Stagehands
Profile/island automation with tiers, supplies, storage, modules, Mastery, and safe offline elapsed-time simulation.
Stagehands and Spawners remain separate progression systems connected by Mobworks. Both are being designed around safe persistence, readable limits, real material demand, and performance-aware simulation.
Automation should make established progression easier to manage without replacing active play, Hunting, Bestiary mastery, or the most valuable active-world drops.
Profile/island automation with tiers, supplies, storage, modules, Mastery, and safe offline elapsed-time simulation.
Physical Spawners remain a separate system with compression, effective Capacity, creature progression, and active-area rules.
Spawner creatures are designed around stationary logical stacks to reduce entity load while preserving one-mob reward accounting.
Mobworks connects industrial progression to canonical creature materials rather than only vanilla drops.
New sectors, modules, creature access, and bosses provide a long-term industrial progression path.
Outputs feed recipes, Bazaar demand, equipment, upgrades, and other sinks instead of existing only for NPC sell value.