recursal/Fanatic-Fandom huggingface dataset:
Edge Wood

## Explanation:

The "Edge Wood" mechanic is a game mechanic featured in "Idle Lumber Empire," a mobile idle game available on Android and iOS platforms. In this game, players take on the role of managing a lumber business and are responsible for various aspects of wood production. The "Edge Wood" mechanic is a crucial part of the wood processing process, where players work to finish products and send them to clients.

### How It Works:

1. Wood Processing: In "Idle Lumber Empire," players must process wood to create finished products. The "Edge Wood" mechanic is a step in this process where players prepare the wood for the final product by edging it.
2. Machinery Improvement: Players interact with the "Edge Wood" mechanic by upgrading and improving the machinery used for this particular wood processing step. As players invest in these upgrades, the efficiency and speed of edging wood improve, contributing to higher production rates.
3. Resource Management: Managing resources, including the wood being processed and the machinery used, is a key aspect of the "Edge Wood" mechanic. Players need to balance their resources to optimize production and profitability.

### Examples:

* Players might start with basic machinery for edging wood, but as they progress in the game, they can unlock and purchase more advanced equipment to increase the speed and efficiency of the edging process.
* Upgrading the "Edge Wood" mechanic can lead to faster production of finished wood products, which can be sold to clients for profit in the game.

### Variations:

The variations of the "Edge Wood" mechanic in "Idle Lumber Empire" might include different types of machinery upgrades, resource management challenges, and the overall impact on the player's wood processing and profit-making strategies.

### Contributing:

If you have additional insights or details related to the "Edge Wood" mechanic in "Idle Lumber Empire," please consider contributing to this entry. To contribute, follow the steps mentioned in the "Contributing" section of the Game Mechanics Wiki.

Cited Source:

* "Idle Lumber Empire" on Google Play https://play.google.com/store/apps/details?id=com.lumber.inc&hl=en\_US
Collect money

## Explanation:

The "Collect Money" mechanic is a fundamental game mechanic found in various video games and simulations. It involves players accumulating in-game currency or resources, which can be used for various purposes such as purchasing items, upgrades, unlocking content, and progressing in the game. The act of collecting money is often a core aspect of gameplay and resource management.

### Usage:

1. Resource Accumulation: Players engage in activities or complete objectives within the game to collect money or resources, which are added to their in-game currency balance.
2. Economy Management: The "Collect Money" mechanic often involves managing an in-game economy, where players must make decisions about spending, saving, and investing in various ways.
3. Progression and Rewards: Money collected in the game is frequently used to unlock new features, progress through levels, or earn rewards, encouraging players to actively participate in the game world.

### Examples:

1. Monopoly: In the classic board game Monopoly, players move around the game board, collecting money as they pass "Go" and earn income from properties they own. This money is used to purchase additional properties and develop them.
2. The Sims Series: In The Sims games, players control virtual characters and must collect Simoleons (in-game currency) through activities like work or selling items. This money is essential for buying and upgrading homes and purchasing items for their Sims.
3. Grand Theft Auto Series: In open-world games like Grand Theft Auto, players can collect money by completing missions, robbing stores, or engaging in various criminal activities. This money can be used to buy weapons, vehicles, and properties.

### Variations:

1. Currency Types: Games may use various types of in-game currency, each with its own purpose and collection methods.
2. Earning Mechanics: The ways in which players collect money can vary widely, from working a job, to looting enemies, to selling goods.
3. Economy Complexity: Some games feature complex economic systems, where money collected can be invested, traded, or used for resource management.

**Contributing:** If you have additional insights, examples, or variations related to the "Collect Money" mechanic, please consider contributing to this entry. To contribute, follow the steps mentioned in the "Contributing" section of the Game Mechanics Wiki.

Cited Sources:

* "Monopoly Official Website" - https://monopoly.hasbro.com/
* "The Sims Official Website" - https://www.ea.com/games/the-sims
* "Grand Theft Auto Official Website" - https://www.rockstargames.com/games/info/gtav
Accept

## Explanation:

The "Accept" mechanic is a game mechanic commonly found in various video games to facilitate player confirmation, particularly in the context of missions, dialogue choices, and general actions. This mechanic allows players to confirm their choices, progress through the game, and accept various in-game prompts and challenges.

### Usage:

1. **Mission Acceptance:** In many games, players are presented with missions or quests. The "Accept" mechanic is often used to confirm their decision to undertake a specific mission. It ensures that the player is ready to commit to the task and proceed with the associated objectives.
2. **Dialogue Choices:** When engaging in dialogue with non-playable characters (NPCs) or making narrative choices, the "Accept" mechanic serves as a means for players to confirm their chosen dialogue option. This confirmation can impact the game's story, character relationships, and quest progression.
3. **General Actions:** The "Accept" mechanic is also used in a more general context to confirm various in-game actions, such as making purchases, initiating combat, or using items. It helps prevent accidental or unintended actions.

### Examples:

1. **Role-Playing Games (RPGs):** In RPGs like The Elder Scrolls series, players are often presented with mission offers from NPCs. They can choose to "Accept" the mission to add it to their quest log and start tracking objectives.
2. **Visual Novels:** In visual novels like the Ace Attorney series, players encounter branching narrative choices during trials and investigations. They use the "Accept" mechanic to confirm their selected dialogue responses, leading to different story outcomes.
3. **Action Games:** In action games like Dark Souls, players can "Accept" or confirm the consumption of in-game items like healing potions by pressing a button, preventing accidental usage.

### Variations:

1. **Acceptance Confirmation:** Some games feature the "Accept" mechanic with multiple variations, such as "Accept," "Confirm," or "Proceed," each indicating player consent.
2. **Double Confirmation:** In certain games, a double confirmation may be required, where players must confirm their choice twice to prevent accidental actions.
3. **Customization:** Games may offer customization options for the "Accept" mechanic, allowing players to adjust the button or key used for confirmation.

**Contributing:** If you have additional insights, examples, or variations related to the "Accept" mechanic, please consider contributing to this entry. To contribute, follow the steps mentioned in the "Contributing" section of the Game Mechanics Wiki.
Oh, another portal! Let's Dive in! Do you Know Where we Are?/Galleries

<-RougeTourGeometries

Oh Another Portal! Let's Dive IN! Do you Know Where we are?Sorry, No Pentagons this Time, Have curved squares Instead!Look at the Walls of these Portals. They Consist of three Curved Squares, each of which has two Vertical edges and two curved Squares.On top of every Curved cube we would put two curved Cubes. This is Because Parallel Lines in Hyperbolic geometry DivergeAnd we have more and more space the higher we go.
Raccourcis clavier

Les onglets peuvent être changés par les touches numériques ou Shift + lettre, correspondant généralement à la première lettre du nom de l'onglet :

* Feu de joie : Maj+B ou 1
* Village : Maj+V ou 2 (le nom de l'onglet dépend du numéro de votre chaton, mais le raccourci clavier est le même)
* Sciences : Maj+S ou 3
* Atelier : Maj+W ou 4
* Échange : Maj+T ou 5
* Religion : Maj+R ou 6
* Espace : Maj+P ou 7
* Heure : Maj+I ou 8
* Défis : Shift+??? ou 9
* Réalisations : Maj+M ou 0
* Statistiques : Maj+A

#### Actions groupées

Ctrl+clic et Maj+clic font des choses différentes selon le contexte, généralement décrit par le ? icône dans le coin supérieur droit.

* Ctrl+clic pour acheter/vendre plusieurs bâtiments (méta+clic sur macOS).
* Maj+clic pour acheter/vendre tous les bâtiments.

#### Mode d'affichage

Maintenir Shift modifie l'info-bulle pour afficher les effets de production cumulés de tous les bâtiments, au lieu d'un seul bâtiment.

La fenêtre doit être active pour que ce raccourci clavier fonctionne. Si une autre fenêtre (par exemple une vidéo "image dans l'image") est active, elle risque de ne pas fonctionner.

#### Autre

Esc ferme les fenêtres de dialogue (comme les options, l'exportation, etc.)
Statistiques

Ceci est la liste de **statistiques** dans *Kittens Game*:

## Statistiques de tous les temps

* Chatons totaux
* Chatons morts
* Nombre total d'années jouées
* Réinitialisations effectuées
* Parangon total
* Événements rares observés
* Licornes sacrifiées
* Bâtiments construits
* Nombre total de clics
* Transactions terminées
* Temps de fabrication
* Moy. Chatons nés (par siècle)

## Statistiques actuelles du jeu

* Transactions terminées
* Temps de fabrication
* Moy. Chatons nés (par siècle)
* Temps de lecture (heures)
Fast Forward

## Explanation:

The "Fast Forward" mechanic is a gameplay feature commonly found in various video games, simulation games, and strategy games. This mechanic allows players to accelerate the passage of in-game time, which can serve multiple purposes such as bypassing repetitive or less engaging segments, expediting resource production, and facilitating planning and strategizing.

### Examples:

1. The Sims Series: In The Sims games, players can use the "Fast Forward" mechanic to speed up time, allowing the simulation of their characters' lives to progress more quickly. This is particularly useful for skipping through mundane daily routines and waiting for specific events to occur.
2. Civilization Series: In the Civilization strategy game series, players can use a "Fast Forward" feature to advance through turns rapidly. This is beneficial in late-game scenarios when many in-game actions are repetitive, and players want to see the outcome of their strategies sooner.
3. Stardew Valley: In this farming simulation game, players can fast forward time when they go to bed, skipping through the night and arriving at the next morning. This allows players to focus on the more active and engaging aspects of the game, like farming and social interactions.

### Variations:

1. Time Scaling: Some games offer multiple levels of time acceleration, allowing players to choose how fast they want to advance time.
2. Conditional Use: In certain games, fast-forwarding may be limited to specific contexts or actions, preventing players from using it too liberally.
3. Resource Production: In city-building or resource management games, the "Fast Forward" mechanic can be used to accelerate the production of resources or construction.

### Contributing:

If you have additional insights, examples, or variations related to the "Fast Forward" mechanic, please consider contributing to this entry. To contribute, follow the steps mentioned in the "Contributing" section of the Game Mechanics Wiki.

Cited Sources:

* "The Sims Official Website" - https://www.ea.com/games/the-sims
* "Sid Meier's Civilization Official Website" - https://www.civilization.com/
* "Stardew Valley Official Website" - https://www.stardewvalley.net/

Feel free to expand on this page with more details, examples, or variations to provide a comprehensive overview of the "Fast Forward" mechanic in games.
Fake anime Wiki

**Welcome to the Fake anime Wiki!**
This is a wiki where you can make whatever anime you want. You can also make characters, episodes, the manga version, anime movies/video games, and even use real voice actors for the characters.

## Events

### Anime Events

*To add your own events contact a moderator to put your events in this box.*

TBA

## Suggestions

* Look at a real anime's article on Wikipedia for inspiration on how to format your page.

* Use colored, **bold**, or *italicised* text to emphasize or separate specific parts of your page.
* Typical wiki formatting puts the first use of an article topic's name in **bold** and untranslated text in *italics.*

* Add other pages, such as characters, episodes, or manga for your anime.
* Good resources for creating images of characters are Crypko, Zmo, and Perchance
* A good way to create manga covers is use Canva, then search "Manga" then, choose one of the templates. For a more detailed explanation see this blogpost.

## Describe your Anime

Write a description about your anime. Let your readers know what its about.
Dig

## Explanation:

The "Dig" mechanic is a game mechanic commonly found in adventure, exploration, and simulation games. It involves the player character or avatar excavating or uncovering hidden objects, resources, or secrets from the game environment. This mechanic adds an element of discovery and progression to the gameplay, as players must dig or excavate to reveal valuable items, information, or story elements.

## Examples:

1. Minecraft: In Minecraft, players can dig and mine various materials such as ores, minerals, and valuable resources like diamonds and emeralds. Digging is an essential aspect of the game as it allows players to gather resources for crafting and building.
2. Stardew Valley: In Stardew Valley, players use tools like shovels to dig up artifacts, treasure, and resources from the ground. Digging also plays a role in farming and clearing debris from the player's farm.
3. Tomb Raider Series: The Tomb Raider series often incorporates the "Dig" mechanic when Lara Croft explores ancient tombs and ruins. Players need to dig through rubble or soft ground to uncover hidden passages, relics, or puzzles.

### Variations:

1. Digging Depth: Some games allow players to dig to different depths, revealing different types of items or challenges as they go deeper.
2. Time-Based Digging: In certain games, players must dig within a time limit, adding an element of urgency and tension to the mechanic.
3. Digging Tools: Variations in the tools used for digging, such as shovels, pickaxes, or even magical implements, can affect the efficiency and outcomes of the dig mechanic.

### Cited Sources:

* "Minecraft Official Website" - https://www.minecraft.net/
* "Stardew Valley Official Website" - https://www.stardewvalley.net/
* "Tomb Raider Official Website" - https://www.tombraider.com/

**Contributing:**If you have additional insights, examples, or variations related to the "Dig" mechanic, please consider contributing to this entry. To contribute, follow the steps mentioned in the "Contributing" section of the Game Mechanics Wiki.
Place object

## Explanation:

The "Place Object" mechanic is a versatile game mechanic frequently featured in various video games, simulations, and puzzle games. This mechanic enables players to interact with the game world by allowing them to position, deploy, or arrange objects within the environment. It plays a fundamental role in puzzle-solving, construction, customization, and environmental interaction.

### Usage:

1. Puzzle-Solving: The "Place Object" mechanic is often used as a core element in puzzle-solving. Players must strategically position objects to achieve specific goals, trigger events, or unlock pathways.
2. Construction and Customization: In games with construction or customization elements, players use this mechanic to build structures, design environments, or create customized spaces.
3. Environmental Interaction: The "Place Object" mechanic allows players to interact with the environment by manipulating objects, moving obstacles, or arranging elements to progress in the game.

### Examples:

1. Minecraft: In Minecraft, players frequently use the "Place Object" mechanic to build structures, craft items, and shape the game world. It involves arranging blocks to construct various objects and environments.
2. Portal Series: In the Portal series, players utilize the "Place Object" mechanic to place portals on surfaces, allowing them to traverse through different parts of the level and solve intricate spatial puzzles.
3. The Witness: The Witness is a puzzle game where players solve intricate mazes by connecting paths using the "Place Object" mechanic, represented by drawing lines on interactive panels.

### Variations:

1. Object Type: The "Place Object" mechanic can involve various types of objects, such as blocks, keys, portal devices, or other interactive elements.
2. Physics and Manipulation: Some games incorporate physics-based interactions, requiring players to consider the weight, balance, or momentum of the objects they place.
3. Customization: In certain games, the "Place Object" mechanic extends to the customization of in-game spaces, allowing players to decorate or arrange objects according to their preferences.

**Contributing:** If you have additional insights, examples, or variations related to the "Place Object" mechanic, please consider contributing to this entry. To contribute, follow the steps mentioned in the "Contributing" section of the Game Mechanics Wiki.

Cited Sources:

* "Minecraft Official Website" - https://www.minecraft.net/
* "Portal on Steam" - https://store.steampowered.com/app/400/Portal/
* "The Witness on Steam" - https://store.steampowered.com/app/210970/The\_Witness/
Contributing

We encourage contributions from our community of game enthusiasts, developers, and designers. If you have insights, additional examples, or variations to share, please consider becoming a contributor. To contribute, follow these steps:

**Create an Account:** Register for an account on our wiki platform if you haven't already.

**Edit Existing Entries:** You can help improve existing entries by adding more information, clarifications, or additional examples.

**Add New Mechanics:** If you come across a game mechanic that isn't already listed, feel free to create a new entry. Be sure to provide a clear explanation and relevant examples.

**Cite Your Sources:** When adding information, please cite your sources to ensure accuracy and credibility.
Emplois

Les chatons peuvent se voir attribuer des tâches afin d'acquérir des ressources , telles que des minéraux , des sciences et de la culture . Plus il y a de chatons affectés à une tâche, plus cette ressource est collectée rapidement.

Remarque : La recherche d'augmentations augmente la productivité de tous les emplois.
Attack

## Explanation:

The "Attack" mechanic is a fundamental and pervasive game mechanic found in various video games across different genres, including action, role-playing, strategy, and more. This mechanic revolves around the player character or avatar's ability to inflict damage on enemies or opponents within the game world. It is often a core element of gameplay, where players engage in combat or conflict to achieve objectives, defeat adversaries, or progress in the game.

### Examples:

1. The Legend of Zelda Series: In The Legend of Zelda games, players control Link, the protagonist, and use various weapons, including swords and bows, to engage in combat against a variety of enemies, such as monsters and bosses.
2. Street Fighter Series: In the Street Fighter series and other fighting games, the "Attack" mechanic is central to gameplay. Players select characters and use various martial arts or special moves to attack their opponents in one-on-one combat.
3. XCOM: Enemy Unknown: In this turn-based strategy game, players command a squad of soldiers and engage in tactical battles against alien invaders. The "Attack" mechanic involves aiming, shooting, and using cover to defeat the enemy forces.

### Variations:

1. Melee and Ranged Attacks: Games may offer both melee and ranged attacks, allowing players to engage in close-quarters combat or strike from a distance, each with its unique tactics.
2. Special Attacks: Many games feature special or unique attacks that can be executed with specific inputs or conditions, adding depth and variety to combat.
3. Combo Attacks: In fighting games and action titles, the "Attack" mechanic can involve chaining together a series of attacks into combos for more powerful and stylish moves.

**Contributing:** If you have additional insights, examples, or variations related to the "Attack" mechanic, please consider contributing to this entry. To contribute, follow the steps mentioned in the "Contributing" section of the Game Mechanics Wiki.

Cited Sources:

* "The Legend of Zelda Official Website" - https://www.zelda.com/
* "Street Fighter Official Website" - https://streetfighter.com/
* "XCOM: Enemy Unknown on Steam" - https://store.steampowered.com/app/200510/XCOM\_Enemy\_Unknown/
How to Use This Wiki

Navigating through the Game Mechanics Wiki is straightforward. You can start by browsing our list of game mechanics, which is conveniently organized by alphabetical order.

Each game mechanic entry contains the following information:

**Name:** The name of the game mechanic.

**Explanation:** A detailed explanation of the mechanic, including its purpose and how it influences gameplay.

**Examples:** Real-world examples of games that utilize this mechanic.

**Variations:** Different variations or implementations of the mechanic in various games
Hunt

## Explanation:

The "Hunt" mechanic is a game mechanic commonly found in various genres, including adventure, survival, and hunting simulation games. It revolves around the player character's pursuit of specific targets, which could be creatures, objects, or objectives within the game world. The primary goal of the "Hunt" mechanic is to challenge players to locate, track, and often capture or eliminate their quarry.

## Examples:

1. The Witcher 3: Wild Hunt: In this action RPG, players take on the role of Geralt of Rivia, a monster hunter. The "Hunt" mechanic is central to the gameplay, as Geralt is tasked with tracking and slaying various mythical creatures, monsters, and supernatural beings.
2. Monster Hunter Series: As the name suggests, the Monster Hunter series is built around the "Hunt" mechanic. Players become hunters who embark on quests to track and hunt down gigantic and powerful monsters. The hunt involves strategic combat and resource gathering.
3. Red Dead Redemption 2: In this open-world western game, players can engage in hunting wildlife. The "Hunt" mechanic allows players to track animals, collect pelts, and obtain resources for crafting and trading.

## Variations:

1. Tracking: Some games emphasize the tracking aspect of the hunt mechanic, requiring players to follow trails, examine clues, and make use of environmental cues to locate their targets.
2. Survival Hunts: In survival games, the "Hunt" mechanic may focus on hunting for food and resources to sustain the player character, adding a survival element to the gameplay.
3. Objective Hunts: In non-combat scenarios, players might use the "Hunt" mechanic to search for specific items, solve mysteries, or complete quests by locating hidden objects or information.

## Contributing:

If you have additional insights, examples, or variations related to the "Hunt" mechanic, please consider contributing to this entry. To contribute, follow the steps mentioned in the "Contributing" section of the Game Mechanics Wiki.

Cited Sources:

* "The Witcher 3: Wild Hunt Official Website" - https://thewitcher.com/en/witcher3
* "Monster Hunter Official Website" - https://www.monsterhunter.com/
* "Red Dead Redemption 2 Official Website" - https://www.rockstargames.com/reddeadredemption2/
Drag

## Explanation:

The "Drag" mechanic is a common and versatile game mechanic found in various video games, often used to allow players to interact with and move objects or entities within the game world. This mechanic typically involves selecting an object and "dragging" it with the player's input, such as mouse or controller movements, to achieve various in-game objectives or solve puzzles.

### Usage:

1. Object Manipulation: The "Drag" mechanic is primarily used for manipulating objects. Players can drag items, crates, levers, or other interactive elements to change their position or state.
2. Environmental Interaction: It also facilitates interaction with the game environment. Players can drag objects to create pathways, build structures, or uncover hidden areas.
3. Puzzle Solving: In puzzle games or adventure games, the "Drag" mechanic can be central to puzzle-solving. Players may need to arrange objects in a specific way to progress.

### Examples:

1. Portal: In the Portal series, players use the "Drag" mechanic with the portal gun to shoot two connected portals on surfaces. This allows them to drag objects through one portal and have them emerge from the other, creating interesting physics-based puzzles.
2. The Incredible Machine: In this classic puzzle game, the "Drag" mechanic is used to place and adjust various objects and contraptions to create a Rube Goldberg-style chain reaction.
3. Machinarium: In this point-and-click adventure game, players use the "Drag" mechanic to interact with the game world and solve environmental puzzles by dragging and dropping items.

### Variations:

1. Weight and Physics: Some games incorporate realistic physics and weight mechanics, making it more challenging to drag heavy objects.
2. Contextual Interaction: In modern games, the "Drag" mechanic often uses contextual interaction, allowing players to automatically drag or move objects when they approach them.
3. Multi-Player Cooperation: In co-op or multiplayer games, the "Drag" mechanic can involve multiple players working together to move large objects or solve complex puzzles.

**Contributing:** If you have additional insights, examples, or variations related to the "Drag" mechanic, please consider contributing to this entry. To contribute, follow the steps mentioned in the "Contributing" section of the Game Mechanics Wiki.

Cited Sources:

* "Portal Official Website" - https://www.portal.com/
* "The Incredible Machine on Steam" - https://store.steampowered.com/app/127870/The\_Incredible\_Machine\_Mega\_Pack/
* "Machinarium on Steam" - https://store.steampowered.com/app/40700/Machinarium/
Scripts tiers

Les scripts tiers (modules complémentaires de Kitten Game écrits en JavaScript) permettent aux utilisateurs de profiter du jeu tout en faisant (par exemple) moins de comptabilité.

Certains scripts s'exécutent de manière interactive et examinent l'état du jeu. Ceux-ci peuvent être (grosso modo) répartis en trois catégories :

* AutoClickers - Scripts qui automatisent certains aspects du jeu, en cliquant sur des boutons sans interaction de l'utilisateur
* Scripts utilisateur de calcul  : Scripts qui calculent et affichent des informations, mais n'effectuent aucune action par eux-mêmes.
* Alertes  : Scripts qui émettent des alertes lorsque les ressources sont pleines, mais ne fournissent aucune autre information aux utilisateurs.
* KG Progress Bars - Scripts qui ajoutent des barres de progression

D'autres scripts sont autonomes et produisent des résultats basés sur les entrées de l'utilisateur. En voici quelques exemples :

* Calculateur de jeu pour chatons
	+ Comprend des feuilles de calcul sur la licorne, l'acier, les plans et la métaphysique
* Unicorn Calculator V2 est obsolète et la nouvelle calculatrice de licorne est fusionnée avec Kittens Game Calculator. Si vous voulez l'ancienne version, cliquez sur le lien ci-dessous.
	+ Calculatrice Licorne V2
* Calculateur Steamworks et Magnétos
* Enregistrer le décodeur de fichiers
* les calculatrices des chatons de Coderpatsy
	+ Enregistrer l'éditeur de jeu
	+ calculateur d'herbe à chat
	+ calculatrice de licornes
	+ calculateur d'énergie
	+ calculatrice scientifique
* Calculatrice licorne de telio - mise à jour vers 1.4.0.9
* la calculatrice licorne d'Indraco
* Calculateur d'alicorne de BuGGaTon - Pour Ivory en fin de partie : Alicorne
Bogues

Veuillez utiliser Reddit , Discord ou le chat IRC pour signaler les bugs.

Si possible, ne postez pas de bugs ici jusqu'à ce qu'ils soient confirmés (B.)

* Un certain nombre de bâtiments ont leur description incomplète ou ne correspondent pas entièrement aux mécanismes du jeu puisque le développeur peaufine sans corriger les descriptions.
* 30 Cataire donne 18 cataire par seconde, le calcul est faux, et lors de l'achat de cabanes, le prix d'un chaton par seconde augmente spontanément.
* Parfois, les ingénieurs arrêtent de travailler et vous ne pouvez rien faire avec eux
	+ Solution de contournement (depuis IRC <%wikimonster>) : *licencier tous vos ingénieurs, leur confier un travail, puis prendre des chatons d'un autre travail et former ces ingénieurs, puis utiliser le bouton pour déplacer les chatons vers leurs meilleurs emplois.*
		- Solution de contournement 2 (de coderpatsy) : Une autre solution de contournement consiste à charger votre sauvegarde dans mon éditeur de sauvegarde . Il devrait automatiquement synchroniser les ingénieurs et le nombre de boutons de création.
* La production de reliques des Space Beacons tombe en dessous du taux de base (1.4.1.0)
	+ Solution de contournement (depuis IRC <%wikimonster>) : exportez vos données de sauvegarde et importez-les à nouveau, cela devrait résoudre le problème
KG Mobile

Les travaux ont commencé sur une version d'application mobile de Kittens Game fin 2016. L'application est entrée en version bêta ouverte début 2017.

Fil de discussion Reddit sur la bêta ouverte : [ https://www.reddit.com/r/kittensgame/comments/5rkkha/kg\_mobile\_open\_beta/ ]

Version Android : [ https://play.google.com/apps/testing/com.nuclearunicorn.kittensgame ]

Version iOS : [ https://itunes.apple.com/us/app/kittens-game/id1198099725 ]

Certaines des fonctionnalités intéressantes de la version mobile incluent :

* Progression hors ligne
* Prise en charge des notifications
* Barres de progression et pré-fabrication
* Compatibilité totale avec les sauvegardes existantes

Notes IMPORTANTES:

* Les mises à jour iOS prennent généralement plus de temps
* Il peut y avoir et il y aura très probablement des problèmes avec la version mobile, en particulier avec la progression hors ligne. Veuillez utiliser l'option de remboursement ou le subreddit pour obtenir des commentaires ou ignorez simplement le jeu. S'il vous plaît, ne votez pas contre, cela ne produira rien plutôt que d'atténuer votre frustration.
* Enfin, veuillez utiliser ce subreddit pour obtenir vos commentaires - [ https://www.reddit.com/r/kgmobile/ ]
Bedazzling Badass Barracuda Bunch

The \*\*Bedazzling Badass Barracuda Bunch\*\* was a team in Season 1 of ThatOneObjectCamp. Up against the dysfunctional Irradiated Isotopes, they won almost every single premerge challenge.

## \*\*MEMBERS\*\*

Leeky [u/AsingleMiitopian46] - Winner

Pizza Box [u/tony1838] - 3rd

Torch (Episodes 1-2) [u/Jk\_dragonght] - 14th/4th

Phantom [u/LoganT3829] - 5th

Lego [u/Simple\_Chip\_9967]- 6th

Feather [u/MadyyB] - 9th [Quit]

Red Velvet Cake [u/Space\_The\_Animator] - 10th

Members

## Trivia

This is team is tied with Bowl of Winners and M.E.O.W. of Season 2 for the least challenge losses, having only two.

Red Velvet Cake is the only contestant to be eliminated normally before the merge and not rejoin, since Feather quit and Torch rejoined.
Espace

L'espace est actuellement l'onglet qui s'ouvre au dernier moment du jeu, débloqué en recherchant des fusées .

Remarque : les temps de trajet indiqués n'incluent pas les effets des améliorations (telles que Thorium Drive ou Antimatter Drive ).

Les temps de trajet améliorés peuvent être calculés en divisant le temps indiqué par 25 pour Antimatter Drive uniquement, 50 pour Thorium Drive uniquement, ou 75 si les deux ont été recherchés.

La combustion des cristaux temporels réduit également les temps de trajet des missions en cours.

# Contrôle au sol

## Lancement orbital

Pendant le **Black Sky Challenge** , ces valeurs sont modifiées de x11, car l'exigence de la carte amidon devient 0. Nécessitant 1,1 M de science, 55 000 Catpower et 165 000 d'huile.

# \_

Rorschach est impénétrable mais vous voyez désormais plus loin.

# Cathéter

## Ascenseur spatial

> Note : La réduction des besoins en pétrole ne peut descendre en dessous de -75%, et pâtir de rendements décroissants.
>
>

## Déployer la Station spatiale

> Remarque : avoir plus de population que de logements (comme si vous coupez l'alimentation des stations spatiales) vous entraîne une réduction de bonheur assez importante.
>
>

# Lune

Temps de trajet : 30 jours de jeu (1 minute en temps réel).

# \_

Temps de trajet : 356 jours de jeu (11 minutes et 52 secondes en temps réel).

# Piscine

Temps de trajet : 256 jours de jeu (8 minutes et 32 ​​secondes en temps réel).

## Navire de recherche

> Les vaisseaux de recherche ne produisent pas de cartes stellaires pendant un défi Black Sky , car cela rendrait le défi trop facile.
>
>

# Hélios

Temps de trajet : 1200 jours de jeu (40 minutes en temps réel).

# T-Moins

Temps de trajet : 2500 jours de jeu (1 heure, 23 minutes, 20 secondes en temps réel).

\_
--

# Le Caire

Temps de trajet : 5000 jours de jeu (2 heures, 46 minutes, 40 secondes en temps réel).

## Balise spatiale

> Remarque : depuis la version 1.4.1.0, votre production de reliques évolue avec votre stockage d'antimatière. Chaque unité de stockage inférieure à 5 000 diminuera la production de 0,02 %
>
>

# Fil

Temps de trajet : 3 800 jours de jeu (2 heures, 6 minutes et 40 secondes en temps réel).

# Ombre

Temps de trajet : 7600 jours de jeu (4 heures, 13 minutes, 20 secondes en temps réel).

## Moissonneuse HR

> La production d'énergie du HR Harvester est augmentée par deux éléments : les années sombres du futur (augmente chaque année après 40 000, y compris les années gagnées en brisant les cristaux temporels) et les failles du Vide (+10 % par faille du Vide).
> En raison du sqrt() dans le yearBonus, le yearBonus augmente toujours, mais à un rythme de plus en plus lent. Il n’y a aucune limite à la hauteur qu’il peut atteindre.
>
>

# \_

Temps de trajet : 25 000 jours de jeu (13 heures, 53 minutes, 20 secondes en temps réel).

# Système Centaure

Temps de trajet : 120 000 jours de jeu (2 jours, 18 heures, 40 minutes en temps réel).
U/standard potineal 5

## Description

Standard-potential-5 competes in TOOC S3 as ping pong ball as the team president in the team Bright and Night. Their also in an alliance with tornado called Sports Rush.

## Gameplay

Ping Pong Ball was placed on Team 2, which would then be named Bright and Night. He was elected Team President in Episode 1, however he did not join in the Tornado blindside, instead voting for Eyeball. He later voted for the eliminated contestant both times B&N was up for elimination, until the Team Swap. After the Team Swap, Ping Pong Ball was placed on the Raving Rockstars, and was proclaimed by Marimba to remain President of the new team. However, it was around this time that his activity began to fall, and in a close vote, he was ultimately blindsided from the game:
U/isawyourwillylol

isawyourwillylol has competed in season 1 and season 3. His real name is Luis and lives in The costarican san jose metropolian area. he has played the characters of oxcart and marimba.

## Camp run

### Season 1/As oxcart

As oxcart, Willy was placed on infamous flop team Irradiated Isotopes. He did not get to do much and ended up getting eliminated early on the competition, placing 13th/16th overall, likely due to lack of art skill. as such. oxcart's in character never really got the chance to shine or be fleshed out.

### Season 3/ As marimba.

As marimba, willy was placed on Bright and Night, before being placed on the Raving Rockstars after the swap in Episode 7. while they do present extremely great social bonds. they still lack art skill and might be possibly eliminated in a future episode because of that and the fact that they have been openly targeted in the gc by former ally Shortkitty.

In season 3 episode 3. Marimba is the main reason why Tornado gets eliminated.

## Character's description.

### Oxcart

Oxcart. full name is Braulio carrilo molestador de niños el sesenta nueve. is a from a quote unqote monarchy. (its actually just a normal family that pretends to be royalty to seem cool or something) is a transphobic bitch who grew to hate chonete and his closest. he is homophobic and prefers to stay out of romantic relationships. he was on July 25th, 2002.

### Marimba

This sweet girl who is canonically dating chonete. she is kind and likes to help out but gets sometimes aggresive around enemies. her ad chonete have known eachother since 3 years of age and have been friends for at least 15 years. growing up together. losing their innoncence together. they could do it all.

## Trivia

* This user loves to start in character roleplays within the camp gc.

* This user shares a birthday with u/carioforsupermario. not just the date. but the **year.**
Irradiated Isotopes

The **Irradiated Isotopes** were a team in Season 1 of ThatOneObjectCamp. While they were strong socially, they performed terribly in challenges, losing 7 out of 9 premerge challenges.

## Members

##### Original

Love Letter - [u/YourLocalKyokoSimp] - 2nd

Astatine - [u/DashieProDX] - 7th

Flag - [u/skitz6969] - 8th

Grapey - [u/my\_guy5561] - 11th

Tillandsia - [u/JamPieIGuess] - 12th

Oxcart - [u/isawyourwillylol] - 13th

Rainbutter - [u/ChaosCreature2] - 15th
Tornado

Tornado is a contestant who first appeared in the Third Season on TooC. They were eliminated in Episode 3 due to only being active on weekends and spamming the chat with memes.

## Tornado

### Born

Wind
??? Age:2
California

### Appears in

TooC S3

* Tornado sadly can only participate to the camp on weekends due to school. this causes a slight decrease in contribution to challenges. especially when the challenges are from weekday to weekday. either way. he has proven himself to be a good drawer and can be useful for his current team, the bright and nights and on the run to win TOOC season 3. At the End of Episode 1 though, Tornado, Surprisingly gets handed an offer from none other than Ping Ping Ball to be in an alliance. This interaction creates the new mini team known as "Sports Rush". Due to a vote pact between 3 members. tornado was eliminated at episode 3, placing 20th overall.

## Trivia

During in character roleplays. marimba likes to call tornado big guy.

He is the number one most wanted man in the world
Wiki Kittens Game

**Bienvenue au...**
**Wiki Kittens Game**
**27 pages • 5 fichiers • 226 modifications**

**À propos du jeu**

***Kittens Game*** est un jeu édité par Nuclear.Unicorn et Dmitrii Popov qui est considéré comme "*Dark Souls* mais pour incrémentation". (En savoir plus...)

**À propos du wiki**

Ceci est le wiki Fandom français du jeu vidéo *Kittens Game*. Le but de ce wiki est de documenter en profondeur ce jeu en langue française.
Schémas de couleurs

Les schémas de couleurs sont accessibles à partir du menu Options. Il existe plusieurs schémas différents qui ont été proposés par divers auteurs. Certains ne sont débloqués que sous certaines conditions.

Une fois qu'une palette de couleurs est déverrouillée, elle reste déverrouillée de manière permanente pour le reste de la partie.

* Remarque : les schémas Volkeyrn sont désormais disponibles dans la version principale

## Schémas disponibles

Liste des schémas disponibles et leurs conditions de déverrouillage

Astuce pour avoir l'effet de flou utilisé sur certains thèmes avec Firefox : paramétrer le `layout.css.backdrop-filter.enabled`et `gfx.webrender.all`préférence à vrai dans `about:config`(test sur firefox 70-84)

Si vous migrez d'une ancienne version vers une nouvelle et que vous remplissez déjà les conditions, vous devez acheter 1 bâtiment spécifique pour débloquer le programme.
Season 3 episodes

## Episode 1

After deciding teams. the group heads off to create posters. many of variaing quality. a subplot ocurrs where tornado has to leave the team to do his own team. and the bright and nights establish a mini empire with senator Overallgamer696 deciding the ruler of the empire should be ping pong ball. his great leadership skills along with Strawberry Shortkitty acting as vice president helped guide the team to victory. meanwhile. rydiak corners up some members of his team and threatens with commiting arson on their team cabins if they dont comply. the hostages (on his own team btw.) turn on him and get rydiak eliminated with a recordbreaking 7 votes against him.
Yamarashi

**Yamarashi** is a category three Kaiju that attacked Los Angeles on October 17, 2017.

## History

### Yamarashi Engagement

Yamarashi emerged from the breach on October 17, 2017 and made a direct B-line to Los Angeles, and made landfall in Long Beach Waterfront, with the Kaiju then beginning to make it inland, however it's rampage was halted by the mark two, Bombardier Dropkick and mark three, Gipsy Danger.

The two Jaegers engaged the Kaiju, but when Bombardier's missile bombardment did little to harm the Kaiju, Gipsy Danger stepped in, and after a relatively long battle, the mark three killed the Kaiju by decapitating it using a crane cable.
The Triple Event

### Performers

[Jaegers]Vangis Executioner, Scarlet Hades, December Beta, Horizon Bravo, Barricade Leader

[Kaiju]Yamarashi, Knifehead, Scunner

### Location

San Francisco

The **Triple Event** is an event that was predicted to occur sometime after the first **Double Event** in which three Kaiju would emerge from the Breach at once. This was a turning point in the war where the PPDC was forced to make a move on the Breach.

## History

### The Warning

The PPDC would recieve an early warning from one of their head scientists that the tragic Double Event was not the worst to come. They foretold that it may keep getting worse as the **Precursors** grow stronger and are able to send stronger Kaiju throw the Breach in higher quantities. And that if they don't act now, that at this rate the world will be overrun by Kaiju.

Just then, and alert came through warning the PPDC of a trio of Kaiju signatures rising from the Breach. Even stranger was the fact that two of the Kaiju were Kaiju that they've encountered in the past... The Marshal quickly had a squad of four Jaegers deployed to the Kaiju's predicted destination in the hopes of intercepting them. One of which an esteemed Mark-5 Jaeger known as Scarlet Hades.

### San Francisco

The four Jaegers were told to guard the bay area, Scarlet Hades was ordered to defend the bridge while first responders evacuated anyone left on the bridge. The other three were to hold the miracle mile and prevent the Kaiju from entering the Bay.
Shatterfist

**Shatterfist** is a category one Kaiju that attacked Los Angeles on September 17, 2015.

## Biology

Shatterfist can be described as resembling a chimpanzee but without lips and fur, and was covered in dark grey scales with bright green cracks covering it's body similar to the ones on Knifehead and Trespasser, it has six glowing green eyes that look similar to a goats with several quill like structures covering it's arms and back.

The Kaiju has four fingered hands as well.

## History

### Shatterfist Engagement

Shatterfist emerged from the breach on September 17, 2015 and immediately began to make a B-line towards Los Angeles, where the Kaiju was engaged by the mark one Jaeger, Tango Tasmania, and after a relatively short fight, Tango Tasmania would kill the Kaiju by ripping out it's heart, and crushing it.

However, during the battle, young Cassidy Brown's family was killed by the Kaiju.

### Aftermath

Shatterfist was the third Kaiju to ever be engaged by a Jaeger, with Hardship and Karloff taking first and second place, and a sample of the Kaiju's flesh was taken by Dr. Felicity Kencaid for study.

Years later, when she, and Dr. Newton Geiszler present that the Kaiju are indeed cloned to marshal Marisa Faith in the Sydney Shatterdome, Shatterfist's flesh sample, alongside flesh samples of the category three, Yamarashi and category four, Sin-Tail are presented to back their claims up.
Kaiser Sunbreak

**Kaiser Sunbreak** is a Mark-5 Jaeger assigned to the Hong Kong Shatterdome. What it lacks in speed it makes up for in sheer power.

## History

### Development

China is no stranger to manufacturing Jaegers... and this one was truly built to be a war machine. Instead of going with a more sleek and modern design, China decided to follow in Russia's footsteps and make powerful intruments of destruction. Going with a bulkier and more powerful design than the sleek and swift designs like that of the Australian **Striker Eureka**.
Tango Tasmania

Tango Tasmania engaging Shatterfist

**Tango Tasmania** is a mark one Panama Jaeger that served in the First Kaiju War.

## History

### Development

Tango Tasmania was one of the first generation mark one Jaegers, with it being constructed immediately after the success of Brawler Yukon against the category one, Karloff. Due to how rushed the mark ones were, Tango Tasmania had poor reactor core shielding like many of the other mark one's had.

### Initial Launch

Tango Tasmania was officially launched on May 17, 2015, and was stationed in the Los Angeles Shatterdome, alongside it's fellow mark ones, Romeo Blue and Gipsy Marauder.

### Early Combat History

#### Shatterfist engagement

On September 17, 2015, Tango Tasmania would be deployed in Los Angeles to engage the category one Kaiju, Shatterfist. Where, after a battle that last around two hours, Tango Tasmania would kill the Kaiju by ripping out, and crushing the Kaiju's heart in it's hand after shredding the left side of it's face with it's GUE-25 Gatling Cannon.

Tango Tasmania became the third Jaeger to gain a Kaiju kill, after Brawler Yukon and Romeo Blue.

## Also See

* Tango Tasmania on the official Pacific Rim Wiki