Use the short pickup rule
- Identify the source. Four systems place ambient pickups on their own schedules; experience, Cash, and Item effects use other paths.
- Check the map cap and the pickup’s special conditions before reading a timer.
- Treat the displayed interval as the next attempt window, not a guaranteed appearance time.
- If an ambient attempt fails, use its shorter retry window. The retry ignores spawn-rate and luck modifiers.
- Collect timed power-ups within 90 seconds. The other 7 pickup types remain until collected.
This order answers most cases where a Healthpak, Magnet, Military Training Point, or timed power-up seems late. A timer cannot override a full map cap, a mode restriction, or a pickup-specific condition.
Separate the ten ground pickups
The current ground set contains 10 types. , , and each have a dedicated ambient spawner. The three timed power-ups share one spawner. Cash and all three experience-gem tiers arrive from enemy drops or other effects instead of a dedicated ambient schedule.
Only experience gems and Cash have the global-magnet flag. Picking up collects those types across the level. It does not collect Healthpaks, Military Training Points, or timed power-ups.
| Pickup | Map cap | Ground lifetime | Magnet collects it |
|---|---|---|---|
| 5 | Until collected | No | |
| 3 | Until collected | No | |
| 25 | Until collected | Yes | |
| 55 | Until collected | Yes | |
| 2 | 90s | No | |
| 2 | 90s | No | |
| 2 | 90s | No | |
| 6 | Until collected | No | |
| 512 | Until collected | Yes | |
| 3 | Until collected | Yes |
The map cap is checked before another ambient instance appears. A cap is not a lifetime and not a per-run total. Once you collect an ambient pickup and free one slot, its spawner can pass the cap check again on a later attempt.
Read an ambient spawn attempt
Each ambient spawner starts with a base interval and a random variation range. A successful schedule uses this formula:
next attempt = base interval × random variation × spawn-rate multiplier × luck factor
The stored spawn-rate multiplier is bounded from 0.1× to 2×. For player-reachable Team Luck, each schedule starts at 1× with zero Luck and falls toward 0.5× at a spawner-specific rate. Team Luck cannot fall below zero, so it never produces a factor above 1×.
| Spawner | Factor per Luck | At 100 Luck | First whole Luck at 0.5× | What remains unchanged |
|---|---|---|---|---|
| Magnet | -0.0015× | 0.85× interval | 334 | Eligibility, map cap, failed retry |
| Healthpak | -0.0035× | 0.65× interval | 143 | Eligibility, map cap, failed retry |
| Military Training Point | -0.0025× | 0.75× interval | 200 | Eligibility, map cap, failed retry |
| Timed Power-ups | -0.0025× | 0.75× interval | 200 | Eligibility, map cap, failed retry |
The Luck guide shows the exact schedule formula and breakpoints. The four caps differ: Healthpak reaches the floor first at 143 Luck, Military Training Point and timed power-ups at 200, and Magnet at 334.
If an attempt fails, the spawner does not wait through the same modified interval. It uses:
failed retry = base interval × random variation × 0.35
That retry path leaves out the spawn-rate multiplier and luck factor. This creates the exact unmodified windows below.
| Spawner | Base | Normal window | Failed retry | Distance |
|---|---|---|---|---|
| Timed Power-ups | 90s | 67.5 to 108s | 23.625 to 37.8s | 5 to 15 |
| Magnet | 235s | 188 to 258.5s | 65.8 to 90.475s | 25+ |
| Healthpak | 85s | 76.5 to 93.5s | 26.775 to 32.725s | 25+ |
| Military Training Point | 50s | 40 to 55s | 14 to 19.25s | 15 to 25 |
Distance is also part of placement. Timed power-ups use the close band from 5 to 15. Military Training Points use 15 to 25. Magnet and Healthpak use the far band with a minimum distance of 25 and 25, with no stored maximum in those two spawners.
These are attempt schedules. If the chosen location or a pickup condition fails, no collectible appears and the shorter retry begins.
Diagnose a missing Magnet
has three hard ambient checks beyond its map cap of 5:
- More than 15 other collectibles must already be active. Exactly 15 is not enough.
- A global Magnet effect must not already be active.
- Fewer than 5 Magnets can be present on the map.
When those checks pass, the ordinary unmodified attempt window is 188 to 258.5 seconds. applies a 0.5× spawn-rate multiplier to a successful schedule, reducing that before-luck range to 94 to 129.25 seconds. It does not halve the failed retry, which remains 65.8 to 90.475 seconds.
The other Magnet Items do different jobs. , , and can create or react to Magnet effects, but they do not rewrite Heavy Metal’s dedicated ambient interval rule. Keep each Item’s effect separate from the ambient spawner.
Handle Healthpaks at full health
starts from 200 HP and then scales with Healing Bonuses. Its ambient spawner uses a base interval of 85 seconds, an unmodified attempt window of 76.5 to 93.5 seconds, and a map cap of 3. The health and revive guide shows how the requested amount is clamped at Max HP.
One Hit blocks Healthpak spawning. In other modes, full health does not block the ambient spawn itself. It blocks collection unless you carry . This distinction explains why a Healthpak can sit on the ground while the character cannot take it.
applies the 0.5× spawn-rate multiplier to successful Healthpak schedules. The before-luck window becomes 38.25 to 46.75 seconds. A failed attempt still retries after 26.775 to 32.725 seconds.
Health Potion, MedKit, and other healing Items can alter the recovery outcome or react to healing, but they do not replace the ambient spawn conditions above.
Time the three power-ups
The timed spawner chooses among three eligible types:
- grants +50% Weapon Attack Speed and +50% Weapon Cooldown Reduction for 10 seconds.
- grants +25% Movement Speed for 10 seconds.
- grants invincibility for 5 seconds.
| Timed Power-up | Effect | Effect duration | Ground lifetime | Map cap |
|---|---|---|---|---|
| Picking up this power-up grants you a +50% bonus to your Weapon Attack Speed and Weapon Cooldown Reduction stats for 10 seconds. | 10s | 90s | 2 | |
| Picking up this power-up grants you a +25% bonus to your Movement Speed stat for 10 seconds. | 10s | 90s | 2 | |
| Picking up this power-up grants you total invincibility for 5 seconds. | 5s | 90s | 2 |
Each type has its own map cap of 2. All three disappear after 90 seconds on the ground. Stone Skin is removed from the eligible candidate set in One Hit; Killing Frenzy and Super Speed remain eligible there.
After those checks, candidate selection is uniform among the eligible timed types. The stored entry weights do not drive that current selection path. Do not turn old or configured weight fields into percentages. With all three types eligible, the selector treats three candidates equally; with Stone Skin blocked in One Hit, it chooses between the remaining two.
Read timed power-up Items carefully
gives a second timed power-up from one of the other two types when you collect one. The extra result uses its base effect duration and does not recursively trigger another Pickup Pick result.
can pause the active countdown during its freeze interaction when Pocket Watch is present. and react to specific timed effects rather than changing the shared ambient selector.
The current normal ground-collection path uses each timed power-up’s base duration, and the ground lifetime starts from the base 90 seconds. The duration statistic advertised by the Team upgrade, up to +50%, and , +100%, is not read on those two normal paths. Plan around the base 10, 10, and 5 second effects until the implementation changes. This boundary does not erase separate Item-specific interactions such as Pickup Pick or The Word.
Calculate experience-gem value
The regular starts at 11 XP before XP Modifier. Blue multiplies the regular value by 5, producing 55 base XP. Red multiplies it by 35, producing 385 base XP.
- 55 XP5× regular gem before XP Modifier
- 11 XP1× regular gem before XP Modifier
- 385 XP35× regular gem before XP Modifier
- Physical pickup cap
- 384
- Regular configured cap
- 512
- Merge distance
- 0.75
- Merge group
- 5
- Compaction group
- 20
- Overflow absorb distance
- 5
Apply XP Modifier after choosing the tier:
awarded XP = 11 × gem-tier multiplier × XP Modifier
Luck changes the repeated XP drop pool and also adds a separate regular-to-Blue roll. That second roll rises by 0.000185 per Luck and caps at 0.04, but it is only one part of the combined Blue result. Red has no matching second Luck roll. See how Luck works for the full pool weights and composition. Red gems still have their separate 180-second effect-driven spawn cooldown.
Understand gem compaction
The regular-gem record allows up to 512 entries, but the physical pickup manager caps active pickups at 384. The game preserves value by merging and compacting instead of requiring one visible object for every drop.
Nearby regular gems can merge within 0.75 distance units in groups of 5. A larger compaction pass groups 20. When physical pressure reaches the cap, overflow can be absorbed within 5 distance units. The manager processes between 16 and 32 pickup rolls per frame.
This is why the number of visible gems is not a reliable XP counter. A compacted gem can represent value from several earlier drops. The Magnet collects the resulting experience objects and Cash, including their accumulated value.
Use map caps and effect cooldowns
Caps apply per pickup type. The complete set ranges from 2 timed power-ups of each type to 512 configured regular experience gems. Cash caps at 25, Blue Experience Gems at 55, Red Experience Gems at 3, Military Training Points at 6, Magnets at 5, and Healthpaks at 3.
Cash and the non-regular experience tiers also expose effect-driven spawn cooldowns: Cash uses 15 seconds, Blue Experience Gem uses 30 seconds, and Red Experience Gem uses 180 seconds. The regular gem’s active cooldown is 0. These cooldowns belong to effects that try to create those pickups. They are not the four ambient interval schedules and should not be added to them.
needs the Military Training Team node before its ambient spawner can succeed. 4 collected points grant a choice, or 3 with . The map can hold up to 6. The spawner itself attempts on the 40 to 55 second unmodified window after the unlock condition passes. The Military Training guide continues from the completed orange bar into card allocation and result formulas.
FAQ
How many ground pickup types are there?
There are 10: three experience tiers, Cash, Magnet, Healthpak, Military Training Point, and three timed power-ups.
Does the Magnet collect every pickup?
No. It collects experience gems and Cash. Healthpaks, Military Training Points, Magnets, and timed power-ups stay where they are.
Why did a pickup not appear when its timer ended?
The schedule starts an attempt, not a guarantee. A map cap, mode block, missing Team unlock, Magnet population rule, active global Magnet, or placement failure can reject the attempt and start the shorter retry.
How long do timed power-ups stay on the ground?
All three use a 90-second ground lifetime. Their effects last 10, 10, and 5 seconds after collection.
Are timed power-up weights different?
No live configured weight drives the current timed candidate selector. It chooses uniformly among the types whose conditions pass.
Does An Apple halve every Healthpak retry?
No. It applies a 0.5× multiplier to the successful schedule path. The failed retry stays at 26.775 to 32.725 seconds.
Why can I see fewer than 512 regular XP gems?
The physical pickup manager caps active objects at 384 and preserves XP through merging, compaction, and overflow absorption. Visible object count is not stored XP value.
Can I pick up a Healthpak at full HP?
Not normally. allows the full-health collection path. Full health does not itself prevent a Healthpak from sitting on the ground.