Usage — Treasure Hunting | Quasar Store | Quasar Store
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Usage
Using Treasure Hunting: the job panel, crews, metal detector digs, underwater diving, the ancient chest cipher, keys and maps, boat rentals, the shop, levels, leaderboard and legendary chest.
Everything starts at one NPC, Old Hank by default, standing under the Treasure Hunter blip with a floating marker over his head. Walk up and press E, or pick Treasure Hunter on your target. The camera cuts to him on the left half of the screen and the panel opens on the right.
Part
What it is for
Level card
Your level and experience bar. Hover it for the perks your level gives right now.
Missions
The three hunts, each with the level it needs, the crew size it suits, what it pays and the experience it grants.
Treasure Hunters
Your crew: one tile per member with their face, and empty slots to invite into.
Statistics · Shop · Guide
The leaderboard, the buy, sell and boat shelves, and the hunter's guide. Each can be switched off in config.
Start mission · Abandon
Takes the selected hunt, or gives up the one you are on after a confirmation.
Escape steps back out of a view, then closes the panel. It opens for everyone, so anybody can shop, sell and read the guide. When Config.RequireJob is on, the job is checked only when a hunt is started — and changing job mid-hunt abandons it.
Every hunt is taken by a crew, even a crew of one. The roster lives on the server: a client can only ask to invite, accept, kick or leave, and every request is checked against what the server already knows.
Action
How it works
Invite
Press an empty slot and type the player's server id. They must be within Config.InviteDistance (20 m) and not already in a crew. The invitation lasts 60 seconds.
Accept
The invited player gets a dialog with the leader's name. Accepting fills their slot for the whole crew; their face follows once it renders.
Kick
Leader only, from the member's tile.
Leave
/leavecrew. A member drops out on their own; a leader who leaves disbands the crew.
Only the leader starts a hunt, and every member has to meet its level. Progress is shared: any member's chest counts for the crew, and the tracker on the right of the screen updates for all of them. If the leader leaves mid-hunt the lead passes to the next member and the hunt carries on. Disconnecting counts as leaving.
How the reward is shared is up to Config.MissionPayout: with 'members' every member present at the end receives the full money and experience; with 'split' they are divided between them, rounded down and never below 1.
The server picks the area and every chest position, so no two runs are the same. With Config.GiveMissingTools on, a hunter who starts without the detector or the diving gear is handed one — once every 15 minutes per character, so the job is not a free supply of gear. Keys and maps always have to be bought.
A green circle appears on the map with the chests somewhere inside it. Use the metal_detector item to take it out, then hold right click to sweep it over the ground. Only while you sweep does the HUD read anything: the bars fill and the beeping speeds up as you close in, from 15 m out. Within 5 m the dig prompt appears; press E.
The detector goes back in the bag while you kneel and dig, and the chest is hauled out of the sand and opened at the end. Use the item again to keep sweeping. The detector cannot be used with diving gear on or from a vehicle, and sprinting with it can be blocked with Config.AllowSprintWithDetector.
The circle is out on the water. Rent a boat from the shop if you want one — swimming works, it is just slower — sail out, drop the anchor and use diving_gear to put on the mask and tank. The gauge on the left drains while you are under and refills at the surface, with a warning at 10%. Run dry and the game's own drowning takes over.
The crates sit on the real sea bed and glow within 30 m, so they can be found in murky water without a marker. Swim to one and press E. Each crate spends one treasure_key, and a crate whose loot does not fit in your bag stays on the sea bed with the key untouched.
One of eight coastal sites is marked on the map: a tomb with three totems around it. The chest asks for a phrase written in a substitution cipher built fresh for this chest, and the totems are how you read it:
Stone
What it shows
First totem
The decoding key: the symbol every letter, digit and sign is written as.
Second totem
The coded phrase, with its words shuffled out of order.
Third totem
A beacon. Hold it for 3 seconds and both readings stay steady for 12 seconds for every crew member within 25 m. Keep holding to keep them steady; let go and they fade in and out again.
The tomb
Shows the phrase in plain text and asks for it back in code, one symbol per box. Enter submits.
The intended play is a crew: one holds the beacon, one reads the key aloud and one types at the chest. A lone hunter can still do it — the readings are visible, only harder to copy while they fade. Five wrong answers re-encrypt the chest, and the totems have to be read again. Everything is checked against where the server sees you: a member at the shop cannot read the totems or hold the beacon.
Whoever enters the right code spends one ancient_key. Every member then gets their own roll from the ancient loot table, and the hunt pays out.
Keys are spent by the chest automatically — they are not used from the inventory, and a refused claim never costs one. Turn Config.RequireTreasureKey or Config.RequireAncientKey off and that key stops being sold, checked or consumed.
Maps are used from the inventory during a hunt. The hunter studies it for four seconds, then the search circle is redrawn around one chest the crew has not found yet, at a much smaller radius, for the whole crew. The map is destroyed. Once a map has been read the circle keeps moving to the next unfound chest each time one is dug up, and a second map moves it somewhere new.
Boats are rented from the Boats tab of the shop, never handed out with a hunt, so ending a hunt can never strand anybody at sea. One rental per player: renting again replaces the boat you had out.
Boat
Level
Price
Rental
Dinghy
1
$60
20 min
Dinghy MkII
3
$150
45 min
Dinghy Ranger
5
$350
90 min
Deep Sea Dinghy
7
$700
180 min
The screen fades and you are put at the wheel at the slipway, with the keys. The rest of your crew is taken down to the slipway beside it and climbs aboard. While you are at the wheel, G drops or weighs the anchor, so the boat is still there when you surface. The HUD shows the boat and its countdown, and warns two minutes before it runs out.
Bring it back within 45 m of the slipway and press Return for a 40% refund; you are put down beside the NPC. A rental that runs out simply takes the boat away, and one that never managed to spawn is refunded in full after 20 seconds. Disconnecting removes the boat too.
The panel's Shop button opens three shelves. Every price is resolved on the server from config, so the panel only ever sends item names and quantities.
Tab
What it does
Buy gear
Equipment, keys and maps, filtered by category, with level locks, how many you own and a basket of up to 100 per item. A basket the bag cannot take is not charged.
Sell finds
Every find you carry with its fixed price. Sell a selection or everything at once.
Boats
Rent and return a boat, shown only while the rental is enabled.
Purchases and payouts use cash. Sale prices never change: what the guide lists is what the shop pays, and money from sales counts towards your earnings on the leaderboard.
Experience comes from every chest you open and from every hunt your crew completes. Level 1 needs 3,500 experience and each level needs 10% more than the last, with no upper limit. Every level also adds to five perks, up to level 60:
Perk
Per level
At level 60
Detector range
+1%
+60%: chests register from 24 m and the dig prompt at 8 m.
Oxygen capacity
+1%
+60%: 288 seconds of air instead of 180.
Digging speed
+0.8%
+48%: digging and opening crates take about a third less time.
Extra loot chance
+0.5%
30% chance a find comes as a double stack.
Rare find chance
+0.4%
24% chance a find is upgraded to the next rarer item.
The tooltip on the level card and the server use the same arithmetic, so the panel never promises a bonus the server does not give. A perk set to 0 in config disappears from the tooltip.
Statistics shows three rankings by experience, each with earnings beside it and your own row highlighted. They refresh every minute.
Tab
Resets
Pays the top three
All-time hunters
Never
—
Season hunters
00:00 on the 1st of every month
$5,000 · $3,500 · $2,000
Today's hunters
00:00 every day
$550 · $350 · $200
Times are the server's clock, and each tab counts down to its reset. A winner who is offline at the reset is paid the next time they load in, and the last podium stays on screen as the previous winners. A server that was down over midnight catches the reset up on its next start.
Every cracked ancient chest has a 20% chance to wake a legendary one high on Mount Chiliad. The whole server is told, the screen shakes, and a blip marks it. It is a tomb with two totems — the decoding key and the coded phrase, always steady — and it belongs to no crew and needs no key: the first player to type the right code takes 20 to 30 gold nuggets or paintings and the ancient hunt's experience. Nobody solves it within 15 minutes and it sinks back out of reach. Only one runs at a time.
Guide walks through each hunt step by step, with its requirements, its pay and every item it can drop with its odds and price. It is built from the live config, so it can never describe a payout that has since changed, and steps about keys, maps or diving gear only appear when your server uses them.
Every number on this page is the shipped default. All of them — payouts, locations, loot, perks, boats and rewards — are changed in config/config.lua; see Configuration.