recursal/Fanatic-Fandom huggingface dataset:
Desert Planet

Desert Planets are barren, barely habitable world with almost no water at all.

## Description

Water is quite common in the universe, as life-enabling liquid, or at least as ice or vapor. However not every planet is gifted with water. Some worlds get scorched by their home start, or maybe their magnetic field is too weak to stem against the push of the stellar wind.

But even this place of glaring sunshine has managed to keep some spots here or there.

## Resources

* Iron
* Cobalt
* Copper
* Titanium
* Neodymium
* Promethium

## Planet Details

* Life-bearing, low chance of water.
* Atmosphere Breathable: Unlikely (30% chance)
* Atmospheric O2(%): 10 ~ 20
* Atmospheric Density (kg/m^3): 0.6 ~ 1
* Temperature (℃): -45 ~ 65
* Radiation (R): 0 ~ 5
* Gravity (g): 0.8 ~ 1

## Notes

* Usually at least one oasis, or valley filled with water. However, it is possible to be completely out of water.
* Groups of Spider Nest can be found and hunted.
Large Eggplant (Plant)

The **Large Eggplant (Plant)**, formerly known as the **Textured Plant Protein**, is a source of Vegetables which can be used in crafting recipes. It yields 1 Vegetables after 31 minutes real-time. It is also a nice way to for a  Player to collect experience, which will be rewarded **XP**. Once the plant has be collected/harvested it will leave a smaller version of it self behind for further growth. With the crop of this plant being used in crafting recipes it is seen being grown in farms of various alien structures and trading stations.

## Experience (XP)

In Empyrion there are four different settings for difficulty which has an effect on the **XP** of the plant. The **XP** for a plant also is effected by collecting, planting, and harvesting. The table below will show you what the **XP** values are per difficulty and what method the player is using.

 Medium
 Hard

Note: **XP** values will vary based on **Custom** settings done by Player or **Admin**.

## Farming

Large Eggplant (Plant) can be farmed by planting a Textured Plant Protein Sprout on a Growing Plot with a Plant Grow Light above it. With out oxygen, appropriate temperature and grow light the planet will wither and die. Planting a Large Eggplant Sprout in a growing plot will reward the Player **XP**, while harvesting the plant will also be rewarded **XP**. The plant takes **25 min** to grow after planting and harvesting.

## Location

Large Eggplant (Plant) has been known to be found in POIs on Akua, Akua Moon, Trading Outpost and Trading Station.

## Point of Interest

* Farm (Akua, Akua Moon)
* Trading Outpost (Space)
* Trading Station
Epsilon Weapon Factory

*This article focuses on an aspect of the game that no longer exists. Information will still be kept for preservation purposes.*

This is a moderately defended alien base present on Akua. This base contains 4 Large Generators which, when removed by the Remove & Repair Tool, give 5  Flux Coil.

## Base Design

This is a fairly large, single floor base. It has an entrance section, a core room and a hallway to the back entrance. There are two cargo boxes in the entrance area. The core area contains the core, a large generator, a large constructor, 3 cargo boxes, an Oxygen Tank and an Oxygen station. The hallway has 2 doors that leads to two walled open areas. Each of those open areas have 2 green pillars.

## Defenses

The main defenses of the Epsilon Weapon Factory are two Ion Cannons and four Ion Cannons. At least two Drones also guard the structure. The main entrance, back entrance, core room and two open areas are defended by two Sentry Guns each.
Minigun-armed Croghum and few Crawlers also roam inside the structure.

## Loot

There are a total five cargo boxes to loot. They give following loot in random number. Many types of crafting ingredients can be obtain by deconstructing the base components and structures with a repair/removal tool.

### Ores

 Iron Ore  Copper Ore  Cobalt Ore  Silicon Ore  Neodymium Ore  Promethium Ore

### Crafting Ingredients

 Metal Plate  Metal Pieces  Electronics  Cables link=Control Device}} Control Device  Glass Plate
Insulation Boost

**Insulation Boost** is a Booster for Armor. Insulation Boosters can only be applied to armor by inserting them into an available slot in the armor by using an Armor Locker (SV,HV) or Armor Locker (CV,BA). Insulation Boost cannot be crafted and must be found in a Point of Interest. As the name implies, it boosts Insulation related stats while causing other stats to drop.

As of version 1.8 Boosters can be applied to Light Armor without an Armor Locker .

## Stats

* Heat: 50
* Cold: 25
Desert Worm

Desert Worm are passive creatures unless provoked. The Desert Worm can move quite fast and are known to be seen in large groups of three or more. They appear to only have a one large mouth with four fangs and three stubby claw like legs on either side of their body, therefore getting a head shot will not be possible for killing them.

## Drops

* Alien Parts
* Alien Tooth
* Raw Meat

## Experience (XP)

In Empyrion there are four different settings for difficulty which has an effect on the **XP** of a fauna. The table below will show you what the **XP** values are per difficulty.

 +2608XP
 Medium
 +1739XP
 Hard
 +887XP

Note: **XP** values will vary based on **Custom** settings done by Player or **Admin**

## Location

Desert Worm are found on the planets of Omicron, and Zeyhines.

## History

* Pre-Alpha 1.0.5 : Small variant introduced
* Pre-Alpha 1.1.0 : Spawn Rate increased
* Pre-Alpha 5.0.0 : Large Variant Introduced
Gravity Generator

The Gravity Generator is a placeable for Bases and capital vessels. The Gravity Generator creates a specific amount of gravity in a field all around it. The more gravity generators that affect a certain spot, the stronger the gravity is.

The Gravity Generator emits a sphere of gravity around it with a diameter of 75 (roughly 37.5 blocks from the center of the generator, or 36.5 blocks from the edge of the generator, at the furthest point).
Filler & Flatten Tool

*This article focuses on an aspect of the game that no longer exists. Information will still be kept for preservation purposes.*

## History

* Pre-Alpha 1.0.0 : Introduced
* Pre-Alpha 1.1.3 : Added reload sound
* Pre-Alpha 1.2.1 : Functionality changed - Filler in LMB, Flatten in RMB, Added light, Added in Escape Pod loot
Dinosaur

Dinosaur are a passive dinosaur unless provoked. They usually are found in groups of two to four mature adults and can be seen with one to three babies nearby. The mature Dinosaur are very good source of Raw Meat.
They are known to defend nearby wild life if they are present. Attacking either of the Dinosaur (Mature or Baby) when a Talon Guardian is present will result in the Guardian attacking as well.

## Drops

* Raw Meat
* Egg

## Experience (XP)

In Empyrion there are four different settings for difficulty which has an effect on the **XP** of a fauna. The table below will show you what the **XP** values are per difficulty.

 +510XP
 Medium
 +340XP
 Hard
 +173XP

Note: **XP** values will vary based on **Custom** settings done by Player or **Admin**

## Location

Dinosaur are found in the **Tropical Forest** on the planets of Akua and Tallodar.

## History

* Pre-Alpha 1.0.0 : Introduced (small and Triceratops)
* Pre-Alpha 1.0.5 : Triceratops removed (replaced with Desert Worm)
* Pre-Alpha 3.0.0 : Moved Dinos (small) from Omicron to Akua
* Pre-Alpha 3.1.0 : Added large dinosaurs (Triceratops)
* Pre-Alpha 3.7.0 : Large dinosaurs removed (replaced by Alien Insect)
* Alpha 1.0.0 : Large dinosaurs added again (Alien Insect remains)
* Unknown : Small passive Dino removed and replaced with Raptor
Flux Coil

Intermediate product used as a component for processing into a more complex product. See templates for exact use.

This component might be quite hard to obtain/produce early in game. One of easiest ways to get few to jumpstart your adventure is to salvage POI Thruster Slant (SV) blocks (especially with Multi Tool), which have pretty high chance of yielding these components.
Game API ItemStack

Index: GameAPI > CmdId

Class used to represent a single inventory item.

#### public int id;

Id representing item. Refer to list. https://docs.google.com/spreadsheets/d/1ktlhWztRGa2FuDkA9jDu2piIA\_GeLe7oZrMVkk0CpMc/edit?usp=sharing

(Or refer to config\_example.ecf file)

#### public int count;

Count of item from id (amount of this item).

#### public byte slotIdx;

Position of item in toolbar/backpack/countainer.

#### public int ammo;

Current ammo level of weapon. (If not a weapon, should be 0)
Maiy

*This article focuses on an aspect of the game that no longer exists. Information will still be kept for preservation purposes.*

 Moon | 0

**Maiy** is a desert planet and one of the Survival Mode Dawn of Galaxy scenario starting planets. It belongs to the Xenu Faction.

## Features

* It is characterized as "medium" difficulty. In contrast to Elia it has no breathable atmosphere. One of your first tasks should be to find a lake near the spawn position. You can create Oxygen Bottles by putting an O2 Generator in the lake.
* Maiy is Xenu territory.

## Flora

* Corn Dog (Plant)s - immediately edible after picking. Can be found around bodies of water, at least on this starting planet. They look like hotdogs on sticks. A great resource when you're about to die of hunger.
* Fiber (Plant)
* Egg (Alien)
* Egg Plant Parts (Plant)
* Opuntia Cactus Spears (Plant)
* Aloe Vera (Plant)
* Alien Plasma Plants Alien Plasma ZR1 (Plant) and Alien Plasma T6 (Plant)
* Alien Thorn (Plant)
* Alien Spike Lemon (Plant)
* Ahax Fruit (Plant) - immediately edible after picking. Can also be crafted into sprouts and grown on a farm.
* Space Kavae (Plant)
* Space Oranges (Plant)
* Fire Moss Scrapings (Plant)
* Textured Plant Protein (Plant)

## Fauna

* Arachnid
* Desert Golem
* Desert Worm
* Dino
* Otyugh
* Drone

## Climate

* Type: Desert
* Gravity: 9.81m/s^2 = 1g
* Atmospheric Density: 1,217kg/m³
* Mean Temperature: 15°C
* Hottest Daytime Temperature: 60°C
* Coldest Nighttime Temperature: -30°C
* Moons: 1 Maiy Moon
* Length of a Rotation: 24h
* Diameter: 2608m

```
Disclaimer: All infos about PoIs, Ore, Fauna and Flora represent the default settings for this biome/planet. Please keep in mind that planets and moons as well as biomes can be altered by the server owner and therefore may be different to the infos given on this page!

```

```
Note: Used Omicron info as a base for Maiys info, so some info may be off.

```
Iron Ore

Iron ore is one of the most basic and most important ores of the Empyrion Universe. It is used for crafting Iron Ingot which is then used for crafting many types of essential blocks and items.

## Mining

Iron Ore can be mined using the Drill or the Rock Drill mode of the Survival tool. Ore deposits can be found on all planets and moon. Deposit size varies from 3 to 25. Iron Asteroids which are found in orbit, are another source for iron ore. They can be found in orbit of some planets with any detector. In the default Scenario, a small iron deposit always spawns close to the crash site.
EVA Boost

**EVA Boost** is a Booster for Armor. EVA Boosters can only be applied to armor by inserting them into an available slot in the armor by using an Armor Locker (SV,HV) or Armor Locker (CV,BA). EVA Boosters can be crafted at a Large Constructor. As the name implies, it boosts EVA related stats while causing other stats to drop.

As of version 1.8 Boosters can be applied to Light Armor without an Armor Locker .

## Stats

* Armor: -80

* Heat Protection: -15
* Cold Protection: 190

* Max. Speed Multiplier: -0.05
* Acceleration Multiplier: -0.2
* Jetpack Usage Multiplier: 0.1
Lost Outpost

This outpost is a heavily defended installation on Aestus. It has a docking bay that helps taking over without too much resistance. Approach the installation in you SV and get into the docking back as quickly as possible. There are a couple of gun turrets inside that you can either take out with your ship weapons or on foot.

The core is at the top of the outpost. Replace it with your own to take over the station.

There are a considerable amount of defense turrets inside and also guarding the core. Most of them appear to be offline and will not fire at you.
Game API IModAPI

Index: GameAPI

Single player mods only(?)

```
       IPlayfield ClientPlayfield { get; set; }

```

For transferring data between the processes (Dedicated, Playfield, Client)

```
       INetwork Network { get; }

```

for accessing GUI elements like the alert, pop-up textbox (cannot access ItemExchange window)

```
       IGui GUI { get; }

```

for doing things with the PDA?

```
       IPda PDA { get; set; }

```

for running scripts?

```
       IScript Scripting { get; }

```

for playing sounds?

```
       ISoundPlayer SoundPlayer { get; }

```

Lots of useful features in here...

```
       IApplication Application { get; }

```

## Events

Triggered on game events (most of this is disabled in multiplayer?)

```
       event GameEventDelegate GameEvent;

```

## Logging

log to Eleon's log file

```
       void Log(string text);

```

log to Eleon's log file

```
       void LogError(string text);

```

log to Eleon's log file

```
       void LogWarning(string text);

```
Game API GlobalStructureInfo

Index: GameAPI > CmdId

## GlobalStructureInfo

Class used to pass structure information. (ressourcenode / POI / vessel /..). From GlobalStructureList

### Properties

#### public List<int> dockedShips

Contains a list of all the docked ships on this structure.

#### public int cntLights

? Possibly the amount of lights. (performance)

#### public int cntTriangles

? Possibly the amount of triangles. (performance)

#### public int cntBlocks

? Possibly the amount of blocks. (performance)

#### public int cntDevices

? Possibly the amount of devices. (performance)

#### public bool powered

Wether or not it is currently powered on/off.

#### public long lastVisitedUTC

The timestamp, for last visit. (last active - when a player was on it)

Note, that this is actually a binary, not a long.

You can convert it to DateTime by

```
DateTime start = DateTime.FromBinary(entry.lastVisitedUTC); //Entry being whatever you have GlobalStructureInfo passed as

```

#### public byte factionGroup

Likely the factiongroup owning it.

```
Faction = 0
Privat = 1
Zirax = 2
Predator = 3
Prey = 4
Admin = 5
Talon = 6
Polaris = 7
Alien = 8
Unknown = 11
Public = 10
None = 12
Decored = 255

```

#### public byte type

What type it is.
2: POI

#### public sbyte coreType

What type the core is. (alien/...)

```
-1 - data not valid yet
0 - no core
1 - player core
2 - admin core
3 - npc core
4 - admin npc core
5 - no faction

```

#### public int pilotId

? Likely the entity ID of whoever is piloting it.

### Note

If values are not loaded, they will appear as -1

Values might not be loaded, if outside 'DSL-loading-range'.

Note, that the lastVisitedUTC will be year 0001 or so, if not loaded.
Game API StatisticsParam

Index: GameAPI > CmdId

Class used to pass statistics on events.

For 'CoreRemoved', 'CoreAdded', 'StructOnOff', 'StructDestroyed' type: EntityID of the entity (structure) it was removed from.

For 'PlayerDied' type: The EntityID of the player who died.

#### public int int2

Contains integer,describing the event:

For 'CoreRemoved', 'CoreAdded', 'StructOnOff' type EntityID of the entity that did it.

For 'PlayerDied' type: Likely how the player died. (Unknown = 0,Projectile = 1,Explosion = 2,Food = 3,Oxygen = 4,Disease = 5,Drowning = 6,Fall = 7,Suicide = 8)

For 'StructDestroyed' type: 0=wipe, 1=decay

#### public int int3

Contains integer,describing the event:

For 'CoreRemoved', 'CoreAdded' type: (optional) controlling entity id. Returns -1 if none.

For 'PlayerDied' type: (optional) other entity involved. Returns -1 if none. Note, that this is \*any\* entityid, not just player.

For 'StructOnOff' type: 0:off, 1: on

For 'StructDestroyed' type: Returns 0

#### public int int4

Contains integer,describing the event:

For 'CoreRemoved', 'CoreAdded' type: Returns 0

For 'PlayerDied' type: (optional) other entity CV/SV/HV involved. Returns 0 or -1

For 'StructOnOff' type: Returns 0

For 'StructDestroyed' type: Returns 0
Empyrion Forums

Empyrion has a active forum for all players to connect and share stories, give suggestions and ideas and talk to the developers!

Created by Kane Hart, the Empyrion Online forum is an online resource covering speculative conversations through to official public information releases from Eleon Game Studio's.

Empyrion Forums
Electronics

Intermediate product used as a component for processing into a more complex product. See templates for exact use.

**Electronics** is crafted using 2 Copper Ingot and 1 Silicon Ingot, and is used in most recipes. It can be crafted by all constructors.

## History

Alpha 1.0.0: crafting amount increased to 2

Pre-Alpha 1.0.0 : Introduced
Generators

There are many types of **generators**. They are Small Generators, Large Generators, Generators, O2 Generators, Water Generators, H2O2 Generators, and Gravity Generators. This page refers to Small Generators and Generators. Refer to O2 Generators, Water Generators, and H2O2 Generators for their information.

## Power Generator Uses

Generators are a necessary component to any vehicle as they turn Fuel Pack (Promethium) from Fuel Tank/Small Fuel Tank/Large Fuel Tank into power. Small Generators, and Large Generators are used in BAs (bases), and CVs (capital vehicles) while Generators are used on SVs (Small Vehicles) and GVs (Ground Vehicles).

A Fuel Tank does not need to be near, around, or attached to a generator in order to provide it with fuel. A Fuel Tank, filled with at least 1 Fuel Pack, must simply be placed on the same structure as a generator in order to provide it with fuel.

The power provided by Generators is used by the devices attached to the core that the Generator is powering. To view the devices attached to a core simply hit the default 'P' key to open the control panel. Here you can see which devices require power from the Generator, and how much energy the Generator is producing.

Every generator has an Energy Out level which measures the maximum amount of power that it can supply to connected devices. Small generators provide 1 MW of power or 1000 KWs. Large Generators provide 10 MW. Generators provide 1.2 MW.

In the control panel, on the bottom right hand side, you can see the Max Output and Consumption values. That is the Energy Out of the Generator, and the amount of power devices are currently using. The Power Usage value is calculated by Consumption / Max Output. Then multiplied by 100 to change the value into the percent that is displayed. The higher the % the more Fuel Packs that the Generator will take from the Fuel Tank.

## Power Generator Construction

A Survival Constructor can build Small Generators, while a Mobile Constructor can also construct Generators for HVs and SVs. Large Constructors and Advanced Constructors can also build Large Generators.

 Small Generators require: 12 Metal Components, 2 Capacitor Devices, 1 Reactor Core, 2 Control Devices, 3 Electronics, and 2 Computers to build.

Generators require: 10 Metal Components, 1 Capacitor Device, 1 Reactor Core, 2 Control Devices, 3 Electronics, and 1 Computer to build.

Large Generators require: 25 Metal Components, 4 Capacitor Devices, 3 Reactor Cores, 2 Control Devices, 6 Electronics, 4 Computers, and 5 Power Coils to build.
Fuel Pack Hydrogen

*This article focuses on an aspect of the game that no longer exists. Information will still be kept for preservation purposes.*

(See Fusion Cell)

**Fuel Pack Hydrogen** is the most resource-efficient but least energy-dense energy source in the Empyrion universe. Two **Fuel Pack (Hydrogen)** are crafted from one Hydrogen Bottle (which in turn is produced by an H2O2 Generator). A **Fuel Pack Hydrogen** has a fuel value of 15, half as much as the standard Fuel Pack Promethium.

From a resource-consumption standpoint, the **Fuel Pack (Hydrogen)** is currently the most efficient use of Promethium Ore. Using two Promethium Ore to craft four Fuel Packs yields a total fuel value of 120; using those four fuel packs to power the H2O2 Generator yields 25 Hydrogen Bottles, or 50 **Fuel Pack (Hydrogen)**, with a total fuel value of 750 (375/Promethium Ore). In this way, one can extract 6.25 times more energy from one Promethium Ore than just by using the two Fuel Packs it can initially be crafted into.

**Fuel Pack (Hydrogen)** can be used to power ship and base generators, but cannot be used in terrain-placed resource generators like the Water Generator, O2 Generator, and H2O2 Generator. This behavior is intended.

## History

Pre-Alpha 3.6.0 : Introduced

Alpha 6.0-RC2 : Removed
Homeport

**Homeport** is the starting base at Akua in creative mode. This base spawn beside a lake and has one SV (Green Hawk Dropship MKI) and a HV (Husky MKI) parked on it. The base belongs to  Public Faction.

## Base Design

**Homeport** has a moduler base-design. There are 5 Module and a tower surrounding the Landing pad at the center. Each module have a different roof color and dedicated to separate function.

* Red Module
* Blue Module
* White Module
* Green Module 1
* Green Module 2
* Tower
Indigestion

Indigestion is a negative Status Effect which can be applied to the player upon consuming various Raw Ingredients, Plants or Crops and over-consumption of Medicine.

## Side Effects

Health and Stamina are slowly drained. If left untreated, the player will receive Food Poisoning which can lead to Fever Attack and ultimately Organ Failure.

## Treatments

Antitoxic Pills
Antitoxic Injection
Detox Kit
Herbal Leaves
Spice (has a small chance to cause Indigestion again)

## A Note on Effect Calculations

The Health, Food, Stamina and Oxygen effect values displayed on this page do not take into account natural loss or regeneration of the stats in question.

For example, while standing still, the player will regenerate Stamina at a rate of +18 pts/s. If a Status Effect such as Food Poisoning is currently active, the player's Stamina will be affected **by the Status Effect** at a rate of -25 pts/s.

This results in a total rate of -7 Stamina pts/s, while standing still ((-25) + 18 = -7).
Leveling and XP

Gaining experience and leveling up was introduced in Pre-Alpha 3.6.0. Every craftable item in Empyrion: Galactic Survival has a fixed level in which it can be unlocked. Each level gain gives the player some amount of Unlock Points, with which Items can be unlocked from the Tech Tree.

The following activities give player xp:

* Discovering POIs (300xp for structures, 80xp for resource deposits)[*info needed*]

* Collecting plants and pentaxid (from surface crystals).
* Killing animals, Drones and aliens.
* Destroying Alien Structures
* Placing Blocks
* Planting and Harvesting crops
* Mining

Level and Experience can be seen below life stats in the inventory GUI. The max level a player can get to is level 25.

## XP points needed per level

The table lists the XP points in normal speed player progression. All players start at level 1; players may earn up to 39,200 XP on level 25 but cannot progress further thereafter.
NPC Spawner (Pad)

The NPC Spawner (Pad) is a Fauna spawner that is a variant of the Alien Blocks found in some hostile POI's and trade stations alike. It should be noted that while the NPC Spawner (Pad) and the NPC Spawner (Thin Plate) do not have a power requirement listed, they do in fact require 1.00 kW of power as well as an Alien Core to function.

### Behaviour & Characteristics

The NPC Spawner (Pad) and the NPC Spawner (Thin Plate) both work the same and their color can be changed with the Color Tool. The only difference between the two is appearance and that the texture of the NPC Spawner (Thin Plate) can be changed with the Texture & Symbol Tool, while the texture of the NPC Spawner (Pad) cannot be changed. They are similar to a Motion Sensor, in that when a player enters the boundaries the spawner is set to detect players in, it will activate. It can then spawn a certain number of Fauna depending on its settings. If a Fauna has been killed, after its corpse despawns in two minutes, the spawner will be able to spawn another Fauna in its place if the player is in the spawner boundaries.

### Spawner Settings

In Creative Mode, the spawner's range of detection can be customized to up to 16 blocks in 5 directions when the spawner is counted as the 1st block in any direction. The number of Fauna that will spawn can be customized to any number between 0 and 999 and can be set to include up to 4 different types of Fauna that have a chance of spawning. This means that the different types of Fauna you select to be able to spawn will not necessarily spawn in an equal ratio to each other.
Laser Pistol (T2)

*This article focuses on an aspect of the game that no longer exists. Information will still be kept for preservation purposes.*

*Note that this weapon has been replaced by the Blaster since v1.9.*

The **Laser Pistol (T2)** is the upgraded version of the laser pistol, and is available for crafting so long as you have a laser upgrade kit. It is one of the highest end tiers of weapons beyond things like the epic pistol. Pistols serve as decent backup weapons in case you need to reload your primary weapon, as you can swap it faster than if you reloaded.

## Crafting

Requires one Laser Upgrade Kit and one Laser Pistol to craft.

## History

* Alpha 5.2.0: Introduced.
* Alpha 6.2.0: Added better weapon sounds.
* Alpha 7.3.3: Removed Laserkit from recipe of Laser Pistol T2 (was re-added in a later re-balance).
Light Armor

Game Version V1.5.8

**Light Armor** is a type of Armor that provides minor defense and (usually) acts as the starting armor given to players. **Light Armor** can be crafted after learning it from the Tech Tree on the Weapons page, and it is the only craftable armor. **Light Armor** can only be equipped or unequipped while at a Armor Locker.

## Stats

* Armor: 100
* Number of Slots: 2
* Durability: 400

* Cold Protection: 10
* Heat Protection: 10
* Radiation Protection: 2

* Food Consumption Rate: 1.44
* Stamina Consumption Rate: 1.21
* Fall Damage Multiplier: 0.4
* Max. Speed Multiplier: 0.85
* Acceleration Multiplier: 0.66
* Jump Height Multiplier: 0.67
* Jetpack Usage Multiplier: 1.2

* Oxygen Storage: 375
Urso

O **Urso** é um dos Animais encontrados no mundo de Wild Terra. É um carnívoro agressivo que costuma atacar mesmo quando não ameaçado.

## Descrição

* É encontrado no modo selvagem nas florestas do game.
* Quando selvagem é um dos mais perigosos animais, ataca e persegue jogadores próximos.
* Ao morder, causa um sangramento com 5 de dano por segundo até a morte.
* O sangramento pode ser parado com uma curativo.
* Equipe uma faca e clique no corpo para receber seu saque.
* Ursos selvagens podem ser domados, pegue-o usando um laço para urso.
* Montar um urso adiciona 100aumento de velocidade.
Multi Tool (T2)

Game Version V1.5.8

The Multi Tool performs six functions, Retrieve Blocks, Repair, Change and Rotate, Downgrade, Upgrade, and Salvage. Used the RMB, Right Mouse Button to access these functions.

Retrieve Blocks returns intact blocks for the player's structures. It has a 67% probability of returning intact blocks on public structures.

Repair is used for repairing devices and building blocks.

Change and Rotate function is used for changing transparency of some windows (LMB) and rotation of building blocks and small device of size 1x1 (Insert/Delete/Home/End).

Downgrade function is used for downgrading devices and building blocks. The block must have full hit points or health in order to be downgraded.

Upgrade function is used for upgrading devices and building blocks. The block must have full hit points or health in order to be upgraded.

Salvage function is used to salvage the players structures and public structures. It will always return components.
Erestrum Ingot

Please help improve this if you can. The Discussion page may contain suggestions.

## Overview

Erestrum Ingots are created by refining Erestrum Ores using a Large Constructor, Advanced Constructor or Furnace.

## Uses

Erestrum Ingots are used in the production of the Power Coil, a component used for building Weapons, and Devices for both the Capital Vessel and Small Vessel.
Rocket Launcher Missile

**Rocket Launcher Missile** is used in Rocket Launcher(Tier 1). All of the POI have chance to contain this ammo in their loot-able cargoboxes. All of the Drones and Xenu Soldiers also have chance to drop this ammo when killed.

## History

* Pre-Alpha 1.0.0 : Introduced
* Pre-Alpha 5.1.0 : Name changed from 120mm Rocket to 120mm Missile
* Pre-Alpha 5.4.1 : Crafting Time reduced 30%
Mining

**Mining** is one of the most important aspects of the game. Mining removes terrain and gives you a resource depending on the area that is being mined.

## Method

`Default Key: L-Mouse Button, R-Mouse button, F`

**Mining** in Empyrion can be done through a variety of methods; hand-held tools (the drill and survival tool), hover vessel drill modules, and capital vessel drill turrets. Mining is performed by looking at a part of the terrain and pressing the **Left Mouse Button** by default. The Right Mouse button is used with certain tools. The Basic Drill can change between terrain mining and rock mining modes, and the T2 Drill changes between a variety of modes. Currently, the Right Mouse Button has no use for Drill Modules and Turrets.

Using the basic Drill results in small chunks of ore dropping after mining a piece of terrain. However, the T2 Drill places mined ore directly into your inventory, and ship-based drills place them into any attached Harvest Boxes.

In previous versions of the game, the Left Mouse Button would drill quickly, using more fuel, and the Right Mouse button would drill slower and using less Drill Charge.

* Rock Layer on the planet Omicron
* Ore chunks on the ground

## Reputation Loss

Mining on a Resource deposit inside an other factions territory can cause a reputation loss.

## Terrain Flattening

The drill comes equipped with a terrain flattening mode. This mode excavates parts of the terrain much quicker than the default mining mode, but gives no chunks. It is most useful for removing large areas of land that you need to flatten for building bases underground.

## Terrain Filling

In older versions of the game, a filler and flattening tool existed to handle flattening and filling, but now this functionality is added to the Drill, which you can use to fill in areas you didn't mean to drill into. This is very handy when trying to fix any structural integrity issues in bases that you build.

## Sources

There are three types of sources of resources which can be mined to get resources.

* Resource Deposit
* Resource Meteorites
* Rock Layer

Resource Meteorites and Resource Deposits drop the respected resource they are made of while mining and rock layer drops Crushed Stone while mining.

## Experience

Mining gives experience. Destroying a terrain/deposit/meteorite with tools gives a constant amount of **2xp/drill charge** and gives certain amount of XP depending on the type of resource if a resource chunk drops.
Pumpkin (Plant)

Pumpkin (Plant) is a great source of Pumpkins which can be used in crafting recipes. It is also a nice way to for a  Player to collect experience, which will be rewarded **XP**. Once the plant has be collected/harvested it will leave a smaller version of it self behind for further growth. With the crop of this plant being used in crafting recipes it is seen being grown in farms of various alien structures and trading stations.

## Experience (XP)

In Empyrion there are four different settings for difficulty which has an effect on the **XP** of the plant. The **XP** for a plant also is effected by collecting, planting, and harvesting. The table below will show you what the **XP** values are per difficulty and what method the player is using.

 Medium
 Hard

Note: **XP** values will vary based on **Custom** settings done by Player or **Admin**.

## Farming

Pumpkin (Plant) can be farmed by planting a Pumpkin Sprout on a Growing Plot with a Plant Grow Light above it. With out oxygen, appropriate temperature and grow light the planet will wither and die. Planting a Corn Sprout in a growing plot will reward the Player **XP**, while harvesting the plant will also be rewarded **XP**. The plant takes **35 min** to grow after planting and harvesting.

## Location

Pumpkin (Plant) has been known to be found in POIs on Akua, Akua Moon, Trading Outpost and Trading Station.

## Point of Interest

* Farm (Akua, Akua Moon)
* Trading Outpost (Space)
* Trading Station
Minigun Round

**Minigun Round** is used in Minigun. All of the POI have chance to contain this ammo in their loot-able cargoboxes. All of the Drones and Xenu Soldiers also have chance to drop this ammo when killed.

## History

* Pre-Alpha 1.0.0 : Introduced
* Pre-Alpha 5.1.0 : Name changed from 8.3mm to 8.3mm Bullet
* Pre-Alpha 5.4.1 : Crafting Time reduced 30%
Open Fracture

The **Open Fracture** status effect (formerly known as **Broken Leg**) occurs - along with fall damage - when a player falls from a great height. The status effect lasts over an hour in real-time, making treatment of some kind (such as Bandages) highly recommended.

While the debuff persists, players suffer the following effects:

* Massively reduced jump height
* Slower walking and running speeds
* Consistent Stamina drain

All three of these effects hamper mobility and make it very difficult to travel on foot. If the debuff is not cured in time (??? seconds), the ailment progresses to  Necrosis.

All three of these effects hamper mobility and make it very difficult to travel on foot.

### Notes

* Despite reducing jump height, jetpacks from armor suits function normally.
* Using a Motorbike or any other means of transport can help to negate many negative effects of the debuff. The effect is only truly punishing when attempting to travel on foot.
NPC Core

A NPC Core is a device which can be found in various POIs. This core looks similar to the Player Core, but instead of the Player Core's green light it has a red light when powered. This cannot be made in any constructor and is only obtainable through the creative menu. When placed by played, the NPC Core is colored yellow by default. When spawned in as a part of a POI, the color varies depending on the faction it belongs to.

## Salvaging

 Optical Fiber | 0
 Electronics | 0
 Computer | 1
Ship Types (Overview)

## Hover Vessel (HV)

A Hover Vessel is a type of hover craft. It is only useable on the surface of a planet. To build one you need a Hover Vessel Starter, which is made by combining a Core (Player), and 8 Hull Blocks in the Large Constructor. It was formerly known as Ground Vessel. The name was changed in release Pre-Alpha 3.0.0 because 'GV' and 'CV' looks similar.

Block overview: Hover Vessel

## Small Vessel (SV)

A Small Vessel is a flying vessel that can fly around within the atmosphere of a planet as well as enter space and reach moons and asteroids. To build one you need a Small Vessel Starter, which is made by combining a Core (Player) and 8 Hull Blocks in the Large Constructor.

In order for a Small Vehicle to be fully operational it requires a Generator, a Fuel Tank, an RCS, a Cockpit, and some Thrusters.

Block overview: Small Vessel

## Capital Vessel (CV)

A Capital Vessel is a combination of a Base and a Spaceship. To build one you need a Capital Vessel Starter, which is made by combining a Core (Player) and 8 Hull Blocks in the Large Constructor.

In order for a Capital Vessel to be fully operational it requires a Generator, a Fuel Tank (Small or Large), a RCS, a Cockpit, some Thrusters, and a Gravity Generator. It can also be outfitted with a Warp Drive and a Warp Drive Tank to reach other planets.

CVs are able to be constructed planetside or in space, however certain CV weapons only function in space.

Block overview: Capital Vessel

## Base (BA)

A Base is not a vehicle, but instead a structure. The base is similar to your Capital Vessel, except that it cannot move and is for planetside operations. To build one you need a Base Starter, which is made by combining a Core (Player) and 8 Hull Blocks in either a Mobile Constructor, or Large Constructor.

In order for a Base to be fully operational it requires a Generator, and a Fuel Tank (Small or Large). The fuel tanks also require Fuel Packs. (Refer to Fuel Tanks). Once powered, a base can contain a multitude of different tools, provide you with safety, and support you while on the planet's surface.

Block overview: Base
Steel Plate

```
Info: Intermediate product used as a component for processing into a more complex product. See templates for exact use.

```

Steel plates are an intermediate product used in crafting. They can be found in Cargo Boxes in POIs or by salvaging wrecks with a Multi Tool or the salvage mode of the Survival Tool. In early game, latter can be used to gather steel plates.

## History

Pre-Alpha 1.0.0 : Introduced

Alpha 7.0.1: Renamed 'Metal Plate' to Steel Plate
Polarized Hull Shield (T1) CV

**Polarized Hull Shield (T1) CV** is a device that can be placed on a Capital Vessel. It is fueled by both traditional power as well as Pentaxid (refined) placed inside of a Pentaxid Tank. Placing this device will enable activation of shields that will protect the Vessel from all damage. The shield takes 15 seconds to engage upon activation. Upon damage absorption, the shield will decrease in strength. After 8 seconds of not taking damage, the shields will begin to replenish at the cost of some Pentaxid (refined) placed inside of the tank.

Note that **Polarized Hull Shield (T1) CV** have similiar function but are different from the Polarized Hull Shield for Base, Small Vessel and Hover Vessel ships.
**Polarized Hull Shields** use a lot of power. Sometimes, it can be a good decision to turn them on only when you engage with enemies.
Sniper Rifle Round

Sniper Rifle Round is used in the Sniper Rifle (Tier 1) and Sniper Rifle (Tier 2). All of the POI have a chance to contain this ammo in their loot-able cargoboxes. All of the Drones and Xenu Soldiers also have chance to drop this ammo when killed.

## History

* Pre-Alpha 1.0.0 : Introduced
* Pre-Alpha 5.1.0 : Name changed from 12.7mm to 12.7mm Bullet, Icon change
* Pre-Alpha 5.4.1 : Crafting Time reduced 30%
Portable Work Light 2

Game Version V1.5.8

Like Portable Work Light 1, **Portable Work Light 2** can only be placed on terrain. However, it is self-powering, and may be used for permanent perimeter lighting or marking of areas of interest. It emits light in every direction.

Using a trick, it is currently possible to use **Portable Work Light 2** to light a planetary Base. After removing a block from the floor of the base, use the Filler and Flattening features of the Drill to create terrain in the space (leveling off the terrain just under the level of the base's blocks), place the **Work Light 2** on the terrain, and then fill in the missing block. Congratulations, you now have permanent lighting even when your Generators are off!
Pulse Rifle (T2)

*This article focuses on an aspect of the game that no longer exists. Information will still be kept for preservation purposes.*

*Note that this weapon has been replaced by the Laser Carbine since v1.9.*

The **Pulse Rifle (T2)** is the last repairable upgrade to the Pulse Rifle.

## Crafting

Crafting this weapon requires one Rifle Upgrade Kit and one Pulse Rifle.
Pixie Stalk Bundle

*This article focuses on an aspect of the game that no longer exists. Information will still be kept for preservation purposes.*

Pixie Stalk Bundle is a medicine which cure bite (open wound) **Pixie Stalk Bundle (Plant)** ) and gives 60 health which makes it a very useful early game alternative of Small Medikit.
Missions

## Description

The game includes multiple chapters of missions, taking place across the starting solar system. These missions are accessible in the Survival game mode or through the Default Random multiplayer scenario.

Missions may be done Solo, or may be assigned by an NPC Faction. In order to undertake Polaris or Talon faction missions, the player must have at least Neutral standing with that faction.

Missions are accessed via the PDA [F1].

## Story Missions

The list below is updated for version v1.6.3.

Solo missions are only available in the Survival Game Mode. All locations are in the Ellyon (starter) star system, unless otherwise specified.

## Credibility Missions

Credibility missions listed below are for the Survival Game Mode, and are not available in the Scenario Game Mode (to be checked).

Credibility missions typically involve destroying the Core of vehicles and POIs (stations, defenses) of a rival faction. Self-destruction of vessels, or automated Core destruction triggered by switches or signal logic, usually do not count towards the success of these missions.

### Description

The Credibility Missions will ask you to do something in favor of the faction that really proves your worth to them. As a reward you will get *two (TBC)* faction Credibility Seals.

Find an ambassador of the faction or connect to a [[Global Information Network) (GIN) console on any Trading station. One seal is used for each step from hostile to unfriendly, and unfriendly to neutral. You cannot improve your reputation with the faction beyond neutral with the faction credibility seals, though.

Notes: You can also earn the credibility seals with some story missions and quests. The Zirax Empire credibility seal will increase your reputation with the Empire and all houses of the Empire.

### List of Credibility Missions

The Free Colonists faction offers the Pirate Hunt Reputation mission in conjunction with the Credibility mission, which rewards the player with +500 faction reputation points.

## Non-Story Faction Missions

Faction missions listed below must be completed in order from top to bottom; later missions only unlock upon the completion of earlier ones. Missions are for the Survival Game Mode, and are not available in the Scenario Game Mode.
Phan

*This article focuses on an aspect of the game that no longer exists. Information will still be kept for preservation purposes.*

 Moon | 0

This is a barren planet in the Dawn of Galaxy scenario in the Maiy Orbit.

## Flora

* Fiber
* Egg Plant Parts
* Alien Thorn

## Fauna

* Desert Worm
* Otyugh
* Arachnid

## Ore

```
Disclaimer: All infos about PoIs, Ore, Fauna and Flora represent the default settings for this biome/planet. Please keep in mind that planets and moons as well as biomes can be altered by the server owner and therefore may be different to the infos given on this page!

```
Alien Parasite

The **Alien Parasite** status effect has a total of 3 stages, each with greater effects on the player.

## Stage 1

File:Parasite Stage 1.png

```
You are infected with an Alien Parasite. Use an Antidote Injection before it spreads.

```

The first stage of the parasite rapidly drains the player's stamina for approximately 5 minutes, before moving to stage 2.

## Stage 2

File:Parasite Stage 2.png

```
The parasite is spreading throughout your body...

```

In conjunction with the stage 1 effect, the player's health will now drain by 2 every second for 5-10 minutes.

## Stage 3

File:Parasite Stage 3.png

```
The parasite has infected your brain. You are dying...

```

The final stage of the parasite. The player's health now drains by 30 every half a second while their speed is greatly lowered.

* Although the player's speed is lowered, their stamina no longer drains.
* It is possible to survive by waiting about 1-2 minutes while repeatedly using a Medic Station.
Player (Faction)

Player Faction in Empyrion: Galactic Survival is to determine which structures belongs to Players. The Core of the player structure has a green light when turned on (if not colored).Pre-Alpha 4.0.0 introduced dedicated multiplayer in Empyrion: Galactic Survival. Player owned faction introduced on Pre-Alpha 4.1.0 update to give ownership of the structure to players , stop griefers and allow players to create closed group (or factions) to share resources and structure between themselves. There are **three** types of player faction which are described below.The factions for a structure can be selected via drop-down menu on Control Panel GUI of the structures(which can be accessed by 'p') which allowed player to determine if something can be accessed by everyone (PUBLIC) or only by him/herself(PRIVATE) or by the member of the faction in which the player is in (FACTION).

## Private

A structure or vessel is considered as **Private Faction** when only one player can access the structure. The structure/vessel have **Private** faction by default (Implemented in Pre-Alpha 5.1.0) and belongs to the builder of that structure/vessel. A player can freely change the ownership to private from public (and vice-versa if the private structure belong to him/her) but if changed to Faction, it cannot be changed back to private, unless you are the owner of the Faction. A structure/vessel also becomes **Private** if all the member of a faction leave the faction. They become private to the last member who leaves the faction.

## Public

A structure or vessel is considered as **Public Faction** when any player can access the structure/vessel. Before Pre-Alpha 5.1.0 all new structures were assigned Public Faction by default. Note that as of Alpha 12.2 the ability to set entity to public as a player was removed, as it was considered an exploit. Note that for the purposes of building a scenario, you can still set this in playfield yamls.

See the Pre-made Public Structures which are in Empyrion: Galactic Survival here

## Player Owned Faction

A player can create their own faction or join other factions (if approved by the leader) in multiplayer games. Faction Menu can be accessed by the **FACTION** button in the Inventory GUI. Upon clicking a faction a menu opens up which list all available factions on that server in the left half of the GUI and the name of the members in the right half. A player can join an existing faction or create their own. If a player applies for a faction, the creator of that faction has to approve the request; no player can auto-join a faction. The Creator of a faction can approve requests, promote members, demote members or kick out via the same menu.

A player can change the ownership of a structure/vessel to Faction so that all the members of the faction can access it.

* Faction button on inventory GUI
* Faction GUI
Shotgun Shell

Shotgun Shell is one of the basic Ammo of the game. This ammo is used in Shotgun(Tier 1) and Shotgun (Tier 2). All of the POI have chance to contain this ammo in their lootable cargoboxes and Alien Capsules. All of the Drones and Xenu Soldiers also have chance to drop this ammo when killed.

## History

* Pre-Alpha 1.0.0 : Introduced
* Pre-Alpha 5.4.1 : Crafting Time reduced 30%
RCS (T2)

The RCS (T2) is a device block that is a dramatically improved version of the standard RCS (CV) which is essential for a Capital Vessel, allowing it to rotate left/right and pitch up/down. The RCS (T2) allows a CV to maneuver with 15 times more torque than the RCS (CV) block. The RCS is no longer required on properly balanced vessels.
Laser Rifle

Game Version V1.5.8

The **Laser Rifle** ammo is the Laser Rifle Cell. Though it out-ranges the Sniper Rifle, the **Laser Rifle** fires a fairly slow-moving projectile, making it challenging to hit faraway moving targets.

As it has a scope and does more damage than the Projectile Pistol (T2), the **Laser Rifle** is a viable replacement for the Projectile Pistol (T2).
Polarized Hull Shield (T1) BA

**Polarized Hull Shield (T1) BA** is a device that can be placed on a Base. It is fueled by both traditional power as well as Pentaxid (refined) placed inside of a Pentaxid Tank. Placing this device will enable activation of shields that will protect the base from all damage. The shield takes 15 seconds to engage upon activation. Upon damage absorption, the shield will decrease in strength. After 8 seconds of not taking damage, the shields will begin to replenish at the cost of some Pentaxid (refined) placed inside of the tank.

Note that **Polarized Hull Shield (T1) BA** have similiar function but are different from the Polarized Hull Shield for Capital Vessel, Small Vessel and Hover Vessel ships.
**Polarized Hull Shields** use a lot of power. Sometimes, it can be a good decision to turn them on only when you engage with enemies.