recursal/Fanatic-Fandom huggingface dataset:
Alien Core

Alien Core Units are ten permanent space core units located outside of the safe zone, each of the core units can produce a particular type of plasma needed for exotic materials. After claiming the Alien Core Unit the player or organization can build a platform and install a Space Mining Unit to harvest Plasma using the Relic Harvest Extractor.

A Base Shield Generator Unit that has similar properties against varying damage types to the ship shield generators can be installed to provide damage protection. The shield does not have a vent capability but will cause the Core to go into lockdown when the shield reaches 60% capacity. When lockdown is triggered the defending players will be able to view the countdown but the attacking players will not. During lockdown all weapons on the construct will be locked out of the conflict.

## Locations and Plasma Production

Each of the Alien Core Unit locations produce two types of plasma gas and can be harvested using the Relic Harvest Extractor. The primary plasma produces two units per cycle, the secondary one unit

Each gas is required for the manufacture of Tier 5 elements of the particular element type.

## Tier 5 Ore

Each Alien Core will also produce high quantity of Tier 5 Ore by placing Exotic Mining Units within the cores build area. Currently Mining Units produce two types of tier 5 ore at a rate of 500L/h each.
Novark Speeder

FTUE Vehicle: Novark Speeder Mk 7
5        Atmospheric Airbrake S
1        Atmospheric Fuel Tank XS
3        Basic Atmospheric Engine XS
2        Basic Hover Engine S
1        Dynamic Core Unit XS
2        Headlight XS
1        Hovercraft seat controller S
1        Manual Switch XS
1        Relay XS
2        Square Light XS
2        Stabilizer XS
4        Steel column S
Arkship

## History

Arkships are vessels that were designed to transport hundreds of thousands of colonists from Earth through the universe over the course of millennia. They are the result of the Rebirth Program, an organization formed with the sole goal of finding a way to save humanity from the destruction of Earth. (See storyline) All new players begin their game in Dual Universe by spawning at the Arkship.

## Technology

The Arkships are made out of kyrium, an ultra-strong, super-resistant material capable of withstanding the force of extreme acceleration for a prolonged period of time. The Arkships were designed to literally crash into the surface of a planet, becoming impressive 1668m tall towers that dominate the landscape. Digging deep for geothermic energy harvesting, and standing high in the skies, the Arkships are meant to be the universal beacon of the new human civilization.

As the ship designers expected, the nascent world would need supervision and defense regulation, at least around the Arkship, to be able to rapidly bootstrap a self-secured civilization. As a consequence, Arkships project a force that prevents all forms of aggression within a 20km radius. This safe zone is watched over by an artificial intelligence named Aphelia.

The Arkship is self-powered and impervious to all damage. Thus, the safe zone is impossible to deactivate. It is possible that there are other Arkships out in the universe, awaiting activation. These new Arkships have the potential to be new spawn points for new players. Additionally, the AI-shield technology that the Arkship uses is documented in the blueprints available for download, and with the right skills it can be rebuilt. Thus, it is possible that new areas akin to those found around Arkships could be created elsewhere in the universe.

## Known Arkships

The only Arkship currently known to exist is the Novark, which crash landed on the planet Alioth some time ago. It is from this Arkship that all new players begin their journey in Dual Universe. The Novark is also the default respawn point for all players that die without an active resurrection node at which to spawn.

Many Arkships were launched into the universe during Earths final years, and so it is highly likely that there are other Arkships still waiting to be found.

## References

1. ↑ DUExplorers YouTube Channel, *"Dual Universe Explorers - Live Q&A w/ JC Baillie - Novaquark CEO", Timestamp: 38:20,* https://www.youtube.com/watch?v=H9Y0YmqGYDM. Sep 17 2016. Transcript: [null Archive:DU Explorers Interview (Sep 17, 2016)].
Landing Gear

Anchor units are elements which act as landing gear on constructs, which can retract and move within pre-define parameters. They are both functional and decorative, allowing ships to land on worlds or dock with other constructs without making physical contact beyond the strengthened elements. Landing Gears range from sizes XS to L which correspond to gears of 1.5 meters to 9 meters of height.

* Small Landing Gear
* Medium Landing Gear
* Large Landing Gear

## References

1. ↑ Dual Universe DevDiary Updates - July 2017 | Pre-Alpha Video: https://www.youtube.com/watch?v=4Vrf50dZrv4. Jul. 31, 2017
Novark Lander

FTUE Vehicle: Novark Lander
3        Barrier S
1        Basic Container XS
3        Cable Model C S
4        Canopy Metal corner S
8        Canopy Windshield triangle L
2        Corner Cable Model B S
2        Corner Cable Model C S
1        Dynamic Core Unit XS
1        Emergency controller XS
3        Force Field XS
3        Glass Panel S
2        Hatch S
1        Headlight XS
1        Hovercraft seat controller S
4        Landing Gear XS
1        Nightstand A
4        Retro-rocket Brake S
5        Square Light XS
8        Stabilizer XS
24        Steel column S
1        Telemeter XS
8        Wingtip S
Container Hub

The Container Hub or relay is an element that can be added to static or dynamic constructs that allows the player to expand storage capacity by adding additional containers. The hub cannot hold items its self but can relay requests to a group of containers.

## Limits

Container hubs have the same input limit of 10 links, identical to containers and are identified by links 0 through to 9. The containers attached to the hub are identified as numbers 10 upward.

## Mass

Although the hub contains very little mass it carries the weight of all the containers that connect to it. This is vitally important in ship construction and specifically with haulers where the mass of the ship will fluctuate depending on an empty or full load.

## Production

This element can be produced on the Uncommon Assembly Line XS only.
Lights

There are five light types with four sizes to each light. Lights can be manually configured to any RGB colour , be toggled to blink with a configurable blink rate via RMB.

Lights can be linked to detection zones and control units, and can be configured by Lua. Light configuration attributes are kept in the constructs core so are transferable when deploying blueprints.
Dual Universe Tutorials

ABOUT THE TUTORIAL SECTION

Through these tutorials, you’ll get valuable tricks, tips and insights shared by fellow members of the Dual Universe community or via NQ-made tutorials.

Please note that DU is currently in beta. This means that the game is still in development with new features and systems being introduced with every update. We’ll do our best to keep this page current, but changes made to the game may not be reflected in these videos.

Note: Novaquark was not involved in the production of the player-made tutorials. Opinions expressed by players are their own and were not influenced or scripted by Novaquark.*::*

* Beginner Mining Guide | August 2020

* Dual Universe Tutorial: Tool & UI Basics | October 2017

* Dual Universe Getting Started & Helpful Tips! | September 2020

* Beginner Building Guide | September 2020

* DU Design - Hotkeys for building | February 2021

* DU Design - Lighting RGB Tips and Tricks | January 2021

* DU Design - Angled Voxels and Beveled Edges | December 2020

* Advanced Voxelmancy 101 | December 2020

* Advanced Voxelmancy 102 | September 2020

* Advanced Voxelmancy 103 | September 2020

* Advanced Voxelmancy 201 | September 2020

* Advanced Voxelmancy 202 | September 2020

* Advanced Voxelmancy 203 | September 2020

* Advanced Voxelmancy - Using The Voxel Reactor Builder | January 2021

* Building a Space City in Dual Universe | January 2021

* Dual Universe Pre-Alpha Tutorial: Atmospheric Ship Building | October 2017

* DU Design - 5 Tips to Add Style to Your Ships | November 2020

* Ship Building Tutorial - Inertia Matrix | September 2020

* Dual Universe Pre-Alpha Tutorial: Interactive Elements & Linking | October 2017

* Piloting Tutorial - Flying Into Space | September 2020

* Piloting Tutorial - Atmospheric Re-Entry | September 2020

* Piloting Tutorial - Anti-Gravity Generator Basics | April 2021

* How to Use the RDMS System | December 2020

* Using RDMS to Prevent Spies and Item Theft | October 2020

* Dual Universe Pre-Alpha Tutorial: Rights Management, Outposts & Territories | October 2017

* Universe Pre-Alpha Tutorial: Lua Scripting | November 2017

* Basic Lua Scripting 101 | September 2020

* Basic Lua Scripting 102 | September 2020

* Basic Lua Scripting 103 | September 2020

* Automatic Brake Lock | September 2020

* Lua Guide to Doors | January 2021
Novark Racer

FTUE Vehicle: Novark Racer Mk 3
4        Atmospheric Airbrake S
1        Atmospheric Fuel Tank XS
3        Basic Atmospheric Engine XS
1        Basic Hover Engine S
1        Dynamic Core Unit XS
1        Headlight XS
1        Hovercraft seat controller S
1        Manual Switch XS
1        Relay XS
3        Square Light XS
1        Stabilizer XS
1        Steel column S
Release Guide

Dual Universe is in Beta 1 stage of development and Novaquark are in constant release cycles to fix bugs, deliver improvements, balance mechanics and provide new features. A public roadmap is found on the launcher and is also available here https://www.dualuniverse.game/news/2021-public-roadmap, the current cadence has seen major releases every month. Dual Universe is a single shard environment and there will be scheduled downtime for reboots, this currently occurs Tuesday morning around 10:00 UTC and takes up to 60mins, if a patch or other reboot has happened during the week the scheduled downtime may not occur. Follow up patches may be applied on the Thursday if required. Players are informed of maintenance slots ahead of time by in-game popups, discord notifications and via the maintenance schedule published here www.dualuniverse.game/server-status. Dual Universe is available on steam. NQ have released on steam a trial version of Dual Universe that is not persistent and is wiped each week.

## Public Test Server

A public test server is available when a planned release changes mechanics that require wide spread testing and feedback from the community, it is not considered path to live and not all releases go through PTS. PTS is available as part of a players subscription and requires a separate client installation that can be found via the following link https://www.dualuniverse.game/account/pts. The PTS is not online all the time and is generally open on the weekends a few weeks before a release. A player can provide feedback to developers in this designated forum

The PTS is a smaller instance of the live server and the player may experience performance issues that may not be related to the release. Separate release notes will be published on the forum and the player should test these aspects of the game. NQ monitor the feedback forum regularly and so comments are valuable. When new elements are added to the game they can can be found in a dispenser on the third floor of the institute next to the Arkship on Alioth along with free high tier scrap dispensers. see location ::pos{0,2,29.1705,94.8738,292.0830} . Players are also given 1 billion quanta to help purchase ships to test if needed.

## Server Status

Server status for both Live and PTS can be found by following this link https://www.dualuniverse.game/server-status where the planned maintenance schedule is published.

## Easy Anti-Cheat

With the purchase of EQU8 by 1047 Games in release 1.3 NQ migrated the client from EQU8 to Easy Anti-Cheat you can read about the reasons for migration here.

## Release History

Below is a compilation of Dual Universe Beta 1 Releases, where new features are implemented only the major feature is listed. Follow the Discord links to read the full release notes.
Refuel Tool

The refuel tool refuels any fuel type, the rate at which a player can refuel will depend on the size of fuel the fuel tanks (larger tanks fill faster L/sec than smaller) and player talents. Players can refuel tanks they own or have particular RDMS permission to refuel. To remove fuel from a tank, aim at the tank and select Alt + LMB.

Tanks must be empty before they can be removed from a construct.
Mechanics

Dual Universe is a shared world sandbox MMO. Players can get together is explore each others worlds while building and crafting. It is expected that to be mechanics where the player can pillage and gather materials from different resources in the game world.

## In-game editable content

Players are free to build gigantic cities, space ships or orbital stations. Based on a voxel technology, the world is completely editable.

## Scriptable ships & constructs

You can script any ship (with LUA) to redefine how you control it, from navigation to weapon systems. You can even script your own AI to assist you.

## Stunning top notch graphics

We use Unreal Engine 4, delivering some of the most beautiful immersive environments ever seen in a MMO. It will also be compatible with Oculus Rift.

## Real multiplayer ship crew

Ships are habitable, and their control can involve hundreds of players specializing in weapon, nav systems or repair. Get on the deck of the Enterprise and command your crew

## Emerging political systems

Players are free to design their own political system based on a game-enforced contract system. Be a dictator or foster the emergence of democracy, this is your choice.

## Realistic in-game economy

The economy of Dual is very realistic. Initiate a market exchange, harvest resources & sell them, start an industrial empire, do marketing and logistics, create a bank or your own company.
Outpost Station

FTUE Outpost: Station
1        Antenna S
1        Atmospheric Fuel Tank M
1        Atmospheric Radar M
1        Barrier M
2        Barrier S
1        Basic Container S
6        Basic Container XS
1        Basic Mining Unit S
1        Bed S
11        Cable Model C S
1        Container Hub XS
2        Corner Cable Model B S
6        Corner Cable Model C S
1        Detection Zone S
2        Elevator XS
1        Emitter S
2        Encampment Chair S
1        Force Field M
2        Force Field S
1        Full Shelf S
2        Half-Full Shelf S
1        Hull Decorative Element B S
4        Hull Decorative Element C S
8        Landing Gear XS
4        Long Light M
1        Long Light S
2        Manual Button S
3        Manual Switch XS
3        Nightstand S
1        Office Chair S
1        OR operator XS
1        Planet Hologram S
1        Plant XS
1        Receiver S
3        Relay XS
1        Resurrection Node S
1        Screen M
4        Sliding Door S
2        Square Light XS
1        Static Core Unit XS
15        Steel column S
9        Steel panel S
1        Surrogate VR Station M
1        Vertical Light M
1        Vertical Light S
4        Vertical Light XS
3        Window M
3        Window S
Energy

Energy is a planned feature

Energy is a resource used to power certain elements. Energy is generated by power units and consumed by elements that require energy, such as some weapons, lights, screens, control consoles, and so on. Different sizes and types of power units will produce different amounts of energy, and different types and sizes of elements will consume energy at different rates. Certain elements will not function without sufficient energy, so constructs will need to be built with the ability to generate at least as much energy as they consume in order to function with all elements active.

## Disclaimer

Much of the information in this article is speculative, or extrapolated from minor comments made by developers about energy. Very little is known about the energy system at this time. This page will be updated with additional information as it becomes available to the players.
Resources

## Resource Types

Resources in Dual Universe are naturally occurring materials obtained from planets, moons, and asteroids. In Dual Universe, the term "resources" generally refers to any voxels that can be extracted from a planetary body. In most cases, resources must be refined into pure materials before they can be used to create elements and honeycomb and then used in construction. Resources that can be refined to pure materials are classified in the UI as Mineable Materials, known as ores these are listed in the table below. Terrain Materials are resources that cannot be refined into pure material. Different mineable materials have varying levels of rarity, which determines how difficult they are to find in the game world. Furthermore, some mineable material can only be found in certain places (such as on asteroids or moons), or only in certain planetary biomes. As a result, players wont be able to find every possible resource on a single planet. The Resource Distribution table below indicates the planet where that resource is found. A Territory Scanner is an element when activated on a tile will analyze the volume of mineable materials beneath the scanner, see Territory Scanning page.

## Mineable Materials - Ores

All ore and refined materials in Dual Universe are categorized into Tiers, where Tier 1 is the most common to Tier 5 the most rare.

## Plasma Gas

See page on Plasma for use and locations

Plasma Types and T5 Element Uses
 Duo
 Novem
 Octo
 Quottuor
 Quinque
 Septem
 Sex
 Tres
 Unus

## Terrain Materials

Terrain materials are naturally occurring materials such as soil, rock, sand, snow etc. and are obtained from planets, moons and asteroids. They can be gathered by players using and of the Dig Mode capable tools such as the Mining Tool or Terraforming Tool, and once collected, placed again with the Alt Mode Mining Tool. These materials make up the vast amount of natural voxels found in the game world.

## Resource Distribution

The table below describes the available ore on planetary bodies below the surface, extracted using a Mining Unit. Ore that is found above the surface and extracted using your Harvesting Tool generally follows the same distribution. Haven tiles have approximately 1000 L each of Malachite and Limestone per tile, even though it has no T2 ore below ground. Sanctuary has all 4 Tier 2 ores per tile. Players will need to own a Haven or Sanctuary tile, or have permissions to harvest, to gather surface ore.

\*Note: These planets will be release post live release, the distribution will change. The distribution stated here is from Beta but left as reference
Construct

In Dual Universe, a Construct is a set of Building Blocks assembled within a Building Zone. A Construct can be static (example: an Outpost) or mobile (example: a Ship). A construct is an arrangement of voxels and components which work together to form whatever the player wants to create. Dual Universe does not have specific guidelines that say "this is a ship", or "this is a building". Rather, a set of voxels which have a Core Unit, engine, and cockpit attached to them will have the ability to fly like a ship, and this is therefore considered to be a ship.

## Core Unit

Every construct requires a Core Unit to operate. A Core Unit defines a construct; upon placing a core, a new construct is born and the player can build off of that to create the construct they desire, within the building zone of the Core Unit. There are varying sizes for each of the three core types:

### Static Core Unit

**Non-Mobile** **:** This core unit is used on the surface of a planetary body or a moon for things such as an Outpost Base. Many Core units can be placed to create larger constructs, settlements and even cities. Constructs on static cores need to be blueprinted and dismantled to move them.

### Dynamic Core Unit

This type of core unit is used for all mobile constructs, from all types of ships to follower bots, portable Vendor Booths. The possibilities are endless as your imagination. See section on Dynamic Constructs

With some limitations, a player has the ability to compact XS dynamic cores and pocket them as a data item in their inventory. See section on Compactification.

### Space Core Unit

**Non-Mobile :** Just as a Static Core Unit is used on the surface of a planetary body, a Space Core Unit is used for static constructs in space such as a Space Station or Space Based Exo-Colony. Space cores have an artificial gravity on one side of the construct and if placed above Alioth it should be between 45 - 60 km if the player wishes to take advantage of space elevators.

### Core Dimensions

Commonly called the build zone each core has a limited volume of voxel space within it.

 S 32m
 M 64m
 L 128m

## Construct Slots

Players are assigned construct slots for personal and organizational use, these slots are finite pools that limit the overall number of constructs a player can own or assign to an organization. Each player is assigned a base personal core slot limit of 10 and organizational slot limit of 10, these limits can be extended by training skills (talents). See page on Construct Slots for an indepth look at how this works.

## Construct Loss

A construct can be lost if the player or organization that owns the construct does not have enough available construct slots. See the page on loss of constructs or land

A construct can also be lost through core destruction through PvP engagements. See page on Combat

In both the two types of loss the claiming owner will need to replace the destroyed core to claim the construct.
Outpost Cosy

FTUE Outpost: Cosy
1        "Parrotos Sanctuary" - Artist Unknown XS
3        2 counter XS
1        Armored window M
1        Atmospheric Fuel Tank S
7        Bagged Plant B S
2        Barrier corner
3        Barrier M
1        Basic Container S
2        Basic Container XS
1        Basic Mining Unit S
1        Bed S
1        Bench S
4        Cable Model A S
3        Cable Model B M
14        Cable Model B S
2        Cable Model C M
1        Canopy Metal flat L
19        Canopy Metal flat S
6        Canopy Windshield flat L
1        Container Hub XS
6        Corner Cable Model B S
2        Databank XS
1        Detection Zone M
2        Detection Zone S
2        Detection Zone XS
3        Dresser M
2        Eggplant Plant Case M
3        Elevator XS
1        Emitter XS
2        Encampment Chair S
2        Ficus Plant A M
1        Ficus Plant B M
1        Force Field S
1        Full Shelf S
1        Half-Full Shelf S
1        Hatch S
2        Hull Decorative Element B S
1        Interior door S
3        Long Light M
3        Long Light S
8        Manual Button XS
7        Manual Switch XS
7        Nightstand S
1        Office Chair S
4        OR operator XS
1        Plant Hologram S
1        Plant Case A M
1        Plant Case B S
2        Plant Case C S
1        Plant Case M
4        Plant XS
1        Receiver XS
7        Relay XS
1        Resurrection Node S
1        Round Carpet XS
1        Screen M
1        Screen S
1        Shower Unit S
1        Sink unit
1        Sliding Door M
1        Sliding Door S
2        Square Carpet XS
6        Square Light S
16        Square Light XS
1        Static Core Unit S
8        Steel column S
3        Steel panel S
1        Surrogate VR Station M
2        Suspended Plant B S
1        Toilet unit A S
3        Trash can S
4        Vertical Light M
3        Vertical Light S
2        Vertical Light XS
5        Wardrobe M
1        Wooden dresser M
1        Wooden low table M
2        Wooden Sofa S
1        XOR Operator XS
Material

In Dual Universe, materials are the physical substances that compose the many Voxels of the game world.Naturally occurring materials from planets and other sources are generally referred to as terrain materials. They can be mined and harvested by players using the Nanoformer, and placed again using the Alt Mode Mining Tool. Refined materials, along with alloys, are created from resources and other ingredients, and can be used in build mode to create constructs.

## Refined Materials

Many materials cannot be found naturally in the world; they must be crafted from resources and other ingredients. Refined materials are the pure form of the ore and are then turned into Catalysts, Product, Honeycomb and Fuels. These materials are used to form the structure of Constructs, using the different Building Tools. They can also be used in Crafting to create Components or Elements.

### Products

Refined raw materials form the basis of products. A product is a material that is obtained from mixing several pure materials. It includes Metallic Alloys, Polymers, Composite Materials and Glass. Products are created using the Smelter, Chemical Industry or Glass Furnace Industry Units.

### Materials Properties

Each material has different properties that can make them better suited for different uses. Depending on the properties of the material and the recipes they can be used for, some materials can be more suited for Building or for Crafting. For example, Iron can be used to build with, just like any other material, but it is most useful as a resource for crafting because it can be used to create other materials like Steel, which is stronger. Some materials are more suited to be used in Honeycomb for protecting a ships elements and core from attack due to higher resistances. Some will require several other rare materials or machinery to be crafted. These materials are very high-end and valuable, often with special properties, and can be used to make advanced Elements. Honeycomb can be crafted into various types using the same material giving varying appearances, see the Honeycomb Identification table for details.

## Terrain Materials

Terrain materials are naturally occurring materials such as soil, rock, sand, snow etc. and are obtained from planets, moons and asteroids. They can be gathered by players using and of the Dig Mode capable tools such as the Mining Tool or Terraforming Tool, and once collected, placed again with the Alt Mode Mining Tool. These materials make up the vast amount of natural voxels found in the game world.

## References

1. ↑ JC Baillie, "Dual Universe GDC 2017 Meetup", Timestamp: 30:20. https://www.youtube.com/watch?v=supFNqs-IpA. 02/28/2017.
2. ↑ Dual Universe YouTube Channel, "Dual Universe DevDiary Updates - April 2017 | Pre-Alpha Video", Timestamp: 2:12, https://www.youtube.com/watch?v=GVJyfKNeOao. 05/10/2017.
3. ↑ Dual Universe: A Single Shard Space MMO Meets Minecraft - Timestamp 04:48: https://www.youtube.com/watch?v=W8cLaCn5A94. Mar. 4, 2017.
Alloy

An alloy is a combination of two or more pure materials. Alloys are useful because they typically combine the most valuable traits of their constituent materials. For instance, steel combines the abundance of iron with the strength of carbon. Alloys can provide significant benefits and desirable attributes that the resources they are made of cannot on their own. There are three types of metal alloys; Conductor Metals, Heavy Metals and Light Metals . Alloys are the major constituent of parts that are then assembled into elements.
Industrial Unit

**Industrial Unit**s are elements that can be used by players to manufacture and mass produce alloys, items, elements, and constructs. There are several different types of industrial units: The Foundry Unit, the Mechanical Press, the 3D Printer, the Assembly Unit, and the Factory Unit; and each plays a role in the production process.

## Foundry Unit

A foundry unit is a special element that allows players to create alloys out of basic resources. While some alloys can be crafted by players using their character's built-in crafting ability, more advanced alloys will require a foundry to create, and making alloys via a foundry will be faster and more efficient than with the suit crafting system.

## Metalwork M

The Mechanical Press is used to turn certain resources into materials that can be used in other crafting recipes, much like foundry units. However, it is not yet clear how the mechanical press differs from the foundry unit.

## 3D Printer

*See Main Article: 3D Printer*

The 3D Printer is used to turn materials and alloys into parts and gear. Parts are used by assembly units to make elements and items, while gear is used directly by players.

## Assembly Unit

The assembly unit is used to turn materials and parts into finished items, such as weapons and scanners. As with foundry units, some of these crafting capabilities can be conducted by the player, but using an assembly unit is both faster and more efficient.

## Factory Unit

Factory units are not currently in the game as of 11/25/2020. The information below is kept here for historical reasons. To build from a blueprint, you need a linked container or just the items in your inventory.

Factory units are used to build copies of completed constructs using blueprints. Players can insert a blueprint and the appropriate amount of resources, materials, and/or elements, into a factory to replicate the construct or element on the blueprint. Factories can be use to produce everything from individual voxel elements (see the builder's guide) to complete, functional space ships. Using a factory to produce a finished construct will be much faster and easier than manually assembling duplicate constructs by hand.

* Foundry (Concept Art)
* Factory (Concept Art)
* Factory (Pre-Alpha Concept)
* 3D Printer (Concept Art)
* 3D Printer (Pre-Alpha Concept)
* Mechanical Press (Concept Art)

## Mass Production

All industrial unit types can be attached to storage units containing large quantities of materials, resources, and elements, and can then be ordered to produce multiple copies of certain objects, and will continue to operate even when the player is offline.

## References

1. ↑ April 2017 DevDiary; Dual Universe Forums: https://board.dualthegame.com/index.php?/topic/11121-april-2017-devdiary/&page=2#comment-51533
2. ↑ NQ-Nyzaltar, Dual Universe Forums, ""Asks Us Anything" Event", *Q&A #9*, [1]. 07/11/2016.
Fireworks

## Launcher

Firework are a consumable that cannot be created by industry or crafting and are usually introduced as rewards. Fireworks can be purchased and sold on the market. To launch fireworks place a Firework Launcher element on any construct type and link the element to a container of fireworks.

Players can the select the type and colour of firework to launch by pointing at the launcher and selecting RMB. The options will include all firework types and colours so be sure to select the one that you have available in the container. Players can also select the explosion delay and launch speed with RMB.

## Firework Types

### Fireworks unit

A unit capable to launch fireworks that are stored in the attached container.

#### setExplosionDelay(t)

Set the delay before the launched fireworks explodes. Max=5s

#### setLaunchSpeed(v)

Set the speed at which the firework will be launched (impacts its altitude, depending on the local gravity). Max=200m/s

#### setType(type)

Set the type of launched firework (will affect which firework is picked in the attached container)

#### setColor(color)

Set the color of the launched firework (will affect which firework is picked in the attached container)
Biome

A biome is a section of terrain which is characterized by specific features. There are several biomes in Dual Universe which can be found on the various planets and moons, and each biome has it's own unique characteristics, aesthetics, and, most importantly, resources. Skilled miners will need to know which biomes hold which rare resources in order to skillfully and efficiently find them. Some planets will almost entirely consist of a single biome, (such as cold planets being mostly arctic, or hot and dry planets being mostly desert), while other planets, such as Alioth, may contain small sections of multiple biomes.

## Forest

A forest biome contains trees and various other smaller plants. The terrain can be quite rough, making development of this land time consuming.

## Plains

Plains are flat and clear. They are free of obstructions, making them easy land to build upon.

## Mountains

Mountains are characterized by steep slopes and relatively little flora. The slopes can be nearly vertical, as shown here, or more gradual with pointed peaks.

## Desert

Deserts are barren and dry. They are covered in sand and rock, and can have their own versions of mountains or plains.

## Arctic

Arctic biomes can be found on cold worlds, or at the poles of otherwise temperate planets. They are similar to the sandy desert biome, except that they are cold and icy.

## Vacuum

A vacuum is a world (or more commonly an asteroid or moon) with little to no atmosphere. Vacuum biomes are characterized by their lack of flora, fauna, and (in the case of asteroids or moons) lower gravity.

## References

1. ↑ 1.0 1.1 1.2 1.3 Dual Universe DevDiary Updates - January 2017 | Pre-Alpha Video Jan. 27, 2017. Time stamp 00:30
Ergonomy

[wip]

UI
--

## Chat Channels

By default each player is give the following chat channels: General, Local, Lua, Tutorial and Help of which only the Help channel the player can leave.

 Help
 Local
 Lua
 Tutorial

The following channels will appear by default.

 Boarding Channel

Players can create adhoc channels by selecting the + sign and entering a name for the channel.

Channel Help can be found by typing /help in any chat window

```
'/join channel-name': Join or create a public channel-name (e.g. '/join help', 'join trade')
'/leave' : leave current channel (if allowed)
'/w player_name' : open private conversation with player
'/ignore player_name : add the player to the ignore list
'/unignore player_name' : remove the player from the ignore list
'/emote_name' : play the emote (e.g. '/wave')
'/fav emote_name' : set the emote as favorite, playable with a shortcut
'/unstuck' : move your character 100m away from you current position
```

Players can copy the contents of a chat channel to the clip board by RMB the channel name.

## Contact List

Contact lists can be managed by entering free look (TAB) and selecting contacts on the left menu.

### Contact request

Players can add a new contact by selecting contacts and Add Contact then entering at least three characters of the players in game name, a search box will appear where you can select the other player.

The contact invite will go to the other player to accept or reject. Care needs to be taken when adding contacts as the system gives a player the ability to lock onto any player that is online in your contact list. This sets the contact as a new destination, giving any one of your contacts the ability to track your location in game.

#### Contact Lock

Contact lock is a point in time position, if the player moves position the lock does not follow them. Performing contact lock and unlock repeatedly provides information on trajectory and speed of a moving contact. This data can be used to intercept contacts. Which can be a good, or bad thing.

## Ignore List

You can place a player on your ignore list by right selecting player in contacts then > Ignore, or by typing /ignore followed by player name in a channel window. Once a player is on your ignore list you will not see their messages in channels and they cannot contact you anymore.

To remove a player from your ignore list select settings cog on channels and X from Ignore List
Gear

*This article is a stub. You can help Dual Universe Wiki by expanding it.*

Gear is the general term for items that are used to augment the player's character, such as armor, weapons, and suit upgrades.

*Very little information is known about the gear system at this time. This page will be updated with additional information as it becomes known to the players.*

 File:Gear.png
Novark Cursor

FTUE Vehicle Novark Cursor Mk 1
5        Atmospheric Airbrake S
1        Atmospheric Fuel Tank XS
3        Basic Atmospheric Engine XS
2        Basic Hover Engine S
2        Cable Model B S
2        Canopy Metal flat S
1        Canopy Windshield flat S
1        Dynamic Core Unit XS
2        Headlight XS
1        Hovercraft seat controller S
1        Manual Switch XS
1        Relay XS
1        Square Light S
3        Square Light XS
3        Stabilizer XS
2        Steel column S
8        Wingtip S
Dual Universe Wiki

Welcome to the Official Dual Universe WikiWelcome to the Official Dual Universe Wiki
The Dual Universe guide for all of the features and details of the game that have been provided so far. Information from all of the blogs, videos, and Q&A sessions by the developers is compiled here to provide a resource of up-to-date and accurate information for all those interested in the game.
Recent changes | New pages | All Pages | All Categories

About Dual Universe
Dual Universe developed by Novaquark, is a single-shard, sandbox, MMORPG that takes place in a procedurally generated sci-fi universe. The game focuses on emergent gameplay, which is driven by a unique voxel building system, player-made economies and political systems.

Players can freely modify the voxel-based universe by mining the voxels of various types of worlds, and then use those voxels, or modified versions of them, to create any type of constructs they can imagine, including spaceships, buildings, and space stations.
Read more...

Subscribe & Play now!

General Information
### **Getting Started - The Landing Pad**

* Game World
* Game Controls
* Character and equipment
	+ Player Character
	+ Equipment
* First Time User Experience (FTUE)
* Tutorials
* Occupation
	+ Talents
* Ingame Chat and social functions

### **Lore**

* Official Lore Bible
* The Rebirth Project
* Aphelia

### Building the Metaverse (dev blogs and archives)

* Building the Metaverse

Game Content

### **Gameplay**

* Mining
* Resources
* Crafting
* Industry
* Building
* RDMS Rights management
* Lua Scripting in Dual Universe
* Challenges
* Missions
* Salvage Wrecks

### **Game Mechanics**

* Constructs
* Elements
* Multicrew Ship management
* Game and Flight Physics
* Territory Control
* PVP and Safe Zones
* Resurrection - Quantum Immortality mechanics
* Travel
* Blueprints
* Weapons

Gameplay Video

*See more videos*

Screenshots
mw.loader.load('ext.slideboxlightshow');

Wiki Community
This wiki is written and maintained by the players.

We are currently maintaining 3,473 pages (389 articles)!

I want to help this wiki!
See how you can help contribute to the Dual Universe Wiki on the Editor Portal.
Register
Register an account to keep track of your contributions.
Official Links

Official Website

Official News

Community Portal

Forum

DevBlog

Facebook

Twitter

Reddit

Youtube

Twitch

SoundCloud

Main page sections: 1 · 2 · 3 · 4. Changes for the main page can be proposed here.
Loss of constructs or land

This is an overview over different mechanics leading to loss of constructs or land.

## Loss of land

If the taxes for a territory are not paid it will become inactive. If the hex is not a headquarter, it will be freed up after two weeks of inactivity, appear like any unclaimed land on the map and any player can place a territory unit on it to claim it.

## Loss of constructs

### Requisitioning due to land owner change

A static core located on a hex that was lost as described above, can be acquired by the new owner of the land. This is done by just rightlicking any static construct on the land. The construct owner gets a notification and has two weeks to take the constructs down. After that time, and another rightclick action by the new land owner, the construct is property of the new land owner, as if traded via tokenizing.

### Construct abandonment due to core slots in organisation to low

Every two weeks, the game checks if an org has enough core slots for the amount of cores placed. If that is not the case, the (super-)legates receive a warning notification. Should the org still have too many cores at the next check, two weeks later, constructs are abandoned **at random** down to the allowed number. This mechanic is paused however after major changes or talent reset, should you receive a notification in the regard, please first ask if that is currently the case before you take action (and panic).

### IAR, inactive Asset Requisitioning

#### On non-Aphelia tiles

Any construct owned by an inactive account (beta access counts as active), will automatically abandoned after 3 months. For accounts which became inactive prior to feb 9th, the countdown started on feb 9th. As such it can be acquired by any player who finds such a construct. Any abandoned construct will permanently despawn after another 1 month.

The exception are constructs on the player’s own sanctuary tile.

Constructs owned by an org are safe as long as at least one legate has an active account.

#### On Aphelia tiles

On any of the public tiles, which a purple on the map, usually markets and districts, the rules are much harsher:

Any construct, no matter the account status of the owner, is automatically abandoned after seven days, and permanently despawned after another two days.
Industry

Industry is a general term that refers to the process of turning raw ore into a finished product. Every element or construct within Dual Universe starts as raw ore that is refined, manufactured into product and parts, assembled into elements and then either sold on the market or become part of a player's construct. Industry is an important part of the economy in Dual Universe.

When you start out as a new player you are provide with a Nanocrafter backpack that can make more than 200 basic items, The process of creating items in your Nanocrafter is referred to as crafting. While crafting may suffice for an initial period, to create items beyond basic elements a player will need to start production lines with industry units, this is called manufacturing.

The player may decide to purchase their items directly from the market and not be involved in manufacturing at all, industry is not mandatory. But since you’re here and want to know about industry lets start with the basics which apply to crafting and manufacturing.

Ore is mined and refined into pure ores, multiple pure ores are smelted into product, multiple types of product are turned into parts and in turn a combination of different parts are assembled into an element.

There are 2652 items that can be made in industry following the same basic process. Crafting can only create one item at a time, while with manufacturing there is no limit to the number of items you can produce concurrently.

Each item (Materials, Parts and Elements) has an associated schematic, this data item defines the ingredients needed to create the desired outcome. In crafting your Nanocrafter comes with 210 basic schematics on board, but with manufacturing you will need to purchase an individual single use schematic all not decorative output elements and all input materials except Tier 1 ore. Schematics are not required for parts. Additionally a player will need to install schematics for Pure (excluding T1) and Product into each industry unit. Schematic can be copied and retrieved using the Ctl + K schematic interface. See Schematic page for more detail

## See Also

* Crafting
* List of elements
* Industry Units
* Manufacturing
* Schematics
* Materials, Parts and Elements
* Production Lines
* Industry Talent Plans
* Advanced Industry
Market Bot

Market bots are the only NPCs (non-player characters) in Dual Universe, and will only be present in the game for a limited time. Market bots will be available to jump-start the economy of Dual Universe in the days immediately following release by providing the initial injection of Quanta to the players.

Since players will not start the game with any money, and Dual Universe does not have any of the traditional means of acquiring money in an MMO (such as rewards for completing quests or killing NPCs), the only means of acquiring money at the start of the game will be by selling goods and materials to market bots. This will allow Novaquark to regulate the amount of currency available in the game, so they can prevent economic catastrophes such as hyper-inflation or liquidity shortages.

Once a healthy amount of Quanta is available to the players, market bots will be removed from the game, and the only source of player income will be from selling resources and items to other players via player-run markets. However, market bots may be reintroduced in the future should their existence be necessary to stabilize the in-game economy; though Novaquark has repeatedly expressed their intention to leave the running of the game to the players, in so much as that is possible.
Outpost Platform

FTUE Outpost: Platform
1        Antenna S
8        Armored window L
16        Armored window M
4        Atmospheric Fuel Tank S
3        Bagged Plant B S
1        Basic Container S
2        Basic Container XS
1        Basic Mining Unit S
2        Bed S
17        Cable Model A M
2        Cable Model B M
5        Cable Model C M
1        Container Hub XS
2        Corner Cable Model B S
2        Corner Cable Model C S
1        Dresser M
3        Elevator XS
1        Empty Shelf S
2        Encampment Chair S
1        Full Shelf S
1        Half-Full Shelf S
1        Hatch S
3        Headlight XS
1        Hull Decorative Element B S
21        Long Light XS
5        Manual Switch XS
7        Nightstand S
2        Office Chair S
1        Planet Hologram S
1        Plant XS
2        Reinforced Sliding Door S
5        Relay XS
1        Resurrection Node S
1        Screen M
1        Screen S
1        Shower Unit S
1        Sink unit
2        Sliding Door S
1        Sofa S
1        Square Light M
31        Square Light XS
1        Static Core Unit S
9        Steel column S
4        Steel panel S
1        Surrogate VR Station M
1        Suspended Plant A S
1        Toilet unit A S
2        Transparent Screen XS
1        Trash can S
3        Wardrobe M
Barter System

The barter system allows player to exchange items for quanta, for other items or a combination of quanta and items. Both parties need to be in the same physical location to make a transaction. The barter begins with on player RMB the other player and selecting Barter.

The other player will receive a popup notification where they can respond with Y yes or N no. Once yes is chosen the barter window opens for both players with the barter window on the right hand side and the players active container on the left. The window shows your player at the top of the screen with the other player at the bottom. Each player selects what they are going to barter, this maybe items, quanta or a combination of both and drags the item and enters the amount in the top window. In the example below Palis would like to exchange 10 Aluminium scrap and 20 quanta and Eloise is offering a Medium Space Radar in exchange.

Both players will need to click on, and hold down the confirm button until it turns yellow to confirm the transaction. Once complete both players will receive a confirmation screen.

While bartering can be via performed while in VR, a player that makes a transaction within VR will loose those items they have received when exiting the VR session if they are not performed using linked containers.
Community Links

A list of the content and community contributors to Dual Universe, Novaquark does not endorse any content linked from this page. Some scripts may not be maintained but are included here as a useful reference point.

The Dual Universe Official Lua Repository can be found on github here

## Lua

Check with the Open Source Initiative on Discord for information on these and many other Lua scripts.