recursal/Fanatic-Fandom huggingface dataset:
Resurrection Node

When a player dies in Dual Universe, they will re-spawn at the closest resurrection node they have activated, if none are set they will respawn to players tile on Haven.

## Attributes

### Unit Mass

728.43 kg

Resurrection Nodes are built and installed by players and organizations for personal or group use. There is currently no limit on the number of resurrection nodes a player or organization can have active at the same time. More than one player can use the same resurrection node if they have the correct permissions to do so. When you die, you always re-spawn at the closest resurrection node available to you. You cannot choose which node you re-spawn to. When you re-spawn your inventory will empty of all items except Data Items such as Blueprints. Packed items will be lost, even if the package contains only data items.

## Death Mechanic

There is no fall damage in Dual Universe, players are somehow protected by the exosuit. If a player crashes while in a control seat and that control seat is destroyed (red damage) the player dies and respawns at the nearest resurrection node. If the core of a player's ship is destroyed while engaged in PvP (combat timer), the player dies and so do all players on that construct, even if those players are offline at the time.

## Lore

Resurrection Node technology is based around quantum branching, which is a discovery made in the 2400s. At every moment in time, several versions of the universe exist in parallel. When a person dies, the universe they are currently in switches with another universe which is identical in every single way, except that the person who died is inside of a Resurrection Node instead of dead. As this process is energy intensive, it switches only the body and memories of the person that died and nothing more.

While it was discovered and theorized to be able to save all of humanity, this did not end up being the case. It would involve sending billions of Resurrection Nodes to another hospitable planet and installing them. There was not enough time to do so....

## References

1. ↑ DevBlog Dual Universe: https://devblog.dualthegame.com/2014/07/06/quantum-immortality/#more-210
Jetpack

The jetpack is an ever present, essential part of the players equipment. Attached to the base of the backpack. it is powered by an unknown quantum power source that does not need fuel, the jetpack cannot be damaged nor destroyed.

The jetpack works in all environments, space, atmosphere and below ground. To activate the jetpack press W twice in quick succession or Ctl+z to toggle the jetpack on. While not in build mode the jetpack is affected by the gravity of the planetary body the player is on. The jetpack has a top speed of 54 km/h with no talents, with maximum talents 84 km/h. When in build mode the jetpack is not affected by gravity and can be maneuvered along all planes using standard ship control direction keys. When in build mode speed is limited to 7 km/h on the horizontal plane(and 36 km/h when holding shift key) and 27 km/h on the vertical but cannot extend far beyond the build zone of the construct.

Jetpacks operate in space and can be activated by the x key. Jetpacks can be operated while under the influence of the artificial gravity of a space construct and travel at ship speed but once outside of the build zone will loose connection to ship and float free. To operate a Jetpack under the influence of a constructs artificial gravity the player will need the RDMS right "Right to user jetpack". Jetpacks in space can travel at maximum speed of 29999 and also have enough thrust to leave the low gravity of asteroids. If a player logs out while travelling in space the jetpack will stop instantly and on relog the player will be stationary.
Industry Units

Industrial Units are elements that can be used by players to manufacture and mass produce materials, parts and elements. There are several different types of industrial units: The Refiner, Smelter, Honeycomb Refinery, Recycler, Glass Furnace, Chemical Industry, 3D Printer, Metalwork Industry, Electronics Industry, Assembly Line and Transfer Unit; and each plays a role in the production process.

## Unit Types

Units that produce materials are the Smelter, Recycler, Refiner, Chemical and Honeycomb Refinery. The Glass Furnace produces both materials (Glass) and parts (LEDs, Warp Cells and Optics). Other Parts are produced by the Electronics Industry, Metalwork Industry and 3d Printer. Assembly Line units produce elements or end products that can be attached to constructs. The Transfer Unit is another industry unit although it does not produce components it transfers components between containers. All industry units that produce materials and parts have the size of M and are produced in the relevant tier of Assembly Line M with functional parts that determine function.

#### Unit Tiers

All materials, parts and elements have tiers, sometimes referred to as Levels in some UI windows. Tiers range in scale through Basic, Uncommon, Advanced, Rare and Exotic, increasing complexity, time to build and cost of schematics

As a general rule the following is true of most items within DU Industry, although there are exceptions.

* Basic units produce Basic and Uncommon items or elements with Uncommon components
* Uncommon units produce Advanced items elements with Advanced components
* Advanced units produce Rare items elements with Rare components
* Rare units produce Exotic items elements with Exotic components

Assembly Line Units are classified as Tier 1 units even though they are named after the relevant tiers

#### Unit Schematics

Industry units need schematic copies to run for Elements, Pure (except T1), Product and Consumables like Fuel and Warp Cells. See page on Schematics to view how to obtain copies

To discover the particular schematics that an industry unit can accept, select the schematics from the table below, or go to the full list.
Docking

[wip]

The docking mechanic (previously called parenting) allows a player to dock a ship of smaller core size to a larger size if they have permissions to do so. The hot keys are ***Alt+t*** to dock and ***Alt+y*** to undock. Docking can be performed using the maneuver tool to place the ship within the collision box of the parent ship
Darwin Project Wiki/Bottom section

Help Wiki

General Help

Getting Started

Editing pages

New pages

Moving pages

Basic images

Links

Community

Register

How to help

To write a new article, just enter the article title in the box below or in the search box at the top of the page.

* **Adding content**
	+ If you are unsure of what to do or how to create a page, search for a few articles on the same topic and see what they look like. You can always view the source code in a wiki and learn from what others have done.
	+ An edit doesn't have to be massive; if you feel you don't want to create whole articles, then just fixing spelling errors and broken links is enough.
Gyroscope

A Gyroscope will give you the ability to add additional info to your HUD (Heads-up display) about your Roll and Pitch angles. They are purely optional since the direction of your ship is defined by the orientation of your Dynamic core unit. Gyroscopes can be activated to override the way your core points and to set a player's ship orientation to the orientation of the gyroscope. A gyroscope must be placed in the desired direction of travel.
Maintenance Unit

[wip after 1.3.0]

The Maintenance Unit is an element that is used to repair damage to constructs, or to disassemble whole constructs into is constituent elements and voxels/

To repair a construct the unit take a stored snapshot of a constructs blueprint that is saved in the core and by consuming scrap or elements return the construct to its original state, even if entire sections are destroyed.

When a player opens the maintenance unit interface the unit will scan for all constructs within a 1 km range and will list all constructs the player has repair rights and build rights.

A maintenance unit must be connected to a container or a container hub and only one maintenance unit can be connected to that hub or container.

The repair unit is ideal in the following circumstances;

* Voxel damage due to PvP
* Taking restore points when performing complex voxel work to easily revert changes

Maintenance units are not addressable via lua and have one container/hub input link

Units can only repair/restore one unit at a time.

## Snapshots

There are two types of snapshots Automatic and Manual. An automatic snapshot is taken when a player modifies part of a construct and a manual snapshot is taken by selecting the core RMB > Construct > Advanced > Take Manual Snapshot. These two mechanisms provide the player with two restore points. After selecting the construct to repair the player will be presented with the current snapshots stored in the constructs core and they can choose between Automatic and Manual snapshot.

Once OK is selected the repair lockdown timer of 15 starts, at this stage nothing is changing on the construct. A final window will appear at the end of the timer where the player can choose to approve or reject the snapshot restore.

Currently if you select cancel the ship will still be locked out for the repair time in the table below

## Repair times

Each construct size has a repair time regardless of the number of elements or volume of voxels. During repair a player cannot enter build mode, pilot or tokenize the construct. All other programming boards continue to work and containers are accessible.

Repair Times
 S
 M
 L

*For more information, see the Scrap page.*

The repair time is the same regardless of the tier of scrap used, although the volume required will be less for higher tier scrap
Nanopack

In Dual Universe, the Nanopack is an integrated part of each character's biosuit that allows them to store and carry items, resources, equipment, materials and elements. Think of it as the DU version of a player inventory. Each Nanopack has a limited amount of storage, and there is currently no means of increasing it.

# Lore

Based on advanced string theory applications involving extra-dimensional displacement in Calabi-Yau space, it can significantly reduce both the size and the mass of whatever is stored inside it. This technology was developed around 2440, but has since been lost; all attempts to reverse engineer Nanopacks have failed. Thus, the creation of new Nanopacks is currently impossible.

## Note

“Nanopack” is a temporary name for the Equipment.
It will most likely change during the game development.
Honeycomb Refinery

The Honeycomb Refinery industry unit weighs 2.3t and

The Honeycomb Refinery has four tiers; Basic, Uncommon, Advanced and Rare

## Basic Honeycomb Refinery M

The Basic Honeycomb Refinery

Pure ore take the following inputs

* Carbon Pure
* Aluminium Pure
* Iron Pure
* Silicon Pure
* Chromium Pure
* Calcium Pure
* Copper Pure
* Sodium Pure

Produces these honeycomb using schematics.

The Basic Honeycomb Refinery is manufactured using the Basic Assembly Line M

## Uncommon Honeycomb Refinery M

The Uncommon Honeycomb Refinery takes Tier 3 pures as an input to produce honeycomb

* Silver Pure
* Nickel Pure
* Sulfur Pure
* Lithium Pure

Produces these honeycomb using schematics.

The refiner is manufactured using the Basic Assembly Line M

## Advanced Honeycomb Refinery M

The Advanced Honeycomb Refinery

Produces these honeycomb using schematics.

The Advanced Honeycomb Refinery is manufactured using the Uncommon Assembly Line M and the following

## Rare Honeycomb Refinery M

The Rare Honeycomb Refinery takes Tier 5 pures as an input to produce honeycomb

* Niobium Pure
* Pure manganese
* Pure Titanium
* Vanadium Pure

Produces these honeycomb using schematics.

The Rare Honeycomb Refinery is manufactured using the Advanced Assembly Line M
Compactification

Compactification is a term to describe the ability a player has to compress a dynamic construct, package it and put it in the players Nanopack. Sometimes affectionately called a pocketable ship this feature is extremely useful as the item is a Data Item and will survive intact through death or respawning. Compactification was released in Beta 1 r0.22.4 but there are some notable limitations to a pocketable ship.

## Limitations

The construct must:

* Be based on an XS Core Unit
* Not have a container attached
* Only have one fuel tank
* Not have a weapon fitted
* Have a maximum of three atmospheric engines
* Not have space engines fitted
* Have a mass not exceeding 20 tons
* Be owned by the player and not an Org

## Compactification Process

The player can only have one pocketable ship in their Nanopack and the player must own the construct, you cannot pocket a ship owned by an organization.

Without standing on the ship, target ship, right click and select **Construct > Construct Compactification** or alternatively while targeting ship select **ALT+B**

Your ship will appear as the following data item in your Nanopack

**Redeploy Pocket Ship**

When you want to deploy your pocketable ship make sure your inventory is your active container, simply right click compacted ship and select Equip and then deploy. If you want to compact this ship again make sure you deploy the construct with your player name as the owning character.

###### References

1. ↑ https://board.dualthegame.com/index.php?/topic/19794-beta-1-release-notes-last-updated-on-september-23rd/&tab=comments#comment-143200
Kyrium

## Description

Kyrium is a mysterious resource that is known solely due to it being the main material compound in the fabric of the Arkships. The origin of Kyrium is a mystery.

## Uses

Kyrium cannot be manipulated by any processes currently available. It is unaffected by both nano-fields and CYC.
Despite this, it is evident that Kyrium can withstand and absorb enormous accelerational forces; which is why it was used in building the Arkships.

## Note: Speculation

Considering that 'Kyrium' was the highest tier of backer reward, it could be suggested that Kyrium will feature as the most valuable resource in-game.
Pure Hydrogen

**Pure Hydrogen** is a common resource. It is easily obtainable, and it is used in a number of different crafting recipes.

 Unit mass | 0.07 kg/L

Recipe

Used in
50L Pure Oxygen
50L **Pure Hydrogen**
 Nitron Fuel | 100L
Uncommon Chemical Industry M
Advanced Chemical Industry M
Rare Chemical Industry M
20L Pure Carbon
40L Pure Oxygen
20L **Pure Hydrogen**
Electronics

*This article is a stub. You can help Darwin Project Wiki by expanding it.*

Electronics are an item which can be collected within The Arena which allows a player to unlock Powers. These can then be used to help the Inmate defeat other players in the match.

Electronics can either randomly spawn or be spawned by a Show Director.
Rebirth Program

## History

The Rebirth Program was created in 2049 to analyze alternative methods of saving humanity, once it had been determined that Earth could not be saved. By 2084, huge amounts of funding and resources were given to the program once it became clear that the destruction of Earth was imminent. Each nation was required to contribute at least 20% of their resources to the project.

One of the issues on Earth during these times was a nihilist movement among much of the population (people who believed life was meaningless). The thinking of these people endangered humanities hope of survival, as any possible solution would require commitment, devotion, and hope; all characteristics lacking in the growing number of nihilists. Although measures were voted on to combat these movements, it remained a problem for the Rebirth Program all the way up to Earths destruction.

## Result

The Rebirth Program resulted in the construction of the Arkships, as well as many new technologies which would aid in humanities new life among the stars, including new propulsion technology. The Program was, according to its purpose, successful; by creating the Arkships humanity was saved, given another chance to create a new civilization among the stars.
Atmospheric brakes

Atmospheric brakes create thrust opposing the motion of a construct in space, acting as a brake. They do not consume fuel but demand proper placement on the construct for optimal usage.

### Airbrakes

Atmospheric Airbrakes range in size from S to L which translates to a maximum thrust of 50 000 N to 5 000 000 N. They function best inside a planets' atmosphere.

### Space Brakes

Retro-rocket brakes range in size S to L which translates to a maximum thrust of 100 000 N to 3 600 000 N. They are listed under Atmospheric brakes but they will not function in a planets' atmosphere unless it is a very thin one or barely entering a planets' atmosphere.
Dual Universe Wiki/editcopy/Section 3

Gameplay Video

*See more videos*

Screenshots

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Doors

A variety of doors, gates and hatches can be attached to any construct and can be operated by detection zones, switches, programming boards and can be controlled by Lua.

Doors are one of the few elements in Dual that although their reflection is observable, they do not cast shadows, light shines through them. The dynamic portion of the doors do not render until you are close to the construct.
Outpost Pilot

FTUE Outpost: Pilot
5        2 counter XS
5        Adjustor S
5        Adjustor XS
1        Aileron XS
1        AND Operator XS
7        Armored window S
1        Atmospheric Fuel Tank S
5        Bagged Plant B S
1        Basic Atmospheric Engine S
1        Basic Atmospheric Engine XS
1        Basic Container S
2        Basic Container XS
1        Basic Mining Unit S
1        Bed S
2        Bench S
1        Cable Model B S
2        Cable Model C M
2        Cable Model C S
2        Canopy Metal flat L
3        Canopy Metal flat M
2        Canopy Metal flat S
14        Canopy Windshield flat M
8        Canopy Windshield flat S
1        Canopy Windshield triangle S
1        Compact Aileron XS
1        Container Hub XS
1        Corner Cable Model A S
7        Delay Line XS
1        Dresser M
3        Elevator XS
1        Emitter S
1        Emitter XS
1        Empty Shelf S
1        Force Field S
2        Full Shelf S
3        Half-Full Shelf S
4        Hull Decorative Element B S
1        Interior Door S
10        Manual Button S
3        Manual Button XS
8        Manual Switch XS
1        Nightstand S
3        Office Chair S
8        OR operator XS
2        Plant Case D S
1        Plant XS
1        Programming board XS
1        Receiver S
1        Receiver XS
9        Relay XS
1        Resurrection Node S
1        Screen M
2        Screen S
2        Sliding Door M
2        Sliding Door S
1        Space Fuel Tank S
1        Spaceship Hologram M
1        Spaceship Hologram S
6        Square Light S
3        Square Light XS
2        Stabilizer XS
1        Static Core Unit S
36        Steel column S
6        Steel panel S
1        Surrogate VR Station M
1        Table M
1        Trash can S
1        Vertical Light M
7        Vertical Light S
1        Wardrobe M
1        Window L
1        Window M
Repair Tool

The repair tool uses scrap to repair constructs. There are various tiers of scrap see scrap page, higher tier scrap repair elements faster than lower tier scrap. The speed of repair can be increased by training talents. Voxels can only be repaired using a repair unit.

Elements are damaged in stages and are either Red or Yellow. Yellow elements will still function, red elements will not. Damaged elements cannot be stored in containers and must be repaired before removing them to a container. Players can also deleted damaged elements from constructs.

The repair unit can also replace red/destroyed construct cores, a new core of the same size must be selected from current container.
Bonsai

Of all the decorative elements the Bonsai Plant deserves a special mention. It is seen in many quarters of Helios as the highest display of opulence, in other areas it is viewed as and extravagant waste of resources. The plant takes over 13 hours to manufacture using some of the most exotic and complex resources in the system.
Emergency Control Unit

The Emergency Control Unit (ECU) has a stated description that it will *"..activate when no direct controller is operating the ship. It's default behaviour is to safely land your ship if it is able ... "* Under some circumstances, this does work, but a player should not attempt to activate an ECU in the hope that it will land their ship from a high altitude or if they are disconnected. The main functional use of an ECU is to keep your ship stationary while in space or bring your ship to a stop when you leave the control seat of the ship. This functionality has important applications with AGG ships, ships in space and space elevators.

The ECU is a flight control unit similar to a remote control and is operated via Lua, if you right click on an ECU, select Run Default Autoconfigure there is an option for ECU. Running the autoconfigure will connect the ECU to the core, fuel tanks, gyroscope and operates similar to a rudimentary auto pilot.

Once armed, if you are travelling in space at max speed and get out of your seat the ECU will bring your ship to a stop, if you do not want this behaviour it is advisable to disarm the ECU during flight. If your engines are applying thrust and consuming fuel the ECU will not shut the engines down while you are out of the seat, they will still consume fuel until you regain control via the seat. Wile stationary in space the ECU will ensure your ship does not drift. If you are in a non render distance from your ship in space it is reported that the ECU ceases to operate.

If armed and within the planet's gravity influence the ECU will attempt to glide land your craft, it has no concept of avoiding obstacles in front of the ship. The ECU cannot brake land. Care needs to be taken in using the ECU as a landing system as you will more than likely crash.

Arming the ECU has no effect after the player has left the seat and control is passed to the ECU only when the player leaves the control seat. The ECU will bring you to a stop over water and uses vertical boosters or hover engines to determine elevation. To shut down an ECU after leaving the control seat hit Ctl-Backspace, An ECU consumes fuel to operate in a similar way any other control unit or seat would.
Recycler

The recycler industry unit weighs 2.3t and takes pure refined ore as an input and creates creates scrap as an output. Without talents the unit produces xx of output per cycle.

## Attributes

### Unit Mass

619.20L

The recycler has four tiers; Basic, Uncommon, Advanced and Rare

## Basic Recycler M

The Basic Recycler recycles Tier 1 and Tier 2 pures as an input to make scraps

Pure ore take the following inputs

* Carbon Pure
* Aluminium Pure
* Iron Pure
* Silicon Pure
* Chromium Pure
* Calcium Pure
* Copper Pure
* Sodium Pure

Produces scraps using these schematics.

The Basic Recycler is manufactured using the Basic Assembly Line M

Requires Recycler Proficiency I in order to use.

## Uncommon Recycler M

The Uncommon Recycler takes Tier 3 pures as an input to produce scraps

* Silver Pure
* Nickel Pure
* Sulfur Pure
* Lithium Pure

Produces scraps using these schematics.

The refiner is manufactured using the Basic Assembly Line M

## Advanced Recycler M

The Advanced Recycler takes Tier 4 pures as an input to produce scraps

* Pure Cobalt
* Pure Flourine
* Pure Gold
* Pure Scandium

Produces scraps using these schematics.

The Advanced Recycler is manufactured using the Uncommon Assembly Line M and the following

## Rare Recycler M

The Rare Recycler takes Tier 5 pures as an input to produce scraps

* Niobium Pure
* Pure manganese
* Pure Titanium
* Vanadium Pure

Produces scraps using these schematics.

The Rare Recycler is manufactured using the Advanced Assembly Line M
Recruit A Friend

The recruit a friend program (RAF) was introduced just after Beta 1 r0.26.16 and enables a player to invite a friend to Dual Universe and offers rewards to both the recruiter and recruit. The recruit will be granted the following when subscribing with the RAF code.

* Talent pool of one week skill points
* XS Static Core Unit x1 Cockpit Skin x1
* Container Hub x1
* S Container x2
* Two-seat Speeder Blueprint - Sand (color)

To recruit a friend the player logs into https://www.dualuniverse.game selects Recruit a Friend, copies the link and emails that to the recruit.

Features and Limitations

* Players that have not yet purchase game time or have played using a gifted Beta key are eligible.
* Users that have a Dual account but have not purchased game time are eligible.
* The recruiter must have an active subscription to obtain rewards
* The recruit will find gifted rewards in their Nanopack
* Recruits can teleport to the recruiter by adding them as a friend then RMB on user and teleport

The recruiter is granted the following based on the length of subscription that the recruit takes.
Directional detector

The detector is a close-range, aim-based tool used to detect valuable ore within a range of 30 meters. The distance to target can be increase to 50 meters by talent training. The detection tool is generally used after the scanner tool, where the player initially locates a vein of ore to detector range and then searches slowly in a 360 degree scan of the area waiting for the or 'ping'. There is usually an audible identification before a visual identification that ore is in the direction that you are aiming.

As you aim horizontally and vertically away from the peak source the blue indicator will fade and return. This will give you an approximate direction that you can mine.
Alioth

**Alioth** is the landing place of the original Arkship, the Novark, and it is here that all new Dual Universe players will begin their journey. Alioth is a temperate planet containing several biomes, such as vast oceans, forests, mountain ranges, and icy polar caps, much like Earth. The planet has three moons, which are far more hostile environments, but also contain many valuable resources. Alioth has a day/night cycle of approximately 5 hours.

Alioth only holds the most common resources that are necessary for basic industry, and so players will have to venture to other planets, asteroids, and moons to acquire more exotic materials.

Alioth is a sphere so huge (65 Km radius *[EDIT: Further calculations, including numbers listed ingame and on the wiki, all conclude the radius is closer too 126.067442268]*) that for examples, it requires 5h to reach the center by mining, it requires 11-13h to run around it at the equator or it requires 19 years for a team of 1000 players working 8h each day to remove 1% of the planet

## Reference list

1. ↑ The Arena Interview with Dual Universe: https://www.youtube.com/watch?v=07v2D29\_Kos Oct. 24, 2017
Outpost Wave

FTUE Outpost: Wave
1        Basic Container S
2        Basic Container XS
1        Basic Mining Unit S
1        Bed S
14        Canopy Windshield flat L
4        Canopy Windshield flat S
1        Container Hub XS
3        Elevator XS
2        Ficus Plant A M
1        Foliage Plant Case B M
35        Glass Panel S
2        Interior door S
4        Long Light S
6        Long Light XS
4        Manual Switch XS
4        Nightstand S
1        Office Chair S
3        Plant Case A M
1        Plant Case E S
4        Relay XS
1        Resurrection NOde S
1        Screen M
1        creen S
1        Sink unit
2        Square Light M
16        Square Light XS
1        Static Core Unit S
2        Steel column S
1        Surrogate VR Station M
2        Transparent Screen XS
1        Wooden armchair S
1        Wooden Chair S
6        Wooden dresser M
1        Wooden low table M
1        Wooden Sofa S
Refiner

The refiner industry unit weighs 2.3t and takes ore as an input and creates pure ore as an output. Unskilled the unit produces 75L of output per cycle. The refiner has four tiers Basic, Uncommon, Advanced and Rare.

## Basic Refiner M

Tier 1 and Tier 2 ores require a Basic Refiner to refine the ore to pure material. The Basic Refiner also produces the composite materials; Concrete Product, Marble Product and Wood Product from pure ore.

Pure ores take the following inputs

* Coal
* Bauxite
* Hematite
* Quartz
* Chromite
* Limestone
* Malachite
* Natron

Concrete, Marble and Wood Products take the following inputs

* Pure Calcium
* Pure Carbon
* Pure Silicon
* Pure Oxygen

Produces pure ores using these schematics.

The Basic Refiner is manufactured using the Basic Assembly Line M

## Uncommon Refiner M

The following Tier 3 ore requires an Uncommon Refiner to refine the ore to pure material

* Acanthite
* Garnierite
* Petalite
* Pyrite

Produces pure ores using these schematics.

The refiner is manufactured using the Basic Assembly Line M

## Advanced Refiner M

The following Tier 4 ore requires an Advanced Refiner to refine the ore to pure material

* Cobalite
* Cryolite
* Gold nuggets
* Kolbeckite

Produces pure ores using these schematics.

The refiner is manufactured using the Uncommon Assembly Line M

## Rare Refiner

The following Tier 5 ore requires a Rare Refiner to refine the ore to pure material

* Columbite
* Rhodonite
* Illmenite
* Vanadinite

Produces pure ores using these schematics.

The refiner is manufactured using the Advanced Assembly Line M
Manufacturing

Manufacturing is the the process of creating materials parts and elements from resources using industry units. Manufacturing is a major component of Dual Universe's gameplay as every item or element has been manufactured by players. Manufacturing is closely linked to mining although a player does not have to mine to manufacture. Similarly manufacturing is linked to the economy but some players choose to manufacture for the convenience of having items available without having to go to markets.

## Basics

Manufacturing occurs on static and space constructs, you cannot manufacture on Dynamic Constructs. To enable you to place a static construct you must have permission to place a construct on the tile. This is through the RDMS permission system or you simply own the tile yourself. When players complete the new user tutorials they are given an outpost on Haven, this is an ideal place to experiment manufacturing for the first time. Alternatively you can place your manufacturing on a Space core although there are some logistical challenges with manufacturing in space.

The size of the static or space construct is up to the player and each represents a finite volume where you can place your industry units, the S size core is an ideal size to start with, you can always migrate your manufacturing to a larger core later.

## What to Manufacture

Deciding on what to manufacture will depend to some extent on the outcome you hope to achieve, perhaps its your own need for building materials, or a desire to become a DU tycoon, or simply just fun. Schematics will need to be copied for each item you wish to manufacture using industry units. As with any market there is opportunity to take advantage of scarcity, the supply of a particular product will go from oversupply one week to an abundance the next and prices fluctuate accordingly. Always start with small investments and as you build experience you can quickly overcome any poor manufacturing decisions,

## Speculative Manufacturing

As with any evolving game that introduces new features and balances current mechanics, demand will increase to align with these changes. Speculative manufacturing tries to predict future demand based on changes that may happen. There is a certain amount of risk but the rewards can be huge as you prepare for scarcity of a particular product.

## Cooperative Manufacturing

Specialization in a particular skill or production line has the advantage within groups or corporations. For example, I will maximize and produce Fuel and someone else does the same for Warp Cells. Together we have achieved the most efficient outcome.

See Also

* Crafting
* Industry Units
* Production Lines
* Industry
Challenges

There are three challenges available through any surrogate station that players can take every 18 hours.

## Air Delivery Challenge

The Air lifting from 6 ground locations to a platform 1km in the air and be rewarded with 300,000 quanta. The challenges are available using a Surrogate Station, they can be found at all of the markets. Once you have activated the surrogate station choose the top tab called Challenges and the Air Delivery Challenge. You will be transported to a hangar on Sanctuary and be presented with a choice of seven ships ranging from light and fast to slow with storage.

1. P16 Talon Mk2
2. DC4 Rapier Hover
3. Novark 2Seater Mk1 Sand
4. LV02C Dragon Fly Mk2
5. T1A Nomad Mk2
6. CT200 A Freelancer
7. Oxen Hauler

A player may switch between ships half way through the challenge, there is no time limit and if you just want experience flying ships that you didn't pay for, it is ideal. The player will need to get some scrap from a nearby dispenser before the hangar doors will open. If you choose to fly a ship without a storage container on board you will need to make multiple trips to the platform. For new players it is best to take the challenge during the day time. Once a player has reached the platform a board can be found half way along the platform that has info buttons that will create a waypoint destination marker for the next pickup location.

The challenge can be taken once per day, players cannot modify the ships and are free to fly at their leisure not attempting the challenge if so desired. The Novark 2Seater Mk1 Sand may be a good compromise first ship, it has one small container, is not too fast and has good lift with two wings. Some players like to speed run the challenge, there is timer as you leave the hangar, complete all of the deliveries and return to the hangar, a screen in the hangar will display your run time.

## Space Delivery Challenge

Similar to the Air Delivery Challenge, players move the contents of containers from remote space stations to a central hub. The space delivery challenge has a 225,000 quanta reward and can be taken every 18 hours. The stations that are used for the remote locations where player designed as part of a space station building contest.

In this challenge the player is given a choice of 4 craft

1. FS 20 Raven (powerful but still cant find the containers on this one)
2. CV2A Cargo Specter (3 xs containers)
3. Space Forklift MK3 (1 s container and the writers favourite)
4. F 101 S Hydra 2 (Rockets?)

## Orbital Challenge

Introduce in release 1.4 the orbital challenge .... [wip]
Item Containers

Item containers are the main storage area for players and can be attached to dynamic, static and space constructs. These containers can be used for any item or resource. They are available if five sizes with increasing capacity. As with all active elements they have slots that are subject to limitations and all item containers have the same slot limitations. See Slot Limitations for more detail.

Within each size variation are tiers from T1-T5 and two types of containers within the Tier 2 - 5 range, Optimized and Gravity-Inverted

Optimised - The optimised is lighter and has more capacity

Gravity Inverted - The Gravity-Inverted variation reduces the mass of contained elements but is heavier when empty and has reduced maximum volume.

Item containers can be used as a linked container to extend your local available space, a linked container can be set as your default container. Talents increase capacity, link distance and decrease mass.
Artificial Intelligence

## History

An Artificial Intelligence is a computer system which is able to perform tasks that normally require human intelligence. During the early 22nd century, AIs became extremely integrated into human society, gaining sentient status and all but eliminating the need for manual labor. The growing influence, power, and intelligence of AIs unnerved society, and as a result the AIs were shut down. To humanities surprise, they accepted this fate willingly without incident, and AI technology was banned. By 2150, in the absence of the AIs, humanity had to reorganize itself in order to pick up all the work that had previously been under the control of artificial intelligence. Even most of the current robots were rendered useless, as they required sentient AI to operate.

Despite the ban, it was determined that the Arkships would require at least primitive AI in order to be effective. During their journeys over thousands of years, the Arkships could encounter any number of unexpected problems or errors, and leaving humanities fate to such chances was determined too dangerous. The AIs onboard the Arkships were still only given limited access, not permitted to take control of anything but the Arkship itself. Each Arkship was launched with it's own AI, and so new AIs are only discovered with new Arkships.

## Known AIs

### Aphelia

Aphelia is the AI on board the Novark, the original Arkship in Dual Universe which landed on Alioth. She provides help and advice to new Noveans. Aphelia is considered untrustworthy by many, due to reasons such as vague responses to certain questions, overly interested in the everyday ongoings of passengers, and significant defenses against hacking.
Political Mechanics

In Dual Universe, the political system is expected to naturally arise from the emergent gameplay of territory ownership and conflict. There is currently no in-game mechanics to facilitate political systems beyond corporations, RDMS and the voting system within corporations. The source of power within emergent politics would best fit democratic or authoritarian systems. There is the possibility to implement cross corporation voting system (secret ballots) via lua for a democratic political system. An authoritarian political system fits well into the current corporation mechanics.
Building the Metaverse

Dual Universe is a ever evolving MMO sandbox, follow the history and latest developments here.

## Release Notes

Links to the current release notes, access to PTS and other up to date links

See the Release Guide page

## Community Links

The Dual Universe community are producing some of the highest quality designs and Lua code that is publically available.

See the Community Links page

## Archives

Links to some of the kickstarter and pre alpha interviews.
Public Archives
Fuel tank

Fuel tanks are required to hold fuel, and are therefore essential components to dynamic constructs. Each type of fuel has an associated fuel tank type. Fuel tanks can only hold the fuel of their specific type, and so multiple tanks are necessary for constructs that consume multiple types of fuel (such as constructs with both atmospheric and space engines), or that consume high amounts of fuel. Fuel tanks must be filled manually by the player, but core units automatically connect fuel tanks to the appropriate engines during the construction process. Warp cells do not have a specific container, warp drives should be connected to an item container that has the required warp cells.

Talents affect the behavior of the fuel tank in the following ways

* Mining and Inventory > Stock Control > Fuel Tank Optimization: reduces fuel tank capacity mass by 5% per level.
* Piloting > Atmospheric Flight Technician > Atmospheric Fuel Tank Handling: increases fuel tank volume by 20% per level
* Piloting > Space Flight Technician > Space Fuel Tank Handling: increases fuel tank volume by 20% per level
* Piloting > Rocket Scientist > Rocket Booster Fuel Tank Handling: increases fuel tank volume by 10% per level

*For more information, see Fuel*

1. ↑ Dual Universe DevDiary Updates - March 2017 | Pre-Alpha Video - Timestamp:02:20: https://www.youtube.com/watch?v=5yG5DtZcdd8 Apr. 6, 2017
Position System

Every location in Dual Universe has a position that is expressed as *::pos* followed by a string of numbers. There are two types of positions; the first uses geodesic coordinates where the planet is the reference point and the second uses cartesian coordinates that identifies a location within a given area, in our case the Helios system.

Points of Interest (POI) are well known ::pos locations and can be directly pasted into game chat, then selected as a destination. See the table of Points of Interest

Geodesic coordinates use the following format

*::pos{0,2,29.7656,95.4761,3512.4197}*

where

*::pos{system,body,latitude,longditude,elevation}*

Cartesian coordinates use the following format

*::pos{0,0,-8537719.0000,-11110831.0000,6561249.0000}*

where

*::pos{system,0,x,y,z}*

The geodesic coordinates can also be expressed in cartesian form as any point, including those on or in planetary bodies has a x,y,z location within the overall area of Helios. When obtaining locations using Lua, cartesian coordinates are given as world positions geodesic as local position. There are community created tools for converting world (cartesian) to local lat/long (geodesic) coordinates, the reference link provides a good explanation of the coordinate system in DU and a transform for conversion.

Helios has a system number of 0, below is the table of planetary body numbers.

## References

1. ↑ https://gitlab.com/JayleBreak/dualuniverse/-/blob/master/DUflightfiles/autoconf/custom/planetref.lua
Emergent Gameplay

Emergent gameplay is one of the key aspects of Dual Universe. In Dual Universe "emergent gameplay" means that the players are given the power to create and direct the story, major events, and content of the game universe. All of the mechanics in Dual Universe are specifically designing to give the players as much freedom as possible, which produces a game world that is entirely run and managed by the players and their choices.

## How it Works

For example: You want to obtain some rare resources. First you need to find a planet, asteroid or moon that might have those resources, and fly there. During the journey you are vulnerable to attack by hostile players. On arrival, you need to use the scanning tool to find the desired resource, which can take a great deal of time and skill. Once you find some, you need to mine the ore so you can return to a market and sell it. However, in this case, you were detected by enemy players while traveling to the desired system. They watched and waited for you to return to your ship with the valuable ore, and then they killed you and stole everything.

## Key Gameplay Concepts

This scenario was only possible because of the many unique elements of Dual Universe's design.

- Resources can only be found in certain places, and they do not regenerate, meaning players will have to venture farther and farther to find rare ores over time.

- Virtually all of Dual Universe is a PvP zone (except for the 20km diameter safe zone around the Arkship), so players are almost always vulnerable to PvP

- Player skills allow for the optimization of abilities. Not all players will be skilled at combat, and not all players will be skilled at mining.

- The political system in Dual Universe allows for completely free-form and emergent factions, organizations, and governments, which don't restrict or enforce player conflicts.

These factors, along with many others, combine to make Dual Universe one of the most player driven games ever created, with virtually unlimited possibility for emergent gameplay. There are numerous variables that could have changed the outcome of the above scenario. The player could have taken a more covert rout to his objective, or he could have invited friends along for protection, or he could have negotiated with the rival organization for safe passage, or he could have hired mercenaries to protect him. Any and all of these options will be available in Dual Universe, along with many more that only the players themselves will think of.
Dual Universe Wiki/editcopy/Section 1

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

About Dual Universe
Dual Universe is a single-shard, sandbox, MMORPG that takes place in a procedurally generated sci-fi universe consisting of countless star systems. The game focuses on emergent gameplay, which is driven by player-made economies and political systems.

Players can freely modify the voxel-based universe by mining the voxels of planets, moons, and asteroids, and then use those voxels, or modified versions of them, to create various types of constructs, which include buildings, spaceships, and space stations.

Dual Universe is a game developed by Novaquark, an independent game studio. Dual Universe is currently in development, and an official release date is set for the end of 2018. A private alpha is anticipated to be released in September of 2017, and a private beta sometime between the alpha and official release. Players can gain access the private alpha and beta by backing the game at various pledge levels.Read more...
Cross Section

The cross section of a construct is important as it defines its resistance in direction of travel and pvp hitchance in space. A constructs cross section is the coefficient of drag in atmosphere. The lower the cross section the more efficient the construct, higher speed, less fuel cosumption and less prone to drag burn.

There are three views of cross section (frontal, vertical and lateral) all taken from the position of the observer in relation to the cores direction.

The overall cross section is the sum of the cross section of each element on that plane. Cross section can be viewed in the build helper

A contruct will not usually apply force in a linear direction but along both x and y planes and so a quadratic drag model is used. Calculating this is not nessesarily important to ship designers although building a smaller cross section along thrust vector is the most appropriate design choice.

### Cross section of individual elements

The cross section of an element is based on its coordinates, for frontal cross section the highest and lowest X and Z coordinate values matter, not the actual shape of the element. See right graphic below visualising a craft, as seen from the fron, with "normal" and diagonal wings.

Some thin elements can even be placed without adding to the cross section at all, like wing and adjustor XS and S. For other elements, like wing M, their exact position can double their cross section. While this has little impact on the majority of crafts, it can be a huge difference on speeders and other light ships.

The picture to the left shows wing S on the left, which do not add any frontal cross section at all, the two diagonal wings however have as much frontal cross section as the little black wall in the right side. Due to this, a ship that looks very fast may actually have a huge cross section and low top speed, while another more boring looking craft is much faster with the same engines.