recursal/Fanatic-Fandom huggingface dataset:
Global Infestation Level

Global infestation level represents how widespread the Dream Plagues are around the world.

## Effects

Global infestation level is represented with skulls, and it determines which landing destinations are available in the destination selection screen after taking off. Landing options include maps with the same difficulty as the global infestation level, and one level above or below.

The landing map difficulty will affect the starting Threat Level, the difficulty of enemies roaming the map, and the amount and type of Resources that are available in the map. Some Biomes and Resources are only available in higher difficulty landings.

## Infestation Increase

### Over Time

Unless disabled in the difficulty settings, the infestation level increases over time. Unlike Threat Level, flying to a new destination has no effect on the infestation level, so spending one hour in a single map or spending half an hour on two different map will result in the same increase.

The rate of increase in global infestation is affected by some modifiers, such as difficulty settings, equipped modules and map modifiers. The rate of increase also has a small element of dynamic difficulty, so if the game notices that your progress is well beyond your current global infestation level, the infestation will increase at a faster rate until it catches up with your progress. The opposite also applies, if your city is behind and the infestation level is high compared to your progress, then it will increase at a slower rate, giving you a chance to catch up. The dynamic difficulty element is fairly mellow and you can still find yourself left behind and unable to catch up, if you make too many mistakes.

### Manually

You can increase the global infestation manually by selecting a landing destination of higher difficulty than the current level of infestation. When that happens, the infestation level will immediately increase to match the selected map difficulty, and the time for the next increase will reset. When playing with increase over time disabled (through difficulty settings), this is the only way to increase the infestation level and get access to higher difficulty maps and the resources they contain.

### Items

Some consumable items can decrease the global infestation.
Modding - Adding Sprites

Many elements in Dream Engines have "sprites" (2d images), such as an icon representing an item, a building construction icon, and so on.

It is possible to add your own images in the mod, and link new elements in the content that you create to these images, or even change the appearance of existing elements.

Unless said otherwise, all images must be PNG files, and must be placed in a "Sprites" folder inside the mod's folder. The image file can then be referenced from the mod configuration files using the file name, without the ".png" extension.

For example, after adding a "tesla-cannon.png" in the Sprites folder, you may then reference this image to be used to represent a tesla cannon construction blueprint using the following entry in Constructions.json:

```
"tesla-cannon": {
	"parents": [
		"constructions.base.powered"
	],
	"sprite": "tesla-cannon"
	"costs": {
		"funds": 20,
		"warpedwood": 8
	},
	"category": "defense",
	"object": "tesla-cannon",
	"build-sound": "place_turret",
},

```

"tesla-cannon.png" will be shown in the construction menu for building the tesla cannon.
Jichote

**Jichote -** młodszy braciszek Duiry.

## Wygląd

Jichote jest jasno liliowym lewkiem o intensywnie różowych oczach. Ma niepokolorowane łapki i grzywkę zaczesaną do tyłu.

## Charakter

Jichote jest poważnym jak na swój wiek lwiątkiem, choć trudno mu się dziwić. Kiedy zaś powstaje potrzeba, potrafi być bardzo charyzmatyczny i przekonujący.

## Historia

### Przed akcją

Jichote urodził się za panowania Lovely i od wczesnego dzieciństwa był świadkiem jej szaleńczych rządów. Gdy jakiś czas później jego siostra - Duira - została wygnana i rozpoczęła się rebelia, mimo młodego wieku natychmiast z rodzicami przyłączył się do lwów walczących przeciwko królowej. Kiedy jednak jego rodzice polegli i oddziały anty-lovelistów zaczęły się przerzedzać wiedział, że wojna jest już praktycznie przegrana i że wyjdzie na tym lepiej, jeśli pójdzie szukać wsparcia i tym samym ucieknie ze Wzgórz Aamorii.

### NAZYWA SIĘ WIERNA

Kiedy w końcu Jichote odnalazł Duirę, odnalazł również królewnę Natie - co zdziwiło go jeszcze bardziej niż to, że była żywa - i resztę ich stadka.
Glovue

**Glovue -** lwica występująca w NAZYWA SIĘ ZDRAJCĄ!.

## Wygląd

Glovue jest szarożółtą lwicą o jaśniejszych oznaczeniach na łapach, brzuchu i pysku. Jej oczy są intensywnie żółte, nos różowy a pędzelek na ogonie biały.

## Charakter

Glovue jest głupia i pusta. Strasznie leci na powierzchowność. Więcej nie da się o niej powiedzieć.

## Historia

Glovue została partnerką Ilioutwy, kiedy ten porzucił Natie, aż na drodze jej związku pojawił się Nitamuua, dzięki czemu spotkała ją śmierć.
Duira

**Duira -** partnerka Zalyi i przyszła królowa Wschodnich Wzgórz Aamorii.

## Wygląd

Duira jest smukłą, gibką lwicą z delikatnie różową sierścią, jasnym brzuchem, pyskiem, łapami i oznaczeniami na uszach oraz różowymi oczyma.

## Charakter

Duira jest odważną, dobrą, mądrą i charyzmatyczną lwicą.

## Historia

### Przed akcją

Duira urodziła się kilka miesięcy po objęciu władzy przez Lovely i lepiej niż ktokolwiek inny widziała zachodzące w zachowaniach królowej zmiany oraz wyraźnie widziała, jak z każdym dniem coraz bardziej opętuje ją szaleństwo. Z wielką przyjemnością wymigiwała się z obowiązków i podburzała przeciwko niej inne lwy.
Zalya

> ***,,Prędzej ja ciebie! Czekaj, czekaj… zabić? Żądam wyjaśnień!"*** *~ Zalya do Nitamuuy w NAZYWA SIĘ ZDRAJCĄ! 2*
>
>

## Zalya

### Krewni

Natie - matkaNitamuua - przyrodni brat

Kupenda - *mama mzazi*

Ilioutwa - przybrany ojciec

Duira - partnerka

Jichote - szwagier

Lovely - babcia

Kukasirisha - wujek-dziadek

Soet - ciocia-babcia

Vermoor - wujek

Pix - dziadek

Tumani - dziadek

## Wygląd zewnętrzny

### Kolor oczu

zielone

**Zalya** - młodszy brat Nitamuuy.

## Wygląd

Zalya jest granatowym lwem o brązowym lwioziemskim nosie i kobaltowej grzywie. Ma niepokolorowane łapy i zielone oczy odziedziczone po Natie (na rysunku lew jest bardziej fioletowy niż niebieski, bo GIMP zmienił kolory przy zapisywaniu pliku).

## Charakter

Zalya jest nie lubiącym walki i często się wygłupiającym młodszym przyrodnim bratem Nitamuuy.

## Historia

### NAZYWA SIĘ ZDRAJCĄ!

Zalya pojawia się na końcu. Jest małym granatowym lwiątkiem, które przyderptało za Natie na spotkanie Ilioutwy.

### NAZYWA SIĘ ZDRAJCĄ!

Tutaj Zalya odgrywa już większą rolę. Kiedy kłóci się z Nitamuuą o to, że brat nie może bić się z ojcem i przegrywa idzie oznajmić wszystko matce, dzięki czemu Nitamuua odbywa z nią poważną rozmowę. Następnej nocy śledzi brata i przybranego ojca, kiedy ci zaczynają walkę i zawiadamia o wszystkim Natie, a później... cóż, nie będę już bardziej spoilerować fanfika.

## Galeria

Nghhhhhhhhh! Co ten GIMP ma z tym zmienianiem kolorów na fioletowy?!
Lovely

Vermoor - bratanek

Natie - córka

Ilioutwa - zięć

Nitamuua - wnuk

Kupenda - synowa

Zalya - wnuk

**Lovely -** królowa Lwów Aamorii i matka Natie

## Wygląd

Lovely ma jasnoróżowe futro, gołąbkowy różowy nos, czerwonoróżowe oczy, zawsze schowane szare pazury, prawie białe podbrzusze łączące się bezpośrednio z podbródkiem i niepokolorowane łapy.

## Charakter

Lovely jest ciepłą, serdeczną osobą której zależy na innych - w granicach rozsądku. Jeżeli pomoc innemu zwierzęciu źle odciśnie się na jej honorze - Lovely nie pomoże.
Modding - Reference Configuration Files

## Reference Configuration Files

The built-in configuration files can be found in the game installation directory, under the folder Modding\Reference Files.

These contain the original configuration, and are here for reference only. You can use them as reference for creating your own content, or to figure out what you need to do in your mod to change the existing content.

Note that these files are for reference only, the actual configuration files that are used by the game are built-in, so changing the reference files will not have any effect unless you put your changes into a mod and activate it.

Read more about these files in the Configuration File Structure page.
Rails

One-way tracks on which mine carts magically appear to transport resources between buildings.

Base Cart Speed it 26.66 items/cycle (1.5 seconds for an item to move one tile, 40 seconds in a cycle).

Cart Speed can be increased 3 times through Infrastructure Upgrades and by each upgrade of the City Core. Each upgrade gain +20% Cart Speed.

Enemies will never attack rails.

### Splitting rails:

Splitting rails will alternate each time going each direction, guaranteeing a 50/50 split. Buildings that draw from rails directly will grab every item that passes them that it needs. If a split happens before the input to a building, the 50/50 split will prevent the building from getting all items. This can be very helpful for unprocessed goods that are in limited supply (like acid) or half processed goods that require additional buildings (like Carbon).

Example 1: a map has 3 acid nodes, and you want an equal amount of acid going to Avid Wood and Acid Stone. Build a rail form 1 acid nodes each directly to your wood and stone processing buildings, while the 3rd node's rail splits with each part going to meet the supply rail for your stone and wood processing respectively.

Example 2: this map has many carbon plant nodes, which need to be processed by wood warpers, and you wish to evenly split carbonized crystal and food production. Have all wood warpers output onto the same belt, then after, have the belt split towards food processors and stone production.
Kofinis

o universo de taek, também conhecido como "bolha do infinito", kofinis e às vezes "confins do infinito". está cheio de buracos e rasgos, dos quais a energia e a matéria vazam como água para um ralo; portanto, é extremamente fácil cair nele, mas quase impossível de sair sem equipamento próprio para isso. muitas das coisas que existem / aconteceram em taek foram causadas por coisas de outros mundos caindo lá.

criaturas que de alguma forma deixam kofinis e vão para outros universos aderem às regras do universo onde estão e vice-versa - enquanto dentro de kofinis, alguém de outro universo vai obedecer às suas regras e estará sujeito a todos os aspectos de sua existência, incluindo a morte e o pós vida
Modding - Smart Value

## Smart Values

Smart values differ from regular values in how their syntax and how they are configured in the config files. They allow to apply several multipliers on a base value, which allows to more easily re-use values when used with Inheritance (see Configuration File Structure for more info about inheritance)

```
armor: {
	health: {
		base: 100
	}
}

armor-tier1: {
	health: {
		tier1-mul: 1
	}
}

armor-tier2: {
	health: {
		tier2-mul: 1.8
	}
}

base-armor: {
	parents: [ "armor" ]
}

light-armor: {
	parents: [ "armor" ]
	health: {
		light-mul: 0.85
	}
}

heavy-armor: {
	parents: [ "armor" ]
	health: {
		light-mul: 1.25
	}
}

```

The example above defines several armor "archetypes" and "tiers". The "health" parameter here is a smart value, and so instead of assigning it a simple number, it is an object, and each member of that object is a number.

```
starwood-armor: {
	parents: [ "light-armor", "armor-tier1" ]
}

```

We can now define "starwood-armor" like shown above, which will have it inherit both the attributes of "light-armor" and those of "armor-tier1".

```
starwood-armor: {
	health: {
		base: 100 // inherited from "armor", since "light-armor" inherits from "armor"
		light-mul: 0.85 // inherited from "light-armor"
		tier1-mul: 1 // inherited from "armor-tier1"
	}
}

```

When parsing the configuration file, the above is what "starwood-armor" would compile to. The "health" object will have several values, inherited from all its parents. Since "health" is a smart value, these values are then multiplied with each other to produce the final result - which would be 85.

```
starwood-armor: {
	health: 85
}

```

You could just enter the value directly like this, and it would work just as well. However, using smart values allows you to easily make global changes, like changing the light-armor multiplier from 0.85 to 0.75, without having to change all the individual armor sets. Smart values can be assigned simple values if you prefer.
ClassDojo Wiki

**Welcome to the ClassDojo Wiki!**
Hello there welcome to the ClassDojo wiki this is the wiki for info about the ClassDojo website and the animated series Big Ideas. Hi!

Disclaimer: This is an unofficial wiki, and not affiliated with the ClassDojo company

## Important articles

PlaceholderA page about your topicPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial ItemMojo

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
The Story Snake (Character)

The Story Snake is a character seen in the Optimism series as a metaphor for Mojo's bad story about everyone hating him for spilling the ice cream during field day.

## Appearance

The Story Snake has the appearance of a green cobra with a book for the hood that has "Mojo's Story" on the side, and a pencil at the end of its tail.

## Role in Series

After Mojo spills the ice cream during field day and thinking everyone hates him for it in Fact or Fiction, The Story Snake appears in its self titled episode as a visualization of Mojo anxiety worsening as he contentiously worries about what his friends think of him, while his story "eats him up" and "destroys" everything.

With the help of Katie and Mongoose Man in Positive Stories, Mojo overcomes The Story Snake, and learns that his friends didn't care that he spilled the ice cream after all.
Modding - Entity Format

## Entity Format

Many definitions in the Dream Engines configuration files will follow an "entity" format. That is, the file will have an "entities" object, and within it a list of entities of that type that will be available in the game. For example:

```
map-spawns: {
	entity: {
		bloodwoodresource: {
			parents: [ "map-spawns.base.default" ]
			object: "bloodwoodresource"
			sub-spawn: "bloodwoodgather"
			sub-spawn-count: "4,7"
			resource-item: "bloodwoodlog"
			enemy-spawn-extra: 2
		}
		featherstoneresource: {
			...
		}
	}
}

```

The map-spawns object defines different objects that can be spawned in the map generation algorithm, and how that spawns behaves (the bloodwoodresource, for example, spawns a single "bloodwoodresource" object and 4-7 "bloodwoodgather" objects around it). Note that the actual spawn defintions (bloodwoodresource, featherstoneresource, etc) are located within an "entity" object under the "map-spawns" parent.

This format is very common, you will see it when defining Items, Buildings, Production Recipes, Crafting Recipes, Biomes, and more.

## Base Types

Entity types often have base types that define common characteristics for the actual entities to inherit from, similar to abstract classes in object oriented programming languages. For example, a "melee-weapon" base type will define all the parameters that are required to make a simple Item entity function as a weapon, and more precisely a melee weapon.

Base types are usually defined within the parent object that contains all entities of that type, however, they cannot appear under the "entity" object itself - because then the system will attempt to load them as actual entities, while we only want to use them as bases for the entities to inherit. There is no weapon called "ranged-weapon", instead we want specific weapons such as "crossbow" to inherit the "ranged-weapon" parameters and expand on them.

For that reason, we usually place base types under the "base" object, which is a sibling of the "entity" object.

```
statuseffects: {
	base: {
		default: {
			effect-prefab: "EffectPowerUpPrefab"
		}

		hidden-effect: {
			parents: [ "statuseffects.base.default" ]
			effect-prefab: null
			hidden: true
		}
	}

	entity: {
		overclock: {
			parents: [ "statuseffects.base.default" ]
			modifiers: {
				stats: {
					speed: 2
				}
			}
			ongoing-sound: "status-overclock"
		}

		enrage: {
			parents: [ "statuseffects.base.default" ]
			modifiers: {
				stats: {
					dmg: 0.2,
					speed: -2.5,
					attackrate: 0.3
				}
			}
			ongoing-sound: "status-enrage"
		}
	}
}

```

In this example, the "statuseffects" parent has a "base" child that defines the base types of the status effects (normal status effects, and hidden status effects that do not show an icon - usually reserved for status effects that are permanently applied by equipment) - and an "entity" child that contains the actual status effect entities.

The "entity" child then has an entry for each status effect, such as "overclock" and "enrage".
City Building

**This page is under construction**

Dream Engines: Nomad Cities is all about building a flying city, but you won't have enough room inside the city for all the buildings that you need, so you'll have to choose which to build inside, and which will be left behind when you fly. Most buildings can be moved at any time so your decisions are not permanent.

## Expanding your city

You can expand the flying city platform by spending Resources. City Expansion is unlocked by reaching a certain Population Milestone. Once unlocked, the expansion option will appear in the build menu under the Infrastructure category.

Some Research and Consumables provide free expansions. Free expansions can be used even if you haven't yet reached the population milestone to unlock the expansion option.

## Buildings

The build menu is divided into categories. These are the different buildings that you can build in Dream Engines:

Population
 Apartment | Unlocked through research

Infrastructure
 Nullifier Shield | Unlocked through research

Gathering
 Materializer | Unlocked through research

Production
 The Cauldron | Unlocked through research

Power
 Power Generator | Unlocked at population of 21

Defense
 Wall / Gate | Unlocked through research

Misc
City Core

This piece of old-world tech is the main control center of the city. The city is lost if it is destroyed. It provides various benefits to get you started in the game.

### Functionality

* Provides unlimited resource storage.
* Produces some power and flux without requiring any raw materials.
* Provides housing for a few citizens.
* Produces new workers if you have available living space. This is the only way to increase the city's population at this point.
* Provides basic flying ability - increases your carry weight capacity.
* Adds power storage capacity.

### Properties

* Game over if the city core is destroyed.
* Can not be moved.
Threat Level

Threat level is a measure of how aware the Dream Plagues are of your presence. It increases over time, but as opposed to the Global Infestation it is a local measurement for the current landing and resets when you fly to a new destination.

## Effects

The threat level determines the difficulty of raids on your city. It does not, at the moment, affect enemies encountered while exploring the map, or any other mechanics.

## Threat Level Growth

The starting threat level when you land depends on the map difficulty (the red skulls). Difficulty 1 maps have a starting threat level of 0. Difficulty 2 maps start with a threat level of 4, and every additional skull increases the starting threat level by 5.

Threat level increases over time, and for the most part your actions do not have any effect on its rate (see exceptions below). The rate at which the threat level increases gets faster and faster the more you stay in the same map. For example, the first 5 threat levels (on top of the starting threat) will increase at a rate of one level every 8 to 10 cycles. The next 5 levels will increase at a rate of one level every 6 to 7 cycles. The more you stay in the same landing area, the faster the threat increases, which makes it safer to fly to a new location even if the starting threat level would be similar to your current level.

#### Additional mechanics that affect threat level increase

* Every time Tiny activates the emergency teleport (ie when you die), the threat level progress increases by 2 cycles.
* Some modifiers may affect the rate at which the threat level increases. These include your tribe, difficulty settings, map modifiers, and modules that can be crafted at ruins.
* Some consumable items can stop threat level progress for a specific duration.
Bruce

Bruce is one of Mojo's friends but unlike Katie, Bruce is usually a side character . His biggest roles so far are in the Mindful Moment episode "Focused Feet ", And in the empathy series where he helps Mojo get out of the maze by sending him to the M.U.M Group. Bruce is a monster with red skin and dark brown hair usually shown covering one of his eyes, but older art of him and the monster avatar shows him with a different hair style - Bruce watched Katie's videos
Resources

Resources in Dream Engines: Nomad Cities are used for construction, production, crafting, and other situations. There are two main categories - raw resources and refined resources.

Raw resources are usually used in production buildings to produce refined resources, and while you can store them in storage buildings or Tiny's inventory, they can not be carried with you when you fly, and will remain behind.

Refined resources are used to pay for various actions such as construction, crafting, expanding your city, and purchasing upgrades. They can be stored and carried with you when you fly. Refined resources can be used to pay for actions as long as they are stored in a storage building, or in Tiny's inventory.

### Global Resources

Most resources have a physical presence in the game, and need to be transported through rail carts. Some refined resources, however, such as Flux and Power, are stored globally, and are added to your global inventory as soon as they are produced. These resources often have limited storage capacity, and you can increase the maximum amount you can store by building certain buildings such as Storage Yard.

## Resource List

### Harvested Resources

To obtain these resources you first have to find a Resource Node by exploring your surroundings, and then build a harvester on it. Some resource nodes appear only in certain biomes and only at certain difficulty levels (skulls). These resources are usually considered raw and can not be taken until refined.

* Bloodwood Logs
* Raw Featherstone
* Crystal
* Acid Shards
* Cabtus
* Raw Copper
* Glow Honey

### Renewable Resources

These resources can be obtained by building their production building, which does not require any resource node. They are raw resources and can not be taken with you when you fly.

* Purptatoes
* Star-Stuck Tar
* Glueberry
* Smoke Gel

### Intermediary Resources

These resources are semi-refined. They require other raw resources to produce, but are not considered refined resources. They are used in other production recipes to produce refined resources, and they can not be taken with you when you fly.

* Carbon Mix
* Liquid Dream
* Nightmare Crystals

### Refined Resources

These resources are considered final products, they are used in many construction, upgrade and crafting recipes, and they can be taken with you when you fly, so stocking up on them is a good idea.

###### Global Refined Resources

* Flux
* Power
* Workers
* Fuel
* Upgrade Materials
* Research Points

###### Normal Refined Resources

* Food
* Bloodwood Planks
* Crushed Featherstone
* Starwood
* Feathercrystal
* Acidwood
* Acidstone
* Carbonite
* Copper Ingot
* Armor Plating
* Tesla Cell
* Nightmare Plating
* Flaming Copper
Raw Featherstone

This stone's insistence to defy gravity makes it very useful in the construction of flying things, like cities.

Harvested from Resource Nodes.

This resource is too heavy or unstable to carry when flying. Refine it before taking off or it will be removed from storage.

## Production

Produced at Featherstone Miner and Materializers.
Power

Tesla energy, used to power most machines and buildings in your nomad city. Because of its importance in powering vital buildings as well as Research in the Research Lab and producing Upgrade Materials in the Workshop, it's an essential resource to the survival of the Nomad Cities, and feeding the evergrowing power needs of your city will be a constant challenge.

This is a global resource and does not require transportation.

## Production

Produced at Power Generators.

 N/A

 Tar Generator Add-on

 Tar Generator Add-on, Power Generator II

 Tar Generator Add-on, Power Generator II

 Tar Generator Add-on, Power Generator III
Nitamuua

> ***,,Tak? Zobaczymy, bo z twoją kondycją prędzej to ty będziesz wąchać kwiatki od dołu".** ~ Nitamuua do Ilioutwy.*
>
>

## Nitamuua

* Dziecko
* Dorosły

### Krewni

Natie - matkaIlioutwa - ojciec

Kupenda - przybrana matka

Zalya - przyrodni brat

Lovely - babcia

## Wygląd zewnętrzny

### Kolor oczu

granatowe, zielone (heterochromia)

**Nitamuua -** główny bohater *NAZYWA SIĘ ZDRAJCĄ!* i *NAZYWA SIĘ ZDRAJCĄ! 2*.

## Wygląd

Nitamuua jest brązowym lwem o brazowym nosie i grzywie. Ma pokolorowane łapy i heterochromię. W dorosłości jego grzbiet jest nieodwracalnie rozerwany do kości.

## Charakter

Ntamuua jest sprawiedliwym, nigdy nie odpuszczającym, opiekuńczym i zawsze dotrzymującym słowa synem Natie.

## Historia

### NAZYWA SIĘ ZDRAJCĄ!

Nitamuua od urodzenia wiedział, że jego ojciec bezpowrotnie odszedł od jego matki i ogółem z Lwiej Ziemi.

Matka zawsze chciała, by się z kimś zakolegował, ale Nitamuua całe dzieciństwo spędził na treningu umiejętności walki z ukochaną ciocią (i przybraną matką) - Kupendą...

### NAZYWA SIĘ ZDRAJCĄ! 2

mimo wznowienia związku między Natie a Ilioutwą, uczucia Nitamuuy do lwa wcale się nie zmieniły.

Dobrze wie, jak zearegowaliby na jawne zabójstwo dwie matki i brat, więc zachęca ojca do potajemnej potyczki na sawannie, jednak plany psuje im Zalya, w sposób, który może skończyć się okropnie dla obu lwów i nie chodzi tu wcale o śmierć któregoś z nich...

## Relacje

* **Natie -** Nitamuua bardzo kochał swoją matkę i był za nią gotów oddać życie.

* **Ilioutwa -** obaj się szczerze nienawidzili aż do chwili śmierci w której nastąpił przełom.

* **Kupenda -** Nitamuua jest scpetycznie nastawiony do swojej *mama-mzazi*. Owszem, lubi ją, w późniejszym czasie nawet kocha, ale nie mocniej niż swoją biologiczną matkę.

* **Zalya -** relacja Nitamuuy z bratem jest tylko odrobinę mniej gryźliwa niż relacja Nitamuuy z Ilioutwą.

* **Lovely -** Nitamuua nigdy nie poznał swojej babci, jednak można zakładać, że nienawidziłby ją tak samo jak ojca.
Dream Weavers

The Dream Weavers are adept at manipulation DreamTek, even if they don't completely understand how this old-world technology works. They are exceptionally skilled at generating Flux and can handle more Materializers.

These skills come at a price, however Their fascination and experimentation with the dream realm make the Dream Plagues especially agitated by their presence.

The Dream Weavers tribe are locked to start with. Having 3,000 Flux while playing with any other tribe is required to unlock them.

## Abilities

* [Flux Production] Production Speed: +25%
* Threat Increase Time: -20%
* Enemy Numbers: +25%
* Flux Capacity: +500
* Max Materializer Allowed: +2
Resource Elevator

Resource elevators allow for automatic delivery of resources to the city.

All-terrain autocarts carrying resources from harvesters outside the city will enter the elevator, and resources can then be sent to other buildings through rails.

Resource carts may only enter the resource elevators from outside the city, so it must be placed on the edge of the city to function.

All resource elevators share the same storage, so resources may enter the city through any elevator and can then be sent into the city from any other elevator.
Ikue Otani

Ikue Ōtani (大谷 育江 Ōtani Ikue, born August 18, 1965) is a Japanese actress, voice actress and narrator from Tokyo. She is best known for her anime roles in the Pokémon series (as Pikachu), One Piece (as Tony Tony Chopper), Naruto (as Konohamaru Sarutobi), Detective Conan (as Mitsuhiko Tsuburaya), Uchi no Sanshimai (as Fu), and Konjiki no Gash Bell (as Gash). She is currently attached to Mausu Promotion. Her pet name is "Iku-chan". She is known for playing both male and female roles, and sometimes plays multiple roles in one production. She is a native of Tokyo, but grew up in Niigata Prefecture

## Roles

* Pokemon series - Pikachu
* Super Smash Bros. - Pikachu
* Super Smash Bros. Melee - Pikachu
* Super Smash Bros. Brawl - Pikachu
* Super Smash Bros. for Nintendo 3DS & Wii U - Pikachu
* Super Smash Bros. Ultimate - Pikachu
Fuel

Fuel is a resource your nomad city needs to take off and fly to a different destination. The Fuel you need to take off depends on the level of your City Core and how many Flying Devices you have built.

Refining fuel is not possible with the technology at your disposal in the early game, so it is a highly valued resource. You can only gather it scrapping Ancient ruins, or craft it there or in Fuel Depots if you have the necessary resources. Later on, you can research the Cauldron, which allows you to produce Fuel.

Fuel is a global resource and doesn't need transportation.

## Crafting

#### Ancient Ruins

**Fuel Depots**

Fuel Depot size is randomly chosen during map generation. They can be of small, medium and large size, with different requirements and yields .

 -500 Flux | +24 Fuel

## Take-Off requirements

**City Core I:** 5 Fuel

**City Core II:** +30% (6 Fuel)

**City Core III:** +35% (9 Fuel)

**City Core IV:** +40% (12 Fuel)

**City Core V:** +50% (18 Fuel)

**Flying Device:** +3 per device
Flux

The basis of all DreamTek, this substance is extracted from the Dream Realm and can warp reality to make un-physical things happen. Flux is produced in Houses and Flux Vats, and can also be crafted.

## Production

 Level I
 Level II
 Level III

 Level I
 Level II
 Level III

## Crafting

 -8 Nightmare Juice, -8 Drep Dust, -4 Livewire | +25 Flux
Food

A type of fuel that powers people. Required regularly by Houses. There are different types of food: from the most basic Purptato Meal to the more advanced Cabtus Meal and Smoked Cabtus. They all taste awful, though.

## Production

Produced at the Food Plant.

 -18 Purptatoes | +18 Purptato Meal

 Food Plant II

 Food Plant III
Planos de existência

A realidade no universo de taek é três partes de um todo: o mundo material ,o mundo ideal (também chamado de inconsciente coletivo, ou apenas inconsciente) e O Mundo/Espaço nulo. Os três se mantém equilibrados, com o mundo físico abrigando tudo que é matéria e o subconsciente se encarregando do "resto". Enquanto isso, o espaço nulo age como um insulante, impedindo que os dois mundos se cruzem.

## Plano Subconsciente

Orias rege o mundo subconsciente, que abriga todo o conhecimento, ideias e potencial criativo proveniente dos habitantes do plano físico. O mundo subconsciente é o que sopra vida no mundo físico, abençoando seus habitantes com seus sonhos, esperanças e criatividade, tornando possível a adaptação e criação de coisas novas.

## Plano físico

O mundo físico é tecnicamente regido por Cylias e Aterin, embora Belladonna e Nikean sejam responsáveis pelo nascimento e morte dos seres vivos inteligentes. Apesar disso, nenhum deles se mete em "negócios" de mortais. O mundo físico é composto de matéria e energia em suas formas mais estáveis, é nesse mundo onde residem todos os mortais.

## Espaço Nulo

Regido por Nyllir, o mundo nulo é na verdade o espaço entre o mundo físico e o inconciente, agindo como um insulante de magia corrupta que impede que os dois se cruzem. Ele também é lar para os daemon. tudo que é esquecido ou descartado se encontra no mundo nulo.
Torkié

Após perderem a guerra, os torkié decidiram abandonar a civilização e fugir para a natureza. logo após isso, um conflito separado começou, e rapidamente ficou claro que não eram capazes de entrar em acordo. eles decidiram se separar em grupos cada vez menores, até virarem basicamente clãs familiares, que eventualmente se fragmentam ainda mais.

eles são “nativos” de uma área pantanosa/temperada perto do litoral, o que fez eles se tornarem semi aquáticos, e adotarem uma aparência similar à de um tubarão, ou de um réptil. assim como os farkié e ponkié, eles tem chifres e sangue colorido. eles são os únicos dos três que não possuem linguagem escrita documentada, e a verbal é uma variação simplificada de sua língua antiga. eles preferem se comunicar através de formas mais simples enquanto caçam, mas são bem caprichosos e comunicativos com seus companheiros. os farkié popularizaram o mito de que os torkié "regrediram" evolucionalmente, e que eles eram basicamente animais, selvagens, brutos. os ponkié reproduziram isso inadvertidamente, enquanto os farkié propositalmente miscigenaram essa crença numa tentativa de colocar a visão popular contra os grupos rebeldes que haviam se tornado um problema crescente.

A verdade é que, apesar de seu comportamento e estilo de vida mais simples e selvagem, os torkié são tão inteligentes quanto eram antes, mas se tornaram extremamente reservados, evitando contato e comunicação com qualquer um que não seja parte de seu grupo. dito isso, eles não são exatamente inocentes. as rotas comerciais tegith (tanto as em solo quanto as marítimas), acampamentos de pesquisa e cidadelas pequenas são alvos comuns de ataques torkié, que ganharam o apelido de piratas da selva. eles também não se importam em atacar outra pessoa caso julguem necessário, ou se se sentirem ameaçados, mas diferenciam pessoas de suas presas comuns, não atacando sem aviso.
Power Generator

Power Generators are an essential building for any Nomad City. They use Flux to produce Power, which buildings and machines need in order to work.

## Upgrades

 2
 3
 4

All build costs are for challenging Economy (Build Costs: +0%), with the Junk Lords tribe (Build Costs: -25%)

## Add-ons

 75 Flux, 40 Crushed Featherstone | Upkeep +200%, Workers +150%

 40 Flux, 5 Copper Ingots | Upkeep +75%, Workers +150%
Taek

Taek é um grande planeta rochoso que possui duas luas. é o quinto planeta do sistema solar que habita e um dos maiores planetas do mesmo. sua superfície é variada em temperatura, fauna e flora, mas uma coisa permanece consistente: não importa onde você esteja, as cicatrizes do passado aparecem. taek é um mundo antigo e está coberto de segredos, ruínas e coisas do gênero; pequenos pedaços de sua longa história.

Taek tem duas luas: Guardia e Lumiel. guardia, o maior dos dois, protege o taek de objetos em rota de colisão, puxando-os um contra o outro, enquanto lumiel é extremamente reflexivo e ilumina não apenas o céu do taek, mas também a superfície da guardia. Acredita-se que Lumiel tenha essas propriedades porque sua superfície é coberta por cristais, vidro e gelo, além de uma atmosfera rarefeita.
Zethai

Os Zethai são autômatos feitos de material orgânico e inorgânico. em vez de cérebro e coração, eles têm um núcleo gelatinoso que controla o resto do corpo. eles são extremamente duráveis, sendo feitos de uma liga de metal 'viva' mágica que só eles são capazes de produzir, e diferem ligeiramente na aparência dependendo de sua finalidade.

## História

Eles são o último vestígio de uma raça extinta que viveu em aloris. Após um cataclismo e o consequente colapso de sua sociedade, eles se abrigaram em bunkers de diversos tamanhos e propósitos, sendo os maiores bunkers conectados entre si, e onde residiam os mais inteligentes, com a missão de garantir a sobrevivência dos espécies. Com o passar do tempo e o agravamento das condições, eles passaram a fazer experiências em si mesmos. o resultado foram criaturas distintas de seus ancestrais, criadas artificialmente por meio de manipulação genética. As espécies originais não sobreviveram, mas sua cultura, suas façanhas e conquistas, tudo isso passaria pelas novas, e um dia o mundo estaria pronto para ser habitado novamente.

mas isso não aconteceu. eles subestimaram quanto tempo levaria, as máquinas desgastaram-se com o tempo, seus sensores foram danificados, os mecanismos falharam e os zethai, em sua maioria inconscientes de sua situação, permanecem inertes indefinidamente.
Dream Engines: Nomad Cities

## System requirements

Windows 7/8/10 64-bit
3.0 Ghz Dual Core CPU
8 GB RAM
GPU: GTX 660 or better with 2GB of memory
DirectX 11

**Dream Engines: Nomad Cities** is a city-building survival game in which you build, automate, and defend a flying city to survive in a wacky, nightmare-infested, post-apocalyptic world full of strange science and dreams. The game was developed by Suncrash, and published by Suncrash and Gamera Game. It is being released on Windows PC for early access on July 14, 2021.

## System Requirements

**Minimum:**

Windows 7/8/10 64-bit

3.0 Ghz Dual Core CPU

8 GB RAM

GTX 660 or better with 2GB of memory

DirectX 11

**Recommended:**

Windows 8/10 64-bit

3.5 Ghz Quad Core CPU

8 GB RAM

GPU: GTX 970 or better with 4GB of memory

DirectX: Version 11

## Gallery

Blue defenseCity isometric viewBuilding constructionSandstormStrategic viewJackDesert fightingPurple tiny defenseBuilding UIDefenseDestination selectionIndustryHarvester blueMech outskirtsDesert defense fixedEngine closupTribe selectionResearchLarge cityCraftingMajor attackMajor attackCity closeupCity closeupCity closeupCity streetCity top viewLiftoffLiftoff
## Videos

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## External Links

* *Dream Engines: Nomad Cities* Steam page
* Suncrash official website
* Suncrash on Twitter
* Suncrash on Facebook
* Suncrash on Discord
Corredores do Tempo

Os Corredores do Tempo são um lugar labiríntico pelo qual toda alma deve passar após a morte. Eles diferem ligeiramente uns dos outros na aparência, mas algo está sempre presente: as paredes são revestidas de engrenagens e mecanismos por onde flui um estranho líquido roxo, sempre produzindo tiques e tiques consistentes enquanto um coro estranho que parece vir de dentro das paredes canta silenciosamente.

## A Trajetória

Após a morte, a alma de cada ser vivo é levada para os corredores do tempo e encontra Aterin e Cylias. Eles dão um objetivo simples para a alma: encontrar a saída. Uma alma vagando pelos corredores passa por várias experiências e testes com base em memórias e experiências de suas vidas atuais e anteriores; Em alguns casos, diferentes versões da mesma alma podem se encontrar e interagir. Essas memórias servem como autojulgamento e desafios para a alma, como um rito de passagem, dando à alma a chance de encontrar paz consigo mesma e com o universo. Eventualmente a alma é capaz de chegar ao final do corredor e encontra Belladonna que permite que a Alma comece sua jornada novamente sendo reencarnada em outro corpo ou sendo dissolvida e devolvida ao Mar das Almas.
Ponkié

## Aparência

Os ponkié são criaturas que vivem em montanhas, normalmente próximo do topo delas. eles tem características similares a de aves e caprinos, além das características gerais de todo Kiekin (chifres, sangue colorido, presença de cascos). eles são ligeiramente mais altos que os farkié, chegando até 1,70M de altura, a média sendo 1,55 a média.

## História

após serem expulsos pelos farkié depois da guerra os ponkié se estabeleceram numa cordilheira ao sudoeste de aloris. com o tempo eles se adaptaram ao seu ambiente, chegando em sua aparência atual. além da mobilidade que seus corpos já possúem naturalmente, os ponkié usam magia para auxiliar seu movimento em áreas difíceis.

## Sociedade

eles estabeleceram suas vilas em pontos altos das montanhas, mais especificamente em lugares onde eles acreditam que a magia flue mais forte.

eles vivem vidas simples, com a tecnologia mais básica possível e suas vidas são focadas quase completamente em sua religião, que permeia sua sociedade.

a filosofia deles é baseada em equilíbrio e harmonia com o mundo em volta, eles acreditam que toda criatura consciente é mentalmente desconectada do resto do mundo, e que eles tem que buscar estabelecer essa conexão para verdadeiramente pertencer e aproveitar tudo que ele tem para oferecer. após chegar á uma certa idade eles são enviados para dentro das tumbas onde as cinzas de seus antepassados ficam. o objetivo deles é não só encontrar a saída de novo, mas também obter uma pedra especial, só encontrada nesses lugares. essas pedras são uma ferramenta escêncial para os ponkié, já que elas amplificam, guardam e descarregam magia. a maioria dos ponkié maduros possúi uma pedra dessas, eles carregam esses artefatos consigo mesmos o tempo todo, as vezes incorporando eles em sua roupa tanto por motivos práticos quanto por acreditarem que essas relíquias fazem parte deles enquanto eles andarem sobre a terra. Após a morte, o corpo do ponkié é trazido para a tumba e cremado junto com suas roupas e a pedra, a pedra é a única coisa capaz de sobreviver o processo de cremação, e fica na tumba até ser encontrada pela próxima pessoa. acredita-se que essas pedras nascem dessas cinzas. após receber sua pedra e um treinamento de magia básico, os ponkié são incentivados a sair para explorar o mundo.

os ponkié tem a habilidade de andar pelo mundo subconsciente e moldar o mesmo até um certo nível.
Actias

vindos de uma ilha estranha a oeste de aloris, são mariposas grandes e peludas com antenas e grandes olhos redondos e brilhantes. Seu pelo pode ser prateado, laranja ou preto e seus olhos e asas podem ser azuis, verdes ou vermelhos; e em casos muito raros, completamente pretos.

A ilha em que vivem já fez parte da lua lumiel, que por razões desconhecidas caiu em taek há muito tempo. Por isso, o solo da ilha é diferente do resto do taek, assim como a vida que nele se desenvolveu. a ilha possui várias cavernas e formações onde os cristais lumiel são abundantes.

## sociedade e cultura

Os Actias são divididas em dois grupos religiosos, aqueles que acreditam em Othia e "são guiados por sua luz" e aqueles que acreditam em Sidall e "Forjam seu próprio caminho com fogo". de acordo com Os Actias, Othia é a lua de onde eles vieram, e ela tem conhecimento infinito de tudo. Os seguidores de Othia acreditam que, embora sua luz os oriente em tempos difíceis, nenhum mortal é capaz de obter todo o conhecimento, e que é importante estar em paz com Suas próprias limitações. Enquanto isso, Os seguidores de Sidall acreditam que não devem ser guiados, mas devem guiar à si mesmos usando seu poder e força. eles acreditam que Sidall representa o fogo e o poder que ele promete, mas também que o poder é inútil se não houver capacidade para controlá-lo. Os dois grupos têm hábitos diferentes com base em suas crenças, frequentam templos diferentes e seguem regras diferentes. Discutir sobre diferenças religiosas em público é proibido pelas convenções sociais, pois isso é visto como deselegante, então todos fingem que não têm problemas uns com os outros, mesmo que isso não seja verdade.

embora adorem Orias e Nyllir (Othia e Sidall) diretamente, eles não são capazes de acessar o mundo ideal ou o espaço nulo diretamente como os ponkié fazem
Dream Engines: Nomad Cities Wiki

**WELCOME TO THE *DREAM ENGINES: NOMAD CITIES* WIKI**
A wiki dedicated to the game *Dream Engines: Nomad Cities* developed by Suncrash

 Currently, there are 329 pages (107 articles),
 40 files, and 0 active users in this wiki.
 Feel free to contribute by creating new articles or expanding existing ones. Thanks!

**What is *Dream Engines: Nomad Cities?***

 *Dream Engines: Nomad Cities* is a survival city-building game with flying cities, set in a wacky, nightmare-infested post-apocalyptic world, under development by Suncrash and in partnership with Gamera Game, it will be available for PC on Steam very soon. Build, automate, and defend a flying city to survive in a wacky, nightmare-infested, post-apocalyptic world full of strange science and dreams. Advanced society is long gone, the world is overrun by the Dream Plagues. The only survivors are small nomadic tribes that don’t attract too much attention. And now, the discovery of a long-abandoned project of the ancients lights a new hope - the flight-capable Nomad Cities! Explore the wilderness with your loyal steambot Tiny, gather resources and build automatized factories to build an increasingly big city, and defend it against the Dream Plagues. When their attacks become too powerful, fly off with your nomad city and find a new location to begin again!

**Trailer**

Released June 24, 2021 on the Suncrash Youtube Channel

**Important articles**

* Main mechanics
* City Building
* Resources
* Crafting
* Combat Mode
* Research
* Your Camp Level
* Melee Attack
* Ranged Attack

**Pages worth to check out, if you are looking for something to improve:**

Recent changes | New pages | Missing pages| Stubs

Game art
Engine close upCity viewIndustryBuild modeAttackCity - lift-off

**External links**
* *Dream Engines: Nomad Cities* Steam page
* Official game site
* Suncrash official website
* Discord community server

**Suncrash Studio on facebook**

**Suncrash Studio tweets**
Twitter

**Wiki community**
We are currently maintaining 329 pages (107 articles)!

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Magia

Popularmente chamada de “Magia” pelos tegith e farkié e “mana” pelos ponkié e lewath, magia é um tipo especial de energia abundante em Kofinis, e presente na maioria das coisas em quantidades variadas. Tudo tem magia, mas assim como com outras habilidades, para alguns, lidar com magia pode ser mais fácil do que para outros. os fatores responsáveis por isso são vários, e não existe uma forma de saber tudo que pode estar envolvido, mas acredita-se que genética seja um dos fatores principais. um exemplo disso são os farkié, que possuem muita pouca habilidade com magia, e muitos acreditam que eles são simplesmente incapazes. os poucos farkié que conseguem aprender, costumam se tornar usuários formidáveis, e sua habilidade e força são aparentes mesmo em truques considerados de baixa complexidade. algumas gangues de farkié desenvolveram suas próprias subculturas de bruxaria urbana, e a magia voltou a correr em suas veias

A magia também se manifesta de outras formas: criaturas sobrenaturais, monstros e entidades chamados de criptídeos por uns. eles são construtos de magia, as vezes com massa orgânica corrompida por ela, e podem vir a existir por diversos motivos.  exemplos de criaturas assim são os espíritos da floresta, que nascem da energia posta na crença em algo e se dedicam a proteger áreas consideradas sagradas, ou os antigos construtos usados na guerra kiekin.

## Realidade

Artigo completo

A realidade no universo de taek é três partes de um todo: o mundo material ,o mundo ideal (também chamado de inconsciente coletivo, ou apenas inconsciente) e O Mundo/Espaço nulo. Os três se mantém equilibrados, com o mundo físico abrigando tudo que é matéria e o subconsciente se encarregando do "resto". Enquanto isso, o espaço nulo age como um insulante, impedindo que os dois mundos se cruzem.
Katie

Katie is Mojo's best friend. She is one of the main characters in the ClassDojo Big Ideas series of videos, and the secondary mascot for ClassDojo.

# Appearance

Katie is a round monster with turquoise colored fur and dark blue limbs. She has one large, blue eye which is sometimes shown with eyelashes - Katie's video said - Were gonna die no no Mojo changing your atticude isn't easy