recursal/Fanatic-Fandom huggingface dataset:
RABBIT RESCUE MISSION

Former Brothers Present Nasty Rabbit in:

Nasty Rabbit goes shopping at a "five-sided mall" in Washington, D.C. When he can't locate a shoe store, he asks a man wearing dark glasses and an earpiece where he can go to find a new pair of shoes. Having stumbled on to a password to gain entrance to a top secret briefing room, Nasty is mistaken for "Agent 932," and equipped with an experimental combat aircraft to carry out the rescue of an American agent being held in Turkey.

**SONG-DROPPING:**
Love in an Elevator (Tyler/Perry) by Aerosmith

Notable for:

* the first Nasty Rabbit episode to expand outside normal activity, in the vein of an "adventure"
* the first use of the phrase "Ah, shit."

A faux-theatrical movie poster created as promotion for this episode claims it is a movie directed by John McTiernan, produced by Stan Lee, and starring:

* Kenneth Branagh
* Gary Oldman
* The Del Rubio Triplets
* Cecily Strong
* Christopher Lambert, and
* Pat Morita
BOOTLEGGER BUNNY

Former Brothers Present Nasty Rabbit in:

Nasty tries traveling underground, gets dirty, and climbs through an open window to wash off in somebody's bathtub gin. It turns out to belong to some prohibition-era bootleggers, and Nasty has to pretend he's one of the gang to get out alive...until taking over occurs to him.
NASTY'S HABIT

Former Brothers Present Nasty Rabbit in:

A magician performing at a children's birthday party produces Nasty Rabbit - who has no idea how he got there - from a hat, and is promptly stressed into a heart attack. Nasty is appointed to stay behind with a

   house full of malevolent, psychotic children while the birthday boy's mother drives The Amazing Creosote to the hospital.
Intruders

An Intruder is someone that is not supposed to be there (usually disguised as Visitor, also can be disguised as a Colonist), and starts killing colonists as soon as they have entered an airlock. A way to stop that is having Guards, or placing the colony in Red Alert so that colonists will also attack (not wise if they are unarmed). One way to prevent casualties is to keep control centers and sick bays near airlocks to heal your colonists.

Intruders begin targeting you once you reach 75 Prestige. They will more often come from a visitor ship, but when they come from a colonist ship, it will be discernible by their purple space suits. If you have a Guard operating a Security Console in a Control Center, then you will be notified that there is an Intruder at the base with a banner popping up and big red circles forming around the Intruders. Guards will then run, armed or unarmed to keep the intruders at bay, although they will certainly die if unarmed.
NASTY'S SPEAKEASY

FORMER BROTHERS PRESENT NASTY RABBIT IN:

The 18th Amendment is re-ratified, and Nasty takes it upon himself to manufacture and distribute illegal alcohol, attracting the attention of two federal agents, both named Joe. When they are forced to drop the charges, Nasty opens a speakeasy, and Joe and Joe will stop at nothing to bust him.

**SONG-DROPPING:**

In the first two panels, Nasty walks down the street singing "It's the Same Old Song" (Holland/Dozier/Holland), by The Four Tops.
Radio Antenna

"A way to contact vessels traveling near your planet"

The radio antenna is an exterior structure that can be built in a small and medium size. It allows you to contact people in distress and get coins or prestige in return. Each must be manned by a worker at a radio console in the control center to confer the benefit.

The size difference determines the interception chance it adds, and multiple will increase the chance, albiet with diminishing returns. For example, one Large Antenna will result in 50% chance, two with 75%, and so on.
Tales Tailored For the Downright Nasty

The second Nasty Rabbit collection.

The cover depicts the Evil Overlord as an ethereal wraith-like shadow, looming over a drunk Nasty Rabbit and his city. The cover is an homage to the early *Tales Calculated to Drive You Mad* covers, as illustrated by Harvey Kurtzman - complete with simulated Kurtzman-like signature.
Dr. Rodent's Original Threebear Rejuvenator

The third Nasty Rabbit collection.

COVER:

The concept of Nasty's involvement with medicine referenced in "**Calling Dr. Rodent**" - albeit, as a turn of the century huckster selling a useless elixir - is represented for the cover of the (as yet unreleased) book, *Dr. Rodent's Original Threebear Rejuvenator*. The cover picture is a framed portrait of Nasty in the guise of a frontier explorer holding a rifle, with suspicious legs of a dead Indian seen in the background.

\*\*

"For the book title, I tried to find an ingredient or substance that would produce only one result when looked up on the internet; something completely useless or totally phony, when claimed to be any kind of healer. I settled on "threebear," which in every internet search I did, came up with one result: dirt. I totally cracked myself up with that. Since then, I've noticed searching "threebear" on the internet brings up hundreds of results, thereby ruining the joke."

\*\*

Conditions or ailments supposedly cured by Dr. Rodent's Original Threebear Rejuvenator:

* dropsy
* pox
* inflammation
* lumbago
* lockjaw
* gout
* gabardine
* mumps
* poor man's wobble
* dandruff
* crabs
* McNuggets
* bastic poombah
* hair loss
* warts
* hemshaw
* nivets
* agnew
* fartipiles
* fangrot
* jitters
* bone spurs
* DT's
* grout
* hives
* toadstick
* boils
* wigwams
* mange
* fever
* splunge
THE NASTY RABBIT

Former Brothers Present:

Nasty Rabbit spots some lettuce on a produce truck and jumps aboard to dump beer on it and enjoy a salad. When the truck is locked up and drives away,

   Nasty is transported to Louisiana and does not find it to his liking.

**THE TITLE:**

Just to add "character" to Nasty Rabbit's legend, the first episode title uses the definitive article before his name, as if to imply he started just as "a" nasty rabbit. In truth, Nasty Rabbit was his full name since before there ever was an episode.

**SONG-DROPPING:**

Born to Be Wild (Mars Bonfire)

Theme From New York, New York (Kander/Ebb)

**NAME-DROPPING:**

Nasty places a call to Ed Koch, claiming to be Donald Trump;
calls the local sheriff alternately "Barney Fife" and "Joe Friday";
"Hey, look! It's John Fogerty!"

From the beginning, several facets of Nasty's personality are already evident:

*Total oblivion* - Nasty sees lettuce, has beer, and wants a salad. He doesn't seem to notice he's in the back of a truck being loaded by two drivers.

*The legendary finger* - it only takes until panel #13 for Nasty to flip someone off

*"Cartoon magic"* - when the sheriff arrests him, Nasty announces his lawyer is right behind the sheriff. He turns around, to see Nasty in a suit and tie, carrying a briefcase, and claiming to be "Vincent Bunniosi, attorney at law."

*Disguise* - see "Vincent Bunniosi"

*Deliberate ignorance of social mores* - when Nasty needs to make a quick escape, he picks a lock to steal someone's bicycle, but muses to himself, "Some kid lost his bike...and it's caught on this chain, too!"

*Blaming the victim* - Nasty drives the bike straight into an old lady, knocking them both over, while yelling "Hey! Watch it, fruithead!"

*Rude epithets* - see "fruithead"

*Erroneous interpretation* - during the getaway on the Greyhound bus, Nasty deduces that the needle reaching "100" on the dashboard indicates how many people are on board, then says "Hey! How did 25 more get on when I'm goin' this fast?"

*Singing rock or R&B songs* - while driving back in to New York City and smashing an oncoming car with the bus, Nasty tries to get a singalong of "Born to Be Wild" started with the passengers.
HERO-WORSHIP HARE

Former Brothers Present Nasty Rabbit in:

Nasty is knocked unconscious in a motorcycle accident, and in his amnesiac state, is convinced by an unscrupulous promoter that he is *Mega Man, Defender of Liberty!*
Not realizing it's all for a

   costumed event to promote a new movie at the local theater, Nasty tries to figure out why his super powers aren't

   working (never questioning what they're supposed to be, exactly) and runs afoul of the notorious Pack Rat gang, led by a mysterious master criminal known only as "The Spade."

The only recurring villains in the Nasty Rabbit Universe come from "Hero-Worship Hare." The Spade returns as the main villain in "The Rabbit Who Loved Me," with a third appearance hinted at for an upcoming episode. Honorable mention is given to his bald henchman (called either "Howie" or "Casey"), who gets a promotion of sorts and appears as The Big Cheese in "Nasty Rabbit Must Die." Neither seems to recognize the other.

**SONG-DROPPING:**

Born to Be Wild (Mars Bonfire)

Love in an Elevator (Tyler/Perry) by Aerosmith; possibly a follow-up joke to its use in "**Rabbit Rescue Mission.**"

\*\*

"One of the best rejections I ever got was from DC Comics. Not as good as Dark Horse's submissions department, who wrote back to me with encouragement and suggestions, but...
DC told me people were more interested in superheroes these days, and not characters like Nasty Rabbit. So I thought, fine. You want a superhero? I'll knock Nasty out, and when he wakes up, he'll be one! And just like that, Nasty had an arch-nemesis."

\*\*
The Nasty Rabbit Anthology

The complete (current) list of Nasty Rabbit "episodes."

1. THE NASTY RABBIT

2. BOOTLEGGER BUNNY

3. NASTY'S SPEAKEASY

4. RABBIT RESCUE MISSION

5. HOSTAGE HARE

6. NASTY'S HABIT

7. HERO-WORSHIP HARE

8. HARE HOCKEY

9. HARE APPARENT

10. THE RABBIT WHO LOVED ME

11. CALLING DR. RODENT

12. THE NASTY MULTI-BILLIONAIRE

13. WHISKER SOUR

14. FRITZ THE FOX EATS A RABBIT

15. NASTY'S NEW FRIENDS

16. RABBIT REFORM

17. DEEP EXPLETIVE

18. NASTY RABBIT MUST DIE

19. NASTY'S PAIN

20. HARE NET

21. RABBIT'S NINTH

22. DEATH AND THE SINGLE RABBIT

23. SUPERVISOR OF THE FLIES

24. NASTY NOCTURNE

25. HIS 'N HARES
THE NASTY MULTI-BILLIONAIRE

Former Brothers Present Nasty Rabbit in:

Pissed again that he didn't win the lottery, Nasty picks up one of the tickets he's kicked across the room and realizes he actually won.

   Off to Vegas!

\*\*

"Sometimes the line between just not giving a shit and being kind of ignorant is blurred. The best and most hilarious example was when he goes to Las Vegas with four hundred billion dollars, plays one hand of blackjack in which he has two face cards and says "hit me!" and promptly winds up in the street, flat broke."

\*\*
Pea Pad

Pea Pads are a Bio-Dome component that produces Peas and Starch; they have high maintenance and high production.

Creating a Pea Pad requires one unit of Bioplastic, and an Engineer or Constructor Bot. Maintaining a Pea Pad requires a Biologist.

Peas can produce Mixed Meals when combined with Tomatoes and either Lettuce or Onions.

See also: Food Production and Recipes
Resources

You will need to manage a variety of Resources to keep your base running. They will range from raw resources like Ore and Starch, to finalized products like Semiconductors or Guns.

Resources decay and will ultimately disintegrate when not in a Storage or inside a component, so it's important to keep them in a safe place.

Resources from the Colony Ship are more durable and will take longer to disintegrate, but it is still a good idea to store them eventually.

The upper right status panel can be toggled to show resources. Be aware that this panel includes resources that have already been allocated to machines or construction sites. When resources have been reserved, the panel adds indicators to the icons to show the degree of availablity:

* Yellow arrow: Some of the resources are not free
* Orange arrow: More than half of the resources are not free
* Red cross: No resources are free

You can hover your mouse over the resource icon to see the exact number of available units.

## Raw Resources

Raw resources are resources obtained from structures like Mines or components like Vegetable Pads and does not require other resources to be consumed in the process.

## Intermediate Resources

Intermediate resources are produced by components using other resources as ingredients which can then be used as is for building structures or components or used as ingredients for Finalized Resources.

## Finalized Resources

Finalized resources are resources produced by components using raw and/or intermediate resources. They can only be used as is and can no longer be processed any further.
Rice Pad

Rice Pads are a Bio-Dome component that produces 2 "Vegetables (Rice)" and 1 Starch per production cycle; they have high maintenance and high production.

Creating a Rice Pad requires one unit of Bioplastic, and an Engineer or Constructor Bot.

Maintaining a Rice Pad requires a Biologist.

Rice can produce Mixed Meals when combined with either any Meat, or with both Mushrooms and Tomatoes.

See also: Food Production and Recipes
Planet Types

Planetbase allows you to attempt to colonize four different types of planets. The planet types are listed below in order of unlock, which is followed by a table of characteristics for each.

Class D - "Medium size desert planet with a thick CO2 (Carbon dioxide) Atmosphere, which partially protects it from Meteors and Solar Flares." Sandstorms are very common here. Note: The developers have removed Solar Flares from this location with the 1.0.4 Released update.

Class F - "Outer planet with a Nitrogen atmosphere. The thickness of the atmosphere prevents much of the light from reaching the surface."

Class M - "Moon of a Gas Giant with no atmosphere, which leaves it very exposed to Meteors and Solar Flares, and unable to support Wind Turbines."

Class S - "Moon of a gas giant with a thin but active atmosphere, constant thunderstorms pose a threat and methane lakes reduce buildable surface."

As of the 1.1.0 update, Solar Flares do not occur on Class D planets, Class F planets, or Class S planets
Mushroom Pad

Mushroom Pads are a Bio-Dome component that produces Mushrooms; they have low levels of maintenance and production.

Creating a Mushroom Pad requires one unit of Bioplastic, and an Engineer or Constructor Bot. Maintaining a Mushroom Pad requires a Biologist.

Mushrooms can produce Mixed Meals when combined with either Wheat, or both Tomatoes and Rice.

See also: Food Production and Recipes
Water Tank

"Stores water for later use"

Water Tanks store excess Water that your grid generates. This stored Water is released when your grid consumes more Water than is generated.

## Efficiency

Adding the cost of one connection, 1 metal, to the cost of building the actual water tank, the water storage is therefore 200 per metal regardless of size. The advantage of larger water tanks is increased water storage, albeit small, for every KW consumed when you factor in the consumption of the connector and denser water storage on a fixed area.
Robotics Facility

Interior Structure where Bots are built and repaired.

Note that to manufacture the Constructor Bot and Driller Bot you need to purchase the appropriate Techs from Traders.

\*Values may change depending on components used

## Components

### Bot Auto Repair

Bots can get automatically repaired here.

### Bot Workshop

An Engineer can build Bots here.

One Metal, one Bioplastic, and one Semiconductor creates one Bot.

Available Bot designs are Carrier Bots, Constructor Bots (requires Tech), and Driller Bots (requires Tech).

Note that in order to construct the Constructor or Driller bots like this, you need to purchase appropriate technology from traders.
Trees

Trees are a Bio-Dome component; unlike pads, they do not produce resources and require no maintenance.

Creating a tree requires an Engineer or Constructor Bot.

They produce 2 oxygen during the day, but consume 1 at night (each tree reduces your nightly oxygen availability by the equivalent of one person).

They can also be used by any colonist to increase their happiness levels, making them an inexpensive way to boost your colony's morale, especially in the initial phases.
Airlock

**Airlocks** allow colonists to enter and exit a base. It can only be directly connected to one Interior Structure, so be careful when placing them.

Airlocks are relatively slow to use, so they may get congested at later stages.

Make sure you build a few of these in the right places; you might want to make sure they are near Storages, Landing Pads, and Starports so you can trade effectively.
Sick Bay

Interior Structure where Colonists and Visitors can get medical treatment from Medics.

This is a dead-end structure; it can only have one interior connection.

 Medium

\*Requires minimum gap between Beds

## Components

### Bed

Injured colonists  will lie in a bed and remain incapacitated until a Medic can heal them with Medical Supplies. However, they will still consume Base resources.

### Medicinal Cabinet

A medicinal cabinet is a structure placed in Sick Bay. Medics will place (max. 4) Medical Supplies into the cabinets to store for use on future patients. This allows for faster medication, as well as seperate storage of other resources.

## Notes

Medics are unable to heal themselves. If your only medic becomes injured, try to get new colonists before your Welfare degrades.
GM Tomato DNA

"Allows you to plant GM Tomatoes, which grows faster, however some say these are dangerous for your health"

Unlocks GM Tomato Pad  for the Bio-Dome.

The GM tomato patent is a tech that allows you to build the GM tomato in any bio-dome. The GM tomato grows more tomatoes per term than a normal tomato. As of currently the GM tomato can only be traded for and has a base cost of 400 before trading commission.
Planetbase Wikia

**Welcome to the...**
**Planetbase Wikia**
**118 articles • 239 files • 2,180 edits**

**ABOUT THE GAME**

Planetbase is a strategy game in which you guide a group of space settlers trying to establish an outpost on a remote planet, and face the harsh conditions of the new frontier.

**NAVIGATION**

**HELPFUL LINKS**

* Official Forum
* Subreddit
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles
Power Collector

"Stores electricity to use when none is generated"

Power Collectors store excess Electricity produced by your grid. The stored charge is then available for use during times when you consume more Electricity than you generate.

## Efficiency

Adding the cost of one connection, 1 metal, to the cost of building the actual power collector, the power storage is therefore 2500KJ per metal regardless of size. The advantage of larger power collector is denser power storage on a fixed area.
Bioplastic

Bioplastic, together with Metal, is your most used building material in the game. It is needed for all the interior structures you build and the connections between them. Furthermore, some components placed inside buildings also require Bioplastic.

Bioplastic is produced by processing Starch with a Bioplastic Processor in a Processing Plant.

Products that require Bioplastic:

* Medical Supplies
* Spares
* Semiconductors
* Guns
* Bots
Robot Auto-Repair

A bot-auto repair is an Interior Structure put in the Robotics Facility that robots will go to when they reach a critical condition. However, this cannot repair overall integrity and a robot will eventually be disassembled. This repairing process takes an average time of 5 seconds (if the robot has half of their integrity down). This is an advisable and easy technique, as Engineers no longer have to repair the bots.
Coins

Coins are the money equivalent in planetbase. Coins can be obtained from trade, visitors, or from distress calls (using the Radio Antenna).

## Use

Coins only have one use and that is for purposes of trading.

They also have to lowest base price amount of all products at 1.

## Tips

Most people consider coins useless in terms of buying them off of traders because of the commission that comes with buying them.

However because of the long amount of time you can spend getting your people and bots to move large amounts when you want to make a big expensive trade of like 100 items it is more time effective to use coins as they require no moving.

Also you can slowly build up a big amount if you start off with high production in a specific resource and are running out of space to store it.
Oxygen Generator

Interior Structure that uses Electricity to extract Oxygen from Water.

Oxygen produced here will flow to any connected Interior Structures rendering them habitable.

When a structure is selected, the info panel will show its current level of Oxygen; when it is low, the structure will be colored in red and a warning sign will appear on top of it.

 Medium

* At maximum power

It is important to note that, even though you may have enough oxygen for your entire base, larger structures with lots of people in them, such as sleeping quarters with lots of bunks, use up the oxygen much faster in those particular sections & will leave that area with not enough oxygen; again even if you technically have enough oxygen for the entire base. If you notice certain sections going in the red, you can build another oxygen generator nearby those sections to ensure an adequate flow of oxygen to those areas.
Bar

Interior Structure where your Colonists and Visitors can relax and enjoy an Alcoholic Drink.

Components available to build at the bar include Drinks Machines which produce Alcoholic Drinks from Vegetables, Drinking Fountains, and Video Screens.

\*Values may change depending on components used

## Components

### Drinks Machine

Produces nice Alcoholic Drinks that colonists can consume to relax.

One Vegetable produces one Alcoholic Drink.

### Bar Table

A place for Colonists to have a drink.

For three people.

### Standing Bar Table

A place for Colonists to have a drink.

For one person.

### Video Screen

A screen where Colonists can watch the news and other shows.

Increases Morale.

### Drinking Fountain

Colonists can drink water here to increase their hydration levels.
Factory

Interior Structure where manufactured goods, like Spares, Semiconductors, and Guns are produced.

All the machines in the Factory are operated by Engineers.

\*Values may change depending on components used

 Components

### Spares Workshop

An Engineer can make Spares here.

One Metal and one Bioplastic creates two Spares.

### Semiconductor Foundry

An Engineer can make Semiconductors here.

One Metal and one Bioplastic creates one Semiconductor.

### Arms Workshop

An Engineer can make Guns here.

One Metal, one Bioplastic, and one Semiconductor creates one Gun.
User Interface

* Build - allows you to build Structures.
* Base Management
	+ Stats
	+ Charts
	+ Grid - Electricity and Water generation, consumption, and storage. Allows for quick toggle to disable all non-essential Interior Structures.
	+ Landing Permissions - (Requires a Landing Pad)
	+ Security Controls - set alert level for base. (Requires a Control Center)
	+ Manufacturing Limits - (Requires a Factory)
	+ Techs
	+ Milestones
* Adjust Speed - allows you to change the speed to x1, x2, or x4.
* Show Tops [of Interior Structures]
* Quick Save
* Game Menu
	+ Save Game
	+ Exit Game
	+ Return to Game
* Help
Welfare

**Note: this article is a stump; you can help the wiki by adding a few sentences of your own to this page.**

Welfare is the average measure of how your colony is surviving. Welfare, on the grid, is shown as a color-changing bar above the prestige measurement bar. The device will generate its measurement based on factors like:

* Status of colonists (hunger, health, morale, H2O, O2, etc)

* Status of machinery in the base (good, okay, poor)

* Health of structures (interior and exterior)

Welfare can help you see how well you are directing your colony and if you need improvement on your base.
Lab

Interior Structure where your Medics and Biologists manufacture Medical Supplies and Vitromeats.

Medical Supplies are manufactured on a Workbench, while Vitromeat is produced in a Tissue Synthesizer.

\*Values may change depending on components used

## Components

### Workbench

A place for a Medic to make Medical Supplies.

One Medicinal Plant and one Bioplastic creates one Medical Supplies.

### Tissue Synthesizer

Vitromeat is produced here.

A Tissue Synthesizer will automatically produce one unit of Chicken, Beef, or Pork Vitromeat without any resources required for production. Like Vegetables, they must be maintained by a Biologist.
Landing Pad

"Basic landing facility. Small colonist or trading ships can land here."

   The landing pad is a very important part of your base and is required to obtain more colonists. Building it unlocks the Landing Permissions panel, which allows you to restrict which types of ships are permitted to land at your colony. By default, both Colonist and Trader ships are allowed.

* Colonist Ship: Brings 1-3\* new colonists to your base. The profession of each colonist is based on the percentages you set in the Landing Permissions panel. Colonist ships will not arrive if your colony's welfare is too low.
* Trader Ship: Brings a selection of goods, coins, bots, and techs for you to purchase in exchange for your goods and coins. Click on the trade ship to open the trading window.

The landing pad also allows you to build a Starport, which handles larger ships and unlocks the Visitor ship type. Note that the ship types allowed in Landing Permissions apply to all landing sites, so small Visitor Ships may land at the landing pad once Visitors are unlocked. Large Colonist Ships that land on the Starport may carry up to 4\* colonists.

Once you have built the Starport you are allowed to remove the regular Landing Pad, but not before.

## Trading

You can sell any unused resources in your base. Input resources to production stations are not available but output resources are available. Resources assigned to construction (buildings or components) cannot be traded, regardless of whether they have been delivered to the construction site yet. Note that the main UI's resource counter includes resources assigned to construction, so if items are "missing" from the trade window then they are likely sitting on the ground somewhere waiting for construction.

Each trader charges a fixed markup, which is visible once any item has been selected for purchase. The markup appears to be random\* and varies between 35% and 65%\*. The trader effectively overvalues their own items by their markup value. For example, a trader with a 40% markup values your Bioplastic at 10 but values their own Bioplastic at 14.

Once you have agreed to a trade, your colonists and carrier bots will carry your goods to the trader's ship. You can select the ship to see what goods still need to be delivered. Coins are transferred instantly. When the trader has all the items you promised they will complete the trade and leave. Purchased goods will be dumped in a pile on the landing pad, and colonists will eventually move them to a Storage dome.

If you hold the left mouse button down, you can speed up the counter. If you shift-click, you can add/remove 10 items at the time.

**Item values:**

\*\* Bots cannot be sold

## Cleanup

Statements marked with \* seem to be correct but have not been rigorously tested.
Medical Supplies

Medical Supplies are produced by Medics at Workbenches in a Lab. They require Medicinal Plants and Bioplastic to produce. Medics will use Medical Supplies to heal injured Colonists in a Sick Bay. You receive 10 of these when you start on the planet.

-=Storing=-

Medical Supplies can be stored in a storage, or in a medicinal cabinet.
Wind Turbine

"Generates electricity from the wind (as long as there is an atmosphere)"

Wind Turbines generate electricity based on the current wind speed.

\*Values may change depending on time or other variables

\*\*Requires Tech to unlock

## Efficiency

Adding the cost of one connection, 1 metal, to the cost of building the actual wind turbine, the power generation per metal is therefore 10KW per metal regardless of size. The benefit of using larger Wind Turbines is denser power generation on the same area and reduced cost and time of maintenance.

## Notes

The Condition of Wind Turbines will degrade over time. When it reaches Very Poor, or it becomes damaged by a Meteorite, an Engineer or Constructor Bot will use Spares to repair it. Turbines degrade a bit faster than solar panels for the same amount of energy produced.
Cabin

Interior Structure that functions as the secondary and more comfortable sleeping facility in the base. Here you can build Beds which are can only sleep one Colonist at a time instead of the 2 which bunks can also they restore Sleep faster than Bunks, and also restore Morale.

You need to build a Dorm before you can Build a Cabin.

The Cabin can only be connected to one other Interior Structure.

 Medium

\*Requires minimum gap between Beds

## Components

### Bed

Cabin Component where any Colonist can Sleep and recover Morale.
Atlaua

***In Aztec mythology, Atlahua was a water priestess, fishermen and archer.***

* ★
* ★★
* ★★★
* ★★★★
* ★★★★★
* ★★★★★★
* ★★★★★★★

*I'm the goddess of water. I mostly use the Atlatl*
*Curious how it works? I can show you*
*Every fisherman on earth has my protection*
*There are also goddesses of water in the North and Greece*
*What? I smell like fish?*
*I'm quite clean, you know*
*How rude of you... no wonder you're single*
Nasty Rabbit Uncensored

The first Nasty Rabbit collection, with ironic cover photo depicting Nasty flipping off the gangsters from "Bootlegger Bunny," with a black censor bar over his finger.

It was announced on August 25, 2016 that *Nasty Rabbit Uncensored* would be published in January, 2017 - but with the caveat "probably."

On August 27, 2016, an inter-office email from Former Brothers was leaked in a manner suggesting the person behind the leak was Julian Assange. In the email, the contents page of *Nasty Rabbit Uncensored* is discussed, and indicates the collection will feature 7 new Nasty Rabbit episodes:

1. The Nasty Rabbit

2. Bootlegger Bunny

3. Nasty's Habit

4. Rabbit Rescue Mission

5. Hero-Worship Hare

6. Rabbit's Ninth

7. Whisker Sour
Blizzard

Blizzards can happen at any time on some planets (class F or certain challenges)

When they pass by:

> Solar Panels cease to operate.

> Wind Turbines operate at maximum capacity.

> Colonists who are outside walk slowly and their health decreases over time (and if their health is already low, if they don't go inside quickly, they die)

> Power generator decaying rates are doubled.

How to avoid damage from them:

> Have spares in stock to repair damage to generators

> Set a yellow alert in the security controls panel

> Build lots of Wind Turbines and Power Collectors.
Ciara McLoughlin

**Ciara McLoughlin** is a Demon Slayer stationed in the Kingdom of Ireland.

## Physical Description

Ciara is a young woman with deep blue eyes and black hair cut into a bob. She wears a steel cuirass with steel tassets, a pale-pink skirt, leather gloves, and leather boots. Her weapons of choice, a basket-hilted sword, a pair of pistols, and a dagger are kept in a sheath on her left hip, a pair of holsters over each leg, and a sheath on her right boot, respectively.
Sandstorm

Sandstorms are a type of natural disaster. They do not cause damage to structures (need confirmation) but any Colonists and robots who are outside will be slowed down and lose Health over time.

Damage from Sandstorms can be prevented by setting a Yellow or Red Alert once a Control Center has been built, this will recall all colonists into the base and prevent any more from going outside.

During Sandstorms, Wind Turbines will operate at maximum capacity.

During Sandstorms, Solar Panels will cease to operate for the duration of the Sandstorm.

Telescopes with an operator will warn of approaching storms giving time for a yellow alert.
HARE NET

Former Brothers Present Nasty Rabbit in:

Nasty Rabbit breaks down and buys a computer to exact revenge on a fax machine that keeps dialing his phone. When a diaper manufacturer mistakenly e-mails Nasty with reference to a shipment, he is convinced it's a coded message from "drug runners" and sets out to infiltrate their organization and steal their money.

**Hare Net** is one of three Nasty Rabbit episodes infamously lost in a hard drive crash before they could be published.

See also:

Supervisor of the Flies

Nasty Nocturne

In August of 2015, it was announced that "reference photocopies" for all three episodes had been found, with some final panels - from Nasty Nocturne - also found. Former Brothers has said it will be possible to reconstruct and restore all three for future release.

On April 13, 2016, Former Brothers announced that restoration work on the rediscovered "Hare Net" files had begun, and produced a 60-second teaser trailer for its September release.

On July 9, 2016 it was announced that the print version restoration of "Hare Net" was completed two months ahead of schedule, with Facebook-friendly editing and re-blocking soon to commence.
Starport

"Advanced landing facility. Large colonist, trading and visitor ships can land here."

The Starport is an exterior structure that can only be unlocked after building the Landing Pad. It allows you to let in tourists as well as bigger trading and colonists ships. NOTE: Although the Starport is required to originally let in tourists, they can also land at Landing pads after the Starport has been built.
Colony Ship

The ship you arrive on the planet on. When recycled, it produces an extra 15 metal and 10 bio-plastic.

For **Suicide** or **Overwhelming** planets, the ship contains:

* 30 metal
* 25 bioplastic
* 20 meals
* 5 spare parts
* 5 medical kits

For **Frozen** planet

* 30 metal
* 25 bioplastic
* 20 meals
* 10 spare parts
* 5 medical kits

For **Accessible** planet

* 35 metal
* 30 bioplastic
* 25 meals
* 10 spare parts
* 10 medical kits

Please note that custom challenges have different starting resources.
Challenges

Challenges are predefined scenarios first introduced in Version 1.2.0. Unlike the previous freelay, scenarios have preset victory conditions.

There are 4 scenarios built into the game - custom scenarios can be created by players and downloaded via the Steam Workshop.

## Scenario 1 - Mining Station Alpha

* Your Goal: collect 100 units of ore.
* Starting planet: Desert
* Starting crew:
	+ 2x Biologists,
	+ 3x Engineers,
	+ **no** Workers, Medics or Guards
	+ 1x Construction Bot,
	+ 4x Carrier Bots,
	+ 4x Mining Bots
* Restrictions on buildings:
	+ No Lab (--> no Meat, no Medical Supplies),
	+ no Sick Bay,
	+ no Processing Plant,
	+ no Control Center,
	+ no Bar,
	+ no Signpost, Pyramid or Monolith
* Landing restriction: No new Colonists or Visitors allowed.

## Scenario 2 - Starport Atlantis

* your Goal: Collect 1000 Coins in less than 30 days.
* Starting planet: Desert (with Oceans around you)
* Starting crew:
	+ 2x Worker,
	+ 2x Biologist,
	+ 2x Engineer,
	+ **no** Medics or Guards,
	+ 2x Transport Bots,
	+ 1x Construction Bot,
	+ **no** Mining Bots
* Restrictions on buildings:
	+ No Lab (--> no Meat, no Medical Supplies),
	+ no Sick Bay,
	+ no Processing Plant,
	+ no Control Center,
	+ no Mine
* Landing restriction: No new Colonists allowed.

## Scenario 3 - Frozen Cage

* your Goal: 1) Build 3 Radio Antennas and Radio Consoles and 2) survive for 20 days
* Starting Planet: Frozen (increasing frequency of Blizzards, many meteorites)
* Restrictions on buildings:
	+ no Bar,
	+ no Landing Pad --> **no** Colonists, Visitors or Traders.

## Scenario 4 - Dark Moon

* your Goal: Reach a population of 300
* starting Planet: Moon (with no atmosphere, many meteorites and many intruders)
* Starting crew:
	+ 2x Workers,
	+ 1x Biologist,
	+ 1x Engineer,
	+ 1x Medic,
	+ **no** Guards,
	+ 1x Carrier Bot,
	+ **no** Construction or Mining Bots
* Restrictions on buildings: **no** Radio Antennas and Radio Consoles
* Landing restriction: **no** Visitors or Traders.
Maize Pad

Maize Pads are a Bio-Dome component that produces Maize and Starch; they have low levels of maintenance and production.

Creating a Maize Pad requires one unit of Bioplastic, and an Engineer or Constructor Bot. Maintaining a Maize Pad requires a Biologist.

Maize can produce Mixed Meals when combined with any kind of Meat, or with any of the following pair of ingredients: Lettuce and Tomatoes, Tomatoes and Onions, or Onions and Radishes.

See also: Food Production and Recipes
Wheat Pad

Wheat Pads are a Bio-Dome component that produces 2 "Vegetables (Wheat)" and 1 Starch per production cycle; they have low levels of maintenance and production.

Creating a Wheat Pad requires one unit of Bioplastic, and an Engineer or Constructor Bot. Maintaining a Wheat Pad requires a Biologist.

Wheat can produce Mixed Meals when combined with Tomatoes and Mushrooms, or with any kind of Meat.

See also: Food Production and Recipes
The Evil Overlord

The Evil Overlord is the leader of aliens from Cirrus 12, known as Bogeys. When they come to Earth to enslave the human race, the 'EO' bumps into Nasty Rabbit in a shopping mall. Nasty claims to have the "sacred amulet of Kunta-Kinte" and gives it to the Evil Overlord, and makes his escape. When the EO realizes it's just a ski-ball token, he gives chase and Nasty leads him to a hockey rink, where they do battle for control of the Earth

   .
The Spade

The Spade is a hyper-pigmented criminal, leader of the notorious Rat Pack gang, and Nasty's true nemesis. For reasons unknown, The Spade sends his henchmen out looking for obscure items such as reel-to-reel

   recorders, lava lamps, gold cuspidors, and "I'm With Stupid" t-shirts. By his second encounter with Nasty Rabbit, he had graduated to super villain status, complete with underground lair and a more-or-less clinically insane plan to steal all the racecars from all the Monopoly games in the world.

**The Spade, part 3?**

A leaked memo from the Former Brothers art department to itself in 2015

   indicates there is a plan for a third installment of Nasty's ongoing conflict with The Spade. It has remained unverified, due to the memo being written on an Etch-a-Sketch, and accidentally shaken during delivery.
Features

* Four different planets with different conditions and increasing difficulty.

* Harness solar and wind energy (if available) in order to power the base's structures.
* Grow hydroponic Vegetables and synthesize Vitromeat to feed your population.
* Mine and produce raw resources, process them, manufacture goods, and establish a production chain.
* Carefully manage the colonist immigration flow to ensure you have the people with the right skills.

* Survive disasters like meteors, sandstorms or solar flares and defend your base from intruders.
* Mechanize your base by creating your own bots that will help with the more arduous tasks.
* Grow your colony from a few initial pioneers to a vibrant planetbase with hundreds of colonists.
Asmodeus

Asmodeus is a Jarl and Patron of Sexual Lust.

## Personality

Asmodeus has a strange inability to take a lot things seriously... or maybe he just likes to troll people. Either way, he always finds a way to make a joke out of anything and everything. He is rather crude, and painfully honest.

## Physical Appearance

Asmodeus has a few different forms he is typically in. Most commonly, he appears as Blue and Grey furred, humanoid, wolf demon with Grey and blue wings. Sometimes, he appears more human in face and legs, sometimes more wolf-like. In both forms, he is quite built and tall.

## Skills and Abilities

Asmodeus has the ability to make any person Lust after him, or someone (or something if he's feeling cruel) else. He can twist about people's sexualities, making straight people gay, gay people straight, and the like. Besides the normal Demon stuff, he can turn into a gigantic wolf with wings. In this form he can breathe black fire and fly.
Radish Pad

Radish Pads are a Bio-Dome component that produces Radishes; they have low levels of maintenance and production.

Creating a Radish Pad requires one unit of Bioplastic, and an Engineer or Constructor Bot. Maintaining a Radish Pad requires a Biologist.

Radishes can produce Mixed Meals when combined with two other ingredients, specifically: Potatoes and Lettuce, Lettuce and Tomatoes, Tomatoes and Onions, or Onions and Maize.

See also: Food Production and Recipes
Nasty Rabbit Wikia

## Welcome to the Nasty Rabbit Wikia

The complete history, exploits, and inappropriate behavior of the least publishable leporid in popular culture.

## About Nasty Rabbit:

    Nasty Rabbit is a small mammal of the family Leporidae, of the order Lagomorpha, indigenous to upstate New York. Like most rabbits of the species American Cottontail, he eats lettuce, though only with beer dressing. Nasty Rabbit is easily identified by his leather biker jacket and (usually red striped) t-shirt; and his smoking habit. He drives motorcycles and a number of different sports cars when their owners aren't looking, and the keys are left in the ignition.    He has penchants for Steve McQueen and Charlton Heston movies, the Rolling Stones, and R&B. His typically ambivalent demeanor is only compromised by bizarre and unlikely occurrences that take place in his presence, which have resulted in his defacto motto, "ah, shit."
Complete list of Nasty Rabbit episodes

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Wikia's Video Library.
Colonists

## What are Colonists?

Colonists are needed to mine and produce raw resources, process them, manufacture goods, and establish a production chain.

Currently, there are 5 types of colonists.

### Worker

General worker. Mines and Operates Machines in the Processing plant. Also operates the Radio Antenna from the Control center with built Radio console.

### Engineer

Build and repair structures and Bots. Makes more advanced products in the Factory, e.g. semiconductors, spares and guns. Also operates the Telescope console and the Anti-meteor laser (from the Control center with built telescope consoles)

### Biologist

Maintains Bio-Dome food production and Medical Lab Vitromeat

### Medic

Controls colony health (in Sickbay) and produces Medical Supplies in the Lab (needs a workbench)

### Guards

Defend the base against Intruders and monitor Interior structures (needs a Control center with a Security console)
Solar Flare

Solar Flares are a type of natural disaster. They do not cause damage to structures but any Colonists who are outside will become injured with Radiation Sickness.

Damage from Solar Flares can be prevented by setting a Yellow or Red Alert once a Control Center has been built.

During Solar Flares, Solar Panels will operate at maximum capacity.

Solar flares only happen during the daylight, so if the player receives an early warning of an impending flare during the night, it will not happen until the next day cycle begins. If the flare is warned during the daylight hours, but carries on into night, then there is some time left to leave the base off of alert. Be mindful to watch the night timer.

## Note

In version 1.0.4, solar flares were removed from the desert planet as this was making the game too hard too early. It also increases the differentiation between the planets.
Solar Panel

"Generates electricity from light (as long as there is any)"

Solar Panels produce Electricity based on available sunlight.

\*Values may change depending on time of day and other variables

\*\*Requires Tech to unlock

\*\*\*50% generation on Ice Planet

## Efficiency

Adding the cost of one connection, 1 metal, to the cost of building the actual solar panel, the power generation per metal is therefore 10KW per metal regardless of size. The benefit of using larger Solar Panels is denser power generation on the same area and reduced cost and time of maintenance.

## Day-Night cycle

The amount of Power generated goes from none to max at dawn, and goes down at sundown.

On planets with an atmosphere (Desert and Ice), the day/night cycle is 3:2. On airless planets, the day/night cycle is 1:1. It can differ in custom challenges.
Atmosphere

The atmosphere is a feature added on to each planet that determines whether or not sandstorms are possible or if wind turbines work. On the 1st planet, the atmosphere is prevalent and as a result, creates a high chance of sandstorms and full potential for wind turbines, this also prevents solar flares. In contrast, the gas giant moon, which has no atmosphere, wind turbines are ineffective, sandstorms are impossible, and solar flares a common event.

## Trivia

* Despite wind turbines being pointless on the gas giant planet, they are still available on the exterior building menu
* To get the technocracy achievement, you will still need the Goliath turbine patent
Telescope

"Detects incoming disasters. Allows Anti Meteor Laser to aim and destroy meteors"

This exterior structure can predict disasters or work in conjunction with an Anti-Meteor Laser.

To operate, each Telescope requires a Telescope Console placed in the Control Center. The console requires an Engineer to operate.

 Large

Having more Telescopes operational increases chances of shooting down meteors.

Intercept chance
 2
 3
 4
 5
Meal

Meals provide sustenance for Colonists, increasing their Nutrition levels. They are produced by Meal Makers in Canteens using Vegetables and Vitromeats.

Basic meals are produced from a single ingredient. They increase Nutrition, but can cause malnutrition if 10 are eaten in a row. To avoid malnutrition, make sure the Meal Makers produce mixed meals regularly, such as Salad, Pasta or Burger.

Mixed meals are produced from several different ingredients. They increase Nutrition as well as Morale.

Meal Makers will automatically produce mixed meals if all ingredients are available, and wait for the last ingredient if a potential mixed meal could be made off the available ingredients. Good to know that if a recipe include several ingredients, the meal maker will use those ingredients to make the same number of meal (a 2 ingredient recipe will give 2 meals, a 3 ingredient recipe will give 3).

The following recipes for mixed meals are currently available:

(Note: as of version 1.0.1.0 recipies for Salad have been simplified)

Salad:

* Any 3 different vegetables

Pasta:

* Wheat + Mushrooms or Tomatoes
* Rice + Mushrooms + Tomatoes
* Rice + Any Meat

Burger:

* Any Meat + Wheat or Maize

Breakdown of recipe available by ingredient :

 Lettuce
Radishes
Tomatoes
 Wheat
Potatoes
 Peas
Rice
 Mushrooms | 2
ELECTION OBSCURA 2016

**ELECTION OBSCURA 2016**

Nasty Rabbit and Travis Duck ran for office in 2016 - without telling anybody  *what*  office - and Election Obscura launched a non-partisan Facebook page dedicated to news and updates from the election cycle. Each side began releasing campaign ads in September.

ELECTION OBSCURA's Facebook Event page, where users can vote for either Nasty Rabbit or Travis Duck on November 8, 2016.

States that generally favor "Duck" have been designated

    so with yellow on traditional election maps, and "Rabbit" with green. On October 8th, unexplained pink states appeared (Oregon and Oklahoma) and neither campaign could explain it. By October 23rd, eight states were shown in pink on the map, including the key battleground states Iowa and Tennessee.
Multi-Dome

Interior Structure that acts as a multi-purpose entertainment and leisure facility.

Contains various components which increase Morale for Colonists.

\*Values may change depending on components used

## Components

### Bench

A simple bench where people can chill out for a while.

Increases Morale.

### Treadmill

A fancy exercise machine where people can de-stress by running in place.

Increases Morale. Not available on small-sized Multi-Domes.

### Exercise Bar

A simple exercise bar where people can de-stress by doing pull-ups.

Increases Morale.

### Drinking Fountain

Colonists can drink water here to increase their hydration levels.

### Video Screen

A screen where Colonists can watch the news and other shows.

Increases Morale.

### Decorative Plant

A nice plant.

Increases Morale.
Landing Permissions

**Landing Permissions** is a menu in Planetbase that lets you control the intake of Colonists, Traders, and Visitors. The Landing Permissions menu only opens once you have a Landing Pad.

In the Landing Permissions menu, if you have colonists enabled, you can decide the favorability of new colonists' profession.

The Shortcut to access this window is F5.