Expedition Caches
Expedition caches are hidden field stashes scattered across the world map, usually discovered only when you search the exact location or reveal them through survey intel. They are high-stakes supply targets: good loot, possible traps, and a hard tool gate based on cache tier (Crowbar, Lockpick Set, or Incendiary Charge).
Cache Types
Field scouts classify caches into three breach tiers. Bring the right opener, or you walk away empty-handed.
| Type | Color | Difficulty | Required Tool | Description |
|---|---|---|---|---|
| Light Cache | Light Green | Easy | Crowbar | A standard supply crate. Fast pry, low complexity. |
| Sealed Case | Amber | Medium | Lockpick Set | A locked military case. Precision entry required. |
| Reinforced Vault | Red | Hard | Incendiary Charge | A hardened vault. Burn-through breach; charge is consumed on use. |
Loot Tables
Cache loot is tier-locked in code. Higher breach risk buys access to denser, more strategic drops.
Light Cache
Field crate profile: reliable sustain and utility.
- Food & water:
cannedFood (2-5),water (2-4) - Medical:
medicine (1-2) - Craft supplies:
cordage (2-5),ductTape (1-2),fabric (2-4) - Tool extras:
metalhook (2-5), occasionalshinylure (1-2)
Sealed Case
Technical package with stronger clinic/workshop value.
- Medical surge:
medicine (3-6) - Electronics core:
electronics (2-4),batteryCell (2-4),circuitBoard (1-3) - Industrial support:
chemSupplies (2-4),fasteners (5-10)
Reinforced Vault
Hard-breach jackpot table: high volume, high leverage, rare spikes.
- Bulk survival:
medicine (5-10),cannedFood (5-10) - Heavy salvage:
scrapMetal (5-12),copperWire (4-8) - Tech stack:
electronics (3-6),batteryCell (4-8),chemSupplies (3-6) - Rare pulls:
masterrod (1),goldlure (1),goldbar (1),kevlarplate (1-2)
Generation Logic
Cache traffic follows a strict daily cycle in game.js:
- Activation window: new cache rolls only start after Day 10
(
day > 10) - Spawn roll: each new day has a 2% chance to add one cache.
- World cap: active cache pool is hard-limited to 5
(
MAXEXPEDITIONCACHES) - Placement filter: cache candidates cannot be on
laketiles and must be at least 20 Manhattan-distance from your current position - Type distribution (from
typeRoll): - Reinforced Vault: 30%
- Sealed Case: 30%
- Light Cache: 40%
- Loot packaging: each spawned cache is prefilled with 2-4 loot pulls from its tier table
- Trap risk:
sealedandreinforcedcaches each have a 15% trap chance when generated - Daily cleanup: opened caches are removed; unopened caches decay out if older than 15 days
Opening Mechanics
- Stand on the mark: A cache only responds when you are exactly on its world
coordinates (
x/y) and triggersearchcache - Confirm the find: If it is still hidden, the stash is revealed, pinned on your map, and identified by tier. First reveal grants a small tracking XP bump
- Bring the right breaching tool: The lock system is strict
- Light Cache -> Crowbar
- Sealed Case -> Lockpick Set
- Reinforced Vault -> Incendiary Charge
- Open or stall:
- Wrong kit: the cache stays locked and warns you
- Correct kit: latch breaks, marker clears, loot transfers, morale ticks up, and cache-loot progress advances
- Pay the breach cost:
- Crowbar:
-5durability (can break) - Lockpick Set:
-25durability (can break) - Incendiary Charge: fully consumed
- Respect trap discipline: Sealed and reinforced caches can be rigged. Strong scavenging/tracking/picking helps disarm; failed checks mean damage and injury
- Every attempt costs time: Search fatigue/time is spent whether you score loot, hit a lock, or come up empty