recursal/Fanatic-Fandom huggingface dataset:
Map

The map is a full-screen (the game screen, not your monitor) rendition of the entire map. It begins completely blacked out and begins drawing as you explore, revealing all spots within three blocks of the player.

## Features

* Most droppers have a unique color (appears to be the average overall color of the item) to make them easier to find although this means that some items don't stand out very well from others, particularly if you are colorblind.
	+ Ore, Wood piles and Fruit Trees are all similar
	+ Comms Towers, Blueshrooms and Ice are similar
	+ All cat-made items are either dark or the same color as artifacts.
	+ Big Rocks and Radioactive Rocks are assigned the same color
	+ Plants and Roots are assigned the same color
	+ Scrap Metal does not stand out well at all from the background.
* Biomes also have their unique color for the map.
* A single blue diamond can be placed anywhere on the map by right-clicking. This will show up on your HUD's targeting circle.
	+ Right-clicking elsewhere will move it, right-clicking the same spot will remove it.
* A pulsing star shows the player's location.
* An icon reminiscent of a lander will show the point of origin.
* If powered, a Comms Tower will show it's own icon, a blue diamond that fades as it's grows until it vanishes.

## HUD

The map screen features it's own HUD with the following features:

* Upper left corner features the planet's "ID". This is not the seed although it's presumed to derive from the seed.
* Upper middle merely informs that the game is pawsed while the map is up.
* Upper right is for closing the map.
* Lower left has buttons for re-centering on the player as well as zoom controls (which also work via mouse wheel).
* Lower right just has a message informing you of the the ability to place a waypoint.
Wood Floor

A classy floor surface you hopefully won't scratch up.

Wood Floor is a decorative item that can be used to dress up your base. As a flooring item, normal buildings can be placed on top of it. As with any building, it can be used to block respawning resources.

## Construction

Wood Floor can be crafted on the Workbench.

## Gallery

Shown if x and y are both odd or evenShown if x or y are odd but not bothShowing pattern tiling
Shiny Crystal (Dropper)

Shiny Crystal deposits on the Mewn.

Shiny Crystal is a Dropper, a naturally spawning source of resources.

## Drops

### Resources

* Shiny Crystal is used for Shiny Pickaxe, Crystal Lamp and a couple of advanced buildings.

### Chances

* Shiny Crystal drops
	+ Loot Table is run once or twice:
		- 100% Chance: 1x Shiny Crystal

Shiny Crystal spawns in only one of the current Biomes: Volcanic.
V0.35

**FINALLY.**

It's been wayyyyy too long since the last update. Sorry about that. Been really trying recently to just get it stable enough to get out the door for everyone to play.  I definitely need to post updated builds more often (and that are smaller in scope).

There's a bunch of changes to the way things work behind the scenes, as well as a lot of new items and features... and that means there's definitely going to be some new bugs in there that I just haven't seen yet, so bear with me :)

### Major updates:

* Added Repair Drone that will automatically help fix nearby air leaks and dirty solar panels.
* Added "fruit" consumable that is dropped by the orange trees. Regrows over time.
* Added plant that drops "root" vegetables. Used with water to make stew.
* Added "Hearty Meal" food craftable.
* Added power switch.
* Added Comms Tower base module (will broadcast its position on your map even if very far away).

### Other changes:

* Added an app icon for Windows executables (finally).
* Changed the way chunks are loaded and unloaded. Which should fix some issues with large bases.
* Lots of updates to the minimap and how it's cached and drawn... more on this below...
* Minimap now shows more of the world. 9x9 instead of 7x7 chunks.
* Rebalanced the crafting recipes for most base modules that you can walk inside of. Example: Air Cleaner now requires Habitat Module + Component + Electronics.
* Adjusted power consumption of several of the base modules.
* Fixed an issue where some tiles that you can walk on, would still prevent you from exiting the buggie.
* Lots of little performance fixes, plugging memory leaks. Particle effect loading. Object pooling.
* Fixed some issues where the custom keyboard mappings weren't saving properly.
* Wider flashlight cone.
* Player hunger now takes longer to go from "Full" to "Starving".
* Added sound fx and music volume sliders to the Options menu.
* Added some new minor sound fx here and there.
* Red "Low health" border effect is visible, even if your suit power is off.
* Camera zoom animation when entering / exiting a buggie (so you can see a bit father when driving).
* Cleaned up the in-game mouse cursor sprites.

### Known bugs and potential issues

* The minimap popup is \*super\* slow to bring up on some machines (especially when a lot of world-chunks have been updated since the last time it was opened). This is currently at the top of my list of things to try and fix.
* Visible seams between ground tiles.
* There may be some other crash issues with the minimap that I've had a hard time reproducing.
* Turning "off" the Power Switch currently works the same as removing a conduit between two base modules.  Will also cut off the transfer of any oxygen and water between two bases. Not ideal, but still useful for now.
* Repair Drone always goes back to it's home base before immediately going to the next thing to fix. Will make them smarter in the future.
* Some newer items won't have their localized text updated yet.

*Copied from: https://cairn4.itch.io/mewnbase/devlog/1414/mewnbase-v035*
Powered Water Collector

Collects rain and moisture and pumps it into a base's water supply.

## Overview

The Powered Water Collector is an upgrade to the Water Collector. It is an outdoor module that collects water when a Rain Storm occurs as well as passively.

## Construction

Powered Water Collector can be crafted on the Construction Yard.

## Effect:

During a Rain Storm, as well as passively, it collects water. It holds a maximum of 180 water units, or 3 Water. Actual water unit collection may vary depending on the duration of the storm, and may exceed 200 units. Therefore, it is recommended to have more Water Supply modules than Powered Water Collectors.

## Usage

Once placed and powered, the Powered Water Collector automatically adds water gathered to the base's water supply until full and then will continue to accumulate in its own storage until it is full as well.
Suit upgrades.json

## Overview

suit\_upgrades.json is a file that describes the suit's various levels and what attributes they have.

## Format

suit\_upgrades.json is in the JSON format.

## Contents

This is one of the simpler files, having only six fields to worry about and all of them are just numbers.

The file's root is named "suitLevels" and currently contains only two entries.

* level: Currently only 0 or 1, basically functions as an ID for the current node.
* maxAir: How much air the suit contains.
* maxSuitPower: How much power at full charge.
* maxHunger: How much food you "store" in your hunger bar.
* foodConsumptionRate: The rate at which the hunger bar drops.
* maxHealth: How much health you have when full.

### Default values:

 maxSuitPower
 maxHunger
 foodConsumptionRate
 maxHealth

## Notes

It is trivial to add an additional suit level. Upon using a file modified like this, the command setSuitLevel is perfectly willing to honor the new level. A full mod only requires editing five files.
Dead Tree (Dropper)

Dead Trees found on the Mewn.

Dead Trees are droppers, a naturally spawning resource, and are found scattered about the Mewn. Unlike other plants, it doesn't have a younger stage.

## Drops

### Resources

* Wood is handy for many early buildings, some decorations and even fuel for the Biofuel Generator.

### Chances

* Guaranteed: 2x Wood
* Loot Table is run 1-2 times
	+ 100% Chance: 1x Wood

## Spawn/Respawn

Dead Tree spawns in only one biome currently: Ground Biome. It takes eight days to respawn after harvesting.
Mouse

**Warning!!** Mouse is not in the current version of the game; it might have been removed or it might be unfinished. It may or may not act as expected, care should be taken when using.

## Overview

The mouse currently exists as an image and animation. No official name or description appears to be available. No usage or plotline appears to exist.
Fireslug

Fireslug is one of several mobs you may encounter on the Mewn's surface. It will move closer upon espying the player and either charge or shoot a fireball to inflict a small amount of damage.

## Behaviour

Once the Fireslug sees the player (you get within 520 *units1*), it will initiate following.

If it gets close enough (within 230 *units1*), it may pause and charge, inflicting between 7 and 10 points of damage and knocking the player back by 5. After 1.5 seconds, it may charge again if the player is close enough.

From 170-350 *units1*, Fireslug may choose to shoot slimeballs, inflicting between 7 and 10 points of damage and knocking the player back by 5. After 0.6 seconds, it may shoot again if the player is the right distance.

It will repeat this pattern for so long as the player is within 800 *units1*.

1 Units are unknown. It seems to be approximately 128 per tile.

## Spawning

Spawn rules aren't well understood but the Fireslug cannot spawn within 150 tiles of your origin and must spawn in Volcanic or Rock biomes.

## Drops

Once killed, the Fireslug will have a chance to drop some items.

* The loot table will run one to two times:
	+ 40% Chance: Shiny Crystal
	+ 50% Chance: Creature Guts

## Killing

You can attack with anything but most items do no better than your bare paws. This game has no weapons, only your tools; the Shiny Pickaxe is the only tool that might kill a Fireslug in one strike.

## Defending

The only defense is dodging which is a bit trickier than with the Crab since the fireballs appear to track the player somewhat.
Rocket

Blast off into space and leave this planet. Also lets you travel around quickly.

## Crafting

### Ingredients

2x Rocket Engine, 2x Rocket Hull, 1x Flight Controls

## Overview

Rocket has two uses: one is to win the game and return home and the other is to travel between established bases. Both uses are chosen from the Launch Pad.

## Usage

Rocket is only used indirectly from within the Launch Pad UI.
Sand Biome

**Warning!!** Sand Biome is not in the current version of the game; it might have been removed or it might be unfinished. It may or may not act as expected, care should be taken when using.

### Droppers

Fruit Trees, Dead Trees, Ore, Rubble, Scrap Metal, Big Rocks

## Droppers

Droppers are the harvestable items found on the surface.

Fruit TreesDead TreesOreRubbleScrap MetalBig Rocks
## Mobs

Mobs are the creatures you encounter on the Mewn.

This biome has no mobs.

## Mining

Mining resources refers to what the mining rig can dig up.

Mining Rig is not functional here.
Healing Stew

Tastes even worse, but magically heals wounds.

Healing Stew restores a decent amount of Hunger but also is the only consumable that directly heals you.

## Construction

Healing Stew can be crafted on the Workbench.

## Auto-Crafting

Healing Stew can be auto-crafted if provided with Water. You'll need four Greenhouses, a Workbench and Storage. You'll also need two each of Root Seed and Blueshroom Seed to start.
V0.51

## New and Updated

* Added Dozer vehicle that can drill through rock piles. (hold spacebar to run the drill!)
* Added Auto-Crafter robot that can make and collect items at adjacent modules; including growing and collecting plants from Greenhouses.
* Queue up items to craft even when your inventory is full.
* Improved Vehicle trailer physics.
* Weather is now less random, and added new-game world options for setting weather frequency.
* Rebalanced base power consumption for early-game modules.
* Made more crafting recipes require Scrap.
* Rain Collectors now slowly collect moisture (creating 1 bottle every 2 days).
* New larger and animated Tree art.
* Added more lights to Airlock, Smelter, and Science Lab.
* Brighter Nav Light glow.

## Tech Tree Clean-up

* Merged Engines and Wind Power into regular Power tech.
* Power now costs 10 samples instead of 5.
* Advanced Modules now requires Power instead of Advanced Power.
* Water item no longer requires Food tech.
* Transportation now requires Power tech.

## UI Updates

* Drag inventory items up off off the inventory bar to drop them.
* Added button in Science Lab research results to take you straight to the Tech Tree.
* Select empty inventory slots with number keys or via click.
* New tooltip explaining how to recharge and repair Vehicles.
* Improvements to front-end menu layouts in HD mode.
* Main menu intro animation fixes.
* Localization updates and typo fixes.
* Cyrillic character fix.
* Fancier formatting on the What's New popup.

## Bug Fixes

* Fix to hopefully address duplication of Auto-Crafter jobs.
* Fixed issue where opening the Map wouldn't pause the game.
* Tutorial: Preventing player from accidentally picking up base modules before it is explained.
* Fixed crash when lightning would hit a base module still under construction.
* Fixed issue where crafting some non-stacking items would collect as a stack (Oxygen tanks etc).
* Fixed crash when cancelling crafting jobs being made by Auto-Crafter.
* Fixed issue where Auto-Crafter job text input would retain focus after closing the popup.
* When entering the Lander to leave, HUD is hidden and input is restricted to prevent player from opening up menus while the Launch Controls are visible.
* Fixed issues with ground tile edges doubling up. More variety of edges shown.
* Preventing vehicle trailers from connecting into a loop.

### Known Issues

* Auto-Crafter arm needs to rotate smarter.
* Alt-Tab doesn't work while in Full-Screen at the moment :( - F11 to exit Full-Screen mode first.

*Copied from: https://cairn4.itch.io/mewnbase/devlog/180388/v051-dozer-vehicle-auto-crafter-update*
Large Battery

A bigger battery module.

## Overview

Large Batteries are used to store excess Power from power-generating buildings to be used later, such as storing solar to power lights at night.

## Usage

Large Batteries placed connected to your Base, or otherwise with access to power, will charge and discharge automatically as power generation moves above or below power usage.

### Capacity & Discharge

Large Batteries can store up to 2100 unit/seconds of power. It can power a single Work Light for 2100 seconds or ten of them for 210 seconds.

## Construction

Large Battery can be crafted on the Construction Yard.
Repair Drone

An automated drone that can repair base modules.

## Overview

The Repair Drone is an automation system designed to repair air leaks and clean off dirty solar panels.

## Usage

The Repair Drone will automatically seek out and repair any modules that are leaking as well as any solar panels that become too dirty to continue functioning.

## Assigning a Drone

When a leak is sprung, the game appears to find a repair drone by starting 10 tiles south and 10 to the east from the leak. It then goes north until it reaches 10 tiles north of the leak. It then repeats 9 tiles to the east and 10 down. The result is that it will choose a drone 10 tiles east and south before it finds one right next to it 1 tile west.

## Construction

Repair Drone can be crafted on the Advanced Fabricator.

## Gallery

Repair Drone heading out at night to perform repairs.
Oxygen Tank

A cannister of breathable air.

Oxygen Tank is a must-have for long trips but they'll take up a lot of space in your inventory since they cannot be stacked.

## Construction

Oxygen Tank can be crafted on the Chemistry Lab.

## Auto-Crafting

Oxygen Tank is a poor candidate for auto-crafting. Slow respawn means Ice is hard to come by after a while and the inability to stack means you can't carry many at a time.
Mud Biome

An example patch of Mud Biome.

Mud Biome is not as common as Ground or Rock with very little to speak of. It appears as a wavy, brown surface with a sunken look.

## Droppers

Droppers are the objects already spawned on the Mewn's surface in this biome and that drop things.

Root
## Mobs

Mobs are the other creatures found on the Mewn that can spawn in this biome.

## Mining Resources

Mining Resources refer to what the Mining Rig is capable of digging up in this biome.

RockOre
NPC

**Warning!!** NPC is not in the current version of the game; it might have been removed or it might be unfinished. It may or may not act as expected, care should be taken when using.

## Overview

NPC is a mostly unknown mob. It has some text that can be used to speculate but the mob's description does not appear to exist yet.

## Data

### Helpers?

The following texts appears to indicate the NPCs can be assigned to help.

* Assign a Friend
* Mechanic
	+ Less air leaks
* Gardener
	+ Crops grow {0} faster
* Scientist
	+ Artifacts earn {0} more Research Points
* Engineer
	+ Bases produce {0} more power

### Complaints

* Could you build a Crew Quarters for me?
* Crew Quarters is too far! Can you lead me there?
* My Crew Quarters doesn't have any Oxygen!
* My Crew Quarters doesn't have any Power!

### Misc Status

* No Home
* Home too far
* No home Power/Oxygen

### Quips when following or stopping

* Following you!
* Lead the way!
* Let's go!
* Sounds good.
* I'll stay here.
* You got it.

## Notes

Message found on Discord confirming that this feature is abandoned and will probably never see the light of day.
Artifact (Dropper)

* Artifact
* Buried Artifact

Artifact is a dropper, a naturally spawning source of resources.

## Drops

Artifact is one of only two droppers that doesn't run a loot table. Instead, only guaranteed drops are processed. This means that there is a one-to-one correlation between the dropper found on the Mewn and the item you hold.

* Guaranteed: 1x Artifact

Artifact currently spawns in any biome.
Hearty Meal

Little of everything.

Hearty Meal provides the most Hunger refilling at a staggering 200 points. However, it is limited by finding Fruit Trees.

## Construction

Hearty Meal can be crafted on the Workbench.

## Auto-Crafting

Hearty Meal is a decent candidate for auto-crafting. To keep up a steady supply, you'd need to build an orchard for Fruit. Greenhouses for Plant and Root, combined with a supply of Fruit will make for a pretty good supply of **Hearty Meals**.
Mining Rig

Harvests ores and resources from deep underground.

The Mining Rig is a machine that can be built in the Advanced Fabricator once the Crystal Tech research is done. It takes up two squares and draws 24 power. It is used to automatically mine resources depending on the biome it's placed in. The rate at which it mines also changes depending on the biome.

## Resources

The Mining Rig draws different resources and at different rates depending on the biome it's placed in.

* Ground
	+ Rate: 5.0 per day
	+ Resource, Chance
		- Radioactive Ore, 0.2 (11.76%)
		- Rock, 0.5 (29.41%)
		- Ore, 1.0 (58.82%)
* Rock
	+ Rate: 7.14 per day
	+ Resource, Chance
		- Radioactive Ore, 0.2 (11.76%)
		- Rock, 0.5 (29.41%)
		- Ore. 1.0 (58.82%)
* Mud
	+ Rate: 2.5 per day
	+ Resource, Chance
		- Rock, 0.5 (50%)
		- Ore, 0.5 (50%)
* Volcanic
	+ Rate: 7.14 per day
	+ Resource, Chance
		- Purrtainium Ore, 0.5 (50%)
		- Shiny Crystal, 0.5 (50%)

## Construction

Mining Rig can be crafted on the Advanced Fabricator.

## Auto-crafting

This machine can be fully auto-crafted. Once set up, you merely need to drop by and remove the excess materials and completed machines.

* Stations
	+ 1x Smelter
	+ 1x Advanced Fabricator
	+ Mining Rig, Variable - At least one in Volcanic and one in Ground, Rock or Mud
* Materials
	+ 4x Ore
	+ 4x Purrtainium Ore
	+ 2x Shiny Crystal

* Jobs
	+ 2x Metal Plate
	+ 2x Metal Beam
	+ 4x Purrtainium Plate
	+ Mining Rig - Variable

## Notes

1. You may notice the chance doesn't add up to 1 for some biomes. You need to add up all the chances in one biome and divide the one you want by that total. Ex: Ground is 0.2 + 0.5 + 1.0 = 1.7; Radioactive Ore is therefor 0.2 / 1.7 = 0.1176, 11.76% chance.
Conduit

Protected cables that can link up base modules.

Conduit has use directly for power distribution and as a material for crafting other items.

## Usage

Conduit can be placed on the ground, where it will automatically link up with any power systems (generators, distributors or users) next to it in all four directions.

## Crafting

Conduit is an ingredient in several recipes.
V0.42.4

A small update to hopefully fix some player-reported issues.

* Some fixes to the macOS build process to hopefully address the game crashing on launch. It will sometimes still silently crash the very first time the new .app is started, but then after seems to work fine on subsequent starts.  macOS gatekeeper is also still a headache.
* Temporarily disabled the crash-popups, but crashes (and their cause) should still output to a log file in your game folder that you can send me.
* Garage updates its base group when it finishes building. Should be visibly attached to conduits.
* Water spigot pickup progress bar properly resets when you stop release the right mouse button before it's finished.
* Research Lab timer starts at "2:00" instead of "1:60"
* Fixed issue with the flood light casting weird shadows.
* Renamed the downloads win -> win64 and linux -> linux64 to make it extra clear that they're for a 64-bit OS.
* Misc cleanup.

Thanks to folks over in the MewnBase Discord channel for helping report some of these bugs!

*Copied from: https://cairn4.itch.io/mewnbase/devlog/29446/v0424-macos-and-other-bug-fixes*
Scrap (Dropper)

* Alt 1
* Alt 2
* Alt 3

Scrap is a Dropper, a naturally spawning source of resources.

## Drops

### Resources

* Scrap Metal is handy for many early buildings, Electronics and all of the tools except the Pickaxe.
* Component's most important uses are probably Construction Yard and Air Cleaner.
* Electronics are used in many of the more advanced power, water and crafting options.

### Chances

* Scrap drops
	+ Guaranteed: 1x Scrap Metal
	+ Loot Table is run once or twice:
		- 40% Chance: 1x Scrap Metal
		- 10% Chance: 1x Component
		- 10% Chance: 1x Electronics

Scrap spawns in two of the current Biomes: Ground and Rock.
Water Supply

Holds water for your greenhouses.

## Overview

The Water Supply is a base module which stores water.

## Usage

Water Supply can store 600 units each. It will automatically collect water from the Powered Water Collector or you can add Ice for 30 units or Water for 60 units. It will automatically feed Greenhouse modules or you can collect Water from the base's water supply by use of a Water Spigot.

## Construction

Water Supply can be crafted on the Construction Yard.
Creatures.json

## Overview

creatures.json contains details about the various mobs in the game, including spawn rules, attacks and drops. It is one of the more complex and lengthy structures.

## Format

creatures.json is json compliant after removing the comments. It has a root node named "creatureDataList".

### Contents

* id: unique id for the mob. Also used by the spawnCreature command.
	+ Currently crab, firecrab, slug and fireslug.
* enabled: True or False. Whether or not the mob can be spawned.
* spineActor, spineSkin: Used to assemble and animate the mob.
* spineBaseScale: Decimal. Determines the scale at which to draw the mob.
* lightColor: Used to get the mob to "glow".
* lightRadius: How far out for the mob's light to reach.
* maxHealth: How much health the mob has.
* walkAcceleration:
* maxWalkSpeedTilesPerSec: How fast the mob can move.
* aggressive: True or False. Whether or not the creature will attack on sight.
* aggressiveIfAttacked: True or False. Whether or not the creature will attack if attacked. Doesn't work?
* searchTimerDelay: Decimal.
* aggroDistance: How close you have to be to trigger the mob to follow/attack.
* giveUpDistance: How far away you need to get to make the mob give up following.
* fireDamageArmor:
* footStepSoundFx, aggroSoundFx, deathSoundFx: Details about the sound played when the mob is walking, when it sees you or when it dies.
	+ path: Sound file to play.
	+ minPitch, maxPitch: Frequency adjustments.
	+ volume: How loud to play the sound.
* deathParticles: Particles played when the mob dies.
* spawnBiomes: List of biomes this mob can spawn in.
* minSpawnTileDistFromOrigin: The closest to your origin the mob can spawn.
* maxPatrolTileDistanceFromSpawn: How far the mob can wander from its spawn point.
* minTileDistFromOtherCreatures:
* attackDataList: List of attacks.
	+ id: Unique ID for this attack.
	+ attackType: Currently only aoe (Area Of Attack), melee or projectile.
	+ projectileDataId: ID for the projectile.
	+ projectileSpawnBone: Piece of mob (according to animation skeleton) the projectile originates at.
	+ preAttackAnim: Animation run just before attack.
	+ showTargetIndicator: True or False.
	+ attackAnim: Animation run for this attack.
	+ chance: Decimal. The chance that this attack will run.
	+ minDamage, maxDamage: How much damage this attack can do.
	+ knockBack: How far back the player gets knocked.
	+ attackCooldown: Delay before next attack.
	+ minDistanceFromPlayer, maxDistanceFromPlayer: How close the mob tries to stay to the player.
	+ soundStart, soundMiss, soundHit: Sounds played at the start of the attack and when it connects or fails.
		- path: Sound file to play.
		- minPitch, maxPitch: Frequency adjustments.
		- volume: How loud to play the sound.
	+ hitParticles: Filename. Particles to display when (the mob is hit? or the mob hits the player?)
* itemDrops:
	+ minDrop, maxDrop: Either the number of times the drops are calculated or the drops are rerun until the number of drops is within this amount.
	+ itemList:
		- itemId: The ID of the item to drop.
		- dropChance: The chance this item is dropped.
V0.55

## New Features and Changes

* New item: Rock Pile made from a stack of 20 Rocks, can be placed on ground.
* Gates now look nicer when placed in a row or column next to each other. Opening/closing one will automatically toggle any adjacent gates.
* Tools like the Shovel and Axe now only break after a resource tile is finished being collected.
* New Tech: Air Seals - air leaks happen less often.
* New Tech: Save Water - Greenhouses use 25% less water when growing plants.
* Added button tooltips and text to the Map UI that says how to place waypoints.
* No longer need Crystal Tech researched in order to craft the Advanced Fabricator.
* Pause menu now has separate buttons for saving and quitting.
* Added HUD message when trying to collect food from a Green House with full inventory.
* Added HUD message when tool breaks.
* Main Menu and Pause Menu background animations.
* Research Popup now highlights Artifacts in your inventory.
* Map UI: added tool-tips, and text indicating how to place waypoints.

## Bug Fixes

* Fixed issue where the player tile-interact animations sometimes wouldn't play.
* Making sure clicking a habitat module prioritizes fixing air leaks before opening up any menus etc.
* Fixed issue with Fire Crab that was causing the whole screen to tint red.
* Fixed an issue where the Fire Crab smash-attack would turn the whole screen red.
* Fixed issue with menu scaling after toggling HD mode on/off in the Setting menu
* Fixed issue where sometimes footstep sound FX would stop working.
* Fixed issue where some habitat-modules wouldn't show the correct floor color after saving and loading a game.
* Fixed Launchpad list menu thumbnails to not be upside down.
* Fixed Refined Scrap to require Recycling tech.
* Fixed bug with consuming items from your inventory via Storage UI popup.
* Fixed issue where Crystal Lamp would play the paint-splat sound effect.
* Fixed bug where scroll zoom stops working on the map UI.
* Swapped Vehicle Trailer input so that Left-Click opens the trailer storage, and Right-Click attaches/detaches it from a vehicle.
* Re-added the Mission Complete badges to the Load Game menu list view.
* Fixed some world-UI layering.
* Fixed issues with the Crafting menu build-queue.
* Fixed bug where music wouldn't restart after returning to the main menu.
* Fixing typos, added more missing strings to the localization files.

### Known Issues

* Lag on some machines while walking around inside a base
* Erratic vehicle physics when v-sync is turned off.
* Windows: Playing fullscreen and using alt-tab will prevent the in-game console (F1) from working.
Work Light

## Overview

The work Light provides more light than just the modules' self-illumination. It provides a decent amount of light two spots out and faintly illuminates a third.

## Construction

The Work Light is crafted in the Construction Yard.

## Usage

Place the Work Light as you would any other item and connect it to power. It can be toggled on and off as needed.

## Auto-Crafting

The Work Light can be fully auto-crafted.

* Stations
	+ 1x Workbench
	+ 1x Smelter
	+ 1x Construction Yard
	+ Mining Rig - Variable
* Materials
	+ 4.667x Ore
* Jobs
	+ 4x Metal Plate
	+ 2x Metal Beam
	+ 1x Wire (x3)
	+ Work Light - Variable
Science Scanner

**Warning!!** Science Scanner is not in the current version of the game; it might have been removed or it might be unfinished. It may or may not act as expected, care should be taken when using.

## Misc Info

### Recyclable

Yes

Science Scanner is an unimplemented item with unknown use. Since it has an action defined, it is likely a tool.

## Implementation

Science Scanner isn't fully implemented. The following table lists some of what is finished.

## Usage

Currently unknown but the existence of an action indicates it's used by clicking with it, similarly to other tools.
Ore (Dropper)

## Ore (Dropper)

* Alt 1
* Alt 2

### Required Tool

Crude Shovel
Improved Shovel
Shiny Pickaxe

### Biome(s)

Ground
Rock

### Renewable

Yes, mob kills and mining

Ore is a Dropper, a naturally spawning source of resources.

## Drops

### Resources

* Ore only has one use, to be turned into Metal Plate.

### Chances

* Ore drops
	+ Loot Table is run once or twice:
		- 100% Chance: 1x Ore

Ore spawns in two of the current Biomes: Ground and Rock.
Ground Biome

An example patch of Ground.

### Droppers

Supply Crate, Wood piles, Blueshroom, Scrap Metal, Plant, Fruit Tree, Dead Tree, Ice, Ore, Rubble, Big Rock

### Mining Speed

5

**Ground** is the most pervasive biome and has the greatest diversity of resources. Characterized by a dusty brown color pocked with craters.

## Droppers

Droppers are the objects already spawned on the Mewn's surface in this biome and that drop things.

Supply CrateWood PilesBlueshroomScrapPlantFruit TreeDead TreeIceOreRubbleBig Rock
## Mobs

Mobs are the other creatures found on the Mewn that can spawn in this biome.

## Mining Resources

Mining Resources refer to what the Mining Rig is capable of digging up in this biome.

RockOreRadioactive Ore
Flagpole

It's a flag!

## Overview

The Flagpole is a decorative item. It waves in the breeze and can be dyed, and has a paw logo on it.

## Construction

Flagpole can be crafted on the Workbench.

## Auto-Crafting

**Flagpole** can be partly auto-crafted; player must provide both scrap metal and wood. Resin can be auto-crafted from garden patches, with or without some chemistry labs to boost production from plants.

## History

*v1.00rc1*: Flagpole can now be obtained legitimately.
Wall Light

**Warning!!** Wall Light is not in the current version of the game; it might have been removed or it might be unfinished. It may or may not act as expected, care should be taken when using.

### Type

Building
Lighting

## Misc Info

### Recyclable

Yes

Wall Light is an lighting item that isn't fully implemented. While it works seemingly fine, there is no way to obtain it yet without cheating.

## Implementation

Wall Light isn't fully implemented. The following table lists some of what is finished.

## Usage

To place, you use the Rotate key to select the direction and then click. Upon placing, it will "jump" to the edge of the tile it is in.
Solar Panel

Generates power for your base.

The Solar Panel is a power-generating building that creates electricity from sunlight.

Clicking on a solar panel displays information about the base's power.

## Construction

Solar Panel can be crafted on the Construction Yard.

## Weather

Solar panels are affected by various changes in weather.

Solar Panels generate 10.0 units of power in full sunlight, from 0:00 to 8:00. Between 11:30 and 0:00, they increase in production from 0.0 units to full power, and similarly decrease between 8:00 and 8:30.

Rain and Thunder
Both rain and thunderstorms will reduce solar panel efficiency by 20% but will reduce dust buildup by 3x the rate at which it accumulates normally.

Solar panels will occasionally become covered in mewn dust and stop generating power. This can be fixed by the player clicking on the affected solar panel. Repair Drones can also clean off solar panels.
Solar panels get dusty every few days in calm weather, and accumulate dust at 10x the rate during the sandstorm weather event.
In a sandstorm during the daytime, solar panel's power generation is reduced by 20% to only produce 8.0 units of power during full daylight.
Bluegoo

**Warning!!** Bluegoo is not in the current version of the game; it might have been removed or it might be unfinished. It may or may not act as expected, care should be taken when using.

## Misc Info

### Recyclable

Yes

Blue Goo is an unimplemented item with no apparent use.

## Implementation

Bluegoo isn't fully implemented. The following table lists some of what is finished.

## Speculation

The recipe is probably entirely a dummy since it would interfere with growing Blueshrooms and only specifies the Greenhouse and not the Garden Patch.
Radioactive Rock (Dropper)

* Alt 1
* Alt 2

Radioactive Rock is a Dropper, a naturally spawning source of resources.

## Drops

### Resources

* Rock is used for making the Smelter and Garden Patch as well as Stone Wall, Rock Pile and some flooring.
* Radioactive Ore is used only for making Nuclear Fuel.

### Chances

* Radioactive Rock drops
	+ Guaranteed: 1x Radioactive Ore
	+ Loot Table is run two to three times:
		- 70% Chance: 1x Rock
		- 30% Chance: 1x Radioactive Ore

Radioactive Rock spawns in two of the current Biomes: Ground and Rock.
Normal (Mode)

Normal Mode is the way you would generally play. You have to contend with several issues as well as learning how to build better things to eventually escape or thrive despite not escaping!

## Issues

* Oxygen. You will have to keep the power on and keep returning to base to avoid suffocating.
* Hunger. You will need to collect or grow food to avoid starving.
* Power. Keeping the lights on may be tricky at first but it affects your ability to craft items or even breathe.
* Research. Learning how to do things such as growing food or building better crafting stations are essential to survival and winning.
* Mobs. You are not alone here.
* Harvesting. Finding natural resources and learning how to extract them will help you on your way.
* Biomes. Some needed resources are only found in certain biomes you'll need to find or from certain mobs.

## Goal

The stated goal is to survive for so many days (30-38?) and then leave the planet via Rocket.

You can return after winning or just simply not leave in the first place. This is the Endless mode that has been removed.

If you choose to not leave, you can always start a new base somewhere else and start over and even connect them with the Rocket.
Alastor

Alastor's first and official design for the AU.

Husk (Former Colleague/Friend)

Katie Killjoy (Colleague)

Sir Pentious (Colleague)

**Alastor** is the infamous and powerful entity known as 'The Radio Demon' and the main antagonist in this AU. He is the Dictator Ruler of Hell. Alastor's artwork was drawn by @smiilingdccr of Tumblr.

## Appearance

Alastor is tall and very thin, has pale skin, sharp yellowed teeth, and short red and black hair/fur with deer-like ears. He has two small black antlers, which can grow in his demonic form. He has red in his sclera and a brighter red for the iris of the eyes, his pupils are black which can change into radio dials in his Radio Demon form. He always keeps a wide smile on his face.

Alastor wears a traditional black military general uniform with a crimson sash going across his chest, a dark maroon sash going across his waist, and his empire's symbol, a deer skull, on the right side of his chest. The uniform drops down to the floor and curls into unruly swirls. Under the uniform, he wears a maroon button up undershirt and red pants. His shoes are dark red with maroon soles.

## Personality

Alastor no longer hiding the facade that he is indeed a monster to be feared, the Radio Demon has taken full control over the Nine Circles and rules it with an iron grasp. Simply unhinged, he is the worst version of himself he could possibly be with no boundaries and no limit on the power he rules over Hell with and strikes down any that dare opposes him. He still has his old personality intact. However ever since he took over, his already fractured mind has gotten worse and he has lashed out against any who oppose him, including his former "friends/business partner". Where friendships and relationships are entirely possible they will be more difficult in this verse and not entirely healthy ones, as you can imagine. In the end, what are his true motives?

## Relationships

Angel Dust

Angel is well aware of Alastors reputation as "the radio demon" and despises the monster for what he had done to Hell.

Baxter

Baxter is Alastor's former friend.

Charlie

Charlie was formerly assisted by Alastor with her endeavours; she is determined to get her Kingdom back and knock Alastor down from power.

Husk

Husk worked with Alastor in the past and considered him a friend; they are now enemies and fight against each other.

Katie Killjoy

Katie Killjoy makes sure misinformation is spread through the media to keep the ruthless king in his throne and is in charge of a spy ring.

Lucifer

Lucifer is Alastor's enemy.

Sir Pentious

Sir Pentious is his second in command and helps keep control over Hell with his minions, the Egg Bois.

Vaggie

Vaggie is well aware of Alastor’s reputation and is determined not to let him hurt anyone involved with the Resistance, fighting against him to help take back Charlie's Kingdom.

## Pages

Information on the AU.

Home

Plot

Characters
Kitchen

**Warning!!** Kitchen is not in the current version of the game; it might have been removed or it might be unfinished. It may or may not act as expected, care should be taken when using.

## Overview

Kitchen is an almost entirely unimplemented item. The only portion done appears to be the image.

## Implementation

Kitchen isn't fully implemented. The following table lists some of what is finished.

## Speculation

One or more food items may be moved to the Kitchen module once complete.
Fuel Storage

Large tanks for storing rocket fuel.

## Overview

Fuel Storage is a building that stores fuel for the Rocket. The rocket can be refueled twice with what the storage can hold.

## Construction

Fuel Storage can be crafted on the Advanced Fabricator.

## Usage

Fuel Storage will be automatically filled by Fuel Refinery and can be called on from the Launch Pad to fill the rocket.
Power

## Overview

Power is necessary for lights, vehicles, and many buildings to function.

## Generation

There are a variety of power generation options in Mewnbase.

 Wind Turbine | 20.0
 Lightning Collector | 140.0

## Distribution

Power is transmitted through the base by conduits, switches, and any building that produces or draws power.

### Conduit

Conduits are used to transmit power from a generator to a building over a distance instead of having the generator be placed adjacent to the building.

### Switch

Power Switch is used to manually connect and disconnect power lines.

### Light Sensor

Light Sensor is used to connect and disconnect power lines based on sunlight. One mode is on at night, the other during the day.

## Storage

Excess power generated can be stored in batteries for later use. Capacity is unit/seconds. For example, the regular battery will power a 10 unit building for 75 seconds or a 5 unit building for 150 seconds.

 Large Battery | 2100

## Usage

### Suit Power

Suit power is used to run the flashlight (default hotkey: F). It can be regenerated by entering a base with access to power. Suit power will not be regenerated in unpowered base modules. Suit power drains at a rate of approximately 30 units per mewn-hour.

The starting suit holds 60 units of power, and the Mk.2 suit holds 90 units of power.

### Vehicle Power

The buggie requires electricity to drive, and can recharge when parked over a powered garage. The garage draws 3.0 units of power regardless of whether it is currently recharging a vehicle.

The charge of a vehicle is displayed by a fuel gauge, and, unlike the suit, does not have a numeric value visible to the player.
Auto-Airlock

Opens and closes automatically.

 Overview

The Auto-Airlock allows you to enter and exit your base. Clicking switches the closed door as with a normal Airlock but simply walking through will switch the doors.

## Construction

Auto-Airlock can be crafted on the Construction Yard.

## Effect

Acts as an entrance.

+25 to max oxygen amount.

## Gallery

Auto-Airlock, closed and pressurizedAuto-Airlock, open and unpressurizedAuto-Airlock, no connection
Firecrab

Firecrab is one of the mobs you can encounter on the Mewn's surface. It will charge upon espying the player and inflict a small amount of damage upon contact.

## Behaviour

Once the Firecrab sees the player (you get within 520 *units1*), it will initiate following. If it gets close enough (within 230 *units1*), it will pause and charge, inflicting between 7 and 10 points of damage and knocking the player back by 5. After 1.5 seconds, it will charge again if the player is close enough. It will repeat this pattern for so long as the player is within 800 *units1*.

1 Units are unknown. It seems to be approximately 128 per tile.

## Spawning

Spawn rules aren't well understood but the Firecrab cannot spawn within 30 tiles of your origin and must spawn in Volcanic biomes.

## Drops

Once killed, the Firecrab will have a chance to drop some items.

* The loot table will run one or two times:
	+ 40% Chance: Rock
	+ 60% Chance: Shiny Crystal

## Killing

You can attack with anything but most items do no better than your bare paws. This game has no weapons, only your tools; the Shiny Pickaxe is the strongest.

## Defending

The only defense is dodging and staying clear which is somewhat simple to accomplish if you keep moving since there is a 1.5 second delay between attacks.
Crystal Lamp

A multi-color outdoor light.

Crystal Lamp is one of several lighting options. This one has the advantage that you can use the paintbrush to change the color. Changing the color does change the actual light color cast by the lamp.

The light cast by the Crystal Lamp illuminates an area roughly three tiles from the center of the lamp, circular. This means that two tiles out, a 5x5 area, are pretty well illuminated.

## Construction

Crystal Lamp can be crafted on the Workbench.

## Usage

Crystal Lamp is placed and retrieved like any other building, with a right-click. Left-clicking with a paintbrush will change the color, while left-clicking with anything else will turn it on and off.
Stone Walkway

* Alt 1
* Alt 2
* Alt 3
* Alt 4

Stone Walkway is a decorative building. As with other flooring, buildings can be placed on top of these.

## Construction

Stone Walkway can be crafted on the Smelter.

## Auto-Crafting

Stone Walkway can be very easily auto-crafted in conjunction with a Mining Rig or as a by-product of another setup that generates excess Rock.
Research Lab

Earn research points by studying artifacts.

## Overview

The Research Lab is a Buliding that allows you to study Artifacts to gain Research Points, known in-game as "Samples". These Samples can be used to unlock Tech Upgrades. Studying an artifact also unlocks a random Research Item.

## Construction

Research Lab can be crafted on the Workbench.
Lightning Collector

Protect you and your bases by turning lightning power into battery power.

## Overview

Lightning collectors can be struck by lightning during storms.

## Effect

If they are struck they input a brief surge of power into the system they are connected to. This won't overload anything and merely acts as a brief charging. It will also prevent you from being struck even if you are standing against it.

## Construction

Lightning Collector can be crafted on the Construction Yard.
RTG

Generates power through radioactive decay.

## Overview

The RTG is a power-generating building and will generate 8.0 units of power.

Clicking on an RTG displays information about the base's power.

## Construction

RTG can be crafted on the Construction Yard.

## Weather and Maintenance

RTGs will generate power unaffected by and independently from the weather but outputs one of the lowest amounts of power compared to other power sources.

## Auto-Crafting

This building can be mostly auto-crafted. It will need to be supplied with two Scrap Metal per unit to continue.

* Stations
	+ 1x Smelter
	+ 1x Construction Yard
	+ 1x Workbench
	+ 1x Storage
	+ Mining Rig - Variable
* Materials
	+ 2x Scrap Metal
	+ 6x Ore
	+ 6x Radioactive Ore
* Jobs
	+ 6x Metal Plate
	+ 2x Nuclear Fuel
	+ 2x Wire (x3)
	+ 2x Electronics
	+ RTG - Variable
Buildings

## Overview

Mewnbase has a variety of available buildings to expand your Base and increase your ability to survive on the Mewn. Initially, you are only able to create a few buildings, and must research Tech Upgrades to learn how to build more.

The player starts off with a Workbench, a Airlock, an Air Cleaner, and a Biofuel Generator as their first buildings.

Buildings are all items you can place on the ground and not just the ones you can enter.

## Placement

To place a building, select the building in your inventory, then right-click an empty area near your character. A loading bar will appear showing the amount of time left to construct the building. The building's construction will not start if the player is standing on the building's tile at the time.

Most buildings require Power to operate. Buildings need to be connected, either by proximity or by Conduit, for power to flow through the buildings. A power source does not need to be placed next to every building to power it; so long as the buildings are connected, and there is sufficient power, a set of buildings can be powered by one power source. Batteries are another source of power, allowing the player to store excess energy for later use.

Crafting and research will be paused if there is no power going through the buildings.

## List of Buildings

Buildings can be categorized many different ways. The following is just one way of helping to keep them straight.

### Crafting

*Main article: Crafting*

Crafting includes all ten crafting stations where you can make new items.

### Modules

*Main article: Modules*

Modules provide all of your indoor space and oxygen storage. Currently, they're also all built in the Construction Yard.

### Power

*Main article: Power*

Power provides for generation, control and storage in order to maintain a stable grid.

### Water Support

*Main article: Water Support*

Water Support includes gathering and storing water.

### Storage

*Main article: Storage*

Storage comprises buildings that hold all your stuff,

### Lighting

*Main article: Lighting*

Lighting comprises all the buildings you can use to light your way.

### Other

This list is all the buildings that don't make neat categories.

## Trivia

* Due to the concept above that a building will build itself if you are standing on it (it just won't *start* while you're on it), an interesting bug can be exploited to get into your base away from an airlock. Take up a module you can get to and place it back down. Once construction starts, step up on it. Once construction is done, you can walk inside. Note that you aren't inside according to the game until you walk onto a different tile.