Table of Contents

Field WorkDamage

Namespace
GrindFest
Assembly
GrindFest.dll

What one use of a tool is worth when nothing measures the work it did - a dig, a cast, a mining swing.

public const int WorkDamage = 10

Returns

int
What one use of a tool is worth when nothing measures the work it did - a dig, a cast, a mining swing.

Remarks

Tools are charged in the same unit as everything else - damage against characters - so one pool size means one thing across weapons, armour, shields and tools, and a tool that is also a weapon (Shovel, Pickaxe, Hand Axe all deal 5-10) spends the same budget whether you swing it at a rock or at a skeleton.

Before this, a tool use cost a flat 1, which is a different currency: a weapon's blow costs ~8 and grows with level, so a 20 000 pool was ~20 000 uses, i.e. never - and in practice tools did not wear at all (a dead dice roll in Mining, a never-called Dig, a commented-out fishing call).

Watch the scales - there is only one now: a resource node is also a DurabilityBehaviour, and since 2026-09-23 its hardness is authored in the same units as an item's pool (a node is 50, a pickaxe swing is 10, an item pool is 20 000). Mining therefore does not use this constant: it charges the tool exactly what it took off the node, so a stronger pickaxe costs the same per node. A dig or a cast has no measured work, so it costs this.