recursal/Fanatic-Fandom huggingface dataset:
Harbor

Sanctuary for new naval vessels, both military and commercial interests exist here. Adjoining markets sell fresh fish catches, bring in extra coin to the harbour.

## Placement prerequisites

Can be built once per Territory

The **Harbor** is a generic District, which is available in Cities and Outposts after the player reached the Ancient Era and researched the Fishing technology. Can only be placed in Coastal Water tiles.

## Effects

### Basic Effects

* +3Money per adjacent Market Quarter
* -10Stability

### Special Effects

* Functions as a Naval Unit Spawn.
* Allows building new Districts next to it without a connection to a Main Plaza, Hamlet or Administrative Center.
* Allows Units to embark without any Movement penalty.
* Unlike other Districts which only exploit immediate adjacent tiles, Harbors can exploit up to 2 tiles away.
	+ As a result, the Industry cost of the Harbor is also more expensive than the cost of other Districts.

### Infrastructure Effects

Fishery **(Fishing Family Level 1)**

* +3Food on **Harbor**

Fishmonger **(Sea Trade Family Level 1)**

* +3Money on **Harbor**

Great Fishmarket **(Sea Trade Family Level 2)**

* +4Money on **Harbor**

Seafood Wholesalers **(Sea Trade Family Level 3)**

* +5Money on **Harbor**

### Technology Effects

Wheel - **Roads**

* Creates road between **Harbors** and their respective Outpost, Main Plaza or Administrative Center.

## Related Infrastructures

Following Infrastructures can be constructed once the City has at least 1 Harbor:

### Fishing Family

**Fishery****level 1**
**Whale Fishing****level 2**
**Pisciculture****level 3**
### Sea Trade Family

**Fishmonger****level 1**
**Great Fishmarket****level 2**
**Seafood Wholesalers****level 3**
## Emblematic Quarters replacing Harbors

**Haven****Phoenicians**
**Cothon****Carthaginians**
**Naust****Norsemen**
**Bandari****Swahili**
Mushbit

## Story:

Galatean deserts are home to Mushbits. They are insects, living in large colonies and always appearing in packs. These creatures have developed remarkable survival mechanisms to withstand the scorching heat and radiation of their home biome. Mushbits are incredibly quick, giving them a significant advantage over other species while fighting over territory or food. Yes, that includes you - trying to outrun these creatures is doomed to fail. Mushbits’ bodies are covered with an exoskeleton that grants them protection from heat and radiation. Their claws are also made of the same material - it’s razor-sharp, but also quite brittle.

## Statistics:

Normal
Aggressive: 17
Aggressive acceleration: 60
Regeneration: 0
Damage radius: 0
Type: Physical
Player
Energy
Tower
Physical: 50%
 Elemental

Alpha
Aggressive: 17
Aggressive acceleration: 60
Regeneration: 0
Damage radius: 0
Type: Physical
Player
Energy
Tower
Physical: 50%
 Elemental

Ultra
Aggressive: 17
Aggressive acceleration: 60
Regeneration: 0
Damage radius: 0
Type: Physical
Player
Energy
Tower
Physical: 50%
 Elemental
Resources

**Resources** are special items, which are the base for crafting and Building. Resources are usually gathered in the world and need the use of tools.

## Basic resources

* Wood
* Fiber
* Stone
* ironstone
* Light Hide
* Coal
* Leaf
* copperstone
* Salt Crystal

## Consumable

* Apple
* Aspirine
* Baked Beans
* Bandage
* Bear Meat
* Berry
* Coffee Beans
* Deer Meat
* Stinging Soup
* Syringe
* Water Bottle

*This article is a stub. You can help Era Of Newborns Wiki by expanding it. This template should be removed, once an article is complete.*
Hạ Long Bay

Meaning "descending dragon" bay, these islets are said to have long ago protected mainlanders from invaders of the seas.

## Details

### Movement cost:

Impassable

 Back to the list of natural wonders

**Hạ Long Bay** is one of the Natural Wonders in *Humankind*.

## Effects

* +10Stability on City or Outpost
* +1Combat Strength on Naval Unit
* +2Vision Range on District
* +2Vision Height on District
Carnicinth

## Story

Carnicinths have evolved to disguise themselves as plants, as far as even replicating their reproduction methods. Carnicinths are born from seeds and remain immobile for their entire lives due to their expansive roots. The roots do not server any purpose when it comes to nutrition, as Carnicinths are carnivorous, but play a vital role in catching prey. Carnicinths have long tongues that they use to catch their victims. Being rooted deep in the ground ensures that the prey won't have enough strength to escape.

## Statistics

Normal
Aggressive: 0
Aggressive acceleration: 0
Regeneration: 0
Damage: 15
Type: Acid
Radius: 0
Buildings

Alpha
Aggressive: 0
Aggressive acceleration: 0
Regeneration: 0
Damage: 20
Type: Acid
Radius: 0
Buildings

Ultra
Aggressive: 0
Aggressive acceleration: 0
Regeneration: 0
Damage: 25
Type: Acid
Radius: 0
Buildings
Survival

*This article is a stub. You can help Era Of Newborns Wiki by expanding it. This template should be removed, once an article is complete.*

**Survival** is the core element in Era Of Newborns. Players have four status bars, they should watch during the game - Health, Hunger, Thirst and Stamina. Moving around, will deplete stamina and at some point, the character will become hungry and thirsty.

As important the basic needs like food and drink are, the other need is a basic shelter structure.
Hippódromos

Thundering hooves, gleaming coats, plumes of dust -- citizens love nothing more than watching and placing wagers on the chariot races.

## Placement prerequisites

Can be built once per Territory

The **Hippódromos** is the Emblematic District specific to the Byzantines. It is a constructable District that generates , most effective in Cities with to multiple Horse deposits.

## Effects

* +2Money per  (including those bought from others)
* +4Money
* +25Money per adjacent Horse deposit
* +1Traders Slot on City or Outpost
* -10Stability

## Special Effects

* Acts as a Market Quarter for bonuses
* Exploits Money from adjacent tiles

## Trivia

* "Hippódromos" means "horse/chariot racing track" in Ancient Greek.
* The concept behind the Hippódromos is that the Byzantine Empire was famous for its horse races and many racing tracks. Normal Byzantine people's enthusiasm for horse racing even triggered the Nika Riots which shook the whole empire.
* The in-game appearances of the Hippódromos is likely based on the Hippodrome of Constantinople. Built in 203 AD, the Hippodrome of Constantinople was the most important hippodrome of the Byzantine Empire, making it a center of social life for the city. The Nika Riots were also originated from here.
Items List

*This article is a stub. You can help Era Of Newborns Wiki by expanding it. This template should be removed, once an article is complete.*

In Era Of Newborns, Players can gather all kinds of items or create them from Resources with Crafting and the Building.

## Resources

* File:Bone.png Bone
* Coal
* Fiber
* File:Gold Stone.png Gold Stone
* File:Hide.png Hide
* File:Iron Stone.png Iron Stone
* Leaf
* File:Resin.png Resin
* Stone
* File:Stinging Nettle.png Stinging Nettle
* File:Silver Stone.png Silver Stone
* Wood
* Military Crate
* Coin 1
* Coin 5
* Coin 10

## Materials

* String
* Oitment
* Paw
* Bio Oil
* Cloth
* Metal Reinforcement
* Brick
* Modular
* Iron Bar
* Gold Bar
* Metal Bar
* Stick

## Consumable

* Apple
* Aspirine
* Baked Beans
* Bandage
* Bear Meat
* Berry
* Coffee Beans
* Deer Meat
* Stinging Soup
* Syringe
* Water Bottle

## Weapons

* Metal Leather Knife
* Iron Knife
* Iron Leather Knife
* Iron Reinforced Knife
* Iron Reinforced Leather Knife
* Metal Knife
* Arrow
* Bow
* Iron Reinforced Bow
* Metal Arrow

## Equipment

* GPS Tablet
* Large Backpack
* Small Backpack
* Fiber Chestplate
* Fiber Pants
* Bone Pants
* Bone Chestplate

## Tools

* Bone Knife
* Stone Knife
* Stone Axe
* Stone Pickaxe
* Metal Axe
* Metal Pickaxe
* Metal Reinforced Axe
* Metal Reinforced Pickaxe
* Titanium Axe
* Titanium Pickaxe
* Carbon Fibre Axe
* Carbon Fibre Pickaxe
* Torch
* Metal Reaping Hook
* Metal Reinforced Hook
* Titanium Reaping Hook
* Pan
* Rusted Axe

## Crafting Bench

* Campfire
* Clothing Bench
* Coffee Machine
* Crafting Table
* Cow Farm
* Furnance
* Grinder
* Improved Furnance
* Pressing Bench
* Smelter
* Stove
* Tannery
* Water Filler
* Weapon Bench

## Furniture

* Chest
* Large Chest
* Fridge
* Bowl
Items

*This article is a stub. You can help Era Of Newborns Wiki by expanding it. This template should be removed, once an article is complete.*

In Era Of Newborns, players can gather all kinds of items or create them from resources with crafting and the Building.

## List of items

### Resources

* Fiber
* IronStone
* GoldStone
* Stick
* Wood
* Stone
* Hide
* Bone
* Oil
* Iron Reinforcement
* Brick
* String
* Modular
* Iron Bar
* Gold Bar
* Metal Bar
* Stinging Nettle
* Coal
* Paw
* Bio Oil
* Cloth
* Rope
* Leaf
* Resin
* Oitment
* SilverStone

### Consumable

* Stinging Soup
* Water Bottle
* Deer Meat
* Syringe
* Bandage
* Beer Meat
* Aspirine
* Berry
* Apple

### Weapons

* Metal Leather Knife
* Iron Knife
* Iron Leather Knife
* Iron Reinforced Knife
* Iron Reinforced Leather Knife
* Metal Knife
* Arrow
* Bow
* Iron Reinforced Bow
* Metal Arrow

### Equipment

* Large Backpack
* Small Backpack
* Fiber Chestplate
* Fiber Pants
* Bone Pants
* Bone Chestplate

### Tools

* Bone Knife
* Stone Knife
* Stone Axe
* Stone Pickaxe
* Iron Axe
* Iron Pickaxe
* Iron Reinforced Axe
* Iron Reinforced Pickaxe
* Metal Axe
* Metal Pickaxe
* Torch
* Iron Reaping Hook
* Iron Reinforced Hook
* Metal Reaping Kook

### Crafting Bench

* Furnance
* Improved Furnance
* Clothing Bench
* Pressing Bench
* Grinder
* Tannery
* Campfire
* Smelter
* Stove

### Building

* Wood/Stone/Iron/Reinforced/Metal Foundation
* Wood/Stone/Iron/Reinforced/Metal Wall
* Wood/Stone/Iron/Reinforced/Metal Ceiling
* Wood/Stone/Iron/Reinforced/Metal Pillar
* Wood/Stone/Iron/Reinforced/Metal Roof
* Wood/Stone/Iron/Reinforced/Metal Stair
* Wood/Stone/Iron/Reinforced/Metal Left/Right Sloping Wall

### Furniture

* Chest
* Large Chest
* Fridge
* Bowl
Cultures of Oceania Pack

The Cultures of Oceania Pack is a DLC for Humankind that was released on September 11th, 2023.

## Description

Pack includes six new Cultures, four new Natural Wonders, two new Cultural Wonders, and multiple new Narrative Events.

## Content

### Cultures

**Pama-Nyungan****Ancient Era**
**Polynesians****Classical Era**
**Rapa Nui****Medieval Era**
**Māori****Early Modern Era**
**Hawaiians****Industrial Era**
**New Zealanders****Contemporary Era**
### Natural Wonders

**Uluṟu****Natural Wonder**
**Aitutaki Lagoon****Natural Wonder**
**Bungle Bungle Range****Natural Wonder**
**Whakaari Volcano****Natural Wonder**
### Cultural Wonder

**The Royal Palace of Pape'ete****Industrial Era**
**Mauna Kea Observatory****Contemporary Era**
### Narrative Events

**A Moonlit Sea**
**Sacred Instruments**
**Of Currents and Crossings**
**A Living Art**
**What's for Dinner?**
**Ties that Bind**
**The Shape of Seas**
**All Hands on Deck**
**Down with the Ship**
**A Secret Service**
**The Mysterious Captain**
**A Fork in the Road**
**Stand and Deliver!**
**The Vanishing Act**
Empire

**Empires** are the major factions in *Humankind*. The are controlled by either the player or the AI, can pick cultures and take the form of collection of several cultures across several eras. Most of the empires will stay until the end of a game; however, they can be also eliminated from the game as well.

Every Empire are represented by a roundel on the upper left corner of the screen. In the Diplomacy Screen, empires are also represented by their avatars.

Only Empires can engage in diplomatic relationships, expanding Territories, and compete for Fame. Independent Peoples don't have this level of agency.
Morirot

## Story:

Morirots dwell in the rocky Magma Biome. They are completely resistant to fire and heat, which makes sense, given that they live in areas of high volcanic activity. For a creature this small, they are really tough, so you should fight them only when it is absolutely necessary. And it will be necessary. They are a very aggressive species and will do whatever it takes to get rid of your presence in their domain.

## Statistics:

Normal
Aggressive: 13
Aggressive acceleration: 26
Regeneration: 0
Damage radius: 0
Type: Fire
Player
Energy
Tower
Physical: 50%
 Elemental

Alpha
Aggressive: 13
Aggressive acceleration: 26
Regeneration: 0
Damage radius: 0
Type: Fire
Player
Energy
Tower
Physical: 50%
 Elemental

Ultra
Aggressive: 13
Aggressive acceleration: 26
Regeneration: 0
Damage radius: 0
Type: Fire
Player
Energy
Tower
Physical: 50%
 Elemental
How to play guide for Builders Of Egypt

*This article is a stub. You can help Builders Of Egypt Wiki by expanding it.*

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

## See also

* Release date
* System requirements
Biomes

The world of Galatea 37 consists of many different biomes. Each Biome has different looks and different influences on Mr. Riggs, the environment and the buildings.

Each biome is a different map in the survival gamemode and features a different starting layout. The map itself is never the same, as the map is procedurally generated from different tiles created for that biome.

## The Biomes

* Tropical Zone - Jungle Biome
* Acidic Plains - Acid Biome
* Radioactive Desert - Desert Biome
* Volcanic Area - Magma Biome
* Metallic Valley - Metal Biome
Widget:Discord

This widget allows you to embed a **Discord widget** (HTML version) on your wiki page.

Created by Technical 13.

## Adding this widget

To use this widget on your site, just install the Widgets extension and copy the full source code of this page to your wiki as **Widget:Discord** article.

## Using this widget

To insert this widget, use the following code:

```
{{#widget:Widget:Discord|id=|theme=}}

```

The server you are trying to use must have its widget enabled. This can be done by going into the Server Settings -> Widget, and toggling the "Enable server widget" option.

## Parameters

* **id** - The ID of the Discord server you are trying to embed. This can be found in Server Settings -> Widget
* **theme** - dark (default), light

## Sample result

{{#widget:Widget:Discord|id=303651840132907008}}
Debug Rifle

The Debug Rifle is a special development rifle which can only be acquired by using cheats.

## Special

### Normal shot

It shoots a high damage shot, enough to kill any enemy with only 1 hit.

It's the only weapon which can damage / destroy player buildings.

### Charged shot

When charged, the weapon unleashes a tornado going the direction the player pointed at.
Phirian

## Story

The Phirian is unlike anything we’ve seen before on Galatea 37. It is a weird amalgamation of a reptile and a humanoid. The creature uses its five muscular tails to push its tall, slender body along the ground, almost like a snake, but the similarities end there. Phirians keep an upright position, giving them a great overview of their immediate surroundings, which means that if you see one, it can most definitely see you as well.

While the left arm of this abomination would be enough to deter most people from ever wanting to deal with the Phirian, it is the right arm that takes the spotlight. Yes, that’s a sword. Yes, it’s bigger than your sword. No, running away will not help you. Despite being almost 10 meters tall, Phirian’s signature attack is a blisteringly quick dash towards the target, accompanied by a powerful thrust of the sword arm right through the victim. This is preceded by a short preparation period when the Phirian coils its body up in order to get the most strength out of its horrendously long and muscular body. If you can spot that, you can also avoid the strike.

The entire upper body of the creature is covered with thick armor-like plates, meaning you will need to work really hard to punch through. Gather all the samples that you find and make sure to use the bioscanner to find the Phirians’ weaknesses. You will need every edge possible in order to combat these creatures. Luckily for you, it doesn’t seem like these creatures’ population is that big and it is highly unlikely you will meet them in larger groups.

## Statistics:

Normal
Aggressive: 10
Aggressive acceleration: 20
Regeneration: 0
Damage radius: 0
Type: Physical
Player
Energy
Tower
 Elemental
Range: 10-25
Cooldown: 3s

Alpha
Aggressive: 10
Aggressive acceleration: 20
Regeneration: 0
Damage radius: 0
Type: Physical
Player
Energy
Tower
 Elemental
Range: 10-25
Cooldown: 3s

Ultra
Aggressive: 10
Aggressive acceleration: 20
Regeneration: 0
Damage radius: 0
Type: Physical
Player
Energy
Tower
 Elemental
Range: 10-25
Cooldown: 3s
Mod service: CampaignService

## Available commands:

```
void                ChangeCurrentMission( const Exor::String & def );
void                UnlockMission( const Exor::String & name, const Exor::String & def );
void                UnlockAchievement( const Exor::String & name );
void                UnlockTimedMission( const Exor::String & name, const Exor::String & def, float time );
void                RemoveMission( const Exor::String & name, MissionFinishedAction status   );
void                FinishMission( const Exor::String & name, MissionStatus status  );
void                EndGame( const Exor::String & endGame, CampaignStatus status, const Exor::String & nextMission );
MissionStatus       GetMissionStatus( const Exor::String & name );
MissionStatus       GetMissionStatus( const Exor::String & name, bool needToExist );
void                SetCreaturesBaseDifficulty( float factor );
void                IncreaseCreaturesBaseDifficulty( float factor );
bool                IsPlanetaryJumpEnabled() const;
bool                IsPlanetaryJumpDOMEnabled() const;
void                OperatePlanetaryJump( bool value );
void                OperateDOMPlanetaryJump( bool value );
Exor::Database *    GetCampaignData();
Exor::String        GetCurrentMissionId();
void                GetCurrentCampaignType( void )

```
Mine Layer Tower

This defensive structure uses mine layer drones which fly to random spots around the building and turn into land mines.

If an enemy steps on a mine, the mine explodes.

Mines don't get placed on floor, only direct ground.

## Statistics

Level 1
Ironium: 20
A.I.: 1
Damage: 300
Damage type: Area
Range: 0 - 30m
Target: Land

Level 2
Ironium: 40
Cobalt: 10
Damage: 300
Damage type: Area
Range: 0 - 30m
Target: Land

Level 3
Ironium: 80
Cobalt: 100
Damage: 300
Damage type: Area
Range: 0 - 30m
Target: Land
Gravity Grenade (Research)

Gravity Grenade is a Research in *The Riftbreaker.*

## Standard

*This portable explosive contains a mix of rare isotopes. When exposed to a certain frequency of ionising radiation, the sample rapidly increases its gravitational pull in the surrounding area for a couple of seconds before evaporating.*

 Ferdonite Handling | 800 | Familiarity level 2: Petra Magneticus | Gravity Grenade - Standard

## Advanced

*More powerful explosive within this grenade results in a much bigger explosion, while maintaining the gravity-bending effect of the original.*

 Gravity Grenade - Standard
Alien Research - Level 2

## Superior

 Gravity Grenade - Advanced
Alien Research - Level 3

## Extreme

 Gravity Grenade - Superior
Alien Research - Level 4
Cryogenic Atomizer (Research)

Cryogenic Atomizer is a Research in *The Riftbreaker.*

## Standard

*Short range, fluid based weapon that instantly cools down the surrounding area, dealing damage to organic matter and slowing down movement of that target. This effect has been made possible by the extensive research of the Volcanic Area of Galatea 37 and its unique*

 Ferdonite Handling | 750 | N/A

## Advanced

*Blueprints for an improved version of the Cryogenic Atomizer. Redesigned nozzle and more concentrated fuel formula significantly increase the freezing properties of this weapon. These blueprints also allow the user to further upgrade the weapon with mods.*

 Cryogenic Atomizer - Standard
Alien Research - Level 2

## Superior

 Cryogenic Atomizer - Advanced
Alien Research - Level 3

## Extreme

 Cryogenic Atomizer - Superior
Alien Research - Level 4
Mod service: DifficultyService

## Available commands:

```
String          GetCurrentDifficultyName();
bool            IsCustomDifficulty();
bool            IsMissionInfinite();
bool            AreWavesDisabled();
float           GetWaveIntermissionTime();
float           GetMissionDuration();
float           GetAttacksCountMultiplier();
float           GetBuildingSpeedMultiplier();
float           GetWarmupDuration();
int             GetNumberOfItemsRemovedOnDeath();
int             GetNumberOfItemsDroppedOnDeath();
String          GetWaveStrength();
bool            IsHardcoreModeEnabled()

```
Editing existing attachment files

## Information

If you want to edit existing attachment files, f.e by using it for another building, you have to do it in 3 steps:

1. Copy the existing ".skeleton" and ".att" file to your mod
2. Rename them both to something fitting to your mod. Example: "my\_mod.skeleton" + "my\_mod.att". **Both have to use the same name**
3. Change the SkeletonDesc in the blueprint of your modded entity to f.e "meshes/buildings/defense/my\_mod". **No file extension**

The game associates the attachment file together with the skeleton file. That's why you have to rename the ".skeleton" and ".att" file to the same name.

Like this the game will use the information from the SkeletonDesc to search for the att file with the same name.
Console commands

To open the console in-game press ´ / ö / ' / ñ / ù / **~** / ` (Type of keyboard language changes button to press)

**Warning:** Typos made in the console may result in a game crash. Double check your spelling before submitting your command!

To enable the console for Xbox App/Gamepass users: Go into the Xbox app and select Riftbreaker. to the right of the play button you should see a box with ... in it, click the box and select to enable mods. You should then get the option to open the mod folder, if not, click the ... again and select open mod folder. Once in there navigate to the "TheRiftbreaker" folder from the address bar. From here select the "Conf" folder and open the "initial\_config\_win" file with something like notepad ++. Once in this file locate the line that reads "set enable\_developer\_console 0" and change the 0 to 1 and save the file. Now from in game you should be able to access the console using one of the keys listed above.

## Helpful

 r\_max\_background\_fps [Number]
 show\_flow\_graph\_screen

## Graphics

 r\_ambient\_occlusion [hbao / ray / none]
 r\_anti\_aliasing [txaa / smaa / none]
 r\_cas [cas / none]
 r\_soft\_shadows [pcss / none]

## Config

Create a file called "developer.cfg" in "C:\Users\[USERNAME]\Documents\The Riftbreaker\config" and enter anything you want available each time you start the game, examples below.

 enable\_developer\_console == false if demo\_mode == 1
 set skip\_startup\_logos "1"
 set r\_disable\_fog 1
 bind h "toggle cheat\_hud\_visible 0 1"
 set enable\_seasonal\_events "1"
 set current\_seasonal\_event "winter\_holiday"
 set enable\_biom\_select 1
Liquid Resources Pump

Pumps liquid resources from pools found around the planet.

Pumps can not operate too close to each other.

Level 1
Supercoolant: +100/s
Sludge: +100/s
Supercharged Plasma: +100/s
Plasma: +100/s
Mud: +100/s
Magma: +100/s
Flammable gas: +100/s
Acid: +100/s
Sludge pool: -100/s
Mud pool: -100/s
Magma pool: -100/s

Level 2
Supercoolant: +150/s
Sludge: +150/s
Supercharged Plasma: +150/s
Plasma: +150/s
Mud: +150/s
Magma: +150/s
Flammable gas: +150/s
Acid: +150/s
Sludge pool: -150/s
Mud pool: -150/s
Magma pool: -150/s

Level 3
Supercoolant: +200/s
Sludge: +200/s
Supercharged Plasma: +200/s
Plasma: +200/s
Mud: +200/s
Magma: +200/s
Flammable gas: +200/s
Acid: +200/s
Sludge pool: -200/s
Mud pool: -200/s
Magma pool: -200/s
Kermon

## Story

Kermons are humanoid creatures that could serve as the definition of an apex predator. They live and hunt in small groups, targeting animals of all species as their prey. There is no direct evidence as of yet to confirm their ability to communicate with each other, but their cooperation and teamwork strongly suggest that. Kermons ambush creatures of all sizes and take them down with ease using their razor-sharp forearm blades. Seeing a pack of dismembered Canoptrix should put you on high alert because you might be next.

Getting sliced in half or being made into a giant, robotic kebab will be the least of your worries, as these creatures can also turn invisible at will. Well, not exactly invisible - Kermons employ an advanced camouflage technique that makes them almost entirely transparent. Noticing them in that state is very difficult, but not impossible. You can see a slight distortion of the image in the area occupied by a cloaked Kermon, comparable to vibrations of the air on a hot day. Additionally, their bodies still affect what’s around them. If you see grass or bushes bending on their own, run or prepare to fight.

Luckily, it’s not difficult to break Kermons’ stealth - they become visible every time they are attacking or taking damage. If you suspect that a Kermon is around the corner, fire off a burst from your minigun or sweep the area with the flamethrower.

## Statistics

Normal
Aggressive: 13
Aggressive acceleration: 26
Regeneration: 0
Damage radius: 0
Type: Physical
Player
Energy
Tower
Area: 75%
 Elemental

Alpha
Aggressive: 13
Aggressive acceleration: 26
Regeneration: 0
Damage radius: 0
Type: Physical
Player
Energy
Tower
Area: 75%
 Elemental

Ultra
Aggressive: 13
Aggressive acceleration: 26
Regeneration: 0
Damage radius: 0
Type: Physical
Player
Energy
Tower
Area: 75%
 Elemental

## Features

* Invisibility (While not attacking or being attacked)
Mod service: MeteorService

## Available commands:

```
void                    SpawnMeteorInFrustum( const Exor::String &blueprint, float height, float speed );
void                    SpawnMeteorInRadius( Exor::Entity fromEntity, const Exor::String &blueprint, float inRadius, float height,
                                                     float speed, float spread, float delay, const Exor::String &warningBp );
void                    SpawnMeteorShower( Exor::Entity fromEntity, const Exor::String &blueprint, int duration, float meteorSpawnTime, int spawnRadius,
                                                   int meteorsInOneSpawn, float meteorDelay, const Exor::String &warningBp, const Exor::String &type );
Exor::Entity::Id        SpawnComet( Exor::Entity fromEntity, Exor::Entity toEntity, const Exor::String &blueprint, float speed, float height );

```
Liquid Storage

Stores a significant amount of liquid or gas.

Can store only one type of resource at a time and needs to be connected with pipelines to operate.

Level 1
Ironium: 100
Supercoolant: 2500
Sludge: 2500
Supercharged Plasma: 2500
Plasma: 2500
Mud: 2500
Magma: 2500
Flammable gas: 2500
Acid: 2500

Level 2
Ironium: 200
Supercoolant: 4500
Sludge: 4500
Supercharged Plasma: 4500
Plasma: 4500
Mud: 4500
Magma: 4500
Flammable gas: 4500
Acid: 4500

Level 3
Ironium: 300
Supercoolant: 6000
Sludge: 6000
Supercharged Plasma: 6000
Plasma: 6000
Mud: 6000
Magma: 6000
Flammable gas: 6000
Acid: 6000
Alien Flora Cultivation (Research)

Alien Flora Cultivation is a Research in *The Riftbreaker.*

## Level 1

*Allows the Riftbreaker to build Cultivators and Harvesting Stations. These drone operated buildings are used to grow and cultivate saplings of species of local flora. They can be collected for biomass or other resources.*

 Alien Research - Level 1
Flora Collector - Level 1

## Level 2

*A set of upgrades for Cultivators and Harvesting Stations that increases their efficiency.*

 Alien Flora Cultivation - Level 1
Alien Research - Level 2
Flora Collector - Level 2

## Level 3

 Alien Flora Cultivation - Level 2
Alien Research - Level 3
Flora Collector - Level 3
Mech Sonic Sensors (Research)

Mech Sonic Sensors is a Research in *The Riftbreaker.*

## Standard

*These modules can be installed in one of the Mecha-Suit upgrade slots. They contain instructions and programs that alter the Mecha-Suit's behavior and abilities. These modules all have unique properties and can be used interchangeably with each other.*

 Hazenite Handling | 500 | N/A

## Advanced

 Mech Sonic Sensors - Standard
Alien Research - Level 2

## Superior

 Mech Sonic Sensors - Advanced
Alien Research - Level 3

## Extreme

 Mech Sonic Sensors - Superior
Alien Research - Level 4
Grenade (Research)

Grenade is a Research in *The Riftbreaker.*

## Standard

*The most basic, explosive weapon. It's single use and deals explosive damage in its blast radius. Explodes on hitting the target or after the fuse runs out.*

 Basic Equipment | 200 | N/A

## Advanced

*Enhanced version of the standard grenade, with improved damage and increased blast radius.*

 Grenade - Standard
Armory - Level 3

## Superior

 Grenade - Advanced
Armory - Level 4

## Extreme

 Grenade - Superior
Armory - Level 5
Mech Tools (Research)

Mech Tools is a Research in *The Riftbreaker.*

## Standard

*These modules can be installed in one of the Mecha-Suit upgrade slots. They contain instructions and programs that alter the Mecha-Suit's behavior and abilities. These modules all have unique properties and can be used interchangeably with each other.*

 Mech Armor - Standard

## Advanced

 Mech Tools - Standard
Mech Armor - Advanced

## Superior

 Mech Tools - Advanced
Mech Armor - Superior

## Extreme

 Mech Tools - Superior
Mech Armor - Extreme
Octabit

## Story

Very little organic matter can be found in this creature. It also does not seem to have any physiological needs - it does not eat or sleep. Reacts only to outside threats, as it chases the assailant and attempts to destroy it by exploding on impact. If attacked physically, it will divide into smaller specimens.

## Statistics:

Normal
Regeneration: 0
Player
Energy
Tower
Energy: 100%
 Elemental
Alpha
Regeneration: 0
Player
Energy
Tower
Energy: 100%
 Elemental
Ultra
Regeneration: 0
Player
Energy
Tower
Energy: 100%
 Elemental
## Features

- Dies on overkilling attacks, or divides into clones with full hp and 100% attack.

- Has limited times of division. For normal version one original large octabit can divide into 3 middle octabits, and each middile octabit can divide again into 3 small ones. For Alpha and Ultra versions, one original octabit can divide into 4 middle ones.
Lua example code

To help you solve coding problems or just give an example on how it could be done, this page lists different example codes - so you can continue coding and creating mods!

### Loop a function

```
function my_unit:OnInit()
    self.fsm = self:CreateStateMachine()
    self.fsm:AddState("alive", { execute = "OnAlive", interval=0.5 })
    self.fsm:ChangeState("alive")
end

function my_unit:OnAlive()
end

```

For more information, visit Lua StateMachine

### Function: FindEntitiesByTeamInRadius

```
function FindEntitiesByTeamInRadius( origin, radius, team )
    local predicate =
    {
        signature = "TeamComponent",
        filter = function( entity )
            return EntityService:GetTeam( entity ) == team
        end
    }

    return FindService:FindEntitiesByPredicateInRadius( origin, radius, predicate  );
end

```
Mines

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

**Mines** are buildings in The Riftbreaker that produce resources.

## List of Mines

there are three different types of mine in the game.

a carbonamium an ironuim and rare element mine.

rare elements must be found using the geoscanner. which is researched with cobalt and

a second research node for rare element mine.
Laser (Research)

Laser is a Research in *The Riftbreaker.*

## Standard

*This research is aimed at creating a laser emitter that is portable and powerful enough to be used as a standalone weapon.*

 Rhodonite Handling | 750 | Researched Energy Weapons - Standard
Laser Towers - Level 1

## Advanced

*A more advanced portable Laser, with better properties and room for modifications.*

 Laser - Standard
Alien Research - Level 3
Laser Towers - Level 2

## Superior

 Laser - Advanced
Alien Research - Level 4
Laser Towers - Level 3

## Extreme

 Laser - Superior
Alien Research - Level 5
Palladium Handling (Research)

Palladium Handling is a Research in *The Riftbreaker.*

## Level 1

*The properties of Palladium suggest that it could be used to improve some of the Riftbreaker equipment and technologies. This research will develop Palladium handling methods and discover potential uses for it.*

 Orbital Scanning | 1000 | Mission objective
Create a skeleton by adding bones

Some entities require having bones, so game effects or events can be connected to them. By adding bones to the blender object and exporting it, the EXOR mesh exporter will automatically create \*.skeleton files.

## Add bones to your mesh

### Create the armature

To add a bone to a mesh, you first need to add an armature to the project. To do this, select it from the add menu.

Afterwards you will find it in the scene collection on the right

The armature itself consists of everything needed for a bone: The bone itself and a potential pose

### Rename the bone

As the name of the bone will be the object we will use for the game, give it a fitting name.

Depending on what kind of entity this mesh will become, EXOR tends to use a name which represents a part of the model. Like:

"drill\_holder", "drill", "screw", "energy\_rod", "etc.

To rename the bone, select it and press F2.

### Bone placement

Once the bone has been created, find the spot where you want to place it.

It's important to note, that the spot of the bone is not the whole bone, but the ball at the bigger side of the bone - the ball with the orange dot in it when you select the bone.

### Connect the bone to the mesh

To connect the bone to the mesh, you need to make it a parent.

To do so, switch to object mode and select the mesh you want to connect with the bone, then select the bone. Once you have both selected, press CTRL + P and select "Armature Deform > With Automatic Weights"

If you have trouble clicking the bone, select it from the collection.

A line will show the new connection between the objects

## Check for connected vertices

### Enable X-ray

In order for the export out of Blender and import into the game to work, you need to have vertices successfully connected to the bone.

To check this, switch to the edit mode (Press TAB or click top left)

and enable the X-ray mode by clicking the corresponding button top right.

Now you can see and select all vertices on your mesh, not just those in front of you.

### Select vertices

Now that you can see everything, we have to check if everything is successfully connected.

Open your mesh in the scene collection and switch to the "Vertex Groups" here we can see if the bone itself is connected. It should show a group with the same name as the bone.

To check for the correct vertices, you select your mesh, switch to the "Object Data Properties" and open the "Vertex Groups" tab.

Inside the vertex groups, you should see your vertex group, named after your bone.

Now click on that vertex group and on the button "select". It highlights all vertices which belong to this bone.

If everything looks ok, like in the picture above, leave it as it is.

If some vertices are missing or are too many connected for some reason, select your vertex group and click either "Assign" or "Remove".

## Common errors

- Not all vertices connected to the bone

- Used wrong bone location
Nurglax Maggot

## Story

These are the little Nurglax hatchlings which love to attack and bite on equipment build by Mr. Riggs.

## Statistics

Normal
Aggressive: 10
Aggressive acceleration: 20
Regeneration: 0
Damage radius: 0
Type: Physical
Walls
Energy
Tower
 Elemental

Alpha
Aggressive: 10
Aggressive acceleration: 20
Regeneration: 0
Damage radius: 0
Type: Physical
Walls
Energy
Tower
 Elemental

Ultra
Aggressive: 10
Aggressive acceleration: 20
Regeneration: 0
Damage radius: 0
Type: Physical
Walls
Energy
Tower
 Elemental
Portal Bomb Tower

This tower is an advanced version of Artillery towers.

They warp high explosive orbs right above enemies' head, and deal full splash physical damage to all enemies within 8m radius.

Just like artillery towers, they can shoot farther than its viewing range with the support of a Short Range Radar.

They consume 10 explosive ammo per shot, which is very high even compared to Heavy Artillery Tower since they also have higher fire rate.

The orb takes about 1.5 seconds to land, and just like heavy artillery towers, they can hardly hit fast-moving objects.

## Statistics

Level 1
Ironium: 250
Cobalt: 200
A.I.: 1
Damage: 500
Damage type: Physical
Splash damage radius: 8m
Range: 8 - 60m
Trigger radius: 70m
Rate of fire: 0.2/s
Target: Ground
10 ammo per shot

Level 2
Ironium: 500
Cobalt: 400
Damage: 1000
Damage type: Physical
Splash damage radius: 8m
Range: 8 - 60m
Trigger radius: 70m
Rate of fire: 0.2/s
Target: Ground
10 ammo per shot

Level 3
Ironium: 1000
Cobalt: 800
Damage: 2000
Damage type: Physical
Splash damage radius: 8m
Range: 8 - 60m
Trigger radius: 70m
Rate of fire: 0.2/s
Target: Ground
10 ammo per shot

## Features

* Can shoot over obstacles
* High range
* Deal full splash damage within all radius
* Prioritize enemy artillery units. Without artillery units. they will prioritize larger units.
Energy Storage (Research)

Energy Storage is a Research in *The Riftbreaker.*

## Level 2

*A new generation of energy cells that allows the Energy Storage to hold more electric charge at one time, while staying relatively small in size.*

 **Energy Storage** - Level 1
Headquarters - Level 4
Carbonium Energy - Level 2
Biomass Energy - Level 2

## Level 3

 Energy Storage - Level 2
Headquarters - Level 6
Biomass Energy - Level 3
Heavy Artillery Tower

Shoots mini nuke explosive shells at very long distances. Can protect the base from enemies shooting from a long distance.

Use with radars to shoot further than its viewing range.

## Statistics

Level 1
Ironium: 250
A.I.: 1
Uranium: 200
Damage: 1000
Damage type: Area
Splash damage radius: 10m
Range: 25 - 160m
Trigger radius: 170m
Build radius: 60m
Rate of fire: 0.1/s
Fire per burst: 1
Fire per shot: 1
Cost to shoot: 10
Target: Ground

Supercharged Plasma: -25/s

Level 2
Ironium: 500
Uranium: 400
Damage: 2000
Damage type: Area
Splash damage radius: 10m
Range: 25 - 180m
Trigger radius: 190m
Build radius: 60m
Rate of fire: 0.1/s
Fire per burst: 1
Fire per shot: 1
Cost to shoot: 10
Target: Ground
Supercharged Plasma: -25/s

Level 3
Ironium: 1000
Uranium: 800
Damage: 4000
Damage type: Area
Splash damage radius: 10m
Range: 25 - 200m
Trigger radius: 210m
Build radius: 60m
Rate of fire: 0.1/s
Fire per burst: 1
Fire per shot: 1
Cost to shoot: 10
Target: Ground
Supercharged Plasma: -25/s
Alien Research - Base and Buildings (Research)

Alien Research is a Research in *The Riftbreaker.*

This page is for the research titled "Alien Research" in the "Base and Buildings" research tree.

For "Alien Research" in the Alien Research Tree, click here.

## Level 1

*Unlocks the alien research tree and grants access to the field Laboratory building. The Laboratory analyzes samples of alien flora, fauna and minerals while the bio scanner allows to obtain those samples more efficiently.*

 Orbital Scanning
Liquid Resources Handling
Bioscanner
Mech Environmental Armor (Research)

Mech Environmental Armor is a Research in *The Riftbreaker.*

## Standard

*These modules can be installed in one of the Mecha-Suit upgrade slots. They contain instructions and programs that alter the Mecha-Suit's behavior and abilities. These modules all have unique properties and can be used interchangeably with each other.*

 Rhodonite Handling | 450 | Familiarity level 2: Geotrupex | Anti Corrosive Armor - Standard
Energy Armor - Standard
Fireproof Armor - Standard

## Advanced

 Mech Environmental Armor - Standard
Alien Research - Level 2
Energy Armor - Advanced
Fireproof Armor - Advanced

## Superior

 Mech Environmental Armor - Advanced
Alien Research - Level 3
Energy Armor - Superior
Fireproof Armor - Superior

## Extreme

 Mech Environmental Armor - Superior
Alien Research - Level 5
Energy Armor - Extreme
Fireproof Armor - Extreme
Morphium Tower

This tower does not require ammunition produced by a Tower Ammo Factory. Instead, it requires morphium which can be gathered by using pumps and a morphium lake.

After being built, the tower creates a metal floor around itself with a blue glow close to its base. This floor is a reference to EXORs older game, X-Morph Defense, and boosts Riggs walking speed.

## Statistics

Level 1
Ironium: 150
Damage: 50
Damage type: Physical
Range: 0 - 26m
Trigger radius: 26m
Rate of fire: 0.6/s
Fire per burst: 1
Fire per shot: 1
Target: Ground
Shield amount: 500
Shield regeneration: 20

Level 2
Ironium: 300
Damage: 100
Damage type: Physical
Range: 0 - 26m
Trigger radius: 26m
Rate of fire: 0.7/s
Fire per burst: 1
Fire per shot: 2
Target: Ground
Shield amount: 750
Shield regeneration: 20

Level 3
Ironium: 600
Damage: 200
Damage type: Physical
Range: 0 - 26m
Trigger radius: 26m
Rate of fire: 0.8/s
Fire per burst: 1
Fire per shot: 3
Target: Ground
Shield amount: 1000
Shield regeneration: 20

## Features

* Provides shields for itself and surrounding buildings
* Creates a metal floor which increases Riggs speed
Krocoon

## Story

This monstrosity can easily hide among rocks and you wouldn’t even bat an eye - of course, until its giant maw opens and lets out a terrifying roar, and then proceed to smash you into pieces using its massive hands and the leg. That is one of the more bizarre things about Krocoon - it only has one hind leg and moves around using its front legs/arms, utilizing the back one only as a support for the rest of the body. That probably means the arms are pretty muscular (if this thing even has muscles underneath) and it wouldn’t be the best idea to fight the creature in close-quarters.

Just looking at this creature is enough to tell it is unlike anything you could see on Earth. The Krocoon’s body looks as if it was made of metal or crystals. Such a strong body armor guarantees protection from most natural hazards, such as predators or weather events. The downside is that the creature is very heavy and is not the most agile. Luckily, it doesn’t have to chase its food - just like the Gnerot, Krocoon is able to sustain itself by consuming raw minerals from various deposits on the surface of Galatea 37. It’s not a picky eater, either - Carbonium, Ironium, Cobalt - anything will do, and you will encounter these creatures while looking for extra resources to expand your base.

The thick armor formed by their skin gives them protection from many forms of physical attacks. You will need to work out what kinds of attacks work best by studying Krocoon samples in the Laboratory. How to get those samples if the creatures are resistant to attacks, though? Well, they may be resistant, but they are not invincible, and you will be able to pick single Krocoons off with conventional weapons to gather specimen samples.

## Statistics

### Normal

Aggressive: 5
Aggressive acceleration: 10
Regeneration: 0

Damage radius: 0
Type: Physical
Player
Energy
Tower
Energy: 50%
 Elemental

### Alpha

Aggressive: 5
Aggressive acceleration: 10
Regeneration: 0
Damage radius: 0
Type: Physical
Player
Energy
Tower
Energy: 50%
 Elemental

### Ultra

Aggressive: 5
Aggressive acceleration: 10
Regeneration: 0
Damage radius: 0
Type: Physical
Player
Energy
Tower
Energy: 50%
 Elemental

## Special

### Boss - Energy

Aggressive: 5
Aggressive acceleration: 10
Regeneration: 0
Damage radius: 0
Type: Energy
Player
Energy
Tower
Energy: 100%

### Boss - Acid

Aggressive: 5
Aggressive acceleration: 10
Regeneration: 0
Damage radius: 0
Type: Acid
Player
Energy
Tower
Area: 100%

### Boss - Cryo

Aggressive: 5
Aggressive acceleration: 10
Regeneration: 0
Damage radius: 0
Type: Cryo
Player
Energy
Tower
Energy: 50%
Cryo: 100%

### Boss - Fire

Aggressive: 5
Aggressive acceleration: 10
Regeneration: 0
Damage radius: 0
Type: Fire
Player
Energy
Tower
Fire: 100%
Energy: 50%
Flamer Towers (Research)

Flamer Towers is a Research in *The Riftbreaker.*

## Level 1

*An extremely effective tool against swarms of most small creatures. Engulfs an area in front of it in flames. The creatures affected by that spread fire further, take damage over time, as well as direct damage from the Flamer.*

 Tower Ammunition Handling - Level 1
Unlocks Liquid Tower Ammo

## Level 2

*This blueprint improves the nozzle and the fuel delivery system of the tower. The flames burn much hotter, dealing more damage as a result.*

 Flamer Tower - Level 1
Defensive Buildings - Level 2

## Level 3

 Flamer Tower - Level 2
Defensive Buildings - Level 3
Create custom meshes in Blender

## Pre-Information

### Tools

**Important:** Use the EXOR mesh exporter with **Blender version 3.1.2** at max!

Get the EXOR mesh exporter here: https://github.com/exorstudios/riftbreaker-tools/tree/main/exor\_exporters/plugins/exor\_mesh\_exporter

The Readme.txt has the necessary instructions how to install the plugin

### Scaling

Each building grid tile in The Riftbreaker is 2x2 meters - by default the Blender grid has 0.5x0.5 meter tiles, so a 1x1 building grid in The Riftbreaker = 2x2 Blender grid tiles OR 1x1 on the Blender scale

## Mesh creation

This following step-by-step tutorial is kept simple just to have a simple beginner path which can then be used for more difficult projects.

### Create your object

At first, you need to create something, in this example I use a simple Blender Greybox as a single cube mesh which I scaled up to 2x2x1 (scale) in size and set the Z-location to 1, so it's standing on the ground.

### Triangulate your meshes

For every mesh you might have created for this object, you need to triangulate it. To do so, select every mesh and choose the modifier properties side menu

In here, add another modifier, called "Triangulate"

Once added, you can see it as a modifier in the open menu and at the top as a small wrench icon next to the mesh where you added it. No need to extra apply anything, just like in the picture below is ok.

### Normalize all transforms

As the final step, you have to normalize all transforms so The Riftbreaker can work with the scaling.

To do this, select all relevant meshes and press "ctrl + a" and click "All Transforms"

Once you have done that, your current model transforms will be set as the new "default" / "normal". It still has the changed values for location, scale etc, but the values are now back to default.

## Clean up mesh names

Once you have a finished mesh you wish to use in the game The Riftbreaker, edit all the mesh names, so they get a real name - the name of the mesh will become the name of the mesh file in the filesystem.

To change those names, select the meshes and either change the bottom textbox, or select it in the top list and press F2 to rename it.

## Common errors

- A Blender scale of 1.0 doesn't mean 1 blender grid block, but 1 meter in length.

## External source

https://store.steampowered.com/news/app/780310/view/5375631932961299786
Gas Energy (Research)

Gas Energy is a Research in *The Riftbreaker.*

## Level 1

*Thanks to this technology it is possible to generate electricity using any form of natural, flammable gas. The gas can be extracted from all forms of decaying organic matter, making Gas Power Plants versatile.*

 Liquid Resources Handling - Level 1
Gas Filtering Plant - Level 1
Bio Composter

## Level 2

*This upgrade increases the throughput of the gas installation within the Power Plant, increasing the potential for power generation.*

 Gas Energy - Level 1
Liquid Resources Handling - Level 2
Gas Filtering Plant - Level 2

## Level 3

 Gas Energy - Level 2
Liquid Resources Handling - Level 3
Gas Filtering Plant - Level 3
Cobalt Handling (Research)

Cobalt Handling is a Research in *The Riftbreaker.*

## Level 1

*This technology adapts the Riftbreaker storage and handling algorithms, making collection and use of cobalt possible. It also contains blueprints for a universal Geoscanner that is used for seeking out underground anomalies, such as cobalt deposits.*

 Basic Structures | 200 | Mission objective
Cobalt (Resource)