recursal/Fanatic-Fandom huggingface dataset:
Chair

Type | Interactable

**Chairs** are a collection of interactable blocks that allow players to sit down on them.

## Overview

Exploring the universe can get tiresome. Even just floating with a jetpack can wear out a person. Sitting down is a great way to relax and watch the stars. Chairs serve such a function in Starship EVO and allow players to control various systems while their character sits upon them.

### Setup

Chairs can be placed on any entity, even Handhelds. Collectively they can not be scaled nor expanded and only come in set sizes. Each chair has different dimensions, so players must plan accordingly.

The direction players can change by rotating the chair with the **[R]** key before placing. Chairs are not gravity-dependent and can be placed in any orientation on an entity. Players can sit in chairs placed on the ceiling or on the side of a wall with no issue. Upon exiting, the player will orient to the chairs local forward.

### Usage

Pressing and holding **[F]** on a chair until the on-screen circle has filled causes the player to sit down. Once initiated, regardless of the player's current position, players are teleported to the selected seat. From there, the player will be immobile and can only look around using their mouse. Seated players can access interactable blocks within reach by highlighting them and pressing **[F]** on them. If the player wishes to leave their seat, they need only press and hold the **[F]** key until the on-screen circle fills up. Should the chair be moved, seated players will be moved along with it.

While at first glance, chairs seem purely for decoration, however, they are instrumental in controlling various entities. With the link tool, chairs can connect to Yokes to automatically take control of it once the player has sat down. Accessing monitors linked to chairs will cause the player to teleport directly into that chair.

### AI Usage

Starship EVO's AI will also make use of chairs. NPC ships will typically have a physical character occupying a chair onboard. In the generation of AI ships, the game will take a moment to check if a chair is placed near the main Yoke. If a chair is within range, the game will generate a random NPC character to sit in it before the AI takes control of the vessel. This NPC is not the actual "pilot" but merely a window dressing. When the AI ship is destroyed, the character is ejected from their chair.

## Event Gate Triggers

 **[Pulse] On Player Exit** | Sends a logic pulse when a player gets up from the seat
Crafting Bench

**Crafting Benchs** are beginner crafting stations that can make basic blocks. They are need to progress to being able to build more advanced blocks.

## Overview

Crafting Benches are the first necessary crafting station that players will need to build when they start the game. They can be crafted directly from the player's internal crafting menu allowing players to start over in the event they are completely stranded.

### Setup

Crafting Benches can be placed on any entity. They **Can not** be stretched or scaled meaning that they only come in one set size. Since they are low-tech they do not require power or produce any waste heat.

Crafting benches, much like nearly all blocks, **can not** be placed directly on the ground. Players will need to start a new entity with a Starter Block so they can place the bench down on it.

### Crafting

Pressing **[F]** on the Crafting Bench will being up its context menu. In order to craft, players will first need to have the necessary materials in their inventory. Unlike the Assembler, the Crafting bench itself can not store materials nor utilize the Conveyor System to move items. All players using the crafting bench will be using it personally.

When the player has the necessary resources in order to craft something a large "Craft" button will appear on the right hand side of the block recipe. pressing and hold down the button will initiate the crafting process. The time it takes to build each block will vary depending on the complexity. Players can stop crafting at anytime by merely releasing the button. Once the bar in the button is completely full the item will be crafted and deposited into the accessing player's inventory.

## Crafting Recipes

*Recipes list is up to date as of 23w48a.*
Decals

Decals are a projection of a 2-dimensional image on a 3-dimensional surface. When stretching a decal in-game, it can be stretched in the cardinal directions, so not only does a decal have length and width but also depth.

Within the decals there is a separation between shaped paint decals and normal map decals.

Shaped paint decals can be painted any paint color or material and act just like paint.

Normal map decals act in a similar way as shaped paint decals but their resulting paint state mirrors that of a hull paint.

## Tips

* Decals can be used to "paint" specific sides of blocks.
	+ Ship interiors that share blocks with the exterior can have their interior sides decaled and then painted a different color.
Plate

**Plates** are basic components that are used in the construction of other blocks.

## Overview

This item is an intermediary component that is required to construct more advanced blocks. They can be bought from shops, looted from containers as well as crafted directly. *As of 24w02a, this component can only be crafted. The other options have yet to be implemented.*

Once crafted they will be considered items and can be dropped into the world by the player. If dropped they will be subject to Gravity as well as the attracting influence of Collectors. Volumetric Sensors and Laser Sensors can be programmed to send a logic signal if they detect this item.
Build Menu

Starship EVO makes use of advanced techniques such as grid scaling and offsetting. This Build Menu holds additional preferences to help navigate these features and optimise your building.

Press **[F1]** to open the Build Menu. It will save your selection even after you restart the game.

## Menu Options

 Placement Sub Grid
 Max Grid
 Min Grid
 Tweak Glow Colour
 Material Remove Paint
 Box-Delete Decals Only
 Skip Help Messages
 Activate fast move keys
 Teleport to any ship
Mining Beam

Stats are based off 1 meter block

**Mining beams** are a special variant of Beam weapons that are designed to mine ore from asteroids.

## Overview

Mining beams are a practical offshoot of the Beam weapon. Unlike the Repair Beam, it will spawn ore chunks when it hits viable ore-containing rock.

The mining beam will fire a continuous blast of raw energy when operating. Though it works like the repair beam, players should note that the mining beam does deal some damage, and if it were to hit an NPCS ship, it would be considered an attack on that vessel.

### Setup

Mining beams can be placed on any entity, although it greatly benefits from being placed on Ships. Mining Beams can be scaled but only stretch barrel length. To fire the Mining Beam, players must first configure a firing method. The most common practice is using an Event Gate linked to a Yoke. Mining beams can not use Weapon Attachments. Pressing **[F]** will bring up a statistical breakdown of that array.

If the Mining Beam is connected to **"Primary Fire"** or **"Secondary Fire,"** it will have a gimble effect, meaning it can be aimed with the mouse cursor. If it is activated through logic, it will only fire straight ahead. Manually controlled Turrets will have a combination of both the gimble effect along with the synchronized movements to the player's mouse cursor.

Mining Beams must have a clear shot to fire. Blocks from the same entity directly in front of the beam's line of sight will prevent it from firing. AI Turrets can make use of mining beams if they are linked directly to them; however, manual turrets still require an event gate.

### Mining

*Main Article: Mining*

The Mining Beam's actual use is in the Mining process. To mine ore, players must first locate them. Ore veins are typically found dotting the surface of asteroids and *planets*. Once the player has located one, it is a matter of blasting them with the mining beam. The beam will begin to carve away the rock, and in turn, ore chunks will start to spawn. Players can grab these ore chunks by hand; however, it is more efficient to use a Collector.

## Logic

Weapons fired via logic will not have the gimble effect and will fire straight ahead.
   Button(Pulse)

## Tips

* Mining Beams can be installed on Handhelds to create mining tools.
* Through the use of Timer gates it is possible to set up constantly firing mining beam arrays. However since they are set up using logic they will only bore fire and will not have the gimble effect.
Thruster

Lateral Thrust | 150 kn

**Thrusters** are the standard means of sub-light propulsion for Ships and Hovercrafts. They are **Required** in order for both ships and hovercrafts to function properly.

## Overview

For any craft to move in Starship EVO, thrusters must first push it. Thrusters are the primary means for any vessel to travel, whether terrestrial or space-borne.

### Setup

Thrusters can be placed on any entity; however, only pilot-able entities can use them. They can be both scaled and stretched. When set, they will begin to draw energy and produce heat proportional to their scale and volume.

The placement of thrusters is vital to how a craft operates. The direction of a thruster will grant thrust in one or more dimensions. Thrusters placed on the back of an entity will provide a **"Forward/Backward"** thrust. Ships with only these thrusters will be unable to turn. Thrusters placed on the sides, top, bottom, front, or angled child entity will provide **"Lateral Thrust."** Lateral thrust differs depending on the type of craft. For Ships, the lateral thrust will enable movement along the ***X*** and ***Y*** axis and allow maneuverability options such as *pitch, roll, and yaw*. For Hovercrafts, lateral thrusters, while not required, will allow for tighter turns.

The entity's mass will significantly impact a ship's effective thrust. The greater the entity's mass, the harder it will be for thrusters to push it. Players must add more thrusters to offset the hit to a craft's maneuverability and mobility.

### Usage

The primary use for thrusters is movement. Without any thrusters, a craft will be dead in space. If players attempt to pilot a craft without any, the game prompts them with a warning message. For a ship to function, it will need at least two thrusters, one placed on its back and one on its side. Additional thrusters will provide increased acceleration and top speed, while ship acceleration dictates the braking speed. Players can inspect thrust strength in the Codex or the Starship Computer.

Thrusters only provide sub-light propulsion. If players wish to travel around the universe conveniently, they will need to install a Lightcruise Engine or a Warp Core.

### Thrust Vectoring

Thrust capabilities are determined by the total thrust in the forward or lateral dimensions. It is possible through the use of Mechanisms to change the way a craft moves.

Thrusters placed on the child entities of mechanisms will provide thrust to the parent entity based on their local direction. The division of forward and lateral thrust is calculated based on their angle from the rear. Thrusters mounted diagonally will provide equal amounts of forward and lateral thrust, but the sum will never exceed the strength of the thruster.

If the direction of a thruster moves, then the type of thrust it provides will change. These changes to thrust direction apply between instances where players control the craft; they can not happen in real time.
Starship EVO Wiki

Welcome to the Official **Starship EVO Wiki**,the comprehensive reference written and maintained by the players.1 active editors are currently maintaining 142 articles (1,247 total pages) and 738 files.Official links:* ​Website
* ​Github
* ​YouTube
* ​Twitter
* ​Discord
* ​Subreddit
**Buy Starship EVO:**   * Steam  •  **23w29b**Latest version
More...CollapseThe Game

**Welcome to the next evolution in Space Sandbox gaming!**

Explore a truly epic and massive world. Unleash your creative self by using a unique and powerful building engine to create the Starship of your dreams and engage in space battles against NPC or friends!

Starship EVO aims at blending Space Sim with an unparalleled level of creative freedom.[Read more...]
    * Getting Started
* Codex
* Ships
* Turrets
* Hovercrafts
* Spacestations
* Mechanisms
* Systems
* Logic
* Tools
* Handhelds
* Missions
* Multiplayer
* Mining

Major Updates

[New build - DEFAULT] 24w04a: Hotfixes - - 2024/01/25 06:18
[New build - DEFAULT] 24w03a: Hotfixes - - 2024/01/22 05:23
[New build - DEFAULT] 24w02a: New Year Hotfixes - - 2024/01/10 05:11
[New build - EXPERIMENTAL] 23w52b: Grab Tool, Hovercraft improvements - - 2023/12/30 01:40
[New build - EXPERIMENTAL] 23w52a: Better Hovercrafts, hotfixes - - 2023/12/26 00:39
See more news... **Developer Release Notes**
Items
* Tools
* Blueprints
* Weapons
* Blocks
* Bricks
* Systems
* Hull
* Decorative
* Logical
* Computers

Galaxy
* Stars
* Planets
* Gas Giants
* Habitats
* Stations

Game Mechanics
* Health
* HP
* Heat
* Power
* Shields
* Fuel
* Paint
* Decals

People
NPCS* Civilians
* Pirates
* Space Police
Races* Human
* Vik
* Felhnir
* Lif'lot
* Kansee

Upcoming Features
* Mechs
* Factions
* Survival Mode
* Creative Mode

Utilities
Multiplayer informationJoining and hosting multiplayer games.Keybinding informationHidden Keybindings.
Wiki Community
Community portalDiscuss everything EVO.Recent changesView Recent ChangesCreate an accountCreate an account.New pagesView latest pages.Missing pagesView/Create new pages.Gamepedia Help WikiGamepedia Help.General disclaimerDisclaimer.
Starship Computer

**Ship Computers** are system computers that are used to create Starships. They are **Required** in order for an entity to be considered a starship. To get started building a ship see this tutorial.

## Overview

Starship Computers are the central computers for Starships. An entity will be considered a ship when a player has taken control of a Yoke linked to a Starship Computer.

### Setup

Starship Computers can be placed on any entity; however, they can only be helpful if placed on non-Handhelds. They can not be scaled or stretched. They require energy to function and will not allow players to control them unless powered. If the computer is destroyed or removed, the ship will no longer be a ship, and the player gets ejected from its control.

For a Starship computer to turn an entity into a Ship, it must first have a Yoke linked to it. The first yoke linked will determine the orientation of the craft. All subsequent yokes oriented in the same direction will act as additional control points. It is not possible to link a yoke placed in a different orientation to the original yoke. If a player wishes to have their yoke move into place via Mechanisms, they will need to connect the child yoke to the yoke placed on the parent entity. Pressing **[F]** on the computer will bring up a statistical breakdown of the ship.

### Flying

Once an entity has been set up to be a ship, players can control it by pressing and holding **[F]** on the linked yoke. Once in control, players can move their ship in all three dimensions. Ships can use unique fast travel systems like Lightcruise Engines to move around solar systems quickly and Warp Cores to jump to another system entirely. System blocks used by other crafts, such as Hover Pods, will not function while the player controls a yoke connected to a Starship Computer.

### Boosting

Boosting is a special traversal method unique to starships. Pressing **[Left Shift]** while piloting a ship will initiate boost mode. Boost mode puts all power into the forward thrusters, propelling the ship forward much faster then normal. Boost mode massively increases a ship's forward acceleration, allowing it to achieve its peak speed much sooner. While boosting lateral movement is dramatically decreased. The sudden explosion in speed can be dramatic enough to allow ships to turn around and completely reverse their momentum. Boosting can be set as a Event Gate trigger to set off logic circuits.

## Event Gate Triggers

 **[Percentage] Heat Balance Percentage** | Sends a logic signal based on the current Heat Balance Percentage of the ship

## Tips

* It is possible to have multiple Starship computers on the same entity. Piloting a linked yoke placed in a different direction will change the flight orientation of the entire vessel.
	+ Thrusters will be recalculated based on the orientation of the controlled yoke.
	+ Lightcruise Engines will only work if they are facing "backwards" of the controlled yoke.
* Placing a Hovercraft Computer and a Yoke linked to it will allow a ship to be piloted like a Hovercraft.
* Starship Computers can be copied using the copy/paste tool however they **cannot** be pasted.
Crucible

**Crucibles** are refinery blocks that are used to refine raw ore into ingots.

## Overview

Crucibles are basic refineries for various kinds of metals. They are exclusively crafted at Crafting Benchs. They're intended function is to be an early game fuel based alternative to the Furnace. Since they are basic they are **not** capable of using the Conveyor System to move items.

### Setup

Crucibles can be placed on any entity. They **can not** be scaled or stretched. Since they use resources to fuel the smelting process they require no power to run and produce no waste heat. Every crucible has an internal inventory capacity of 1,000 L; it is not possible to expand its capacity.

### Usage

Pressing **[F]** on the crucible will bring up its context menu. This menu is the smelting menu. Here players will need to manually place items into the appropriate slots in order to utilize the crucible. As the crucible is a primitive technology it does not work with the Conveyor System so the player will need to place and retrieve everything by hand.

All ores that the player wishes to smelt need to be placed into the **Input** slot. Once the player has placed an acceptable fuel in its allotted space the crucible will begin to smelt the ore automatically. As the smelting process is underway the fuel used will start to deplete. As long as there is enough stacked fuel the crucible will continue to smelt. All smelted ingots will be automatically placed into the crucible's dedicated inventory.

## Event Gate Triggers

 **[Pulse] On Ingot Smelted** | Sends a logic signal when the furnace has successfully smelted an ingot.

1. ↑ *Likely subject to change in the future*
Contraption Campaign

The Contraption Campaign is a large update to The Sandbox allowing for the creation of machines (e.g., contraptions).

**Day 1: LED Machine**

Hello, friend! Are you ready to learn about some cool electronics? Let's see what LEDs can do!

* Turn on the LEDs: Put a pinto in the correct place.

**Day 2: FM**

LEDs will spread their electric charge amongst themselves, so try connecting them to the power source.

* Draw some LEDs: Draw LEDs over the green area in the car stereo's graphic equalizer.

**Day 3: Thermometer**

Sensors detect specific qualities. Add them and see how they work with different temperatures.

* Fix the Termometer: Put all temperature sensors in the correct spots and set temperature to VERY HOT.

**Day 4: Traffic Lights**

Two of these four Semaphores are broken! Fix them with Crossbridge before an accident happens! Put them in green.

* Fix the Semaphore: You can overlap 2 separate circuits with 3 Crosswire pixels in a row, to form a cross with metal. Turn on Green Leds.

**Day 5: Warming system**

It's cold outside, so let's warm these homes up! Fix their heating and their Cold Sensor.

* Warm the house up: Install the Cold sensor where the arrow is pointing -- but first fix the third house's heating system by adding a Heater.

**Day 6: Dam system**

Do you enjoy helping others? The automatic Dam is broken. Mind fixing it while I rest?

* Fix the Dam's automatic system: Install the liquid sensor and fix the Dam system's wiring.

**Day 7: Protect the bird**

Oh no! The oven is filled with C4 and it's about to explode! Let's save our pet!

* Save your parrot: Draw a wall over the oven to save the pet from the expansive wave. Quickly, before the explosion!

**Day 8: You're a pirate!**

That ship needs help activating its cannons. Let's teach them how to use CROSSWIRE!

* Turn on the cannons: Complete the wiring in order to activate the cannons. Make sure you don't ignite your TNT reserve!

**Day 9: Demolition**

Hey! TNT will explode with pressure or heat. Handle with care to demolish this old building.

* Ignite some TNT over the green area: Add pinto and fire it up with any kind of heat. Make sure it starts the TNT chain reaction.

**Day 10: Deactivate it!**

I know explosions look cool, but a bomb is a very bad thing. Analyze and disable it fast!

* Stop the bomb: You must figure out how to stop the ectricity flow.

**Day 11: Timer**

The LED timer is broken. All the numbers work perfectly, except 7. Analyze the wires and fix it!

* Fix the number 7 on the timer: Fix the number 7 using the Crosswire element. The Circuit uses LEDs to isolate missing electros.
Item Shop

The Item Shop is the primary source for items at the end of each round, during the Shopping Phase.

## Shops

The Item Shop consists of three different shops.

1) **Secret Shop**

* Automatically generated, and not built by the player.
* Sells one random item in each Shopping Phase.
* Can be any item that is not a basic consumable item.
* Hold: If you pay 1 , the item in the Secret Shop slot will be the same the next shopping phase.

2) **Item Shop (A.K.A. the Item Deck)**

* Manually constructed by the player as a part of the deck building process. Minimum of 9 item cards.
* The item deck is shuffled each shopping phase and will offer the player one random card from the item deck for purchase.
* Players may purchase any amount of cards from their remaining item shop during the Shopping Phase. Buying a card from the item shop will reveal the card behind it.
* Each player's item shops are finite. Once a player buys out their entire item deck, their item shop will be empty for the rest of the game.
* Can only contain Item (Weapon), Item (Armor) and Item (Accessory) cards.

3) **Consumables Shop**

* Automatically generated, and not built by the player.
* Sells only one of the four possible basic consumable items each Shopping Phase, at random (out of Healing Salve, Fountain Flask, Town Portal Scroll, and Potion of Knowledge).
Space Station Computer

**Space Station Computers** are entities computers that offer Station capabilities to an entity. They are not required in order to create a station.

## Overview

As players travel throughout the Galaxy, they will have undoubtedly encountered a multitude of Stations. While it may be possible to hijack one of these, players can create their own. Whether building large or small, players will eventually need to make use of the **Space Station Computer** for their creation to gain full station capabilities.

### Setup

Space Station Computers can be placed on any entity; however, only non-Handhelds can use them. They can not be scaled or stretched and only come in one set size.

### Usage

Space station computers are required for an entity to be considered a "Station."

Pressing **[F]** on a Space station computer will bring up its context menu. Here there are only two settings, but they are both compelling. The first is the **"Anchor"** setting. This setting effectively immobilizes the entity in space. While the anchor setting is on, nothing will be able to move the craft; not even collisions from other entities. If the craft has a Ship control scheme, attempting to pilot the station will yield nothing; Thrusters can not move an anchored entity. Stations built out of grounded entities like Planets, Habitats, and Asteroids will not need this setting as they are already naturally anchored.

The second setting is the **"Control Turret"** setting. This setting allows a station to defend itself automatically in the event it comes under attack from a hostile force. Since this setting allows a craft to protect itself while the player is away, it is also a powerful tool on almost any ship. Without this setting turned on, Turrets can only attack targets when the player is piloting the parent entity. For a turret to become available for the station to use, it must first have its targeting mode set to **"Auto"** and its **"Auto Fire"** setting set to true.,

### Space Station Menu

 **Control Turrets** | Automatically controls defensive Turrets. Players must set turrets to "Auto" for the station to take control of them. If true, turrets on the entity will automatically seek and destroy targets without the player "piloting" the entity.

## Tips

* The Anchor setting makes for a great "handbrake" for ships of all sizes.
* Blueprints that have a Space station computers with the anchor settings turned on can be converted into grounded bases.
* Space Station Computers can be copied using the copy/paste tool however they **cannot** be pasted.

## Bugs

* Attempting to pilot a station with the anchor setting on will cause the station to spin wildly when the anchor setting is turned off.
Wooden Crate

**Wooden Crates** are basic storage blocks used to hold blocks and items. It is a lowtech alternative to Cargo containers.

## Overview

Wooden crates are an easy to produce storage box for anything that the player wishes to keep. They can be produced at Crafting Benchs and are meant to be an early game version of the Cargo container. The only meaningful difference is that the wooden crate **can not** use the Conveyor System to move items.

### Setup

Wooden crates can be placed on any entity. They can be both scaled and stretched. Since their purpose is to hold items they do not require energy to function and will not produce waste heat.

The storage capacity of wooden crates is determined by both its scale and its stretched size. Increasing its volume will proportionally increase the amount of items it can contain.

### Usage

Pressing **[F]** on a wooden crate will bring up its context menu. Here players will be able to access the crate's contents as well as place anything from their own inventory within. Since wooden crates do not use the Conveyor System players will have to place or remove items from it manually.
Pipe

Scale | 1/8m-32m

**Pipes** are a series of metal tubes designed to transfer non-solid substances such as Hydrogen, Oxygen, and Water between containers. They are essential to building a working Ship.

## Overview

Players must make use of various resources in order to construct their fleets of ships. Apart from the variety of ores, players must use non-solid substances in order to survive. These substances must be contained in Tanks and to transfer those substances players must utilize Pipes.

### Setup

Pipes can be placed on any entity. Each type can be scaled however only the standard pipe can be stretch albeit only in the Z axis. Pipes are utility blocks so they do not require power to function nor do they produce waste heat.

The scale of pipes will affect its ability to transfer substances. Larger pipes can move far more quantities at a time than smaller pipes. Pipe chains must also be of the same scale in order to work.

Pipes have the unique ability to occupy the same space as hull blocks. Players can place them directly inside a hull block or stretch them into an existing hull block.

### Usage

Pipes are intended to be used in tandem with the various non-solid containers like Tanks, Reactors, and Lightcruise Engines. Placing a pipes on the surface of any of these containers will automatically create a "seal". This seal is a unique intangible block that exists only to signify that a connection is made. Once a seal is made players can then connect pipes together to form a chain which can then be linked into any other non-solid container. The most common use for pipes is to connect dedicated Fuel tanks to a entity's reactors in order to keep it powered.

## Tips

* Pipes placed on child entities gain collisions and cannot occupy the same space as hull blocks on the parent entity.
* Pipes can be used interchangeably with Pipe Corrugateds, Pipe Transparent, and Valves.
Vent

**Vents** are decorative blocks that resemble grated exhaust ports.

## Setup

Vents can be placed on any entity. They can be both scaled and stretched. As a decorative block they do not require any power and thus do not generate any heat.

Once placed, Vents will merely be decorative however if a logic signal is applied they will begin to billow out smoke. This smoke is purely for aesthetic reasons and has no gameplay functionality.

## Logic

   Button(Pulse) | Smoke billows out as long as the button is pressed.
Fill

The Fill tool will fill a closed gap with the selected Element.

If you use the Fill Tool on a non-closed shape, it will fill all of the contiguous tapped Element with the one selected. Do take into account that the Fill tool works with ANY Element, if you select Water, and with the Fill Tool tap on Soil, it will replace all contiguous Soil in a closed shape with Water.
Nadezhda Raider

Category
 Weapon Score
 Mass
 Size
 Hull Points
 Shield Points

## Overview

The Nadezhda Raider is a Corvette sized ship that is used by numerous factions. It is one of 3 blueprints that is provided to the player when they first start playing the game.

## Interior

This ship features several interior rooms for work and leisure. They include:

* Captain's Quarters
* Crew Quarters
* Bathroom
* Ground Elevator
* Detention Block
* Medical Bay
* Cockpit

## Weapons

### Onboard Weapons

 Heat Damage/per Second
 Recharge Time
 Firing Time
 Range
 Power Draw Idle
 Self Heat Generated
 Power Drain on Charge
 Self Heat Generated on Charge
SandMix Vol.2

The SandMix Vol.2 is a 9-stage campaign for The Sandbox. In it, you can discover a variety of very diverse levels!

**Day 1: Minuet in G**

Welcome to Vol.2 of the Sandmix Series, featuring another well-known composition from HScolex!

* Listen: Listen to the Music until the end and you'll win!

**Day 2: T-Rex PixelArt**

De detailed drawing of the 'proud king of dinosaurs' was made by JetBoom1204

* Watch: All you need to do is watch the PixelArt!

**Day 3: Treehouse**

Time to make some Buildings! Activate this machine and adjust it so it's as efficient as possible!

* Get 255 Wood!: Activate the machines and adjust them for maximum efficiency.
* Build a Treehouse!: Activate the Special Element on the Resource bar and place it.

**Day 4: The Quarry**

Welcome to the Quarry! The Humans are digging through Stone for Gems to sell as Jewelry, but their machines aren't working. They need your help!

* Gather 360 Stone!: Fix the extraction machines so that the miners can do their job.
* Set the Jewelry: Activate the Jewelry and set it on the surface.

**Day 5: Food Supplies**

The Humans are building a Restaurant and they want to have the food supplies ready. Make this Farming Facility more efficient!

* Gather 200 Food!: To gather food faster, give the Humans the correct jobs.
* Build a Restaurant: Activate and place a Restaurant on an open space.

**Day 6: Space Program**

We need more minerals! If we get 175 Aluminite, we can build the spacemen a shelter. Drill in the lake, but be careful not to let any Xenovine out.

* Gather 175 Aluminite!: Remove the water and keep drilling until the pipe and pump are over the Aluminite.
* Make a Space Colony: Activate and place a Space Station on an open area.

**Day 7: Hunter**

Uh-oh -- some Humans have picked a bad spot for their Chicken farm! Teach them how to protect their animals and defeat the Foxes!

* Hunt to Defend: Turn the Human into a Hunter
* Stockpile Wood: Make the Humans on the hilltops gather wood.
* Shoot an Arrow: Make the Hunter shoot an Arrow at the Foxes.

**Day 8: Help the Crow**

Hey, Crows need nourishment too! How about helping this little bird gather food? After all, winter is coming...

* Down to Business: Do something about the Humans and the Scarecrows.

**Day 9: Breaking Bad**

This level involves using the E. Drain. To extract elements from the silos, attach Electro to their ends.

* The E.Drain!: Place E-Drains next to a pipe and next to some metal under the bank.
* Boil some Acid!: To drop Lava, use Electro over the metal that's beneath the buildings.
* Open the Gates!: Mix Water and Acid by electrifying the metal below the Acid pool.
Brainiac Campaign

Brainiac 1 The Brainiac campaign introduces an alien artificial intelligence which can control all technological element.

**Day 1: Close Encounter**

Humanity has discovered an extraterrestrial lifeform! It will help the world become a better place!

* Use the joypad to move Brainiac inside the vents.

**Day 2: Clear the Debris**

The scientists are testing the Brainiac's abilities. Let's help the humans with this terrible accident.

br />

* To move the metal beam, bring the Brainiac into contact with it and press the 'assimilate' button.

**Day 3: Hack the Gate**

The Brainiac has numerous abilities! For example, it can trigger electricity on the Gate Controls

br />

* Bring the Brainiac into contact with the loose wires and generate electricity by pressing the Electro button

**Day 4: Assemble the Train**

The Brainiac can automatically assimilate structures that have auto-dock slots. We call them bodies since they give the Brainiac new functions

br />

* Enter the locomotive cabin with the Brainiac and it will automatically assimilate with the locomotive. Then move the locomotive to assemble the other cars.

**Day 5: Face Time**

Time to customize the Brainiac. It needs a face, and also some wiring work for its rocket launcher arm

br />

* Give the Brainiac a face by using any gem design you desire.
* When the Brainiac docks with the Robot, a new button will appear. Use it to launch rockets.

**Day 6: Advanced Ship**

Let's build a spaceship! At the top is a finished model. To the left are the elements you must use. Below is a blueprint to follow.

br />

* Follow the design drawn in the level's background.
* White is Bright and Red is Heater, except for the Ruby after the E-Laser
* Remember to put glass between the Laser and Ruby, and between Ruby and the Heater.
SandMix Vol.1

The SandMix Vol.1 is a 9-stage campaign for The Sandbox. In it, you can discover a variety of very diverse levels!

**Day 1: Für Elise**

Let's start the Sandmix Campaign Series with one of the world's best-known compositions, brought to The Sandbox by PianoRyde!

* Listen to the Music: Wait 'til the music ends and you'll win!

**Day 2: PressPlayPeter**

A Walrus more elegant than Beethoven, this beautiful drawing was made by SPARTA.KING

* Observe: You don't need to do anything. Just watch the Walrus.

**Day 3: Fight the Fire**

A building is on fire! Use Eruption in the water to douse the flames.

* Quench the Fire: Extinguish the fire before it consumes everything!

**Day 4: AutoMachine**

This contraption is made of conveyor belts and movement lasers. Repair it, turn the power on and watch it work!

* Repair the machine: Place Conveyor Belts on the marked spots.
* Turn on the Power pixel: Turn the Power on in the bottom-right corner. To do this, Zoom in, press and hold on it to open the menu.

**Day 5: Robots and Zombies**

The Robots have found a hidden Human base, and some Zombies have also broken free. Act as the bases Defense AI and destroy them!

* Eliminate the Robots: To activate the traps at your disposal, use Electro on the green areas.
* Kill the Zombies: The traps should also work on Zombies. End their suffering!

**Day 6: Jade Ninja**

The Princess has gone missing in the Jade Temple! The Ninja has been tasked with saving her -- and collecting all the Jade he can find!

* Grab all the Jade Tokens: Jade Tokens are scattered throughout the Temple. Grab them all!
* Rescue the Princess: Save the Princess trapped in the Temple's depths!

**Day 7: Froggy**

Help the Sneaker reach the level's top end. Avoid the obstacles or he'll die, and you'll have to start over!

* Stay Alive: Avoid the moving platforms and lasers and reach the level's end alive.

**Day 8: Sprint Snake**

Do you like racing games ? Test your skills in this sprint!

* Gotta Go Fast!: Reach the pink game point. The others don't matter.

**Day 9: Celebration Day**

Let's celebrate the mix with some fireworks! Activate this godly machine, but be careful not to turn on the rain!

* Heat Things Up: Put some Heater on the wire below the flask.
* Shooting Lasers!: Put a Laser on any of the blue spots inside the machine. Only one will work -- the others will make it rain!
Weapon Attachments

There exist two types of attachments for weapons in the current version of the game: Addons and Barrels. These attachments are added to a weapon base to increase one of its base stats: range, heat production, recoil, fire rate, heat damage, or hull damage. There are currently [8] attachments with Addons being universal between Laser and Beam weapons, and Barrels being exclusive to Laser Weapons.

# General Weapon Attachments

## Addons

As a general rule, the calculation for the percentage addition of individual addons can be done by taking the total percentage of the addon in the addon description and dividing it by the amount of addon slots on a weapon.

### Charge Addon

The Charge Addon increases hull and heat damage of the weapon at a trade off of also increasing the amount of time it takes to charge.

The in game description stating that it increases the damage and charge time by 100% is based on if all the available addon slots for the weapon has a Charge Addon equipped. Meaning that if a 1 block long weapon has 1 Charge Addon equipped, its damage and charge time will double, whereas a 2 block long weapon with 1 equipped Charge Addon will have its damage and charge time increase by 50%.

### Overheat Addon

The Overheat Addon increases heat damage at the cost of heat generation.

Like the Charge Addon, the full percentage in the description is only applied when all available slots are equipped with the addon.

With an Overheat Addon on every slot the total heat damage is increased by 100%, and the total heat generation is increased by 200%.

### Damage Addon

The Damage Addon increases hull damage at the cost of heat generation.

The Damage Addon works in much the same way as the Overheat Addon in that when all the slots are occupied by Damage Addons, the total hull damage is increased by 100% and the total heat generation is increased by 200%.

### Supercharge Addon

The Supercharge Addon increases both hull and heat damage at the cost of heat generation.

Consider the Supercharge Addon as a hybrid of the Overheat Addon and Damage Addon, it adds both hull and heat damage.

With a Supercharge Addon on every slot, the total hull and heat damage are both increased by 50%, and the total heat generation is increased by 200%.
Mechanics

## Health

*Main Article: Medbay*

*Main Article: Repair Beam*

Everything has health, from the player to ships and space stations; health measures the entity's endurance. Taking damage from Weapons will deplete health points from the entity.

A Ship's HP is the percentage of all block HP it contains. Not every block on a ship needs destroying for it to be rendered inoperable. When a ship's HP has reached 0, it will be turned into a "Wreck" and despawn after a set amount of time has passed. Players can restore ship HP if hit with a Repair Beam.

Players have approximately 2,000 points of health[1]. The player's Health points are preset and can not be increased. Using Medbay will restore the player's HP while setting their respawn point. When the player's HP reaches 0, they will be killed and will automatically respawn at the last used Medbay.

## Power

*Main Article: Reactor*

Power is the energy measurement that all game systems require to function. All systems need power to function and will constantly draw energy. Power is generated from Reactors which must be fed a constant supply of Fuel to operate.

If the power draw of an entity exceeds its generation, it will eventually deplete its power supply. Adding Capacitors to reactors will increase the entity's power reserves but not the amount it generates. When an entity's drained of power, all systems will automatically shut down and stay shut down until the entity has generated the minimum energy required to regain functionality.

## Heat

Heat is a waste product generated when an entity's systems are active. Heat accumulates over time, and if it is not dispersed fast enough, it can cause an entity to overheat and shut down. A system generates a small amount of waste heat whenever it draws power.

An entity's heat capacity is determined by the number of Hull blocks it contains, and dispersion derives from a ship's overall surface area. More hull blocks than system blocks will allow an entity to run cool.

## Shields

*Main Article: Shield*

Shields are optional defensive systems that can be placed on any entity. It acts as the first line of defense, as all weapon damage will impact an entity's shields before damaging its hull.

Shields are generated by placing down Shield blocks. Shields will constantly draw power and generate waste heat over time. Shields completely envelop an entity and all its child entities. Shields are projected in a bubble around and **will only** absorb damage that emanates from beyond that bubble. Shields are not impassable; should the bubble be large enough, any ship can move underneath them and attack the hull. Heat damage from Weapons will deplete the shield's HP. It will begin recharging if no damage is received after a few seconds; doing so will draw additional power. Adding Capacitors to shield blocks will increase the entity's shield capacity but not the rate it fills it.
Intial story

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Assembler

Block dimensions are 1 meter in diameter and 1/2m in height

**Assemblers** are crafting modules that are used to build the various blocks and systems used in construction.

## Construction

 **Assembler** | 1 | 4x Iron Ingots2x Silver Ingots2x Gold Ingots

## Overview

Assemblers are the primary means to build the various blocks used in ship construction. In the early game, players will most likely only need one; However if they wish to expand then they will need to build vast factories of assemblers.

### Setup

Assemblers can be placed on any entity but are only useful on non-Handhelds. They can not be expanded nor scaled and only come in one size. Once placed they will begin to draw a small amount of power.

In order for the Assembler to function it must have a steady stream of resources. Players can either place resources by hand in the storage section of the assembler menu or they can use the Conveyor System to automatically transfer items to and from the assembler as needed.

### Crafting

In order to begin crafting blocks players must first supply the assembler with the appropriate resources. Once the assembler has the resources in its inventory, players can select a blueprint from the left window. Many blueprints are for multi-block groups; This means that players will only need to construct one of that group in order to have access to all others organized in that group. For example, the hull blueprint will allow players to place all 5 shapes.

The vast majority of the blocks in the game require one or more intermediate components so they must be built first. Players can toggle auto construction of intermediate components in the "Advanced Settings" section of the assembler menu. Once something has been constructed it will be placed in the assembler's inventory unless set otherwise. From here the item can be transferred to another storage block through the use of conveyor pipes.

## Event Gate Triggers

 **[Pulse] On Item Completed** | Sends a logic signal when the Assembler has successfully crafted an item.

## Crafting Recipes

*Recipes list is up to date as of 24w02a.*
Arnold

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Arnold is the new playable character in The Sandbox (and also the action hero of the game). He's strong, he's handsome and he's geared. Just like the Avatar he is more powerful, can double jump, shoot bullets and place bombs. To get Arnold you must pay 10,000 mana.

Watch some gameplay of Arnold: https://www.youtube.com/watch?v=0D0ujD\_7DhA

ABILITIES:

.Double Jump
.Shoot bullets (x5)
.Armour (x2)
.Place bombs (x2)
.Looking awesome

References:

Arnold is a parody of Arnold Schwarzenegger
Lasers & Pipes Campaign

The Lasers & Pipes Campaign adds, as it's name suggests, Lasers and Pipes, allowing for the control and manipulation of light and fluid.

**Day 1: Lasers**

Lasers are cool, huh? Just think of all the things you can do with them. BZAAAAAAP!

* Place the Lasers: Fill the green spots with Laser pixels, which only need a Glass pixel to work!

**Day 2: Protect the crown!**

Let's put these Lasers to good use by protecting the crown!

* Reflect and Protect: Use Glass to reflect the Laser beam and make a square around the crown!

**Day 3: Dinos in space**

With Lasers you can reach any place you want. Check it out!

* Laser Extinction: Use Glass to reflect the Laser beam and destroy the space dinosaur!

**Day 4: Laser lab**

Lasers also have several effects. What effects, you ask? Sounds like experiment time to me!

* Laser Lab: Placing gems on the green spots gives Lasers special effects. From left to right, put Ruby, Sapphire, Amethyst and Obsidian.

**Day 5: Energizing device**

If you liked those effects, you'll love what's coming up!

* Light the City: The right side of the city is dark. Light it up by using a gem-powered Laser!

**Day 6: Deactivate the chip**

Here's a challenge: can you activate the chip without burning everything?

* Laser-Powered: E. Laser needs a power source in order to emit a beam. Put an E. Laser next to the correct power pixel and turn the chip on.

**Day 7: From A to B**

Moving elements from point A to point B at great speed... hmmm, what could it be? Ah, yes -- a Pipe!

* Pump: Put one Pump pixel at the circuit's beginning and watch it take the elements in.
* Pipe: Fill the circuit with Pipe and move elements from the Pump to the Drain.
* Drain: Put one Drain pixel on the 'out' indicator. Then put some Stone near the Pump!

**Day 8: Silos**

Why don't you put your newfound knowledge to good use and fix these farmers' Pipes?

* Fix the System: Fix the system by using a Pump pixel and spreading some element over it.

**Day 9: No pollution!**

Hey, this factory is using Pipes to pollute the river. Stop them!

* Color Code: Put a Green or Red LED on the marked spot. While it's on, the same color Pump and Drain will be connected.

**Day 10: Weird science**

This is a complex mechanism for making an explosion -- but it's not complete!

* Gas Sensor: A Gas Sensor detects smoke. Put it wherever it's needed!
* Insulator: Insulator is a temperature-blocker. Place it over the Heaters that melt the Ice.
* TNT Testing: Your objective is to make the circuit detonate the TNT. Can you do it?