Raid and Monster spawning: Difference between revisions

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Light's protection counts as both spawn prevention and against your raid trigger threshold. Therefor you have two options.
Light's protection counts as both spawn prevention and against your raid trigger threshold. Therefor you have two options.
# Illuminate your castle to keep the monsters from randomly spawning inside your base.
# Illuminate your castle to keep the monsters from randomly spawning inside your base.
# Have a dimly lit castle and reduce the chance of raids but increase the chance of random spawns inside your base.
# [[File:Image 2025-04-25 155813052.png|thumb|489x489px]]Have a dimly lit castle and reduce the chance of raids but increase the chance of random spawns inside your base.
[[File:Image 2025-04-25 155813052.png|left|194x194px]]
 
 
 
 
 
 
 
 
 
 
 
 
 
== Fire sources ==
== Fire sources ==
<table class="wikitable sortable"><tr>
<table class="wikitable sortable"><tr>

Latest revision as of 15:16, 25 April 2025

Mechanics[edit | edit source]

Light's protection counts as both spawn prevention and against your raid trigger threshold. Therefor you have two options.

  1. Illuminate your castle to keep the monsters from randomly spawning inside your base.
  2. Have a dimly lit castle and reduce the chance of raids but increase the chance of random spawns inside your base.

Fire sources[edit | edit source]

Fire Source Fuel Range Capacity Days Rain Smoke
Campfire Wood 10 10 25 Yes Yes
Iron FirePit Wood 10 10 25 No Yes
Bonfire Wood 20 10 25 No Yes
Hearth Wood 13 20 50 Yes Yes
Wood Torch Resin 10 4 20 No No
Brazier Coal 10 5 50 No Yes
Hanging Brazier Coal 10 5 50 Yes Yes
Green Brazier Guck 10 5 50 Yes Yes
Blue Brazier Eye 10 5 50 Yes Yes
Sconce Resin 12 6 60 No No
Iron Torch Resin 15 6 60 No No
Green Torch Guck 10 6 60 No No
Blue Torch Eye 10 6 60 No No
Candle Resin 0 1 7 Yes No

Using ZenRaids by ZenDragon configured to fit Midgard