Scrap | 60 Scrap | −33% |
| Salmon → Scrap (2 fish) | 55 Scrap | 40 Scrap | −27% |
| Orange Roughy → Scrap (2 fish) | 75 Scrap | 55 Scrap | −27% |
| Catfish → Scrap (2 fish) | 65 Scrap | 50 Scrap | −23% |
World & Spawns Working
One Spawn Beach
Everyone spawns at the same beach location each wipe. Whichever spot the very first respawn happens to land on gets locked in for the rest of the wipe.
Junkpiles Halved
Roadside junkpiles (barrel and car wreck spawns) are capped at 50% of the vanilla amount across the map.
Ground Ore
Metal Ore and Sulfur Ore piles that scatter on the ground are removed the instant they spawn.
Building rules Working
| Rule | Value |
|---|---|
| Max sleeping bags per player | 5 |
| Minimum spacing between your own bags/beds | 100m |
| Sleeping bag respawn cooldown | 5 min |
| Bed respawn cooldown | 2 min |
| Minimum spacing between your own Tool Cupboards | 40m |
| Foundation / High External Wall placement cap from your nearest TC | 10m |
Live on-screen distance readout shows while you're holding a bag or bed, so you can see how close you are to the limit before placing.
Base building "privilege" is now smaller. The 10 meter cap is measured from where you're standing when you place an item, not from where the item ends up. Same readout shows while holding the Building Plan tool, tracking distance to your nearest Tool Cupboard.
Build freely with the Building Plan tool as long as you're standing within 10m of your TC and the overlay stays green. This doesn't limit how far the foundation/buildable itself can be placed, only where you're standing when you place it. You can still reach out and place a foundation/buildable a few meters farther while standing right at the 10m line, but that doesn't mean you'll be able to reach far enough after to build the wall on its far edge. Test placing walls before upgrading. Once you're more than 40m from any Tool Cupboard you own, that area counts as a new build and you can place foundations and a new TC.
Info commands Working
| Command | What it does |
|---|---|
| /info | Prints the server rundown |
| /rules | Same rundown as /info |
| /commands | Lists every player command |
| /welcome | Reopens the new-player popup (Workbench Level 2/3 + phase explainer) |
Open issues Open
Built but unverified, known gaps without a fix yet, or still waiting on a decision.
- Map size is currently 3000 for testing. If demand becomes high enough the map size will jump up accordingly.
- Bradley needs to be tested properly across all phases to confirm it does not spawn in Phase 1.
- Wipe timing automation (Thursday 3pm) is set up but hasn't been separately confirmed to fire reliably or handle timezones correctly every week.
- Minicopter 3-minute buyer lock is built but not tested with a second player yet.
- /checkcoal for regular players (player view) is built but not tested. I need a second player to confirm it shows only their own Coal, not the full player list.
- Thinking of adding coal to the Marketplace vending machines in outpost since they are sitting there doing nothing.
- Thinking of adding a distance from nearest Tool Cupboard your coal can be stored to be counted in the event. Meaning coal has to be stored in a container around 15 meters from one of your Tool Cupboards, not just a random box placed somewhere.
- Because there is a prize this will attract cheaters. Thinking of adding some security to the server.