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It excludes a positive trait when any of its stat keys overlaps the chosen negative trait, and it does not randomly choose from every registered Trait aura.","status":"operative-rule","language":"en","fields":{"buffPool":["citizen_aura:buff:expertise","citizen_aura:buff:efficiency","citizen_aura:buff:experience","citizen_aura:buff:loyalty","citizen_aura:buff:happiness"],"debuffPool":["citizen_aura:debuff:food","citizen_aura:debuff:expertise","citizen_aura:debuff:efficiency","citizen_aura:debuff:experience","citizen_aura:debuff:loyalty","citizen_aura:debuff:happiness"],"earlyDebuffPool":["citizen_aura:debuff:expertise","citizen_aura:debuff:efficiency","citizen_aura:debuff:loyalty","citizen_aura:debuff:happiness"],"goodTierJob":"one of the 11 PartOfCitizenGeneration jobs, native initial level 2 or 3","legendaryJobLevel":4,"registeredTraitsOutsideGeneratorPools":["citizen_aura:debuff:anxiety","citizen_aura:buff:cornucopia"],"tierTraitSelection":{"Bad":"none","Good":"one full-pool debuff, then one eligible buff","LegendaryBlacksmith":"one full-pool debuff, then one eligible buff","LegendaryLeatherworker":"one full-pool debuff, then one eligible buff","LegendaryLumberjack":"one full-pool debuff, then one eligible buff","LegendaryMerchant":"one full-pool debuff, then one eligible buff","Normal":"one early debuff, then one eligible buff"},"traitDuration":-1,"traitKeys":["citizen_aura:buff:cornucopia","citizen_aura:buff:efficiency","citizen_aura:buff:experience","citizen_aura:buff:expertise","citizen_aura:buff:happiness","citizen_aura:buff:loyalty","citizen_aura:debuff:anxiety","citizen_aura:debuff:efficiency","citizen_aura:debuff:experience","citizen_aura:debuff:expertise","citizen_aura:debuff:food","citizen_aura:debuff:happiness","citizen_aura:debuff:loyalty"]},"conditions":["Bad tier disables both trait selections despite the tier's name. Normal uses the four-entry early debuff pool; Good and the four legendary tiers use the six-entry pool.","When a debuff definition resolves, every candidate buff is checked against all keys in that debuff's StatsToAdd dictionary. Any overlap excludes the candidate before the random choice.","All 13 registered Trait definitions and their complete additive/multiplier fields remain in the source table. Anxiety and Cornucopia are not silently inserted into the ordinary generation pools.","Normal and Bad tiers do not receive an initial job entry here. Good chooses one generation-enabled profession; each legendary tier receives its named profession at level four.","The source's five ordinary backgrounds and the legendary Artisan background are retained as birth data. Assigning a workplace/job remains a separate operation.","Current recruitment or load behavior can preserve or remove an existing trait according to the separately bound lifecycle rules; current visible traits are not reconstructed from tier alone."],"unknowns":["Actual generated random choices, later recruitment/load history, quest effects and current aura instances remain live inputs.","Pool membership does not establish the probability of encountering a citizen tier or a particular live 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construction selection, progress and interruptions","statement":"A carpenter's constructing order drives a citizen behavior tree that selects a construction site, gathers its physical resources and applies fixed construction-progress hits. It is separate from ordinary item-recipe completion.","status":"operative-rule","language":"en","fields":{"connectedMaterialStorageRequired":true,"constructionConditionCooldownSeconds":2,"hitWaitSeconds":[1,0.2],"job":"job:carpenter","order":"recipe:constructing","progressPerHit":25,"scanDistanceWorldUnits":1440,"sitePriority":["retained focus if it still exists","buildings in distance order","other constructions in distance order"]},"conditions":["The registered job controller is GenericServerCitizenController. Assigning a carpenter attempts to create a repeating constructing order. Both constructing and repairing are level-one Scripted recipes with CanNotProgress true, RequiredProgress zero and default repetition selected.","Construction entry clears previous collection choices, requires daytime, the carpenter job and the current constructing order, scans matching-town sites within 1440 world units, converts an interior citizen position to its building position and obtains connected material storage before selecting work.","The scan requires the complete shared placement predicate to be Valid and excludes blacklisted sites. Priority then reinserts a retained focus solely when that site still exists; it does not repeat all scan filters for the retained focus.","A connected, resolvable material storage within the same distance bound is required by the entry path even when the selected site already has its physical materials. The resource-gathering rule supplies connection and pickup details.","The all-materials helper counts positive requirements against non-server-only physical aggregates. It does not consult DisableConstructionMaterialRequirements; the server completion bypass alone does not make this worker start with missing materials.","Once positioned outside the site, each repeated build sequence waits 1 second and 0.2 seconds around its animations and submits 25 progress. The hit path has no citizen Expertise, Efficiency or job-XP multiplier.","A changed order or night exits construction. Talking, threats, raid responses, path failures and daily reset can interrupt the larger state machine. The waits describe a behavior sequence, not a wall-clock completion estimate."],"unknowns":["The route, walk time, current order, retained focus, blacklist, materials, interruptions and server scheduling remain live inputs.","Recipe metadata Experience=8 is not a job-XP award for this scripted action; use carpenter_experience_absence."],"questions":[{"id":"Q02","href":"/api/player-answers?question=Q02&locale=zh_CN"},{"id":"Q09","href":"/api/player-answers?question=Q09&locale=zh_CN"},{"id":"Q19","href":"/api/player-answers?question=Q19&locale=zh_CN"}],"relatedRules":[{"id":"mechanic:construction:placement_flow","href":"/api/player-answers?rule=mechanic%3Aconstruction%3Aplacement_flow&locale=zh_CN"},{"id":"mechanic:construction:progress_lifecycle","href":"/api/player-answers?rule=mechanic%3Aconstruction%3Aprogress_lifecycle&locale=zh_CN"},{"id":"mechanic:workplaces:carpenter_experience_absence","href":"/api/player-answers?rule=mechanic%3Aworkplaces%3Acarpenter_experience_absence&locale=zh_CN"},{"id":"mechanic:workplaces:carpenter_repair","href":"/api/player-answers?rule=mechanic%3Aworkplaces%3Acarpenter_repair&locale=zh_CN"},{"id":"mechanic:workplaces:carpenter_resources","href":"/api/player-answers?rule=mechanic%3Aworkplaces%3Acarpenter_resources&locale=zh_CN"},{"id":"mechanic:workplaces:worker_variants","href":"/api/player-answers?rule=mechanic%3Aworkplaces%3Aworker_variants&locale=zh_CN"}],"entities":[{"entity":"job:carpenter","kind":"job","name":"木匠","href":"/zh-cn/世界手册/职业/木匠","apiHref":"/api/page?path=%2Fzh-cn%2F%E4%B8%96%E7%95%8C%E6%89%8B%E5%86%8C%2F%E8%81%8C%E4%B8%9A%2F%E6%9C%A8%E5%8C%A0","answersHref":"/api/player-answers?entity=job%3Acarpenter&locale=zh_CN","role":"references"}],"href":"/api/player-answers?rule=mechanic%3Aworkplaces%3Acarpenter_construction&locale=zh_CN"},{"id":"mechanic:workplaces:completion","title":"Work progress, quality and successful completion","statement":"Ordinary work uses binary32 progress and weighted quality, produces the admitted output before removing its ingredients, and awards experience before any expertise find and queue reset.","status":"operative-rule","language":"en","fields":{"efficiencyCurve":"eff < 10 ? eff / 10 : 1 + log2(eff / 10)","experienceCap":"native JobData.MaxLevelUpgradeSteps[buildingUpgradeRank]","experienceMultiplicationOrder":["base recipe experience times the matching job world modifier, when one exists","that result times Citizen_ExperienceGain","that result times Config.CitizenExperienceMultiplier","add the binary32 result to current job experience"],"finishOrder":["verify citizen/job identity and Ok current order","verify item/resource ingredients","produce output and remove ingredients","add recipe experience","roll expertise gather","remove/reset order","select next order"],"jobWorldExperienceModifiers":{"job:baker":"WorldStats_BakerExperienceModifier","job:blacksmith":"WorldStats_BlacksmithExperienceModifier","job:carpenter":"WorldStats_CarpenterExperienceModifier","job:farmer":"WorldStats_FarmerExperienceModifier","job:leatherworker":"WorldStats_LeatherworkerExperienceModifier","job:merchant":"WorldStats_MerchantExperienceModifier"},"levelRequirement":{"merchant":"(float)Math.Round(200.0 * Math.Pow(2.0, currentLevel))","otherJobs":"(float)Math.Round(100.0 * Math.Pow(1.399999976158142, currentLevel))"},"missingCurrentJob":"efficiencyCurve * JobTickRate only","progress":"CurrentProgress = min(CurrentProgress + ProgressVelocity, RequiredProgress)","progressTick":"efficiencyCurve * (1 + (currentJobLevel - 1) * 0.1) * JobTickRate * JobProgressMultiplier","quality":"QualityValue += qualityTick * clamp((newProgress - oldProgress) / RequiredProgress, 0, 1)"},"conditions":["The progress addition, clamp and quality accumulation preserve native floating-point operation order and only credit the applied progress, including a shortened final tick.","Default citizen completion accepts Item, Resource and RewardUnlock. A failed output/ingredient operation does not call SetCurrentWorkOrderFinished.","RewardUnlock removes queued orders with the same output. A repeating order resets progress, quality and velocity to zero; a non-repeating order is removed. Excess work does not carry into the next batch.","The experience helper requires the citizen's CurrentJob to equal the job's BaseId and a native JobData row. Only the six listed jobs apply a job-specific world multiplier in this switch; other jobs skip that multiplication.","No-citizen completion checks ingredients and uses the output helper, but does not call the citizen experience or expertise-award path.","An award is accepted only while the current job level is below the construction rank's native cap. Starting at or above the cap skips the addition and subsequent level/remainder handling.","For an accepted award, the helper first subtracts each successive level requirement while experience covers it, then applies the resulting number of level gains. If that gain loop tries another level while already at the cap, it resets experience to zero and stops.","Exactly reaching the cap on the last earned level can retain the remaining experience, because the extra cap-check iteration is not entered. Later awards at the cap are ignored. Each Farmstead per-crop/completion award must follow this sequence separately."],"unknowns":["Exact recipe, current progress/quality, citizen stats/level/XP, world/config modifiers, construction rank and available output space are required.","Recipe work is not universally equal to wall-clock seconds; standalone and scripted controllers have their own paths."],"questions":[{"id":"Q02","href":"/api/player-answers?question=Q02&locale=zh_CN"},{"id":"Q04","href":"/api/player-answers?question=Q04&locale=zh_CN"},{"id":"Q07","href":"/api/player-answers?question=Q07&locale=zh_CN"},{"id":"Q09","href":"/api/player-answers?question=Q09&locale=zh_CN"},{"id":"Q15","href":"/api/player-answers?question=Q15&locale=zh_CN"},{"id":"Q20","href":"/api/player-answers?question=Q20&locale=zh_CN"},{"id":"Q21","href":"/api/player-answers?question=Q21&locale=zh_CN"}],"relatedRules":[{"id":"mechanic:citizens:base_variance","href":"/api/player-answers?rule=mechanic%3Acitizens%3Abase_variance&locale=zh_CN"},{"id":"mechanic:citizens:decoration_appeal","href":"/api/player-answers?rule=mechanic%3Acitizens%3Adecoration_appeal&locale=zh_CN"},{"id":"mechanic:citizens:gift_application","href":"/api/player-answers?rule=mechanic%3Acitizens%3Agift_application&locale=zh_CN"},{"id":"mechanic:citizens:job_assignment","href":"/api/player-answers?rule=mechanic%3Acitizens%3Ajob_assignment&locale=zh_CN"},{"id":"mechanic:crafting:player_batch","href":"/api/player-answers?rule=mechanic%3Acrafting%3Aplayer_batch&locale=zh_CN"},{"id":"mechanic:farm:experience_awards","href":"/api/player-answers?rule=mechanic%3Afarm%3Aexperience_awards&locale=zh_CN"},{"id":"mechanic:food:bread_chain","href":"/api/player-answers?rule=mechanic%3Afood%3Abread_chain&locale=zh_CN"},{"id":"mechanic:food:storage_and_meals","href":"/api/player-answers?rule=mechanic%3Afood%3Astorage_and_meals&locale=zh_CN"},{"id":"mechanic:logistics:finished_output","href":"/api/player-answers?rule=mechanic%3Alogistics%3Afinished_output&locale=zh_CN"},{"id":"mechanic:loot:modifier_quality","href":"/api/player-answers?rule=mechanic%3Aloot%3Amodifier_quality&locale=zh_CN"},{"id":"mechanic:materials:quarry_outputs","href":"/api/player-answers?rule=mechanic%3Amaterials%3Aquarry_outputs&locale=zh_CN"},{"id":"mechanic:workplaces:brick_oven","href":"/api/player-answers?rule=mechanic%3Aworkplaces%3Abrick_oven&locale=zh_CN"},{"id":"mechanic:workplaces:carpenter_experience_absence","href":"/api/player-answers?rule=mechanic%3Aworkplaces%3Acarpenter_experience_absence&locale=zh_CN"},{"id":"mechanic:workplaces:claypit","href":"/api/player-answers?rule=mechanic%3Aworkplaces%3Aclaypit&locale=zh_CN"},{"id":"mechanic:workplaces:completion_notifications","href":"/api/player-answers?rule=mechanic%3Aworkplaces%3Acompletion_notifications&locale=zh_CN"},{"id":"mechanic:workplaces:concrete_mixer","href":"/api/player-answers?rule=mechanic%3Aworkplaces%3Aconcrete_mixer&locale=zh_CN"},{"id":"mechanic:workplaces:dolium","href":"/api/player-answers?rule=mechanic%3Aworkplaces%3Adolium&locale=zh_CN"},{"id":"mechanic:workplaces:expertise_finds","href":"/api/player-answers?rule=mechanic%3Aworkplaces%3Aexpertise_finds&locale=zh_CN"},{"id":"mechanic:workplaces:lumber_yard","href":"/api/player-answers?rule=mechanic%3Aworkplaces%3Alumber_yard&locale=zh_CN"},{"id":"mechanic:workplaces:manual_mill","href":"/api/player-answers?rule=mechanic%3Aworkplaces%3Amanual_mill&locale=zh_CN"},{"id":"mechanic:workplaces:queue_selection","href":"/api/player-answers?rule=mechanic%3Aworkplaces%3Aqueue_selection&locale=zh_CN"},{"id":"mechanic:workplaces:sculptor_furniture","href":"/api/player-answers?rule=mechanic%3Aworkplaces%3Asculptor_furniture&locale=zh_CN"},{"id":"mechanic:workplaces:watermill","href":"/api/player-answers?rule=mechanic%3Aworkplaces%3Awatermill&locale=zh_CN"},{"id":"mechanic:workplaces:worker_variants","href":"/api/player-answers?rule=mechanic%3Aworkplaces%3Aworker_variants&locale=zh_CN"}],"entities":[{"entity":"job:baker","kind":"job","name":"烘焙师","href":"/zh-cn/世界手册/职业/烘焙师","apiHref":"/api/page?path=%2Fzh-cn%2F%E4%B8%96%E7%95%8C%E6%89%8B%E5%86%8C%2F%E8%81%8C%E4%B8%9A%2F%E7%83%98%E7%84%99%E5%B8%88","answersHref":"/api/player-answers?entity=job%3Abaker&locale=zh_CN","role":"references"},{"entity":"job:blacksmith","kind":"job","name":"锻工","href":"/zh-cn/世界手册/职业/锻工","apiHref":"/api/page?path=%2Fzh-cn%2F%E4%B8%96%E7%95%8C%E6%89%8B%E5%86%8C%2F%E8%81%8C%E4%B8%9A%2F%E9%94%BB%E5%B7%A5","answersHref":"/api/player-answers?entity=job%3Ablacksmith&locale=zh_CN","role":"references"},{"entity":"job:carpenter","kind":"job","name":"木匠","href":"/zh-cn/世界手册/职业/木匠","apiHref":"/api/page?path=%2Fzh-cn%2F%E4%B8%96%E7%95%8C%E6%89%8B%E5%86%8C%2F%E8%81%8C%E4%B8%9A%2F%E6%9C%A8%E5%8C%A0","answersHref":"/api/player-answers?entity=job%3Acarpenter&locale=zh_CN","role":"references"},{"entity":"job:farmer","kind":"job","name":"农民","href":"/zh-cn/世界手册/职业/农民","apiHref":"/api/page?path=%2Fzh-cn%2F%E4%B8%96%E7%95%8C%E6%89%8B%E5%86%8C%2F%E8%81%8C%E4%B8%9A%2F%E5%86%9C%E6%B0%91","answersHref":"/api/player-answers?entity=job%3Afarmer&locale=zh_CN","role":"references"},{"entity":"job:leatherworker","kind":"job","name":"制革工坊","href":"/zh-cn/世界手册/职业/制革工坊","apiHref":"/api/page?path=%2Fzh-cn%2F%E4%B8%96%E7%95%8C%E6%89%8B%E5%86%8C%2F%E8%81%8C%E4%B8%9A%2F%E5%88%B6%E9%9D%A9%E5%B7%A5%E5%9D%8A","answersHref":"/api/player-answers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