recursal/Fanatic-Fandom huggingface dataset:
Rotating Space Habitats

Rotating space habitats are artificial structures, usually in free space, that rotate on their axis to produce spin “gravity” through centrifugal force. They can vary greatly in size from a small space station to a city to the size of a continent, and the larger their diameter the slower they have to spin.

## Rotating Space Habitats

#### **Background**

It is generally accepted that a habitat with less than 2 RPM (rotations per minute) is best to avoid nausea; to generate Earth gravity the habitat must be around 450 meters in diameter (about 1500 feet). Many designs for space habitats, such as O’Neill Cylinders, are much larger in diameter and can be miles long.

Using the materials of the Asteroid Belt and small gas giant moons, many millions or even billions of space habitats could be constructed. While each rotating habitat would be much smaller than Earth or Mars, when added together they could provide millions of times the living area of all the planets in the Solar System. In addition, each habitat could be made exactly like Earth, meaning people would not have to adjust to the harsh environment of the other planets.

#### **Pros**

* Having Earth-level gravity avoids muscle atrophy and other health issues
* Habitats can be made very pleasant places to live
* Much more habitable surface area can be made with habitats than with planets
* Habitats can support space industry once it gets going

#### **Cons**

* Habitats can be difficult to construct and require radiation shielding
* Habitats are heavy and all the material cannot be launched from Earth
* Construction requires space industry, which is not yet viable

#### **Outlook**

It is very likely that if humans settle space, the vast majority of us will live in rotating habitats. This does not mean we will not have colonies on other worlds, but habitats will be a better option for most people. They can be constructed with current technology, but we will need to industrialize space and use its resources to be able to do this.

#### **Further Resources**

* Artificial Gravity: https://www.youtube.com/watch?v=im-JM0f\_J7s
* Rotating Habitats: https://www.youtube.com/watch?v=86JAU3w9mB8
* O’Neill Cylinders: https://www.youtube.com/watch?v=hYyg8JC-6ew
Nuclear Fusion

Unlike nuclear fission, which takes heavy nuclei and breaks them down into smaller ones, nuclear fusion mashes small nuclei together to make larger ones.

## Nuclear Fusion

#### **Background**

Fusion is the process that drives the Sun and stars, but it is difficult to replicate on Earth. While we are able to do so, making a fusion reactor that produces net power has yet to be achieved.

If it can be done, then it will be a source of abundant, clean, and inexhaustible power. It is worth noting, however, that fusion will likely always be more difficult than a molten salt reactor. It is possible that fusion might not be used as much in the future as once thought, even when we do finally manage to make it economical. On the other hand, fusion does have some inherent advantages over fission (aside from waste issues).

#### **Pros**

* Unlimited clean energy
* Very little nuclear waste (or other waste either)
* Can be fueled off water (hydrogen), meaning very easy access to fuel

#### Cons

* Fusion is very difficult to achieve
* Requires very large machines and infrastructure

#### **Outlook**

There is an old saying that fusion is twenty years away (or ten, or thirty, or whatever), and that it always will be (in other words, it was 20 years away 20 years ago, and it will be 20 years away 20 years from now). Nonetheless, it appears that fusion may *actually* be about 20 years away now. If achieved, it will be the most powerful energy source we have access to.

#### **Further Resources**

* What Fusion Is: https://www.youtube.com/watch?v=Cb8NX3HiS4U
* Fusion Power: https://www.youtube.com/watch?v=mZsaaturR6E
* Fusion Power (In Depth): https://www.youtube.com/watch?v=vPS-epGPJmg
* Fusion Reactors: https://www.world-nuclear.org/information-library/current-and-future-generation/nuclear-fusion-power.aspx
Geoengineering

If climate change cannot be “fixed” in time, humanity may have to resort to geoengineering to solve the problem. Geoengineering is deliberately changing the Earth’s climate (generally discussed in the context of reversing the effects of climate change). This could be a powerful solution, but is also extremely dangerous. If something goes wrong, we could easily end up not only not fixing climate change, but making it even worse or giving rise to new problems as well.

This can be achieved by stopping some sunlight from reaching Earth’s surface. Usually this is done by either seeding clouds with a reflective chemical like sulfur dioxide, or by putting an enormous system of mirrors in orbit to block the Sun. Even a small amount of sunlight blocked can fix the problem, but this is very difficult to do.

## Geoengineering

#### **Pros**

* Can reverse climate change
* Can make Earth a more desirable place to live in other ways
* Space-based geoengineering can provide space-based solar power as well

#### **Cons**

* Can make climate change worse if something goes wrong
* Very expensive to actually accomplish
* Aerosols can be toxic
* Blocking sunlight only solves some problems with climate change

#### **Outlook**

While it is likely that we will eventually have a powerful industrial base in space, geoengineering carries so many risks that it is not something we want to have to pursue. On the other hand, a mirror system in space could be deactivated (by moving it to another orbit) if something went wrong. Geoengineering therefore may not be as dangerous as it is often described.

#### **Further Resources**

* Geoengineering: https://www.youtube.com/watch?v=dSu5sXmsur4
* Sunshades: https://www.youtube.com/watch?v=6yqi0FabHHs
* Risks and Rewards of Aerosol Geoengineering: https://www.smithsonianmag.com/science-nature/risks-rewards-possible-ramifications-geoengineering-earths-climate-180971666/
Space Based Solar Power

On Earth, solar power is hampered by the need for extensive patches of land, clouds, and nighttime. But in space (especially in higher orbits) nighttime is much shorter or non-existent, clouds do not exist, and access to land is not an issue (there’s a lot of space, in space).

However, putting solar installations in space raises the issues of transporting or mining materials there, constructing the power plant, and beaming the power back to Earth somehow. Generally the idea is to beam the power back to Earth using a powerful microwave beam. While this beam would be mostly harmless, its full effects are unknown, and there are inherent inefficiencies from converting sunlight to electricity in orbit, then electricity to a microwave beam, and finally microwaves back to electricity on the ground.

When these issues are finally solved, this will most likely be the easiest way of generating a lot of power--and not just for Earth, but also for any space settlements we may one day construct.

## Space Based Solar Power

#### **Pros**

* Limitless clean energy
* No need to take over land that could be used for other purposes
* No emissions or pollution
* Can be used beyond Earth as well

#### **Cons**

* Prohibitively expensive as of now
* Inefficiencies from energy conversions
* Issues with beaming through clouds or beam drifting off course
* Requires an industrial base in space to construct

#### **Outlook**

While it is all but certain that we will have space-based solar power at some point in the future, exactly when that will take place is unclear. Many predicted we would have had such satellites by now, but of course none have been constructed as of today.

#### **Further Resources**

* SBSP Intro: https://www.youtube.com/watch?v=vJcev0Jq3Ig
* SBSP In Depth: https://www.youtube.com/watch?v=bveGhdtlFnO
* Space Based Solar Power on the Horizon: https://www.power-technology.com/comment/here-comes-the-sun-space-based-solar-power-is-on-the-horizon/
Future of Energy Storage

Renewables are a powerful energy source, but create power only at certain times (solar when it’s sunny, wind when it’s windy). Nuclear power has the opposite issue: it creates a constant output of power, regardless of what is needed. This means that a lot of power goes to waste, because the times at which the most power is made are not necessarily the times when the most power is needed.

To prevent a lot of power from going to waste from nuclear or renewables or both, energy storage is required. This can be in the form of giant batteries, sustainable fuel tanks (create the fuel with power excess, burn it or run it through a fuel cell when the output is low), or other energy storage techniques.

## Future of Energy Storage

#### **Pros**

* Energy storage makes it much easier to develop renewable energy
* Cheaper power
* Necessary for a true sustainable grid

#### **Cons**

* Battery technology is not fully up to par
* Sustainable fuels require infrastructure not yet in place
* Storage in general too expensive currently to implement at scale

#### **Outlook**

It is very likely that energy storage will get significantly better in the next decade or so. Once it does, it will be even easier to make the switch to sustainable energy.

#### **Further Resources**

* 7 Ways to Store Renewable Power: https://www.youtube.com/watch?v=kAB3-lzxvkE
* 5 Best Energy Storage Techniques: https://www.greentechmedia.com/articles/read/most-promising-long-duration-storage-technologies-left-standing
List of Topics

This is a list of the topics on this Wiki. This is not an exhaustive list of future technologies and may be added to at any time.

## **Transportation**

#### **Aircraft**

* EVTOLs
* Fuel Cell Aircraft
* Electric Aircraft
* Supersonic Aircraft

#### **Ground Vehicles**

* Electric Vehicles
* Fuel Cell Vehicles
	+ Fuel Cell Trains
* Self Driving Cars
* High Speed Rail
	+ Maglev Trains
* Future of Shipping
* Vactrains
	+ Hyperloop
* Future of Mass Transit
	+ Future of Buses
	+ Future of Subway Trains
	+ Personal Rapid Transit
	+ Velomobiles

## **Sustainability**

#### **Environmental Technologies**

* Carbon Capture
* Geoengineering
	+ Cloud Seeding
	+ Orbital Sunshade

#### **Circular Economy**

* Sustainable Fuels
	+ Hydrogen Economy
	+ Ammonia Economy
* Future of Recycling
	+ Recycling Metals
	+ Recycling Organics

#### **Sustainable Living**

* Sustainable Architecture
	+ Vertical Farming
	+ Recyclable Building Materials
	+ Arcologies
* Floating Cities
	+ Life on a Floating City
	+ Construction of Floating Cities
	+ Aerial Cities

## **Energy**

#### **Renewable Power**

* Future of Solar Power
* Future of Wind Power
	+ Offshore Wind Power
* Future of Energy Storage
	+ Flow Batteries
	+ Liquid Metal Batteries
* Space Based Solar Power

#### **Nuclear Power**

* Small Modular Reactors
* Nuclear Waste Mitigation
	+ Nuclear Waste Reprocessing
* Molten Salt and Thorium Reactors
	+ Liquid Fluoride Thorium Reactors
* Nuclear Fusion

## **Space**

#### **Space Travel**

* Torpor and Cryonics
	+ Torpor Sleep
	+ Cryonics
* Reusable Rockets
* Nuclear Rocket Engines
	+ Nuclear Thermal Rockets
	+ Fission Fragment Rockets
	+ Fusion Propulsion
* Lightsails and Beam Propulsion
	+ Solar Sails
	+ Laser Lightsails
	+ Mass Driver Propulsion
* Interstellar Travel
	+ Generation Ships
	+ Seedships
	+ Interstellar Highways

#### **Space Settlement**

* Terraforming Mars
* Inner Solar System Settlements
	+ Settling Mercury
	+ Settling Venus
	+ Settling the Moon
	+ Cislunar Space
	+ Settling Mars
* Settling the Asteroids
	+ Asteroid Mining
* Outer Solar System Settlements
	+ Settling Jupiter
	+ Settling Saturn
	+ Settling Uranus
	+ Settling Neptune
	+ Settling Dwarf Planets
	+ Settling the Oort Cloud
* Rotating Space Habitats
	+ Early Rotating Habitats
	+ O'Neill Cylinders
	+ Rotating Habitat Conglomerations

#### **Space Infrastructure**

* Propellant Depots
* Space Construction
	+ Orbital Assembly
	+ Self Replicating Space Factories
* Orbital Tethers
	+ Skyhooks
	+ Rotating Skyhooks
	+ Space Elevators
* Electromagnetic Launch Assist
	+ Orbital Arrestors
	+ Launch Loops
	+ Mass Drivers
	+ Orbital Rings
* Stellar Engines
	+ Construction of a Stellar Engine
	+ Applications of a Stellar Engine
	+ Settling the Sun

## **Information Tech**

#### **Artificial Intelligence**

* Machine Learning
* Sentient AI

#### **Automation**

* Self Replicating Machines
* 3D Printing
* Automation and Job Security

#### **Computers**

* Moore's Law
* Quantum Computing

## **Biotech**

#### **Genetics**

* GMOs
* CRISPR
* Disease Eradication

#### **Human Enhancement**

* Longevity
* Cybernetics
* Ethics of Human Enhancement
Armor Plate II

## Recipe

**Armor Plate I** can be crafted with the following recipe in the  Workbench II:

1x Steel Bar ➔ File:Armor Plate II.png **Armor Plate II**

## Uses

**Armor Plate II** can be used to add armor onto a player, by the player that is wearing a Leather Suit I or Leather Suit II

The **Armor Plate II** provides 2 unit of armor to your health
Version 7030

**New content**

* New visual void biome "Giants Remains"
* New visual void biome "World of Mirrors"
* New visual void biome "Battlefield"
* Detailed customization of the character's face.
* Sound indication of enemy hits.
* Sound indication for enemy armor hits.
* Character blinks now.
* Added interface for Rofleemo.
* Ability to move items between cases and inventory via Shift + LMB.
* An option to move already built objects has been added. You can do this via the hammer menu. Cost to move = 1 wood.
* Mouse invert option.

**Changes**

* The reduced platform of the first quest depot.
* Small decorating of the first quest depot.
* Controls can now be set with mouse keys.
* Hunger no longer deals armor damage.
* If you've watched/skipped the intro video once, it won't show up again.
* The damage radius of the Flamethrower core has been changed.
* Hunger and Thirst at 0 no longer deals damage to a character's health.
* Thirst at 0 no longer lowers the character's speed.

**Fixes**

* Possibility to destroy wall decor has been fixed.
* Invisible items in container inventory when playing online - fixed.
* Slow operation of inventory for clients - fixed.
* Issues with displaying icons (modules, weapons) for clients - fixed.
* Characters could roll over and move in this position in the game until the player rejoins the server - fixed.
* Fix memory leaks where saves took up too much space (in some cases, a new manual save had to be created).
* Rope not switching between cars - fixed (if it happens again, please let us know).
* If the train was on a curve, objects were installed unevenly - fixed.
* Sometimes, the chest was not set on the altar, although an "E" was displayed - fixed.
* It was possible to throw items from the inventory into the void and hook them with a rope - fixed.
* Displaying armor on the client - fixed.
* Building walls, cabins, and handrails on the client - fixed.
* Items from chests fall under the floor - fixed.
* Places where items could be lost if they fell under the floor (under the construction crane and on the football field) - corrected.
* Fixed places where it was possible to get under the depot.
* Incorrect display of cabins - fixed.
* Weapon damage on other players and your character - fixed.
* Fixed display of steam and diesel engine panels.
* One of the hairstyles was not correctly displayed on the character - fixed.
* Train name is now saved.
* Fixed issuing extra chests on arena islands to client players.
* Fixed display of objects in construction mode for the client.
* Possibility to duplicate items from small fish has been fixed.
* Some Rofleemo animations did not have sounds in some cases.
* Prophecies in the artifact displayed different information for server and client - fixed.
* Problems with placing decor on tables - fixed.
* Problems with wall decor building - fixed.
* One of the decor lamps had light in the wrong position - fixed.
* Fixed a bug that prevented the second heavy object from being pulled out of the backpack.
Carbon Capture

Carbon capture is the removal of CO2 from the air using machines. This carbon dioxide is then recycled to make carbon-neutral fuels or sequestered into the ground (buried). This technology could be a powerful way to repair some of the damage we’ve done to the environment and climate, but it is currently very energy-intensive and cost prohibitive.

## Carbon Capture

#### **Pros**

* Reverses climate change
* Allows for making sustainable fuels

#### **Cons**

* Very expensive
* Requires a source of clean energy to work
* Difficult to scale up significantly

#### **Outlook**

While carbon capture can be a powerful tool to combat climate change, the effectiveness is debated. It may end up being more trouble than it is worth for most applications.

#### **Further Resources**

* Carbon Capture: https://www.youtube.com/watch?v=ecxCL84n26g
* Why Carbon Capture Hasn't Taken Off: https://www.cnbc.com/2021/01/31/carbon-capture-technology.html
Small Backpack

## Recipe

**Small Backpack** can be crafted with the following recipe in the  Workbench I:

1x Wood + 2x Leather + 1x Bolts + 1x Copper Pipe ➔  **Small Backpack**

## Uses

**Small Backpack** can be equipped to easier transport items that would normally take up your hands.

While equipped, the **Small Backpack** provides:

* +1 Heavy item slot (for larger handheld items)
* +3 Inventory cells
Lightsails and Beam Propulsion

A lightsail is a device that uses light to propel itself. Despite not having mass, light has a tiny bit of momentum, and enough of it can push on a reflective mirror.

## Lightsails and Beam Propulsion

#### **Background**

he most famous form of lightsail is a solar sail, but it does not have to rely on the Sun directly. The Sun’s energy (or energy from another source) can be focused into a laser and directed at the sail, greatly increasing the thrust of the lightsail.

This is most commonly what is meant by “beam propulsion”. Beam propulsion can also refer to particle beams, or streams of mass fired at a ship and redirected somehow to provide thrust.

The reason why beam propulsion is such a powerful technology is that the ship does not have to carry any onboard fuel. This means its top speed is nearly the speed of light; no other type of craft can achieve this kind of performance (because they must carry fuel and fuel tanks). For more near-term applications, it greatly increases the cargo and amount of people that can be transported around the Solar System.

#### **Pros**

* No fuel is consumed
* More efficient travel means much more cargo and passenger volume
* Much higher speeds can be achieved

#### **Cons**

* It can be difficult to focus beams correctly
* Light beams transfer power to thrust very inefficiently
* Powerful beams of light or matter can be very dangerous if directed incorrectly

#### **Outlook**

Beam propulsion is a very powerful technology that will allow fast, frequent interplanetary travel, and eventually enable travel to other star systems.

#### **Further Resources**

* Beam Powered Spaceships: https://www.youtube.com/watch?v=Wol8EU6Rtbk
* Interstellar Highways: https://www.youtube.com/watch?v=oDR4AHYRmlk
Supersonic Aircraft

While supersonic airplane travel has already existed in the form of the Concorde, it ultimately proved too expensive to maintain. In the future, supersonic travel will be more affordable, more efficient, and more sustainable. Supersonic planes could one day link the world together more closely than it is today.

## Supersonic Aircraft

#### **Pros**

* Very fast travel between continents
* Can increase global trade and networking

#### **Cons**

* Very expensive
* Can pollute more (unless sustainable fuels are used)
* Sonic booms

#### **Outlook**

Whether or not supersonic planes ever make a comeback is currently up in the air (pun intended). Several companies are currently working on this, and plan to fix the problems that ultimately grounded Concorde.

#### **Further Resources**

* Supersonic Planes Comeback: https://www.youtube.com/watch?v=4p0fRlCHYyg
* Boom Supersonic: https://www.youtube.com/watch?v=L7R5P6blFnk
Small Modular Reactors

A small modular reactor is a nuclear reactor that is designed to be much more easily manufactured than current reactors. Current reactors are massive and often one-of-a-kind, making them extremely expensive and difficult to build. Small modular reactors, on the other hand, are much smaller and designed to be made in a factory (modular), to take advantage of economies of scale.

Small modular reactors are currently under development, but have yet to deliver on the cost savings promised. However, if the designs work as planned most of these designs will be meltdown-proof: they will be able to cool themselves via air alone, and not need special equipment or procedures in the case of core overheating.

## Small Modular Reactors

#### **Pros**

* Cheaper (eventually)
* Faster construction
* Safer (risk of meltdowns reduced to negligible)

#### **Cons**

* Difficult to design
* Requires an infrastructure behind them (need reactor factories)
* May be issues with shipping reactors to plants
* May actually end up being more expensive

#### **Outlook**

Whether or not this is the path future nuclear energy will take is as of yet unclear. It is possible that SMRs will never actually be cheaper than their counterparts. There are other meltdown-proof reactor designs that may take the place of SMRs. On the other hand, it is possible that SMRs really will provide a substantial share of our energy needs.

#### **Further Resources**

* Future of Small Modular Reactors: https://www.youtube.com/watch?v=cbrT3m89Y3M
* How SMRs work: https://www.youtube.com/watch?v=LBUPC3evhyk
* Advanced Small Modular Reactors: https://www.energy.gov/ne/advanced-small-modular-reactors-smrs
Reusable Rockets

Reusable Rockets greatly reduce the price of launch into orbit, allowing for a much larger human presence in space.

## Reusable Rockets

#### **Background**

When a rocket launches into orbit, it must accelerate to a very high speed. Each bit of fuel gives the rocket more speed, but it also has to carry itself into orbit. As more fuel is added, more weight is added, which means more fuel is needed, which means more weight, which means even more fuel...and so on. Because of this, rockets are often staged: a large first stage carries the rocket to a high speed, then the first stage falls away and a small second stage brings the rest of the rocket to orbit.

Staging allows rockets to reach orbit, but it also means that most of a rocket is thrown away every launch. This makes rocketry *extremely* expensive: imagine if every time an airplane flew, only the cockpit arrived at the destination and everything else was thrown away. And for every new trip an entire new airplane had to be constructed.

The solution is to reuse every part of the rocket. This may mean doing away with staging entirely (a single-stage to orbit or SSTO craft) but in recent years the approach has shifted toward keeping staging and reusing both the first and second stages of a rocket. This is what SpaceX plans to do with their Starship rocket.

#### **Pros**

* Reusing rockets means drastic decreases in launch costs
* More access to space will become available
* Less waste from expended stages, both on the ground and in orbit

#### **Cons**

* Difficult to design and develop
* Recovering the first stage is difficult; the second is even more difficult
* The rocket must carry fuel to maneuver and land, so the payload is smaller

#### **Outlook**

Already, SpaceX has begun reusing its first stages on the Falcon 9 and Falcon Heavy rockets. Other companies and agencies are attempting to develop reusability for their own rockets. Full reusability has yet to be attained but is on the horizon.

#### **Further Resources**

* Reusable Rockets: https://www.youtube.com/watch?v=QVNIaC10MDg
* Reusable Rockets Explained: https://www.discovery.com/technology/Reusable-Rockets
Early Access

### This is an Early Access Game

Early Access games are still under development and may change significantly over time. As a result, you may experience unforeseen issues or completely new gameplay elements while playing this game.

You can play now to experience the game while it's being built or wait until it offers a more complete experience.

### Approximately how long will this game be in Early Access?

"Early Access is initially planned for one year, but if during the development process we realize that we need time, we can revise this deadline. The release on Steam is planned for 2022, but we are not yet ready to give a specific date.
We plan to release on consoles, but we are not ready to give specific information on which consoles we plan to release on and when. Right now, we are focused on developing the PC version of the game in EGS." - Niko
Workbench II (Tech)

*This page is for the Workbench II Technology. For the Building, check out Workbench II.*

## Workbench II (Tech)

### Phase

14

The **Workbench II** technology is a Phase 14 tech that unlocks Workbench II, which allows for the creation of advanced materials.

## Cost

* 4x  Steel Bar
* 4x  Wood
* 4x  Brass Bar
* 2x  Bolts

## Unlocks

* Workbench II
* Sturdy Bolts
Fuel Cell Aircraft

A fuel cell is a device that takes hydrogen and oxygen and “burns” them to produce water and energy. This is done without fire or any harmful exhaust. Fuel cell vehicles are powered by hydrogen or a hydrogen carrier such as ammonia.

Fuel cell aircraft are different from other types of electric aircraft because they lack batteries, instead relying on the chemical energy of their fuels just like a conventional plane (the difference is that the fuel is clean-burning).

## Fuel Cell Aircraft

#### **Pros**

* No emissions
* May eventually be cheaper to operate than fossil fuels
* Can have the same long range as a conventional plane
* Sustainable; as long as energy is supplied we will never run out of fuel

#### **Cons**

* As of now the fuel is more expensive
* Hydrogen is a volatile fuel; ammonia is better but has other issues
* Infrastructure for sustainable fuels is not yet in place

#### **Outlook**

For short-range travel, a fuel-cell aircraft may be inferior to a battery-powered plane (this is similar to the issue with electric vs. fuel cell cars). For long-range travel fuel cell aircraft are the only available sustainable option. Therefore it is very likely we will see these aircraft in widespread use relatively soon.

#### **Further Resources**

* Video on Fuel Cells: https://www.youtube.com/watch?v=a4pXAmljdUA
* Video on Fuel Cell Aircraft: https://www.youtube.com/watch?v=NlCNzqGQM1c
* Airbus Primer on Fuel Cell Aircraft: https://www.airbus.com/newsroom/news/en/2020/10/hydrogen-fuel-cell-cross-industry-collaboration-potential-for-aviation.html
Voidtrain Wiki

**Welcome to the Voidtrain Wiki!**

This wiki is about the indie survival game Voidtrain.

This is a (heavily work in progress) community-run wiki, so please feel free to contribute if you feel info is lacking! Be sure to practice in the Sandbox if you're unsure how to work on a wiki!

All current information relates to the Voidtrain Early Access Version, accessible currently on the Epic Games Store.

## Navigation

 **Materials**

 **Buildings**

 **Tools**

 **Equipment**

 **Weapons**

 **Train**

 **Decor**

 **Enemies**

 **Locations & Events**

 **Research**

## About Voidtrain

Become a crew member of an interdimensional express! Discover a new mysterious world inhabited by amazing creatures, dangers and surprises. Upgrade your train, gather new materials and build better weapons! Available in single player, or in online multiplayer with up to 4 people.

Voidtrain was released in Early Access on the Epic Games Store on August 12th, 2021.

Voidtrain Demo was released on Steam in February, 2023

Voidtrain was released in Early Access on Steam in May, 2023

## More Info

**Current Version:** 13361

* Version History
* Upcoming Features

## Community

* Discussions
* Discord Server
* Twitter
* Facebook
* Reddit
Sterilizer

## Recipe

**Sterilizers** can be crafted with the following recipe in the  Lab I:

1x Organics+ 1x Unstable Chemical ➔  **Sterilizer**

## Uses

**Sterilizers** are used in the following crafting recipes:

### Materials:

Note: It appears that Sterilizer had been cut out in the latest versions of the game, and Unstable Chemical used in it`s place in bandage recipes.
Workbench I (Tech)

*This page is for the Workbench I Technology. For the Building, check out Workbench I.*

## Workbench I (Tech)

### Phase

2

The Workbench turns resources into basic Materials

The **Workbench I** technology is a Phase 2 tech that unlocks Workbench I, which is a workstation that allows for the creation of basic Materials.

## Cost

* 3x  Iron Bar
* 3x  Wood

## Unlocks

* Workbench I
* Bolts
Leather Suit I

## Recipe

**Leather Suit I** can be crafted with the following recipe in the  Workbench I:

4x Leather + 2x Bolts ➔  **Leather Suit I**

## Uses

**Leather Suit I** can be used in conjunction with Armor Plate I or Armor Plate II to add a buffer of "armor" to your health with an equipped suit that has either of the plates used on the player.

While equipped, the **Leather Suit I** provides:

* Armor plates capacity: 1
Leather Suit II

## Recipe

**Leather Suit II** can be crafted with the following recipe in the  Workbench II:

4x Sturdy Leather + 2x Sturdy Bolts + 2x Brass Wire ➔  **Leather Suit II**

## Uses

**Leather Suit II** can be used in conjunction with Armor Plate I or Armor Plate II to add a buffer of "armor" to your health with an equipped suit that has either of the plates used on the player.

While equipped, the **Leather Suit II** provides:

* Armor plates capacity: 2
Chest Altar

**Chest Altars** are interactive objects found in most Depots after having researched Platforms. They are the only location where Strange Chests can be unlocked and opened, dropping their loot around the altar.

They ressemble large anvils surrounded by multiple large pillars and lots of working equipment, and are generally not far from the Building Console.

## Usage

A Strange Chest can be opened on an Altar simply by carrying the Chest and interacting with the Altar. The Chest will then get dropped on top of the altar, with the whole structure and Chest glowing, before popping open the Chests' lid and shooting out all the materials and (rarely) weapon modules contained within.
Version 11829

- In the "Creature" quest, if a client exits the session while holding or having the quest amber in their backpack, further progress will be blocked - fixed.

- If items were purchased from a vending machine, saved, and then loaded from that save, the items would reappear (but wouldn't be interactive) - this has been fixed.

- Made minor adjustments to the size of floor meshes (there was a slight discrepancy in sizes during rotations).

- Fixed a rare bug where certain decorations couldn't be moved due to obstruction.

- Rare issue where technologies would break and display identical names and icons has been resolved.

- Changed the loot drop method from AI and characters upon death (experimental change, please provide feedback if any issues arise).

- Fixed several areas where players could get underneath the depot location.

- Storage inventory grid was breaking with water or fuel canisters - this has been fixed.

- Optimized traces and reticle redraws when hovering over various object types.

- Fixed NPC perk for fuel consumption.

- Rofleemo will now only play resource gathering animations when the station is active.

- Sometimes Rofleemo wouldn't be moved to the platform area when exiled - fixed.

- Fixed NPC perk for crafting time.

- Fixed NPC perk "Defender" that wasn't working for engines.

- Rofleemo could get stuck in mid-air after teleporting an object - this has been fixed.

- Rofleemo's options for exile and picking up would appear before inviting it onto the train, e.g., in the first quest to acquire Rofleemo - fixed.

- If Rofleemo was kicked first and then a villager's bed was removed, the villager wouldn't occupy the vacant bed - fixed.

- Fixed third-person animation interaction with the first quest radio (the character's hand would go into the radio).

- Fixed third-person animation interaction when acquiring the winch (the character would levitate).

- Fixed camera clipping into textures in low-height areas (tunnels and others).

- Incorrect display of prophecies and inability to remove them from artifacts for client players has been fixed.

- Added additional loot to puzzle islands (location loot).

- Added additional loot to the storyline location "Hangar" (location loot).
Medium Backpack

## Recipe

**Medium Backpack** can be crafted with the following recipe in the  Workbench II:

2x Sturdy Wood + 2x Sturdy Leather + 2x Sturdy Bolts + 2x Brass Pipe ➔  **Medium Backpack**

## Uses

**Medium Backpack** can be equipped to easier transport items that would normally take up your hands.

While equipped, the **Medium Backpack** provides:

* +1 Heavy item slot (for larger handheld items)
* +6 Inventory cells
Reload Speed (Weapon Stat)

**Reload Speed** is a statistic on two-handed weapons. Currently, the larger numbers will show as green and smaller numbers will show up as red. This is a bit misleading, because the way that reload speed works in the game. Presently, it is that the larger numbers are worse stats. The number for reload speed represents the time it takes to reload. So a reload speed of 1.88 is equivalent to a reload time of 1.88 seconds. In conclusion, if the reload speed decreases, then it will lower the time it takes to reload.
Characters (Campaign)

## **Overview**

**Characters** are NPCs found mostly in **Singleplayer** with some exceptions. **Characters** can be major NPCs that contribute to the story or an non-major NPC designed to forward the story. Characters can be friendly or enemies depending on the faction your playing. **Friendly** is an NPC that is alligned to the player and will assist the player in objectives in the **Campaign** as well as take out **Enemy** combatants. **Enemy** NPCs are NPCs that aren't aligned to the player and will attack the player on sight

## United States Armed Forces

 **US Heavy**
 **M1 Abrams**

## Armed Forces of Ukraine

 **Ukranian Shotgunner**
 **T64 (Ukranian)**

## People's Liberation Army

 **PLA Shotgunner**
 **Type 99 (Tank)**

## Russian Armed Forces

 **Russian Shotgunner**
 **T-80**
Kitchen I

The Kitchen produces Basic food and drink resources for hunger and thirst, respectively.

## Recipe

Crafted in a Crafting Book. These materials are used from the player's inventory.

* 2x  Iron Bar
* 2x  Wood
* 2x  Copper Pipe

## Produces

**Food:**

* 1x  Grilled Organics out of 1x  Organics
* 1x  Steak out of 1x  Raw Meat

**Drinks:**

* 1x  Water Flask out of 1x  Pure Ice
* 1x  Water Flask out of 2x  Dirty Ice

## Upgrades

* Phase 25 Economical Cooking: Fuel cost reduced by 25% in all Kitchens
Rofleemo

**Rofleemo** are small, friendly, squid-like creatures native to The Void that act as companions. After having been rescued from a Depot they can be adopted if you have an empty **Rofleemo Bed**. Depending on their type, they can provide the player with materials or other benefits.

Each rofleemo requires its own bed. Each type of roflemoo provides a bonus. For example, a Roflemoo reduces fuel consumption in smelters by 10%. To benefit from the bonus the Roflemoo must be assigned to the associated type of workstation, such as any level of smelter for a Roflemoo.

Rofleemo can be picked up and inspected by interacting with them directly. From this menu they can be fed various foods to improve the bonus they provide or unlock new ones, they can be assigned to workstations, and they can be dismissed.

Rofleemo beds are unlocked through a quest, rather than through research. This quest provides sufficient resources to build your first Rofleemo bed and provides you with a free Rofleemo. Thereafter, beds must be built like any other construction and Rofleemo will be found at depots in heavy amber items which can be broken by using the nearby extraction device.
Version 13345

- Client player crash that occurs in some cases when expanding the train for the first time in the first depot - fixed.

- Non-disappearing teleportation effect of Rofleemo in some cases - fixed.

- Lootcatcher could sometimes remain hanging in the void for some time after eating hooked loot in the void - fixed.

- Rofleemo could get stuck in the air when entering the depot - fixed.
Lab I (Tech)

*This page is for the Lab I Technology. For the Building, check out Lab I.*

The Lab creates basic chemical components

The **Lab I** technology is a Phase 3 tech that unlocks Lab I, which allows for the creation of basic chemical Materials.

## Cost

* 2x  Bolts
* 2x  Wood
* 2x  Copper Wire

## Unlocks

* Lab I
* Unstable Chemical
Version 6691

**Version 6691** is a minor hotfix for Voidtrain that fixes a few bugs/crashes encountered since launch, as well as rebalancing a few features.

## Changes

* Briquette, canister, and bidon now have a 1x1 size in the inventory
* The HUD can now be hidden by pressing **Num \***
* Water and tea flasks now stack up to 5
* Increased the chance of acid being rewarded from waves on arena islands
* Removed the sound of falling revolver cartridges

## Bug Fixes

* Fixed weapon modules not saving on the armory
* Fixed an issue causing the loss of the revolver if player dies while modifying it at an armory
* Armory II fixed
* Fixed one crash
* The technology that extends the maximum train length has been fixed
* Fixed a duplication issue regarding heavy items when placing them on the train
* Fixed a duplication issue when destroying a container holding resources
* Resolved an issue regarding items disappearing in client player inventories
* Water in the Steam Engine is now displayed correctly
* Already opened boxes in depot after saving and re-logging will visually look blank (?)
* Fixed double rays in ray puzzles not working correctly
* Fixed some cabins not having proper connections to the engine
* Rofleemo can no longer be killed, you monsters
* Fixed an issue leading to the disappearance of grown plants upon reloading a save
Crusher (Tech)

*This page is for the Crusher Technology. For the Building, check out Crusher.*

The **Crusher** technology is a Phase 11 tech that unlocks Crusher, which allows you to crush lumps of Ice and Coal into smaller chunks.

## Cost

* 4x  Iron Bar
* 2x  Gear
* 2x  Forcer
* 2x  Bolts

## Unlocks

* Crusher
* Lump of Ice
* Lump of Coal
* Ice Crushing
* Coal Crushing
Copper Bar

**Copper Bars** are one of the earliest refined Materials used in various crafting recipes, as well as for the construction of buildings.

## Recipe

**Copper Bars** can be crafted with the following recipe in the  Smelter I:

1x Scrap Metal + 1x Chemical ➔  **Copper Bar**

## Uses

**Copper Bars** are used in the following crafting recipes:
Version 6650

**Version 6650** is a minor hotfix for Voidtrain that fixes a few bugs/crashes encountered since launch.

## Changes

* An FOV (Field of View) slider has been added to the display settings
* A Motion Blur toggle has been added to the display settings
* A Brightness slider has been added to the display settings
* The depot construction interface now has text describing each button
* Construction at the depot now takes into account any resources added to the depot builder's box

## Bug Fixes

* Tutorials have been renabled
* Fixed a bug causing destroyed armories to be stuck in place
* Fixed a bug causing total loss of the revolver after interacting with the armory
* Fixed 6 various crashes since last version
* First iteration of a fix for invisible inventory items
* Improved the stability of rays in puzzles
* Fixed an issue causing the games' music to sometimes glitch out
* Fixed an issue causing character animation to break when shooting a jellyfish, and attempting to interact with it while running
* Fixed an issue leading to the narrator's voice being duplicated
* Various Russian and English localization fixes
* Fixed an issue regarding overlapping hammer/crafting book interfaces when in the void
Basic Defense

The **Basic Defense** technology is a Phase 1 tech that unlocks Tier 1 Turret, Tier 1 Ram, and Turret Ammunition. Allows you to build the Tier 1 Ram and Tier 1 Turret via Building Console in the Depot and Turret Ammunition on the Workbench I and II.

## How to Unlock

For this tech to appear in the technologies' list, you must reach 7th Depot or if you've already left 7th Depot behind, until you reach the next Depot on your way.

## Cost

* 2x  Iron Bar
* 1x  Gear
* 2x  Spring

## Unlocks

* Tier 1 Ram
* Tier 1 Turret
* Turret Ammo
Grenade (Weapon Type)

**Grenade** is a Weapon Type for two-handed weapons/customizable weapons. This is one of the rarer weapon types.

## Effects

The **Grenade** weapon type fires a single projectile traveling at a slower speed than a bullet that explodes on impact dealing AOE damage to those near the explosion. This weapon's projectiles have the most bullet drop when compared to any other weapon type.
Version 6618

**Version 6618** is a minor hotfix for Voidtrain that fixes a few bugs/crashes encountered since launch.

## Bug Fixes

* The volume of the sounds of puzzle rays and rofleemo has been reduced
* Fixed modified revolver modules getting lost when a player dies
* Fixed a crash when building/destroying platforms in a depot
* Chance of weapons dropping from opponents at the depot has been reduced
* Fixed duplicate loot from sharks and leeches
* Fixed incorrect displaying of crafting timers for clients
* A few minor fixes
The Arena

The Arena (also known as Arena Island), is a commonly occurring location encountered in The Void. They contain a large combat encounter consisting of multiple waves of Swarm.

The presence of an Arena Island will be indicated by Ruined Platforms alongside the track. They'll be lit by lanterns and have nesting Portal Birds. From here, player can journey to the Arena by using the Portal Birds.

## Ruined Platform

**Ruined Platforms** are indicative of an Arena being nearby, and there is usually at least one per Void, once Arenas have been unlocked. They resemble small floating islands directly alongside the track, with ruined platforms reaching out towards it. A few trees and plants grow on said islands.

Near the back of each island, there are a handful of Portal Birds, that, when interacted with, will warp the player to the Arena.

## Arena Bubble

This is the prep area for the Arena that rests below. Here, players can wait for their teammates before initiating the Arena, as well as return to their train by interacting with one of the Portal Birds on the outer ring.

The Monolith in the center of the bubble will offer an interface that allows players to begin the Arena once they're ready.

Once started, players will drop from the Bubble straight down into the Arena below with a Part of the Monolith.

## The Arena

The Arena itself is a large enwalled area where you'll take on waves of the swarm.

## The Monolith

After completing a round you need to interact with the Monolith to decide if you want to go on with another Round of more Enemys with more Health and Damage.

As Reward do you get more Strange Chests (up to three - 1x Tier 2 Chest, 1x Tier 3 Chest, 1x Tier 4 Chest, if all 15 waves are completed, as of Version 6748),  Acid and Materials like Scrap Metal, Wood and Chemicals.

The player can freely travel back to grab all chests should they need to do so. Even the second backpack will not be able to carry all three chests if all the waves are completed, so at least two trips are required in single player.

If the Player loses against the Swarm the loot will be gone but the Player can go back with the Portal Birds to get the Inventory back.

## Modifiers

All waves past Wave 1 have **Modifiers** applied to them. **Modifiers** substantially increase the difficulty of waves.
The following **Modifiers** are available (x varies):

* x% **Enemy Count** - increases the amount of enemies by x %.
* x% **Enemy Health** - increases the health of enemies by x %.
* x% **Enemy Damage** - increases the damage of enemies by x %.
Ice

**Ice** is a Material used in various crafting recipes, and one of the first you'll encounter on your adventure.

## Source

**Ice** is an edible resource that can be used to fill your thirst.

**Ice** can be acquired by the following means:

* Found floating in The Void
* Found randomly inside Depots
* Dropped from opened Strange Chests

## Uses

**Ice** is used in the following crafting recipes:
Strange Chest

**Strange Chests** are loot containers that can be awarded upon completion of Witch Island puzzles, and *very rarely* found in Depots. They can be opened at a Chest Altar found in most Depots, and will spew out a variety of resources when opened.

They have 5 rarieties, ranging from the basic Wooden Chest, to the ornate Golden Chest.

Chests can contain varying amounts and rarities of the following items:

* Scrap Metal (seems to be removed from chests, or extremely rare, version 11799 *- unconfirmed*)
* 9-14 x Wood
* 8-12 x Chemical
* 3-6 x Organics
* 3-5 x Fat
* 2-5 x Leather
* 3-5 x Ice
* 1-2 x Strange Seeds
* 1-2 x File:VoidPlantSeeds.png VoidPlantSeeds
* 1-2 x  Mushroom
* 1 x Weapon Modules - module Quality increases with chest tier. (*Below data is based on a limited dataset and requires further confirmation*)

## Tier 1 Chest

The lowest rarity Casket, these have the least amount of loot in them.

Has a chance to drop a weapon module of the following rarities:

* Common weapon modules

## Tier 2 Chest

Has a chance to drop a weapon module of the following rarities:

* Common weapon modules

## Tier 3 Chest

Has a chance to drop a weapon module of the following rarities:

* Common weapon modules
* Uncommon weapon modules
* Rare weapon modules
* Core weapon modules

## Tier 4 Chest

Has a chance to drop a weapon module of the following rarities:

* Rare weapon modules
* Epic weapon modules
* Legendary weapon modules
* Core weapon modules

## Tier 5 Chest

Has a chance to drop a weapon module of the following rarities:

* Legendary weapon modules
* Core weapon modules
Toilet

**Toilet** is a building that you can build with a Crafting Book after researching Basic Cleaning technology on the 1st phase. All of the Rofleemoes on your train are using it to generate fertilizer, used to speed up growth in the Garden. For the proper work it requires 1 chemical.

**Toilet** can be automated by Cleaner's Station. It will add chemicals from the containers on your train to the **Toilet** and store generated fertilizers in the Cleaner's Station.

There's two indicators on the **Toilet**: Chemical's level and scales. Chemical's level shows how much chemical is left within the **Toilet**. Scales shows how much fertilizer it holds at the moment and when this bar is full, the **toilet** will stop it's function.
Settling the Asteroids

The Asteroid Belt is a source of an immense amount of resources, enough to power a civilization many times our current size for many millions of years.

## Settling the Asteroids

#### **Background**

The Asteroid Belt contains many resources: metals, organic materials like carbon and nitrogen, and water ice that can be used for water or split into hydrogen and oxygen for fuel. To exploit these resources requires traveling to the asteroids, mining them, and transporting the materials back to Earth (or to other settled worlds or habitats).

It is also possible to live in the Belt permanently, utilizing the asteroids to create rotating space habitats. The proximity to all the asteroids’ resources make it an ideal place for mining settlements.

#### **Pros**

* Access to the Belt’s many resources
* A potentially inexhaustible supply of many materials
* An enormous amount of living area once habitats are made

#### **Cons**

* The Asteroid Belt is far away and requires lots of energy to reach
* There are many difficulties with mining in space
* For living space, living closer to Earth may be preferable

#### **Outlook**

Some companies have already begun developing technology to mine the Asteroid Belt, but this is a bit of a ways off. Ultimately, it is very likely that we will use the resources of the Belt, but how many people will actually *live* there is impossible to say.

#### **Further Resources**

* Asteroid Mining: https://www.youtube.com/watch?v=y8XvQNt26KI
* Asteroid Mining in Depth: https://www.youtube.com/watch?v=3-3DjxhGaUg
* Settling Ceres: https://www.youtube.com/watch?v=LqoYtBZAKOO
* Asteroid Mining: https://science.howstuffworks.com/asteroid-mining.htm