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Changelog

This page lists the **version history** of *The Dead Linger*, starting from the first publicly released build. The changelog lists added, removed, or modified features since the previous game version. Note that the wiki changelog may differ from the *official* changelog, as not every change is expected to be listed in the latter. The game is expected to go through an alpha stage, a beta stage, and then receive further updates after the "full" release.

## Alpha

The alpha stage is the first phase of public testing, focusing on core game mechanics. The first alpha release was on October 31st, 2012. Though there is no definitive list of planned content for the alpha, extras such as driving cars, using maps, and other planned features are not likely to be included in the alpha stage. Access costs US$25. Until December 4th, 2012, those who purchased the game received the exclusive DOVRAC gas mask. (A retexture of the standard gas mask.)
2x4

**2x4**

The **2X4** is a construction object and an improvised weapon in *The Dead Linger* Alpha release.

## Identification

The 2x4 can be identified by its wooden pattern, as well as its elongated appearance. In the game, a 2x4 can spawn at various lengths from less than the player's height to over twice that.

## Acquisition

2x4's can be found in various places throughout a generated world. In towns, piles of 2x4's mixed with other construction materials can occasionally be found. 2x4's can also be acquired by chopping down trees with a hatchet or a fire axe. In addition to these methods, 2x4's are distributed as loot throughout buildings, such as in the bathrooms of an office building or various locations in a suburban house.

## Uses

### Barricading

A common 2x4, despite its length, can be effectively used for barricades and construction. In small buildings, windows and doors can be blocked off fairly well with just 3-5 boards.

As for open construction, a 2x4 can be hammered into the ground with a sledgehammer (note: standard hammers currently do not have this function), used to connect plywood or cinder blocks, or even other 2x4's, to other structures, acting as a bridge, or even as steps, or a kind of ladder, up the side of a building or other structure, up which a zombie cannot follow.

### Crafting

You craft plywood using 2x4s. You can craft plywood of two sizes.

* X4 2x4 = Small plywood
* X8 2x4 = Medium plywood

### Weapon

In weaponry terms, a 2x4 is a blunt, two-handed weapon. It takes up a 1x4 slot in the inventory, meaning that a significant number of 2x4's can be carried by the player. The 2x4 lasts for 175 strikes, an average number, and does 25 melee damage. Its knockback distance is negligible, and its reach is only medium, despite it technically being the longest melee weapon in the game. This weapon has no special attributes other than the fact that it can be used in construction, even after it is heavily used.
Urban zones

**Urban zones** are regions of the map created by the world generator. Urban zones are areas with many buildings and a lot more zombies and supplies than rural zones.

## Areas

### Suburbs

Suburbs are a common urban zone consisting of houses and roads.

Common type of structure found in suburban zones:

* Suburban houses

These structures will occasionally spawn in suburban zones:

* Prison
* Swerts convenience store
* Water tower

### Towns

Towns are more populated zones differentiated by suburbs with having more variety of structures such as stores and offices.

The types of buildings found on farmland include:

* LeLand’s Supermarket
* Office building
* Suburban houses
* Swerts convenience store
* Water tower

## History

 Build 11 | * You can now find two types of Under-Construction suburban homes in suburban neighborhoods. These are a good place to find wood and building supplies.
 Build 009 | * Large, looming 4-story office buildings now spawn in Town zones. These are filled with loot, as well as numerous undead, and provide a great vantage point over a town.
* Suburban neighborhoods now have a higher amount of trees in the yards.
* Swerts now only have a 1% chance of spawning in Suburban zones.
* Swerts now have a 20% chance of appearing in Town zones.
* Fixed a huge bug that was causing Town zones to never spawn.
* City zones (which looked similar to Suburban zones) can no longer be found in the world, as we prepare them for a much bigger re-appearance in the future.
* Town zones will almost always have at least 1 water tower.
* Suburban zones now have a very rare chance of having a water tower.
 Build 006 | * There are multiple new areas to find, including (but not limited to) towns.
 Build 001 | * World generation with limited content.
Football Helmet

**Football Helmet**

* Reduce Knockback 10
* Obscures vision

The Football Helmet is an item of clothing that can be worn by the Player. The Football Helmet reduces knockback caused by zombie attacks but also reduces speed and restricts Player vision.

As of Alpha Build 008 "No Place is Safe" The Football Helmet is currently only found in Suburban Houses.
Alpine Shotgun (12 gauge)

**Alpine Shotgun (12 gauge)**

The **Alpine Shotgun** is a large caliber, vertical double-barrel hunting shotgun. It was already present in the first Alpha build. As of Alpha Build 002, the Alpine is the most accurate shotgun in game, with a small shot-spread. They are sometimes encountered in foyers and bedrooms.

## Locations

The alpine shotgun is most commonly found in living rooms of houses and also in one of the bedrooms in two story houses.
Enemies

**Enemies** will try to hurt or kill players of *The Dead Linger*. Each behaves differently and is more or less threatening; all require a bit of strategy to survive.

### Human

Human zombies are the main enemy in the game. They attack in large numbers, and have varying levels of agility: some zombies are particularly slow, others are faster than average. These zombies have advanced senses that allow them to detect players through sight, smell, hearing, or touch. However, players can use the environment (such as the cover of darkness) or other tricks to hide from zombies. While they can only be truly killed if their head is destroyed or separated, they may be dismembered to cause impairment. Removing the legs, for example, will slow them down.

### Animal

Not just humans were infected by the zombie disease. Animal zombies were confirmed in April 2012 and the first animal a zombie dog called a stray was introduced in the first update of 2014. Other animals announced include zombie bulls. Zombie animals behave differently from human zombies and provide a unique challenge. Examples include zombie dogs hunting in packs and are faster than human zombies; they attack the player with fierce biting. Bulls use their horns and strength to ram through anything, including the player. Animal zombies are rarer than human zombies.

## Crazed survivors

Players are not the only survivors out there. Although likely not in the alpha stage of the game, eventually players can encounter hostile survivors. These humans use weaponry and deadly cunning to defeat zombie and player alike.

## Players

In multiplayer, other players can be an aid or a curse. Using weaponry, crafting, tactics and teamwork, players are the most dangerous foe.
Consumables

## Food

**Food** is required for players to survive. There are many types of food available in *The Dead Linger*, ranging from meat hunted in the wild and canned and packaged food scavenged from buildings. Food also includes humorous items such as Femme's Cookies—a a nod to the game's producer, Dana "Femm" Churchill. Food's primary effect is to increase the sustenance statistic (more "sustenance" means being less hungry).

Most food items have two to three variants: cooked, raw, and rotten. Raw items can be cooked by players using a campfire. Cooked food reduces hunger by a larger amount than uncooked food. Rotten food currently has no side effects but will eventually cause food sickness.
Water tower

*This article is about the building. For the development design tool, see Watertower.*

**Water towers** are structures currently found in towns and occasionally suburbs. It can be climbed, and is generally a safe place to hide from zombies. No items can currently be found here, however the top of a water tower can prove to be a very useful place to snipe zombies - or other players. A ladder allows you access to the large empty tank at the top of the tower.

## History

The water tower was one of the first structures added to the game. It was useful for the developers to use the structure to test size, scale and view distance in *The Dead Linger'*s early alpha stage. Early on in development world generation bugs would cause towns to spawn multiple water towers. The resulting large number of water towers in early maps inspired the name for the scene generator tool.

 Build 009 | * Town zones will almost always have at least 1 water tower.
 Build 001 | * Water towers part of initial release.

## See Also

* Buildings
* Areas

## References

1. ↑ TDL Team. The Weekly Dead 21 10 October, 2014.
Siren

*This article is about confirmed but unreleased content. Please check the changelog to see when this content will be released.*

**Siren** or **M1177** and **M1178** is a armored military vehicle that shoots at zombies and players indiscriminately. The name "Siren" comes from the speaker system on top of the vehicles which uses sound to attract nearby zombies to kill. The vehicles are based on the Canadian LAV III and US Stryker armored vehicles. The vehicles do not discern between undead humans or players.

## Variations

### Harbinger Siren

M1177 Sector Control Vehicle is a military used variant of the Siren. Designed for urban and close-range conflict, the vehicle has high visibility crew compartments and a mounted thermal CROWS V gun system.

### DOVRAC Rhino

The M1178 Medical Response Vehicle is the DOVRAC variant of the Siren. The vhecile has similar armament as the M1177 but also includes a unarmed ambulance platform.

## Lore

Towards the end of 2012 the U.S. Department of Defense contracted a company called Armstrong to construct the M1177 vehicle. The vehicle was reportedly intended for use in peacekeeping missions in Africa. In 2014 Armstrong began constructing a white "medical variant" for DOVRAC. The M1178 "medical variant" for DOVRAC was launched in May 2015. DOVRAC received and generally ignored numerous criticisms on the the idea DOVRAC needed an armed armored vehicle for domestic medical response. The M1177 was deployed to deal with victims of the HNZ virus. The soldiers inside were told to suspect everyone they see outside is infected and are often too exhausted and overworked to tell the difference.

## History

The siren is planned release content for Build 15.

## References

1. ↑ 1.0 1.1 1.2 1.3 TDL Team. Development Roadmap 11 November, 2014.
2. ↑ TDL Team. The Meatwagons 6 August, 2014.
3. ↑ TDL Team. Rolling Tomb 13 October, 2011.
4. ↑ The Dead Linger Forum. Build 15 Official Thread Retrieved 28 August 2014.
Teleporter

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

The **Teleporter** is a building.

## Description

The Teleporter is a Building you can place in the game. It opens up a gateway to new worlds.

The Teleporter costs

10,000 Yellow Coin + 200 Stone Bricks + 200 Enchanted Iron

## How to build

* Open the Build Menu (B)
* Select "Building" (D)
* Select "Teleporter"
* Find a flat 3x3 area
* Left click to build
Wooden Baseball Bat

**Wooden Baseball Bat**

# General Information

The **Wooden Baseball Bat** is an improvised weapon in *The Dead Linger* Alpha release. It is found in most civilian areas. It is very closely related to the Metal Baseball Bat, and is one of many sports-themed items, such as the Hockey Stick, Lacrosse Stick, Golf Club Driver, and football equipment, such as the Football Helmet.
# Identification

Similar to the Metal Baseball Bat in shape and size, the wooden variant can be differentiated by its wooden appearance, and the imprint **Sandswept Slugger** on its shaft. As of Alpha build 10g, the Wooden Baseball bat may spawn into the world appearing to stand upright, on its handle.
# Location

The Wooden Baseball Bat can often be found in civilian areas, more specifically in the bathrooms of an Office, and the bedrooms/closets of a Suburban House, as well as many other areas.
# Uses

## Weapon

Currently in The Dead Linger, the Wooden Baseball Bat's only use is as a weapon. It takes up a grid of 2x3 in the player's inventory, and is wielded with both hands. The weapon lasts for 100 strikes, has a medium range, and deals 25 melee damage per hit. It knocks enemies back a small amount, and decreases the attacking speed of the **USER** a small amount.
Ballistics

*This article is about confirmed but unreleased content. Please check the changelog to see when this content will be released.*

**Ballistics** is the way projectiles (such as bullets and arrows) behave. Exactly to what extent ballistics will be simulated has not been revealed, but some possibilities are bullets being deflected off surfaces, piercing surfaces, arrows getting lodged, and projectiles piercing a target and hitting something behind it. Alpha build 001 features guns but not projectiles, and hence no ballistics at all: an enemy takes damage if they are in the center of the crosshairs when a gun is fired, regardless of range or obstacles in between.
Sandswept Studios

**Sandswept Studios** is a video games development studio founded in December 2007 by Geoff Keene. He recruited a team of developers and began working on the studio's first game: *Pebble*. However, due to unknown reasons, the game was eventually canceled and has not been mentioned since. Despite the cancellation, the team when on to launch their first game: *DETOUR*, which was sold through Steam in the spring of 2011 with mixed reviews. The studio attempted to develop another game, *The Dead Linger,* which was also eventually canceled. The studio is now defunct as confirmed by the official Twitter account in 2020

## Team

### Management

* Geoff Keene: CEO/Design Director
* David Armond: QA Overlord
* Jenny Pina: Community Manager

### Code

* Richard Keene: CTO/Lead Programmer
* Tom Esposito: Generalist Programmer
* Thomas Keene: Systems Engineer

### Animation

* Atle Hillmann: Lead Animator
* Jay Campbell: Animator / Rigger

### Art

* Parker Hamblin: Concept Artist
* Dane Peterson: Lead 3D Character Artist
* Jeff Macalino: Lead 3D Weapons/Environment Artist
* Chaoss Pierce: Environment Artist

### Former Staff

* Jonathan Churchill: Sound Lead
* Brandon Chapman: Composer
* Sam Hart: UI/Generalist Programmer
* Matias Goldberg: Graphics Engine Programmer
* Ryan Barrett: Rigger/Animator
* Richard Cabellero: Environment Artist
* Gabe Priske: Environment Artist
* Dana Churchill: Producer/Community Manager
List of world objects

## Suburban

### Bathroom

* Toilet
* Sink
* Medicine Cabinet

### Kitchen

* Dining Chair (simple)
* Dining Table (simple,circle)
* Dining Table (simple, square)
* Microwave
* Toaster
* Toaster Oven
* Fridge

### Lounge

* Couch (modern, 1 seat)
* Couch (modern, 2 seat)
* Couch (modern, 3 seat)
* Couch (modern, ottoman)
* Book (thin, thick)
* Globe
* Vases
* Paintings
* Standard Definition Television

### Outdoor

* Garbage can
* Mailbox
* Water Tower
Packager

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

The **Packager** is a unique Building. It takes in large numbers of goods, bundles them in containers, then they are shipped out to another packager to be unpacked. Packages can be carried by worker or train, but the goods cannot be accessed again unless unpacked. Items are packed at a rate of 4 items to one crate. Some goods can no longer by carried by certain vehicles or pipes once packed, so the conveyance must also be considered when chosing what to pack.
DOVRAC gas mask

*This article is about confirmed but unreleased content. Please check the changelog to see when this content will be released.*

 **DOVRAC Gas Mask**

* Obscures vision

The **DOVRAC Gas Mask** is an exclusive item for those who pre-ordered the game before the alpha release. It was formerly used by DOVRAC, the government agency investigating the HNZ disease. Only those who pre-ordered or backed the game will be able to access the item. Because of this exclusivity, the difference between the DOVRAC mask and any other Gas Mask is purely aesthetic.
Animals

**Animals** are the variety of infected and uninfected wildlife found throughout the game. Uninfected animals are a source of food while zombie animals are dangerous enemies.

## Skinning

Once you hunt and kill an uninfected animal you have to skin an animal before cooking and eating the creatures meat. For a large animal like a buck you must equip a knife and then used on the corpse to get meat. For a small animal like a rabbit you must have the animal corpse and a knife in your inventory. Right click on animal corpse and select skin.
Ingredients

This list of **crafting ingredients** contains all items that can be used as ingredients in crafting new items. For convenience, this list distinguishes between items that are useful on their own and ones whose sole function is as crafting ingredients.

## Ingredients

* Duct tape
* Logs
* Raw Venison
* Salt
* Pine Log
* 2x4
DOVRAC

The **Department of Virus Research and Control**, or **DOVRAC**, is a U.S. government agency studying the HNZ virus that causes zombieism. DOVRAC and *The Dead Linger* share the same logo.

## History

Prior to the massive outbreak, DOVRAC was tracking an unknown contamination codenamed "HNZ". DOVRAC tracked the virus in South Africa, England and the United States. The new virus was confirmed by DOVRAC in case 110. The case in Marsing, Idaho resulting in 17 DOVRAC personnel and 250 civilians being quarantined. DOVRAC deployed two Siren vehicles to the incident. The medical variant of the Siren was commissioned in late 2014.

## DOVRAC case reports

### Case 57

DOCUMENT #US-DOVRAC-CASEZ-57
57TH POSSIBLE SIGHTING OF UNKNOWN CONTAMINATION "HNZ"
ALLEGED CARRIERS ENCOUNTERED BY 'SAMS' PERSONNEL - AFB HOEDSPRUIT, LMPP, SA

RESULT: INCONCLUSIVE. TRACE EVIDENCE. NO BODY.

57. Inconclusive.

### Case 88

DOCUMENT #US-DOVRAC-CASEZ-88
88TH POSSIBLE SIGHTING OF UNKNOWN CONTAMINATION "HNZ"
ALLEGED CARRIERS ENCOUNTERED BY 'RAF' PERSONNEL - RAF CARDINGTON, BFD, ENG

RESULT: INCONCLUSIVE. NO EVIDENCE. NO BODY.

88 possible. Inconclusive.

### Case 90

90 possible. Body recovered. Inconclusive.

### Case 95

Case 95. Inconclusive. Noteworthy. Number of witnesses higher than previous cases.

### Case 102

DOCUMENT #US-DOVRAC-CASEZ-102
102ND POSSIBLE SIGHTING OF UNKNOWN CONTAMINATION "HNZ"
ALLEGED CARRIERS ENCOUNTERED BY CIVILIANS (2) GRANT VILLAGE - YNP, WY, USA

RESULT: BODY RECOVERED. POST MORTEM ESTIMATED 17 DAYS. INCONCLUSIVE.

Case 102. We've had the body for a few weeks now. We believe we're getting close to finding it.

### Case 110

File://US-DOVRAC-CASEZ-110
110th possible sighting of unknown contamination "HNZ"
Alleged carriers encountered by civilians (890)

Two M1177 SCV "Siren" were deployed.

DOCUMENT #US-DOVRAC-CASEZ-110
110TH POSSIBLE SIGHTING OF UNKNOWN CONTAMINATION "HNZ"
ALLEGED CARRIERS ENCOUNTERED BY CIVILIANS (890) - MARSING, ID, USA

RESULT\*: QUARANTINE OF 17 DOVRAC PERSONNEL, 250 CIVILIANS. 12 CANINE EUTHANIZED.

CONFIRMED STRAIN.

Case 110 confirms it. It's here. You're going to have no choice but to believe the data we're sending. Pass to office admin and HG please.

## Other messages

We believe it has gotten loose. Get safe, follow procedure. Keep an eye on the news. No reports yet. Waiting.

At the current rate of spread, it should hit your city before the 15th. Follow proper safety and procedure. Please remain indoors.

## References

1. ↑ 1.0 1.1 1.2 1.3 1.4 TDL Team. Infopage
2. ↑ 2.0 2.1 TDL Team. The Weekly Dead 10 25 July, 2014.
3. ↑ TDL Team. The Meatwagons 6 August, 2014.
4. ↑ @thedeadlinger. [1] 2 June, 2011.
5. ↑ @thedeadlinger. [2] 12 June, 2011.
6. ↑ @thedeadlinger. [3] 19 June, 2011.
7. ↑ @thedeadlinger. [4] 28 June, 2011.
8. ↑ @thedeadlinger. [5] 2 July, 2011.
9. ↑ @thedeadlinger. [6] 14 July, 2011.
10. ↑ @thedeadlinger. [7] 8 September, 2011.
11. ↑ @thedeadlinger. [8] 11 September, 2011.
Food

**Food** is required for players to survive. There are many types of food available in *The Dead Linger*, ranging from meat hunted in the wild and canned and packaged food scavenged from buildings. Food also includes humorous items such as Femme's Cookies—a a nod to the game's producer, Dana "Femm" Churchill. Food's primary effect is to increase the sustenance statistic (more "sustenance" means being less hungry).

Most food items have two to three variants: cooked, raw, and rotten. Raw items can be cooked by players using a campfire. Cooked food reduces hunger by a larger amount than uncooked food. Rotten food currently has no side effects but will eventually cause food sickness.
Hammer

**Hammer**

The **Hammer** is an improvised weapon. It has no special effects besides its knockback. It can also be particularly difficult to spot, owing to its small size and unremarkable colours. It is of particular utility and value beyond its use as a weapon thanks to its use in the barricading system.

## Spawn Locations

Hammers can usually be found in garages of residential homes or behind the counter in a Swerts convenience store. As mentioned above, it can be difficult to spot, especially if hidden in long grass or underneath wooden boards.

## Barricading

The hammer is primarily used in barricading to attach one piece of material to another. With the hammer equipped, a survivor can attach a board (of any size) to another board, or various parts of game scenery, such as houses or power pylons. Left-clicking will attach the material, and right-clicking will remove the material, causing it to drop downwards.

## Pictures

[1]

--154.20.149.253 09:38, 26 May 2013 (UTC)
Silo

The **Silo** is a storage building.

## Description

The silo is a building you can place in the game. It provides a compact place to store Items. Unlike the Crate, it has a natural output to chutes or Conveyor belts.

Silos have 1 slot with a maximum capacity of 100. Unlike barns and similar buildings, items in silos are not part of the shared inventory and will not be available for building and upgrade purposes.

## How to build

* Open the Build Menu `B`
* Select "Building"
* Select "Silo"
* Find a flat 1x1 area
* Left click to build
Pistol

A Pistol is a short to midrange weapon used by some civilians with a permit, many police forces and a common secondary for armies.

## Pistol Calibers

Pistols can use ammunition ranging from extremely small .22 LR, to the infamous .44 magnum. In The Dead Linger, there are currently 3 Pistols, 1 uses .22 LR, another uses 5.56x45 mm, and the last uses 9 mm. See List of weapons

## Rarity

Pistols are the most common gun to find in the game. Pistols are commonly semi automatic, however there are some sidearms that have a fully automatic firing mode such as the Glock G18. Currently in the game there are only semi automatic pistols. Lower caliber pistols are more common than higher caliber pistols.
Electricity

*This article is about confirmed but unreleased content. Please check the changelog to see when this content will be released.*

**Electricity** is used to power various devices, such as lights. It has been suggested that electricity should be available in an area of effect around a generator [1], and that in anything in that area will be powered—no cables required. As of May 2012, debate is ongoing about whether generators should expend fuel and whether a player should have to craft generators themselves. Proposed generator types include gasoline generators, windmills, and various types of industrial power plants.
World objects

World objects can be placed by the world generator, as opposed to buildings or items. Examples of world objects are garbage cans, toilets, street lamps, trees, etc. Some can be interacted with, such as moving a refrigerator or opening a door. Some world objects can be used to barricade off areas.

# List Of World Objects

## Suburban

### Bathroom

* Toilet
* Sink
* Medicine Cabinet

### Kitchen

* Dining Chair (simple)
* Dining Table (simple,circle)
* Dining Table (simple, square)
* Microwave
* Toaster
* Toaster Oven
* Fridge

### Lounge

* Couch (modern, 1 seat)
* Couch (modern, 2 seat)
* Couch (modern, 3 seat)
* Couch (modern, ottoman)
* Book (thin, thick)
* Globe
* Vases
* Paintings
* Standard Definition Television

### Outdoor

* Garbage can
* Mailbox
* Water Tower
List of clothing

*The Dead Linger* allows players to customize their characters. Clothing is just one of the many ways to make a character your own.

--Abluescarab (talk) 12:14, 29 July 2014 (UTC)==Head==

## Planned content

*This article is about confirmed but unreleased content. Please check the changelog to see when this content will be released.*

The following clothing has been confirmed for the game, but not yet implemented.
Crafting

After processing, you can **craft** various items according to the following recipes:

## Crafting table

* Steelite Pipe + 5 x Steelite Screws + Steelite Sheet + 4W ⇒ Steelite Drill
* Steelite Ingot + 2W ⇒ 3 x Steelite Pipes
* Steelite Ingot + 1W ⇒ 15 x Steelite Screws
* Steelite Ingot + 4W ⇒ Steelite Sheet

## Grinder

* Oxydrite Ingot + 1W ⇒ 10 x Oxydrite Powder
* Red Energezite Ingot + 1W ⇒ 10 x Red Energezite Powder
The Dead Linger Wiki

**The Dead Linger** is a first-person zombie survival game by Sandswept Studios, featuring procedurally generated worlds of up to 64,000 square kilometers. The game went into Alpha on October 31st, 2012, and eventually it will allow you to drive cars, barricade windows, craft items, explore diverse areas, and kill zombies. *Lots* of zombies. Unfortunately, the development of *The Dead Linger* has been postponed indefinitely and the game was removed from Steam.
The official *The Dead Linger* wiki is home to to the information you need to survive; read up on what you need to know to stay ahead or add your own survival knowledge. The wiki currently has 177 articles edited by 2 users.

**Introduction to The Dead Linger**

* Installation    Gameplay    Controls

**Server Configuration**

* Ports    Dedicated Server

**Features**

* Barricading    World generation    Multiplayer

**Development**

* Roadmap    Previews    Media

**Changelog**
**Users SandBox**
**System Requirements**

**Inventory**
**Weapons**

* Melee    Firearms    Ammunition

**Crafting**

* Ingredients    Items

**Equipment**

* Clothing

**Consumables**

* Food

**News**

**October 30, 2014**

Build 15 released
**June 27, 2014**

Build 14 released
**March 9, 2014**

Build 13 released
**January 14, 2014**

Build 12 released
**December 23, 2013**

Build 11 released
**November 21, 2013**

Hotfix 10ii released
**November 19, 2013**

Hotfix 10i released
**November 5, 2013**

 Environment

**The World**

* Areas
* Buildings
* Vehicles

**Characters**

* Players
* Zombies
* Crazed survivors

**Survival**

* Status Effects
* Survival Tactics

Official website

 Official Forum

Decimation  •  Zombie Night Terror  •  Zombie Party  •  Daylight  •  DayZ  •  Deadbolt  •  Dead State  •  Dying Light  •  Frozen State  •  H1Z1  •  Infestation: The New Z  •  Metal Gear Survive  •  Nether  •  Overkill's The Walking Dead  •  State of Decay  •  The Dead Linger  •  Trapped Dead: Lockdown
Red Coins

**Some of the information no longer applies to the latest version.**

Last update: 3 may 2021

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

**Red coins** are earned by selling various goods to houses, through the general store (and apothecary and speciallity goods). Red coins are used in basic research, mining and Foresters.

\*Elliminated

\*\*Sells for a different currency
Watertower

*This article is about the development design tool. For the building, see Water tower.*

**Watertower** is a scene creator for *The Dead Linger*. Watertower is used to design zone layouts for world generator. The generator chooses the designs randomly and combines them to create the game world. The intention of the tool was to add more variety in the game world. There are plans in the future to release the tool publicly for user submitted layouts. The name "Watertower" came from a joke about how the early Alpha version of the game had a large amount of water towers.

## References

1. ↑ TDL Team. The Weekly Dead 13 15 August, 2014.
2. ↑ Keene, Geoff. The Weekly Dead 13 thread 16 August 2014.
Kickstarter funding drive

With the **Kickstarter funding drive**, Sandswept Studios attempted to raise enough money to sustain development of *The Dead Linger* before the alpha version could be released. Using the crowfunding website Kickstarter, Sandswept pitched the game to people who could donate money towards development, and offered rewards for pledging particular amounts of money. The funding drive ran from March 31st to April 29th 2012 and raised $154,968 from 4,218 backers, 258% of the original 60,000 dollar goal. An alternative option to donate through PayPal was added on April 10th and remained open until May 9th; backers had access to the same rewards.

## Reward tiers

Throughout the running time of the funding drive, several new reward tiers were added to complement existing ones, and existing tiers had new rewards added to them. This table shows all of the rewards available to backers.
Official Voxelaxy Wiki

Welcome to the Official *Voxelaxy* Wiki
the *Voxelaxy* compendium by the players, for the players.
We are currently maintaining 259 pages (26 articles).

Please feel free to contribute by creating new articles or expanding existing ones.

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*Voxelaxy* Links
Official pagePublisher

What is *Voxelaxy*?

*Voxelaxy* is a small space survival game by the Polish Waxer Studio, putting you in the boots of a voxel-based astronaut stranded on an alien planet after he was blown out of space by an incoming missile...

*Voxelaxy* Wiki

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Main page sections: Top · Flex · Bottom. Changes for the main page can be proposed here.
Processing

You can **process** gathered minerals using crafting stations, according to the following formulas:

## Furnace

* Greenum + 2W + 〈6 sec〉 ⇒ Greenum Ingot
* Oxydrite + 1W + 〈2 sec〉 ⇒ Oxydrite Ingot
* Pimerite + 2W + 〈7 sec〉 ⇒ Pimerite Ingot
* Steelite + 3W + 〈10 sec〉 ⇒ Steelite Ingot
* Red Energezite + 3W + 〈7 sec〉 ⇒ Red Energezite Ingot

## Oxydriter

* Oxydrite Powder + 1W + 〈1 sec〉 ⇒ 5 x Oxygen
Forge

The **Forge** is a building that processes ore into usable goods and parts to use in other productions, or sell at the General Store. It is an early game production building with simplier recipies. This building has a maximum number of 5 workers, and Yellow Coin, Steam, and Fire boosters.

## Recipes

The building that provides materials for the Forge is the Mine (Iron Ore, Gold Ore). Fuel comes from the Pasture (1 unit, Fertilizer), Forester (2 unit, Wood), Mine (4 unit, Coal), or Fire Shrine (8 unit, Magma)

Goods from the Forge go to the Workshop (Iron Plate, Nails), Machine Shop (Iron Plate), Tailor (Nails), Lab (Iron Plate, Steam Pipe), Mana Forge (Steam Pipe), Enchanter (Gold Ingot, Iron Plate), General Store (Iron Plate, Nails) and Omni Temple (Gold Ingot). Steam Pipes must go into storage to be useable in building.
Tree Planter

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

A **Tree Planter** is used to increase yields of trees (Wood, Apple, Pear, or Dragonfruit). It will effectively double the yield of the tree.

Each planter costs 20 yellow coins, 4 fertilizer, and 4 lumber

* This is in contrast to the cost of planting a tree which is much more expensive (tree=50c, apple=100c, Pear=100c, Dragonfruit=200c)
* The fertilizer can be spent from global supply and does not have to be delivered directly
* The tree planter is similar in concept to the farm tile, but roughly double the cost and does not enable irrigation and direct fertilizer bonuses.
* You can place planters on existing trees, or on empty spots for new trees
* Unlike farm tiles, planters can be placed on uneven ground, but there is a bug that renders them invisible if three corners are higher than the 4th
* Yields can only be buffed on growth cycles. So if you place a planter on an existing tree, the immediate yields won't increase. You'll have to wait for the tree to be depleted and regrown.
* Regrowth takes a long time (~6 minutes) so timing this is important. Ideally a planter is placed on a tree when it is a stump (during the regrowth cycle)
* A good strategy is to place planters on stumps
* A planter doubles not only the base yield but the affinity by two.
* This means planters are most effectively used on trees with good affinity
* The default yield of a new tree is roughly 10. But full affinity can boost the base yield to 40.
* So a tree planter will boost a new tree by just 10>20...while it will boost an old tree by 40>80.
* A good use of tree planters will be on fruit trees because they are more expensive to plant than regular wood trees.
Food Mill

Requirements | Base level 2

**Food Mills** are buildings are the first food processing building the player can create, handy for making Yellow Coins early game. They are essential production chains involving baked goods or any products from pastures. This building has a maximum number of 5 workers, and Yellow Coin, Steam, and Air Boosters.

## Recipes

The building that supplies goods to the Food Mill is the Farm (Grain, Carrot, Potato)

Goods from the Food Mill go to the Food Market(Flour), Kitchen (Flour) or Pasture (Animal Feed).
Voxelaxy

**Voxelaxy** is an independent space survival game by Waxer Studio, an indie Polish developer. You step into the role of an astronaut stranded on an alien planet after his spaceship, the *Mouse*, was destroyed by a missile.

Following your emergency landing on an unknown planet, you need to use all the tools at your disposal to craft your way out of your predicament...
System requirements

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

The following are the minimum and recommended **system requirements** for *Factory Town*. While these requirements do not represent a guaranteed working configuration, meeting the minimum requirements should ensure at least a launch-able environment.

## Recommended requirements

**Windows**

**Memory:** 2 GB RAM
**DirectX:** Version 11
**Storage:** 250 MB available space
**Mac OSX**

**OS:** 10.13
**Memory:** 2 GB RAM
**Storage:** 250 MB available space
## Minimum requirements

**Windows:**

**Memory:** 1 GB RAM
**DirectX:** Version 11
**Storage:** 250 MB available space
**Mac OSX:**

**OS:** 10.10
**Memory:** 1 GB RAM
**Storage:** 250 MB available space
## See also

* Getting Started / How to Play
* Release date
Linux

**Note: Linux is not officially supported.**

The developer has stated that Linux support isn't in the plans for *Factory Town*. However, Steam has some nice auto-emulation, namely Proton.

## User reports

Unofficial user reports for running FactoryTown on Linux. Please post your experience here to help others.

### Gleapsite

* Ubuntu 16.04.6, intel HD-530, with proton 3.16-8Beta, proton 3.16-4 and proton 3.7.8

```
Failed to initialize graphics. Make sure you have DirectX 11 installed, have up to date drivers for your graphics card and have not disabled 3D acceleration in display settings. InitializeEngineGraphics failed

```

* Setting Launch Options to **PROTON\_USE\_WINED3D=1 %command%** got the game to launch with proton 3.16-4, and putting all the graphics settings to low got it to run at 30fps with only little lag.

### Tom1018

*Didn't have to do anything special, just tell Steam to use Proton and set the game to Windowed mode.*
*Due to the laptop's heat issues I did turn down the framerate, but I doubt most people will have that issue.*
Machine Shop

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

The **Machine Shop** is a midgame building that produces parts and mechanical goods with a heavy focus on iron. It has more recipes with multiple options of cost than any other building except the Workshop. Despite its tall appearance, there are still only three levels of access. It has a maximum number of 5 workers, and Red Coin, Steam, and Air Boosters.

## Recipes

The buildings that provide goods for the Machine Shop are the Forge (Iron Plate), Mine (Stone), Workshop (Cloth Conveyor Belt, Wood Rail), and Lumber Mill (Planks).

Goods from the Machine Shop to the Lab (Iron Wheel), Enchanter (Metal Rail, Metal Conveyor Belt) and General Store (Gear, Iron Wheel). All of the goods must go into storage to be useable in building.
Caravan

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

The caravan is a high-capacity vehicle that can carry up to 32 items at a time, but cannot harvest items like workers can. Caravans have the same speed as wagons, and like wagons, cannot occupy the same tile as another wagon or caravan.

## How to create

* Open the Build Menu (B)
* Choose Workers (W)
* Select **Caravan item**
* Place a new Caravan on the Map.

## Note

The Caravan needs 4 wood wheels, 4 reinforced plank 250 yellow coin and 1 worker to be built.
Conveyor Belt

Conveyor Belts can be used to automatically move items around the world without the need for workers.

There are four types of Conveyor Belts:

* Wood Conveyor Belt
* Cloth Conveyor Belt (1 item/second)
* Metal Conveyor Belt (2 items/second)
* Magic Conveyor Belt (4 items/second)

To extract resources from a building, place a conveyor belt adjacent to the building, then use a Grabber to extract items from the building and place them on your belt. Items on a belt that terminates at a building will automatically be inserted into that building, if the building uses that item for production.

Unlike Chutes, belts can transport items uphill. This, combined with structural blocks, can allow you to build bridges of items over pathways, allowing residents to walk underneath.
Advanced Logistics Guide

Here is all about Mana and Elements Power, which includes Their Transmission.

## Gepwin's guides

Same as Basic Logistics Guide, Gepwin has made some really good tutorial episodes on all sorts of logistics.

Here show the Mana Transmission.

## Mana Transmission

Before this guide gets fully fleshed out, here is an initial example of how to make a circuit for mana power (or elemental power). As you can see, when placing the Mana Pipe, a connector is automatically added to the enchanter. This doesn't happen at the magic forge. And this is because none of the magic forge's recipes require any form of mana or elemental power. Instead they require the crystals themselves, which you need to supply with a normal belt instead of a Mana Pipe.

## Element Transmission

As current version, Elements Power follow as Mana Transmission.
Water Pump

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

The Water Pump is a building that must be placed next to a water tile and provides 2  Water per 1 of either Steam provided from a Steam Generator, or 1 Rotational Power provided by a Steam Engine plus 1 Work Unit. Because the Steam Engine produces 2 rotational power per 1 steam, it is twice as efficiant to use. The Water Pump draws twice as much water as a Well. By itself it uses half the Work Units of a well, but breaks even when added to the Work Units used by the Genorator or Engine. Water can be moved by worker, but it is much more efficient to connect the Water Pump to Fluid Pipes in the Fluid Pipe Map Layer that then connect to the waters final destination. Buildings that use water are the Farm, Pasture, Medicine Hut, Houses, Lumber Mill, Steam Genorator, and Steam Locomotive.
Production Speed Bonuses

The Speed percentage on a building determines how quickly it produces items. 200% means a building works twice as fast, 1000% is ten times as fast.

You can find all the various speed boosts for a building by left-clicking on it and looking at the Speed stat shown above.

Note that the percentage shown is not simply adding up the listed bonuses, this page details how the various bonuses are calculated.

There are two categories of speed boosts, **Global** and **Per-Building**, and those two categories are multiplied together to give the final result.

Global Boosts
 25%

Per-Building Boosts
 40%

To calculate a buildings productivity, add up all the values in the **Global** table, add up all the values in the **Per-Building** table and multiply those together.

Example:

**Global**: 100% Base Productivity + 200% Happiness + 50% Global Production Bonus = 250%

**Per-Building**: 100% Base Boost + 75% (3 Extra Workers) + 50% Steam Power = 225%

Final Productivity is 250% x 225% = 563%

Notes:

**1:** The first worker does not count as an extra worker. So 5 total workers give a max 100% boost (25% x 4 Extra Workers) . Farms, Mines, Foresters and Fisheries give 100% per Extra Worker instead of 25%. In addition, Farms, Mines and Foresters can have 10 total workers for a max boost of 900%.

**2:** OmniStone Upgrades start at 40% per level invested in a building. But researching "OmniUpgrade Power" with the OmniTemple adds another 40% per level. This means if you have "Lv 3 OmniUpgrade Power" researched, each level on "Omnistone Upgrade" gives you 160%.
Toggle

Toggle is one of the logic blocks in Factory Town.

You can use it to connect to other logic or logistic blocks to enable/disable them.

Output: sends a signal pulse with 0 (OFF) or 1 (ON) every time it gets activated.

Input: keeps current state if get's a signal from a logic pusher and toggles if interacted with any other block.

User interaction: by pressing ctrl+lmb it toggles and sends a signal pulse.

Configs: can be toggled ON/OFF (sends a pulse)
TDL:Random Right2

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Mana

## Mana Transmission

Only a few goods can be transfered via Mana Pipe;  Mana Crystal  Air Crystal  Earth Crystal  Fire Crystal and  Water Crystal. Omnistones cannot. Mana Pipes can be connected to a storage building contaning any of the above, then dragged to their destination and connected again. These pipes are practical to use to extract depleted crystals from buildings to recharging buildings, and then back again. They are also useful in providing Temples or the Mage Tower with a supply of crystals to use without the need to worry about recharging (they both consume the crystal upon use). However it can be more logical to simply hand deliver crystals to some locations, such as shrines, as they don't need any more then their initial start up amount.
Fish

## Description

 **Fish** a natural resource found in rivers or ponds. Can be collected by worker, raft, boat, or Fishery.
Can be processed into Cooked Fish in a Kitchen. Can be processed into Fish Oil in Medical Hut.

## Harvesting

Fish can be harvested from any water source with the splashing ripples indicating the fish are present. Fish can be harvested by workers directly, but it is much easier to use a raft, boat, or a Fishery.

### Harvesting with a boat

* Left-click on a boat to select.
* Right-click on a water tile with fish to target it
* Right-click on a crate at water level to bring it there
* The boat will harvest the fish and bring them back to the crate and repeat the action.

## Trivia

Fish is the only natural resource other than water that is unable to make use of chutes or minecarts.
Magic Forge

The **Magic Forge** is the Building that indroduces the late game, and provides power to many other buildings in the form of Mana Crystals that are often transported through the Mana (or later, Omni) Pipes it makes. Mana Bricks are required to build most of the buildings that have magical utilities. This building has a maximum of 5 workers, and Blue Coin, Steam, and Fire boosters.

## Recipes

The buildings that provide goods for the Magic Forge are the Stone Mason (Stone Brick), Mines (Mana Shard), Forge (Steam Pipe), and Mana Reactor (Omnistone). Fuel comes from the Pasture (1 unit, Fertilizer), Forester (2 unit, Wood), Mine (4 unit, Coal), or Fire Shrine (8 unit, Magma).

Goods from the Magic Forge to to the Enchanter (Mana Crystal), Mage Tower (Mana Crystal, Mana Brick, Mana Pipe), Elemental Refinery (Mana Crystal), Medicine Hut (Mana Crystal), and Specialty Goods (Mana Brick). The Mana Pipes and Omni Pipes must go into storage to be useable.
Voxelaxy Wiki/Top section

Welcome to the Official *Voxelaxy* Wiki
the *Voxelaxy* compendium by the players, for the players.
We are currently maintaining 259 pages (26 articles).

Please feel free to contribute by creating new articles or expanding existing ones.

Basics
System requirementsRelease dateHow to Play

The Equipment
ToolsMineralsProcessingCrafting
House

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

 Requirements | Town Center level 1

**Houses** are needed to build up the population and collect coins. Houses can be upgraded to provide more population capacity maximum happiness, thus allowing you to gain more coins.

Houses must be satisfied by supplying goods to increase their happiness.

## Upgrading

When enough experience has been gained, the house will automatically level up (to a maximum of 10)

### Experience Requirements

* Level 1: Place the **house**
* Level 2: 20
* Level 3: 100 (120 total)
* Level 4: 350 (470 total)
* Level 5: 800 (1,270 total)
* Level 6: 1,500 (2770 total)
* Level 7: 2,500 (5270 total)
* Level 8: 5,000 (10,270 total)
* Level 9: 10,000 (20,270 total)
* Level 10: 20,000 (40,270 total)

### Maximum Happiness

* Level 1: **7**
* Level 2: **10**
* Level 3: **13**
* Level 4: **17**
* Level 5: **21**
* Level 6: **26**
* Level 7: **31**
* Level 8: **37**
* Level 9: **43**
* Level 10: **52**

### Population Given

* Level 1: **2**
* Level 2: **3**
* Level 3: **4**
* Level 4: **5**
* Level 5: **6**
* Level 6: **7**
* Level 7: **8**
* Level 8: **9**
* Level 9: **10**
* Level 10: **12**

## Happiness & Consumption

Happiness is determined by how many needs are satisfied.

There are 10 categories (11 if water is counted), each of which has a maximum amount next to it.

Different levels unlock different categories. If a category is unusable at the current level, it will have a dash below it instead of the current/max numbers. While selected, a houses' overview can be accessed by clicking the experience or happiness bars in the top-right UI widget.

The maximum amount of items a house uses will vary based on the houses' level. (Water is always accepted and will not be listed on the table)

Empty cells in the table mean that category won't be accepted.

## Gallery

* Level 1
* Level 2
* Level 3
* Level 4
* Level 5
* Level 6
* Level 7
* Level 8
* Level 9
* Level 10

Helpful Links

**Game Menu**

 Buildings
 Workers
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 Mana
 Buildings
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Bool Function

Bool Function is one of the logic blocks in Factory Town.

You can use it to execute logic operations.

Output: sends a signal pulse with the logic result every time it gets activated.

Input: depending on the configuration it changes to the corresponding logic state.

User interaction: by pressing ctrl+lmb it toggles the "enable" state and sends a signal pulse.

Configs:

-can be toggled ON/OFF (sends a pulse), but only until it gets updated.

-the logic type can be selected (AND, OR, NOT, NAND, NOR, XOR)

These are the logic tables:

AND

OR

NOT

NAND

NOR

XOR