recursal/Fanatic-Fandom huggingface dataset:
Research

The **Research** is one of the more important aspects of your ship in Space Haven, completing more and more research will unlock better tech, more foods, and self-sufficiency.

There are two buildings involved with Research. The Research Lab is used by your Crew to start researching new technologies, while the Research Bench is used to run tests on different materials and items.

### Game System

The Research lab contains archived scientific data from Earth. Crew members with the Research skill may operate it to unlock more advanced technology, the higher the skill the faster the research will progress.

The Research workbench is used for reverse engineering purposes, supporting research efforts to invent new technologies. Crew members can disassemble mechanical items, dissect biological entities and experiment with various resources to discover valuable information.

You can also recover some information from buildings you salvage, giving you a few points each time to the different research types.

## Research Buildings

### Research Lab

 Building Resources

 Comfort

### Research Workbench

 Building Resources

 Comfort
Hyperium

Hyperium is a unique cristal with spacetime distortion abilities that led human technology to discover Hyperspace, a mean of faster-than-light (FTL) travel. It is the raw state of Hyperfuel.

## Obtaining

Hyperium, like all others ores, can be mined on asteroids that can be found anywhere in space. It is an ore with a mining difficulty of 9, the highest, making it the longest ore to mine.
It can appear in trade tab with NPCs.

Hyperium asteroids spawn with 6 to 12 hyperium crystals.

## Refining

Hyperium can be processed by an Energy Refinery to produce Hyperfuel.
Steel Plates

**Steel Plates** are nothing but iron based alloys. They are used for base construction blocks assembling.

## Obtaining

### Refining

Processing Base Metals with Carbon within the Metal Refinery allow to produce Steel Plates.

The following recipe shows up how to make Steel Plates :

As shown above, Steel Plates recipe requires 0.2 of each to be processed, meaning that 1 Base Metal and 1 Carbon ore allow to produce 5 Steel Plates.

### Trading

Steel Plates are sometimes sold by NPCs traders with prices average around 120 credits.

### Salvage

Salvaging do not retrieve Steel Plates, although it retrieve blocks parts made of it.

## Uses

Steel Plates is an important item for the ship's independence. It allows the production of base construction blocks and weaponry such as Infrablocks, Hull Blocks and Shotguns

Players willing to be self-sufficient would need a Metal Refinery so that they can make their own Steel Plates.
Characters

**Characters** in *Space Haven* are the crew members on the player's spaceship. The player must keep each character in a good mood while they travel through space. Characters have needs, moods, health, and skills, and can develop relationships with each other. The conditions surrounding each character will affect their feelings and, ultimately, their efficiency on the spaceship. Traits can also effect how react to different situations.

## Mood

Each character's mood is broken down into the following attributes. The player must balance these attributes to ensure a character is performing their task as best as they can

* **Food**
* **Energy**
* **Comfort**
* **Safety**
* **Social**
* **Health**

### Mood Icons

When the mood of a character changes an icon is shown. Currently, this only occurs for Decreasing Moods

### Activities

A character is always in one of the following states

#### Conditions

The crew can also have the following longer-term conditions

## Needs

Each character needs the following resources/conditions to survive

### Oxygen

A single crew-member consumes 300 oxygen per in-game hour.

When wearing a suit characters will still breathe an external atmosphere if it is safe, they will also replenish their oxygen tank.
Tiles

Not all tiles are equal, here are some commonalities.

* If theres a white-border you can usually overlap other walkable tiles with it, including floor & wall panels
* If theres a green-fill you cannot overlap the tile with other walkable tiles

If something isn't built yet, the game will sometimes get confused and not let you overlap with the Planned item. Wait until its built then try again.

Building Order Matters! Floor tiles MUST go last over white-access-tiles. If you cannot move a facility check that there isn't a floor tile. If there is move it out of the way, then place it back afterwards.

* e.g. Placing a In-Floor Power Panel in front of a Grow bed is alright, but placing a grow bed so its access-point is on an In-Floor Power Panel isn't.

## Notes

* Not all tiles need to be accessible, Though the game will warn you about unaccessible tiles
	+ e.g. Shuttle Bay doesn't need all the space around it, just the entrance.
	+ e.g. the Assembler only needs access to one side.
	+ A Good rule of thumb is access to the "Loading-Tile" which has a square shutter door for any resources, and access to one work-tile, which is where a crew-member would stand to work at it.
	+ Hydroponic need access to all the bays, but the corners only need access from one side (and the diagonals aren't needed)
* If you place a building with White-Access-Tiles then remove the hull beside them they are actually still accessibly by EVA, the crew will circle the whole ship in a space suit if necessary. If you're
Grow Bed with Light

The **Grow Bed with Lights** will supply your crew with food and other material.

### Game System

Each Grow Bed has a different amount of beds that can be planted into but use the same amount of resources to plant. The smallest size has 1 bed, the middle one has 2 bed and the biggest has 5 beds to plant in.

With the Grow bed producing its own light during work it will give off a comfort of +5 as long as no other negative comfort producers are around.

Each beds walkable area can be overlapped with other grow beds, shrinking the area needed for larger grow bed rooms.

## Grow Beds

 Building Resources

 Comfort

## Recipes

### Footprint

The Grow beds have an assortment of tile floor area to be built, but also can have them overlap each other reducing it.

The 2x2 BedThe 2x3 BedThe 4x5 Bed
Factions

*Space Haven* features a variety of **factions** that the player will interact with on their journey through space. Each faction has a storied history and a set of beliefs that determine their attitude toward the player, whether friendly, neutral, or antagonistic.

In order to trade with most factions, the player must negotiate a trade agreement with them.

## List of factions

* The **Android Collective** is a group of synthetic humanoids who peacefully defected from humanity.
* The **Haven Foundation**, also known simply as civilians, is a mix of explorers, refugees and settlers searching for a new planet to call home.
* The **Cult of New Haven** is a religious sect that believes humanity does not belong on a planet and should remain in space.
* The **Merchant Federation** is a group of honest, law-abiding traders simply looking to make a living. Trading with the Merchant Federation is easier than trading with other factions.
* The **Military Alliance** is a peacekeeping coalition of Earth's former national armed services.
* The **Pirates Coalition** is a loose coalition of desperate merchants driven to cruelty and anarchy.
* The **Slavers Guild** is a group of callous merchants who view fellow humans as a commodity.

## Interaction relationships

* Pirates are universally hated, most other factions will attack it on sight. Only way to become neutral is by winning a fight and having them surrender.
* Androids Collective is hostile to Slavers.
* Civilian ships are normally unarmed and will try to avoid conflict.
* Rest of factions have no open animosities and will ignore each other.
Derelict

An un-claimable vessel that can be found in various systems. By salvaging a Derelict, you can receive all types of scrap. There is a chance that logs can be found on the ship as well as Credits. Derelicts vary in size.

If an NPC vessel is unmanned, it will become derelict, rather than claimable.

Derelicts are also often infested with Aliens. NPC's can enter these ships, and if they are knocked unconscious by the Aliens, they will be taken and attached to a wall on the ship. After removing all the Alien's from the ship, these NPC's can be interacted with and offered Refuge on your ship. You must remove all Alien's from the ship in order for it be considered "explored," and thus, salveagable.

Cryogenic Sleep Chambers are also present on this ship, allowing the player the ability to expand their crew by opening them. Released sleepers will immediately be considered a part of the Player's crew.
Light

The **Light** is used to brighten up your ship

## Game System

Light will improve the comfort of an area.

## Tactics

Placing lights around the ship will improve the comfort in an area by 5 up to 2 tiles away and dropping off to a max of 5 tiles.

There is 3 different lights, a wall light, a standing light and a floor light. They all give the same bonus.

## Construction

### Footprint

The floor light and standing light take 1 tile well the wall light usually only uses a wall tile.

### Resources

Cover objects require the following to be built :

 Building Tools | 10-50
Generators

The **Generators** are the heart of your ship, supplying basic and advanced power.

### Game System

Each Generator has a different amount of output but use the same amount of resources (except the Energium Power Generator).

You only start with the Energium Power Generator.

## X Series Power Generator

The X Series generator are a better option for power generation, requiring the use of energy rods. With energy rods the X Series although costing more is more resource efficient.

Each energy rod is made from 0.5 of an Enegerium, doubling your stock of power resources.
Water collector

The **Water collector** is a structure that have been added in the Water update. It is designed as a mean to recycle water from vapors exhaled by crops and humans, providing an additionnal sustain to the Player's water stocks.

## Game System

Water collector is a sustain enhancer structure, meaning its main feature is to recycle existing resources previously used.

It has the ability to reclaim Water vapors and to condense it back to liquid Water, ready for reuse in Grow Beds or Oxgen Generators.

### Environment Conversion

The following recipe allow the collector to convert Water vapors into Water ready to use.

### Tactics

Water vapors are mainly exhaled by crops and crew members.
The Water collector have a heavy power consumption when active, superior to 5/s, thus, it is recommended to optimize them to maximum to spare power for other equipements or reduce Energy Rods consumption from Generators.

The main strategy is to build the Water collector with Grow Beds. Because crew members take care of crops everyday, part of their vapors exhaled are reclaimed within this shift, additionnally to those from the crops themselves.

The way gases work will make all remaining water vapors to go to the Player's growth room if a proper vent system is installed on his ship.

A fully active Water collector produce an average of 1 Water a day. Taking time to look if it is fully active or not can help to know when it will be advised to build a second collector or not. Not fully active collectors can be *Idle* for several in-game hours before working again.

## Construction

### Footprint

A Water collector needs a 2x1 tile floor area to be built, with one tile being transparent for interactions with the collector.

### Resources

Water collector require the following to be built :

 Building Tools | 10

### Environment

Water collectors affect their surroundings, reducing Comfort by -20. This reduction itself reduces by 5 each tile away from the collector's center.
Building Tools

Building Tools are created in the Tools Facility, and are necessary to construct all buildings except the X1 Airlock and the Tools Facility.

Unlike most resources, Building Tools are stored within the Tools Facility. From there, they are used to resupply crew members' Tools value shown in their Inventory menu. Building Tools do not currently appear to be able to be moved into storage, nor have a container form to move them.
System Point

The System points are used to construct critical infrastructure for combat, industry and movement. It is supplied by a System Core.

## Gameplay

The System Points are used in these structures and their system point costs are:

* Rocket Turret.(2)
* Energy Turret.(2)
* Auto Turret.(1)
* Scanner.(1)
* Generators.(2)
* Small Shield Generator.(1)
* Shield Generator.(2)
* Target Jammer.(2)
* Small Power Node.(1)
* Large Power Node.(2)
* Power Capacity Node.(1)
* Hyperdrive.(1)
* Hull Stabilizer.(2)

Once the maximum System points are used, the Player cannot build more of them. These points are not consumed but allocated, when a combat structure is dismantled, this cost is recovered for future uses.

## System Cores

System Cores are mainframe computers that automate and provide command and control of ship functions. System Cores come in three sizes:

System Core X1: 12 System points. 2x2 tiles and 2x1 walkway (2x3 footprint). Costs 1 Core Point.

System core X2: 24 System points. 3x2 tiles and 3x1 walkway (3x3 footprint). Costs 2 Core Points.

System Core X3: 48 System points 4x2 tiles and 4x1 walkway (4x3 footprint). Costs 4 Core Points.

## Ship Size

A ship is made of big tiles called the **Size tile** (the number and dimensions of size tiles is called "canvas size" in the popup help in game)**.** A size tile is made of a 26x26 matrix of smaller tiles on which ship hull is built and all ship components are placed. Each Size tile allows one Core Point, which in turn allows a combination of System Cores totaling (Number of Size Tiles) x 12 System Points.

*Examples :*

*A small ship made of 1 size tile, called a 1x1, gives 1 Core Point, which allows a single X1 System Core providing 12 System Points.*

   *A medium horizontal ship made of 2 size tiles, called a 1x2, has room for 2 X1 System Cores or 1 X2 System Core, for a maximum of* *24* *System Points.*

The biggest ship size in the game, the 3x2, made of 6 size tiles, allowing a combination of System Cores totaling a maximum of 72 System Points. This is the maximum System Points a ship can have.

A ship System points and Core Points number can be seen by clicking on it on the top left menu. Mousing over the System Point and Core Point icons show how many points are available and ship totals.
Comfort

Comfort is something that every Crew member is affected by, with low comfort your Crew's mood will drop and cause mood breaks, with high comfort mood will increase. Comfort will extend from a building a certain amount, which each building having a different range. Using Walls and Doors to surround buildings will limit the spread of negative comfort, but some can still bleed through them.

There is 3 different areas for comfort, Work, Rest and Sleep. Each is affected by different buildings in different walls. To check this info you can use the overlay for comfort in the bottom right of the screen. Any negative comfort in an area will nullify any positive comfort in the same area.

During the Work phase there is not much to give positive comfort, lights will give a bonus but most buildings used during have negative comfort.

During the Rest phase couches, chairs, tables, lights, arcade machines and jukeboxes all supply some amount of comfort to any area, it is best to create a contained room and put these all together since the comfort bonuses stack for each different item.

During the Sleep phase bunk beds, beds and bedside tables supply comfort, placing a bedside table and single bed in a room is the best setup for mood but having a bunk room will work as well.
Base Metals

**Base Metals** are a mix of various raw metals under the same ore. It is used as an important base for key industry recipes.

## Obtaining

Base Metals are, with Noble Metals, a common ore among the others, rarer, ores. It spawn in clusters of 6 to 12 ores on asteroids. It has a mining difficulty of 2.
It sometimes appear in trade tab with NPCs.

It is an important ore, although not critical, as it help players to get their own refined resources through industry, providing a good factory setup is already installed.

Doing this, players ensure to be less, if no more, dependent on trading and salvaging for theses resources.

## Refining

Base Metals are needed to Electronics Component and Steel Plates production.

## Trivia

* From the 6 metals present in the game through the description of Base Metals and Noble Metals, Aluminium is the only one that is not a Transition Metal of the Periodic Table of Elements.
Fibers

**Fibers** is a resource that is grown in a Grow bed.

## Obtaining

Fibers are one the the items able to be grown on your ship, used mainly for items but also Soft Blocks.

Usually one or two beds at most will supply enough fiber for your ships needs and only uses half the Fertilizer compared to food crops.

## Processing

Fibers are needed for Fabrics production.
Power Nodes

Power Range
 Building Resources

 Comfort

### Game System

The Power Node is for supplying power, each node has a different range of supply.

Weapons and industry will require access to a power node, Engines can recharge off the high capacity network but will charge faster on it.

When placing the nodes it is best to have them not overlap, and be more central in the ship to get full coverage.

It is also possible to lower the max range of the node from 0-12 depending on if its a small or large node, the lower the range the higher the amount of max power the nodes can output.

### Footprint

The Power Nodes need a 1x2/1x1 tile floor area to be built.
Bed

The **Bed** brings comfort to your Crew and a place to sleep.

   The **Bunk Bed** brings Comfort to your Crew and a place for two Crew to sleep.

## Game System

Beds are used by your Crew to regenerate energy during the sleep phase, well they can sleep on the floor a bed work better.

Beds come in two varieties, the single bed and a two Crew Bunk Bed

### Comfort Enhancer

Beds are one of the two buildings that can increase sleep Comfort.

A Bed has a higher Comfort level compared to the Bunk Bed, as well as not causing the disturbed sleep debuff.

The a single bed increases local Comfort by 20, up to 3 tiles away, well the Bunk Bed increases local Comfort by 12 up to 5 tiles away.

   This Comfort bonus stacks with the other Comfort structure, the Bedside table.

However it cannot stack with others beds. In the case of multiple beds at the same place, the bonus will display the highest beds Comfort.

Comfort bonuses are nullified by discomfort.

### Tactics

With placing Beds, you can have then all lined up in a row with only the foot or head of the bed reachable.

## Construction

### Footprint

The Beds both take up a footprint of 1x2 tiles.

### Resources

Tables require the following to be built :

 Building Tools | 20-40
Space Haven Soundtrack

The ***Space Haven Soundtrack*** is the official soundtrack to *Space Haven* and the game's only downloadable content. The soundtrack was released on May 21, 2020, the same day the game released.

The soundtrack contains 17 tracks composed by Paul Zimmermann, who also composed the game's sound effects. Singer-songwriter Scalefin provided her vocals for the soundtrack as well. Two tracks from the game, called "Hot on our Tail" and "Forever Night" do not appear on the soundtrack. The track list is as follows:

## References

1. ↑ https://open.spotify.com/album/4cXJbeCpYrkNOFOD5fqD0D
2. ↑ https://www.paul-zimmermann.com/work.html
3. ↑ https://gamingaudionews.com/2020/05/25/atmospheric-soundtrack-simulation-game-space-haven/
Ballistic Weapons

Ballistic weapons are some of the early weapons your Crew will have access to.

For most crew they will have the ability to wield at minimum the Five Seven pistol but most weapons will require more weapon skill to use. All of these are made in the Item Fabricator after it has been researched.

 Weapon Skill
 Damage/s
 Cooldown
 Accuracy Bonus
 Attack

 Weapon Skill
 Damage/s
 Cooldown
 Accuracy Bonus
 Attack

 Weapon Skill
 Damage/s
 Cooldown
 Accuracy Bonus
 Attack

 Weapon Skill
 Damage/s
 Cooldown
 Accuracy Bonus
 Attack
Asteroid

Asteroids are procedurally generated rocks that inhabit space.

With different sizes and shapes, their main feature is the ability to form with Ores on them that can be mined by a Miner.

## Occurence

Asteroids are able to spawn everywhere in the galaxy, regardless of whether it's the start or the end of it.

Each asteroid spawn with an associated ore, its type, which can be :

* **Energium**
* **Hyperium**
* **Ice**
* **Base Metals**
* **Carbon**
* **Noble Metals**
* **Raw Chemicals**

The rarity preset, which depend on game difficulty settings, choose randomly the number of asteroids of one type that will spawn in a solar system. Rarer the ore is, lower this number will be.

The spawning mechanic for each asteroid type is separated, thus the placement of a type is made regardless of the others, making some areas with no asteroids, and some with up to 4 differents types.

The number of ores on an asteroid is the same to all ores, a random number between 6 to 12.

## Mining

The only way to gather ores on asteroids is by the use of a Miner.

Once a crew pilot it, the Miner is able to harvest every ore.

*To go further, read the page about the Miner*.

### Depletion

Miners when depleting an ore spot leave a footprint in the asteroid.

Once an asteroid is fully depleted, it can't refill itself in any ways and become a space rock among the others.

## Trivia

* Asteroid generation works based on a pool of shapes rather than a full procedural generation
* According to close look to asteroids, they are affected by temperature parameter, although the temperature tab don't show it
* Rare generation cases have shown up to 6 different ores in the same area.

## References

1. ↑ https://spacehaven.fandom.com/wiki/File:NomNomNom.png
Shield Generator

## Build Cost

###

###

###

2
1
3

###

###

###

3
5
50

## Usage

### Controlled From

Forms a continuously regenerating protective energy shield around the ship. Uses power to recharge. Shield Generators are controlled by the shields console.

## Usage

The **Shield Generator** is controlled from the Shields Console and produces Shield Charges which regenerate the Shield Health gained by the shield generator as they are used. The Small Shield Generator adds a maximum of 50 Shield Health to the ship.

## Footprint

The Shield Generator has a 3x3 footprint.

# Small Shield Generator

## Build Cost

###

###

###

1
1
2

###

###

2
3

## Comfort

### Sleep

-10
-10
-15

## Usage

### Controlled From

Forms a continually regenerating protective energy shield around the ship. Uses power to recharge. Shield Generators are controlled by the shields console.

## Usage

The **Small Shield Generator** is controlled from the Shields Console and produces Shield Charges which regenerate the Shield Health gained by the shield generator as they are used. The Small Shield Generator adds a maximum of 17 Shield Health to the ship.

## Footprint

The Small Shield Generator has a 3x3 footprint.
Rocket Turret

## Build Cost

###

###

###

2
1
5

###

###

###

3
3
50

## Usage

### Controlled From

This missile turret fires self-propelled guided explosive munition. Should hopefully ruin someone's day.

## Usage

The rocket turret is controlled from the Weapons Console and fires using the Turret Charges it generates during each combat round.

## Footprint

The **Rocket Turret** has a 3x3 footprint above the hull, and none inside the hull.
Decorations

The assorted decoration items will supply comfort.

They can be built for crew members to gain more mood from their Free Time shifts.

The decorations increase local Comfort by 5, up to 3 tiles away of the tile they are on.

   This Comfort bonus can stacks with others Comfort structures such as lights, Beds, Jukeboxes and Arcade Machines.

Comfort bonuses are nullified by discomfort.

### Tactics

Place these into rooms where your crew with relax during their break period, it will not have an effect during work or sleep.

## Construction

### Footprint

Each decorative item takes up one floor tile, but the Green Wall and Decorative Screen can be place on the walls behind some items.

### Resources

Decorative items require the following to be built :

### Environment

The structure affects its surrounding, reducing comfort by 0/+5/0. This bonus is up to 3 tiles around the Assembler, and does not drop off the further away from it.
Version 0.8.21

The update Alpha 8: 0.8.21 was released on June 17th in the early access.

It consisted in bug fixes, UI, gameplay improvements and the add of a new structure : The Composter.

The update also introduced Biomatter, previously known as a placeholder, and Fertilizer, both as new resources.

This update is known for the change it brought to crops farming in Grow Beds.

## Update Content

### New Content

* New Facility : Composter
* New View Mode : Water vapors view mode
* New Resource : **Fertilizer**
* New Resource : Biomatter ( *previously a placeholder* )
* Added Fertilizer recipe to Chemical Refinery
* Added a mechanism to eject items to space from a storage

### Changes

* Fertilizer is needed for plants to grow in Grow Beds
* Plants in Grow Beds now produce Food and Biomatter on harvest
* X1 Toilets now produce Biomatter along with Water when recycling dumbs
* Increased the chance to find a crew member in a hypersleep chamber aboard derelict ships
* Combined Hazardous gas and smoke to one view mode named Hazardous/Smoke. This view mode keep the Smoke icon
* Prisoners can now eat from nearby storages and items on floor if they have access and permission to those tiles.
* Added a new welcome text as the first information when starting a new game. It added clarity to help new players
* Modified building job not possible notification to not come as often
* Modified mining base start scenario to have two shuttles.
* Modified mining base start scenario to have 6 crew as default instead of 5.
* Added oxygen indicators to airlocks.
* Added power stored indicators on Solar Panel
* Updated Generator model

### Bug Fixes

* Fixed shat pants negative comfort remaining after condition was removed by going to the toilet
* Fixed a problem with trading
* Fixed problem with produce if < xx in grow beds
* Fixed many bugs

### Unofficial changes

Theses changes were not announced in the patch notes but were noticed by players.

* Changed Water vapors and Vents view mode icons

## Item Ejection

Update 0.8.21 brought up the ability for storages to eject items. By pressing the new Eject button and choosing the cumbersome objects, crew members would now take them and throw them through the nearest Airlock.

## Design

Theses structures and icons had graphism upgrade with 0.8.21.

## Trivia

* Prior to 0.8.21, plant growth would requires only Water, as Fertilizer did not exist.
* Upon its addition to the game in 0.8.21, 20 units of free Fertilizer were gifted to existing save files for older ships to have enough time for transition to the new growth system.

## References

<references>

1. ↑ https://steamcommunity.com/games/979110/announcements/detail/2390796343991337325
The Fog

**The Fog**, sometimes referred as the *Green Cloud* or the *Fog of War*, is a cosmic anomaly that is constantly jamming ships sensors.

## Occurence

The Fog is permanently present in the game, it surround the Player's ship wherever it goes.

## Sensors jamming

The Fog have a permanent jamming effect on the ship, it reduces sensors range to their immediat surrounding. Because of it, a ship can reveals the next destinations but no further than that.

The revealed area is the interior of the green delimited area

Within this area, a ship can see what resources next areas have and where they lead to.
The Player can also see other factions ships in these areas or where they are hyperjumping to.

## Hide & Seek

Some starships have the ability to hide in the Fog, becoming invisible. The Player would notice them only when hyperjumping on the area where they are.

The faction ships the Player is at war with have then the ability to abort the Player's ship hyperjump to force drop in the area to fight.
Version 0.8.20

The update Alpha 8: 0.8.20, sometimes referred as *The Water update*, was released on June 5th 2020 in the early access.

It consisted in bugs fixes, UI improvements and a major change to the Water system with the add of the Water vapor environment and a new structure, the Water collector.

Before this update, the only ways to obtain water was through Ice processing in the Water purifier, trading, and recycling in X1 Toilets.

## Update Content

### New Content

* New Facility : **Water collector**
* New Gas : Water vapor
* Crew members and crops now exhale Water vapor
* New Feature : Automatic system readiness level manager

### Changes

* Reduced water consumption of crops by -30%
* Turrets and scanners no longer fire into an empty space on continuous fire. Before this, turrets and scanners would keep firing even if their target leaved the area.
* Oxygen generators will now warn if they cannot raise the oxygen level enough. They do this the same way Thermal Regulators do.
* Improvements to hull removing

### Bug Fixes

* Fixed an issue with recruited prisoners having the ability to do jobs even with a zero skill level
* Fixed a problem when extra items are on a blueprint building area and they are then moved outside the ship
* Fixed a problem with some repairs never being done
* Fixed a problem with trading
* Fixed aliens spawning even if **None** rule was selected in the game settings
* Fixed a problem with crew ending outside of the ship when loading a saved game

### Unofficial changes

Theses changes were not announced in the patch notes but were noticed by players.

* Add -20 Comfort penalty to Gas scrubber

## Trivia

* Prior to this update, the Gas scrubber didn't had negative Comfort -20. It was later said by a developper that *"seemed it was missing"* though he was *"not set for it"*.
* The name of the update was given by some players through a discussion on Discord about upcoming changes recently teased.

## References

1. ↑ https://steamcommunity.com/games/979110/announcements/detail/2238799224753073389
2. ↑ https://cdn.discordapp.com/attachments/455097899760615466/718670690114469898/unknown.png
3. ↑ Water update name in a nutshell https://cdn.discordapp.com/attachments/455097899760615466/718673693584261130/WaterUpdateOrigin.png
Optronics Fabricator

The **Optronics Fabricator** is an advanced printer that upgrades base electronic parts to higher quality parts.

## Game System

The Optronics Fabricator is an industry structure that transforms early items into goods for the more advanced items and buildings.

### Tactics

The Optronics Fabricator is needed for robots and the bigger shield, both these items use an amount of energy batteries.

This building also produces the augmentation parts, allowing you to augment you crews abilities.

## Recipes

 Chemicals

 Energy Rod

 Plastics
 Chemicals
Gas Scrubber

The **Gas Scrubber** will remove CO2 from the air if there is more then needed, and remove smoke and hazardous gases.

### Game System

The Gas Scrubbers is used to clear the air of unwanted gases, the Crew produce C02 that over time will become too much if left unchecked, fires will create large amount of smoke and buildings create hazardous fumes well being used. Well scrubbing the air of these the Gas Scrubber will create carbon and chemicals.

## Gas Scrubber

### Footprint

The CO2 Producer needs a 1x2 tile floor area to be built.
X1 Toilet

The **X1 Toilet** is a facility building that allows your Crew to vacate their waste. Crew will do this on their down time.

## Game System

The X1 Toilet is used by your Crew to vacate their waste, otherwise they will get the shat pants debuff, which will cause negatives to working speed and mood.

## Construction

### Footprint

The X1 Toilet needs a 2x2 tile floor area to be built.

### Resources

The X1 Toilet requires the following to be built :

 Building Tools | 20

### Environment

The structure affects its surrounding, reducing comfort by -12/-6/-12. This reduction is up to 5 tiles around the X1 Toilet, dropping off the further away from it.
Jukebox

The **Jukebox** bring some ambiance during rest. After a hard working shift on the ship, put it on and dance to some good songs !

## Game System

The Jukebox is a structure designed to enhance nearby comfort. Most of the time, crew members use it during their Free Time shift.

When interacted with, the Jukebox makes nearby crew members dance for a few seconds.

### Comfort Enhancer

The Jukebox is one of the few structures able to increase local Comfort

They can be built for crew members to gain more mood from their Free Time shifts.

The Jukebox increase local Comfort by 20, up to 8 tiles away with no drop off.

The Jukebox will also let off light in 2 tiles front the front of it.

   This Comfort bonus can stacks with others Comfort structures such as lights, Beds, Kitchens and Arcade Machines.

However it cannot stack with others Jukeboxes. In the case of multiple Jukeboxes at the same place, the tile take the bonus from the closest.

Comfort bonuses are nullified by discomfort.

## Construction

### Footprint

A Jukebox needs a 2x1 tile floor area to be built, with one tile being transparent for interactions with the Jukebox.

### Resources

Jukebox requires the following to be built :

 Building Tools | 30
Bedside Table

The **Bedside Table** brings Comfort to your Crew when they are asleep.

## Game System

Bedside Tables are used by your Crew to improve their Comfort during the sleep phase.

### Comfort Enhancer

Bedside Tables are one of the two buildings that can increase sleep Comfort.

The a Bedside Table increases local Comfort by 5, up to 1 tile away.

   This Comfort bonus stacks with the other Comfort structure, the Bedside table.

The Bedside Table does not stack with other ones.

Comfort bonuses are nullified by discomfort.

### Tactics

With placing Bedside Tables, you can need to have them next to a bed since there Comfort range is only 1 tile.

## Construction

### Footprint

The Bedside Table takes up a footprint of 1 tile.

### Resources

Bedside Table require the following to be built :

 Building Tools | 10
Rocket

*This object is a placeholder.**It has no current uses and is here as a temporary support for upcoming features.*
Rocket is a placeholder, it is designed as an ammunition for an unnannounced upcoming missile launcher

Rockets can't be obtained in any ways.

## Trivia

* Although this is not comfirmed, it is assumed by many that Rockets could be used as ammo for the Missile Launcher turret that appeared as a snapshot before the Energy Turret release.

## References

1. ↑ https://spacehaven.fandom.com/wiki/File:Missile\_launchergf.gif
X1 Chair

The **X1 Chair** furniture brings comfort to your Crew, allowing them to eat and mingle during downtime.

## Game System

The chair is used during meals and downtime to eat and mingle, it will also increase the comfort around it.

### Comfort Enhancer

The chair is one of the few structures able to increase local Comfort

They can be built for crew members to gain more mood from their Free Time shifts.

The X1 chair increases local Comfort by 5, up to 5 tiles away.

   This Comfort bonus stacks with others Comfort structures such as lights, Beds, Jukeboxes and Arcade Machines.

However it cannot stack with others chairs or couches. In the case of multiple chairs or couches at the same place, the bonus will cover 5 tiles from the closest couch.

Comfort bonuses are nullified by discomfort.

### Tactics

With placing chairs, you need to have side or back access to the chairs but cannot access them diagonally.

## Construction

### Footprint

The chairs take up a foot print of 1 tile, but usually are placed next to a table taking up 2 tiles at their minimum.

### Resources

Chairs require the following to be built :

 Building Tools | 20
Sandbox mode

**Sandbox Mode** is a game mode that can be enabled at game creation. It allows infinite resources gifts.

## Gamemode

### Activating

Sandbox mode is activated upon game creation in the Difficulty tab after selecting a difficulty.

The Player can then Edit starting resources, but also check the Sandbox mode for it to be active in the game.

Once activated and the game is started, Sandbox mode cannot be deactivated. Sandbox mode cannot be activated for a game launched without it either.

### Infinite Resources

Sandbox mode allows the Player to give themselves an infinite amount of every resource partially or fully implemented in the game, including placeholders like the Superblock, but excluding the Rocket.

    Within sandbox games, a sandbox tab in the build menu will appear. The Player can then select the resource they want, and lay the desired number of it on the ground.

The selected item will spawn as an item box and will be either stored or used by crew members for a task where it is needed.

### Data Logs

Data Logs can too be spawned with Sandbox mode, but instead of spawning as an item, placing a Sandbox Data Log instantly unlocks a Data Log entry the Player doesn't have.

If every Data Log entry is collected, it becomes impossible to spawn additional Data Logs, even within Sandbox mode.
Arcade Machine

The **Arcade Machine** bring some ambiance during down time. After a hard working shift on the ship, put it on and play games together.

## Game System

The Arcade Machine is a structure designed to enhance nearby comfort. Most of the time, crew members use it during their down time shift.

When interacted with, the Arcade Machine makes crew play assorted games, either alone or with someone else.

### Comfort Enhancer

The Arcade Machine is one of the few structures able to increase local Comfort

They can be built for crew members to gain more mood from their Free Time shifts.

The Arcade Machine increase local Comfort by 20, up to 8 tiles away with no drop off.

The Arcade Machine will also let off light in 2 tiles front the front of it.

   This Comfort bonus can stacks with others Comfort structures such as lights, Beds, Kitchens and Juke Boxes.

However it cannot stack with others Arcade Machine. In the case of multiple Arcade Machine at the same place the comfort will cap at 20.

Comfort bonuses are nullified by discomfort.

## Construction

### Footprint

A Jukebox needs a 2x1 tile floor area to be built, with one tile being transparent for interactions with the Jukebox.

### Resources

Jukebox requires the following to be built :

 Building Tools | 30
Robot Storage

The **Robot Storage** allows your Crew to store 20 robotic bodies on the ship.

## Game System

The Robot Storage building is used by your Crew to store the robotic bodies of humans and aliens.

## Construction

### Footprint

The Robot Storage needs a 2x3 tile floor area to be built.

### Resources

The Robot Storage requires the following to be built :

 Building Tools | 40

### Environment

The structure does not have any affects on its surrounding.
Data Log - The Apocalypse

The Apocalypse is the first Data Log the Player can read as it is gift at the start of his journey.

This Data Log tell in a nutshell why the humanity is now in space, as survivors, in search of Eden. It's the only story with one entry.

## Logs Content

*The end didn’t happen with a bang, or a fanfare, or even a nuclear fireball. It just… crept up on us.*

*It began in the 21st century. Humanity made great strides in that century but so much damage had already been done, and so much of it was invisible, too. When the insect population collapsed, food crops and biodiversity both suffered. Without those, ecosystems all over the globe suffered. By the time we curtailed our CO2 emissions, there were too few trees to sequester the excess.*

*The result was hotter summers and deeper freezing winters. Species went extinct by the thousand every day, and as we squabbled over the cause and solutions, we pulled ourselves apart.  Old allies became bitter rivals. Nations came apart at the seams. The great edifices that supported the Internet, global trade, just-in-time delivery and all the other things that Humanity depended upon to live… they all fell apart.*

*Starvation, disease and war made the twenty-second century even bloodier than the twentieth.*

*Humanity was always good at adapting, though. When the sun baked the land, we invented the thermal regulator; When the crops failed, we invented grow-pods. We got better at recycling, at finding new energy sources… but we were always a step behind where we needed to be. Folks used to joke about the big tech firms and their slogans. “Yesterday’s solution, tomorrow.”*

*It’s not that we destroyed the world. But we certainly made it impossible to sustain human civilization as it was. Too many places lapsed into feudal tyranny, or mismanaged themselves into famine, or just plain became unlivable as the climate shifted.*

*Through it all, we never gave up on space exploration. There were complaints of course: that it was a waste of increasingly valuable resources, that all the money and effort could go towards actually solving the problem… now it seems maybe space was the only solid investment we ever made.*
Kitchen

### Game System

The Kitchen is where the crew will grab meals during their down time. You can use an assortment of foods in this building to make meals,

## Kitchen

 Building Resources

 Comfort

## Modifying Meals

The amount of each food type used per meal can be altered to increase or decrease the amount used. On the right side of this image is info on how much to use of each food to make meals. The percentages equate to the amount of 1 crate of food has. In this image the meal would use part of a crate of each food, 9% Fruit, 17% Root Vegetables, 6% Artificial Meat and 7% Nuts and Seeds. This is the default setting.

On the left side of this image is the various nutrition needs for your Crew, numbers in green mean they will receive the required amount, yellow mean they are might not get enough overtime, well red means down the road they will start having a deficiency in that area, deficiency will cause negative buffs to mood and attributes.

There is also options that can be turned on to allow human meat which will give a mood debuff and monster meat that will give a mood debuff and toxin buildup. If toxins get high enough they will throw up to remove it and also waste the meal.

## Footprint

The Kitchen needs a 2x3 tile floor area to be built.
Weapons Console

The **Weapons Console** is a system building used to control all of the guns on your ship.

### Game System

The Weapons Console is used to control the various turrets of the spaceship. One console is capable of controlling all turrets in the spaceship, as long as a crew member is stationed at the console.

The Gunner skill effects the recharge time on the Weapons.

## Weapons Console

 Building Resources

 Soft block
 Comfort

### Footprint

The Weapons Console needs a 3x3 tile floor area to be built but only right behind the chair is blocked on the final row.
Solar Panel

## Info

The Solar panel is a free method of generation basic power, each panel can produce up to 5 power but this will fluctuate depending on where you are in a star system.

Closer to the center will produce more than farther out, while high thermal systems will have a slower drop off.

## Tactics

One thing that is special about the solar panels is some buildings can overlap it.

The solar panel is only solid in the central tile, the other 8 tiles around it are walkable space.

The workspace and walking space will for most buildings allow you to place them next to them.

Too accomplish this you will need to place the solar panel first then the buildings.

### Footprint

The Solar Panel needs a 3x3 tile floor area to be built.
Space Haven

***Space Haven*** is a simulator video game. The game was developed by Finnish indie development studio Bugbyte Ltd. and released on May 21, 2020 for Windows, macOS, and Linux computers.

*Space Haven* is described as combining the "story telling components of *RimWorld* with a tile-based gas-simulation system seen in *Oxygen Not Included*." The player must build a spaceship on a tiled grid system in a way that optimizes the crew's needs while exploring the universe.
Shuttle

Used to ferry Crew & Resources around, dropping/loading goods off at an Airlock.

Crew can enter/exit from the Shuttle's assigned Shuttle Bay if it is docked there.

The **Shuttle** has a total of 150 Hull

Shuttles can replenish the Oxygen at an Airlock when they dock, allowing your crew to survive on Derelicts while the shuttle is away. The shuttle can also do the reverse, taking oxygen from an airlock, or its own Shuttle Bay.

### Cost

The Shuttle is produced at the Shuttle Bay

 Electronics

## Docking

The shuttle can Dock at its own Shuttle Bay, Any Airlock, or you can force it to dock near a vessel. Draft the vessel, then you can force it to Dock, click space near a vessel and it puts down a platform for Goods and Crew to be loaded/unloaded.

Docking in space can be used to help construct a new vessel, or deconstruct an old one, if random chunks, and resources remain floating in space.

### Drafting

When Drafted you can tell a shuttle to go to specific tiles in space, or Dock at any Airlock. If a Drafted Crew-member enters a shuttle, it is automatically drafted as well.

## Notes

* Dock a Shuttle next to a Hull Breach to enter Derelicts from space. Use the Disembark button
* Dock a Shuttle near a Hull Breach to speed up salvaging, Crew will use it to re-Oxygenate
	+ Crew might also load it with salvage goods if its "close enough", it must be Docked with a loading platform shown
* Keep the shuttle Drafted right after you fully explore a Derelict, if you select things to salvage or transfer the crew will get to work. Then un-draft it once there are enough items at the airlock for a full trip
* If you send an "Oxygenated" Shuttle to an enemy airlock it will usually supply it with oxygen. You can use that to keep Enemy Crew alive

## References

1. ↑ 1.0 1.1 1.2 https://www.reddit.com/r/SpaceHaven/comments/gu733x/tip\_draft\_your\_shuttles/
2. ↑ https://www.reddit.com/r/SpaceHaven/comments/groyxl/found\_an\_exploit\_with\_pirate\_ships/
Cover Object

The **Cover Object** is used to bring a bit more protection to your crew.

## Game System

When repelling invaders to your ship, placing these between you and them can greatly increase your survivability.

## Defence Tactics

You can place down a line or section of cover objects to protect your crew a bit more then having them out in the open, the cover object will take a few hits before breaking down.

You will need to have a path through them since they are considered solid.

## Construction

### Resources

Cover objects require the following to be built :

 Building Tools | 20
Shields Console

The **Shields Console** is a system building used to recharge the shield systems.

### Game System

The Shields Console is used to operate the ship's shield systems. One console can manage all shield emitters, so long as it is manned by a crew member.

The Shielding skill effects the recharge time on the Shields.

## Shields Console

 Building Resources

 Soft block
 Comfort

### Footprint

The Shields Console needs a 3x3 tile floor area to be built but only right behind the chair is blocked on the final row.
Power Capacity Node

Building Resources

 Comfort

## Game System

The Power Capacity Node is a method of storing power, each node can store up to 2200 Power.

Any high power system and facilities will require access to the high capacity supplied by power nodes, with having a capacity node near by you can boost the max output of power nodes, with the closer it being to the node the higher the boost.

With the Power Capacity node it will also allow you to increase different systems efficiency.

For each new node it will allow you to push the system by 5% more but with doing so it will also damage the system overtime. The maximum amount is 20%.

### Footprint

The Power Capacity Node needs a 1x2 tile floor area to be built.