recursal/Fanatic-Fandom huggingface dataset:
Farming

It is possible to grow crops from seeds to supplement the food found while scavenging. There are several farming locations available for use. A small spade is required to loosen soil before seeds can be planted. Plants must also be watered with either clean or dirty water in order for them to grow. Rain water will keep them watered and save resources.

### Farming locations

**back garden**
 **RV Park** | 12

### Plants

1 Herb Seed

1 Tomato Seed

John's Farm
Scavenging
Undying Wiki/Section 1

Welcome to the Undying WikiWelcome to the Undying Wiki
The Undying guide for protecting Cody, avoiding hunger, and making sure Anling prepares her son for survival... And more, written and maintained by the players.
Please feel free to contribute by creating new articles or expanding on existing ones.

About Undying

A new zombie survival game with a twist. As Anling, recently bitten by a zombie, your goal is to stave off infection and find a safe place for Cody, before the infection overwhelms her. How far will you go to protect her son? How hard will you fight to protect him from the ravages of the apocalypse, where zombies might not be the worst thing waiting in the shadows?[Read more...]
Reverend Noah

Reverend Noah is an adult NPC. He can be found at the RV Park.

It is possible to trade with him for Gasoline and Handgun bullets.

## Story

Noah is the religious leader of the group of survivors living at the RV Park. He is known as 'Reverend' or 'Father', and preaches from the chapel at the back of the camp. He claims that the zombies were sent by the Devil himself.
Полу-прицепы

*Эта статья не закончена. Вы можете помочь, улучшив её.*

Эта таблица содержит характеристики всех полуприцепов в игре на данный момент. Полуприцепы используются вместе с тягачом. На данный момент единственным тягачом в игре является TGA. (см. Грузовики)

Все цены указаны для нормальной сложности без инфляции.
Slingshot

The slingshot is a two-handed weapon that can exclusively be used by Cody. He starts the game with 1 Slingshot.

### Crafting

Slingshot can be crafted at a Level 1 Tool Bench. It also requires Cody to have the skill Craft: Slingshot.

##### Materials

* 5 Wood
* 2 Metal Parts
* 5 Cloth Strip

##### Recycling

Can be recycled at a Level 1 Recyclable Bench to give 1 Wood, 1 Metal Parts and 1 Cloth Strip.

##### Repair

Can be repaired at a Level 2 Repair Bench for 3 Scraps and 2 Cloth Strip.
Baseball bat

The baseball bat is a one-handed weapon. It can be crafted but may also be scavenged.

### Attributes

Max durability: **40**

Attack power: **25**

### Crafting

The baseball bat can be crafted at a Level 1 Tool Bench.

##### Recycling

Can be broken down at a Level 1 Recyclable Bench to gain 1-2 Wood.

##### Repair

Can be repaired at a Level 2 Recyclable Bench for 2-? Wood.
Undying Wiki

Welcome to the Undying WikiWelcome to the Undying Wiki
The Undying guide for protecting Cody, avoiding hunger, and making sure Anling prepares her son for survival... And more, written and maintained by the players.
Please feel free to contribute by creating new articles or expanding on existing ones.

About Undying

A new zombie survival game with a twist. As Anling, recently bitten by a zombie, your goal is to stave off infection and find a safe place for Cody, before the infection overwhelms her. How far will you go to protect her son? How hard will you fight to protect him from the ravages of the apocalypse, where zombies might not be the worst thing waiting in the shadows?[Read more...]

The Survivors

Anling

Cody

Survival

Hunger

Thirst

Infection

Safety

Skillset

Combat

Survival

Guides

* How to play guide for Undying
* System requirements
* Release date
* Game support

Videos

*See more videos*

Twitter

Tweets by @PlayUndyingwindow.twttr=(function(d,s,id){var js,fjs=d.getElementsByTagName(s)[0],t=window.twttr||{};if(d.getElementById(id))return;js=d.createElement(s);js.id=id;js.src="https://platform.twitter.com/widgets.js";fjs.parentNode.insertBefore(js,fjs);t.\_e=[];t.ready=function(f){t.\_e.push(f);};return t;}(document,"script","twitter-wjs"));

Wiki Community

We are currently maintaining 429 pages (71 articles)!

Recent changes | New pages | Missing pages

How to help
See how you can help contribute to Undying Wiki! Remember to maintain a standard for grammar and punctuation in your contributions, please.

Register
Register an account to keep track of your contributions.

Main page sections: 1 · 2 · 3 · 4. Changes for the main page can be proposed here.
Jacob

Jacob Moore is Anling's husband and Cody's father. He is also a doctor.

## Story

At the beginning of the game, Jacob is missing. As the story progresses, several clues can be found as to Jacob's whereabouts.

At the entrance to the Subway location, a note can be picked up that triggers a cutscene in which it is revealed that Jacob was part of the refugee camp with Anling and Cody, but was called away to help with the military response to the outbreak and never returned.

> "*...I think my past is catching up with me. I don't know what to do." -* Journal Entry #1
>
>

Another note, also found in the subway, gives his name on a list of evacuees and states that he was deployed to a medic crew.
How to play guide for Default Loadout

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

This page will serve as a basic **how to play guide for *Undying***. While there is very little information available at this time, we urge you to check back often, as new information is being added all the time! Feel free to edit this guide with any tips, tricks, and suggestions.

## See also

* Release date
* System requirements
Dianna

Dianna is an adult NPC. She can initially be found at the Supermarket, and afterwards at the RV Park.

It is possible to trade with her for Herb and Bandage.

## Story

Dianna is first encountered at the Supermarket, hiding under a car in one of the car parks. When rescued, she will give 5 Metal Plate. After that, she will return to the RV Park. When interacted with, she will give a quest to retrieve her Holy Book. In return, she will give 4 Milk.

She was on her way to a refugee camp when she met Noah, and decided to follow him instead. She appears to be deeply religious and very attached to Noah.
Undying Wiki/Section 4

Wiki Community

We are currently maintaining 429 pages (71 articles)!

Recent changes | New pages | Missing pages

How to help
See how you can help contribute to Undying Wiki! Remember to maintain a standard for grammar and punctuation in your contributions, please.

Register
Register an account to keep track of your contributions.
Axe

The axe is primarily a tool used for chopping down trees, but it can also be used as a two-handed weapon. It can be crafted but may also be scavenged, 1 Axe can be found at the National Park location.

### Attributes

Attack power: **80**

Max durability: **40**

### Crafting

The axe can be crafted at a Level 3 Tool Bench.

##### Materials

* 6 Metal Plate
* 3 Wood
* 1 Metal Parts

##### Recycling

Can be recycled at a Level 1 Recyclable Bench to gain up to 5 Metal Plate and 1 Wood.

##### Repair

Can be repaired at a Level 2 Recyclable Bench
Patch 0.83

Полный список изменений:

## ГЕЙМПЛЕЙ

— Добавлен режим прогулки (клавиша G) для свободной камеры (клавиша F9). Теперь у вас есть возможность самолично прогуляться по вашей империи!

— Подсказка: если вы еще не знали, вы можете выключать интерфейс с помощью клавиши F1

## УЛУЧШЕНИЯ

— Галерея модов обновлена в рамках подготовки к интеграции Steam Workshop

— Теперь вы можете устанавливать, удалять или обновлять несколько модов одновременно

— Добавлена возможность отключать уведомления об том, что транспортное средство приносит убытки — сделать это можно в окне ТС в меню из трех точек

## ИСПРАВЛЕНИЯ

— Исправлено неправильное название окна транспортного средства, если транспортное средство попало в аварию

## МОДДИНГ

— pack.json переименован в mod.json

— Моды теперь должны иметь квадратные обложки размером не менее 512x512 — так они будут представлены в Steam Workshop

— Добавлен чек-лист публикации, который поможет вам понять, если какие-то требования не выполнены, и мод не может быть опубликован
Water

**Water** is primarily drank by peeps to stave off thirst and allow them to work. It is primarily produced automatically from wells, and also a small trickle is available from the Starting Shelter.

Once better drinks are available Peeps technically no longer need water. It is also used by the Cleaner I in its building action, and in the production of certain other resources such as Chemicals.

*This article is a stub. You can help Before We Leave Wiki by expanding it.*
Metal pipe

The metal pipe is a one-handed weapon. It can be crafted but may also be scavenged.

### Attributes

Attack power - **35**

Max durability - **40**

### Crafting

The metal pipe can be crafted at a Level 3 Tool Bench.

#### Recycling

When disassembled at a Level 1 Recyclable Bench, will provide 1-3 Metal Plates depending on remaining durability.

#### Repair

Can be repaired at a Level 2 Recyclable Bench for 3 Metal Plates.
Airship

An **airship** is a type of vehicle that can move Peeps and resources between islands, but can move anywhere on a planet, not being restricted to land or prevented from moving onto ocean tiles.

Like ships on the ocean, there are three main types: Colony, Trade, and Passenger (replacing the Scout Ship). Airships are also loaded from the Sky Port instead. Some other notes include:

* A Colony Airship will place a Sky Port when it lands on an island instead.
* A Trade Airship has a capacity of 30 units of resources, just like the basic Trade Ship. However unlike the Trade Ship, they cannot load Peeps, Passenger Airships must be used to do so.
* Passenger Airships can load 30 Peeps, but no resources.

Airships tend to cost Fabric and will also cost Fuel when launched. They are launched from the Hangar building. Unlike the Shipwright, there is no upgrade for the hangar. Airships are unaffected by interruptions from the Kraken guardian.

* Colony
* Passenger
* Trade
* A Sky Port for loading Airships.

*This article is a stub. You can help Before We Leave Wiki by expanding it.*
Bonuses

**Bonuses** improve buildings that are placed next to each other with extra stats, like more storage or faster production. Buildings can give and receive bonuses. Some bonuses stack based on the number of adjacent buildings; some bonuses are only given one-off.

Very rarely there will be an opposite penalty that reduces neighbouring building's production rate, but there are much fewer penalties in the game than bonuses.

## Adjacency Bonuses

### Accomodation

 "Building gains a bonus based on every adjacent building from the Accommodation category."

Accommodation has two effects on nearby buildings. It improves agricultural production around it and increases the capacity of other accommodation. So housing built in clusters next to each other can fit more Peeps.

 Fields

### Fields and Wells category

 "Building gains a bonus based on every adjacent Field and Well." (the icon looks slightly different in game with a fruit and vegetable icon instead)

Every building in the whole Fields and Wells category grants this bonus; ie plant fields and animal farms are both included.

 Animal fields

Field bonus
 "Bonuses from being next to Fields"

This is a special version of the above bonus given only to plant fields, because unlike most other buildings, plant fields treat Wells as a separate bonus. However, this bonus has been tested to still be activated by both animal farm buildings and plant fields.

### Forest

 "Building gains a bonus based on the number of adjacent Forests."

Mainly the Woodcutter which gains increased wood storage.

 3

### Other

Limit 1 level, unlike the others these don't stack:

Mountain - slight raw-resource building speed increase by 10% (Quarries require 2 mountains)

Generator (any Power building) - increases production building speed by 10%

Warehouse - increase production building's storage for the output by +2

## Biome Bonuses

### Rainforest

Building gains a bonus based upon how many Forests are left on the Rainforest island. Note: May turn into a Penalty if too many Forests are cut down!
Fruit

Fruit is a resource that can be used as food by the peeps to increase their happiness. It can also be turned into Smoothies at the Smoothie Maker and Meals at an upgraded Kitchen. Finally, it is also used to "construct" or plant new player-made forests.

*This article is a stub. You can help Before We Leave Wiki by expanding it.*
Hints and Tips

## Tool Production Line

In order to get a production line for Tools set up, you'll need to build the following:

* Iron Mine
* Iron Smelter
* Toolsmith
* Wood Generator

Ideally, you'll also build at least one Pollution Cleaner to remove the worst of the Pollution produced by the buildings.

## Producing Clothes and Good Clothes

### Basic Clothing

To get started with producing Clothing, an optimal ratio of the following buildings is suggested:

* Cotton Field x4
* Weaver x2
* Tailor x1

You will also need a source of Power on your island. Note that Cotton Fields can only be built on islands which have the Cotton Fertility.

### Good Clothing

To produce Good Clothing you'll need the above set up, as well as four Sheep Farms. You'll also need to upgrade the Weaver and Tailor, which will also be unlocked when the Farming technology is researched.
Pond

## Resource costs

40x
20x
20x

## Buildable on...

The **Pond** is a decorative building, unlocked after fully cleaning a tile. This requires an upgraded Cleaner using Chemicals.

It has no function, for example it doesn't raise happiness like a fountain. Decorative buildings do not need a road connection for construction and do not need one afterwards.

## In-Game Description

* A peaceful pond.
* No in-game effects.
Mountain

**Mountains** are a source of Stone and allow the construction of the Quarry in adjacent tiles. This object also provides a small bonus (10% for the first extra Mountain only) to production speed for several other raw-resource buildings in adjacent tiles.

The Peeps do not appear to know what a real mountain looks like, having forgotten that knowledge with the passing of time. So they call these tall and stony ruins of the past the "Mountains" instead.

*This article is a stub. You can help Before We Leave Wiki by expanding it.*
Before We Leave Wiki/Section 1

Welcome to the Before We Leave WikiWelcome to the Before We Leave Wiki
The free Before We Leave wiki that **anyone** can edit!
Please feel free to contribute by creating new articles or expanding on existing ones.
Other languages

About Before We Leave

***Before We Leave*** is a non-violent city building game where a player builds their own cities on various planets in their own corner of the universe.[Read more...]
Deep Mine

*This article is a stub. You can help Before We Leave Wiki by expanding it.*

## Construction

20x
20x
12x

12xFile:Cement.png
4x

## In-Game Description

* Mines Stone, Iron Ore OR Crystal out of the ground, depending on what's under it

## Action

 Iron/Stone, 1 per action, up to ? per minute.

## Effects

* Causes Very Heavy Pollution
* File:Extremely Hard Work.png Workers happiness drains very fast
* Causes nearby tiles to drain happiness.

## Upgrades

* Deeper Mine (II)
	+ Doubles production rate to 6 per minute.
* Deepest Mine (III)
	+ Doubles production rate to 12 per minute.
* Filtration
	+ Removes pollution effect.
* Automation
	+ Increases production rate to 20 per minute, require fewer Peeps, and use more Power.
Decontaminator

*This article is a stub. You can help Before We Leave Wiki by expanding it.*

## Construction

12x
4x

## Production

The **Decontaminator** building is the main way of responding to Toxic Sludge. It must be placed exactly on the yellow splotched tile - no other wasteland tile will do. It requires that the Decontamination technology has been unlocked at the Library but otherwise has few requirements.

Up to 3 peeps can work here at once. There must be a path to a Protective Airlock or peeps will be unable to work here, although they do not need to actually path through the airlock to work at the building, and may not technically be wearing the suit when they are here. Decontamination takes some time to complete (about 5 minutes?). Once complete the building will remove itself. The tiles will still be highly polluted, so a Cleaner will be necessary or the tiles may revert to sludge after some time.
Cleaner

## Construction

12x
12x
8x

## Input

The **Cleaner** is a building that deploys peeps that work there to remove pollution.

## In-Game Description

* Cleans up pollution.
* Cleans up one level of pollution per trip, and can't clean up 'slightly polluted' tiles.

## Action

* Uses 2 Water to enable Cleaners to clear up pollution within an area of radius 4; as stated in the description this occurs one level at a time, and only down to slight pollution.

## Effects

* Workers get -1 Happiness due to Hard Work

## Upgrades

* Cleaner II
	+ Requires chemicals to build and operate, but removes all stages of pollution at once.
	+ Adds another worker slot
	+ Work unhappiness effect increased to Harder Work
	+ Costs an additional 12 Chemicals, 12 Iron (smelted bar form), 12 Glass.
Ruined Ship

The Ruined Ship is located on the coast near the player's first village on their first Island. It requires the Repair technology, a village of at least 25 Peeps, a Road connecting to it, and 6 different resources to repair:

* 25 Wood
* 25 Tools
* 10 Stone
* 30 Food
* 30 Drink
* 10 Power

Five Peeps will board the vessel upon its completion.

Once repaired, the ship turns into a Colony Ship with a randomly generated name. The player is then able to sail the ship and discover the second Island - a Desert Island.
Planet editor

The **Planet Editor** is a tool that can be used to customise planets and create other user content. Various tile types, guardians and creatures, and resource deposits are available.

Unfortunately due to the limitations of services for sharing files across consoles, the editor is primarily accessible on PC versions like Steam.

## Control hints

The size of the brush when placing tiles can be adjusted while holding CTRL and using the mouse scroll wheel.

Player buildings can also be constructed, and the usual CTRL+click to make their upgraded forms also applies. Buildings can be configured with pre-existing stored resources or spawned as destroyed or construction sites. The type of an existing building can be copied by pressing the middle mouse button, but only the type; their storage and other configuration will not be copied.

## Trivia

At times, the editor reveals certain behind-the-scenes facts about the game's mechanics and objects. This includes the criteria for a starter planet that launches the first rocket, and includes a list of the resources (including research counts) to get to Space. Another more subtle one is that every planet must have a island designated as the primary island that the player's Colony Spaceships will always land on first; the player can choose to land anywhere on that island, but it is not possible for them to choose to land anywhere else.

For instance, small islands (less than 12 or so tiles) are given the name "Atolls" and are numbered separately to the larger main islands. Islands have to be placed at least two tiles away from each other (due to Bridges). There are two types of Grassland Forest (Pine and "Leafy" Grassland flowers, but they don't spawn on most planets. Ancient Ruins for technology and Minotaurs are technically coded as different objects with the same model.
Stone

**Stone** is an important construction resource required throughout the game. It is obtained from Mountains with the use of a Quarry building.

Before researching Mining, the only way to acquire stone is by demolishing Boulders, which grants 3 stone.

*This article is a stub. You can help Before We Leave Wiki by expanding it.*
Terrain

Many placed objects go ontop of tiles.

## Road

*Main article:* Road
**Roads** are a logistical system for the Peeps.

Most importantly, they are required for placing buildings. All buildings and building-sites must be connected to a road with at least once face of their hexagonal tile, with the sole exception of Decorations. If there is not one, the error tooltip will state "Building must face a road". While roads are not required for Peeps to move through an area, without a road most peeps move at -75% speed. Roads automatically form junctions and loops and appropriate towards neighbouring buildings and roads on adjacent tiles.

Roads can be upgraded with the Road Layer with up to three upgrades, and can have all three at once. These are the Stone Road, the Decorated Road, and the Power Pole.

## Resource Deposits

### Forest

*Main article:* Forest
Generates regenerating Tree Trunks as a sort of "lumber" for woodcutters to use to turn into wood.

Forests can be placed and "constructed" like a building with Fruit and Water.

### Boulders

Loose rocks and pebbles, providing a one-time source of a small amount of stone.

### Ancient Technology

Source of depletable Research. Looks like a pile of coloured lightbulbs and bottles. Used by Explorer's Huts located anywhere on the island.

### Mountain

*Main article:* Mountain

Appears like a ruined apartment building found on Highland only. Provides depletable Stone, default amount 500. Harvested by a Quarry. See also Deep Mine for infinite production building.

### Rusting Hulk

Depletable source of Iron, default amount 1000. Looks like a rusted robot, on Highland only. Harvested by an Iron Mine.

### Oil

Infinite source of Oil resources. Looks like a pile of barrels and can appear on any non-highland tile type. Harvested by an Oil Well.

### Electronics Pile

Depletable Electronics, default amount 1000. Highland only. Harvested by an Electronics Mine.

### Crystal Deposit

Depletable Crystal, default amount 2000. Crystal Biome only. Harvested by an Crystal Mine.

## Toxic Sludge

Caused by a tile left too long with heavy pollution. Destroys anything previously on the tile, and will cause some nearby tiles to become Wasteland when created. Can be removed by a Decontaminator.

## Ancient Ruins

Can be explored by a peep working at an Explorer's Hut. May contain resources or tech, or have a chance of being related to Guardians.

## Sunken Ruins

Can be explored with a Submarine like a waterborne explorer. Usually contains some resources; but may be related to the Crystal biome, or related to Guardians.

## Nanotech Spire

Can be explored by a peep working at an Explorer's Hut. Choose a special effect for the whole island. Does not have to be activated, can be left dormant. Added in Wasteland expansion.

## Guardian

*Main article:* Guardians
Several guardians (namely the Sphinx and Gremlins) have a "building"-like placed object. The player cannot interact directly with that object and it cannot be removed; but there may be Buildings that Help With Guardians that can interact with the guardian building the player's behalf.
Space whale

The **space whale** is a type of gameplay challenge for the player to overcome. They are very hungry creatures and like to have a little nibble on the planets of the solar system.

Unfortunately for the player, that sometimes happens to be where their peeps are living and working. Buildings will become wrecked, and can be repaired as necessary. In order to protect the Peeps and buildings, various buildings can be used, such as a Shelter, Space Elevator, or Aegis with gradually more protection.

Space whale attacks can be somewhat useful to some extent, as they are the only source of Astrobaleenium in the form of large deposits amongst multiple tiles.

## Spoilers

Surviving the first whale will grant the Space Whale Statue decorative building.

Protective buildings start to become available once Gadgets are unlocked. Shelters will cause Peeps to travel to it and hide from the attack, protecting those inside, but buildings will still become ruins. A Space Elevator will prevent both Peep and building damage, but requires a large amount of food to be stockpiled. The Aegis protects each island from peep and building damage and eventually a network of Aegises will protect the whole planet, but requires a large amount of power instead (roads upgraded with Power Lines can be helpful for this). A Research Institute can affect the whale warning in some way, although the details are currently uncertain.

Late into the game when the Whale Charmer is in development, a "Space Leviathian" will start to arrive which is too large to be sated by the mere food of mortals. It will need to be repelled by the Aegis.

Completing the Whale Charmer will "complete" the game, and lead to a conclusion screen that explains the interaction that occurred as a result of the Whale Charmer. It is still possible to keep playing afterwards, and the Whale Charmer will provide complete protection against the whales after that.
Clothing

Clothing is a resource used by Peeps as protection from fatigue in certain biomes and provides a small amount of happiness. It is made by the Tailor from Fabric. There is also a Good Clothing variant, which lasts longer and provides more happiness.

Good clothing wears out to normal clothing after about two work cycles (4 minutes), and Clothing degrades to tatters after 3 more work cycles (6 minutes). Peeps will only fetch clothing at the start a food/work cycle, so Peeps that are just finishing a work cycle might be wearing tattered clothes, which wears out to rags after about another minute.

*This article is a stub. You can help Before We Leave Wiki by expanding it.*
Sean

Sean is an adult NPC. He can be founded in a barricaded office at the back of the supermarket. When interacted with, he will ask Anling for a handgun, triggering the side quest 'Sean's request'.

It is possible to trade with Sean.

## Story

Sean was a member of the subway refugee camp, along with Anling's family. After the incident, he went to the supermarket to scavenge and became trapped in the back office without a weapon.

He tells Anling he overheard some soldiers talking about an antidote being made in a warehouse, but he can't give any more information.

### Sean's Request

He will ask Anling for a handgun. In return, he will give 1 Handmade Mine.
Weapons

There are several weapons available for use throughout the game. Some are only usable as weapons, whereas others, such as the axe and crowbar, are also used as tools.

All weapons are either guns, one- or two-handed. Some symptoms can affect Anling's ability to use certain types of weapon.

### List of weapons:

* Axe
* Baseball bat
* Crowbar
* Handgun
* Metal pipe
* Rifle
* Slingshot
Storage

Storage is an attribute of most buildings that enables them to interact with resources. This can either be resources they've produced, or inputs that they need to function or do actions. Buildings will no longer produce resources if their storage is full, until those resources are delivered somewhere else by a Peep to free up space. Resources in use can either be taken directly from the production building or from a Warehouse.

Storage can often be improved as a bonus from adjacency to a Warehouse, or for Fields, other agricultural buildings. Buildings located next to a Storage Hub can transfer resources between themselves instantly. Also, if there is space available in a Warehouse on that island, Peeps will move the resources there as a priority, freeing up the building to produce more stuff.

Vehicles also have a capacity that enables them to transport cargo between Ports or other loading buildings.

## Managing warehouses

Warehouses can be managed by selecting the resources to store and how many of each. This can be done once the Warehouse building is selected, with the "+" button. A new panel will come up with the possibility to search for resources or resource categories. Resources that are already stored will be highlighted in green; Resources that are present on the island but have no allocated warehouses are given an alert icon, resources that are presently stored, but not actually allocated there at current, will be highlighted in yellow. Adding or removing resources will adjust the proportions allocated to other resources automatically, in equal proportions. For example, with the above example with two resources stored at 60, and adding a new one, the system will attempt to allocate 40 to the new one by taking 20 from each existing resource and giving it to the new third resource. After reallocation, all three resources will have 40 space allocated to them.

Below that are two bars, indicating the current storage (green/yellow) and the allocated storage (blue). Clicking this expands the bars into a new panel where the proportion of each resource can be further manually adjusted, either by typing in the number on PC, or dragging the slider(s) with the mouse or controller sticks for console. It is possible to reserve empty space this way also, by moving the rightmost resource. Manual adjustment can be handy when the resources are not used in equal amounts, for example.
Astrobaleenium Mine

## Construction

15x
20x
20x

10x
8x

## Output

An **Astrobaleenium Mine** is built ontop of the elevated astrobaleenium deposit tile. Use a Protective Elevator found in the "Technology and Cleaning" buildings section to get up there.

## Action

Uses 8 Power to create 1 Astrobaleenium per action, up to 2 items per minute.

## Effects

* Causes Very Heavy Pollution
* File:Extremely Hard Work.png Workers happiness drains much faster
* Causes Very Heavy Gloom in nearby tiles, draining Peep happiness by a lot

## Upgrades

* Automation
	+ Reduces worker count to 2. Increases production per minute up to 4.
	+ Increases Power use?
	+ Adds a robotic loading arm.
Patch 0.80

**Полный список изменений:**

## ИГРОВОЙ ПРОЦЕСС

— Добавлена Штаб-квартира! Благодаря ей, вы можете отслеживать успехи вашей компании. Также вы можете повышать уровень штаб-квартиры и получать дополнительную прибыль от местных потребителей

— Добавлено новое окно компании/штаб-квартиры! Доступно по цветной кнопке в левом нижнем углу экрана или по клику на штаб-квартиру

— Компания теперь имеет стоимость

— Добавлена возможность приостанавливать продажи потребителям в окне станции

— Добавлена возможность контролировать взаимодействия станции с каждым складом (ограничить загрузку/выгрузку, отключить полностью)

— Добавлены уведомления, когда ТС не приносит прибыли - например, простаивает в пробке или имеет неправильное расписание

— Добавлен экспериментальный инструмент "Информация об объекте", который показывает общую информацию об игровых объектах; более конкретные детали для объектов будут добавлены позже

— Добавлены новые метрики на экране завершения игры

— Настройки игры перенесены в игровое меню (верхний правый угол)

— Официальный мод на бесконечные ресурсы доступен в галерее модов

## УЛУЧШЕНИЯ

— Теперь вы можете смотреть длину станции в окне станции

— Параметры новой игры - названия, валюта, генерация мира, сложность, выбранные моды - больше не сбрасываются на значения по умолчанию

— Интерфейсная подсветка зданий ночью теперь выглядят более различимо

— Удерживайте Shift, чтобы занять/выплатить весь заем целиком

— Выбранные рельсы, дороги и конвейеры больше не сбрасываются на стандартные при каждом открытии инструментов

— Состояние электрификации больше не сбрасывается при каждом открытии инструмента для укладки рельс

— Сохраненные файлы теперь имеют расширение .sav, чтобы четко указать их назначение

— Длительность перехода день/ночь изменена с 5 до 10 секунд

— Пункт чит-меню "Set" теперь устанавливает точно заданное количество денег, а не добавляет его к текущей сумме

## ИСПРАВЛЕНИЯ

— Исправлена ошибка, из-за которой ночь могла быть активна в главном меню

— Исправлено переполнение индикатора денег при очень больших суммах на счету

## МОДДИНГ

— Добавлен обработчик ассетов .json

— Добавлен ассет .headquarters

— Добавлено свойство ItemsUri в ассет .strings, позволяющее вынести элементы в словарь json, чтобы упростить процесс локализации

— Добавлены свойства, позволяющие установить минимальную, стандартную, максимальную длину и ширину железнодорожных станций

— Добавлен Toolbar.AddButton () API, позволяющий добавлять пользовательские инструменты на панель инструментов

— Недавно добавленный инструмент InfoTool использует новый API панели инструментов, а также может служить простым примером того, как реализовать свои собственные инструменты

— Удален конвертер устаревших ассетов (до SDK 2.0)

## ЛОКАЛИЗАЦИЯ

— Обновлены итальянские названия

— Обновлены испанские названия
Space

The **Space View** in *Before We Leave* (sometimes called the *System View*) shows the entire solar system, which contains a star and multiple orbiting planets. It is the largest scale that can be viewed in the game. A solar system generally contains about 5 planets by default, although this can be changed in the game start settings with a slider 3-7. The space view is accessed by pressing Tab on the default PC controls, or double tapping the left trigger on console.

Spaceships will automatically orbit planets that they are stationed at. They will slingshot around the planet to get in the right direction before travelling to their destination. Rockets do not actually land on the planet as a whole; they use miniature landers to transfer resources to and from the spaceport building.

## Planets

Each planet contains several islands joined together by ocean. Islands on that planet can interact with Space by launching Spaceships and loading them at a Space Port. These can be used for trading and shipping resources between different planets. The automatic shipping system will automatically sum up the resource demands of all islands on a planet when deciding where to ship resources. Each planet is rendered with the accurate tile type and weather of the surface below, and will rotate extremely slowly as they orbit.

Planets have a day/night cycle. However, this is mainly cosmetic, and the main gameplay effect is activating Solar Generators.

## Space Whale

Space whales are really big! When a one is coming to have a little nibble, they'll be visible during the last 5 minutes of their approach. An in-game notification will be shown for this.
Before We Leave Wiki

**Welcome to the Before We Leave Wiki!**
The encyclopedia about **Before We Leave**, a non-violent city building game set in space.

We're a collaborative community website that anyone, especially you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

If you're interested in how you can contribute to the wiki, **check out this help page Here!**

## Featured articles

* The game
* Peeps
* Buildings
* Tiles
* Technology
* Getting Started
* Updates
* Upgrade
* Guardians

## Featured categories

* Player Buildings
* Resources

518881049569394688beforeweleave3Join the official Discord server!

*Need help building out this community?*

* **Read first: How you can contribute**
* Policies of this wiki
* Getting Started on Fandom
* How to Contribute
* Managing your new community
* Guide to Fandom
* All Help articles

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

* Colony Spaceship
* Trade Spaceship

## Resource costs

50x
20x
20x

10x
50x

## Resource costs

40x
15x
10x

10x
30x

**Spaceships** are a type of vehicle constructed at the Launch Pad. There are two kinds of spaceship; colony and trade.

Spaceflight can only be researched after retrieving blue Research from a planet other than the starting planet; thus, the only way to receive your first colony spaceship and progress the game is by repairing the ruined spaceship found on the second or third island of the starting planet.

## Colony Spaceship

A colony spaceship is used to colonize other planets. After initial construction, it must be loaded an additional set of resources: 50 fuel, 30 wood, 30 tools, and 30 stone. Its cargo, except for the fuel, becomes available for use once the spaceship colonizes a new planet. The spaceship is also manned by 30 Peeps, all of which become available after colonizing a planet. The broken spaceship found on the second or third island of the starting planet is repaired into a colony spaceship.

Once a planet is colonized, the colony spaceship becomes a building and acts as the central point of a planet, much like the Shelter.

## Trade Spaceship

After construction, trade spaceships must be loaded with 30 fuel and crewed by 10 Peeps. Trade spaceships can carry up to 90 resources at a time, and act as the only method of transferring resources between colonized planets. A planet must have a Space Port in order for a trade spaceship to interact with it.

## Spaceship (Building)

"Spaceship" is also the name of the central building constructed on a newly colonized planet. It can store up to 10 potatoes and 10 water and produces both over time. It also stores 30 Peeps and releases them as accommodations become available, similar to the Shelter.

## See also

* Ship

*This article is a stub. You can help Before We Leave Wiki by expanding it.*
Tree Trunk

Tree Trunks are grown over time in Forests. They can be gathered renewably from Peeps working at a Woodcutter, or up to 5 can be obtained at once when demolishing a forest (along with 1 Stone). Their only purpose is to act as an ingredient for producing Wood at a Woodcutter. Ships and Spaceships **cannot** transport Tree Trunks via Trading.

*This article is a stub. You can help Before We Leave Wiki by expanding it.*
Saving

Before We Leave (PC version) comes with two types of saves: manual save, and autosave.

Save files are located in the two accordingly named folders within `%APPDATA%\LocalLow\Balancing Monkey Games\Before We Leave`, along with any Custom planets created or saved from the Steam Workshop. On Mac, they are located at `~/Library/Application Support/com.balancingmonkeygames.beforeweleave/` For manual saves, the name of the save file becomes the name of the subfolder where the save is located. The subfolder will contain a `game_26.dat`, screenshot thumbnail `menuscreen.png`, and optional\_1.dat with unknown (likely metadata) purpose. Files vary from 1MB in size at the very start of a playthrough up to about 10MB with the whole solar system explored and colonised. Steam Cloud will sync the contents of both of the two folders.

The game is autosaved by default while playing every 30 minutes, or when "Yes" is selected while exiting a game. It will always still prompt the player to make an exit save even if a save has just taken place. Autosaves are simply indicated with a timestamp; there is no option to name them.

Manual saves are saved to named subfolders of `%APPDATA%\LocalLow\Balancing Monkey Games\Before We Leave\Saves`. Note that clicking an existing save will copy the save title to the save name field. Doing that process, or writing the same name in, then hitting the save button will overwrite that save (ie, the one with the name in the text box).

### Planet Editor

The planet editor largely follows the same process, however as time does not pass in the editor, autosaves appear to only be made when the editor exits.

## Screenshots

Screenshots are saved to the User's Pictures folder.

## References

1. ↑ https://steamcommunity.com/app/1073910/discussions/0/5089647632440302008/
Space Port

## Construction

8x
15x
4x

## Production

A **Space Port** is a location where spaceships can be loaded and unloaded, much like the planet-scale equivalent of how the port services the loading of ships at an island.

If the port's loading area is too full, resources will not be able to be automatically exchanged using the trading systems. Try building additional warehouses and assigning them to store the resources after they have been imported.

## In-Game Description

* Allows Trade Spaceships to exchange resources with the planet surface.
* You may only build one of these per planet.

## Effects

* Workers get -2 Happiness due to Hard Work
* Causes -3 Gloom

## Upgrades

* Space Port II
	+ Doubles built-in capacity from 480 to 960 (?)

## History

Prior to the "Quality of Life 2" update in April 2021, this building was known as a Landing Pad.
Happiness

**Happiness** is a statistic that shows whether Peeps like the things and events that are going on around them. Satisfied Peeps are crucial to keeping Islands and Planets running smoothly. If Peeps have low happiness, then they will work a lot slower (down to 1/3rd the speed of if they had full happiness).

* Peeps happiness has a minimum and a maximum, which grows when player invent Houses as a technology and again when they invent Tinkering
* Peeps move/work speed is a linear scale according to their happiness (varying approximately from 50% speed to 150% speed)
* The graph of accumulated happiness can be shown when a Peep is selected.
	+ For environment and decorations, Peep happiness accumulates or depletes when they are close to a source of happiness. Most effect will instantly stop affecting them as soon as they move away from it.
	+ For food, drink, luxury items and clothing, only one modifier from each category can apply (for example, Milk does not stack with Smoothies). However, the Peeps will "always" experience it until the end of their work cycle. These four "long duration" effects makes these sources of happiness quite powerful.

Wilderness is unpolluted open space or forests. Presumably, it stacks like gloom does, with more nearby tiles with the wilderness effect increasing happiness faster.

## Positive Modifiers

 Wearing better Clothes
Fruits
Luxury Items
Tea
Vegetables
Animal bonus
Open Space/Wilderness
 Wearing good Clothes
Bread
Experienced Luxury
Milk
Nice Wilderness
 Meal
Smoothie
Party
Very Nice Wilderness
 Good Meal
Good Smoothie

## Negative Modifiers

The names of certain modifiers can be seen by inspecting the Happiness chart when selecting a Peep. Others are taken from the modifiers on buildings' info cards or construction tooltips.
Hut

## Adjacency Bonuses, Penalties, and Effects, and other traits

**Huts** are basic buildings providing shelter for your Peeps.

## In-Game Description

* Somewhere for your peeps to live.
* Stores food and drink for them to refresh themselves with.
* Peeps that don't have a job yet, or can't get enough to eat and drink, will wait here.

## Action

* Shelters 2 Peeps (at base value)
* Storage (at base value):
	+ 5 Food
	+ 5 Water

## Bonuses

* Bonuses from being next to Accommodation:
	+ 1 nearby Accommodation = +1 Peeps
	+ 2 nearby Accommodation = +2 Peeps
* Bonuses from being next to Fields and Wells:
	+ 1 nearby Building from the Field Category = +1 Food
	+ 1 nearby Building from the Field Category = +1 Drink
	+ 2 nearby Buildings from the Field Category = +2 Food
	+ 2 nearby Buildings from the Field Category = +2 Drink

## Details

* Adjacent Accommodation Bonus: Gains Bonus from being next to Accommodation
* Adjacent Field and Well Bonus: Gains Bonus from being next to Fields and Wells

## Upgrades

Can upgrade to a House after the technology House has been unlocked.

### Upgrade Cost

* 4x Tools
* 4x Stone
Launch Pad

## Construction

30x
30x
5x

## Production

The **Launch Pad** is used to create spaceships, like the Shipwright for making ships. Once the spaceship is created, it can then load its crew, colony payload if applicable, and then take off. As a known bug, rockets that have been created (but not launched) may appear in the Space view list without actually being available for use.

The building actually required to trade goods is the Space Port. Spaceships do not need to actually land and take off in order to trade resources; a small landing craft will simply shuttle the resources to the surface.

## In-Game Description

* Starting construction requires the island to have at least 20 more peeps than the requirement for a spaceship.

## Action

Constructs either Colony or Trade spaceships.

## Effects

* Workers get -2 Happiness due to Hard Work
* Causes -3 Gloom, reducing the Happiness of Peeps walking nearby
House

## Construction

2x
4x
4x

## In-Game Description

* Somewhere for your Peeps to live.
* Stores food and drink for them to refresh themselves with.
* Peeps that don't have a job yet, or can't get enough to eat and drink, will wait here.

## Details

* Shelters 4 Peeps
* Storage (at base value):
	+ 5 Food
	+ 5 Water

## Bonuses

* Bonus from being next to Accommodation:
	+ 1 nearby Accommodation = +1 Peeps
	+ 2 nearby Accommodation = +2 Peeps
* Bonus from being next to Fields and Wells:
	+ 1 nearby Field or Well = +2 Food; +2 Drink
	+ 2 nearby Field or Well = +4 Food; +4 Drink

## Effects

* Causes Slight Gloom, which causes Peeps that walk nearby -/--/--- Happiness, depending on how bad it gets

## Upgrades

Can upgrade to Apartment after the technology Apartments has been unlocked.

Note that accommodation capacity provides no housing capacity while it is being built. This is why the game suggests having all the materials available at once before starting building.
Wasteland

Wasteland occurs when a tile has too much pollution for too long. It comes along with a single tile of the Toxic Sludge terrain feature, marked with a yellow splotch. Removing the Toxic Sludge feature with a Decontaminator will also fix the Wasteland.

It comes with a purple appearance and special effects and animations. Peeps will refuse to enter or move through it until a Protective Airlock cleaning building has been constructed, or if it is in a particularly unusual spot a Protective Elevator with a built-in airlock can be selected instead. Once an airlock has been made, then the Decontaminator building can be built on the core Toxic Sludge tile. It is still possible to build roads on this tile, which can be useful for placing the building. And then finally when the Decontaminator completes its process, all of the Wasteland will be removed automatically. Once the Sludge is cleared, it will revert to its original tile type.
Research

Research is required to unlock new Technologies in the Library. There are four types of research - Green, Red, Blue and Purple - which are converted into research from Ancient Technology deposits by the Explorer's Hut.

## Green Research

The first level of Research. Used in unlocking the following Technologies

* Warehouse
* Elevator
* Repair
* Gardening
* Mining
* Metalwork
* Bridge
* School
* Cooking
* Fountains
* Glasswork
* Oil Power
* Steel
* Farming
* Irrigation
* Lighting
* Music
* Apartments
* Meeting Square
* Clean Power
* Shielding
* Protective Clothing
* Whale Charming
* Filtering

## Red Research

The second level of Research. Used in unlocking the following Technologies

* Shipping
* Pollution Cleaner
* Power
* House
* Cooking
* Fountains
* Glasswork
* Fuel
* Clothing
* Oil Power
* Steel
* Baking
* Music
* Museum
* Training Ground
* Salt Removal
* Meeting Square
* Tinkering
* Automation
* Clean Power
* Space Elevator
* Laser
* Battery Power
* Shielding
* Whale Charming
* Electronics

## Blue Research

The third level of Research. Used in unlocking the following Technologies

* Baking
* Farming
* Irrigation
* Lighting
* Music
* Apartments
* Museum
* Training Ground
* Salt Removal
* Spaceflight
* Meeting Square
* Tinkering
* Automation
* Clean Power
* Space Elevator
* Shielding
* Whale Charming

## Purple Research

The fourth and final level of Research. Used in unlocking the following Technologies

* Laser
* Battery Power
* Shielding
* Protective Clothing
* Whale Charming
* Electronics
* Filtering