Supply Pod
What it is
The rare iconic tier of the world-prop catalog. An amber crate that joins the off-screen spawn pool, breaks on ship contact or under bullet fire, and on break fan-spawns a ring of five other prop kinds around the break point as a treasure-chest-cracked-open beat. Designed to be the marquee prop reward: rarest density in the catalog, biggest break burst, biggest XP-orb drop bundle, and the only prop tier (alongside Magnetar Pulse) that draws a screen-edge directional arrow in the HUD when it is off-screen so the player can hunt it deliberately. Sits at the top of the catalog HP ladder above Mineral Vein (the sustained-DPS tier). Sprite is rendered as a baked emoji sticker with an amber rim halo that reads as high-value gold. Inspired by the chest-pickup beat in Vampire Survivors. The same cascade primitive is also fired on boss defeat as a Hades-style reward chamber.
Identity
| Field | Value |
|---|---|
| Max HP | 80 |
| Visible silhouette radius | 40 px |
| Density multiplier (vs crate slider) | 0.15 |
| Orb drop count on break | 12 |
| XP per orb (fraction of current level bar) | 0.035 |
| Total drop value (level-bar fraction) | ~42% |
| Sticker emoji | package |
| Rim halo color | amber (#ffaa44) |
| Edge-arrow telegraph | yes |
Spawn behavior
Supply Pods share the typed prop pool with every other prop kind (pool cap 48, max simultaneous active 10 at slider=100). Type selection uses a weighted roll where each prop’s density multiplier is its weight in the bag. With Supply Pod at 0.15, it is the rarest tier in the catalog — less common than every other prop. Roughly ten percent of total prop spawns are Supply Pods, capped by the shared active-prop ceiling at about one to two on the field at any time. Spawns are gated to be off-screen, pushed roughly 500-1400 px from the ship, biased 70% of the time into the player’s heading cone, and reject when too close (under 160 px) to another active prop.
Per-planet active count is driven by the planet’s destructibles.crates slider mapped onto a 0-10 active prop ceiling.
While off-screen and active, every Supply Pod produces a directional chevron at the screen edge that points toward its world position. The chevron uses the Pod’s amber palette and fades as the Pod crosses into view, then disappears once on screen. This loot-pointer telegraph is the iconic Survivor.io / Vampire Survivors hunt cue.
Supply Pod is not itself a cascade target — the Pod’s own cascade explicitly excludes another Supply Pod to avoid infinite cascade recursion.
Break behavior
On ship contact the runtime applies max-hp damage in a single hit — the ship one-shots the Pod regardless of the 80 HP figure. Bullets do their listed damage per overlap with piercing idempotency (a single piercing bullet cannot chip the same Pod twice in one tick). The 80 HP figure means under bullet fire the Pod is the longest-living prop in the catalog — roughly three to four seconds of base-DPS sustain — and the rim chip-flash plays through many hits before the break, which sells the kite.
Non-fatal bullet hits play a chip-flash on the rim and emit a small spark cloud; reaching 0 HP triggers the full break sequence.
Break sequence (in order): fire prop_break signal → play the per-type audio cue → telemetry record → spawn XP orbs → spawn break VFX → roll synergy → deactivate slot.
The XP-orb drop is the signature wealth-burst beat for this prop: 12 orbs at 0.035 fraction each. The twelve orbs fan out in 12 evenly-spaced spokes around the break point with mild jitter — combined with the 14-particle outward ring burst (see VFX palette) and the 30-particle spark cloud (the largest in the catalog), the visual reads as the Pod “splitting open.”
| Break VFX layer | Value |
|---|---|
| Spark cloud particle count | 30 (largest in the catalog) |
| Spark RGB | (255, 200, 100) — warm amber |
| Chunky debris count | 5 |
| Chunk RGB | (200, 150, 80) — bronze |
| Rim shockwave color | #ffcc44 |
| Outward ring burst count | 14 |
| Audio cue id | per-type supply-pod recipe (treasure-chest cracked-open); falls back to generic prop break |
Per-type synergy (cascade ring of 5 other props)
Supply Pod is the multi-prop cascade cross-system synergy of the props lane. Every break (proc chance 100% because the tier is the rarest and every break is a marquee event) fan-spawns a ring of five other prop kinds at fixed angular spacing around the break point with a small random angular jitter so the ring doesn’t read as a perfect geometric polygon. The cascade uses the same forceSpawnAt primitive that the Mineral Vein cascade uses, bypassing the off-screen spawn gate and the velocity-cone bias so the new props always appear right at the Pod break point. Each cascaded prop then respects its own break-synergy roll, so collecting the entire ring can chain up to six synergies in a single beat (Pod cascade itself plus each cascaded prop’s break roll on the next hit).
The cascade composition is fixed and skips two prop kinds on purpose: Drone Wreck is not included (mid-tier; the Pod is the marquee, the cascade is meant to be richer than a Drone-Wreck-heavy ring), and Volatile Crystal is not included because its afterburn proc lands a proximity-damage beat at the same break point and would over-salt the moment with a competing damage cue. Another Supply Pod is not included so the cascade cannot recurse.
After the typed list spawns, the runtime overlays a single-color amber-burst cloud at the break point using the Pod’s own spark RGB. The visual variety is delivered later as each cascaded prop fires its own per-type break VFX on its own break.
The same triggerSupplyPodCascade method is also called by the boss-defeat path: on boss kill, the encounter system fires the cascade two times around the boss’s last position with a small random offset so the dropped props don’t stack. Individual bosses can override the typed list to tune their reward chamber identity; if a boss does not provide an override, the boss-kill path uses the same fixed five-prop ring as the Pod break.
The proc is fail-silent on the cascade level: if the prop pool is at its 48-slot capacity when the Pod breaks, slots that can’t be claimed are skipped silently and telemetry records the actual spawn count rather than the target.
| Synergy field | Value |
|---|---|
| Proc chance per break | 1.00 |
| Cascade ring radius | 110 px |
| Cascaded prop count | 5 |
| Cascade composition | 2× Scrap Pile, 1× Mineral Vein, 1× Comet Fragment, 1× Magnetar Pulse |
| Excluded from cascade | Drone Wreck, Volatile Crystal, Supply Pod |
| Amber-burst cloud particle count | 24 |
| Particle palette | reuses Supply Pod’s amber spark palette |
| Audio cue id | event_done (sparkle + triumph completion cue) |
| Boss-defeat cascade firings per kill | 2 (boss tier); 1 (mini-boss) |
| Telemetry recorded | actual spawned count, plus per-boss-tier spawn count on the boss-kill path |
VFX palette
| Channel | Value |
|---|---|
| Rim halo | amber (#ffaa44) |
| Spark cloud | warm amber (255, 200, 100) |
| Chunk debris | bronze (200, 150, 80) |
| Rim shockwave ring | #ffcc44 |
| Outward burst | reuses spark RGB |
| Cascade amber cloud | reuses spark RGB |
| Hit-flash duration | 0.18 s |
| Chip spark particle count per non-fatal hit | 6 |
| Edge-arrow chevron color | reuses amber rim palette |
EXTRACT-CANDIDATE flags
- Weighted prop-type roll mechanics — the density-multiplier-as-weight pattern is shared across every prop kind; canonical home is the props roll-up page. Only the resulting Supply Pod frequency claim belongs here.
- Shared off-screen spawn pipeline rules (pool cap 48, max density 10, spawn distance 500-1400 px, 160 px minimum gap, 70% velocity-cone bias, off-screen gating, planet destructibles slider mapping) — all common to every prop kind; canonical home is the props roll-up page.
- Break sequence ordering (signal → audio → telemetry → orbs → VFX → synergy → deactivate) — applies to every prop kind; canonical home is the props roll-up page.
- Bullet collision rules (piercing idempotency via per-bullet hit set, non-piercing consumed on hit, chip-flash on non-fatal) — same for every prop kind; canonical home is the props roll-up or combat page.
- XP-orb drop scheme (fraction-of-level-bar scaling via the level-bar size, fan-out angles, per-orb speed) — same for every prop kind; canonical home is the props roll-up page or the XP-orb page.
- Three-layer break VFX skeleton (spark cloud → chunky debris → rim shockwave ring → optional outward ring burst) — same template for every prop kind; canonical home is the props roll-up page. This page only documents Supply Pod’s per-layer numbers and that the spark cloud is the catalog’s largest.
- Edge-arrow HUD telegraph system — shared with Magnetar Pulse; canonical home is the HUD or props roll-up page. This page only documents that Supply Pod sets the
edgeArrowflag and uses the amber palette for the chevron. forceSpawnAtcascade-spawn primitive — shared with the Mineral Vein cascade and the boss-defeat reward path; canonical home is the props roll-up page. This page only documents that the Supply Pod cascade uses it and that the cascaded props each respect their own per-break synergy rolls.- Boss-defeat reward chamber composition (per-boss
rewardCascadeTypesoverride mechanism, two-cascade firing for boss tier vs one for mini-boss) — canonical home is the bosses page. This page only mentions that the same cascade primitive is reused on boss kill. - Per-prop break audio override map and fallback to the generic
prop_breakcue — applies to every prop kind; canonical home is the audio or props roll-up page. This page only mentions that Supply Pod has its own treasure-chest-cracked recipe.