Genopets Game Whitepaper
  • Overview
    • Introduction
    • Rewarding an Active Lifestyle
    • Why Web3 in Games?
    • GameFi Sustainability
    • Marketplace Economy
    • Roadmap
      • PHASE 1 - PRIVATE BETA (COMPLETE)
      • PHASE 2 - WHITELIST PUBLIC BETA (IN PROGRESS)
      • PHASE 3 - FUTURE LAUNCH (COMING 2023)
  • Gameplay Pillars
    • Move-to-Play
    • Nurture & Evolution
    • Habitat Terraforming & Rental
    • Harvesting KI & Crafting
    • Battle System
  • Game Mechanics
    • Developer's Note
    • Mechanics Changelog
    • Energy
      • The Framework
      • Calculating Steps to Energy Conversion
      • Why Implement Energy?
    • Stage-based Energy Multipliers
    • Daily Banking Rewards
    • Challenges
    • Banking Streaks
    • Mood & Nurture
      • Calculating Mood
      • Nutrition
      • Joy
      • Love
      • Nurture Actions
        • Feeding
        • Playing
        • Petting
      • Nurture Items
    • Leveling Up
    • Stats
    • Items
    • Step Battles
    • Player Created Economy
      • Virtual Economies in Context
      • Players as Economic Agents
    • Crafting
      • Terraformation (Habitats)
      • Refinement (Crystals)
      • Alchemy (Items)
        • How It Works
        • Cosmetics
        • Augments
        • Reroll
        • Expedite
    • Augment Upgrading & Recycling
      • Upgrading
      • Recycling
    • Habitat Management
      • General Parameters
      • Components
      • Primary & Sub-Habitats
      • Unrefined Crystal Spawning
      • Harvesting KI
      • Terraform Seeds
      • Maintenance & Decay
      • Upgrading Habitats
      • How to Acquire Habitats
      • Delegation (Alchemists & Harvesters)
      • Habitat Hibernation
  • Tokenomics
    • Dual Token System
    • GENE Tokenomics
    • GENE Staking
      • Inspirations
      • Motivations
      • Benefits
      • Design
        • sGENE In-Game
      • Definitions
      • Current Settings
      • Staking Program Audit
      • Airdrop Reward Weight
    • KI Token Launch
  • Game Elements
    • Glossary
    • Season 0 - Item Removal
    • Crafting Recipe Book
    • Holiday Gift Guide
    • Resources
      • Giveaways
        • Genopets Duck Game Giveaway
    • Genoverse Alphabet
    • Game Rules
    • Augment Style Guide
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  1. Game Mechanics
  2. Habitat Management

Primary & Sub-Habitats

PreviousComponentsNextUnrefined Crystal Spawning

Last updated 2 years ago

All Habitats, by default, are Primary Habitats. Sub-Habitats are created when a player connects additional Habitats to their Primary Habitat.

Connecting sub-Habitats increases the Primary Habitat's daily . Sub-Habitats will also at the rate expected of their upgraded Level (assuming they are active and not Dormant), which the holder can refine. However, the spawned crystals will be of the same elemental type as the Primary Habitat, irrespective of the sub-Habitat's own elemental type. The Primary Habitat's crystal refinement capacity is increased cumulatively with each sub-Habitat that is added. If the Primary Habitat is Genesis, then the holder will be able to specify the elemental type of all crystals refined.

If a holder refines a crystal on a Habitat prior to making it a sub-Habitat (to a different Primary), its increased refinement capacity is not stacked with the Primary's until the sub-Habitat's refinement window has reset (at the end of its 24-hour day/night cycle).

Disconnecting Sub-Habitats

Sub-Habitats that are disconnected from their Primary Habitat enter a cooldown where they cannot refine for the remainder of the game day. This is to prevent "double refinement." Users should utilize the full refinement capacity of a connected set of Habitats before disconnecting any sub-Habitats.

KI Harvesting capacity
produce unrefined crystals