recursal/Fanatic-Fandom huggingface dataset:
Fort

Your fort is the safe, reclaimed portion of a city that you've walled off to keep out the zombies. Expanding your fort is the main way to gain more housing space and farm land to house more survivors. But defending a larger fort is also harder, especially against raiders who can steal resources from any block in your fort.

You may only reclaim buildings adjacent to your fort, but it is possible to have independent sections of fort not adjacent to each other (by losing a building to zombies or gaining a independent building through events). Independent forts function no different in all regards.

Survivors will return to the nearest building in your fort when they finish a mission. The early goal of the game is to expand your fort until you've made a large portion of the city safe again. (Exact number required depends on map size.)

Other factions may also have forts in the city that will grow as yours grows.(Except for the Rotten, who doesn't normally expand, and Gustav, who doesn't have a fort.) If the player successfully attacks an enemy building adjacent to your own fort, the building will be merged into your own fort. If not adjacent, the building will simply be lost to the zombies. If an enemy soldier unit successfully attacks your fort, it is always lost to the zombies, whether it be adjacent to enemy fort or not.
Ammunition

Ammunition is a resource that is consumed automatically whenever any survivor goes on a mission while having a gun, crossbow, or rocket launcher equipped. Ammunition does not have to be assigned to specific survivors beforehand. Ammunition is not differentiated (in other words, you can't run out of rifle rounds while still having shots for your pistol). If the fortress has zero ammunition remaining, then weapons that require ammunition will not provide any Defense bonus to survivors.

Ammunition can be scavenged, traded, and crafted in a workshop by a survivor with Engineering skill. Creating ammunition in a workshop only consumes the time of the engineer; there are no material requirements to create ammunition. If the Fireworks research has been completed, then 5 ammunition can be consumed in a workshop to create 2 units of fireworks.
Fuel

Fuels are a type of resource used in the game: Gangs of Deadsville. It is used to activate cars and Power Plant.

Fuels are consumed when:

* A survivor equipped with Motorcycle, Car and Armored Truck goes on a mission.
* Every week in the Power Plant. This increases the happiness of survivors (you can change the amount of consumption with policy)
* Crafting bombs in workshop (5 fuel makes 2 bombs)
* Choosing the "light up our fuel" option when defending against zombie or enemy attacks. Consumes 3 fuel and decreases danger.

Fuels can be gained by:

* Scavenging buildings.
* Trading with other factions.
* Being allied to 1337cREw
* Casual event
Recruiting

**Recruiting** is one of the mission types in **Rebuild: Gangs of Deadsville**. It can be done on scouted, unclaimed grids with at least one survivors on it. Such grids are marked with a blue flag icon.

## Requirements

* Time: 1 day
* Danger: varied, depends on
	+ Amount of zombies.
	+ Distance to the nearest claimed block.
* Benefits from:
	+ Leadership skill of the highest level leader on the team. (Need confirmation)(better options are available to better leaders)
	+ Scouted blocks (reduces danger)
	+ Amount of survivors (reduces danger)
	+ Total Defense skill (reduces danger)
	+ At least one survivor has a vehicle equipped (ignores danger from distance)
	+ Status of factions(High respect or low strength is good)

## Effects

* May remove survivors from the grid, may add 1-2 survivors and possibly some equipment to player's own fort depending on the option you choose.
* Improve Leadership skills.
* May affect faction respect depending on the option.
Food

Food is the most important resource in Rebuild: Gangs of Deadsville. The player starts the game with 25-50 units of food, depending on your selected difficulty. Most survivors consume 1 unit of Food per game day (except those with the no ration, half ration, or double rations perk. Certain policies can also change this). Player has a maximum storage of food 50 at game start, and each farming tech and warehouse adds 50 to the maximum storage.

When the player runs out of food, the following happens:

* Happiness decrease

* Survivors collapse from hunger and have to be hospitalized.
* Survivors stop working.
* Survivors starve to death.

Food can be gained by:

* Scavenging from buildings. Buildings containing food are marked by an apple icon on the overlay.
* Reclaiming or building farms or large farms. A Farm will produce food each day. One-block farms produce ~2.5 rations per day, two-block farms produce ~3.75, and 4-block farms produce ~5 rations per day. Assigning survivors on Farming duty increases the yield; the food produced is decided by the sum of farmers' Scavenging skills(and researched techs). The Green Thumb perk (on survivors assigned to farming) and certain research can further increase food production.
* Hunting in Field squares.
* Fishing in Park, River, or Bridge squares.
* Under most circumstances, farming is far more efficient than hunting or fishing.(With the possible exception of hunter perk?)
* Trading with other factions.
* The Good Cook perk will rarely cause a survivor to create bonus food out of nothing. When it happens, it will be called out as an event. The currently-assigned mission seems to be irrelevant; in particular, the survivor does NOT need to be assigned as a farmer for this perk to work.
* Cannibalism or other random effect.

At start of games, player has a storage capacity of 50 food, food gained beyond capacity will go to waste. The capacity can be increased by researching the three farming-related techs or reclaiming warehouses.(+50 storage for each tech/warehouse)
Laboratory

Here our engineers can research everything from zombie behavior to how they used to get the caramel into all those Caramilk bars.
Survivors can work on different or same projects from multiple labs.

The Luddies may wish that you have no lab in your fort in an event.

Trivia: If you look at the reports when a research is finished, little of what they have researched has anything to do with a lab.

# Prerequisites

Construction research prerequisite needed. Note that the prerequisite for researching is also a lab, so the only way to get your first lab is by reclaiming one.
Rebuild: Gangs of Deadsville Wiki

The official and most comprehensive source of Rebuild: Gangs of Deadsville information with 435 pages (70 articles) written by 33,919,441 users.

Sim City meets The Walking Dead. Rebuild civilization one building at a time in this strategy game for Win, Mac, iOS, & Android. Rebuild 3: Gangs of Deadsville will be the first PC downloadable game in Sarah Northway's Rebuild series, released on Steam for Windows and Mac.

* About
* Starter Guide
* Story Mode Survival Guide
* Progress
* Versions

* Survivors
* Buildings
* Missions
* Zombie Attacks
* Equipment
* Resources
* Perks

* Factions
* Policies
* Events
* Plotlines
* Trading
* Research

Rebuild 3 was released in 2015 and is available for purchase on Steam! You can also pick up a DRM-free copy (AND an accompanying Steam key) from the official Rebuild website at rebuildgame.com.

Community
We are currently maintaining 435 pages (70 articles)!
Recent changes | New pages | Missing pages

How to help
See how you can help contribute to the Rebuild: Gangs of Deadsville Wiki! Remember to maintain a standard for grammar and punctuation in your contributions, please.
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SkyWars

Arquivo:Hytale SkyWars.png
**SkyWars** é um jogo de PvP multijogador originalmente do servidor Hypixel onde os jogadores iniciam em ilhas flutuantes espalhadas e lutam para sem o último vivo.

## Jogabilidade

Normalmente existem cerca de 12 equipes de uma quantidade definida de jogadores em ilhas flutuando no "céu" (vazio). Há dois ou três baús cheios de pilhagem em cada ilha gerada e geralmente há uma grande ilha central (feast) com mais baús contendo melhores recompensas. Esses baús contêm armas, armaduras, projéteis, comida e blocos. Algumas vezes há um modo *"deathmatch"* quando depois de um certo período de tempo o mapa lentamente começa a se desintegrar ou é destruído de alguma outra forma e os jogadores restantes devem lutar contra os outros jogadores e sobreviver em um mapa semi-desfeito.

## SkyWars do Hypixel

Originalmente adicionado em 14 de junho de 2015, o SkyWars permaneceu como um dos minigames mais populares no servidor Hypixel. Desde o início até o seu lançamento, a SkyWars foi desenvolvido em apenas nove dias.

Este minigame tem cinco modos principais: solo, duplas, mega, ranqueado e de laboratório. Solo e duplas têm 12 equipes de um ou dois jogadores e têm dois sub-modos, normal e insano. O modo insano apresenta melhores armas e armaduras do que o modo normal. O modo mega é feito a partir de muitos jogadores, em equipes de três cada. As partidas ranqueadas possuem até quatro jogadores de níveis de habilidade semelhantes e o modo laboratório tem desafios rotativos.

Por fim, há uma série de kits e habilidades que podem ser adquiridos através de um sistema de economia. As pontuações e os níveis são aumentados subsequentemente conforme as vitórias.

## References

1. ↑ | RPS Presents: The Story Of Hytale | Developer Sessions | EGX Rezzed 2019
NPC

Vários NPCs (personagens não-jogáveis) vivem o mundo de *Hytale*.

## Facções

*Main article:* Faccção

São grupos de NPCs que formam sociedades com culturas, hábitos e papéis próprios no desenrolar da história jogada em *Hytale*.

## Animais

*Main article:* Animal

Os animais são criaturas que os jogadores podem caçar, domesticar e criar. Eles também podem interagir uns com os outros.

## Monstros

*Main article:* Monstro

Os monstros são criaturas hostis, incluem encontros com chefes e desafios de combate que são projetados para um ambiente específico e exigem planejamento para serem derrotados. Os jogadores precisarão aprender como os monstros operam para derrotá-los.

## Outras criaturas

* Varyn.
* Tessa e Kyros.
	+ Habitam orbis.

## Script de comportamento

O sistema de script de comportamento usa scripts JSON que chamam elementos de comportamento modulares que permitem aos usuários especificar como um NPC percebe o mundo e como ele reage em diferentes situações.
Esses scripts podem acionar ações como animações e alterações no estado; por exemplo, uma criatura que foi atacada pode tentar fugir ou se defender.

## História

* 13 de Dezembro de 2018:
	+ Diversos NPCs são constatados no trailer.
* 13 de Dezembro de 2018:
	+ As artes conceituais para muitos NPCs são postadas no *Hytale* website.
* 13 de Dezembro de 2018:
	+ NPCs são apresentados numa postagem de blog.
* 1 de Março de 2019:
	+ A vida selvagem da zona 1 é apresentada no blog.
* 4 de Abril de 2019:
	+ Scripting de comportamento é apresentado no blog.
* 19 de Abril de 2019:
	+ Os sons dalguns NCPs são apresentados no blog.

## Referências

1. ↑ https://www.hytale.com/news/2018/11/get-to-know-hytale-s-npcs
2. ↑ https://hytale.com/news/2019/4/an-introduction-to-building-npc-behaviors
Hytale Wiki

* Portal comunitário
* Avisos à administração
* Aviso legal
* Direitos autorais
* Mudanças recentes
* Páginas faltando
* Página aleatória
* Novas páginas

A **Hytale Wiki** é uma enciclopédia atualizada de todas as informações relacionadas ao *Hytale*, sendo um guia no idioma português. Esta wiki e seus 13 artigos são geridos e mantidos por 1 contribuidores ativos da comunidade, juntamente com a equipe de administração da wiki (administradores). Qualquer um pode contribuir!

O que é *Hytale*?

*Hytale* é um jogo de RPG voltado para a fantasia de mundo aberto a ser desenvolvido pela Hypixel Studios para computadores, uma empresa de jogos dos criadores do servidor multijogador Hypixel destinado ao jogo *Minecraft*. O jogo permite jogadores construir com blocos e se aventurar em um mundo previamente gerado com torres e masmorras. Também provém aos jogadores um acessível par de ferramentas voltado para criações de minigames, criação de modelos, animações, produção de filmes e roteiros no próprio jogo, baseando-se em um navegador versátil.

Jogabilidade

Uma coleção de artigos relacionados a jogabilidade do *Hytale*.

NPCs
* Kweebec
* Trork
* Feran
* Scarak
* Galinha

Geração do mundo
* Orbis
* Zonas
* Alterverses

Construção
* Blocos
* Pré-fabricação
* Modificação
* *Hytale* Model Maker

Minigames
* SkyWars
* BedWars
* Survival Games
* The Walls
* Build Battle

Páginas úteis e populares

Hytale
Informação relacionado ao jogo por si próprio.
Hypixel Studios
Informação relacionado ao estúdio por trás do desenvolvimento de *Hytale*.
NPCs
Informação relacionada às criaturas que habitam os mundos no *Hytale*.
Armas
Informação relacionada às diversas armas disponíveis no jogo.
Comida
Informação relacionada aos alimentos disponíveis.
Trilha sonora
Informação sobre as várias faixas musicais encontradas no jogo.
Versões planejadas
Versões do jogo das quais estão por vir.
Tutoriais
Vários guias em diferentes aspectos de *Hytale*.

Notícias recentes

3 de Maio de 2019
Uma postagem no blog lida com o passado e o futuro do Hytale.
6 de Abril de 2019
Os estúdios da Hypixel apresentam um painel no Hypixel Studios EGX Rezzed expo, explicando a história do desenvolvimento do *Hytale*.
22 de Março de 2019
Uma postagem introduz três novas faixas da trilha sonora do *Hytale*.
20 de Março de 2019
Um demo do jogo foi disponibilizado para jogar em 2019 na Game Developers Conference.
8 de Março de 2019
Uma postagem de blog introduz muitos blocos ao *Hytale*.
Uma postagem de blog introduz NPCs no Arvoredo da Esmeralda.
22 de Fevereiro de 2019
Uma postagem de blog mostra uma coletânea de obras de arte feita pela comunidade dos fãs.
15 de Fevereiro 2019
Uma postagem de blog introduz a customização dos personagens.

Links

Links oficiais
* Website
* Website dos estúdios do Hypixel
* Website do Hypixel
* *Hytale* no YouTube
* *Hytale* no Twitter
* *Hytale* no Instagram
* *Hytale* no Snapchat
* *Hytale* no Facebook

Links da wiki
* Servidor no discord (inglês)

*Hytale* trailer

*Mudanças para a página principal podem ser propostas em aqui.*
Galinha

Uma galinha parada

### Estado Inicial

Protetiva se há um filho, ficará pacífica se ela confiar no jogador com seus filhotes.

## Comportamentos

### Pode usar táticas avançadas de equipe?

Desconhecido

**Galinhas** são animais neutros.

### Galinhas normais

As galinhas podem ser interagidas com o jogador para coletar ovos.

### Galinhas pré-históricas

Artes conceituais existem para galinhas pré-históricas, uma variante mais magra das galinhas normais que habitam cavernas de selva tropical sob as terras devastadas.

## Habitat

Os jogadores podem criar galinheiros para manter galinhas, assim eles são mais propensos a coletar ovos sem serem bicados.

## Comportamento

Galinhas filhotes seguirão sua mãe. Galinhas adultas protegerão seus ovos, picando jogadores ou NPCs não familiares que tentam roubar seus ovos.

## Aparência

Os filhotes são pequenos e amarelos, todavia uma vez adultos ficarão com a plumagem branca.

## História

Elas foram apresentadas no trailer, no Arvoredo da Esmeralda, e num texto do blog.
Arvoredo da Esmeralda

O **Arvoredo da Esmeralda**(Nomes não oficiais) ou bosque da esmeralda é a primeira zona do Orbis.

## Geração

O Arvoredo da Esmeralda é um terreno temperado exuberante, contendo diversos biomas diferentes como florestas e colinas. O canto do mundo contém grandes lagos de lava.

## Habitantes

O bosque é habitado por bastante criaturas incluindo as facções dos Kweebecs e dos Trorks e muitos animais distintos. Fen stalkers e morto-vivos dos pântanos vivem nos pântanos do Arvoredo da Esmeralda.

## História

* Introdução ao gerador de mundos - *4 de Janeiro de 2019*
	+ O bosque é mostrado em uma postagem sobre a geração de mundos.
* Conferência - *6 de Abril de 2019*
	+ Capturas de tela dos primórdios da zona sendo desenvolvida é apresentada e explicada na conferência de *EGX Rezzed*.

## Galeria

* Uma das primeiras fotos do bosque.
* Outra foto.
* Uma floresta densa.

## Referências

1. ↑ https://www.youtube.com/watch?v=zSFErGyM89E

## Ver também

* Areias Gritantes
* Borea
* Terras Devastadas
Temperature

**Temperature** is an environmental game mechanic that, like Radiation, affects the player. In most circumstances, extreme temperatures are harmful to the player. However, unlike Radiation, the player can also harness heat sources for Energy applications.

## Heat Sources

High Temperatures are typically generated by underwater volcanic activity. Such sources of heat include Lava Geysers, which can be found in a few biomes, and Thermal Vents, which can be found in some of the deeper biomes. Certain biomes are also quite hot, such as the Inactive Lava Zone and Lava Lakes. Direct contact with lava will instantly kill the player.

## Heat Protection

The player starts taking damage from Temperatures above 50°C. The UI will indicate that the player is too hot by showing glowing orange lines on the edges of the screen. However, the player's thermal resistance increases to 70°C if they're wearing the Reinforced Dive Suit. Note that water near lava in the lava zones is significantly hotter than elsewhere within the biome, and is above the 70°C that the suit can protect against.

To survive any more extreme Temperature will require the use of a vehicle, particularly the Prawn Suit. The Prawn Suit is especially useful for collecting resources near heat sources that are too dangerous for a player on their own. Though again, direct contact with lava will damage the Prawn Suit.

## Energy Usage

Heat can be used to generate energy for Seabases through the Thermal Plant; because these are external generators that have to be placed at specific locations to work (any source above 25°C, which can be found in the HUD of the Prawn Suit or on the Thermal Plant), the Seabase needs to be close, or otherwise connected via Power Transmitters.

Prawn Suits can generate energy from heat using the Thermal Reactor upgrade (any source above 30°C). The Cyclops is also capable of this, if the vehicle has the Cyclops Thermal Reactor Module installed (any source above 35°C at the engines).
Website

**Hytale.com** é o site para o Hytale. Destaca o Hytale blog assim como informações sobre o jogo.

## Páginas

### Home

https://hytale.com
A página inicial, mostra informação do jogo e previsões dos artigos do blog.

### Blog

*Main article:* Hytale blog

https://hytale.com/news
Notíciais, informação e novos destaques ou adições para o *Hytale*.

### Mídia

https://hytale.com/media
Capturas de tela e artes conceituais do jogo.

### O Jogo

https://hytale.com/game
Informação a respeito das três caracteristicas centrais do *Hytale*: aventura, minigames e ferramentas - assim como um link para participar do beta.

### Comunidade

https://hytale.com/community
Redes sociais e outros sites relacionados.

### Empregos

https://hytale.com/jobs
Aplicações para empregos no Hypixel Studios.
Water

**Water** is essential for survival mode and can be created in three ways. The first and easiest for early game is to acquire a “bladder fish”, which is a fish of pink color and with a slightly bloated looking appearance. The second step is to go to a fabricator and to produce water from it - this is one of the easiest ways and provides the least amount of hydration. The second method is to get Salt and Coral Tube. Players can make bleach with these two items, and each bleach gives you two “Disinfected Water” and provides 30 water. The last method is necessary to create a water purification station. The station requires aerogel. The water purification station provides two large water bottles that give 50 water each, as well as two salt. This method requires a lot of energy.
Acid Mushroom

**Inventory Slots Needed:** | 1

## Appearance

The **Acid Mushroom** appears to be an aquatic form of fungus. It has a very thick cap that appears to pulsate. There are two varieties. The smaller variety is purple, while the larger variety has a purple body with a maroon cap top.

At the moment, both varieties have an item symbol that resembles the larger variety. However, the game will remember which type of **Acid Mushroom** the player picked up. When the player drops an **Acid Mushroom**, it will regain its original form, on any surface.

## Data Bank Entry

A common, spore-bearing fungi species, with developed defense mechanisms. The flesh contains a highly acidic compound which leaches into the water if the outer skin is penetrated. Fluctuations in the local water pressure may also cause it to shrink.

It is not clear which predator species necessitated such extreme counter-measures, but the acid mushroom's numbers suggest it has successfully deterred most of them.

Assessment: Inedible, but exploitable in battery fabrication if picked carefully
Fauna

**Fauna** is all of the animal life of any particular region or time. The corresponding term for plants is Flora. Flora, **Fauna** and other forms of life such as fungi are collectively referred to as biota. Zoologists and paleontologists use **Fauna** to refer to a typical collection of animals found in a specific time or place.

* Ampeel
* Biter
* Bladderfish
* Bleeder
* Blighter
* Blood Crawler
* Bone Shark
* Boomerang
* Cave Crawler
* Crabsnake
* Crabsquid
* Crashfish
* Crimson Ray
* Eyeye
* Floater
* Hoverfish
* Jellyray
* Lava Boomerang
* Lava Eyeye
* Lava Larva
* Lava Lizard
* Mesmer
* Oculus
* Peeper
* Rabbit Ray
* Reaper Leviathan
* Reginald
* River Prowler
* Rockgrub
* Sandshark
* Sea Dragon Leviathan
* Sea Treader
* Shoal of Fish
* Shuttlebug
* Skyray
* Spadefish
* Spinefish
* Stalker
* Warper
Hypixel Studios

Predefinição:See also

**Hypixel Studios** é uma companhia de video game dos criadores do servidor Hypixel de *Minecraft*. No presente abriga mais de 40 desenvolvedores.

## História

Os estúdios se estabilizaram em 2018 com ajuda da Riot Games, de um grupo de desenvolvedores veteranos de jogos especializados em indústria afim de desenvolver um jogo próprio separado do servidor de Minecraft, sendo o primeiro deles o *Hytale*. O desenvolvimento do jogo se iniciou entorno de 2015.

## Empregados

 Kieran Fitzpatrick | Designer de efeitos sonoros.

## Referências

Predefinição:Reflist

1. ↑ https://hypixelstudios.com/
2. ↑ https://www.egx.net/rezzed/2019/developer-sessions-2019

## Links externos

* Website oficial

Predefinição:Hypixel
Subnautica Multiplayer

Subnautica does not officially have Multiplayer however there is one mod that adds this capability called Nitrox. This provides client/server interface in which you can play together with friends or others over the internet. This requires server hosting which can be achieved by either self hosting or renting a Subnautica Nitrox Multiplayer game server.
Battery

**Batteries** are Electronic items crafted using Fabricator.

Bateries are used to craft electronic tools and equipment, providing them with Energy. Batteries can hold up to 100 energy points.
Energy is drained when using tools with Battery. Batteries can be swaped or removed from tools by pressing R.

Batteries can be charged in Battery Charger, or in equipped tool by Swim Charge Fins.
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Guard Duty

Guard Duty is a repeating mission that allows a survivor to add a defensive bonus to the building they are assigned to and a lesser bonus to any buildings adjacent or next to the occupied space. The strength of this bonus is linked to the survivor's Defense skill. When zombies massed outside the fort attack a building, that building's defense rating is what stands between you and destruction. If the building's defense (including guard duty and other bonuses) is lower than the number of zombies, they might get through, causing you to lose territory or survivors!

Survivors can be assigned to Guard Duty on any building inside your fort. Additionally, when a survivor finishes a mission, they'll automatically return to the closest square in the fort and go on Guard Duty until re-assigned to a new mission.

Survivors increase their Defense skill while on Guard Duty, but slower than they would on a zombie killing mission.
Resources

**Resources** such as titanium and quartz are used in the creation of every item in the game. You can use 6 titanium to build a multipurpose room, and you can use copper, quartz, titanium to build a solar panel. Resources are gathered form either large nodes,(upgraded P.R.A.W.N suit is needed) stones such as limestone, sandstone, and shale stone, or off the ground. Resources are very valueable in Subnautica and are used to build better items that can help you find the cure to the deadly Khara Bacterium.
Subnautica Wiki/Top section

What is Subnautica?

Subnautica is the new open-world, under-water exploration and construction game from the developers of Natural Selection 2, Unknown Worlds. Though the game is currently under construction (lovingly referred to by the devs as being "In Dry-Dock"), several impressive pieces of conceptual art have already been made available. The title will feature construction of the various submarine components and structures that will be key to your success in exploration of the vast open-world laid out before you. Keep your eyes on this page as more information is made available!

**Mechanics**
* Game Modes
* Storage
* Items
* Seabases
* Vehicles

**World**
* Life Forms
	+ Eggs
	+ Flora
	+ Fauna
* DNA
* Specimen Analyzer
	+ Research
* Fragment Analyzer
	+ Fragments
* Attributes

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Storage

There are several types of **Storage** solutions in Subnautica.

## Summary

There are a great deal of storage containers in Subnautica, each with varying amounts of storage slots. These containers function just like regular containers, with limitations implemented by the size of the item. When starting out, only the player inventory is available, providing severely limited space (along with the Escape Pod), but as the player progresses, additional storage solutions are made available.

## Storage Systems

* Inventory
* Fragment Analyzer Storage
* Specimen Analyzer Storage
* Small Locker
* Locker
* Small Storage Cube
* Escape Pod Storage
Eggs

**Eggs** are part of the life form ecosystem of Subnautica.

## Grassy Plateaus Egg

**Eggs** are the unhatched forms of certain types of fauna. They can be used for research which will allow the player to create more advanced objects, such as Upgrades.

**Eggs** usually are considered to be belonging to an unidentified fauna until they are analyzed using the Specimen Analyzer. An **Egg** of a given type can currently belong to up to two different species.

* Reefback Egg
* Stalker Egg

out of date
Subnautica

**Subnautica**® is a story lead, open world, sandbox game currently in development by Unknown Worlds Entertainment.

## Summary

Subnautica, currently in beta stages, is a video game where you, the Player roams around underwater collecting materials and blueprints to build in game objects and items. Your goal currently is to survive the Flora and Fauna that wishes to attack the Player and/or to build man made Seabases. This may not be true in future updates as the game is still in beta.

## Gamemodes

There are four gamemodes in Subnautica currently.

* Survival
* Freedom
* Hardcore
* Creative
Cooked Food

**Cooked Food** is an item that is acquired using the fabricator. All you need is a small, equippable fish of any kind, go to the fabricator go to food, and cook it. Cooked food gives multiple benefits that raw food does not. Cooked food does not decrease the amount of H20 you have, and gives you substantially more food intake.
Scouting

Send a survivor to check out a building and report back on the amount of food, resources, zombies, and whether there are any other survivors hiding out there. Once a building has been scouted it will stay so, and you'll see any changes to the number of zombies/etc. Scouting missions are not dangerous and anyone can do them. Scouting can't be done when massed zombies, roaming zombies or zombie mobs(enemy faction units?) are present. Scouting a faction's territory can reveal where its headquarter is.

Scouting also reduces the danger of any further missions on this building.

Note that if your scavengers/soldiers are skilled enough, they can be sent to safely scavenge a building/kill zombies without the need of scouting first, thus saving considerable manpower. Reclaiming(including fearless reclaimers), however, cannot happen on a unscouted building. (even if there is no zombie)

## Requirements

* Time: 1 day
* Danger: None
* Benefits from: Improved Scouting tech or named binoculars. This enables the scouting of the adjacent tiles at the same time. For example, four adjacent tiles will be scouted at the same time for standard one-tiled buildings and up to eight adjacent buildings can be scouted at the same time if you are scouting a huge farm or mega mall.) (The improved scouting tech stacks with the see further perk to enable scouting of both adjacent and diagonal buildings. (scouting 9 blocks in total for one-tiled buildings.) (tested)

## Effects

* Reveals the amount of zombies, resources, and survivors in the city grid.
* Reduce the danger levels on subsequent mission.
* Once the grid has been scouted, the player will always know when its status changed later.
Subnautica Concept Art: Kelp Forest

**From the website:**

Here on Earth, the underwater realm is rich in life and mystery. Only a small proportion of the planet’s oceans have ever been explored, and it is thought that hundreds of thousands of species are yet to be discovered. If such biodiversity is present on our own world, then just image then wealth of life that could exist on unknown ones: Worlds like that which you will explore in Subnautica.

The image above is Kelp Forest. Painted by Cory, Kelp Forest represents an environment vaguely reminiscent of what a diver might see on Earth, but with unmistakably alien features. Thin anchor stalks lead to rich foliage-like structures just below the surface, creating an underwater forest through which a player will weave.

Diverse environments are one of Charlie’s key design elements. Two weeks ago we revealed Lava Zone, a concept resplendent in reds , yellows, and oranges. Kelp Forest represents an utterly different gameplay experience, and we hope that players will be able to explore many more environments. Creating believable and immersive transitions between environments has been a key technical challenge that Steve has been considering recently.

The presence of two divers implies a desire for multiplayer. While it is our dream that Subnautica will one day feature multiplayer capabilities, we are determined to release a great game in a reasonable amount of time. This determination means sacrificing features that while undoubtedly cool, are perhaps not totally critical to the core gameplay experience. Some day, you might swim through the Kelp Forest with a friend at your side!

Right now, Unknown Worlds is on Christmas / New Year break. Just before we all scattered for a few days rest, we created our eighth prototype ‘build.’ It featured our first attempt at creating the Lava Zone environment in-game. While it is far from being ready for a public showing, it was exciting for us to be dodging steam vents, watching pillow lava grow, and navigating around volcanic structures. One day soon, we hope that Kelp Forest will make it into a prototype build. From red, to green, to what next?

Each week in December and January, we will release a new piece of concept art, and discuss that piece’s implication for Subnautica gameplay. You can chat to Charlie about gameplay, Steve about tech, and Cory about art on Twitter any time! See more concept art here.
PDA

**PDA** (Personal Digital Assistant) is multipurpose device, which the player always carries around. It can be accessed by pressing **[Tab]**. Multiple other PDA's can be found on several locations in the game. They give additional information and are a crucial element for the backstory in the game.

## PDA Tabs

* Inventory
* Blueprints
* Signals
* Screenshots
* Log Messages
* Data Bank
* Time Capsules (not in Below Zero)
Game Modes

*Subnautica* features four different **Game Modes**. The player can select a Game Mode when starting a new save file; a save file's Game Mode cannot be changed after creation. Each Game Mode imposes different restrictions (or lack thereof) on gameplay.

## Survival Mode

To stay alive, the player must manage their health, oxygen, food, and water levels. If the player runs out of health or oxygen, they die and lose all of the items in their inventory. If the player runs out of either food or water, they will begin to lose health until they die. The player can return to where they died to attempt to reclaim their lost items. The player can "secure" their inventory by entering Lifepod 5, a Seabase, or a Cyclops; if the player dies with a secured inventory, they will keep all the items from the last time their inventory was secured and will respawn in the last place they secured their inventory.

## Freedom Mode

Similar to Survival Mode, but the player does not need to maintain their food or water levels.

## Hardcore Mode

Similar to Survival Mode, but restricts the player to a single life only; if they die, the game ends, forcing them to completely start over from the beginning. The PDA will tell the player when they have low oxygen, despite the description saying otherwise. In addition, the player can't save the game anytime like in the other modes. They can only Save & Quit.

## Creative Mode

This is a sandbox mode for players who want to freely explore and build. The player cannot die and does not have to worry about health, oxygen, hunger or thirst. Materials and Blueprints are not required for crafting, and vehicles and Seabases do not require Energy to operate and cannot be damaged. The player can make story progress in this mode, despite the description saying otherwise.
Subnautica Wiki/Flex section

News

(Micro) Update 67

Power Nap Update

Machinery Update

**Crafting**
* Materials
* Blueprints
* Constructor
* Workbench
* Workbench Upgrades

**Fabricator**
* Resources
	+ Electronics
	+ Materials
* Survival
	+ Water
	+ Cooked Food
	+ Cured Food
* Personal
	+ Equipment
	+ Tools
	+ Research
* Machines
	+ Submarine

Videos

Help WikiGeneral HelpGetting StartedEditing pagesNew pagesMoving pagesBasic imagesLinks

CommunityRegisterHow to help

To write a new article, just enter the article title in the box below or in the search box at the top of the page.

* **Adding content**
	+ If you are unsure of what to do or how to create a page, search for a few articles on the same topic and see what they look like. You can always view the source code in a wiki and learn from what others have done.
	+ An edit doesn't have to be massive; if you feel you don't want to create whole articles, then just fixing spelling errors and broken links is enough.
Subnautica Wiki/sandbox

**Welcome to the Subnautica Wiki!**
the Subnautica compendium by the players, for the players.
We are currently maintaining 244 pages (70 articles).

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

Subnautica is the new open-world, under-water exploration and construction game from the developers of Natural Selection 2, Unknown Worlds. Though the game is currently under construction (lovingly referred to by the devs as being "In Dry-Dock"), several impressive pieces of conceptual art have already been made available. The title will feature construction of the various submarine components and structures that will be key to your success in exploration of the vast open-world laid out before you. Keep your eyes on this page as more information is made available!

Subnautica Screenshots
Subnautica Concept Art

(Micro) Update 67
Power Nap Update
Machinery Update
 **Navigation**

* Game Modes
* Storage
* Items
* Seabases
* Vehicles
* Life Forms
	+ Eggs
	+ Flora
	+ Fauna
* DNA
* Specimen Analyzer
	+ Research
* Fragement Analyzer
	+ Fragments
* Attributes
* Materials
* Blueprints
* Constructor
* Workbench
* Workbench Upgrades
* Resources
	+ Electronics
	+ Materials
* Survival
	+ Water
	+ Cooked Food
	+ Cured Food
* Personal
	+ Equipment
	+ Tools
* Machines
* Submarine
 **Videos**
 **Twitter**
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To write a new article, just enter the article title in the box below.

**Registering**

* Feel free to register and join our user base by clicking **here**.

**Adding content**

* If you are unsure of what to do or how to create a page, search for a few articles on the same topic and see what they look like. You can always view the source code in a wiki and learn from what others have done.
Vehicles

**Vehicles** are systems crafted by the player that enhance movement in Subnautica.

also can help with deep sea travel.
The most basic vehicle is the sea glide.

## Glides

Seaglide:

The only glide in the game yet. It is faster than the upgraded fins but slower then a Seamoth. Seaglides don't restore Oxygen. To make one you need a Fabricator. Ingredients are a battery, lubricant, copper wire and titanium. Fragments can be found in Cargo Crates & Wrecks in the Safe Shallows and Kelp Forests. A capability of the Seaglide is the holographic topography (seafloor map) projector and a flashlight. Unlike the flashlight however, it cannot be pointed above water.

## exo suits

The P.R.A.W.N Suit is the only exosuit in game. It has a lot of upgrades. You can only put one ion power cell in the suit.

## Submarines

Seamoth:

Seamoths are the smallest submersibles with the capability of navigating depth down to 900 Metres below sea level. It's a stable place for oxygen however can get it can be damaged. To repair the Seamoth you need a repair tool or the Cyclops Docking Bay Repair Module when docked in the Cyclops. Upgrades are the 3 Depth Modules (MK1 increases crush depth to 300 Metres, MK2 increases the crush depth to 500 Metres and the MK3 increases crush depth to 900 M), the Internal Storage Module (gives the Seamoth 16 storage slots with each module), the Hull Reinforcement Module (reduces hull damage by 20% with each module and completely negates ambient environment damage), the Engine Efficiency Module (increases engine life by 15% with each module), the Solar Charger Module (charges the Seamoth's Power Cell in the day time when exposed to daylight and above 200 Metres), the Perimeter Defence Module (makes an electric field around the Seamoth), the Torpedo System and Sonar System. The Depth Module MK1 and Internal Storage Module can be found on the Aurora and crafted with the Vehicle Upgrade Console. The Hull Reinforcement Module, the Engine Efficiency Module, the Solar Charger Module, Perimeter Defence Module, the Torpedo System and the Sonar System is crafted at the Vehicle Upgrade Console. The Depth Modules MK2 and MK3 are crafted at the Modification Station after attaining the blueprint for the Vehicle Upgrade Console. Only 4 Upgrade Modules maximum can be installed per Seamoth. Seamoths are powered by power cells, and their ion variants. To build one you need a Mobile Vehicle Bay. The materials needed for a Seamoth are a titanium ingot, 2 glass, lubricant and a power cell (any, even dead ones talk about trolling the law of conservation of mass and energy primarily energy. unless the energy recharges the powercell while fabricating the vehicle. if that;s the case then a fabricator is a make shift charger.)

Cyclops:

These are large submarines that are capable of making a mobile base. Like a seamoth, you can repair by using a repair tool on specific spots with leaks. Repairing leaks will increase the Cyclops's health until it is back up to full. You will need to scan 9 fragments to unlock this. These are: 3 Cyclops Bridge Fragments, 3 Cyclops Engine Fragments, & 3 Cyclops Hull Fragments.
Seabases

**Seabases** are large installations created by the player in Subnautica using the Habitat Builder tool. They are built using materials and can serve multiple purposes from charging batteries, to growing food and water.

## Summary

Seabases are man made structures in Subnautica that the player can call home. The player can use the Seabase as a functional docking station for the Seamoth and the Exosuit with a Moonpool.

## List

* Corridors
	+ L-Glass corridor
Subnautica Wiki/Editcopy

Welcome to *Subnautica* Wiki
the Subnautica compendium by the players, for the players.
We are currently maintaining 244 pages (70 articles).

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

What is Subnautica?

Subnautica is the new open-world, under-water exploration and construction game from the developers of Natural Selection 2, Unknown Worlds. Though the game is currently under construction (lovingly referred to by the devs as being "In Dry-Dock"), several impressive pieces of conceptual art have already been made available. The title will feature construction of the various submarine components and structures that will be key to your success in exploration of the vast open-world laid out before you. Keep your eyes on this page as more information is made available!

**Mechanics**
* Game Modes
* Storage
* Items
* Seabases
* Vehicles

**World**
* Life Forms
	+ Eggs
	+ Flora
	+ Fauna
* DNA
* Specimen Analyzer
	+ Research
* Fragment Analyzer
	+ Fragments
* Attributes

Twitter
Tweets by @Subnauticawindow.twttr=(function(d,s,id){var js,fjs=d.getElementsByTagName(s)[0],t=window.twttr||{};if(d.getElementById(id))return;js=d.createElement(s);js.id=id;js.src="https://platform.twitter.com/widgets.js";fjs.parentNode.insertBefore(js,fjs);t.\_e=[];t.ready=function(f){t.\_e.push(f);};return t;}(document,"script","twitter-wjs"));

News

(Micro) Update 67

Power Nap Update

Machinery Update

**Crafting**
* Materials
* Blueprints
* Constructor
* Workbench
* Workbench Upgrades

**Fabricator**
* Resources
	+ Electronics
	+ Materials
* Survival
	+ Water
	+ Cooked Food
	+ Cured Food
* Personal
	+ Equipment
	+ Tools
	+ Research
* Machines
	+ Submarine

Videos

Help WikiGeneral HelpGetting StartedEditing pagesNew pagesMoving pagesBasic imagesLinks

CommunityRegisterHow to help

To write a new article, just enter the article title in the box below or in the search box at the top of the page.

* **Adding content**
	+ If you are unsure of what to do or how to create a page, search for a few articles on the same topic and see what they look like. You can always view the source code in a wiki and learn from what others have done.
	+ An edit doesn't have to be massive; if you feel you don't want to create whole articles, then just fixing spelling errors and broken links is enough.

Main page sections: Top · Flex · Bottom. Changes for the main page can be proposed here.
Subnautica Concept: Exterior Sketch

**From the website:**

One week ago, we revealed that Unknown Worlds is working on a new game: Subnautica. We want to share Subnautica with you from its earliest moments, bringing you concept art, early design thinking, and more.

Today we are following up on the original three concepts with Exterior Sketch. This concept was only the second ever to be created for Subnautica, penned by Cory after he completed Interior Hallway (We’ll show you that one later!)

Exterior Sketch was the first attempt to give form to an idea that is central to Subnautica: That players would interact with substantial underwater vehicles. These submarines would enable exploration and discovery by providing protection, mobility, and utility below the ocean surface.

Since this art was created, we have evolved the style and theme of Subnautica’s submarines. However, this original piece does represent some of the core aesthetic cues that we hope to achieve in the final designs. In Cory’s words:

“Simple silhouettes, very smooth, round shapes that flow into one another, high tech clean surfaces, slightly stylized proportions, and bright colors. The large glass bubble navigation bridge was designed with gameplay in mind, to allow the player to better see the world they are exploring and easier to pilot the sub.”

Exterior Sketch ties in nicely to Control Room, a concept piece we released last week. The Control Room is a representation of the interior of the glass bubble you can see in Exterior Sketch. These bubbles are likely to be a common feature of Subnautica’s submarines. While real submarines are usually closed for pressure protection, with only very small portholes (if any), we believe such realism might not produce the most interesting gameplay.

The small submarine you can see in the lower left corner is also intended to be player-controlled. Launching from the a larger submarine, smaller vehicles (submersibles?) could allow exploration and activity in areas inaccessible to the ‘mothership,’ and too deep or dangerous for adventures wearing only a dive suit.

These smaller vehicles also represent our thinking about how larger submarines will be constructed. A player could modify a submarine too add the capacity to deploy submersibles, but perhaps at the cost of other capabilities? There is much to ponder as we descend into the depths of Subnautica design…

Each week in December and January, we will release a new piece of concept art, and discuss that piece’s implication for Subnautica gameplay. What do you think about Exterior Sketch? Let us know how you think submarine gameplay could play out in the comments below. You can also chat to Charlie about gameplay, Steve about tech, and Cory about art on Twitter any time! See more concept art here.
Materials

**Materials** are the base of Subnautica, you start out with nothing and with help of some materials and countless hours of playing, you can go from just yourself, to having huge submarines like the Cyclops. You can also make the first mode of transportation, the Seaglide. Note, the seaglide isn't a submarine, but you will swim faster with it! You can build tools with materials such as the welder, the survival knife, the laser cutter, and oxygen tanks.

Read more on related pages: Fabricator and Blueprints

**Here's a list of the materials and how to get them;**

## Ore

* Titanium: metal salvage, and limestone outcrops.

* Copper: limestone outcrops

* Lead: limestone outcrops

* Silver: sandstone outcrops

* Gold: sandstone outcrops, and basalt outcrops

* Diamonds: basalt outcrops, and shale outcrops

* Lithium: in mushroom biomes, on the islands, and shale outcrops
Airport

Airport was an unfinished map from Super Stickman Golf. It would be located in the Expansion Courses 1 (Advanced) as the last course, but only two holes were ever made. The course icon was also made as well. The course was made to comemmorate Noodlecake going to GDC. It’s unknown why they never finished Airport, but testing was possibly done.

It’s not known if this was intended to be in Expansion 1 or 2, as Expansion 2 was most likely intended to have 5 courses, and Airport would be the first one. This however, is all speculation.