#Merge, Fuse & Hatching
Merging and fusion are different machines. Merge preserves a species; fusion rolls from a pool. Both consume their input pets on the server.

#Merge
- Open the Merge Pets machine and choose three pets of the same species.
- All three must also agree on Titanic state.
- Confirm the operation. The new egg guarantees that species and weighs the sum of the inputs.
- A mutation is retained when all three inputs have the same mutation; mixed inputs do not guarantee it.
The server rechecks pet ownership, the selected UIDs and egg capacity before consuming inputs. The maximum machine egg inventory is 50.
#Fuse
The general fuse pool follows the highest-zone inputs and uses five weighted outcomes, with configured weights 45, 25, 15, 10, 5. This machine is not restricted to three identical species in the same way as Merge.
The Celestial recipe is Lindworm + THUNDERBIRD + CrystalRaptor. It creates a Celestial Egg with the special outcome pool in Config.Fusion.Celestial.
#Place an egg
Choose Place from the egg bag or backpack, then click or tap the floor inside your own pen. A translucent preview follows the pointer. Escape or Cancel exits placement.
The client sends the clicked position to MachineRemotes.PlaceEgg. The server verifies ownership, player distance, pen boundaries, spacing and the six-placed-egg limit. Placement is saved as local X/Z coordinates in egg.PlotPosition, so it follows that player's assigned base when rejoining.
Previously placed eggs without coordinates are assigned non-overlapping floor positions and given saved coordinates. Opening a neighboring egg does not shift the remaining eggs.
#Hatching time
seconds = clamp(round(baseSecondsForRarity * kg / 300), 10, 14400)
Three Common pets of 100 KG produce a 300 KG egg with a base growth time of 30 seconds. Newly merged eggs start growing when placed. Older saves and legacy/shop eggs without a Placed flag are treated as already growing.
The egg button's badge counts ready eggs. The menu shows ready and growing counts, individual timers, Open and Open All. readyeggs finishes already placed eggs; it does not place the unplaced ones.
#Map-egg reveal and the Luck counter
After a map egg breaks, HatchReveal plays a rarity-dependent sequence lasting at least about three seconds, including anticipation, reveal and hold. Weight can affect the visual impact and screen shake; it does not determine rarity Luck.
The animated Luck counter follows the rising egg and counts upward quickly even for Common pets. Its zone comes from the egg-break event, with species/player zone as a fallback. The counter is cosmetic: it does not reroll the pet or modify drop chances. Rarity determines how far it rises from the zone baseline; weight does not.
| Zone | Starting Luck |
|---|---|
| Forest | x1 |
| Desert | x10 |
| Snowy | x100 |
| Candy | x1K |
| Swamp | x10K |
| Ocean | x100K |
| Volcano | x1M |
| Blossom | x50M |
| Galaxy | x100B |
| Planet X | x100T |
The target is zoneBase * Hatching.LuckRevealFactor * HatchStyle.RarityLuck(rarity), rounded to the counter step. The current factor is 4.5: Mythic Blossom reaches about x475M; Mythic Planet X reaches x950T and Celestial Planet X reaches about x1.7Qa. Edit Hatching.LuckZoneBases and LuckRevealFactor in both configuration copies.