recursal/Fanatic-Fandom huggingface dataset:
GUI styling

## Information

Besides the normal writing of text, f.e "Hello my name is Tony" in a default way, we can use Riftbreaker styles to change the text appearance.

## Styles library

Riftbreaker has a style library which can be used to change the text appearance, it can be found in: "\Riftbreaker\packs\startup\00\_win\_startup\gui\styles.kvp"

It is currently **NOT** possible to edit that file, as it is already parsed before even mods are loaded.

Each paragraph starts with the style name and in brackets the settings of the style, which defines the style used.

## Using styles

To use a style, use <style="STYLE\_NAME"> TEXT TEXT TEXT </style>. Like this, the text in the middle gets affected by the style font you chose.

The style name is the title of the paragraph found in the styles.kvp.

Example for "header\_35":

Multiple can be combined in one text if the text style should change throughout the GUI.

## Style example

### Normal

```
GuiService:OpenPopup(self.entity, "gui/popup/popup\_template\_1button", '<style="header\_35">A random event just happened</style>\r\nEvent kind:<style="big\_red"> Negative</style>\r\nRiggs just broke a servo reducing his walking speed by 30%')

```

### As a variable for "Negative"

```
local eventKind = " Negative"

GuiService:OpenPopup(self.entity, "gui/popup/popup\_template\_1button", '<style="header\_35">A random event just happened</style>\r\nEvent kind:<style="big\_red">' .. eventKind .. '</style>\r\nRiggs just broke a servo reducing his walking speed by 30%')
self:RegisterHandler(self.entity, "GuiPopupResultEvent", "OnGuiPopupResultEvent")

```

Both variants of that code look like this in game:

### With an image

```
local eventKind = " Positive"

GuiService:OpenPopup(self.entity, "gui/popup/popup\_template\_1button", '<style="header\_35">A random event just happened</style>\r\nEvent kind:<style="big\_green">' .. eventKind .. '</style>\r\nMr.Riggs stomped into a hole and found a hidden stash with 1500 carbonium<img="gui/hud/resource\_icons/carbonium\_bigger">')
self:RegisterHandler(self.entity, "GuiPopupResultEvent", "OnGuiPopupResultEvent")

```

Looks like this in game:
Magma Energy (Research)

Magma Energy is a Research in *The Riftbreaker.*

## Level 1

*Researching this technology will allow the Riftbreaker to use magma in powerplants designed especially for this purpose. It provides an abundant source of energy in places where magma pools are accessible.*

 Environmental Shielding - Heat
Alien Research - Level 2

## Level 2

*Sturdier internal structure of the pipelines, as well as improved flow regulators for the Magma Power Plant. Installing this upgrade will result in a much higher energy yield.*

 Magma Energy - Level 1
Alien Research - Level 3

## Level 3

 Magma Energy - Level 2
Alien Research - Level 4
Mod service: HealthService

## Available commands:

```
float   GetHealth( Exor::Entity::Id entity );
float   GetHealthInPercentage( Exor::Entity::Id entity );
float   GetMaxHealth( Exor::Entity::Id entity );
void    SetHealth( Exor::Entity::Id entity, float health );
void    SetMaxHealth( Exor::Entity::Id entity, float health );
void    SetImmortality( Exor::Entity::Id entity, bool immortality );
void    SetHealthBarVisible( Exor::Entity::Id entity, bool visibility );
bool    IsImmortal( Exor::Entity::Id entity );
float   AddHealthInPercentage( Exor::Entity::Id entity, float health );
float   AddHealthInUnits( Exor::Entity::Id entity, float health );
void    EnableRegeneration( Exor::Entity::Id entity );
void    DisableRegeneration( Exor::Entity::Id entity );
bool    IsAlive( Exor::Entity::Id entity );
????    GetMinDamageThreshold

```
Acidic Yeast

The Acidic Yeast (Creeper) is an event only unit. It only appears when the player gets the mission "Stop the strange plant" or in the campaign.

It consists of 3 different parts:

* The root which is the starting point of the creeper and spawns creeper branches - big size, appears only once
* The branch which is the spreader of smaller creeper drops - medium size, appears every so often
* The creeper drop which is the real danger - small size, appears in hundreds

## Unit logic

The Creeper behaves in certain steps. As soon as the event starts, the creeper root spawns. It spawns some smaller Creeper drops until a certain distance is reached. Once a certain distance is reached, a creeper branch spawns. This branch spawns more creeper drops around itself. Like a plague or virus, more and more creeper drops spawn around the creeper branch while going further in distance. Once a certain distance is reached, another creeper branch spawns, and this repeats until the **whole map** is covered in creeper branches and even more creeper drops.

* Red cross = Root
* Yellow dots = Yeast branch
* Red spots = Yeast drops

## Unit damage

### Riggs

The player shouldn't come too close to the plant, as it deals a small but steady amount of damage to everything in its way. Even when the Creeper Drops have been killed, the leftover acid still harms the player for a couple of seconds later.

### Buildings / Flora

A Creeper Drop deals a small but steady amount of damage to all buildings and flora in contact until they are destroyed, so it can take over that position to spread even further.

## Unit weakness

### Weapons

As the unit is plant based, a flamethrower can easily handle the Creeper.

### Strategy

The Creeper root spawns Creeper branches, which spawn Creeper drops. So when you kill the part spawning the smaller parts, no smaller parts will appear.

Killing the root destroys everything, killing a branch destroys all of his spawned Creeper Drops.
Amba

A defensive fortress built into the very face of the mountains, granting near-unassailable control of the surrounding lands.

## Placement prerequisites

Must be placed on a Mountain. Can be built once per Territory.

*The Amba Emblematic District is an exclusive content of the Cultures of Africa Pack DLC.*

The **Amba** is the Emblematic District specific to the Ethiopians.

## Effects

* Increases the Movement cost of hostile Armies with in a range of 2 Tile.

## Special Effects

* Acts as a Garrison and a Commons Quarter for bonuses
* The tile becomes fortified.
* Must be placed on a Mountain.
Hedroner

## Story

Hedroners are large and slow creatures. Their bodies have very few distinctive features - apart from the arms, claw-like hands and the giant, gruesome maw, you can’t really tell which part is which. The creatures move around by sliding on the ground with considerable effort, which suggests that their bodies are really dense and massive. This fact comes into play a lot when trying to take a Hedroner down - regular bullets simply get lodged in its gelatinous body and seem to do very little in terms of stopping the beast.

Hedroners spend most of their time around pools of liquids scattered across Galatea 37. In fact, most of the time you meet this creature in the wild, it will materialize straight up from the pool itself. Are they a really strange species, or perhaps the manifestation of the Galatean ecosystem fighting back against your exploits? You will have to gather samples and find out yourself, but it won’t be easy. If you manage to take a Hedroner down, It is highly probable that it will dissolve into a puddle of whatever they came out from.

Our sludgy friends will fight you both with melee and ranged attacks. In close-quarters situations, they will flail their massive arms and try to slap you back to where you came from. When given the opportunity, Hedroners will utilize their strength to fling rocks at you and your base structures, making them dangerous even if you keep your distance. Moreover, Hedroners are not ‘bound’ to the resource pools they crawl out of. They will often attack your base along with other creatures during the regular attack waves. Ready your lasers and set them to ‘vaporize’.

## Statistics:

Normal
Aggressive: 7
Aggressive acceleration: 14
Regeneration: 0
Damage radius: 0
Type: Physical
Player
Energy
Tower
 Elemental
Damage: 25
Type: Physical
Radius: 4
Energy: 200%

Alpha
Aggressive: 7
Aggressive acceleration: 14
Regeneration: 0
Damage radius: 0
Type: Physical
Player
Energy
Tower
Acid: 100%
 Elemental
Damage: 45
Type: Acid
Radius: 4.25
Energy: 200%

Ultra
Aggressive: 7
Aggressive acceleration: 14
Regeneration: 0
Damage radius: 0
Type: Physical
Player
Energy
Tower
 Elemental
Damage: 65
Type: Fire
Radius: 4.5
Energy: 200%
Hazenite Concentration

File:Hazenite Concentration Orbital Scanner Info Box.png
Hazenite Concentration is a Campaign Location in the Tropical Zone.

# Unlock Conditions

This location is unlocked by reaching familiarity level 2 with Fungus Crystallow Luteus.

# Wind and Solar Energy

This map features the standard 100% Solar and 100% Wind energy generation seen in other Tropical Zones.

# Weather Events

## Strong Winds

Wind Turbine power generation increased to 500%.

# Tiles

Colbalt Mining Outpost uses the following tiles.

 jungle\_canyons\_03 | - | 2 | -
Idapian

## Story

Idapians bear resemblance to another Galatean species - Vathamite. They seem to float in the air as though they were swimming in water. That suggests that their body density might be very low or that they affect the gravity field around them in a way that enables it to fly.

## Statistics

Acceleration: 8
Regeneration: 0
Alien Research - Alien Research (Research)

*Alien Research* is a Research in *The Riftbreaker.*

This page is for the research titled "Alien Research" in the "Alien Research" research tree.

For "Alien Research" in the Base and Buildings tree, click here.

## Level 1

*First level of alien research tree that leads to discovery of new technologies based on alien flora and fauna.*

 N/A

Alien Flora Cultivation - Level 1
Research Station
Cryo Technology
Hazenite Handling
Rhodonite Handling
Tanzanite Handling
Ferdonite Handling
Anticorrosive Floor
Extra Stable Floor
Environmental Shielding - Acid
Environmental Shielding - Sun
Environmental Shielding - Radiation

## Level 2

*A set of upgrades increasing the efficiency of the laboratory. It also increases the Laboratory building limit to 2.*

 Alien Research - Level 1
+1 Laboratory Max
Alien Flora Cultivation - Level 2
Mech Combat Drones - Advanced
Mech Sonic Sensors - Advanced
Corrosive Gun - Advanced
Mech Environmental Armor - Advanced
Solid State Ionization
Super Cooling
Magma Energy - Level 1
Cryogenic Atomizer - Advanced
Cryogenic Mine - Advanced
Gravity Grenade - Advanaced
Shockwave Towers - Level 2

## Level 3

*A set of upgrades increasing the efficiency of the laboratory. It also increases the Laboratory building limit to 3.*

 Alien Research - Level 2
+1 Laboratory Max
Mech Combat Drones - Superior
Railgun - Advanced
Mech Sonic Sensors - Superior
Corrosive Gun - Superior
Laser - Advanced
Solid State Magnetic Stabilizer
Magma Energy - Level 2
Cryogenic Atomizer - Superior
Cryogenic Mine - Superior
Mech Pistons and Engine - Advanced
Gravity Grenade - Superior
Swarm Missiles - Advanced
Mech Fusion Core - Advanced
Mini Nuke Launcher - Advanced

## Level 4

*A set of upgrades increasing the efficiency of the laboratory. It also increases the Laboratory building limit to 4.*

 Alien Research - Level 3
+1 Laboratory Max
Alien Flora Cultivation - Level 3
Railgun - Superior
Mech Sonic Sensors - Extreme
Corrosive Gun - Extreme
Laser - Superior
Magma Energy - Level 3
Cryogenic Atomizer - Extreme
Cryogenic Mine - Extreme
Mech Pistons and Engine - Superior
Gravity Grenade - Extreme
Swarm Missiles - Superior
Mech Fusion Core - Superior
Mini Nuke Launcher - Superior
Shockwave Towers - Level 3

## Level 5

*A set of upgrades increasing the efficiency of the laboratory. It also increases the Laboratory building limit to 5.*

 Alien Research - Level 4
+1 Laboratory Max
Railgun - Extreme
Mech Environmental Armor - Extreme
Laser - Extreme
Mech Pistons and Engine - Extreme
Swarm Missiles - Extreme
Mech Fusion Core - Extreme
Mini Nuke Launcher - Extreme
Flurian

## Story

Flurians seem to be biomechanically modified, however, no related organisms have been found on Galatea 37 so far. That might indicate that this species is entirely engineered. Highly territorial and aggressive, they attack intruders with their sharp claws and plasma projectile launchers fused with their arms.

## Statistics:

Normal
Regeneration: 0
Player
Energy
Tower
Area: 50%
 Elemental
Alpha
Regeneration: 0
Player
Energy
Tower
Area: 50%
 Elemental
Ultra
Regeneration: 0
Player
Energy
Tower
Area: 50%
 Elemental
Canoptrix

## Story

The **Canoptrix** are one of the most common enemies Ashley will encounter upon arrival to Galatea 37. Their strength lies in numbers. They are not very aggressive by nature, but the Riftbreaker’s presence on their planet will enrage at least some packs, which means your base will get attacked by them. The groups you encounter in the wild will vary in their behavior. Some of them will simply ignore you as long as you don’t mess with them. Others will run on sight. Examining the Canoptrix specimens you find might reveal some interesting facts about the planet’s wildlife and food chain.

The main danger is being surrounded by a group of several specimens and being attacked by more than one simultaneously. The Canoptrix live in packs. They count usually not more than 25 specimens. It subsists on a diet of smaller prey, hunting in groups. During a famine, it will also devour cadavers. It usually attacks weaker and smaller prey. In the face of a predator, the Canoptrix try to hide among small bushes and bigger roots. If feeling threatened or if their territory has been trespassed, they will attack in larger groups, trying to surround the enemy.

## Statistics

Normal
Aggressive: 13
Aggressive acceleration: 45
Regeneration: 0

Damage radius: 0
Type: Physical
Player
Energy
Tower
Max. difficulty factor: 2
 Elemental

Alpha
Aggressive: 13
Aggressive acceleration: 45
Regeneration: 0
Damage radius: 0
Type: Physical
Player
Energy
Tower
Max. difficulty factor: 3.5
 Elemental
Regeneration: 0

Ultra
Aggressive: 13
Aggressive acceleration: 45
Regeneration: 0
Damage radius: 0
Type: Physical
Player
Energy
Tower
Max. difficulty factor: NA
 Elemental
Regeneration: 0
Plasma Towers (Research)

Plasma Towers is a Research in *The Riftbreaker.*

## Level 1

*High powered Plasma Gun in the form of a defensive tower. Very effective against large enemies with resistance towards physical damage.*

 Defensive Buildings - Level 2

## Level 2

*Redesigned argon phaser thrusters give this version of Plasma Tower better properties and room for installing mods.*

 Plasma Towers - Level 1
Defensive Buildings - Level 3
Accessing keyboard hotkeys

## Information

***This is currently a workaround version of accessing the hotkeys via code. EXOR plans to add a better way in the future.***

## Code

```
ConsoleService:RegisterCommand( "activate\_slot\_request", function( args )
    if not Assert( #args == 1, "Command requires one argument! [slot\_name]" ) then return end

    ItemService:UseEquippedItem(PlayerService:GetPlayerControlledEnt(0),args[1])
end)

ConsoleService:ExecuteCommand('bind f1 "activate\_slot\_request USABLE\_9"')

```

## Keyboard key codes

```
backspace = KEY_BACKSPACE;
tab = KEY_TAB;
escape = KEY_ESCAPE;
space = KEY_SPACE;
page_up = KEY_PAGE_UP;
page_down = KEY_PAGE_DOWN;
end = KEY_END;
home = KEY_HOME;
left = KEY_LEFT;
up = KEY_UP;
right = KEY_RIGHT;
down = KEY_DOWN;
num_0 = KEY_NUMPAD0;
num_1 = KEY_NUMPAD1;
num_2 = KEY_NUMPAD2;
num_3 = KEY_NUMPAD3;
num_4 = KEY_NUMPAD4;
num_5 = KEY_NUMPAD5;
num_6 = KEY_NUMPAD6;
num_7 = KEY_NUMPAD7;
num_8 = KEY_NUMPAD8;
num_9 = KEY_NUMPAD9;
select = KEY_SELECT;
return = KEY_RETURN;
insert = KEY_INSERT;
delete = KEY_DELETE;
0 = KEY_0;
1 = KEY_1;
2 = KEY_2;
3 = KEY_3;
4 = KEY_4;
5 = KEY_5;
6 = KEY_6;
7 = KEY_7;
8 = KEY_8;
9 = KEY_9;
a = KEY_A;
b = KEY_B;
c = KEY_C;
d = KEY_D;
e = KEY_E;
f = KEY_F;
g = KEY_G;
h = KEY_H;
i = KEY_I;
j = KEY_J;
k = KEY_K;
l = KEY_L;
m = KEY_M;
n = KEY_N;
o = KEY_O;
p = KEY_P;
q = KEY_Q;
r = KEY_R;
s = KEY_S;
t = KEY_T;
u = KEY_U;
v = KEY_V;
w = KEY_W;
x = KEY_X;
y = KEY_Y;
z = KEY_Z;
* = KEY_MULTIPLY;
+ = KEY_ADD;
- = KEY_SUBTRACT;
. = KEY_DECIMAL;
/ = KEY_DIVIDE;
f1 = KEY_F1;
f2 = KEY_F2;
f3 = KEY_F3;
f4 = KEY_F4;
f5 = KEY_F5;
f6 = KEY_F6;
f7 = KEY_F7;
f8 = KEY_F8;
f9 = KEY_F9;
f10 = KEY_F10;
f11 = KEY_F11;
f12 = KEY_F12;
f13 = KEY_F13;
f14 = KEY_F14;
f15 = KEY_F15;
f16 = KEY_F16;
f17 = KEY_F17;
f18 = KEY_F18;
f19 = KEY_F19;
f20 = KEY_F20;
f21 = KEY_F21;
f22 = KEY_F22;
f23 = KEY_F23;
f24 = KEY_F24;
lshift = KEY_LSHIFT;
rshift = KEY_RSHIFT;
lcontrol = KEY_LCONTROL;
rcontrol = KEY_RCONTROL;
lmenu = KEY_LMENU;
rmenu = KEY_RMENU;
lalt = KEY_LMENU;
ralt = KEY_RMENU;
dpad_up = KEY_PAD_DPAD_UP;
dpad_down = KEY_PAD_DPAD_DOWN;
dpad_right = KEY_PAD_DPAD_RIGHT;
dpad_left = KEY_PAD_DPAD_LEFT;
pad_a = KEY_PAD_A;
pad_b = KEY_PAD_B;
pad_c = KEY_PAD_C;
pad_x = KEY_PAD_X;
pad_y = KEY_PAD_Y;
pad_z = KEY_PAD_Z;
pad_start = KEY_PAD_START;
pad_back = KEY_PAD_BACK;
pad_mode = KEY_PAD_MODE;
pad_rthumb = KEY_PAD_RIGHT_THUMB;
pad_lthumb = KEY_PAD_LEFT_THUMB;
rs = KEY_PAD_RIGHT_SHOULDER;
ls = KEY_PAD_LEFT_SHOULDER;
rt = KEY_PAD_RIGHT_TRIGGER;
lt = KEY_PAD_LEFT_TRIGGER;
mr = KEY_MOUSE_RIGHT;
ml = KEY_MOUSE_LEFT;
m3 = KEY_MOUSE_MIDDLE;
m4 = KEY_MOUSE_XBUTTON1;
m5 = KEY_MOUSE_XBUTTON2;
```
Mod service: EnvironmentService

## Available commands:

```
Exor::String            GetTimeOfDay() const;
int                        GetTimeOfDayHour() const;
void                    SetTimeOfDay( const Exor::String & timeOfDay );
void                    SetTimeOfDayHour( int hour );
void                    SetTimeOfDayDuration( int hours );
void                    SetForwardToTimeOfDay( const Exor::String& timeOfDay );
void                    IncreaseTimeOfDay( int hours );
void                    DescreaseTimeOfDay( int hours );
float                   GetMapRevealPercentage();
float                   GetRadarCoveragePercentage();
void                    SetResistance( Exor::Entity id, Exor::String type, float value, Exor::String name );
void                    SetWeatherResistance( Exor::String type );
Exor::String            GetTerrainTypeUnderEntity( Exor::Entity ent );
void                    RegisterLua( Exor::Lua & lua ) override;
bool                    IsRaining();
float                   GetSunYaw();
float                   GetSunLocalYaw( Exor::Entity entity );
float                   GetSunPitch();
?????                   EnvironmentService:RemoveResistance( Exor::Entity id, Exor::String type, Exor::String name );
float                   SetPhysicsGravityFactor( factor: float )

```
Flamer Tower

Sprays burning fluid in a core area. Short range but very effective against numerous small enemies.

One thing that may be important about flamer towers is that, they don't really rely on the over-time damage of burning, instead they are just killing smaller mobs with direct AoE fire damage. Therefore, the players shouldn't be too worried of stacking them together. The DoT damage cannot stack.

Requires a tower ammunition factory to operate.

## Statistics

Level 1
Ironium: 50
A.I.: 1
Damage per tick: 1
Damage tick period: 30 times per second
Damage type: Fire
Damage over time: 6 per second
DoT lasts for 4 seconds
Range: 0 - 20m
Trigger radius: 25m
Damage penetration: 32, but only hits 16
Flame width: 2.5m
Cost to shoot: 50 fuel per second
Target: Ground

Level 2
Ironium: 100
Titanium: 10
Damage per tick: 2
Damage tick period: 30 times per second
Damage type: Fire
Damage over time: 12 per second
DoT lasts for 4 seconds
Range: 0 - 20m
Trigger radius: 25m
Damage penetration: 32, but only hits 16
Flame width: 2.5m
Cost to shoot: 50 fuel per second
Target: Ground

Level 3
Ironium: 200
Titanium: 100
Damage per tick: 4
Damage tick period: 30 times per second
Damage type: Fire
Damage over time: 24 per second
DoT lasts for 4 seconds
Range: 0 - 20m
Trigger radius: 25m
Damage penetration: 32, but only hits 16
Flame width: 2.5m
Cost to shoot: 50 fuel per second
Target: Ground

## Features

* Sets enemies on fire with DoT, and the fire will spread a littile bit more.
* Aimming prioritizes smaller units.
* The turret ill always be swinging during fight, spreading fire in a cone zone but not focusing on any unit.
Basic Decorations

### Description

Blueprints for non-essential structures that mainly server a decorative purpose - lamps, floors, or flags all fall under this category.

### Unlocks

Basic LampStandard Floor

**Basic Decorations** is a starting research that unlocks the lamp and floor for the player. As with other starting researches, it is unlocked whenever the player starts a new campaign.
Basic Energy Production

### Description

Schematics for the most basic resources factories. They are not the most efficient, but low amount of resources necessary to build them ensures that the Riftbreaker always has access to these buildings.

### Unlocks

Energy ConnectorCarbonium Powerplant
Solar Panel
Wind Turbine
Energy Storage

**Basic Energy Production** is a starting research that grants various energy buildings to the player. As with other starting researches, it is unlocked upon starting a new campaign.
Acid Biome

In game name: Acidic Plains

## Starting equipment (Survival)

* Spear
* SMG
* Burst Rifle

## Style

Acidic landscapes. Huge sludge pools. Dead flora and fauna.

## Biome Features

* Exploding acid mines hidden underground - these can be disabled using the geoscanner (it will turn red when near a mine)
* Large number of sludge pools, making gas power highly viable
* Renewable energy generation (outside of weather events):
	+ Solar: 100%
	+ Wind: 50%
	+ Geothermal: 100%
Nurglax

## Story

Nurglaxes serve as heavy artillery units in the acid plain biome. Being significantly oversized, usually nurglaxes won't use thier melee attack to hit something directly, but you should not get too excited about that. They evolved a more dangerous and destructive attack pattern that launches maggot-filled cocoons from long distance, out-ranging the majority of the riftbreakers' defensive towers. Also, those little Nurglax hatchlings are too small for basic defense like Sentinel Towers or Minigun Towers to aim precisely, so better install some anti-crowd towers like Shockwave Towers as well.

A good thing is that those maggots will burrow themselves deep into the ground and never come back after consuming a sufficient amount of food to grow, so with dense enough walls and some repairing it is also ok to ignore them.

**Warning: those cocoons will deal area damage when explode into maggots**, each dealing 20 area damage in a radius of 4. Since every nurglax shot will split into 20 of those cocoons, the real damge of nurglax shots are way higher than its direct damage (which is already high enough to break towers). Clearing those cocoons with like shockwave towers can stop maggots from hatching, but the explosion damage of cocoons **will not disappear**. This makes repairing in between fights extremely hard since towers of lower tiers will eventually get one-shot under thier focus fire.

Considering their 50 range, using only Artillery Towers may not be sufficient: just 4 layers of walls&other towers and you get out-ranged, not to mention that one single shot from nurglax can already put your artillery towers towards the edge of death. To prevent heavy losses from nurglax attack, deploying Heavy Artillery Tower can be the only once-and-for-all solution.

In addition, the nurglax boss spawned after the player triggers treasure has **150** range and its shot can spawn **30** cocoons, even out-ranging basic radar.

## Statistics

Normal
Aggressive: 7
Aggressive acceleration: 14
Regeneration: 0
Damage radius: 0
Type: Physical
Player
Energy
Tower
 Elemental
Damage: 75
Type: Area
Radius: 7
Fire: 600%

Alpha
Aggressive: 7
Aggressive acceleration: 14
Regeneration: 0
Damage radius: 0
Type: Physical
Player
Energy
Tower
 Elemental
Damage: 100
Type: Area
Radius: 7
Fire: 600%

Ultra
Aggressive: 7
Aggressive acceleration: 14
Regeneration: 0
Damage radius: 0
Type: Physical
Player
Energy
Tower
 Elemental
Damage: 150
Type: Area
Radius: 7
Fire: 600%

Boss
Aggressive: 7
Aggressive acceleration: 14
Regeneration: 0
Damage radius: 0
Type: \*according to boss type
Player
Energy
Tower
\*boss type: 100%
 Elemental
Damage: 175
Type: \*according to boss type
Radius: 8
Fire: 600% (if not fire boss)

## Features

* Instead of throwing itself into the fight, the Nurglax will stand back and launch maggot-filled cocoons straight into your base.
* **Ranged attack will ignore walls.**
Cryo Technology (Research)

Cryo Technology is a Research in *The Riftbreaker.*

## Level 1

*Researching this technology will allow the Riftbreaker to develop a facility that will bring down the local ambient temperature in the Magma Biome. This will open up the possibility of setting up a permanent outpost in that biome.*

 Alien Research - Level 1
Super Cooling
Mod service: LampService

## Available commands:

```
void                    ReportMechFightMode();
void                    ReportMechBuildMode();
void                    ReportMechDamage();
void                    ReportMechRespawn();
void                    ReportMechDestroy();
void                    ReportHeadquaterDamage();
void                    ReportGameInfo();
void                    ReportGameAlert();
void                    ReportGameFailed();
void                    ReportGameSuccess();

```
Granan

## Story

Life has found a way to adapt to the Acid Biome well and the area is teeming with plants, mushrooms, and animals, including Granans. They are happy little critters that skip around the place using their two short legs. One of their most prominent features is the bioluminescent appendix on the top of Granans’ heads. It is used to lure small animals into the Granan’s giant maw. As if hundreds of teeth were not scary enough, these creatures can also spit acid, albeit at a short range.

## Statistics:

Normal
Aggressive: 11
Aggressive acceleration: 22
Regeneration: 0
Damage radius: 0
Type: Acid
Player
Energy
Tower
 Elemental

Alpha
Aggressive: 11
Aggressive acceleration: 22
Regeneration: 0
Damage radius: 0
Type: Acid
Player
Energy
Tower
 Elemental

Ultra
Aggressive: 11
Aggressive acceleration: 22
Regeneration: 0
Damage radius: 0
Type: Acid
Player
Energy
Tower
 Elemental
Heavy Artillery Towers (Research)

Heavy Artillery Towers is a Research in *The Riftbreaker.*

## Level 1

*Extreme variants of the defensive towers. Heavy Artillery uses plasma jets to propel a shell with nuclear payload while the Mine Layer Tower uses automated mine drones to block incoming energy waves.*

 Artillery Towers - Level 2
Mine Layer Tower - Level 1

## Level 2

*Improvements contained within this blueprint allow the Riftbreaker to build a much more robust version of the heavy towers.*

 Heavy Artillery Towers - Level 1
Tower Ammunition Handling - Level 3
Mine Layer Tower - Level 2

## Level 3

 Heavy Artillery Towers - Level 2
Headquarters - Level 7
Mine Layer Tower - Level 3
Drexolian

## Story:

Drexolians have a distinct ability to blend into their surroundings, disguising themselves as a regular tree. They are able to remain immobile for hours, only to strike an unsuspecting victim instantly. They often try to immobilize their target with the use of their vine-like appendages.

## Statistics:

Normal
Aggressive: 5
Aggressive acceleration: 5
Regeneration: 0
Type: Physical
Player
Energy
Tower
 Elemental
Damage: 15
Type: Acid
Radius: 0

Alpha
Aggressive: 5
Aggressive acceleration: 5
Regeneration: 0
Type: Physical
Player
Energy
Tower
 Elemental
Damage: 20
Type: Acid
Radius: 0

Ultra
Aggressive: 5
Aggressive acceleration: 5
Regeneration: 0
Type: Physical
Player
Energy
Tower
 Elemental
Damage: 25
Type: Acid
Radius: 0
Metal Terror

*This article is a stub. You can help The Riftbreaker Wiki by expanding it.*

Metal Terror is the first DLC announced for The Riftbreaker. It will be priced at $9.99 USD, however, some content from Metal Terror will be free for all players. Metal Terror was released on July 18, 2022.

### Free content

All players will be able access the following content introduced in the expansion for free:

* New Survival and Sandbox mode Biome, "the Metallic Valley."
* New Survival mode scenario in the Metallic Valley.
* New hostile and non-hostile creatures.
* New technologies available in Survival Mode,crafted with the new resource, "Morphium."
* New weapons, including "Lightning Guns", "Heavy Plasma Cannons", and a Chainsaw.
* New Community Design Contest concept winners. the "Orbital Strike Cannon" and "Bioscanner Turret."
* Rebalanced Survival Mode content.
* Quality of Life improvements and bugfixes.
* All content will be available for the Riftbreaker Editor Suite.

### Paid Content

Buying the Metal Terror DLC will allow players to access a new story mode chapter that takes place in the Metallic Valley and new technologies available in that chapter.

### Delayed Content

Although Metal Terror was rescheduled to July 2022 from its original release date, some content from the Metal Terror DLC will still be released on the original release date (May 30th, 2022) onto the Experimental Branch. The content that will be released as originally scheduled includes:

* New Survival mode scenario in the Metallic Valley.
* New technologies available in Survival Mode.
* Rebalanced Survival Mode content.
* Quality of Life improvements and Bugfixes.

Due to an uploading error, the delayed content update was once again delayed until May 31st, 2022, when it was successfully released.
Arachnoid Boss

## Story

The Arachnoid Boss is a big boss level creature which appears randomly as part of an in game event or - if the difficulty is high enough - even as part of survival waves.

## Statistics

Normal
Aggressive: 16
Aggressive acceleration: 160
Regeneration: 0
Damage radius: 0
Type: Physical
Player
Energy
Tower
 Elemental
Damage radius: 0
Type: Acid

## Features

* Spawns arachnoid sentinels if part of an ingame event.
Hazenite Handling (Research)

Hazenite Handling is a Research in *The Riftbreaker.*

## Level 1

*The properties of Hazenite suggest that it could be used to improve some of the Riftbreaker equipment and technologies. This research will develop Hazenite handling methods and discover potential uses for it.*

 Alien Research - Level 1
Mech Combat Drones - Standard
Railgun - Standard
Mech Sonic Sensors - Standard
Geotrupex

## Story

These creatures are neutral scavengers avoid direct contact with any other species. They spend most of their lives buried in the sands of Galatean desert. Thick carapace offers them some protection from physical attacks, often just enough to burrow underground and evade the attacker.

## Statistics

Acceleration: 4
Regeneration: 0
Mothray

## Story

Analysis of the Mothray's body composition suggests that it should be impossible for this creature to fly. Despite that, the creature is often seen calmly gliding across the Galatean sky, as if it was swimming. One possible explanation is that these creatures increase the density of the air around them, allowing them to "swim" mid-air.

## Statistics

Acceleration: 6
Regeneration: 0
Attack Drone Tower

This defensive structure uses Attack Drones which fly to enemies close by and attack them.

The drones have 75 dps individually, and their projectiles has 2m radius splash.

## Statistics

Level 1
Ironium: 20
A.I.: 1
Damage: 15
Damage type: Acid
Range: 0 - 40m
Fire rate: 5 per second

Level 2
Ironium: 40
Cobalt: 10
Damage: 15
Damage type: Acid
Range: 0 - 40m
Fire rate: 5 per second

Level 3
Ironium: 80
Cobalt: 100
Damage: 15
Damage type: Acid
Range: 0 - 40m
Fire rate: 5 per second
Mech Armor (Research)

Mech Armor is a Research in *The Riftbreaker.*

## Standard

*These modules can be installed in one of the Mecha-Suit upgrade slots. They contain instructions and programs that alter the Mecha-Suit's behavior and abilities. These modules all have unique properties and can be used interchangeably with each other.*

 Basic Upgrades | 300 | N/A
Mech Drones - Standard
Mech Tools - Standard
Mech Machinery - Standard
Mech Sensors - Standard

## Advanced

 Mech Armor - Standard
Armory - Level 3
Reflective Armor - Advanced
Mech Drones - Advanced
Mech Tools - Advanced
Mech Machinery - Advanced
Mech Sensors - Advanced

## Superior

 Mech Armor - Advanced
Armory - Level 4
Reflective Armor - Superior
Mech Drones - Superior
Mech Tools - Superior
Mech Machinery - Superior
Mech Sensors - Superior

## Extreme

 Mech Armor - Superior
Armory - Level 5
Reflective Armor - Extreme
Mech Tools - Extreme
Mech Machinery - Extreme
Mech Sensors - Extreme
Lesigian

## Story

Lesigians are some of the strangest creatures you will have to face off against in The Riftbreaker. One of the first things you will notice is the fact that instead of walking on two or four legs, like any other creature, they choose to hover above the ground instead. What is more, they do not even use wings or any other mechanical means to lift off the ground. How is that even possible? The answer is magnets, of course! At least, to some degree…

These creatures have the unique ability to manipulate the electromagnetic field in their vicinity. There are several ways that Lesigians manifest this property and levitating above the ground is only one of them. You will find out about the other ways they use their skills on your own skin (or Mr. Riggs’ armor). Lesigians are not particularly aggressive, but if you get on their nerve, you might be shocked to find out that they are able to cause lightning strikes! Directing a bolt of electricity at their target is their main distance attack, so you’d better watch out.

If you manage to close the gap between you and the Lesigian, one of two things will happen - either it’s going to slash you with its blade-like arms, or it’s going to vanish into thin air. That’s one of the most clever defensive tactics we’ve seen so far. These creatures are able to teleport from one place to another in order to throw the attacker off balance and gain the upper hand in combat. The mechanisms behind their teleportation technique are still unknown but, does it really matter how, or why they do it? Adapt, or die.

Once you do get a decent shot at them, you should be able to take them down with relative ease. Lesigians are not heavily armored, their strength lies in high mobility and the ability to thwart your plans by relocating quickly. Make sure to dodge their long-range attacks and try to anticipate where they might go next and you should come out of the battle with just a few scratches.

## Statistics

Normal
Aggressive: 10
Aggressive acceleration: 20
Regeneration: 0
Damage radius: 0
Type: Physical
Player
Energy
Tower
 Elemental
Damage: 50
Type: Energy
Radius: 4

Alpha
Aggressive: 10
Aggressive acceleration: 20
Regeneration: 0
Damage radius: 0
Type: Physical
Player
Energy
Tower
 Elemental
Damage: 66
Type: Energy
Radius: 4

Ultra
Aggressive: 10
Aggressive acceleration: 20
Regeneration: 0
Damage radius: 0
Type: Physical
Player
Energy
Tower
 Elemental
Damage: 99
Type: Energy
Radius: 4
Artillery Towers (Research)

Artillery Towers is a Research in *The Riftbreaker.*

## Level 1

*These defensive towers are meant to combat ranged attackers by firing an explosive shell over a long distance. Extremely effective in conjunction with radars.*

 Tower Ammunition Handling - Level 1
Rocket Tower - Level 1
Explosive Tower Ammunition

## Level 2

*A more advanced shell fired from a much bigger gluon launcher increases the damage dealt by this version of the Artillery Tower.*

 Artillery Towers - Level 1
Rocket Tower - Level 2
Heavy Artillery Towers - Level 1

## Level 3

 Artillery Towers - Level 2
Tower Ammunition Handling - Level 3
Rocket Tower - Level 3
Mod service: EarthquakeService

## Available commands:

```
Exor::Entity::Id  SpawnEarthquake( Exor::Entity fromEntity, const Exor::String &earthquakeEffect, const Exor::String &timeOfDayPreset, const Exor::String &markerBp, float damage, float lifeTime,
                                           float maxHealthPercentageDamageThreshold, float radius, float localEffectsRandomOffset, float minimumDistancePerLocalEffect,
                                           float cameraShakePower, float cameraShakeFreq );

```
Mod service: LogService

## Available commands:

```
void            Log( const String & message );
void            Log( Entity::Id entity, const String & message );
void            DebugText( Exor::Entity entity, const String & text );
void            DebugText( const String & text );
void            DebugText( float x, float y, const String & text );
void            DebugText( float x, float y, const String & text, const String & styleName );
void            DebugTextNormalize( float x, float y, const String & text, const String & styleName );
void            LogIf( condition: bool, message: string )

```
Ashley S. Nowak

*This article is a stub. You can help The Riftbreaker Wiki by expanding it.*

Captain **Ashley S. Nowak** is the protagonist of the game. She is an elite scientist commando operating the powerful Mecha-suit which she calls "Mr. Riggs". She qualified herself for the Riftbreaker programme after undergoing years of rigorous training and countless simulations. During an incident in a previous rift-jump mission to the planet Orion 214LV, she sustained a major injury, causing her to lose her left arm.

## The Mission to Orion 214LV

During a survey mission to the planet Orion 214LV, Ashley encountered a mysterious red crystal flower. Upon touching the flower with her left arm, Ashley suddenly became incapacitated by pain, causing her exosuit to quickly amputate her arm to keep her alive. She somehow managed to accomplish a rift jump back to earth and was fitted with a bionic arm at a later point.
Acid Spitter Tower

Spew acid liquid projectiles onto ground and leave acid pools that damage enemies walking above. The acid pools deal damage every 0.1 second in a radius of 4, and can last 6 seconds. But be aware that the damage test shows the total damage ticks in real fight are 45, not 60.

Acid Spitter towers cannot deal direct damage to anything, which means the damage source is actually the environment, not from the tower. Thus you cannot view the total damage statistics of this tower.

Also, this means different acid spitter towers cannot stack their damage with each other, only covering a bit larger area.

Thus it is not suggested to build a lot of this kind of tower.

The advantage of this type of tower is that their upgrading takes no raw elements.

Requires a tower ammunition factory to operate as it consumes fuel ammo.

## Statistics

Level 1
Ironium: 75
A.I.: 1
Damage per tick: 5
Damage type: Acid
Damage tick period: 0.1s
Range: 0 - 25m
Trigger radius: 30m
Acid pool radius: 4m
Cost to shoot: 7 fuel
Rate of fire: 10/s
Target: Ground

Level 2
Ironium: 150
Damage per tick: 10
Damage type: Acid
Damage tick period: 0.1s
Range: 0 - 25m
Trigger radius: 30m
Acid pool radius: 4m
Cost to shoot: 7 fuel
Rate of fire: 11/s
Target: Ground

Level 3
Ironium: 300
Damage per tick: 14
Damage type: Acid
Damage tick period: 0.1s
Range: 0 - 25m
Trigger radius: 30m
Acid pool radius: 4m
Cost to shoot: 7 fuel
Rate of fire: 12/s
Target: Ground

## Features

* Instead of dealing direct damage, create acid pools on the ground.
* Aimming prioritizes artillery units> larger units > smaller units. Not a standard anti-swarm logic.
Extra Stable Floor (Research)

Extra Stable Floor is a Research in *The Riftbreaker.*

## Level 1

*This floor variant stabilizes the ground beneath, making it a perfect foundation if a Riftbreaker wants to build something on loose ground, for example a pit of quicksand. Nanotubes extend far below the actual floor level to give the entire structure support.*

 Alien Research - Level 1
Extra Stable Floor - 3x3
Extra Stable Floor - 4x4
Mod service: GuiService

## Available commands:

```
void            	ShowDialog( const Exor::String & guiId, const Exor::String & localizationID, const Exor::String & soundName, float priority, float duration, bool infinite, bool isSlowdownAffected, bool interrupt, float  timeout, bool global );
void            	ShowDialog( const Exor::String & guiId, const Exor::String & localizationID, const Exor::String & soundName, float priority, float duration, bool infinite, bool isSlowdownAffected, bool interrupt, float  timeout, bool global, const Exor::Lua::Object & db );
void            	HideDialog( const Exor::String & localizationID );
void            	OperateHudByMask( Exor::String hudMask, bool visible );
void            	AddToHighlight( Exor::String name );
void            	RemoveFromHighlight( Exor::String name );
void            	ShowHudControls();
void            	ShowHudText( Exor::String id, Exor::String content );
void            	HideHudText( Exor::String id );
void            	ShowHudDefault( Exor::String id , Exor::String content );
void            	HideHudDefault( Exor::String id );
void            	EnableMinimapInterference();
void            	DisableMinimapInterference();
Exor::Entity::Id    	AddMinimapCircleMarker( const Exor::Vector3 & pos, Exor::String name, float radius, float r, float g, float b, float a );
Exor::Entity::Id    	AddMinimapQuadMarker( const Exor::Vector3 & pos, Exor::String name, float width, float height, float r, float g, float b, float a );
Exor::Entity::Id    	AddMinimapCircleMarker( Exor::Entity::Id entity, Exor::String name, float radius, float r, float g, float b, float a );
Exor::Entity::Id    	AddMinimapQuadMarker( Exor::Entity::Id entity, Exor::String name, float width, float height, float r, float g, float b, float a );
void           		RemoveMinimapMarker( Exor::String name );
void            	ShowCutsceneStrips();
void            	HideCutsceneStrips();
void            	FadeIn( float duration);
void            	FadeOut( float duration );
void            	FadeOutToWhite( float duration );
void            	FadeOutToColor( float duration, Exor::Vector3 color );
void                    ShowHudPickupText( content: string )

```
Modifying original files by creating injection files

## Information

Sometimes you want to modify files which are either very long or are often changed by the developers so you have to re-edit them after every patch to keep up with the game version.

For this case, the developers added an option to create injection files which are automatically added to the original files they belong to.

**Example**: The file "weapon\_stats.dat" is very long. It would be tedious to keep up with updating it every patch. So you create "XYZ\_weapon\_stats.dat" where you add your new stuff.

## Requirements

The file you create has to have the original file name in its name.

Like in the example, original file name: "weapon\_stats.dat", injection file name: "XYZ\_weapon\_stats.dat" where XYZ can be whatever you want, like the name of the mod you are creating.

Supported paths:

* scripts\blueprint\_tables\\* (**not** vegetation\_lifecycle.dat)
* scripts\buildings\\*
* scripts\debug\\*
* scripts\hud\\*
* scripts\units\\*
Mech Consumables

While on Galatea 37, Mr. Riggs can use consumables to support himself while building or fighting.

## Autonomous

### Mini Miner

recharge: 150 sec per armory(tier1), costing 150carbon/150iron.

### Mobile Turret - Sentry (Sentry gun)

*This automated defensive turret tracks enemies in its vicinity. It has a medium range of operation, deals Physical splash damage and doesn't require external ammunition or energy to shoot. Works for a limited amount of time.*

recharge: 150 sec per armory(tier1), costing 150carbon/150iron.

### Mobile Turret - Tesla (Lightning sentry)

recharge: 150 sec per armory(tier1), costing 150carbon/150iron.

One extreme lightning sentry can deal about 125 \* 5 \* 3 \*90 = 17k in total damage per use. The lightning cannot jump between already chained enemies, which means the maximum single unit dps of lightning sentry is 125 (or a bit more due to the lag).

### Mobile Turret - Scanner

recharge: 150 sec per armory(tier1), costing 150carbon/150iron.

## Grenades

### Grenade

*The most basic, explosive weapon. It's single use and deals explosive damage in its blast radius. Explodes on hitting the target or after the fuse runs out.*

 Standard
 Advanced
 Superior
 Extreme

recharge: 10 sec per armory(tier1), costing 10carbon/10iron.

### Gravity Grenade

*This grenade explodes when the fuse runs out and creates a miniature black hole. The gravity rips small enemies and objects to shreds while sucking them in. It disappears after a short while but is very useful for crowd control.*

recharge: 30 sec per armory(tier1), costing 30carbon/30iron.

## Mines

### Proximity Mine

*Small Mine explodes when enemies enter its proximity range. It takes a while to arm and can be destroyed before it does, so avoid placing it when enemies are very close.*

 Standard
 Advanced
 Superior
 Extreme

recharge: 10 sec per armory(tier1), costing 10carbon/10iron.

### Gravity Mine

*Unlock this item from bio anomaly (loot boxes). It creates a miniature black hole just like gravity grenade.*

recharge: 30 sec per armory(tier1), costing 30carbon/30iron.

### Nuclear Mine

*Nuclear version of a land mine explodes like a miniature nuclear device. Explosion affects a wide area and deals huge amounts of damage.*

 Standard
 Advanced
 Superior
 Extreme

recharge: 50 sec per armory(tier1), costing 50carbon/50iron.

### Cryogenic Mine

*A sophisticated version of a land mine which includes cryogenic effects. It explodes with a freezing blast, doing Cryo damage and slowing down enemies that were caught in the radius of the explosion.*

recharge: 20 sec per armory(tier1), costing 20carbon/20iron.

## Other

### Instant Repair

*Instantly repairs a small amount of the Mecha-Suit's health points (HP).*

 Standard
 Advanced
 Superior
 Extreme

recharge: 125 sec per armory(tier1), costing 125carbon/125iron.
Minigun Towers (Research)

Minigun Towers is a Research in *The Riftbreaker.*

## Level 1

*A high fire rate defensive tower that is extremely useful both for crowd control, as well as taking down large, single targets.*

 Sentinel Towers - Level 3
Low Caliber Tower Ammo (Resource)

## Level 2

*An upgraded engine and loading belt give this iteration of the Minigun Tower a much higher firepower than its predecessor.*

 Minigun Towers - Level 1
Tower Ammunition Handling - Level 3

## Level 3

 Minigun Towers - Level 2
Headquarters - Level 7
Plants

This is a list of all Flora that can be found in The Riftbreaker. Plants are destructible props in the environment that drop plant biomass when destroyed. Most plants are also flammable and can spread fire. Plants provide the listed resources when farmed with a Cultivator.

## Extra

(Internal Name)
(cryo\_plant)
Carbonium
Titanium
Ferdonite
(magnetic\_boulder)
Carbonium
Titanium
(bush\_ray\_flower)
Acid
Attack Drone Towers (Research)

Attack Drone Towers is a Research in *The Riftbreaker.*

## Level 1

*This is not a defensive tower in the strict meaning of the word. It is a hub that houses attack drones which get activated when an attacker enters the tower range. The drones keep attacking until the target is destroyed.*

 Sentinel Towers - Level 3

## Level 2

*More advanced version of the Drone Attack Tower, with more drones available at the same cost of AI, sturdier construction and room for mods.*

 Attack Drone Towers - Level 1
Tower Ammunition Handling - Level 3
Basic Resource Production (Research)

Basic Resource Production is a Research in *The Riftbreaker.*

## Level 2

*More efficient versions of the basic resource factories. Optimized processes result in a better resource yield from the same amount of raw materials.*

 Liquid Resource Handling - Level 1
Ironium Factory - Level 2

## Level 3

 Basic Resource Production - Level 2
Headquarters - Level 5
Ironium Factory - Level 3