Following and power
Equip caps, auto-equip, how power adds up, and the thirty follow settings.
Equipping
MaxEquipped = 8,
BackpackSize = 500,
The base caps, before bonuses. A player's real caps are:
equip cap = MaxEquipped + gamepass bonuses + index goal bonus + API bonus
backpack cap = BackpackSize + gamepass bonuses + API bonus
Both are published as player attributes, MaxEquipped and BackpackSize, so your own
scripts can read them.
Equipping is refused if the pet is not owned or the cap is reached. Deleting is refused if the pet is locked.
Auto-equip
AutoEquip = { FillEmptySlots = true, ReplaceWeaker = true },
| Setting | Effect on a new pet |
|---|---|
FillEmptySlots | Equips it if a slot is free |
ReplaceWeaker | If slots are full, swaps out a weaker pet for it |
Both on is the modern simulator behaviour: a player never has to open the menu to benefit from a better hatch.
Turn ReplaceWeaker off if your game wants players to curate their squad deliberately, and
both off if equipping is meant to be a decision.
Auto-equip runs on hatching and on a successful merge.
Stacking
PetStack = true,
Identical pets are shown as one box with a count. false gives every pet its own box.
This is presentation only. Each pet is still a separate entry with its own id, lock state and equipped state.
Leave it on. A player with 300 pets and no stacking has an unusable inventory.
Power
Each pet's power is:
power = baseBoost * variant.boostMultiplier
The equipped squad's powers combine into one number:
BoostMode = "sum",
| Mode | Result |
|---|---|
"sum" | Added together. Eight pets at 10 give 80 |
"product" | Multiplied. Eight pets at 10 give 100,000,000 |
Multiplying eight values means a squad upgrade compounds. Two pets going from 10 to 25 takes a squad from 80 to 110 in sum mode and from 100 million to 625 million in product mode.
Sum is the right default. Choose product only if your entire economy is built around numbers that large.
A pet with a power of 1 in product mode is also worth noting: it contributes nothing, and a power of 0 zeroes the whole squad.
The result is written to the player's PetBoost attribute and is what damages
breakables.
Mystery pets in the total
Mystery pets are resolved before combining: each takes the value of the strongest equipped non-mystery pet. See Pets, rarities and variants.
Following
Config/Follow.luau is around thirty numbers describing how the squad trails behind the
player. They are feel settings: change one, save, watch.
The formation
Spacing = 4.5,
RowDepth = 4.0,
FirstRow = 4.0,
A grid behind the player: Spacing sideways, RowDepth between rows, FirstRow from the
player to the front row.
Raise all three together for large pets, lower them for a tight cluster.
Separation = 3.0,
SeparationIterations = 2,
InwardAngle = 15,
Separation stops two pets overlapping, at the cost of a little grid accuracy. 0 turns it
off. InwardAngle turns the outer pets slightly toward the centre so the squad reads as a
group rather than a rank.
Catching up
FollowMin = 2.5,
FollowMax = 8.0,
TurnSpeed = 9.0,
Each pet picks its own speed between the minimum and maximum, so they trail unevenly and look alive rather than welded to a grid.
Narrow the gap for a disciplined formation; widen it for a scattered crowd. Higher values overall mean tighter following and less lag on turns.
Movement
MoveThreshold = 2.0,
WalkBlendSpeed = 8.0,
BobFreq = 9.0,
IdleBob = 0.06,
Below MoveThreshold a pet idles and hovers gently instead of walking. WalkBlendSpeed
controls how smoothly it crosses between the two.
Ground pets hop:
HopFreq = 7.0,
HopHeight = 1.6,
WalkLean = 0.12,
Flyers float and bank instead:
FlyBobFreq = 6.0,
FlyBobAmp = 0.5,
FlyRoll = 0.22,
FlyPitchNod = 0.08,
FlyForwardLean = 0.1,
Which set a pet uses comes from its flying field in Config/Pets.luau.
If your models face the wrong way
FaceYawOffset = 0,
Set it to 180 if your pets run backwards. That is a model orientation problem, and this is
the one-line fix rather than re-exporting every model.
AttackPitch and FlyForwardLean can likewise be negated if a head tilts the wrong way.
Attack mode
AttackWalkSpeed = 16,
AttackJump = 1.8,
AttackInset = 2,
AttackPitch = -0.7,
AttackLeapFraction = 0.28,
When sent to a breakable, pets walk over and leap onto it repeatedly. AttackInset keeps
them from all landing on the same point, and AttackLeapFraction is how much of each hit
cycle is the leap rather than the wait.
See Breakables and zones.
Ground detection
ClimbTolerance = 14,
RayDistance = 500,
How tall a step pets can follow up, and how far down the ground ray reaches. Raise
RayDistance if your map has very tall drops; otherwise leave both alone.
Where pets live
Spawned pet models are parented to Workspace/uxrPetSystemWorkspace/Spawned, which the
bootstrap creates and clears on every server start.
Equipped squads are broadcast to every client, so players see each other's pets.
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