recursal/Fanatic-Fandom huggingface dataset:
Lava Nascent Planet

Lava Nascent Planets are high gravity, hostile planets, with molten lava directly underneath a barely few meters thin lithosphere. Survivors can barely jump on this planet, and even a little bit of falling may break legs.

## Description

WARNING: **High Gravity**. Hostile. - *Don't get stranded down there.*

A planet at the crossroads, shrouded in a thick cocktail of atmosphere:

Will it become a boiling, or a frozen world?

Or something *just* in between?

Will all the gases stay up in the sky, or condensate, to rain down?

Will there be water?

And how long will last, after all? Will it stay as oceans and lakes, or drift into spaces?

Even if this planet grows too hostile for life... that won't discourage the visitors.

This is a young world. Expect rich ore deposits, a harsh climate, and laser shots from nowhere.

## Resources

* Sathium
* Gold
* Pentaxid
* Erestrum
* Zascosium
* Promethium

## Planet Details

* Possible Hazardous Weather: **Meteor Shower**, **Fire Rain**, **Hail**, Storm, Thunderstorm.
* Atmosphere Breathable: Never
* Atmospheric O2(%): 0.5 ~ 0.9
* Atmospheric Density(kg/m^3): 1.5 ~ 2.0
* Temperature(℃): -20 ~ 100 (150 on top of lava)
* Radiation(R): 5 ~ 8
* Gravity(g): **3.8 ~ 4.3**
* Very rare liquid water pools. Aggressive fauna guarding resources. No flora.

## Notes

* Hover Vessels do not work well on this type of planets, due to the **Ultra Super Strong Gravity**.
* This planet is usually the closest one to the star within its solar system, which means a base with mature Solar Panel generation system can power itself without the use promethium-based fuel generators. However, backup power supply is always suggested.
* Everything on this planet wants the survivor dead. Extreme weather hurts through protective gears, aggressive fauna wanders and hunts, even a small height of fall kills.
* Hidden lava underneath the floor causes survivors to experience 150℃ temperature, making most protective gears useless.
* Once again, make sure your vessel entering this type of planet has enough upward thrust to negate the d\*\*med gravity and escape here. More thrust means more cargo in one run.
* Just don't try to do Dungeon POIs here. Trapdoors will make short work on you.
* In real life the gravity of planets is in relation to the mass of the planet, but Lava Nascent planet does not seem to have unusual soil denseness to reflect its unusual gravity.
Erestrum Ore

Erestrum Ore is one of the three rare ores of the Empyrion Universe. It is used for crafting Erestrum Ingots which are used for crafting several types of higher level components and Items.

## Mining

Erestrum Ore can be mined using Drill. Ore deposits can be found only in cold planets. The ore deposits are usually heavily defended by drones.

Erestrum Ore vein is radioactive for roughly 5R. Caution is suggested when mining with hand drill.
Icarus X2

*As a result, some of the content may not be currently relevent. Please help contribute by updating it.*

Icarus X2 was a community build by Arturius1967 and appears when a player begins a Creative game in Omicron's Orbit. The base has four different levels, including a command center. No vehicles spawn inside the station.

## History

Pre-Alpha 3.3.0 : Added Icarus X2 to Creative
Advanced Constructor

Like the Large Constructor, it also has the ability to assemble items directly from unrefined ores, creating the necessary ingots and components automatically. Any intermediate items are shown in a separate construction queue underneath the main construction queue. In addition, when hovering over a crafting template, the text for an ingredient is yellow if enough unrefined ores exist to construct the ingredient, but the ingredient itself is not present in the **Advanced Constructor'**s inventory.

The **Advanced Constructor** draws 5 PU power when idle.

## History

* Pre-Alpha 3.3.0 : Introduced
* Pre-Alpha 4.1.0 : New 3D model
Guide/Tips and Tricks

## Tips and Tricks

**Abbreviations:**

**CV** = Capital Vessel

**SV** = Small Vessel

**HV** = Hover Vessel or Hover Vehicle

**BA** = Base (planetary or orbital base)

**Tips to building capital vessel / small vessel / hover vessel / base:**

* When you're placing a Starter for your vehicle **(SV/HV/CV)** it will be aligned to your crosshair's direction.
* Note that (**SV**), (**HV**) and (**CV**) have a “flight direction” and some blocks (e.g. cockpit, weapons) are automatically aligned according to the flight direction! This direction can not be changed without dstroying entire vehicle.

Inventory management timesavers**:**

* Right-click on stack of items in inventory will leave half of the stack instead of taking all of it.
* Shift+right-click will transfer only 1 piece of the stack to block's inventory.
* If you use **SHIFT+left-mouseclick** on any item (or stack of items) in your inventory, it will instantly be transfered to your toolbar (panel on the left; 1-9) without having to drag&drop it.
* If you open the inventory of a machine or container, there are two possibilities to use **SHIFT+left-mouseclick**:
	+ SHIFT+left-mouseclick on a stack or item in the machine or container inventory will move it to your inventory.
	+ SHIFT+left-mouseclick on a stack or item in your inventory will move them to the machine/container inventory.
* If you open the inventory of a Fuel Tank/Small Fuel Tank/Large Fuel Tank, **SHIFT+left-mouseclick** on a stack of fuel packs in your inventory will fill the inventory of the fuel tank to its maximum (given you have enough fuel packs). Same applies to Oxygen Tank/Small Oxygen Tank/Large Oxygen Tank or similar machines/tanks, where each inventory item-slot only holds 1 item and no stacks.
* For crafting many of the same item use SHIFT+left-mouseclick when clicking on Templates to create stacks of 10 at a time in the Construction Queue.
* For crafting even more, hold CTRL+left-mouseclick when clicking on Templates to create stacks of 100 at a time in the Construction Queue.

For crafting EVEN more, hold SHIFT+CTRL+left-mouseclick when clicking on Templates to create stacks of 999 at a time in the Construction Queue.
Furnace

The **Furnace** is a place-able Crafting device in Empyrion.
It can be crafted at the Advanced Constructor, and can only be placed on a base.

It will automatically smelt any given ore deposited into it, at a rate of 10 Ingots per 5 Ore, as with the Advanced Constructor. However, it will do so at a Craft Time of 1.25 seconds, which is twice as fast as the Advanced Constructor, and at twice the power consumption.

The Furnace also produces a hazard level amount of Heat and Radiation while powered, even when not in use. It is best not to stand within a block unit distance of the Furnace for any length of time, and to not place at near any growing plots.
Game API PdaStateInfo

Index: GameAPI > CmdId

Class used to pass info of statechange in PDA.

#### public string Name

Name of the chapter in question (For instance if the PDA chaptertitle is Chapter23, it will be that)

#### **public string StateChange**

State of the change:

ChapterActivated (User activated chapter)

ChapterDeactivated (User deactivated chapter)

ChapterCompleted (User completed chapter) => Note, that this will ALSO send ChapterDeactivated statechange

#### **public int PlayerId**

The entityID of the player triggering the statechange.
Interface

Interfaces aren't specific to Empyrion but I figure I'd explain them since they weren't obvious to me, a non-programmer, when I first encountered them.

An Interface is Like a class type variable but it updates itself and can contain methods. Take IEntity for example; if you wanted to create a mod to read the inventory data of a Cargo box and display that info on an LCD screen (possible in Multiplayer).
You would need to:
Store the IEntity in something other than a list, IDk why but Interfaces cannot be stored in a list.
Then in an update ticker, read thru the cargo box data (there is a method in IEntity) in the stored IEntity and write to that same IEntity (there is also a method to do this in the IEntity). It's actually a bit more complicated than that, you can only interact with Cargo box and LCD screens that have been named in-game and the mod would have to know the coordinates of the devices in the entity (luckily there is a method for that in the IEntity too).
Drone (Space)

Drone (Space) are similar to the drones found on planets in that they are unmanned flying devices. They do not take damage to individual blocks and have no core. When destroyed, they leave behind a wreck which can contain valuable loot.

## Drops

* Components
* Ammo

## Experience (XP)

In Empyrion there are three different settings for difficulty which affect the **XP** of a drone. The table below will show you what the **XP** values are per difficulty.

Note: **XP** values will vary based on **Custom** settings done by Player or **Admin**

## Location

Drone (Space) are found flying in multiple planet orbits.

## Variations

### Plasma Drone

The plasma drone is armed with a single Plasma Cannon on the underside of the vessel.

### Laser Drone

The laser drone is armed with a single Laser Cannon on the underside of the vessel.

### Kriel Laser Drone

The laser drone is armed with a single Laser Cannon on the underside of the vessel. This drone is unique to the NPC Faction Kriel.

## History

* Pre-Alpha 1.2.1: Introduced.
* Alpha 1.0.0: Drones can be configured in playfield files.
* Alpha 1.5.0: Updated weapons and damage models.
* Alpha 5.1.0: Drones now shoot player drone.
* Alpha 5.2.0: Updated visual ion effect for plasma drone.
* Alpha 5.5.0: Added drones to Trading space playfield.
* Alpha 6.0.0: Added drones to carrier which spawns them.
* Alpha 8.0.0: Improved AI behavior.
* Alpha 10.0.0: Remove Dead Drones from minimap.
* Alpha 12.2: Added SpaceDroneKrielLaser to OPV, Freigher and POI defense (space).
Gameplay Topic Navigation

Welcome to Empyrion! Please select a topic to proceed...

all categories:

☀Special:Categories

SELECTION: suggested CATs for pages (Work in Progress)

* NPC
	+ Fauna
	+ Robot‏‎
	+ Aggressive
	+ Passive
* Celestial Bodies‏‎
	+ Planets
	+ Moons
	+ Asteroids
	+ Space Stations
* Points of Interest
	+ Wreckage
	+ Space Stations
	+ Space Ships
* Game‏‎
	+ Development
	+ Guides
	+ Creative
	+ Survival
	+ Crafting
* Environment
	+ Fauna
	+ Flora
	+ Celestial Bodies
	+ Points of Interest
* Gameplay‏‎
	+ Ore
	+ Power‏‎
	+ Oxygen
	+ Food
	+ Medicine
	+ Supplies
	+ Generators‏‎
	+ Alien‏‎
* Crafting
	+ Hover Vessel
	+ Small Vessel
	+ Base
	+ Capital Vessel
	+ Terrain Placeables
	+ Consumables
	+ Weapons & Ammo (All)
	+ Building Blocks (All)
	+ Components (All)
	+ Devices (All)
Console commands list

Index: Console Commands

### Custom description

Command that allows you to see banned players, and players of 'power' (Administration permissions)

### Syntax

```
Syntax: list <perm/ban>

```

If ban, lists all banned steamids, and their experation dates

If perm, lists all permission users, grouped by Rank. If possible, resolves to their names aswell.
Game API IdMsgPrio

Index: GameAPI > CmdId

Class used to pass advanced message information.

In the case, where this is used with 'allplayers': This number doesn't matter, and should be 0

In the case, where this is used with 'faction': This is the ID of the faction

In the case, where this is used with 'single player': this is the entityID of the targeted plaer.

#### public byte prio

Used to assign prio.
Can be

0:normal
(red)

1:alert
(yellow)

2:Attention (blue)

#### public float time

Used to assign how long the message should stick around for on the users screen (?)
GameAPI standards listmod2

Index: GameAPI

### Proposed implementation

Under Game\_Event, when receiving Event\_ChatMessage, you should check if it is '!mods'

The check should ideally react to any casing. (!Mods, !MODS, !mods alike)

This should only respond to the user, rather than be server-wide.

### Pre-req

* ChatMessage function advanced
* String thismod = "SpotGuard v0.1 by Exacute."; (Naming what your mod are)

### Code sample

```
public void Game_Event(CmdId cmdId, ushort seqNr, object data)
{
try
{
 switch (cmdId)
 {
  case CmdId.Event_ChatMessage:
   ChatInfo ci = (ChatInfo)data;
   if (ci == null) { break; }
   if (ci.type != 8 && ci.type != 7 && ci.msg.ToLower().IndexOf("!mods") == 0)
   {
    ChatMessage(thismod,ci.playerId);
   }
  break;
 }
}

```
Factionless

The structures/vessel has no Core (player or Alien) are considered as factionless. Some wreckage are pre-built in-game factionless structures. Anyone can claim a factionless structure by placing a core in it. Factionless structures cannot be damaged by weapon (PvP or PvE) but can be dismanteled by Remove & Repair Tool.

Find the list of pre-built faction-less structures here.
Game API PlayfieldStats

Index: GameAPI

## ItemExchangeInfo

Class used when receiving data from a CmdId.Request\_Playfield\_Stats

### Properties

* playfield=Tallodar
* Chunks=541
* devices=3223
* fps=20.04008
* mem=688
* mobs=48
* players=1
* processID=264424
* structs=38
* uptime=175

### Methods

public class PlayfieldStats

```
   {
       [ProtoMember(1)]
       public string playfield;
       [ProtoMember(2)]
       public float fps;
       [ProtoMember(3)]
       public int mem;
       [ProtoMember(4)]
       public int players;
       [ProtoMember(5)]
       public int mobs;
       [ProtoMember(6)]
       public int structs;
       [ProtoMember(7)]
       public int devices;
       [ProtoMember(8)]
       public int chunks;
       [ProtoMember(9)]
       public int uptime;
       [ProtoMember(10)]
       public int processId;
       public PlayfieldStats();
   }

```
Gane API StatisticsType

Index: GameAPI > CmdId

Enum containing what type of event happened. Used by StatisticsParam

CoreAdded = 1, // Triggers when a player places a core (NB: Not when using 'starterblock x', but only when placing a *CORE*)
PlayerDied = 2, // Note that this is a 'delayed trigger'. Triggers when the player is on the *respawn* screen, rather than 'YOU ARE DEAD'
StructOnOff = 3, // Note that this does not trigger on 'initial power' (ie. if there weren't fuel + generator before, it will not trigger as 'activated', when there is)
StructDestroyed = 4

```
Lizard Mule

Lizard Mule are good source of Meat and the only source of Mule Milk. They travel in family groups of two to four adults with one to three (rarely more) babies which are passive as well. When attacked they will flee from the predator. If they are attacked in the presence of a Talon Guardian the guardian will attack the predator. Mature Dino are also known to defend the Lizard Mule.

## Drops

* Mule Milk
* Meat

## Experience (XP)

In Empyrion there are four different settings for difficulty which has an effect on the **XP** of a fauna. The table below will show you what the **XP** values are per difficulty.

 +510XP
 Medium
 +340XP
 Hard
 +173XP

Note: **XP** values will vary based on **Custom** settings done by Player or **Admin**

## Location

Lizard Mule can be found on the on the planets of Akua, and Ningues.

## History

* Alpha 3.0.0 :Improved behavior and overall visuals
* Alpha 6.0.0 :Fixed spawning
Heavy Weapon Upgrade Kit

Game Version V1.5.8

## Overview

In game description: "Intermediate product used as a component for processing into a more complex product. See templates for exact use."

## Uses

**Heavy Weapon Upgrade Kit** is a Weapon Upgrade used in crafting Tier 2 (T2) weapons. Heavy Weapon Upgrade Kit cannot be crafted and must be found in a Point of Interest. Heavy Weapon Upgrade Kit is used in crafting Rocket Launcher, Rocket Launcher (T2), Minigun, and Plasma Cannon.
Large Generator (T2)

## Efficiency

**Large Generator (T2)** has the same (100%) Fuel to power efficiency as Large Generator (T1). Volume to power and Size to power efficiency is nearly the same too. However **Large Generator (T2)** has more then double Power to weigt efficiency then Large Generator (T1). (4,8 kPU/t in comparsion to 1,8 kPU/t). Therefore is more effective to use **Large Generator (T2)** then Large Generator (T1) on larger Capital Vessels. (Three Large Generator (T1) has greater mass then one **Large Generator (T2)**, while one **Large Generator (T2)** gives more Power output than seven Large Generator (T1).)
Desert Golem

Desert Golem are very slow moving, tough and aggressive creatures. Best strategy for attack is sneaking up behind them and firing currently, 4 head shots with the enhanced Laser Rifle (T2).

## Drops

* Cobalt Ore
* Copper Ore
* Crushed Stone
* Erestrum Ore
* Gold Ore
* Iron Ore
* Magnesium Ore
* Neodymium Ore
* Promethium Ore
* Silicon Ore
* Sathium Ore
* Titanium Ore
* Zascosium Ore

## Experience (XP)

In Empyrion there are three different settings for difficulty which has an effect on the **XP** of a fauna. The table below will show you what the **XP** values are per difficulty.

 Medium
 Hard

Note: **XP** values will vary based on **Custom** settings done by Player or **Admin**

## Location

Desert Golem can be found up in the mountains of the planet Omicron during the night but have been seen roaming the desert.

## History

* Pre-Alpha 1.0.1 : Introduced
* Pre-Alpha 1.2.0 : Changes
* Pre-Alpha 1.2.1 : Features, Changes
Fire Moss Scrapings (Plant)

Fire Moss Scrapings (Plant) is can be found on the planet Omicron and looks like a pile of hot coals scattered on the ground.

## Experience (XP)

In Empyrion there are four different settings for difficulty which has an effect on the **XP** of the plant. The **XP** for a plant also is effected by collecting, planting, and harvesting. The table below will show you what the **XP** values are per difficulty and what method the player is using.

 Medium
 Hard

Note: **XP** values will vary based on **Custom** settings done by Player or **Admin**

## Location

Fire Moss Scrapings (Plant) can be found on Omicron in the **Low Plains**.
Console commands aim

Index: Console Commands

### Custom description

Command that allows you to spawn/manage drones, trooptransports, PVs, freighters and dronebases

#### AddVessel

```
Syntax: aim av

```

Spawns default vessel where player is looking

**-**Name

```
  Syntax: aim av <BlueprintName>

```

Spawns specific vessel

**-**NameX NameY

```
  Syntax: aim av <POIname> <BlueprintName>

```

Spawns vessel on ground, on POI.

#### AddTroopTransport

```
Syntax: aim att
*should* spawn a troop transport. Can't confirm as of A8.1

```

#### ToggleForceDetection

```
Syntax aim tttfd

```

'Troop transport toggle force detection of player'
?

#### AddGuardArea

```
Syntax: aim aga <Opt:NbDrone> <Opt:DroneType> <Opt:TargetId>

```

Spawns a number of a drone near a player, that will guard that area.

NbDrone: Int, how many drones to spawn (default: 1)

DroneType: What kind of drone to spawn (default: Rocket Drone)

TargetId: The entity ID you want it to happen around

#### AddDroneBase

```
Syntax: aim adb <Opt:BlueprintName>

```

BlueprintName: If blank, will pick one at random.

If l, will list which you can pick from

Will spawn it 'a few hundred meters infront of the player' (seems accurate enough)

#### AddShipFighter

```
Syntax: aim asf <TypeId>

```

Spawn a ship freighter around the player (See TypeID references)

Seems to only be spawnable in space!

#### TriggerDroneWave

```
Syntax: aim tdw <PlBaseId>

```

If drone base exist, will send a drone wave to the <player base> with entityID

#### WaveState

```
Syntax: aim wavestate <opt:waveid>

```

Get drone wave status for ??

### TypeID reference

0: DroneSmallFast01Rocket

1: DroneSmallFast01Minigun

2: DroneSmallFast01Plasma

3: DroneSmallSlow01Minigun

4: DroneSmallSlow01Cannon

5: DroneSmallSlow02Minigun

6: DroneLargeSlow01Minigun

7: DroneLargeSlow01Plasma

8: DroneLargeSlow02Minigun

9: DroneLargeSlow02Cannon

10: DroneLargeSlowGardian

11: DroneImmobile

12: DroneTroopsTransport

13: DroneTroopsTransport01

14: EnemyDroneV2Minigun

15: EnemyDroneV2Plasma

16: DroneSmallAttackBase

17: DroneLargeAttackBase

18: DroneBomberAttackBase
Elevator Block

Game Version V1.5.8

## Overview

Elevators are blocks used to move the player up and down within a base or capital vessel. To create the elevator, stack multiple elevator blocks on top of each other; to use it, enter one of the blocks, and use the up and down movement keys (default Space and 'C'). As of Alpha 1.5.0, there is no platform to step onto, and the player will simply float while inside the elevator.

## History

* Pre-Alpha 1.0.0 : Introduced
* Pre-Alpha 3.3.0 : New 3D model
Egg Plant Parts (Plant)

Egg Plant Parts (Plant) is a type of alien plant that looks like a pink elongated sphere with a few holes in it. The plant changes to a green color when it is collected, giving Egg Plant Parts.

## Experience (XP)

In Empyrion there are four different settings for difficulty which has an effect on the **XP** of the plant. The **XP** for a plant also is effected by collecting, planting, and harvesting. The table below will show you what the **XP** values are per difficulty and what method the player is using.

 Medium
 Hard

Note: **XP** values will vary based on **Custom** settings done by Player or **Admin**

## Location

Egg Plant Parts (Plant) can be found on the planet Omicron in the **Low Plains**.

## History

* Pre-Alpha 1.0.0 : Introduced
* Pre-Alpha 1.0.4 : Occurrence increased
* Pre-Alpha 1.1.0 : Occurrence further increased
Drone

Drone are autonomous flying robots armed with a variety of offensive weaponry. They usually guard alien Points of Interest and random ore deposits. They will attack the  player's base once a generator is placed.

## Drops

* Components
* Pistol Round

## Experience (XP)

In Empyrion there are four different settings for difficulty which has an effect on the **XP** of a drone. The table below will show you what the **XP** values are per difficulty.

Note: **XP** values will vary based on **Custom** settings done by Player or **Admin**

## Location

Drone are found guarding POIs on of the planets. They are also found guarding ore deposits on both planets.

## Point of Interest

* Drone Base (Akua)
* Drone Base (Omicron)

## History

* Pre-Alpha 1.0.0 : Introduced (current heavy drones were light drones and current super-heavy drones were heavy drone)
* Pre-Alpha 1.0.5 : Respawn time and health increased, impact effect changed, bugfixes
* Pre-Alpha 1.1.0 : Spotlight color changed depending on drone weapon type, destruction explosion effect changed ,bugfixes
* Pre-Alpha 1.1.1 : Bugfixes
* Pre-Alpha 1.2.0 : Added rotor sound
* Pre-Alpha 3.2.0 : Drones guard random ore deposits
* Pre-Alpha 3.3.0 : Drone attack power increased, drone don't spawn near beginning spawn point of player
* Pre-Alpha 3.4.0 : Drone attacking of player base introduced
* Pre-Alpha 3.5.0 : New light drone introduced (old drone models name changed to **heavy** and **heavy double**), Drone base introduced, Drone behavior changed, minigun sound changed
* Pre-Alpha 3.6.0 : Bugfixes
* Pre-Alpha 3.7.0 : Weapon damage increased, range decreased, bugfixes
* Pre-Alpha 4.0.0 and Pre-Alpha 4.0.1: balance drone amount on planet, destruction sound changed, Drone attack on base alert message introduced, bugfixes
* Pre-Alpha 4.1.0 : Bugfixes
* Pre-Alpha 5.0.0 : Drone weapon model changed, bugfixes
* Pre-Alpha 5.1.0 : Drones shows on radar map
Console commands deco

Index: Console Commands

## Deco

### Help Description

"Tool for debugging internal decoration management system"

### Custom description

Command that allows you to do debugging for decorations

### Syntax

```
Syntax: deco <r/s/all/splat/biome/temp/hum/slopes/height/normal/wip/debug>

```

Permission 0+ Can use 'debug'. No response for other options.

Unknown what it exactly does
Health Pack

Health Pack is a family of consumable medicines crafted in the Food Processor. As of v1.9.14 there are three variants, each restoring different levels of Health. They do not remove any debuffs.

* Health Pack (small) (75 Health)
* Health Pack (medium) (250 Health)
* Health Pack (large) (450 Health)

## Crafting

*All speeds are given at normal constructor speed; on fast, the time multiplier is 0.7x, while on slow, the time multiplier is 2x.*
Flashlight

Game Version V1.5.7

The **Flashlight** casts a somewhat larger cone of light than the small lights attached to your armor, making it suitable for exploration and checking block placement when building structures in the dark. It is considered an early tier help, however the Night Vision Goggles will eventually replace this as you progress.

## History

* Pre-Alpha 1.0.0: Introduced.
* Pre-Alpha 5.0.0: Added wider angle to light.
* Alpha 2.0.2: Flashlight is unlocked from the start.
* Alpha 3.4.2: Player drone can now be spawned when flashlight is equipped.
* Alpha 4.0.0: Improved hold animation and material on flashlight.
* Alpha 5.1.0: Added light beam effects to flashlight.
* Alpha 7.0.0: Updated 3-D model.
* Alpha 10.0.0: Added volumetric lighting.
Aitis

Aitis is a lava planet with unforgiving conditions.

Note: Cobalt Ore, Copper Ore, Iron ore, and Silicon ore are only found in rocks.

#### Deposits

List of ore deposits on the planet.

##### Meteorite (Depletion)

Meteorites will begin to randomly fall from the sky once the ore is depleted. They have a deposit of the depleted ore, allowing to continue getting that ore.

* Erestrum Ore
* Promethium Ore

Note: Meteorites can crash into bases or vessels which will leave behind damage.

#### Points of Interest

##### Aggressive

* Abandoned Mine
* Abandoned Factory
* Advanced Base
* Advanced Com Center
* Advanced Oxygen Depot
* Advanced Supply Station
* Advanced Reactor
* BA\_Patrol-Vessel-HQ
* Drone Base
* Unknown Artifact
* Unknown Helix
* Unknown Structure

##### Passive

* Civil Hub
* Excavation Site
* Farm
* Mining Hub
* Research Center
* Residences
* Settlement
* Shuttle Hub
* Transport Hub
* TS Aitis

##### Instance

* Portal

Note: POIs are randomly generated by the seed and only spawn a select few from the list above.

#### Weather

Aitis has many different weather conditions which can effect the aspect of game play. This effects the efficiency of Solar Panel Blocks.

##### Conditions

* Fire Rain
* Foggy
* Heat Wave
* Heavy Rain
* Medium Rain
* Overcast
* Radiation Fog
* Storm

Note: Weather conditions can cause temperatures much hotter or colder then average.
Crafting/Weapons and Items

This page shows the list of  **weapons and items** that can be crafted and their recipes. This list is updated as of version 1.9.14. Further details and mechanisms on crafting are available on the main article.

Crafting time values are listed for normal crafting speed settings. The crafting stations Furnace and Food Processor are not shown, as they do not produce any of the items in this item category. The freehand crafting station Survival Constructor has four unique recipes, and they are displayed separately from the other recipes; it cannot craft any of the other listed recipes.

## Survival Constructor recipes

  Detector | -
  Survival Tents | * Carbon Substrate (7)
  Survival Tool | -
Crafting/Devices

This page shows the list of  **device items** that can be crafted and their recipes. This list is updated as of version 1.9.14. Further details and mechanisms on crafting are available on the main article.

Crafting time values are listed for normal crafting speed settings. The crafting stations Furnace and Food Processor are not shown, as they do not produce any of the items in this item category. The freehand crafting station Survival Constructor has three unique recipes, and they are displayed separately from the other recipes; it cannot craft any of the other listed recipes.

## Survival Constructor recipes

  Portable Heater and Cooler | * Carbon Substrate (1)
  Portable Constructor | * Carbon Substrate (5)
F&F Charge

*This article focuses on an aspect of the game that no longer exists. Information will still be kept for preservation purposes.*

The **F&F Charge** was used as ammo for the Filler & Flatten Tool and is now irrelevant; it has been replaced by the Multi Charge. Strangely, players can still spawn them while in Creative mode.

## history

* Pre-Alpha 1.0.0 : Introduced
* Pre-Alpha 5.4.1 : Crafting Time reduced 30%
GameAPI standards filelinking

Index: GameAPI

## Standard: Using variable path, when exposing files for user

### Basic

When using a configuration file, and having part of these expose 'other files' (for instance, if you are refering to a list with a lot of deathmessages), allow for variable pathing (../) in the entries.
This allows for better mod-cooperation, so that you for instance can have a 'reputation list', 'whitelist', 'vip-list' (..) shared between several mods.

### Proposed implementation

Read for ../, ..\, and interpretate them as 'go up a level, from the current location' (where the mod is executed from)
For instance, if string is ../config.yaml, and the mod is in "D:\APPS\steamapps\common\Empyrion - Dedicated Server\Content\Mods\SpotGuard", you would look for the file in "D:\APPS\steamapps\common\Empyrion - Dedicated Server\Content\Mods\"
(etc)

### Pre-req

* Exposing the 'link' to another file, in a config file.

### Code sample

```
       public string getSource(string source, string helper = null)
       {
           if (helper is null || helper == "")
           {
               //modpath to 'this mod'
               helper = System.IO.Path.GetDirectoryName(System.Reflection.Assembly.GetExecutingAssembly().Location);
           }
           //If string contains '../', go 'up a level'
           int ss = source.IndexOf("../");
           int sd = source.IndexOf("..\\");
           while (ss >= 0 || sd >= 0)
           {
               ss = source.IndexOf("../");
               sd = source.IndexOf("..\\");
               if (ss >= 0 || sd >= 0)
               {
                   if (ss >= 0)
                   {
                       source = source.Remove(ss, 3);
                   }
                   else
                   {
                       source = source.Remove(sd, 3);
                   }
                   var pattern = @"(\\[\w\s-]*)\\$";
                   helper = Regex.Replace(helper, pattern, "\\");
               }
           }
           //If last entry is a backslash, don't append, else append a backslash, before including name
           if (helper.Length - 1 == helper.LastIndexOf("\\"))
           {
               return helper + "" + source;
           }
           else
           {
               return helper + "\\" + source;
           }
       }

```

Used with:

```
var source = "config.yaml";
getSource(source)

('source' string should be loaded from said configuration file)

```
Laser Pistol

Game Version V1.5.8

The **Laser Pistol** is a tier 3 Handheld Weapon in Empyrion. It uses Laser Pistol Cell]] as its ammo. It can only be obtained by crafting.

As it requires a Power Coil to craft, the **Laser Pistol** can't be crafted until mid- to late-game. Combined with the fact that it has a smaller magazine, shorter range, and does less damage per shot than the Laser Rifle, the **Laser Pistol** currently doesn't offer any advantages over the Laser Rifle. Its main advantage over the Projectile Pistol (Tier 2) is increased range.

## History

Pre-Alpha 1.0.0 : Introduced

Pre-Alpha 3.6.0 : Now considered tier 3, after addition of Tier 2 Pistol
Epsilon Power Plant

*This article focuses on an aspect of the game that no longer exists. Information will still be kept for preservation purposes.*

This is a lightly-defended alien base present on Akua. It does not seem to have any active guardian Drones, and no Alien Troop Transport are summoned when it is attacked.

## Base Design

**Epsilon Power Plant** is a radially symmetric base that features one alien Ion Cannon as its sole defense. Architecturally, the facility consists of 4 outlying buildings joined to a central building via elevated walkways. As there are no ground-level entrances, it seems that the facility was designed to operate unattended. The 4 outlying buildings each contain 9 Large Fuel Tank and one Alien Container with loot (there are also 8 Antenna (Deco), which are a good source of Computers if deconstructed). The central building contains 4 Large Generator, as well as the Core (Alien), just under the center floor panel. Above the main chamber of the central building, two more Large Fuel Tank can be found. In all, over 324 Electronics, 464 Metal Components, 64 Computer, 136 Cables, 16 Reactor Core, 16 Capacitor Device, 8 Advanced CPU, and 20 Flux Coil can be recovered from **Epsilon Power Plant** by just deconstructing the valuable structures.

## Defenses

**Epsilon Power Plant** has one alien Ion Cannon atop the central building, and no guardian Drones.

# Loots

There are 4 Alien Container to loot, with a random selection and number of the following items.

### Ores

 Iron Ore  Copper Ore  Cobalt Ore  Silicon Ore  Neodymium Ore  Promethium Ore

### Crafting Ingredients

 Metal Plate  Metal Pieces  Electronics  Cables link=Control Device}} Control Device  Glass Plate
Enhanced Sniper

Please help improve this if you can. The Discussion page may contain suggestions.

The Enhanced Sniper Rifle is an Enhanced version of the Sniper Rifle, a handheld weapon in the game. It uses Sniper Rifle Round as its ammo. It can only be obtained by finding it in Alien POIs.

## Characteristics

Over the Sniper Rifle (Tier 2), it features 110 additional damage (for 350 total), 100m additional range, a larger clip (10 vs 6), a higher headshot multiplier, and improved reload speed.

## Appearance

The Enhanced Sniper, like all other Enhanced weapons, is painted red. It features a sleek Epic-styled scope and a non-functioning suppressor on the end of the barrel. If the player is six feet tall, the gun is almost four feet long including the suppressor.

## Advantages

Insane damage per shot: This gun has the highest potential damage of any handheld gun, even more so than other enhanced weapons. Doing 350 base damage, already more than any other gun, a hit in the head does five times the damage for a total 1750.

* Two shots in the head with the Enhanced Sniper will take down even the mighty Armored Golem, and can kill any other NPC with one shot to the body.
* This makes it a good anti-material gun, as it can destroy unarmored doors and sentry turrets with less than six shots.

Range: With huge range, even on planets, drones and NPC's can easily be picked off from beyond their own weapons range. The gun is also great for hunting even the toughest beasts.

Ammo efficiency: Able to kill almost anything with one shot, one need not build a large number of bullets.

* 12.7mm ammo stacks up to 500 per stack, each shot doing at least 350 damage.

## Disadvantages

Semi-automatic: This gun does suffer somewhat in close quarters.

Small Magazine: A ten round magazine can go quickly, be sure not to engage too many targets at once.
Iron Ingot

Iron Ingots are an intermediate product needed for many crafting recipes. For many recipes they first need to be further refined into Steel Plates. Iron ingots can be found in Cargo Boxes in POIs or be crafted from Iron Ore.

## History

* Pre-Alpha 1.0.0 : Introduced
* Pre-Alpha 3.0.0 : Increase amount form 100 to 350 in escape pod cargobox
Docking Pad (SV,HV)

Device used for docking your Small Vessels to your Capital Vessels. Docking Pads are no longer separate devices. They are now created by crafting a Landing Gear (T1), then using the RMB to a shape of Docking Pad, Landing Gear 1, Landing Gear 2, or Landing Gear 3 from the menu.

In order to dock an HV to an SV ensure they are of the same faction, and the HV must have a docking panel where it can touch the SV. The SV does not need a docking panel. SV Ships landed inside a base on landing gear are considered "docked" to the base and cannot have other ships docked to them unless lifted off slightly.

## Gallery

* Docking Pad (SV) OLD 01.png

Pre PA5.3.0 model

## History

* Pre-Alpha 5.0.0 : Introduced
* Pre-Alpha 5.3.0 : model change
IEntity

IEntity cannot be directly accessed on a Dedi Process, Most of it can be accessed by PFServer process (see: Info.Yaml)

IEntity is an Interface, like a variable that updates itself automatically.

### Position

```
       Vector3 Position { get; set; }

```

### Docked To

```
       int DockedTo { get; }

```

### Belongs To

```
       int BelongsTo { get; }

```

### Is POI

```
       bool IsPoi { get; }

```

### Is Local

I (Xango2000) have no clue

```
       bool IsLocal { get; }

```

### Rotation

```
       Quaternion Rotation { get; set; }

```

### Forward

to get which direction is Forward I guess

```
       Vector3 Forward { get; }

```

### Structure

Interface for structure data

```
       IStructure Structure { get; }

```

includes such things as:

Fuel, Pentaxid and Oxygen tank data

Power levels and Consumption data

The pieces of data used in the calculation of Size Class

Location, Rotation

Interfaces for the Pilot, Passengers and Docked Vessels

Methods for Setting faction

And the really fun stuff like

Cargo, LCD screen, Harvest Container data

### Faction

```
       FactionData Faction { get; }

```

### Name

Name

```
       string Name { get; }

```

### ID

ID number... obviously

```
       int Id { get; }

```

### Type

Enum of all the various Entity types like POI, PV, SV, HV, CV, Base, NPC

```
       EntityType Type { get; }

```

### Damage Entity

I haven't been able to get this to work on a PfServer

```
       void DamageEntity(int damageAmount, int damageType);

```

### DSL

if true then the Entity has be unloaded by Dynamic Structure Loading (DSL)

```
       bool IsProxy { get; }

```

if it's proxy then you can tell the PfServer to load it

```
       bool LoadFromDSL();

```

### Movement

I haven't messed with this stuff yet

```
       void Move(Vector3 direction);
       void MoveForward(float speed);
       void MoveStop();

```
Game API Referencing in VS

Index: GameAPI

## Referencing in Visual Studios

### Notes

As of 7.6.1's API the game CANNOT handle external references. Please only use those the game provides.

(You may only have \*ONE\* .dll file in the mod folder)

### File Locations

The referenced files may be anywhere on your computer, it is however recommended to either have them in your visual Studios folder, or in the project's folder.

### Referencing

In the menu, go to 'Project' > 'Add Reference'

This will open a window.

In this window, click 'Browse'

Locate the files neccessary.

### Files you might be looking for

#### protobuf-net.dll :

**Required file**

-Locate your Empyrion folder (normal)

-Folder: Empyrion\_data

-Folder: Managed

-Locate file here

#### Mif.dll :

**Required file**

-Locate your Empyrion folder (normal)

-Folder: Empyrion\_data

-Folder: Managed

-Locate file here

#### Assembly-CSharp-firstpass :

**File to use YAML files**

-Locate your Empyrion folder (normal)

-Folder: Empyrion\_data

-Folder: Managed

-Locate file here
Furnishings (Deco)

```
Info: This block represents a group of blocks. Add to toolbar and press RMB* to unfold group.

```

**Furnishings (Deco)** are a series of furniture blocks that the player can place down. Some of them have special functions like Stamina Recovery or reducing Radiation. They can only be placed on Bases and Capital Vessels.

## Shapes

* Bed, in-game
* Bed 2, in-game
* Bunk Bed, in-game
* Bed 2
* Bunk Bed
* Bookshelf
* Sofa
* Kitchen Counter
* Dining Table Bench
* TV Table
* Control Station
* Bathroom Vanity
* Shower
* Toilet

## History

Old name of **Dining Table Bench** was **Kitchen Table**
Game API ModInterface

Index: GameAPI

## ModInterface

Interface Empyrion will use to access your mod. This is what Empyrion will call from your DLL. All mod DLLs must have this interface implemented in their DLL for Empyrion to recognise the mod.

### void Game\_Start(ModGameAPI dediAPI);

This is called when the game starts. The ModGameAPI that is passed will be used by your mod for communication with the game

### void Game\_Update();

It is during the invocation of this function that you are allowed to submit to the ModGameAPI using the Game\_Request function.

This occurs on every game\_update (tick)

### void Game\_Event(CmdId eventId, ushort seqNr, object data);

This is called by the game when a qualifying event is triggered. Note that the prototype for this function is the same as Game\_Request. The arguments to the function describe the event that has occurred in the game.

 object data | Additional information that may be relevant. See CmdId for more detail.

You can also submit to the ModGameAPI using the Game\_Request function, from here.

### void Game\_Exit();

This is called on exit, and is a signal that you should dispose/clean up any resources that were in use
Epic Heavy Armor

Epic Heavy Armor is a endgame item which is the best possible armor you can equip. It is capable of allowing you to survive in any environment (including space) as well as offering the best possible armor, oxygen, radiation, and other stats. It can be equipped via an Armor Locker, but is not able to be repaired via a Repair Station like other armors. This item can only be found via certain PDA mission or by looting an ultra-rare alien container.

## Stats

* Armor: 500
* Slots: 0
* Cold: 250
* Durability: 1000
* Repairs: 0
* Fall Damage Factor: 0.7
* Food Factor: 0.9
* Heat: 150
* Jetpack Factor: 1.1
* Jump Factor: 0.7
* Number of Slots: 4
* Oxygen: 1000
* Radiation: 15
* Speed Factor: 0.9
* Stamina Factor: 1.1
* Volume capacity: 60 SU

## History

* Alpha 8.5.0: Introduced.
* Alpha 8.5.2: Reduced oxygen capacity to 1000.
* Alpha 9.0.0: Added armor to ultra rare alien container.
* Alpha 9.0.5: Altered loot tables to make it harder to find.
* Alpha 10.0.0: Added epic armor to console commands.
Gold Ingot

## Overview

Gold Ingot is created by refining Gold Ore using a Large Constructor or Advanced Constructor.

Can Also be Purchase from Trading Station (POI) .

## Uses

Gold Ingot is used in the production of the Gold Coins, an Item that can be redeemed for in-game credits. It is also used as an ingredient in the small and large optic bridges used for the computer extenders.
Farming

During exploring, fighting aliens and gathering materials, you might get hungry or even injured. That's why it's always a good idea to keep some food and medics on you. One of the best ways in doing so is with farming. Crops can be planted and harvested for a variety of goods for crafting food that satisfies your hunger and fills stamina or medics which can cure diseases and regenerate your health.

Not every ingredient for high-tier medicals and food can be acquired through farming, most notably Purified Water and Eggs.

Unlike gathering plant products, farming does not yield experience points.

## Prerequisites

To set up a farm you will need

* A Base or Capital Vessel with at least
	+ A Small Constructor or better
	+ A Food Processor
	+ Energy
	+ Oxygen
	+ Some basic materials

## Growing Crops

Any plant must be placed on a Growing Plot, with a Plant Grow Light in a 3 by 3 area above, centred on the block above the plant and the block it's in needs to oxygenated or else it will stop growing, but continue as soon as all of them are provided again. If the plant is radiated it will die. On planets with a breathable atmosphere, no oxygen must be provided with a Ventilator. Note that plants don't need to be watered and there is no way to do so anyway. To remove a plant use the Multitool.

## Products

As of v1.10.1, there are 18 Sprouts that produce a total of 12 different products. Vegetables, Fruits, Grain and Natural Stimulant can be produced by multiple plants with different average yields per hour. The most efficient crops of these types are marked **bold**

## Emergency Ration Farming Ratio

The best food type both in total market price and nutrition value is the Emergency Rations, which has the significant benefit of not requiring a Fridge to prevent perishing. The farmable ingredients required are 2 Buds, 4 Fruit, 15 Plant Protein, 3 Vegetables and 3 Spice plus 1 Purified Water (which can endlessly be absorbed from a body of water using a Water Generator at negligible fuel cost).

To optimize passive Emergency Ration farming when exploring, keeping yield amounts in mind as opposed to hourly rates, use the following ratio:

0.75 Pumpkin : 1 Space Orange : 2 Spice : 4 Big Alien Flower : 6 Ahax Plant

A single "set" thus uses 14 plots, with only 0.25 Pumpkin going to waste. You'll also gain excesses of anything you harvest in between Pumpkins (the slowest crop to mature).
Hover Vessel Starter

Game Version V1.5.8

**Hover Vessel Starter** is the primary block used to start a new Hover Vessel. It can be placed anywhere, including space. It won’t attach to the surface where it is placed, thus it can roll over or slide down if placed on a hillside and will sink if placed over water. It occupies 3x3 blocks (1/4 block) when placed. It will have a  Core in the middle with 8  Steel Blocks S surrounding it. It takes **Hover Vessel (HV)** as its name by default when placed, which can be changed later in the base menu (accessible by default key **P**). It shows a **ghost box** when held in the hand (in hotbar). It can be placed when the ghost box turned green by left clicking.

It was formerly known as **Ground Vessel Starter**.

## History

* Pre-Alpha 1.0.0 : Introduced with name Ground Vessel Starter.
* Pre-Alpha 3.0.0 : Changed name from Ground Vessel Starter to Hover Vessel Starter
Heavy Armor

**Heavy Armor** is a type of Armor that provides high defense. **Heavy Armor** cannot be crafted but can only be found by locating them in a Point of Interest. **Heavy Armor** can only be equipped or unequipped while at a Armor Locker (CV,BA) or Armor Locker (SV,HV).

## Stats

* Armor: 200
* Cold: 30
* Degradation Factor: 0.3
* Durability: 800
* Fall Damage Factor: 0.7
* Food Factor: 2.5
* Heat: 30
* Jetpack Factor: 1.73
* Jump Factor: 0.45
* Number of Slots: 4
* Oxygen: 725
* Power Factor: 0.43
* Radiation: 6
* Speed Factor: 0.6
* Stamina Factor: 1.46
* Volume Capacity Increase: 200
Gatling Gun

Game Revision V1.5.7

The majority of BA and CV turrets have 3450 HP. It will take just over 4 seconds of continuous fire and 100% accuracy to destroy one with this weapon.

## History

* Pre-Alpha 1.0.0 : Introduced
* Pre-Alpha 1.0.2 : Nerfed damage and made placable in HV
* Pre-Alpha 3.6.0 : New 3d Model
* Pre-Alpha 5.1.0 : Ammo changed to 15mm Bullet from 30mm APCR, Ammo consumption implemented.
Dobra

*This article focuses on an aspect of the game that no longer exists. Information will still be kept for preservation purposes.*

 Moon | 0

This is a barren planet in the Dawn of Galaxy scenario in the Maiy Orbit.

## Flora

* Fiber
* Egg Plant Parts
* Alien Thorn

## Fauna

* Desert Worm
* Otyugh
* Arachnid

## Ore

```
Disclaimer: All infos about PoIs, Ore, Fauna and Flora represent the default settings for this biome/planet. Please keep in mind that planets and moons as well as biomes can be altered by the server owner and therefore may be different to the infos given on this page!

```