recursal/Fanatic-Fandom huggingface dataset:
Swamp Golem

Swamp Golem are strong aggressive creatures found in swamp biomes of some planets.

## Drops

* Crushed Stone
* Iron Ore
* Copper Ore
* Hydrogen Bottle
* Promethium Ore
* Sathium Ore
* Erestrum Ore
* Zascosium Ore

## Experience (XP)

In Empyrion there are four different settings for difficulty which has an effect on the **XP** of a fauna. The table below will show you what the **XP** values are per difficulty.

 Medium
 Hard

Note: **XP** values will vary based on **Custom** settings done by Player or **Admin**

## Location

Found on Masperon Moon, Swamp biome.

Due to replacement of Masperon planetfield, the previous "Masperon" (Planet) is now "Masperon Moon". The 'Elemental Enemy' Golem mission has not been updated accordingly, or Golem spawns have not been added to the newer Masperon playfield.
Wheat Sprout

**Wheat Sprout** is a Farming item for use with a Growing Plot. After 35 minutes real time, the **Wheat Sprout** grows into a Wheat (Plant), from which Wheat can be harvested. It can be crafted from Wheat in a Food Processor.

## History

* Pre Alpha 1.0.0 : Introduced
* Alpha 1.0.0 : required Purified Water increased
Survival Tool

Game Version V1.5.7

Survival Tool is the most basic tool in Empyrion: Galactic Survival, usually available to any player from the very beginning. It has three modes switchable via **Right Mouse Button**: Defence, Mining and Salvaging.

When in **Defence** mode, Survival Tool works as a rudimentary beam weapon with comparatively low damage but can still be used for defeating predators in early game. It works on the line-of-sight principle at a very small range, damaging enemies as long as the fire button is pressed.

When in **Resource** mode, Survival Tool works as an underpowered Drill, being able to smash resource rock and slowly dig through the ground. It does not require any energy sources, however. Added in V1.5, the Resource Mode can also be used for cutting trees for Wood Logs and plants for Fiber (Plant).

When in **Salvaging** mode, Survival Tool works as a simplified Multi Tool, damaging blocks and possibly returning them (or their components) when the block's HP is exhausted. Just as with the Mining mode, Salvaging does not require any ammo but is rather slow and has a low return factor of 0.333, meaning that there is only 1/3 chance of returning the block (or all its components) without any losses.

Survival Tool cannot repair blocks.

## Crafting

Should a player lost its Survival Tool, a new one can be crafted in the Survival Constructor at no resource cost. The Crafting Time is 27 sec.
TS Akua

**TS Akua**, or Trade Station Akua, is a trading outpost on the planet Akua. The Player can bring the currency from Money Cards and exchange it for various goods from the vendors. The player may also access the trading station located in Akua's Orbit using a Teleporter inside of the outpost.

One factor that makes this Point of Interest different from the rest is, the player cannot destroy any of the structure, unless they use console commands.

## Akua Space Station

There is an orbit station that is accessible by taking a teleporter.

* The code to get in the locked doors above the station is 2706
Warp

**Warp** is the conceptual process of travelling long distance instantaneously by bending the space between the origin and destination. In **Empyrion: Galactic Survival** universe Warp or warp jump is used to travel between planets. A  Warp Drive is needed to make a warp jump. This device can be placed on a Capital Vessel to travel between planets and stars. A Short Range Warp Drive drive can be placed on Small Vessels to travel planets in the same system.

## Doing a Warp Jump

1. Add a Warp Drive to a Capital Vessel or a Short Range Warp Drive to a Small Vessel.
2. Add a Warp Drive Tank to the Capital Vessel or a Pentaxid Tank to the SV, and fill it with Pentaxid (refined). You will need one refined Pentaxid for every AU. For interstellar journeys, you will need one refined Pentaxid for every light year.
3. Get into the cockpit of the vessel and open the Systemmap to travel in your system or the Galaxymap to travel between stars.
4. Select a destination from the list on the left or by clicking on it and click “Lock target” on the bottom right.
5. If the target planet is already in the field of view, an orange rectangle will show up. If the target-planet is out of sight, an orange arrow will show up on one of the side of the screen. Turn the vessel towards that direction, until the target-planet gets in sight and shows the targeting-rectangle.
6. Move the crosshair of the ship in the center of the orange rectangle.
7. Make sure that everyone on the vessel is sitting in a passenger seat.
8. Accelerate to at least 50m/sec, then hit K (default button) to activate the warp drive.
Varon Root (Plant)

*This article focuses on an aspect of the game that no longer exists. Information will still be kept for preservation purposes.*

Varon Root (Plant) looks like multiple inverted cones stacked upon each other and has a greenish hue. It gives Varon Root upon collection.

## Experience (XP)

In Empyrion there are four different settings for difficulty which has an effect on the **XP** of the plant. The **XP** for a plant also is effected by collecting, planting, and harvesting. The table below will show you what the **XP** values are per difficulty and what method the player is using.

 Medium
 Hard

Note: **XP** values will vary based on **Custom** settings done by Player or **Admin**

## Location

Varon Root (Plant) can be found on the planets of Aestus, Akua, and Tallodar. On Tallodar they are usually found in the **Tropical Forest**.
Woodwalker

The native sentient life form on Akua, they tend to walk the plains of Akua and can be seen at any time of day. The WoodWalkers maintain small tribal villages on the planet. Inside the village, you can find guard tower structures and statues in the center of town suggesting they have either religious or cultural significance on Akua.typically WoodWalkers are not hostile, they will, however, become hostile should they witness an act of violence inflicted on the local wildlife.
Tomato (Plant)

*This article focuses on an aspect of the game that no longer exists. Information will still be kept for preservation purposes.*

Tomato (Plant) is a great source of Tomatoes which can be used in crafting recipes. It is also a nice way to for a  Player to collect experience, which will be rewarded **XP**. Once the plant has be collected/harvested it will leave a smaller version of it self behind for further growth. With the crop of this plant being used in crafting recipes it is seen being grown in farms of various alien structures and trading stations.

## Experience (XP)

In Empyrion there are four different settings for difficulty which has an effect on the **XP** of the plant. The **XP** for a plant also is effected by collecting, planting, and harvesting. The table below will show you what the **XP** values are per difficulty and what method the player is using.

 Medium
 Hard

Note: **XP** values will vary based on **Custom** settings done by Player or **Admin**.

## Farming

Tomato (Plant) can be farmed by planting a Tomato Sprout on a Growing Plot with a Plant Grow Light above it. With out oxygen, appropriate temperature and grow light the planet will wither and die. Planting a Corn Sprout in a growing plot will reward the Player **XP**, while harvesting the plant will also be rewarded **XP**. The plant takes **30 min** to grow after planting and harvesting.

## Location

Tomato (Plant) has been known to be found in POIs on Akua, Akua Moon, Trading Outpost and Trading Station.

## Point of Interest

* Farm (Akua, Akua Moon)
* Trading Outpost (Space)
* Trading Station
Sniper rifles

**Sniper rifles** is a weapons category in *Rules of Survival*.

## Overview

* The best tool for taking out other players at long ranges, bar none. The AWM and the SVD can be modified with short range or holographic sights to convert them into high-powered battle rifles, hampered by their small magazines.
* Sniper rifles are commonly considered to be the kings of *Rules of Survival* weapons thanks to their firepower and the skill necessary to pull headshots off. However, even a body shot can severely wound a player and cause them to panic.
Tech Tree

*Note: The Tech Tree is prone to continuous minor changes or complete redo. This page may not be able to keep up with the pace and could contain outdated information. This page is currently updated up to **v1.9.14**.*
The Tech Tree was introduced in Pre-Alpha 3.6.0. Players would gain experience and level up by doing things like mining, exploring, combat, farming, etc. Players would gain **Tech Unlock Points** which they can use to unlock various items in the Tech-Tree to progress further in the game.

Note that some items are shared between the categories (e.g. between Base & CV) and only need to be unlocked once.

## Old Versions

* Base Tech Tree
* CV tech Tree
* SV Tech Tree
* Deco Block Tech Tree

## History

* Pre-Alpha 3.6.0 : Introduced
* Pre-Alpha 3.7.0 : Rebalanced
* Pre-Alpha 4.0.0 : Rebalanced
* v1.9: Weapons reworked
AWM

Capacity | 5 rounds (SR Ammo)

**AWM** is a sniper rifle in *Rules of Survival*.

## Overview

A widely used sniper rifle, the Accuracy International Arctic Warfare can be equipped with four modifications (it cannot mount a stock). Quick magazines are recommended to compensate for the small magazine capacity. It offers strong fire power with big recoil, but requires high sniping proficiency. Slow firing rate and long range mean optics are necessary for any measure of effectiveness.

The first thing you want to mount on it is a proper scope, as it doesn't come with any by default. Hip fire is little better than a Hail Mary, not to mention the fact that it creates a huge noise if fired without a silencer. Furthermore, a single shot will not put a player down, unless you go for headshots.

### Weapon modifications

Optics
Barrel
Magazine
Chin rest
Tomatoes

*This article focuses on an aspect of the game that no longer exists. Information will still be kept for preservation purposes.*

**Tomatoes** can be harvested from a mature Tomato (Plant). It can be eaten directly, or crafted into a number of other foods, including Canned Meat, Canned Vegetables, Sandwich, and Ratatouille.
Ventilator

Game Version V1.5.8

The ventilator allows your base or ship to fill with oxygen in locations where there is no oxygen present in the atmosphere. Depending upon the size of your structure, you may need several ventilators placed in strategic locations throughout to fully supply all areas with oxygen. You must have an oxygen tank with available oxygen in it for the ventilator to fully supply your structure with a breathable atmosphere.

The Ventilator variants can be displayed by clicking the RMB (Right Mouse Button).
Warp Drive Tank

The **Warp Drive Tank** is used in combination with the Warp Drive, and only allows one to be present. It uses  Pentaxid (refined) as fuel and only permits one per slot, holding a maximum of 63. The amount of pentaxid inserted into the warp drive tank is reduced by certain AU. For example, traveling to a planet that is 23.4 AU away, will subtract 24 pentaxid from the tank.
Thruster

Thrusters are one of the most important items when it comes to building SV, HV and CV. They are used to move the vessel opposite to the direction they are pointing. Hover Vessels move in two dimensions, so they should have thrusters facing forward, backward, left and right. Other vessels move in three dimensions, so in addition you also need thrusters facing upward and downward.

There are several different thrusters that you can make for each type of vessel. Their specs are listed below, as well as relevant measurements in efficiency.
Titanium Ore

Titanium ore is an ore of the Empyrion Universe. It is used for crafting Titanium Rods which are required for crafting some items important for game progression. Titanium was added in Alpha 12.0.

## Location

Titanium Nodes can be found in swamp environments on Akua. They are less common than some other nodes.

Titanium veins can be found underground on some planets, but may not be available in the starting areas.

Titanium Asteroids are found in orbit of planets or in asteroid belts and contain large amounts of titanium. Because none might spawn in the starting sector they might be impossible to reach before obtaining a warp-capable SV or CV.

## Refining

Titanium ore is an ingredient to craft Titanium Rods. Processing must be done in constructor because the furnace will not smelt the ore.
How to play guide for Default Loadout

*This article is a stub. You can help Rules of Survival Wiki by expanding it.*

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

## See also

* Release date
* System requirements
System requirements

The following are the minimum and recommended **system requirements** for *Rules of Survival*

## Recommended requirements

iOS
9.0 or later, compatible with iPhone, iPad, and iPod Touch.
Android
4.0 or later.
PC
Runs well on any computer that was put together in the past ten years. (Need to build this game with DirectX to support more devices.) If you have problem installing or running the game, please contact customer support or contact any Netease social media page. **Rules of Survival PC System Requirements:**
CPU: Dual Core 2+ GHz
Memory: 4 GB RAM
Graphics: Intel HD Graphic 3000 or Higher
DirectX: Version 11
Storage: 2 GB Available Space
## See also

* How to play guide for Rules of Survival
* Release date
Weapons

**Weapons** are the primary means of communication with other players.

## Overview

* Weapons are divided into six distinct categories: Pistols, shotguns, submachine guns, assault rifles, sniper rifles, and light machine guns, all with their own tactical niche. Picking the right tool for the job is an essential part of gameplay.
* You can carry two primary weapons, one pistol, one melee weapon, and throwables in your pack. These comprise your loadouts.

## Selection cheatsheet

*This article is a stub. You can help Rules of Survival Wiki by expanding it.*
The Basics

* There are real players and bots in the game.
* Last player/team standing wins.
* After dropping from the plane, you'll need to find a way to the safe zone - white circle on the map.
* If you're outside the safe zone, (or in the blue zone, which is dangerous) you risk being caught by the blue zone. This can cause damage to you over time, which increases from time to time.
Trader

**Traders** are NPCs that engage in trade with the Player. Traders are typically found at Trading Outposts and various POIs, both on planets and in orbit. Depending on their origin, traders may specialize in specific item categories (such as Food or Medicines), or sell an assortment of goods from multiple categories.

## Locations

* Transport Hub
* TS Akua
* TS Omicron
* TSO Akua
* TSO Omicron

## Drops

* Gold Coins
* Money Card
* Pentaxid raw material

## Merchandise

The goods below have been updated for version v1.9.14.
Barrett

Capacity | 5 rounds (SR Ammo)

**Barrett** is a sniper rifle in *Rules of Survival*.

## Overview

A heavy sniper rifle, available only from air drops. It offers very high firepower with big recoil, making modifications that reduce the latter highly recommended. Its low fire rate means that it's recommended for proficient snipers and even then requires proper optics, as it doesn't come with any by default. Obviously, it's also very, very noisy.

### Weapon modifications

Optics
Muzzle
Magazine
Chin rest

### Prone on a mountain

* Go find a really high mountain in the safe zone and be in prone mode. This strategy is very powerful if you manage to grab an 8x Scope on the way and pick a spot with long lines of sight and hide in grass. A flash hider will also conceal your firing position. The optimal choice, if possible, is with the sun at your back, which will provide an extra degree of concealment.
Shotguns

**Shotguns** are a weapons category in *Rules of Survival*.

## Overview

* Versatile in close quarters combat, shotguns have the highest damage per shot in the game, capable of killing any player at ranges below 10 meters regardless of presence of armour on the victim.
* Shotguns are unfortunately extremely short-ranged and can only be shot effectively if the victim is within 10 meters of the player, and will result in devastating damage loss if 10 meters is exceeded.

## List

* Very high recoil
* Very slow rate of fire
* Eagle
 M870 | * High power
* Decent ammunition capacity (5 rounds)
* Slow rate of fire
* Purple Zap
* Distengator
 AA12 | * High power
* High rate of fire
* Decent ammunition capacity (5 rounds)
* High ammo usage; drains loaded ammo quickly if not used properly
 WRO | Very high damage and accuracy
Two if Bullet Loops is Equipped
* Raven
 SaigaS12 | * High Power Just Like M870

## Trivia

* The usage of scopes or aiming (Right Mouse Button on PC) is not required, due to inaccuacy of visual data in aiming.
Vehicles

**Vehicles** can be found all over the map and help in getting around. Naturally, applying a ton of speeding metal to a player will cause them to expire.

Most vehicles can use the nitro option, although they will burn fuel at an accelerated rate, potentially leaving you stranded in the middle of nowhere, right in someone's AWM sights.
Map

As of 29th May 2018, 2 maps are available in the game; Ghille Island and the new Fearless Fjord, added on 7th February 2018. Ghille Island has 3 gamemodes: Ranked, Gold Rush and Custom Match. Fearless Fjord is a new map, not available in the game when first started, so a download is required before the first match, and supports 2 gamemodes: Ranked and Blitzkrieg. During the start of a round, players are spawned in a V-22 Osprey flying over the island. During Freefall, you can manage your in-air speed and parachute deployment location, allowing you to choose your landing site. Once players touch down, after about 3 minutes, the Safezone (the location inside the Storm) will be gradually reduced, forcing a tighter location of gameplay until all but one player survives.

## Ghille Island

The geography of the island is varied, with a river and mountain dividing it into two halves. All named locations contain vehicles and weapons in large amounts, making them natural focal points for player activity (and death).

## Fearless Fjord

A new map added on 7th February 2018, this 8x8 kilometers map allows up to 300 players in a single round, making it a more challenging environment. The map is approximately 340 megabytes and is fully playable when downloading is complete.

## Ghille Island (Old)

Below is an old map overview of Ghille Island. It is outdated, but is the "base" for the new map of Ghille Island (see above)
Consumables

**Consumables** can be used on the battlefield to prolong your life expectancy and restore lost health. In general, using them requires you to be stationary for a few seconds, so always choose your location carefully and try to use any consumable while prone. You'll live longer that way.

## List

"Pain Killers" were supposed to be in the game but was later scraped, but they can be found on one of the loading screens
Heavy weapons

**Heavy weapons** is a weapons category in *Rules of Survival*.

## Overview

* When subtlety is optional, might as well drown the players in lead. LMGs trade accuracy or firepower for magazine capacity, fire rate, and range

## List

* Versatile at medium and long ranges
* Single shot mode can make the shots more accurate and may be deadly
* Low accuracy
* 8x Scope
* Extreme damage
* Detectable projectile location while being shot
* Single shot per reload
 M134M134 | * Massive Hit
* Extreme Damage
* Fast Shoot
* Slow to reload
* Heavy To Use
* Justice
* Hell General
Throwables

**Throwables** is a weapons category in *Rules of Survival*.

## Overview

* Throwables are the weapon of choice for indirect combat situations and for taking out enemies under cover or making a retreat when under fire.
* Although not a common choice, throwable weapons are mainly used to fight enemies around corners.

## List

* Frag Grenade
* Stun Grenade
* Smoke Grenade
* Chicken Grenade
* Molotov Cocktail
* Fireworks

* Enchanted Flower
Clothes

ÀÁ****Clothes**** are the basic clothing you start the game with. Each player receives a standard set (basic pants, skirt, tank-top, and shirt), with all subsequent gear unlocked by playing or purchasing new items.

## Recommendations

* Clothes make the man... Visible. Visibility increases your chances of catching lethal lead poisoning, so if you're serious about ending the match high in the rankings, consider selecting muted, subdued colors and full-body suits over vibrant hues and elaborate patterns. Furthermore, choosing the smaller, female character model can greatly increase your concealment.Rob.

*This article is a stub. You can help Rules of Survival Wiki by expanding it.*

[[Category:fantasy ]]
Rules of Survival Wiki

Welcome to the Official *Rules of Survival* WikiWelcome to the Official *Rules of Survival* Wiki
The Rules of Survival guide for weapons, gear, attachments and more written and maintained by the players.
Please feel free to contribute by creating new articles or expanding on existing ones.

About *Rules of Survival*
120 players. A vast island. A shrinking battle zone. Guns everywhere. The rules of survival are simple: The last man standing wins. Anything goes. Have fun enjoying open-ended gameplay where there's no right or wrong way to play.

*Rules of Survival* homepage · AppStore · GooglePlay

General

* Loadouts
* Clothes
* Map
* Vehicles

* Loadouts
* Clothes
* Map
* Vehicles

Armory

Pistols

Submachine guns

Shotguns

Rifles

Sniper rifles

LMGs

Throwables

Equipment

Weapon mods

Gear

Consumables

Guides
* How to play guide for Rules of Survival
* System requirements
* Release date

Videos

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Main page sections: 1 · 2 · 3 · 4. Changes for the main page can be proposed here.
Pistols

**Pistols**, also commonly refered to as **Handguns** is a weapons category in *Rules of Survival*.

## Overview

* Pistols are backup weapons, rather than primary ones. They can be useful in a pinch, but greatly limited by their relatively short range and low power (except for the Desert Eagle, perhaps). However, since they have a dedicated slot, there's no reason not to carry one around, as it's always faster to switch to a pistol than fumble with reloading your primary gun.

## List

* Desert Eagle {{| class="wikitable" !Weapon !Description}}

## Trivia

* No audio cues will be displayed on the compass on the HUD if you equip the handgun while walking or running, but enemies nearby can still hear you.
Gear

**Gear** refers to items that you can equip but, unlike weapons, don't serve to kill other players, at least directly.

## Protection

 Lv 3 Helmet | -55% damage received (head)

## Backpacks

Backpacks increase your ability to carry weapons and other items. They come in three grades

* Lv 1 Backpack: +150 capacity
* Lv 2 Backpack: +200 capacity
* Lv 3 Backpack: +250 capacity
Submachine guns

**Submachine guns** is a weapons category in *Rules of Survival*.

## Overview

* Submachine guns are invariably automatic weapons focusing on fire rates, rather than explicit firepower. They are particularly suited for close- to mid-range combat, due to their reduced accuracy is compensated by their sheer rate of fire. However, care should be taken when fighting at range, as you can and will be outclassed by people with assault rifles or sniper rifles.
* SMGs can also be used as an alternative to Sniper Rifles, due to their adjustable firing mode of Single and Auto. They are best when used with Red Dot Scopes.
Rules of Survival Wiki/Section 1

Welcome to the Official *Rules of Survival* WikiWelcome to the Official *Rules of Survival* Wiki
The Rules of Survival guide for weapons, gear, attachments and more written and maintained by the players.
Please feel free to contribute by creating new articles or expanding on existing ones.

About *Rules of Survival*
120 players. A vast island. A shrinking battle zone. Guns everywhere. The rules of survival are simple: The last man standing wins. Anything goes. Have fun enjoying open-ended gameplay where there's no right or wrong way to play.

*Rules of Survival* homepage · AppStore · GooglePlay
Rifles

**Rifles** is a weapons category in *Rules of Survival*.

## Overview

* Assault rifles are the workhorse of the arena, offering a balanced performance in all aspects, without excelling in any. Sometimes a jack-of-all-trades is exactly what you need in ranged combat, not too far nor too close.
* These weapons are easily found in most areas, such as houses, "apartments" and some weapon sheds.

## List

1 The M14 is actually Battle Rifle or Marksman Rifle, but is listed here due to shared mechanics and categorization.
Rules of Survival Wiki/Section 4

Wiki Community
We are currently maintaining 457 pages (107 articles)!

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Weapon modifications

**Weapon modifications** can be applied to weapons found throughout the map, improving their performance and customizing them for your playstyle.

## Optics

 Holo-sight | Increases field of view in sight mode.
 4x Scope | 4x zoom
 8x Scope | 8x zoom

## Muzzle

 Shotgun Choke | Reduces shotgun shot spread and increases fire rate | Shotgun

## Magazine

 Rifle EX-Mag | Increases weapon capacity | Rifles and Shotguns (AA12
 Rifle EX-QD-Mag | Increases weapon capacity and reload speed | Rifles and Shotguns (AA12
 SMG EX-QD-Mag | Increases weapon capacity and reload speed | Submachine gun
Toilets

Toilets are a 1x1 stall/shop which allows guests to lower their need for the toilet. Toilets can be free, but also can have a pay-per-flush system.

Toilets have a negative effect on immersion, so cover them up to ensure that the guests' immersion rating doesn't go down. Similar to the other shops, toilets have a cleanliness level, which, when full, prevents people using the toilets.

The cost to place the toilets is $250 and the maintenance cost is $20 per month.
Echo Valley

Echo Valley is a named area on the map that features bikes, far to the left of Bitter Lake. It is comprised mainly of warehouses, which don’t carry very good loot, a two story house, and an apartment block similar to those found in Bitter Lake. The area receives high player traffic. It also doesn’t have the best, but good, loot. As such, it is only a good idea to drop here if it places you at a tactical advantage. It isn’t very close to any roads, but has bicycles, meaning you can get out of the area easily. There are several houses surrounding it. Strategies for Echo Valley are to camp in the apartments and kill any other players, or to drop quickly and grab a gun, then escape.
Clockwork

The **Clockwork** is a Thrill Ride in the game Parkitect. It is added through the Parkitect: Taste of Adventure Downloadable Content in version 1.5

## Construction

It consists out of four arms, which rotate in fast intermeshing orbits. Every arm has two gondolas at the end of the arm, which stay positioned upright. The arms are synchronized by a gearing system, this creates the illusion that the arms are almost hitting each other. It is possible to alter the amount of rounds for the **Clockwork** between 3 and 9 rounds. This increases or decreases the ratings of all statistics.

## In Real Life

The ride is modeled after the Zamperla NebulaZ, a ride that was revealed at the IAAPA 2019. Zamperla describes the NebulaZ as a Tweener RideZ designed to engage younger adiences and their families as a family thrill ride. It was possible to ride the Zamperla NebulaZ during the IAAPA 2019. In 2019, Luna Park at Coney Island opened the first Zamperla NebulaZ.

## Gallery

* **Clockwork** as seen in the Steam store page of Parkitect: Taste of Adventure

## References

1. ↑ https://www.zamperla.com/news-events/highlights-from-zamperla-iaapa-expo-2019/
2. ↑ https://www.zamperla.com/news-events/luna-park-coney-island-2019-grand-opening/
Alpha 3

Alpha 3 is the third Alpha version of Parkitect. It was released on July 3, 2016.

## Alpha 3

### Additions

* added Motion Simulator
* added Shark costume for Entertainer
* added brick walls set and some industrial props
* added sounds for Giga Coaster, Mini Coaster, Alpine Coaster, Suspended Coaster, Monorail, Ghost Mansion Ride, Inverted Dark Ride
* added new path style
* added paths don’t connect through walls and fences anymore
* added paths don’t spawn handrails if wall/fence already exists in same location
* added working queue signs
* added text signs that can be put on paths and act as “no entry” signs
* added underwater tunnels
* added track tunnels automatically updating when terraforming
* added search bar for blueprints
* added embedding log flume tracks into water/terrain without spawning tunnels
* added stats graphs for tracked rides
* added cloud shadows
* added Dutch names

### Changes

* improved the look of flowers
* improved the look of tunnels (look darker on the inside)
* improved savegame load times by up to ~50%

### Fixes

* fixed a case where guests could queue for a closed attraction
* fixed various issues with building fences
* fixed guests rarely thought an empty queue is full and didn’t enter it
* should fix very rare case where mechanics could get stuck in ride exit gates
Rules of Survival Wiki/Section 3

Guides
* How to play guide for Rules of Survival
* System requirements
* Release date

Videos

Twitter
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M14 EBR

Capacity | 30 rounds (Rifle Ammo)

**M14 EBR** is a rifle in *Rules of Survival*.

## Overview

Received Tactical Rifle used by Navy SEALs

## Strategies

When being engaged the enemy and you engage back, it has no going-up recoil. the conspentator will not work on this gun, silencer is usefull. 8x: this gun is COOl

D:Click here to add a strategy!
1.7d

The **1.7d** update, is a minor update that was released on December 11, 2020.

* fixed Trash Chutes sometimes not being connected to paths anymore after loading savegame
* fixed a case where launch segments would not launch the train
* multiplayer: fixed a desync that could happen when spamming trees
* multiplayer: fixed a desync when building Splash Battle Ride targets
* multiplayer: fixed a case where players could have different research unlocked
Safari Ride

The **Safari Ride** is a Calm Ride that is added through the Parkitect: Taste of Adventure Downloadable Content in version 1.5 of Parkitect. It shares similarities with the Car Ride, except for the fact that the **Safari Ride** has different cars, can make use of bumpy segments on the track and can be built one unit higher above the ground. It also is a bit more expensive than the Car Ride.

## Construction

Track makes use of a central guide rail. The cars are powered, and follow the guide rail along the track to a speed of 6.60 km/h or 4.1 m/ph. The **Safari Ride** can make use of special elements, the Bump and Tall Bump. This will give the passengers the experience of a bumpy track. Covering the track with scenery makes the ride an indoor ride., which makes sure that even during the rain guests will ride it.

## Vehicles

The **Safari Ride** currently has only one vehicle option.

* Truck **(Safari Ride**)

## Prebuilt Designs

Blueprints in-game

* Desert Pearl by *Gummy Bears Don't Have Teeth*
* Shangri-La by *swstar*
* Thunder Bird Valley by *mooman82*
* Twin Peaks by *Animat0r*
* Wilderness Journey by *AstroTron*

## Gallery

* **Safari Ride** as seen in the Steam store page of Parkitect: Taste of Adventure
Tutorials, Tips & Tricks

For Keyboard Usage: Space, Ctrl, Shift, Alt+1-0, Q / E +Alt, Pan or Rotate Cam,... - Campaign Tutorial explains alot, ofc.

Found nothing for the Usage of Tools like Pipette, Path Repainter or Terra Painter yet.

For Gameplay Guides:
How the decoration rating impacts your parks: https://steamcommunity.com/sharedfiles/filedetails/?id=2318427852

How to use depots/transportation tubes: https://steamcommunity.com/sharedfiles/filedetails/?id=764135968

Zoning for park staff: https://steamcommunity.com/sharedfiles/filedetails/?id=1591515214

Uploading to the Workshop from Parkitect: https://steamcommunity.com/sharedfiles/filedetails/?id=678785048

RCT2 Ride Soundtracks: https://steamcommunity.com/sharedfiles/filedetails/?id=2164148343

Silvarret Coaster Building Tut: https://www.youtube.com/watch?v=2Nu9J2qMfQM

CoasterB HowTo Playlist: https://www.youtube.com/playlist?list=PLb18pJdAu5w0AddjvMbvPPFf4jxt-d0Up

I write only the first Video here:
AstroTron Roof Building Tut: https://www.youtube.com/watch?v=ZEAZP5xQD4I University https://www.youtube.com/watch?v=memoqGI23pk&t=1s

StudioCavy Tips: https://www.youtube.com/watch?v=WXggNugYwy0 Tuts: https://www.youtube.com/watch?v=bTQR3DBtwcs

PierreJano Building Tut: https://steamcommunity.com/sharedfiles/filedetails/?id=2081596321

Extra or unknown Tips:
https://steamcommunity.com/sharedfiles/filedetails/?id=1983887214

There are more:
fences are draggable,
placing path attachments with +shift, are on all sides
finished campaign map can played further in sandbox
...
Monorail

The **Monorail** is a Transport Ride in the game Parkitect. It features trains riding on a single rail. Each car holds 6 passengers. It can be used to transport guests around the park.

## Characteristics

The Monorail is quite fast, good for providing transportation to remote areas of your park. The Monorails' trains consists of wagons connected by a accordion. The car has sliding doors on both sides.

## Real life

Many theme parks have monorails in them, like the Walt Disney World Monorail System. The Parkitect version mostly resembles the Sydney Monorail, which was not used in a theme park, but in the city of Sydney. It was operational from 1988 to 2013.
Hyper Coaster

The **Hyper Coaster** is a Coaster in the game Parkitect. Riders sit in trains with wide cars that seat four per row. The station is 3 tiles wide so extra space should be considered when placing a Hyper Coaster station.

## Available Special Track Pieces

* Lift
* Launch
* Station
* Brakes
* Block Brakes
* Holding Brake
* On Ride Camera
* S-Bend
* Half Helix
Burgers

The Burgers is a Shop in the game Parkitect.

This stall will sell Hamburgers for $3,50 and French Fries for $1,75 at the base price. The player may change the amount of Condiments, Vegetables, Cheese and Salt from those goods. It tends to be quite profitable as the Hamburgers can be charged at around the $4 mark and will greatly help to diminish the hunger among your guests, however it's the most expensible food stall with a $290 price tag. Both the burgers and fries will however also increase the thrist levels of your guests, so make sure to settle down a Drink Stall along with this shop.

As a food stall, it's important to keep the shop clean by keeping the dirtiness level as low as possible. A high dirtiness level increases the odds of guests getting sick from the burgers and fries, and, when at the maximum level will prevent guests from purchasing from the store until it's cleaned by a janitor.
Mods

***This page describes software not developed by Texel Raptor.** Use it at your own risk. By downloading any third party software, you acknowledge that you cannot hold **anyone** responsible for any adverse effects to your devices, your game, or your online accounts.*
**Mods** or modifications are a way for players to customize their game of Parkitect. They can currently be found on Steam Workshop and mod.io.
Alpine Coaster

The **Alpine Coaster** is a Coaster in the game Parkitect. It has single toboggans on rails. Each toboggan can hold one guest. The Alpine Coaster was added in Pre-Alpha 4.

## Characteristics

The ride can only have gentle slopes, making it a fairly gentle ride. Guests operate the toboggan's brakes themselves which adds a small thrill factor. The track can only go downhill, placing uphill track automatically creates a lifthill.

## Real life

The ride is based off the Alpine Coaster manufactured by *Wiegand*, featuring a six-tube track. *Brandauer* uses a monorail-type track. Closed-loop tracks include a lift system during the course of the ride, like in Parkitect. The track typically stay close to the ground, making use of the natural elevation.

Alpine coasters are similar to alpine slides, where cars run over a smooth concave track, usually made of concrete. These are often built by ski resorts.

## Available Special Track Pieces

* Station
* S-Bend
* Brake
* On-Ride Camera
* Half-Helix

## Gallery

* A guest riding the Alpine Coaster
* A themed **Alpine Coaster**
1.1

The **1.1** update, is a major update that was released on December 2, 2018.

### Changes

* added a proper time countdown display for scenarios that require holding the goals at 100% completion for a while
* added number showing the current progress to goals list
* added hovering on the date display on the main menu shows the remaining time until the end of the month
* added land cost per tile display to land purchase tab
* added confirmation dialog for hiring second research team
* added more generic deco shapes
* added tooltips to finance sheet lines
* updated Chanute Airfield to make deliveries building more noticeable; made it more clear that the runway is just a ground texture, not a path; \* reduced terrain cost
* updated Coral Caldera to start with prebuilt transport system tubes into the main build area
* made area highlights in tutorial more noticeable
* reduced research durations by 10%
* reduced guests preferred ride intensities in Maple Meadows and Chanute Airfield slightly
* fixed campaign progress not getting synchronized through Steam Cloud
* fixed some cases where the campaign map unlock animation would not run properly
* fixed a case where the token for completing the optional goals would not unlock
* fixed a case where the token unlock animation for optional goals would play when it had already been played before
* fixed black screen when running the game on some Macs
* fixed performance issues on iMac/retina resolution Macs
* fixed a couple of achievements problems
* fixed missing sound effects when building coaster segments
* fixed tutorial getting softlocked when not building the Carousel flat on the ground
* fixed tutorial getting softlocked when destroying the Carousel
* fixed music not playing at intended volume after restarting game
* fixed Steel Coaster default blueprints not displaying prices and showing outdated stats
* fixed a case where the lines in the finance spreadsheet were misaligned
* fixed Build Challenge map missing some decorations
* fixed a case where the mouse could stop working after hitting the Escape key
Biscayne Beach

* Complete all non-optional goals by the end of December, Year 2

*A bustling beach city provides a strip of land for the development of a theme park under the condition that all rides have to be free. The winters can be rainy but otherwise you can expect perfect beach weather.*

**Biscayne Beach** is the thirteenth scenario of the Parkitect Campaign. It is made by Joshua Tjarks.

## References

1. ↑ File:Screenshot 2020-12-12 at 13.47.21.png
Mystic Oasis

* Complete all non-optional goals by the end of March, Year 2

*A rich Arabian landowner wants to turn his fertile desert oasis into a blossoming theme park. Can you turn a 'mirage' into reality with the little available land, blazing hot climate and the rich but demanding guests?*

**Mystic Oasis** is the sixth scenario in the Parkitect Campaign. It is made by Silvarret.

## Strategy

Among the major challenges at Mystic Oasis are the guests, which are typically harder to maintain a high happiness rating, their thirsty meter also raises higher than normal on this scenario, so maintaining enough drink stalls is paramount to ensure that their needs will be quenched. For players who already know what to do and are experienced with decorating the park and the ride, along maintaining high Immersion values, this scenario should be rather easy as long as you play the right cards. Additionally, it lacks the "Sell X tickets" goals, unlike the past two parks, making it somewhat easier to accomplish all optional goals and score the golden medal for this one.

First try to keep the pathway layout, it's pretty decent at the beginning, and you'll want to keep the park compact in order to save up travel time by guests and to make all stalls and facilities within short reach, making them easily accessible to guests, remember, the thirsty meter will increase faster on this scenario. Another thing to consider and put effort into are decoration, with a higher happiness difficulty threshold, it is imperative to improve the immersion and scenery to please your guests and hold them longer in the park. Put a few gentle and thrill rides close to entrance at first, the large lake can be used for water rides too if necessary. One or two rollercoasters with medium intensity ratings can also get things going at the beginning, just don't forget the scenery around the rides. Later down the road going for a more intense coaster and/or a launched-drop tower to please thrill-seeking guests may be considered, but pay attention to see if there are enough customers for those rides (the base ride preference on this scenario is closer to Low-Medium spectrum), don't forget to set up some advertisement campaigns (if necessary),to increase the guest counter and hire a few entertainers to keep up all the guests happy and you should complete this scenario without too much trouble.

## References

1. ↑ File:Screenshot 2020-12-12 at 13.47.21.png
Inverting Wooden Coaster

The **Inverting Wooden Coaster** is a Coaster in the game Parkitect. It is added through the Parkitect: Taste of Adventure Downloadable Content in version 1.5. As the name implies, It's a variant of the traditional Wooden Coaster that's capable of inversions. It's also capable of a slightly steeper angle of descent. Any time the Inverting Wooden Coaster performs an action incapable of being performed on a traditional wooden coaster, the track style will automatically change to a more steel coaster-like construction.

Unlike the wooden coaster, the Inverting Wooden Coaster only has one train type.

## Real Life

Unlike most coaster types in Parkitect which are based on one specific manufacturer's coaster design, the Inverting Wooden Coaster seems to represent a combination of manufacturers. The trains strongly resemble the Gravity Group's Timberliner Trains while the track design more closely resembles the GCI Inverting Wooden Coaster concept.

## Available Special Track Pieces

* Lift
* Station
* Brakes
* Block Brakes
* On Ride Camera
* S-Bend
* Corkscrew
* Loop
* Half Loop
* Half Helix
Transport Rides

**Transport Rides** are a type of Rides that is used to transport guests from one place to another. They are built in a similar way to coasters, but provide no excitement to the guest. You can place multiple stations on the track so guests can use the transport ride to get around the park. There are currently six types of transport rides in the game.

## List of Transport Rides

* Boat Transport
* Elevator
* Mini Monorail
* Miniature Railway
* Monorail
* Suspended Monorail
Timber Creek

*A very small plot of land nearby a rustic sawmill provides a charming location for a few roadside attractions. The landowner is willing to grant you more space, but only if you prove that you're able to put the land to good use by attracting a large number of guests. You can't charge any park entrance fee.*

**Timber Creek** is the fourth scenario in the Taste of Adventure Campaign in the game Parkitect.

## Rides

### Calm Rides

#### Available

* Carousel
* Ferris Wheel

#### Research

* Magic Carpet
* Motion Simulator
* Teacups
* Wave Swinger

### Thrill Rides

#### Available

* Clockwork
* Top Scan
* Twister
* WipeOut

#### Research

* Gyro Drop Tower
* Inverted Double Swing
* Launched Drop Tower
* Power Surge
* Skyfall
* Star Flyer (Parkitect: Booms & Blooms only)
* Swinging Ship

### Coasters

#### Available

* Mini Coaster
* Monorail Coaster
* Spinning Coaster

#### Research

* Floorless Coaster
* Junior Coaster
* Stand-up Coaster
* Steel Coaster
* Swinging Coaster
* Vertical Drop Coaster
* Vertical Spinning Coaster
* Wild Mouse

### Transport Rides

#### Research

* Mini Monorail
* Monorail
* Suspended Monorail

### Water Rides

#### Available

* Log Flume
* Splash Battle

## Shops

#### Available

* Balloons
* Cash Machine
* Cookies
* Hot Dogs
* Ice Cream
* Info Kiosk
* Pretzels
* Toilets
* Turkey Legs
* Vending Machine

#### Research

* Burgers
* Candy
* Corndogs
* Cotton Candy
* First Aid Room
* Fruit Juices
* Pizza
* Popcorn
* Soft Drinks
* Souvenirs
* Umbrellas
Go-Karts

The **Go-Karts** is a Thrill Ride in the game Parkitect. It is a free-format that is built in the same fashion as a coaster, with a station and the main track. Guests will drive 4-stroke karts along a designed racetrack, wich can be flat, have smooth ramps, S-curves and Helixes.

It is a quite popular attraction, specially if you employed an interesting design, along with some decoration on the way, often the queue for a **Go-Karts** will be topped off, so because of this care must be taken so that the ride duration do not last a long period of time (longer than two minutes or more) as the guests may start to complain about long queue times. This can be easily adjusted in the settings by setting a lower number of laps. Keep in mind that the amount of laps does have influence over the stats of this ride, so you need to balance out the lap amount based on the lenght of the track, in a way that the ride duration is fair enough, yet not too long to accomodate a faster queue time and consequently, a high income rate.

This ride can never break down, aside from when it's stuck by lightning, because of this unique factor you can settle the maintenance cost to 25%. Given the popularity of the ride and the low operational cost, this can be easily one of the best money-making attraction of any park. Making a indoors karting track can completely eliminate the risk of lightning during thunderstorms and render this ride completely protected against breakdowns.

## Bugs

Sometimes the excitement and other stats are not calculated correctly after construction and might be as low as 1-2. However, they get calculated correctly once a regular race is completed. Set the price to 0$ to attract enough visitors quickly for the first race and adapt the price once the stats have been updated.
1.6a

The **1.6a** update, is a minor update that was released on September 8, 2020.

* fixed tracked ride stats label sometimes not showing up when building the track
* fixed river rapids sometimes getting stuck on bumpers in rapid water
* fixed lightning being able to break rides under construction
* fixed object outline on spotlight