recursal/Fanatic-Fandom huggingface dataset:
Kraken

Model
 QUAD IMPULSE CANNONS

**Kraken**:

An advanced security Auto-Op based on the Gorgon specification. Development of the **Kraken** was authorized by Juno Offworld Automation only because the project made use of the excess Gorgon units. Gabriel Kantor insisted on producing them to protect the Cronus Frontier facilities, despite no unlicensed spacecraft ever venturing past Jupiter.

**Base**: Quad Impulse Cannons

**Variant**: Reflex Cannons

**Xeno**: Xeno Missile Pods+
Geometry

Geometry is one of the areas within the Overload Level Editor. It defines the physical space of the map and allows for textures to be applied and entities to be placed. Decals also apply directly onto geometry and are dependent on it.

## Basics

While the official Overload Level Editor tutorials provided much greater detail into geometry and general map design, this article may serve as a quick reference.

### Overview

Overload maps are created by 'segments' - by default an inverted cube model with four vertices and 6 faces, also known as *sides* within the editor. Each segment connects to one another via the sides; and each face and vertex can be manipulated to create advanced shapes.

Editing segments can be done by the three modes chosen from the top of the viewport: SEGMENT; SIDE; and VERTEX.

### Creating a segment

Creating an independent segment can be done by selecting *Default Segment* within the GEOMETRY window of the editor. A blank, cube segment will appear in the viewport (if it does not appear, pressing F will center the viewport on the newly created segment). A blank segment, in SEGMENT Mode, appears like this:

With a segment highlighted by left-clicking or creation, editing the segment can be "unlocked" by pressing Space - this will turn the segment's frame purple, like so:

Dragging the segment while holding down the right mouse button will move the segment around the workspace, affecting any connected segments too.

## Connecting Segments

### Extruding (automatic connection)

To connect a segment, a side must be selected or highlighted from which the connection is desired. To select independent sides, use the button titled *Mode:* above the viewport(s) and cycle it to SIDE (it comes after SEGMENT and before VERTEX). On entering SIDE Mode, the orange 'selected' item should be on a single side, like so:

To extend the distance of that segment with a *new* segment, press I and it will "extrude" the side, creating a segment which will be already joined to the side from where it was extruded.

### Joining an isolated segment

Segments extruded parallel to another, for example, will not have adjacent sides automatically.

To join the sides, select the desired side (selecting sides will not join *all* the selected; only the highlighted will be affected) and press Shift+J.

1. ↑ [1], Overload Level Editor Tutorials.
Titan Collider

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

## Facility Information

A large circular hallway connects much of this facility together. Large clearings between hallways make combat in this facility hectic leading to a reactor room deep in the heart of a lava pool.

## Additional Details

Titan Collider is where the Kantor-Lynch-Geisler teleportation manifold was originally developed. After schematics were leaked to Juno Offworld Headquarters, Kantor imposed a strict communications quarantine, including upsilon-grade encryption protocols. A shipment of Guardian-class Auto-Ops arrived here from Titan Workshop a month ago.
Blade Trap

*This article is a stub. For more information on what defines a stub, see Template:Stub.
 You can help 7 Days to Die Wiki by expanding it.*

## Description

The **Blade Trap** has three spinning blades that chops players and zeds alike within a 3x3 'tile' area. It does not discriminate. It requires 20W of electricity to operate.

As of A18, you must have advanced engineering 3 in onset to craft these (unless you find a schematic).

Depending on the positioning of the blade will result in different outcomes. Placing the blade on the ground will chop of zombie legs; thus the zombies will become crawlers. On a 2 block high ceiling, the blade will chop off heads, resulting in an instant kill. Placing on a wall vertically is not recommended since zombies can hit it without taking damage but it can kill zombies most of the time.

## Crafting

{{{nameresult}}}{{{imageresult}}}{{{yield}}}{{{time}}}Forged Iron10Forged Steel10Mechanical Parts8Electrical Parts6Oil10Electrical Traps25{{{magazinequal2}}}{{{magazinequal3}}}{{{magazinequal4}}}{{{magazinequal5}}}{{{LeveledCraft}}}{{{craftmultiplier}}}Advanced Engineering.56{{{perkbook}}}{{{schematic}}}Workbench{{{implement}}}{{{inventorycraft}}}
(Parameter=linkname)
**Expression error: Unexpected < operator.**

*The recipe above contains the Resources needed to craft the **Blade Trap** for each level of the Advanced Engineering Perk.
A higher level in the associated perk will decrease the crafting cost, saving resources.*

## Notes

* The durability of the **Blade Trap** is 2000, decreasing with each hit by 4 units.
* It will stop working when it reaches 500 durability.
Goblin

Model
 DUAL SMELTING BLASTERS

**Goblin**:

For nearly two decades, the Goblin-class Auto-Op has served as the backbone of Juno Offworld's mining operations in the asteroid belt. When Cronus Frontier was established, Kantor had the Goblin shipped to Titan in significant numbers. Though this Auto-Op can operate continuously for long periods, its smelting blasters tend to overheat if not maintained on a regular basis.

**Base**: Dual Smelting Blasters

**Variant**: Impulse

**Super**: Missile Pods
Thunderbolt

Model
 Unknown

The **Thunderbolt** is a primary weapon that can deal out massive amount of damage with a slow rate of fire. Thunderbolt is able to be charged up which will increase its damage and energy consumption. Upgraded versions will allow shots to pierce through enemies, increase damage, and add potential tracking ability. In later levels Thunderbolt is key to opening certain doors as it has a unique energy signature. Multiplayer version of the Thunderbolt is a modified Base version.

**Base**: Dual charging exotic energy cannon

**Plus (+)**: Shots pass thru operators and can hit multiple targets

**Max Damage (MX)**: Higher max power and charging rate, and faster shots (~15% each)

**Robot Tracking (RT)**: Shots track towards operators

## Additional Details

```
THE THUNDERBOLT'S UPI SIGNATURE IS NOT LISTED IN THE CRONUS FRONTIER ARMAMENT DATABASE.  ITS ENERGY READINGS RESEMBLE THOSE OF THE "SUPER" AUTO-OPS ENCOUNTERED ON TITAN.  NO FURTHER INFORMATION IS AVAILABLE.

```
Overload Wiki/Bottom section

Wiki

Help WikiGeneral HelpGetting StartedEditing pagesNew pagesMoving pagesBasic imagesLinks

CommunityRegisterHow to help

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

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

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

**Experience Points** (XP) are points earned by playing Single Player, Challenge Mode, or Multiplayer in Overload. Reaching certain XP milestones unlock various options in all modes.

## Unlocks

### Challenge Mode

The Trinomular and Cyclonus Challenge Mode levels are unlocked at 5000 XP. The other unlocks are listed below:

### Multiplayer

Both Loadouts and Modifiers are unlocked with XP.

Multiplayer Modifiers (column 1)
 3500 | Armor Toughness | Damage to ship is reduced by 10% total

Multiplayer Modifiers (column 2)
 6000 | Forward Speed | Non-boosted forward speed increased by 10%
Triton

Model
 DUAL FALCON MISSILE LAUNCHERS

**Triton**:

A very sturdy Autonomous Operator with heavy duty Falcon missiles. It is usually deployed in areas where quantity of displacement is more important than precision. The **Triton** is programmed to unload its arsenal and then retreat to more stable areas where continued operation is more likely.

**Base**: Dual Falcon Missile Launchers

**Variant**: Plasma Core Blasters

**Super**: Hunters
Tarvos Outpost

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

## Facility Information

Tarvos Outpost was the first autonomously operated outpost Cronus Frontier established and is the second mission. Structures bridge wide cave sections in this outpost that lead to a large housing for its reactor.

## Additional Details

Tarvos Outpost was the first Cronus Frontier mining outpost designed to operate autonomously. A small crew arrived here 11 days ago to upgrade the outpost's defenses. Prior to their arrival, the last humans to the outpost visited in 2115 with Shipments of the Scorpion Auto-Ops. The attack here appears to have occurred only hours after the incident at Ymir.
Enceladus Depot

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

## Facility Information

Enceladus Depot is the final facility in Cronus Frontier. This facility was built inside of large ice caves. There is an anomaly detected at the end of this facility.

## Additional Details

Enceladus is the future site of Cronus Frontier's gas mining depot. All work on the facility was halted 18 months ago when the construction crew was killed in a shuttle explosion en route to Titan. No communications or distress signals have been transmitted from Enceladus since the operator attack. It should be assumed any Auto-Ops in the facility are hostile.
Texturing

Texturing is the addition of a material to a segment face. Although some textures may appear 3-Dimensional, they in fact are not and will not collide with either players or auto-ops. Certain textures (typically rocks) can be made to look more realistic by assigning a 'Deformation Height', triggering an algorithm in the Overload Level Editor that creates random 3D noise on a surface. Aligning textures can be a challenging endeavor, but the Overload Level Editor's UV Editor can assist in lining up edges of these assets with one another across segment faces.

Currently, OLE does not support custom textures. Arne DeBruijn has created a tool to import any non-stock .png files in the editor install's 'LevelTextures' directory into an Overload level. These will appear in the game, but will only be very flat surfaces, as they have no associated depth or shading information in the Unity engine itself. That tool can be found here.
Challenge Mode

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

**Challenge Mode** is a game mode in Overload where a single player tries to survive against an unending stream of Autonomous Operators and score as many points as possible by destroying them. It has two variants: *Infinite*, which ends when the player is killed; and *Countdown*, which adds a 5 minute time limit.

## Levels

Challenge Mode can be played in the following (official) levels:

* Backfire
* Blizzard
* Roundabout
* Foundry
* Pipeline
* Hive
* Centrifuge
* Labyrinth
* Syrinx
* Caverns
* Trinomular (5000 XP unlock)
* Cyclonus (5000 XP unlock)

## Weapon Upgrades

All weapons start with Plus upgrades in Challenge Mode. Further upgrades are awarded every 25 kills in Infinite, or every 20 kills in Countdown. Awarded upgrades alternate between secondary weapon upgrades and primary weapon upgrades. The first upgrade is always for a secondary weapon.

When an upgrade is earned, it is applied to the currently selected weapon. If that weapon is already upgraded, then a random weapon of the same type (primary or secondary) is upgraded instead. The upgrade chosen for that weapon is also random, but can be toggled manually using the Hologuide key for a period of 10 seconds after receiving the upgrade.

Furthermore, when a weapon is upgraded, its ammo is refilled.

## Events

A few special events can happen during a Challenge Mode session:

## Twitch Tournaments

Twitch Tournaments are a Twitch extension that allow streamers to setup private/public challenges.

Players that want to participate need to link their overload player to a twitch account to be displayed on the leaderboard.

Due to the bug that the extension doesnt differentiate between countdown and infinite runs, tournaments normally get set to infinite.
Blade Weapons (Skill)

## Description

*"Do more damage with bladed weapons and harvest faster if applicable. Gain skill by using items from this group."*

**Blade Weapons** is one of the Skills in 7 Days to Die. A survivor can increase his Blade Weapons level by hitting enemies or objects with Blade Weapons, by harvesting using Blade Weapons and by spending skill points.

## Effects

The effect of the Blade Weapons skill is an increase in the damage dealt with Blade Weapons. The strength of this effect per level can be found in the table underneath.

## Skill Group Items

The usage of the following items will improve this skill, and this skill will improve the usage of these items.
Devastator

Model
 MULTIPLE-FRAGMENT HIGH EXPLOSIVE MISSILE

The **Devastator** is a secondary weapon you can collect during the Cronus Frontier missions. It is the most powerful of all secondary weapons and has an enormous splash damage radius. Upgrades to this weapon allow player to control when it is detonated as well as increasing explosion radius. The multiplayer version of the Devastator is a modified version of the Plus (+) version.

**Base**: Massive dumbfire missile with explosive shrapnel. Max ammo of 5.

**Plus (+)**: Manually detonate with second press while in-flight

**Penetrating (PT)**: Hull-piercing ability, faster speed (~20%), and more max ammo (up to 8)

**Extra Shots (XS)**: Higher damage (~30%), bigger explosion, more shrapnel and max ammo (up to 8)

## Additional Details

```
AN EXPLOSIVE EXPERIMENT THAT WAS OF HIGH INTEREST TO MILITARY AND MERCENARY OUTFITS, AS WELL AS SERVING AS A DECENT MINING TOOL. THE CREEPER'S UNEXPECTED SALES SUCCESS HELPED SUSTAIN JUNO OFFWORLD AFTER THE RECESSION OF 2113, AND IT WAS LATER INTEGRATED INTO THE SCOURGE AUTO-OP TO FURTHER SHOWCASE ITS UTILITY.

```
Falcon

Model
 HIGH-SPEED DUMBFIRE MISSILE

The **Falcon** is the default starting missile when you begin the Cronus Frontier missions. It has a moderate rate of fire and fast missile speed. Spash damage is relatively low so being accurate with the Falcon is a must.
In multiplayer the Falcon is a modified version of the Base version.

Base: Fast-moving mid-sized missile. Max ammo of 20.

Plus (+): Higher damage (~15%), larger explosion, and more max ammo (up to 24)

Max (MX): Higher damage (~15%) and rate of fire (~25%), and faster speed (~33%)

Tracking (T): Missiles track towards operators

## Additional Details

```
ORIGINALLY DESIGNED FOR MICRO-GRAVITY COMBAT PURPOSES, THE FALCON WAS PRODUCED IN MASS QUANTITIES DURING THE CYBELENE WAR. THE EXCESS INVENTORY WAS LATER PURCHASED AND LIGHTLY MODIFIED BY JUNO OFFWORLD AUTOMATION FOR MINING DUTY. AT THE CURRENT RATE OF USAGE, THE EXISTING SUPPLY OF FALCONS WILL BE CONSUMED IN 3 YEARS.

```
Barn 2

**Coordinates** | 832 N, 769 E
 Game Worlds
 **Random World Generation** | Yes

## Description

**Barn 2** is one of 3 types of Barns found in Navezgane and there is only one of this type. This variant of the Barns is medium sized and has a corn crop next to the barn and a massive corn crop that extends far away from the barn. This Point of Interest is ideal for acquiring and starting a personal corn crop since the large fields provide an overwhelming supply of Corn Plants.

## Locations in Navezgane

There is only one Barn 2s located at:

* 832 N, 769 E

## Prefabs

There are 3 types of Barns.

 barn\_03 | Similar to barn\_02 except with a Silo

## Images

* Right Side
* Rear Entrance
* Left Side
* Street View
Overload

The creators of Descent are proud to present the ultimate zero-gravity shooter, OVERLOAD. Revival Productions is continuing where Parallax left off and creating an all-new game that combines the best of classic flying shooter gameplay with modern graphics and technology. Destroy robots, rescue hostages, blow up the reactor, and escape before the whole thing explodes.

**Available *now* on Windows/Mac/Linux, and coming soon to PS4 and XBOX1.**
(Release on Steam:31 May, 2018)

* Intense action in 6­-degrees­-of­-freedom
* 15 level single­-player campaign filled with explosive combat and exploration
* Multiplayer with public and private matches
* Fast-paced Challenge Mode with two variants
* More than a dozen sinister robot types and 3 massive bosses
* 12 upgradeable weapons
* Fully customizable joystick, gamepad, mouse and keyboard controls
* Releasing on PC/Mac/Linux, PS4, and Xbox One

## Press

### GameReactor

"The spirit of Descent lives on in this modernized blast from the past" GameReactor...

### GggmanLives

"Overload is amazing and everyone should play it. Here's why:"

### Rock, Paper, Shotgun

" Overload, a true return to form for the free-flying shooter" Rock, Paper, Shotgun: Descent's True Spiritual Successor Overload is out Today...
Overload Original Soundtrack

Overload features 2:32:54 of original music across 32 tracks composed by Allister Brimble, Dan Wentz, Christopher Paine, Michal Štefan, Luke Schneider, and Jerry Berlongieri.

## Platforms

The soundtrack is available on several platforms.

* Amazon Music
* Apple Music
* Spotify
* Steam
* YouTube

## Track list

#### Disc 1

*Act I*

1. Hostility (5:22) - *Allister Brimble*

2. Survival (4:44) - *Allister Brimble*

3. Exile (6:33) - *Allister Brimble*

4. Refinement (5:12) - *Allister Brimble*

5. Complexity (5:30) - *Allister Brimble*

6. Goliath (2:40) - *Allister Brimble*

*Act II*

7. Darkness Eternal (4:36) - *Dan Wentz*

8. Europa (7:51) - *Christopher Paine*

9. Regrowth (8:20) - *Michal Štefan and Dan Wentz*

10. Really Cold Pain (4:36) - *Dan Wentz*

11. Meddler (5:24) - *Dan Wentz*

12. Taurus (3:59) - *Dan Wentz*

13. Tetrahedron (6:16) - *Luke Schneider*

14. Enhancement (6:55) - *Luke Schneider*

#### Disc 2

*Act III*

1. Plus Ultra (6:00) - *Jerry Berlongieri*

2. Unmanned (6:30) - *Jerry Berlongieri*

3. Far Flung (7:45) - *Jerry Berlongieri*

4. Spiral Tide (5:06) - *Jerry Berlongieri*

5. Discovery (5:33) - *Allister Brimble*

6. Hidden Grind (3:03) - *Dan Wentz*

*Extras*

7. Prepare For Overload (2:28) - *Dan Wentz*

8. Simulator (1:58) - *Dan Wentz*

9. Aggression (3:04) - *Dan Wentz*

10. Tunnel (1:34) - *Dan Wentz*

11. Decompression (1:27) - *Dan Wentz*

12. Failure (2:40) - *Dan Wentz*

13. Beale (1:35) - *Dan Wentz*

14. Trinidad (1:25) - *Dan Wentz*

15. Revival (1:21) - *Dan Wentz*

16. Approach (1:49) - *Luke Schneider*

17. Evacuation (0:22) - *Dan Wentz*

18. Level Up (6:44) - *Dan Wentz*

## Level Editing

The Overload Level Editor references tracks by filename, which do not correspond to their titles. Refer to the OLE documentation for the appropriate cross-references.

1. ↑ Official soundtrack webpage
Missile Pod

Model
 RAPID-FIRE MICRO-MISSILE

The **Missile Pod** is a secondary weapon acquired in the first mission of the Chronus Frontier. It has a very high rate of fire with moderate projectile speed. It is very recommended to upgrade this weapon to at least the Plus (+) upgrade as it will gain tracking. Very effective weapon for low to medium strength enemy auto-ops as well as a great DPS weapon for large single enemies. In multiplayer the Missile Pod is based off a modified version of the Plus (+) upgrade.

**Base**: Small rapid-fire missiles. Max ammo of 100.

**Plus (+)**: Pods track towards operators

**Extra Shots (XS)**: Higher damage (~40%) and more max ammo (up to 120)

**Superior Tracking (ST)**: Better tracking ability

## Additional Details

```
SMALL EXPLOSIVE PODS MODIFIED TO FIRE AT VERY HIGH RATES, DESIGNED WITHOUT WORRIES OF PRECISION. THEIR VERY LOW PRODUCTION COSTS OFFSET ANY DOWNSIDES THEY MAY POSSESS. MANY ENGINEERS HAVE INSISTED THE DESIGN COULD BE IMPROVED WITH MINIMAL COST, BUT ALL PROPOSALS HAVE BEEN REJECTED OUTRIGHT DUE TO THE HUMAN RESOURCES INVOLVED.

```
Six Degrees of Freedom

*Six Degrees of Freedom* (6DOF) refers to freedom of movement in three dimensions. In the context of video games, it is a subgenre of first-person shooters (FPS) where players have complete translational *and* rotational control of their movement. 6DOF can be summarized as a hybrid of FPS and flight sims.

## Comparison to FPS

6DOF games always feature the player in flight, so game mechanics and level design make much more use of three-dimensional space than FPS games. More technically, FPS games typically place the player on the ground, and therefore have five degrees of freedom because there is no side-to-side roll. Flight sequences in FPSs usually - but not always - remain in 5DOF because the player still remains upright. Additionally, while not a requirement of the subgenre, most 6DOF games do not use hitscanning and instead make projectiles' velocity a core mechanic. Combined with the high mobility also common in the genre, this interestingly makes offensive gameplay resemble a flight sim, but defensive gameplay resemble bullet hell.

### Auto-leveling

Some people find 6DOF movement disorienting or confusing. To mitigate this, most 6DOF games feature *auto-leveling*, an option which dynamically adjusts the players' movement to help (or force) them to retain an upright orientation.

### Motion sickness

The additional axes of movement can exacerbate motion sickness. Players have numerous solutions to mitigate this, but players should seek medical advice if the discomfort is too great.

### Chording

*Chording* refers to moving or "strafing" (translating) on multiple axes simultaneously, for instance forward and right, which causes faster movement than is possible on a single axis. It is analogous to straferunning. Since 6DOF includes a vertical axis, a player can translate on three axes simultaneously at a greatly increased speed. Players call this *trichording* and consider it an advanced gameplay technique.

Not all 6DOF games feature chording, but it has been a gameplay staple of the Descent franchise since the original game. Overload itself features an option to disable chording in favor of slightly faster all-around movement speed.

## 6DOF in Overload

In Overload, the players and autonomous operators move in full 6DOF. The game uses vertical space as much as horizontal space, but most of the game's environments have an obvious floor and ceiling, making it easy for players to orient themselves. The gameplay is very similar to its spiritual predecessor Descent: the player's ship has inertia, projectiles can be anticipated and dodged, turn speed is capped, and non-player enemies are relatively slow.

## Other 6DOF games

Wikipedia has a category for 6DOF games.

* Descent (1995)
* Descent II (1996)
* Descent 3 (1999)
* Miner Wars 2081 (2012)
* Retrovirus (Steam) (2013)
* Sol Contingency (Abandoned)
* Elite Dangerous (2014)
* Descent: Underground (Canceled?)
* Space Engineers (2019)
Wyvern

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

 Model
 Exploratory Mining

Designed to explore mines and cavern networks, the **Wyvern** is equipped with an advanced radar array hidden behind its main visor. This Auto-Op moves quickly through existing tunnels while dispersing small explosives and searching with its sensors to detect new mineral deposits within solid surfaces.

**Base**: Missile Pod launcher

**Super**: Driller++ [M]
Animal Hide Hood

## Description

**Animal Hide Hood** are an item of Clothing which can be crafted by the player and worn by their character to help protect them from various types of damage and climates. They have a Durability level like other armor, which decreases each time they receives damage. To restore the Durability of damaged Animal Hide Hood they can be repaired using Leather. Animal Hide Hood can also be used as a source of fuel for both the Forge and the Campfire, they will burn for 20 seconds.

## Usage

To equip Animal Hide Hood use these directions.

* Open the Character Menu (Default key B ).
* Place a Animal Hide Hood into Gear slot or where your hands are.

## Protection

The level of protection is displayed in game by hovering over the item to show its tool tip, the values shown on each item are not the actual level of protection offered by the item of Clothing but rather a total of the protection offered when worn as a set of five items.

* This set includes Chest Armor, Boots, Gloves, Hat, and Leg Armor. Currently Glasses and Face are not part of a set. It can include a Jacket. At least one item in every hit location.
* Getting a full set does not seem to impart any special protection levels.
* It is however important to have a item of clothing in each hit location.

 Jacket
 Poncho

### Protection Values

* The table below shows the differences between the protection values.
* All protection values in the game are presented as a percentage.
* Displayed Protection Values represents the value of Animal Hide Hood as shown in the game.
* Actual Protection Values represent the value of Animal Hide Hood on it's own.
* Only the protection value with the highest value has an effect on stopping damage in each of the 5 hit locations.
* VALUES ARE UNDER WORK ...

 7 - 35%
 Concussive
 1.2 - 7.0%

### Ranged

When being hit by a ranged weapon, only the item with the highest protection value in the slot that is hit is taken into account to see if you are protected and how much by. It is also the item that takes the degradation from the hit.

## Crafting

#### Required Items

{{{nameresult}}}{{{imageresult}}}{{{yield}}}{{{time}}}Animal Hide5{{{linkname2}}}{{{itemcount2}}}{{{linkname3}}}{{{itemcount3}}}{{{linkname4}}}{{{itemcount4}}}{{{linkname5}}}{{{itemcount5}}}{{{magazinetype}}}{{{magazinecount}}}{{{magazinequal2}}}{{{magazinequal3}}}{{{magazinequal4}}}{{{magazinequal5}}}{{{LeveledCraft}}}{{{craftmultiplier}}}{{{skill}}}{{{skillmod}}}{{{perkbook}}}{{{schematic}}}{{{workstation}}}{{{implement}}}{{{inventorycraft}}}
(Parameter=linkname)

Animal Hide Hood Recipe

1x
 **00:05**

To craft Animal Hide Hood all you have to do is search for Animal Hide Hood in your inventory crafting search bar and select craft.
7 Days to Die Wiki/Bottom section Console

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Caverns

## Facility Information

The action in Caverns centers on two main cave chambers, each with a large central support. A lower man-made passage and three other natural tunnels connect these chambers.

Caverns is a level in the playable teaser and has different spawns in the full version of the game vs the teaser indicated below

## Auto-Op Encounters

**Full Game**

1 of: Kraken | Reaver

1 of: Scourge | Triton | Guardian

1 of: Shredder | Golem

Super encounters

**Teaser**

Supers remain the same
Cronus Frontier

This page lists the details of the **Cronus Frontier** mission in *Overload*.

## Story

Overload takes place on a number of mining and research faclilties in the colony of Cronus Frontier on Saturn's moons. You awaken from a cryo slumber to find a distress beacon has been activated on one of the colony's outer moons. You are tasked with investigating this distress call and continue to uncover what is behind the mysterious reason behind this unexpected attack.

## Outer Moons

Saturn's outer moons are smaller exploraton outposts, not ideally suited for human habitation.

Ymir Outpost is the first outer moon encountered. Distress beacons have been activated and your MPSV has been tasked with investigating the signal.

Tarvos Outpost is the second outer moon and the second mission in Cronus Frontier. Another fully autonomous facility, a distress beacon has been sent out by a surveying team here.

Skoll Outpost is the third outer moon encountered.

Phoebe Refinery is the fourth outer moon encountered.

Phoebe Complex is the fifth facility that takes place on the same moon as the previous mission. A massive military grade Auto-Op was built here, containing its own reactor core that must be overloaded.

## Titan

Titan contains five Cronus Frontier facilities, each with their own development and research purposes.

Titan Observatory is the first Titan mission and the sixth mission in Cronus Frontier.

Titan Workshop is the second Titan mission.

Titan Forge is the third Titan mission.

Titan Collider is the fourth Titan mission.

Titan Harbor is the fifth and final Titan mission. A massive Auto-Op resides here containing its own reactor core that must be overloaded.

## Inner Moons

The next series of missions take place on Saturn's inner moons, built inside of these moons of ice.

Tethys Lab is the eleventh mission in Cronus Frontier. An inner moon comprised mostly of ice, this large vertical facility was the hub for highly classified research.

Enceladus Depot is the twelfth and final inner moon mission. A secret discovery was recently made on this moon that would change the course of Cronus Frontier and humanity itself entirely.

## Cygnus Constellation

A portal on the alien ship has been activated leading to a constellation light years away from Sol.

Cygnusoria is the first alien world encountered.

Lyranicus is the second alien world encountered.

Vulpecular is the third and final alien world encountered. The first Sovereign resides in this sprawling throne room of a facility.

Ymirus is the final mission in Cronus Frontier. The third Sovereign has taken over Ymir Outpost and it is up to you to put a stop to this alien operation and save humanity.
Decals

Decals are 3D objects that are separate from the ordinary six-sided segment geometry in a level. Two types of these objects can be added to a single segment face, and rotated/aligned/repeated as needed to add visual improvements or clarity to a level. Some decals are emissive, meaning they project a (by default) shadow-casting light source. By default, all decals will collide with the player and robots, so some very large decals that obstruct the geometric center of a segment will prevent robots from navigating through that segment properly. It is advisable to mark said segments as Pathfinding: None in order to prevent any problems arising during gameplay.

New decals can be created using the DMesh Editor, included with every installation of the Overload Level Editor.

#### Decal Removal

Decals can be added to a face, but not deleted per se. The closest analogue to true deletion is only to hide them, though adding segments will propagate some face decals outward into the new segments. Hiding one or both decals from a segment face prevents them from rendering, colliding, or even exporting in a level. Should a creator wish to un-hide a decal, all of its pre-deletion settings are used.

Fisholith has created a decal named '!REMOVE' that decals can be reassigned to in order to quickly find and hide them in groups. Due to its naming convention, it will always be found at the top of the decal list. It can be found at this dropbox link.

Parabolicus has made a Python script that imports .overload levels and specifically strips decals marked as hidden. It can be found at this link (Discord).
Crusher

Model
 Multi-shelled projectile cannon

The **Crusher** is a primary weapon which uses ammo instead of energy. Crusher is a unique shotgun type weapon capable of dealing massive damage at close range while also being effective from afar as projectiles will not lose damage as they travel. The upgrades for the Crusher turn this into one of the most destructive weapons in the game. Multiplayer version of the crusher is a modified version of the Base version.

**Base**: Semi-auto high-powered wide blast. Uses 6 Ammo per shot.

**Plus (+)**: Reduced firing delay (~10%)

**Extra Damage (DX)**: Higher damage (~20%) and impact force (~10%), and reduced firing angle (~15%)

**Automatic Fire (AF)**: Automatic alternating fire, with a reduced firing angle (~15%). Also damage, Ammo use, and force per shot is about half that of plus, with refire delay being about 1/3rd.

## Additional Details

```
ANOTHER RUBBLE-ANNIHILATION PROJECT, BUILT IN DIRECT COMPETITION WITH THE FLAK CANNON.  THE CRUSHER UNDERWENT MANY REVISIONS DURING ITS DEVELOPMENT, WITH ONE ENGINEER LAMENTING THAT THEY WERE ESSENTIALLY TRYING TO BUILD A "FANCY SHOTGUN" WHILE CALLING THE FLAK "BROKEN FIREWORKS".  NEITHER WAS FOUND TO BE DEMONSTRABLY SUPERIOR, AND BOTH TEAMS INSISTED THE COMPETING-PROJECTS INITIATIVE CREATED MORE PROBLEMS THAN IT SOLVED, SO IT WAS SCRAPPED IN 2116.

```
Operation Antarctica (Mission)

*Operation Antarctica* is a free fan-made single-player mission for Overload by Yinut released January 4, 2020. You play as an unnamed Kodachi pilot dispatched to the Antarctica Research Facility (ARF) on Earth because it has gone unexpectedly radio-silent. The mission features eight levels, a storyline, 2-4 hours of gameplay, two boss fights, secret areas, and generous upgrade progression.

File and installation instructions.

## Spoiler Warning

**This article contains major spoilers!**

The Tufail-Locke protocols specify that discovery should proceed naturally, without providing the subject with plot-related information...

## Plot

Operation Antarctica takes place after the events of Cronus Frontier. The mission tasks the player with investigating a blackout at the Antarctic Research Facility (ARF), Earth, which has lasted over 72 hours. The player must destroy or bypass each sector to gain deeper access into the facility. Expecting the worst, the player fights their way into the ARF to find autonomous operators have massacred most of the ARF's personnel. The player rescues survivors, locates an unidentified power signature, then discovers an ancient alien refinery beneath the facility. The player is instructed to destroy the entire facility because this refinery has begun independently producing auto-ops of unknown design. The player overloads the "nuclear heart" to obliterate the ARF and escapes to the surface.
Spectralus

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

 Model
 Alien

The **Spectralus** is equipped with miniaturized teleporter technology, allowing it to outmaneuver any opponent it faces. It is equipped with blasters that have a unique energy signature. This nimble alien  Auto-Op should be dispersed of as soon as possible when encountered.

**Base**: Xeno Blasters
Skoll Outpost

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

## Facility Information

Skoll Outpost is another automated exploration outpost on Saturn's outer moons. This small facility was recently equipped with security Auto-Ops and has many winding man-made hallways ending with a large drop down to the reactor room.

## Additional Details

Skoll is the smallest moon on which Cronus Frontier operates. It received its own automated exploration outpost after Titan Observatory detected the presence of a large quantity of rare metals. Like Tarvos and Ymir, Skoll had a visiting crew. It appears they were scheduled to leave the day of the Auto-Op attack.
Tethys Lab

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

## Facility Information

Tethys Lab is a large vertical facility, all security keys must be obtained before having clearance to enter the main section of the facility.

## Additional Details

Tethys Lab is the first Cronus Frontier facility built within Saturn's magnetosphere. Originally an exploratory outpost, the Advanced Research Lab was established under the direction of Dr. Dev Saldanha. The exotic high-energy systems for the Valkyrie and Taurus were developed here as well as the overdrive technology powering the Auto-Op super classes. The emergency distress beacon on Tethys was activated concurrently with the attacks on Titan.
Sperion

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

 Model
 Alien

If the Golem is a highly-effective delivery system for large explosive loads then the **Sperion** can be classified as the pinnacle of this design. Packing immense explosives in such a small craft makes the Sperion a deadly  Auto-Op that is incredibly difficult to target.

**Base**: Internal Xeno Explosives
How to play guide for Overload

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

This page will serve as a basic **how to play guide for *Overload***. 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.

## Basic gameplay

Overload is a 6 Degree of Freedom shooter, meaning along with traditional FPS strafing the player's ship can also control sliding up and down, as well as roll. With this much freedom of movement if this is your first 6dof game it is recommended to complete the training mission, as the basics of flight and combat are covered here.

Overload has three main modes:

Single Player - Cronus Frontier Mission

Challenge Mode

Multiplayer

Each mode uses the same ship so mastery of any mode will allow you to feel right at home with the other. For more details on each mode see their respective pages.

## Controls

Overload has many control schemes and extremely in depth control customization options. Native control schemes include Mouse + Keyboard, Joystick + Keyboard, Keyboard only, and Gamepad. Other control schemes include dual joysticks and additional input devices in any combination of the previous controls.

Controls can be chanegd in the Options > Control Options menu from the main menu. From there the appropriate control scheme can be selected and controls can be bound, unbound, and remapped. Note that in the Remap Controller and Mouse/Keyboard menu there is an Additional Controls button that allows for even further customization.

Overload also offers three Movement Speed Configurations described below:

All-Way: The ship will move a set amount of speed regardless of what direction the player is flying and how many directional inputs are currently pressed.

Tri-Chord: The ship will move faster when three directional inputs are being pressed (For example sliding up, sliding left, and moving forward moves the ship overall faster than just moving forward)

Hybrid: The player ship will move faster when two directional inputs are being pressed (For example sliding up, sliding left, and moving forward moves the same as just moving forward. Moving forward and sliding up will move faster than the previous two)

Experiment with different Movement Speed Configurations found in the Advanced Control Options menu to find which feels the most comfortable and gives you the most advantage in game.

## Tips and tricks

Single player Playtrough Level 1 - 16 | All Secrets, Cryotubes and Upgrade points
Hunter

Model
 DUAL-FIRE TARGET-TRACKING MISSILE

The **Hunter** is a secondary weapon that is first found in the first Chronus Frontier mission. Base level Hunters have tracking and higher damage than Falcons making them a very strong early game weapon. Hunters fire two missiles for 1 ammo count. Upgraded versions of Hunters are extremely powerful against all auto-ops and are effective at quickly destroying reactors as well. Multiplayer version of Hunter is a modified version of the Base version.

**Base**: Small dual-firing target-tracking missiles. Max ammo of 16.

**Plus (+)**: Higher damage (~20%)

**Wide (W)**: Fire three missiles at once

**Extra Tracking (XT)**: Better tracking, faster speed (~10%), and higher max ammo (20)

## Additional Details

```
A HIGHLY MANEUVERABLE SMART MISSILE IMPORTED FROM THE ASTEROS COPORATION. WHEN THE STEROSTIC-TRACKING SYSTEM IS ENABLED, THE HUNTER CAN DELIVER ITS EXPLOSIVE LOAD WITHIN 3 CENTIMETERS OF THE INTENDED TARGET. JUNO OFFWORLD ENGINEERS INSIST THE PAIRED-MISSILE TRACKING IS UNNECESSARY, BUT THE FIRING MECHANISM IS HEAVILY ENCRYPTED AND CAN'T BE MADE TO FIRE A SINGLE MISSILE AT A TIME.

```
Time Bomb

Model
 UNKNOWN

The **Time Bomb** is a secondary weapon collected during the Cronus Frontier missions. It is a slow moving bomb that has a large explosion that can disorient enemies and time itself. Multiplayer version of the Time Bomb is quite different where it is a slow moving high damage bomb with large blast radius and slight homing capabilities slightly like the Extra Shots (XS) version.

**Base**: Quantum explosive that slows down time

**Plus (+)**: Stuns all nearby operators on detonation

**Longer Time (LT)**: Longer stun and time distortion, and more max ammo

**Extra Shots (XS)**: Faster flight, much higher damage and more max ammo

## Additional Details

```
SENSORS ARE DETECTING THE UPI SIGNATURE FOR A LARGE SECONDARY PROJECTILE WITH THE NAME OF TIMEBOMB. A FULL SCAN AND LOG SEARCH HAS REVEALED NO ADDITIONAL INFORMATION.

```
Items

This page lists the **Items** in *Overload*.

## Weapons

### Primary weapons

1. Impulse
2. Cyclone
3. Reflex
4. Crusher
5. Driller
6. Flak
7. Thunderbolt
8. Lancer

### Secondary weapons

1. Falcon
2. Missile Pod
3. Hunter
4. Creeper
5. Nova
6. Devastator
7. Time Bomb
8. Vortex

## Pickups

* Armor
* Energy
* Ammo
* Overdrive
* Cloak
* Invulnerability
* Upgrade Point
* Super Upgrade Point
* Security Key
* Audio Log
Scourge

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

 Model
 Hybrid

The final operator produced in Cronus Frontier's technology-sharing initiative, the **Scourge** shares many components with the Harpy while delivering a more explosive payload. The Scourge excels in both security and mining roles while being affordable. Cronus Frontier has quietly begun selling it to asteroid belt corporations who regard another miner revolt as highly unlikely.

**Base**: Creeper launcher

**Variant**: Falcon

**Super (Xeno)**: Thunderbolt++ [RT]
Phoebe Refinery

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

## Facility Information

Phoebe Refinery is comprised of a few tall structures placed in a huge sprawling cave. The caved areas do not contain nearly as much light, making them difficult to navigate without using Flares or Headlights.

## Additional Details

Phoebe Refinery is the central processing facility for all automated operations at Skoll, Tarvos, and Tmir. Outer moon maintenance teams departed from Phoebe nearly a month ago. The activation of an emergency distress beacon on Phoebe indicates the Auto-Op attack here occurred simultaneously with attacks on Tarvos and Skoll.
Abandoned House 2

**Coordinates** | 1159 N, 148 E584 S, 1200 E22 S, 35 W 1347 N, 1558 E 1008 N, 1936 W
 Game Worlds
 **Random World Generation** | Yes

## Description

**Abandoned House 2** can be found in 5 different locations in Navezgane. This variant of the Abandoned Houses is small with a second floor and an exterior staircase and a long porch. There is a large hole in the side of the house for entry.

## Locations in Navezgane

There are 5 Abandoned House 2s located at:

* 1159 N, 148 E
* 584 S, 1200 E
* 22 S, 35 W
* 1347 N, 1558 E
* 1008 N, 1936 W

## Locations in Random World Generation

Abandoned House 2 can be found in towns, rural areas and the wilderness. They can spawn in any Biome.

## Prefabs

There are 8 types of Abandoned Houses.

  abandoned\_house\_08 | Medium size 1st and 2nd floor

## Images

* Exterior Staircase
* Player Point of View
Titan Harbor

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

## Facility Information

Titan Harbor is the final Titan facility encountered. The facility is almost entirely structured, with many hallways blocked by Forcefields. The Taurus Auto-Op arrived at this facility recently, containing its own reactor core that must be destroyed.

## Additional Details

Titan Harbor is the first permanent settlement in the Cronus Frontier colony system and serves as its primary spaceport and administrative center. The Iberia was scheduled to arrive here 9 days ago. Flight records indicate a short-range service vessel recently arrived from Titan Workshop with an unspecified Autonomous Operator listed on its manifest. The emergency distress beacon at Titan Harbor has been activated.
Barn 1

**Coordinates** | 224 S, 1668 W
 Game Worlds
 **Random World Generation** | Yes

## Description

**Barn 1** is one of 3 types of Barns found in Navezgane and there is only one of this type. Barn 1 is made entirely of wood. It is small and contains a small amount of loot.

## Locations in Navezgane

There is only one Barn 1s located at:

* 224 S, 1668 W

## Prefabs

There are 3 types of Barns.

 barn\_03 | Similar to barn\_02 except with a Silo

* Rear of Barn 1
Titan Workshop

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

## Facility Information

Titan Workshop is the center for Auto-Op development in Cronus Frontier. Massive man-made structures are scattered throughout sprawling cave tunnels.

## Additional Details

Titan Workshop is more advanced than any robotics facility in the Earth-Mars-Belt Economic Triangle. Its design and engineering teams are responsible for developing new and improved Autonomous Operators to increase their efficiency, durability, and performance. Logs indicate frequent communications with Enceladus.
Reflection probe

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

**Reflection Probes** simulate reflections by projecting a view of their surroundings onto nearby surfaces. In Overload they're often also used to provide some additional light in a level.

## Size and Placement

Reflection probes are always axis-aligned boxes.

### Default Behavior

By default, the Overload Level Editor places one reflection probe at the center of each chunk. Each reflection probe is just big enough to cover their chunk.

Default reflection probes refresh whenever the corresponding chunk is activated. Unfortunately this leads to some visual artifacts as upon refreshing, things like explosions, ship engines, and even the game's HUD are captured in reflections.

### With LevelPost

LevelPost is able to remove or replace reflection probes placed by OLE. It can also change the default reflection probes to never refresh (force always on).

#### Manually Placed with Box Lava

LevelPost can convert Box Lava trigger entities into reflection probes. The size properties of the trigger are passed on to the reflection probe. The rotation of the trigger is ignored because reflection probes are axis-aligned.

#### Manually Places with Custom Entities

It is also possible to place reflection probes into a custom prefab in Unity, and then insert the prefab into a level using LevelPost. While this is more complicated than using Box Lava triggers, it does allow for changing all reflection probe settings.

## Notes

* There is a large black wall on the XY-plane that is captured in reflection probes. Consider moving your level geometry away from the origin to avoid this.
* Changing your resolution in-game will cause reflection probes to refresh regardless of how they were placed.

## References

1. ↑ Unity User Manual (Reflection Probes)
Boar

## Description

**Boars** are wild animals commonly found in the Forest or Snowy Forest biome and sometimes in POI's labeled "Beware, Dog, Snek, Pig, Man." Boars are neutral animals and will not flee if a character approaches them, instead they will fight back if provoked, chasing the player and attacking them. Because the Boar can run faster than the player it is best to shoot at the boar from a safe distance and kill it before it is able to attack.

The player may also find performing a powerful knife attack on the head while crouching useful, as this will be considered a stealth attack as long as not provoked, multiplies base damage by 5.5x and easily depletes the boars health if the player have a high-level Deep Cuts and apporpriate weapons. Be wary that stealth attack has a cooldown though.

**Boars** have a more powerful, rare variant.

## Drops

It is recommended to use a Bone Knife, Hunting Knife, or Machete when harvesting because it will provide the player with more resources than any other tool or weapon
Boars will not drop any loot upon being killed but can be harvested for the following:

* Raw Meat
* Leather
* Bone
* Animal Fat

## Other Passive Animals

* Chicken
* Doe
* Rabbit
* Stag