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), occasional shinylure (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 lake tiles 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: sealed and reinforced caches 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

  1. Stand on the mark: A cache only responds when you are exactly on its world coordinates (x/y) and trigger searchcache
  2. 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
  3. 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: -5 durability (can break)
    • Lockpick Set: -25 durability (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