Merging and the index
Combining duplicates into rarer variants, the machines, and collection goals.
Merging
return {
Normal = { to = "Golden", count = 5, chance = 1 },
Golden = { to = "Rainbow", count = 5, chance = 1 },
}
The key is the variant you put in; the entry describes what you get out.
| Field | Meaning |
|---|---|
to | The variant you receive |
count | How many copies a full merge needs |
chance | The success rate at a full count, 0 to 1 |
Five Normals give a Golden, five Goldens give a Rainbow. Both ship at 100 percent.
Partial merges
You do not have to put in the full count. The success chance scales with how many you contribute:
chance = min(putIn / count, 1) * recipe.chance
| Put in | With count = 5, chance = 1 | Result |
|---|---|---|
| 5 | 100 percent | Always works |
| 3 | 60 percent | Often works |
| 1 | 20 percent | Usually fails |
The inputs are removed before the roll, every time. A player who gambles three pets on a 60 percent merge loses all three 40 percent of the time.
That is deliberate and it is also the single most surprising thing about this system for a
new player. Make sure your UI says so, or set chance = 1 and let the count be the only
cost.
The rules
A merge is refused if:
| Reason | Means |
|---|---|
NotLoaded | The profile has not loaded yet |
NoPets | Nothing was selected |
NotOwned | A selected pet is not theirs |
Duplicate | The same pet was listed twice |
Unavailable | A selected pet is locked or equipped |
Mismatch | Not every pet is the same species and variant |
NoRecipe | That variant has no merge recipe |
TooMany | More than count were selected |
Every pet must be the same species and the same variant. Five different Common pets do not merge into anything.
Locked and equipped pets are excluded, which is the safety net that stops a player merging away their best squad member.
The machines
Two world objects open the merge panel, filtered:
| Machine | Merges |
|---|---|
GoldenMachine | Normal into Golden |
RainbowMachine | Golden into Rainbow |
They are found by name anywhere in Workspace, as a Model or a BasePart, and open when
the player walks within range studs. See the machine list in
Breakables and zones.
Adding a third tier means a new recipe, a new machine object, a new panel and a line in
Config/Machines.luau.
Adding a recipe
Rainbow = { to = "Huge", count = 10, chance = 0.5 },
Any variant can merge into any other. A ten-Rainbow merge with a coin-flip chance is a plausible endgame sink.
Note that a variant used as a merge input needs a recipe keyed by its own name, and one
used as an output needs to exist in Config/Variants.luau, with models if it uses a
prefix.
The index
The index is the collection log: every species and variant combination that appears in any egg pool, ticked off as the player hatches them.
A pet enters the index the first time it is obtained. Deleting it does not remove the tick.
The full set is computed from the egg pools, so a pet that exists in Config/Pets.luau but
appears in no pool is not part of the index at all. That is the way to add a pet that is
given out by your own scripts without spoiling the collection count.
Index goals
Show = true,
Goals = {
{ pets = 5, equipSlots = 1 },
{ pets = 15, equipSlots = 2 },
{ pets = 30, equipSlots = 3 },
},
Format = "Collect {goal} pets for +{slots} equip slots! ({have}/{goal})",
Maxed = "All equip-slot goals complete!",
Collection milestones that grant real extra equip slots.
Reaching 30 collected gives +3 slots, not +1 +2 +3 = 6. The highest goal you have
reached is your bonus.
| Token | Becomes |
|---|---|
{goal} | The target count |
{slots} | The bonus slots |
{have} | How many collected |
{need} | How many more are needed |
Show = false hides the line and keeps the bonus working, if you would rather it be a quiet
reward.
Goals should be listed smallest first. The bonus is added on top of the base cap and any gamepass bonuses.
Designing goals
Equip slots are the most valuable thing in a pet simulator, so collection goals compete directly with the equip gamepass.
A workable split: gamepasses sell a large jump early, goals give a slow trickle that keeps non-paying players progressing. The shipped three goals give three slots for collecting thirty pets, against three slots for one gamepass.
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