recursal/Fanatic-Fandom huggingface dataset:
Arachnoid Sentinel

## Story

The **Arachnoid Sentinel** can be found near clusters of cocoons, which serve as the hatcheries for these strange species. Its task is to defend the young. The cocoons can react to being approached by other creatures and more Arachnoids may hatch if provoked. The Sentinel spits sticky web at the enemies, immobilizing smaller creatures and slowing down the larger ones, which gives the Sentinel time to organize a larger attack in a group. Moreover, the web is highly corrosive when it comes into contact with the materials from Earth. The Mecha-suit and buildings in the base take structural damage when they come into contact with it. Arachnoid Sentinels hate strong light, so they spend most of their time hiding in the shadows of caves or in the undergrowth.

## Statistics

Normal
Aggressive: 7
Aggressive acceleration: 2,5
Regeneration: 0
Damage radius: 0
Type: Acid
Player
Energy
Tower
 Elemental
Damage radius: 0
Type: Acid

Alpha
Aggressive: 7
Aggressive acceleration: 2,5
Regeneration: 0
Damage radius: 0
Type: Acid
Player
Energy
Tower
 Elemental
Damage radius: 0
Type: Acid

Ultra
Aggressive: 7
Aggressive acceleration: 2,5
Regeneration: 0
Damage radius: 0
Type: Acid
Player
Energy
Tower
 Elemental
Damage radius: 0
Type: Acid
DLCs

DLCs, Downloadable Contents, are planned for The Riftbreaker - in 2 ways: Free and paid.

## DLC overview

### DLC 1 : Metal Terror

Name: Metal Terror

Contains: Campaign content with 7 unique missions, 5 locations, 5 new HQ locations, 1 new biome

Release: 18.07.2022

Page: Metal Terror

### DLC 2: Into The Dark

Name: Into The Dark

Contains: Campaign content 7 unique missions, 7 locations 2 new HQ locations, 1 new biome

Release: End of Q1 2023

Page:
Mecha-suit

*This article is a stub. You can help The Riftbreaker Wiki by expanding it.*

The **Mecha-suit**, aka **Mr. Riggs**, is a highly advanced, armored, 5 meter tall exo-suit that can withstand the harshest environmental conditions. The suit has a full range of equipment for base construction, resource extraction, gathering specimens, and combat. It is capable of traveling through rifts that connect space across vast distances.

### Abilities

**Mr. Riggs** features a variety of tools that will facilitate your survival. These include:

* 6 **weapon slots**. Each of Mr. Riggs' hands have 3 weapon slots that you can cycle between and customize for a versatile arsenal. Mr. Riggs can dual wield either ranged weapons or melee weapons, but melee weapons must be the same type (sword, spear, hammer, or fist).
* 4 **upgrade slots**. Mr. Riggs can be equipped with 4 different upgrades at a time that provide various passive benefits to the player.
* 8 **consumable slots**. Up to 8 consumables can be equipped that you may deploy at any time.
* **Mod list**. You can open this page to view your mod collection.
* **Appearance list**. You can use this button to change Mr. Riggs' appearance.

### Trivia

* Mr. Riggs' full designation is Rift Jump and Exploration Mecha-Suit, Mark IV - Griffin variant
	+ Mr. Riggs seems to have a dislike for the nickname Ashley gave him. After asking Ashley what was wrong with his proper name, Ashley told him that it was inefficient.
* During development, EXOR Studios voted on many different names for Mr. Riggs. The following table contains the names they voted on.
Override used mesh material

Sometimes, especially in older meshes used by X-Morph, the material is baked directly into the mesh file.

How to solve this problem when trying to use a different material is listed here.

## Find the baked material name

Open the \*.mesh file with a desired Hex-Editor or even Notepad, and search for a fitting name, example:

Which shows "projectiles/railgun\_projectile\_beam" as text.

## Override used material

You can override used material by just adding a "material" field to MeshDesc of the entity file:
Environmental Shielding (Research)

Environmental Shielding is a Research in *The Riftbreaker.*

## Acid

*This technology protects the Mecha-Suit and the Riftbreaker buildings from the corrosive damage caused by strongly acidic environments.*

 Alien Research - Level 1

## Sun

*Adds a layer of highly reflective coating on the surface of all structures in the base. Thanks to that, the equipment and structures in the base are protected from taking damage due to intense solar radiation.*

 Alien Research - Level 1

## Radiation

*Adds a layer of lightweight, radiation absorbing metal that protects the Riftbreaker and their delicate equipment from the adverse effects of ionizing radiation.*

 Alien Research - Level 1

## Heat

*This technology protects the Mecha-Suit from the damage caused by the intense heat in the Volcanic Zone.*

 Cryo Technology | 300 | N/A
Culture

**Cultures** are an important part of Humankind. Once the player reaches the Ancient Era, they can choose between different historical cultures. Over the course of the game, the player will be able to combine multiple cultures by adopting a new culture or transcending a previous culture each Era to form their civilization. In total, Humankind has 79 different historical cultures.

Each culture has a unique gameplay orientation, Emblematic Unit, Emblematic District, and Legacy Trait which set them apart from other cultures. Different cultures also have different architectural styles of buildings on the campaign map.

## Culture Affinities

Each culture has an affinity that grants them a unique gameplay orientation with special effects and actions. When transitioning to a new culture, the old affinity and its effects are lost. The possible affinities are the following.

## Emblematic Units and Quarters

Each culture has an Emblematic Unit (known as **EU** among players) unique to that culture. **Emblematic Units** can only be built by the culture in question, but remain in play after transition.

Each culture also has an Emblematic District (known as **ED** among players) unique to it. Emblematic Districts can only be built by the culture in the given Era, but last afterwards to continue providing their effects. Emblematic Districts may also be called **Emblematic Quarters** (known as **EQ** among players).

## Starting Culture

At the beginning of the game, **all** players will start as the Nomadic Tribe culture. After obtaining 10Knowledge from curiosities, a choice between three different Legacy Trait options can be made. Upon reaching the Ancient Era, the player may then choose to adopt one of the Cultures available. It is impossible to transcend as a Nomadic Tribe.

## Legacy Trait

*Main article:* Legacy Trait
Each culture has a Legacy Trait (known as **LT** among players) unique to it, with powerful effects and bonus for that culture.

Every Legacy Trait will **stay** even after adopting to a new culture. Every Legacy Trait of past cultures will **stack** across the Eras, therefore creating various combinations of different bonuses.

## Adopting or Transcending

When advancing to the next Era, the player has the choice to either **adopt a new culture**, which grants a new affinity, Emblematic Unit, Emblematic Quarter, and Legacy Trait, or **transcend the existing culture**, which grants an extra (+10%)Fame and an Affinity related bonus for the next Era.

## List of Cultures

* List of Cultures, LT, EQ, and EU
* List of Cultures (text only)
Pipeline

Transports liquids and gasses. Used to connect various buiildings that require a fuel source to operate.

Can transport and store only one type or resource at a time.

Some sections have windows that show what kind of resource is currently in the pipeline.

The capacity limits for pipes are currently unknown, or if there are any.
Mech Technology (Research)

Mech Technology is a Research in *The Riftbreaker.*

## Level 1

*This research branch is devoted entirely to benefit the Mecha-Suit. Blueprints and modules researched here will boost the Mech's abilities, give it new consumables, or even entirely new weapons.*

 N/A
Basic Skills
Basic Equipment
Basic Weapons
Armory - Level 2
Explosive Weapons (Research)

Explosive Weapons is a Research in *The Riftbreaker.*

## Standard

*Gives the Armory the ability to produce explosive ammunition that can be used in a wide range of weapons. Grants the user the ability to craft basic weapons utilizing explosive ammo.*

 Basic Weapons | 600 | N/A
Grenade Launcher - Standard
Rocket Launcher - Standard
Unlocks Explosive Mech Ammo

## Advanced

*An upgrade to the Explosive Weapons technology, allowing Riftbreakers to craft more powerful weapons with more room for modifications.*

 Explosive Weapons - Standard
Armory - Level 3
Grenade Launcher - Advanced
Rocket Launcher - Advanced

## Superior

 Explosive Weapons - Advanced
Armory - Level 4
Grenade Launcher - Superior
Rocket Launcher - Superior

## Extreme

 Explosive Weapons - Superior
Armory - Level 5
Grenade Launcher - Extreme
Rocket Launcher - Extreme
Mod service: EffectService

## Available commands:

```
void                SpawnEffect( Entity::Id entity, const char * blueprint );
void                SpawnEffect( Entity::Id entity, const char * blueprint, const char * attachment );
void                SpawnEffects( Entity::Id entity, const char * type );
void                SpawnDelayedEffects( Entity::Id entity, const char * type, float delay );
void                AttachEffect( Entity::Id entity, const char * blueprint );
void                AttachEffect( Entity::Id entity, const char * blueprint, const char * attachment );
void                AttachEffects( Entity::Id entity, const char * group );
void                AttachDelayedEffects( Entity::Id entity, const char * type, float delay );
bool                HasEffectByBlueprint( Entity::Id entity, const char * blueprint );
bool                HasEffectByGroup( Entity::Id entity, const char * group );
void                DetachEffect( Entity::Id entity, const char * blueprint );
void                DetachEffect( Entity::Id entity, const char * blueprint, const char * attachment );
void                DestroyEffect( Entity::Id entity, const char * blueprint );
void                DestroyEffect( Entity::Id entity, const char * blueprint, const char * attachment );
void                DestroyEffectsByBlueprint( Entity::Id entity, const char * blueprint );
void                DestroyEffectsByAttachment( Entity::Id entity, const char * attachment );
void                DestroyEffectsByGroup( Entity::Id entity, const char * group );
void                DestroyDelayedEffectsByGroup( Entity::Id entity, const char * group, float delay );
void                SetParticleEmmissionUniform( Entity::Id entity, float amount );

```
Basic Energy Production (Research)

Basic Energy Production is a Research in *The Riftbreaker.*

## Level 1

*Schematics for the most basic resource factories. They are not the most efficient, but low amount of resources necessary to build them ensures that the Riftbreaker always has access to these buildings.*

 Buildings Handling | N/A
Energy Connector
Energy Storage - Level 1
Plant Biomass Powerplant - Level 1
Solar Panels - Level 1
Wind Turbine - Level 1
Biomass Energy - Level 1
Alien Research (Disambiguation)

*This **disambiguation** page lists articles associated with the same title. If an internal link referred you here, you may wish to change the link to point directly to the intended article.*

* Alien Research in the **Base and Buildings** Campaign Research Tree.
* Alien Research in the **Alien Research** Campaign Research Tree.
Nuclear Powerplant

This power plant has a very large energy output. It draws uranium from the global resource pool and water or supercoolant from a pipe connection.

Its water intake exactly matches the output of a single Water Filtering Plant which in turn matches the output of a single Geothermal Powerplant.

That means that it can be a simple and efficient setup to build these three buildings in a row.

Considering that for 1 crude uran -> 1 refined uran production 100 energy will be consumed by centrifuges no matter which level they are at, the continuous power production from nuclear powerplant is always 400 less. Additionally, the water flitering also consumes 1 energy per water/sec, and the rare elemental mine takes -200 energy/sec for +4 uran/sec, so basically lv 1 nuclear powerplant energy output is 850, and lv 2 is 1600 (almost doubled with double cost). lv 3 is 2350, which is maybe not worthwhile with its tripled building cost.

Comparing to other late game energy productions, for example:

1. wind power/solar power which reach 4x energy production with 7x price at lv3.
2. gas power which reaches 6x power production with same amount of pumps lv3 (ignoring pipeline and upgrade cost) + 2x amounts of gas flitering lv2 (100 palladium and 3x cost) + 4x amounts of gas power plant lv2 (upgrading them again is tripled cost for 2x energy, not really recommended, at lv2 thats double cost for 1.5x energy which is better). This is in final 5x cost (800/700 -> 4k/3.6k for 2 pumps) for 6x cost, consumes 800 palladium in addition.
3. spend 20k iron and 2k every type of raw resources for a endless power source: lv1 fusion powerplant, 3400 energy production. Upgrading is double cost for 1.5x production.

We can conclude that nuclear powerplant benefits more from upgrading to lv2 than simply doubling them compared to carbon based renewable energy or fusion, but still gets overwhelmed by palladium based gas economy in tech-efficiency rate.

Due to the fact that currently uranium hardly has any other usages except high level artillery towers which cost only a little, the player usually has to burn them with nuclear powerplants (or, doesn't even mine them XD). With high levels of uran production consists of rare elemental mine lv3, centrifuge lv3 and nuclear powerplant lv2, one common uran deposit with likely 2k uran ore can become over 10million power within only 10-20 minutes. One way of digest this high amount of energy is synthesizer lv3 which acts as infinite carbon/iron mine with -800 energy/sec. In this way, 1 uran ore = 4 crude uran = 16 refined uran = 4 \* 1600 energy = 32 carbon/iron, can be really helpful during survival late game when carbon and iron mines are empty. In addition, nuclear powerplants are smaller in size and easier to defend during late game, and a patch of 2k uran ore is way easier to defend than 2-3 remote carbon/iron patches both in time and space.

## Statistics

Level 1
Ironium: 1500
Uranium: 1000
Water: -50/s
- or -
Supercoolant: -25/s

Level 2
Ironium: 1500
Uranium: 1000
Water: -50/s
- or -
Supercoolant: -25/s

Level 3
Ironium: 1500
Uranium: 1000
Water: -50/s
- or -
Supercoolant: -25/s
Moltug

## Story

Moltugs are large, slug-like creatures with a calcified shell on their backs. They feed on sulphuric residue found on rocks in the Magma Biome. For an unknown reason, Moltugs sometimes hide pieces of minerals underneath their shells.

## Statistics

Acceleration: 0.5
Regeneration: 0
Fire - 100%
Acid - 400%
Max. difficulty factor: NA

## Features

* When collecting the first 5 specimen of this alien, Mr. Riggs will say a polish nursery rhyme which translates to "Snail, snail, what are you doing here? So pretty, so fat. You'll be a sack of cabbage". Afterwards Ashley will confront him about his weird behavior, while he will deny having said anything.
Modding

## Disclaimer

A modded game can adversely influence your game experience and is not officially supported, but if you have problems with any modifications you can check the modding channel on EXOR Studios Discord server for help from the community.

Exor Studios does not control nor monitor files available for download - everyone should check the downloaded content themselves. Mods should normally only consist of a zip archive, containing one or more folders and text files.

**Use at your own risk.**

## Modding Tools

### Steam

You can find the Riftbreaker tools in the Tools section of your steam library:

### Non-Steam

Download the tools from the exorstudios github:

https://github.com/exorstudios/riftbreaker-tools/releases

## How to add mods to your game

### Intro

The Riftbreaker has been built from the ground-up for community mod support. Currently, Steam and GamePass PC versions can be modded.

### Available mods

Mods are currently hosted on the Steam Workshop and Mod.io, and can be downloaded easily using the in-game browser.
*Note that Steam Workshop Mods will only show up if you launched the game through Steam.*

Older mods *may* be found on Nexus Mods, but the vast majority of these are **outdated**. If installing these, they should go in the same folder that the official modding tools use.

## Mod download locations

If you "subscribe" to a mod and make it download, it will download to these locations:

### Steam

**Path**: \SteamLibrary\steamapps\workshop\content\780310\

In the path you will find multiple folders, each folder represents a subscribed mod.

To know which mod is which, open the Riftbreaker steam workshop and search for the mod. It will show the id of the mod in the URL - which is the name of the folder.

### Mod.io

**Path**: \Users\Public\mod.io\3951\mods\

In the path you will find multiple folders, each folder represents a subscribed mod.

To know which mod is which, open the Riftbreaker mod.io website and search for the mod. It will show the id of the mod as the Resource ID - which is the name of the folder.

## Modding knowledge base

If you need advanced information on how to create mods yourself, check out the Riftbreaker modding wiki

## Support

Need help or inspiration creating mods?

The official discord has a modding channel just for this topic: **#rb-modding** .

.
Gatling Laser Tower

This tower is an alternative version of minigun tower but shoots energy bullets.

Compared to other towers that deal energy damage, galting laser tower consumes more energy per block, but not promised to deal more damage per block.

At tier1, it deals 300 dps per block, same as minigun tower. Meanwhile laser tower deals 25 x 9 x 6 dps at maximum and about 300 dps in real fights, lightning tower deals 50 x 3 x 2 dps, and railgun tower deals 60 x n dps (usually n > 5). All those 3 types of towers behave even better when the attack wave become stronger or when upgraded into higher tiers.

The real advantage of galting laser tower is that **it has lower price per block**.

Because of its huge size, its turret become a bit higher than normal towers, thus it has some issues when firing at close range. In addition it doesn't have any firing priority, and will tend to fire at the closest enemies, usually weak mobs like granan other than larger creatures. Try not to use them against nurglax maggots.

## Statistics

Level 1
Ironium: 250
A.I.: 1
Cobalt: 200
Damage: 60
Rate of fire: 20/s
Damage type: Energy
Range: 0 - 34m
Trigger radius: 40m
Build radius: 40m
Target: Ground

Level 2
Ironium: 500
Cobalt: 400
Damage: 120
Rate of fire: 20/s
Damage type: Energy
Range: 0 - 34m
Trigger radius: 40m
Build radius: 40m
Target: Ground

Level 3
Ironium: 1000
Cobalt: 800
Damage: 240
Rate of fire: 20/s
Damage type: Energy
Range: 0 - 34m
Trigger radius: 40m
Build radius: 40m
Target: Ground
Auxiliary Buildings (Research)

Auxiliary Buildings is a Research in *The Riftbreaker.*

## Level 1

*Contains blueprints for buildings with a more supportive role for the Riftbreaker base, such as the Radar buildings.*

 Defensive Buildings - Level 1

## Level 2

*Upgraded blueprints for various supportive buildings.*

 Auxiliary Buildings - Level 2
Defensive Buildings - Level 2

## Level 3

 Auxiliary Buildings - Level 3
Defensive Buildings - Level 3
Fusion Energy (Research)

Fusion Energy is a Research in *The Riftbreaker.*

## Level 1

*The most powerful power plant available to humankind. It utilizes the process of nuclear fusion to produce massive amounts of energy, The byproduct of this process is plasma, which can be stored and repurposed.*

 Magnetic Stabilizer
Headquarters - Level 5
Plasma Converter - Level 1
Base Shielding - Level 1

## Level 2

*These blueprints contain a range of optimizations and upgrades for the fusion power plant, increasing its energy production capabilities even further.*

 Fusion Energy - Level 1
Headquarters - Level 6
Plasma Converter - Level 2

## Level 3

 Fusion Energy - Level 2
Headquarters - Level 7
Plasma Converter - Level 3
Mod service: ResourceService

## Available commands:

```
void                    SpawnResources( Exor::Entity targetEntity, const Exor::String &blueprint, Exor::String resourceName, int minAmount, int maxAmount );
void                    SpawnResourcesInfinite( Exor::Entity targetEntity, const Exor::String & blueprint, Exor::String resourceName );
void                    SpawnResourceComet( const Exor::String &blueprint, const Exor::String &cometFlyingBp, const Exor::String &cometDmgBp, const Exor::String &cometImpactPlaceBp,
                                                const Exor::String &resource, int minAmount, int maxAmount, int minDistanceFromPlayer, int maxDistanceFromPlayer );
Exor::Entity::Id        FindEmptySpace( float minDistanceFromPlayer, float maxDistanceFromPlayer );
Exor::String            GetResourceOreNameVein( Exor::Entity entity );
Exor::String            GetResourceNameFromVein( Exor::Entity entity );
GameplayResourceType    GetResourceTypeVein( Exor::Entity entity );
Exor::String            GetResourceSpecificTypeFromVein( Exor::Entity entity );
float                   GetResourceAmount( Exor::Entity entity, Exor::String resource );
Exor::String            GetResourceFromComponent( Exor::Entity entity );
Exor::Optional<float>   GetPercentOfAvailableResourceByType( Exor::String resourceType );

```
Laser Towers (Research)

Laser Towers is a Research in *The Riftbreaker.*

## Level 1

*The principle is the same as in the case of the portable Laser weapon - an emitter produces electromagnetic waves that are later amplified and directed one way in a single beam. The tower is not limited by ammunition, however, making it more powerful.*

 Laser - Standard

## Level 2

*Upgrades to the components of the Laser Tower, increasing the beam size and damage as a result. Available room for more mods.*

 Laser Towers - Level 1
Laser - Advanced

## Level 3

 Laser Towers - Level 2
Laser - Superior
Crystal Wall

A **Crystal Wall** is a building in The Riftbreaker, behaves as an advanced version of Wall.

Crystal walls have only 57% HP of standard walls. However, this type of walls can self regenerate or even revive from ruins after fight (reviving takes 1minute, and revive with 30% hp).

When they get killed, they also explode into shards and deal AoE physical damage to all monsters in 5 radius.

For crystal gates: they costs 500% and have 200% hp of a crystal wall, and has larger explode radius (8m).

## Statistics

Level 1
Ironium: 5
3 HP per second regeneration

Level 2
Ironium: 10
4 HP per second regeneration

Level 3
Ironium: 20
5 HP per second regeneration

## Features

* Explode when killed, with physical damage in 5 radius (8 for gates).
* Revive after death in 1 minute, and come back with 30% HP
* When out of fight for 10 seconds, starts self regeneration.
Autoexec

## Information

Autoexec files are files which get executed on map creation.

Allows access to all services + Reflection + RegisterGlobalEventHandler to create a "master" script with global hooks.

## Requirement

Lua files which ends with " \_autoexec.lua" in the Lua folder.

## RegisterGlobalEventHandler

A nice way to unlock something on a global level, is using the RegisterGlobalEventHandler in the Autoexec files.

### Code example

A simple example how to unlock a building as soon as the player mech is created (=spawned for the first time). So no research required.

```
RegisterGlobalEventHandler("PlayerCreatedEvent", function(arg)
    BuildingService:UnlockBuilding("Path/to/Blueprint")
end)

```
Cryogenic Mine (Research)

Cryogenic Mine is a Research in *The Riftbreaker.*

## Standard

*Highly concentrated liquid nitrogen in this explosive drastically decreases the temperature in the blast area. Enemies affected by this take damage from the explosion, as well as become affected by the cold.*

 Ferdonite Handling | 500 | N/A

## Advanced

*Upgraded version of the basic Cryogenic Mine. Increased nitrogen payload, stronger initial blast.*

 Cryogenic Mine - Standard
Alien Research - Level 2

## Superior

 Cryogenic Mine - Advanced
Alien Research - Level 3

## Extreme

 Cryogenic Mine - Superior
Alien Research - Level 4
Liquid Resources Handling (Research)

Liquid Resource Handling is a Research in *The Riftbreaker.*

## Level 1

*This technology contains schematics for structures and devices used in handling liquids on an industrial scale. These buildings are universal and easily adapt to any type of liquid.*

 Cobalt Handling
Headquarters - Level 3
Liquid Resources Pump - Level 1
Water Filtering Plant - Level 1
Pipeline
Pipeline - X Shape\*
Pipeline - Corner
Pipeline - Windowless
Pipeline - Ground
Magnetic Stabilizer
Gas Energy - Level 1
Basic Resource Production - Level 2
Alien Research

## Level 2

*A set of upgrades increasing the capacity and throughput of all facilities that handle resources in a liquid form.*

 Liquid Resource Handling - level 1
Headquarters - Level 4
Liquid Resources Pump - Level 2
Water Filtering Plant - Level 2
Gas Energy - Level 2

## Level 3

 Liquid Resource Handling - Level 2
Headquarters - Level 5
Liquid Resources Pump - Level 3
Water Filtering Plant - Level 3

\* "T shape" and "X Shape" Describe pipelines that are connected on 3 and 4 sides, respectively. "T shape" and "X shape" are how these pipelines are described internally in *The Riftbreaker*.
Campaign

## Missions

The main Protagonist of the story is interested in preserving the ecology of the planet while Mr. Riggs repetitively emphasizes your primary objective which is to build the rift platform and establish a two way portal back to earth so that humanity can come and colonize Galatea 37. Every step you take in the campaign pushes you further down this path, whether its learning where to find rare resources or mining them and establishing outposts. The player controls Mr. Riggs, presumably with Ashlea Novak inside and builds various buildings that contribute to your safety and objective.

- XYZ

### How do attacks work against remote areas/bases in Campaign?

* attacks can happen in your current area/base, **or** other areas/bases you are not present in
* if the attack happens **in your current area**, you cannot rift travel to another area while the attack is ongoing
* if the attack happens **in another area**, it won't actually 'trigger' until you rift travel there but as soon as you do the event/attack will happen

This means we won't be forced to rift travel around all over the place to deal with random events/attacks if we want to continue building in our current area. But as soon as we travel back, we have events/waves to deal with.

## Progression

### Headquarters Mission

See Headquarters for full details.

At the start of the campaign you begin in the Tropical Zone at a location known as Headquarters. There are a number of objectives to complete to progress to the next stage of gameplay.

Below outlines the objectives required to unlock further gameplay (Global Travel)

### Rare Elements

After completing the ??? Objectives and building the Orbital Scanner and Laboratory you will unlock 3 mission locations for finding rare resources.

Each rare resource (except Cobalt) features a sequence of locations with local objectives leading to a "<resource> Mining Outpost" location containing deposits of that resource.

### Rare Resources

After building the Laboratory you can unlock missions corresponding to each of the four rare "-nite" resources by reaching level 2 familiarity with a particular Flora/Other. Each -nite resource mission is located in a different biome.

#### Hazenite

Fungus Crystallo Luteus unlocks Hazenite Concentration.

#### Rhodonite

Vitreus Pura Rubidus unlocks Rhodonite Concentration.

#### Ferdonite

Fungus Crystallo Corulus unlocks Ferdonite Concentration.

## Locations

After building the Orbital Scanner building you will can rift jump to additional locations via the Orbital Scanner Screen and be able to travel to various different locations.

See Campaign Locations for a full list and their unlock requirements.
Buildings Handling (Research)

Buildings Handling is a Research in *The Riftbreaker.*

## Level 1

*A set of tools that enable the Riftbreaker to carry out mass operations on the structures within their base - repairs, deconstruction, or upgrades.*

 N/A
Repair Tool
Sell Tool
Upgrade Tool
Carbonium (Resource)
Ironium (Resource)
Energy (Resource)
A.I. Cores
Defensive Buildings - Level 1
Basic Structures
Rift Technology
Basic Decorations
Plasma Tower

The plasma tower is a rapid fire tower shooting energy-based projectiles which damage individual enemies.

It does not require any ammunition to fire. It instead draws energy from the local energy grid.

The Plasma Tower fills a similar niche as the Sentinel Tower. It has the same range and just like the Sentinel Tower it rapid-fires projectiles damaging single targets. But it is four times as powerful due to twice the fire rate and twice the damage, inflicts energy damage instead of physical damage. It also requires a lot more energy to maintain and fire.

## Statistics

Level 1
Ironium: 75
A.I.: 1
Palladium: 50
Damage: 30
Damage type: Energy
Splash Damage: 2
Range: 0 - 34m
Trigger radius: 40m
Build radius: 30m
Rate of fire: 6/s
Fire per burst: 1
Fire per shot: 1
Cost to shoot: 6
Target: Air & Ground

Level 2
Ironium: 150
Palladium: 100
Damage: 60
Damage type: Energy
Splash Damage: 2
Range: 0 - 34m
Trigger radius: 40m
Build radius: 30m
Rate of fire: 6/s
Fire per burst: 1
Fire per shot: 1
Cost to shoot: 9
Target: Air & Ground

Level 3
Ironium: 300
Palladium: 200
Damage: 120
Damage type: Energy
Splash Damage: 2
Range: 0 - 34m
Trigger radius: 40m
Build radius: 30m
Rate of fire: 6/s
Fire per burst: 1
Fire per shot: 1
Cost to shoot: 12
Target: Air & Ground
Hammeroceros

## Story

The **Hammeroceros** prefers solitary life. In its natural habitat, it subsists on a diet of small plants growing close to the ground, roots, sprouts, young leaves and fruit. It can break small trees in order to get food. It is careful, calm and easily startled. Escapes into the woods to hide from danger.
Despite all this, it will attack if provoked, using its massive hammerhead. It's often encountered near ponds and swamps. It can't stand the heat, so encounters are most likely in the morning or just before dusk. Infused with the planet's energy it will trample over everything on its way, thrashing around and displacing boulders and trees.

## Statistics

Normal
Aggressive: 12
Aggressive acceleration: 20
Regeneration: 0
Damage radius: 3
Type: Physical
Player
Energy
Tower
 Elemental
Damage radius: 2
Type: Physical

Alpha
Aggressive: 12
Aggressive acceleration: 20
Regeneration: 0
Damage radius: 3,25
Type: Physical
Player
Energy
Tower
 Elemental
Damage radius: 2,25
Type: Physical

Ultra
Aggressive: 12
Aggressive acceleration: 20
Regeneration: 0
Damage radius: 3,5
Type: Physical
Player
Energy
Tower
 Elemental
Damage radius: 2,5
Type: Physical

## Features

* Behaves like a bull, prepares for the attack before actually running.
Headquarters (Research)

Headquarters is a Research in *The Riftbreaker.*

## Level 3

*Blueprints that allow the Riftbreaker to upgrade their Headquarters with new modules and functions. Upgraded Headquarters can support new structures and unlock access to better technologies.*

 Basic Structures | 300 | N/A
Communications Hub - Level 2
+1 Communication Hub Max
Renewable Energy - Level 1
Liquid Resources Handling - Level 1

## Level 4

 Headquarters - Level 3
Communications Hub - Level 3
+1 Communication Hub Max
Energy Storage - Level 2
Renewable Energy - Level 2
Defensive Buildings - Level 2
Tower Ammunition Handling - Level 2
Liquid Resources Handling - Level 2
Solid Materials Storage - Level 2
Resource Synthesizers - Level 1
Rare Element Mining - Level 1
Nuclear Energy - Level 1

## Level 5

 Headquarters - Level 4
Communications Hub - Level 4
+1 Communication Hub Max
Fusion Energy - Level 1
Liquid Resources Handling - Level 3
Basic Resource Production - Level 3
Rare Element Mining - Level 2
Nuclear Energy - Level 2

## Level 6

 Headquarters - Level 5
Communications Hub - Level 5
+1 Communication Hub Max
Energy Storage - Level 3
Renewable Energy - Level 3
Defensive Buildings - Level 3
Tower Ammunition Handling - Level 3
Fusion Energy - Level 2
Base Shielding - Level 2
Solid Materials Storage - Level 3
Resource Synthesizers - Level 2
Rare Element Mining - Level 3
Nuclear Energy - Level 3

## Level 7

 Headquarters - Level 6
Heavy Artillery Towers - Level 3
Minigun Towers - Level 3
Fusion Energy - Level 3
Base Shielding - Level 3
Resource Synthesizers - Level 3
Hammer (Research)

Hammer is a Research in *The Riftbreaker.*

## Standard

*Blueprints for crafting a basic battle hammer for the Mecha-Suit. It requires no ammo to use and creates a powerful shockwave upon impact, dealing area damage in a radius. Relatively slow but packs quite a punch.*

 Basic Weapons | 200 | N/A

## Advanced

*Blueprints for an enhanced version of the battle hammer for the Mecha-Suit. More advanced materials used for crafting result in much better capabilities. Moddable.*

 Hammer - Standard
Sword - Advanced

## Superior

 Hammer - Advanced
Sword - Superior

## Extreme

 Hammer - Superior
Sword - Extreme
Map Seeds

## Description

Each generated map of the Riftbreaker has a unique ID to it, called "Seed". Sharing this seed with other players makes it possible to play exactly the same map layout.

The seed does not influence: Spawn, resource veins, liquids.

## The Seed

### How to get the seed

Open the console and type:

```
r_show_map_info 1

```
Now the seed is shown in the top left corner of the screen

To close the map information again, type into the console:

```
r_show_map_info 0

```

### How to play on a map with a specific seed

Be in the main menu (the very first screen you see after starting the game)

Open the console and type:

```
map_generator_seed PUT_SEED_HERE

```
Now choose the survival you desire and start the game. It will start the survival on the map with the given seed.
GUI popup

## Information

Lua can create GUI popups and use button events to make stuff happen, depending on which button is pressed.

## Example code

```
function day\_cycle\_machine:ShowEventPopup()

	GuiService:OpenPopup(self.entity, "gui/popup/popup\_template\_1button", '<style="header\_35">A random event just happened</style>\r\nEvent kind:<style="big\_red"> Negative</style>\r\nRiggs just broke a servo reducing his walking speed by 30%')
	self:RegisterHandler(self.entity, "GuiPopupResultEvent", "OnGuiPopupResultEvent")

end

function day\_cycle\_machine:OnGuiPopupResultEvent( evt )

	if ( evt:GetResult() == "button\_ok" ) then
		ConsoleService:Write("Ok!")
	end
	self:UnregisterHandler(evt:GetEntity(), "GuiPopupResultEvent", "OnGuiPopupResultEvent")
end

```

## Explaining the code

The popup code is separated in 2 functions, the ShowEventPopup() and the OnGuiPopupResultEvent( evt ).

### ShowEventPopup()

Here we use the actual GUI. Using the GuiService:OpenPopup, we can define the responsible entity, the GUI template used and the text.

The entity is most of the time "self.entity" as the Popup is for this entity itself.

The template is a path in the Riftbreaker folders.

The text is what appears on the GUI. It can be styled in certain ways, for more information see gui styling

Finally, it creates a RegisterHandler for a popup result event.

### OnGuiPopupResultEvent( evt )

This function gets triggered as soon as the player clicks a button shown on the GUI.

Using the event methods, it checks for a button has been pressed on the GUI and performs an action based on that button, in this case an output to the console saying "Ok!"

Some GUI templates have more than one button, f.e "Yes" + "No", so based on player choice, an action can be performed.

At the end of the function, the RegisterHandler gets removed.

## Button names

To get the correct naming of the button, for use in the evt:GetResult(), use the GUI editor and open the GUI template you chose - on the right you find the name of the button.
Geothermal Powerplant

Must be built on top of a geothermal vent.

Produces significant amounts of energy and outputs mud as a byproduct. The mud byproduct can be acquired using pipes.

## Statistics

Level 1
 Ironium: 400

## Features

* Provides energy and mud by using geothermal energy
* In Volcano biome, the production of Energy and Mud by this building is doubled, so a Level 3 produces +1600 energy and +400 mud.
Demo

The Riftbreaker has a demo version available on steam to play, called The Riftbreaker: Prologue

It can be found here: https://store.steampowered.com/app/1293860/

## **The missions**

The Demo itself consists of multiple little mission the player has to do:

1. Set up a base
	1. Gather 200 carbonium
	2. Construct the Headquarters building
2. Build a Carbonium Factory
3. Supply your base with power
	1. Build a power plant
	2. Connect all buildings using Energy Connectors
4. Prepare for an attack incoming from the West
	1. Build at least 6 Sentinel Towers
	2. Build at least 30 Wall pieces
5. Build an AI Hub to expand the number of AI cores
6. Defend from the attack
7. Find an ore vein to build a steel factory (Blue marker on the map)
	1. Build a carbonium power plant
	2. Build a steel factory
	3. Build an energy connector
8. Place a rift portal near the steel factory
9. Place 4 sentinel towers near the steel factory
10. Destroy the canpostrix nest to the west (Red marker on the map)
	1. Destroy the canoptrix nest to the north
11. Defend the mining outpost
12. Defend the Headquarters
13. Build an Armory
	1. Craft an item in the armory
	2. Equip the new item using the loadout screen
14. Defend the Headquarts
	1. Prepare for a strong attack (5 Minutes time to prepare)
15. Defend the Headquarts
	1. Prepare for a strong attack (2 Minutes time to prepare)

## Tips and Tricks

* Steel can be found in the top right direction of the map.
* The special stomp attack on number 2 has no ammo cost - just a cooldown, it should be used as soon as it is available.
* The HQ can heal the player when he comes close.
* Pressing ALT before buiding something makes it build on max level, for example walls or towers.

**For general tips and tricks look over here**: How to play guide for The Riftbreaker#Tips and tricks

## **SPOILERS - Everything below spoils the game experience -**

.

.

.

.

.

.

.

.

.

.

.

.

.

.

.

.

.

.

.

.

.

.

.

.

The whole map uncovered looks like this:
Armory (Research)

Armory is a Research in *The Riftbreaker.*

## Level 2

*Upgraded Armory building with greater ammunition production efficiency. Increases the Armory building limit to 2.*

 Mech Technology | 1500 | Researched Headquarters - Level 4
+1 Armory Max
Shockwave Blast - Standard
Power Jump - Standard
Proximity Mine - Advanced
Mech Repair - Advanced
Small Caliber Weapons - Advanced
Sword - Advanced
Liquid Weapons - Advanced
Energy Weapons - Standard
High Caliber Weapons - Standard

## Level 3

*Upgraded Armory building with greater ammunition production efficiency. Increases the Armory building limit to 3.*

 Armory - Level 2
Own Armory - Level 2
+1 Armory Max
Mech Armor - Advanced
Shockwave Blast - Advanced
Power Jump - Advanced
Sentry Gun - Standard
Grenade - Advanced
Proximity Mine - Superior
Mech Repair - Superior
Small Caliber Weapons - Superior
Sword - Superior
Liquid Weapons - Superior
Explosive Weapons - Advanced
Energy Weapons - Advanced
High Caliber Weapons - Advanced

## Level 4

*Upgraded Armory building with greater ammunition production efficiency. Increases the Armory building limit to 4.*

 Armory - Level 3
Own Headquarters - Level 3
+1 Armory Max
Mech Armor - Superior
Shockwave Blast - Superior
Power Jump - Superior
Sentry Gun - Advanced
Grenade - Superior
Proximity Mine - Extreme
Small Caliber Weapons - Extreme
Sword - Extreme
Liquid Weapons - Extreme
Explosive Weapons - Superior
Energy Weapons - Superior
High Caliber Weapons - Superior

## Level 5

*Upgraded Armory building with greater ammunition production efficiency. Increases the Armory building limit to 5.*

 Armory - Level 4
Own Headquarters - Level 4
+1 Armory Max
Shockwave Blast - Extreme
Power Jump - Extreme
Sentry Gun - Superior
Grenade - Extreme
Nuclear Mine - Extreme
Mech Repair - Extreme
Minigun - Extreme
Explosive Weapons - Extreme
Energy Weapons - Extreme
High Caliber Weapons - Extreme
Mech Machinery (Research)

Mech Machinery is a Research in *The Riftbreaker.*

## Standard

*These modules can be installed in one of the Mecha-Suit upgrade slots. They contain instructions and programs that alter the Mecha-Suit's behavior and abilities. These modules all have unique properties and can be used interchangeably with each other.*

 Mech Armor - Standard

## Advanced

 Mech Machinery - Standard
Mech Armor - Advanced

## Superior

 Mech Machinery - Advanced
Mech Armor - Superior

## Extreme

 Mech Machinery - Superior
Mech Armor - Extreme
Editors

The Riftbreaker offers 3 different game editors + 1 Workspace editor.

## Bugs / Feature requests

Please report bugs or create new feature requests on the git page: https://github.com/exorstudios/riftbreaker-tools

## The Level editor

This tool is used to create new entirely custom maps as well as tiles and prefabs for randomly generated levels.

## The Mission editor

Using the Mission editor, the user can edit the logic files of the game.

Each logic file is a flow of tasks and events happening in game.

## The Riftbreaker editor

Using the Riftbreaker editor, the user can edit the weapons, weapon mods, entity mods, loot, crafting and research of the game.

## The Workspace editor

The workspace editor is like the editor hub.

From within the workspace editor, you can open up any other editor and create a mod workspace (similar to the way a Visual Studio workspace works).

It can copy files, delete files, show files in the explorer - everything to protect the original game files but instead create a mod workspace with the copied data.
Campaign locations

After building the Orbital Scanner building you will begin to unlock and be able to travel to various different locations.

## Tropical Zone

### Headquarters

Located in the Tropical Zone, this is the location that your initially spawn in.

### Cobalt Mining Outpost

Located in the Tropical Zone, this location is unlocked after returning to Headquartersfor the first time.

### Hazenite Concentration

Located in the Tropical Zone, this location is unlocked by reaching familiarity level 2 with Fungus Crystallow Luteus.

## Acidic Plains

### Acidic Plains Reconnaissance

This location is unlocked after construction of both the Orbital Scanner and Alien Labs buildings.

### <acid\_find\_samples>

This location is unlocked after researching Anticorrosive Floor and ReseachStation Technologies.

#### Palladium Mining Outpost

Located in the Acidic Plains, The Palladium Mining Outpost is unlocked by...

### Rhodonite Concentration

Located in the Acidic Plains, this location is unlocked by reaching familiarity level 2 with Vitreus Pura Rubidus.

## Radioactive Desert

### <desert\_scouting>

This location is unlocked after construction of both the Orbital Scanner and Alien Labs buildings.

#### Stregaros Nest

Located in the Radioactive Desert, this location is unlocked after encountering a Stregaros for the first time.

#### Gather Uranium Ore Samples

Located in the Radioactive Desert, the Gather Uranium Ore Samples is unlocked by...

#### Uranium Mining Outpost

Located in the Radioactive Desert, the Uranium Mining Outpost is unlocked after researching Uranium Handling and...

#### Tanzanite Concentraion

Located in the Radioactive Desert, this location is unlocked by reaching familarity level 2 with Bulbus Pirum Purpura.

## Volcanic Area

### <magma\_scouting>

This location is unlocked after construction of both the Orbital Scanner and Alien Labs buildings.

### Build Radars in the Volcanic Area to locate a Titanium Deposit

Located in the Volcanic Area, this location is unlocked by...

#### Titanium Mining Outpost

Located in the Volcanic Area, this location is unlocked by...

### Ferdonite Concentration in the Volcanic Area

Located in the Volcanic Area, this location is unlocked by...
Mod service: SoundService

## Available commands:

```
void                    PlayAnnouncement( Exor::String name, float timeout );
void                    VoiceoverStart();
void                    VoiceoverEnd();
void                    EnableAdaptiveMusic( bool enabled );
UInt64                  Play( const char * soundName );
void                    Stop( UInt64 soundHandle );
void                    Pause( UInt64 soundHandle );
void                    Resume( UInt64 soundHandle );
void                    Play( const char * soundName, Entity::Id ent );
void                    Stop( const char *, Entity::Id ent );
void                    SetEarsMode( const char * earsMode ); // "1st_person" | "3rd_person"
void                    ChangePlaylist( const char * playlistName );
void                    MusicPause();
void                    MusicResume();
void                    StartMixModifier( const char * modifierName, int priority, float fadeInTime = 1.f );
void                    StopMixModifier( const char * modifierName, int priority, float fadeOutTime = 1.f );
void                    SetSynthParam( Entity::Id ent, const char * param, float value );
float                   GetSoundDuration( const char * soundName );
bool                    IsRuntimeFreqRatioControlEnabled( const char * soundName );

```
Mech Combat Drones (Research)

Mech Combat Drones is a Research in *The Riftbreaker.*

## Standard

*These modules can be installed in one of the Mecha-Suit upgrade slots. They contain instructions and programs that alter the Mecha-Suit's behavior and abilities. These modules all have unique properties and can be used interchangeably with each other.*

 Hazenite Handling | 500 | Familiarity level 2: Baxmoth | Attack Gear - Standard
Defense Gear - Standard
Offensive Equipment - Standard
Defensive Equipment - Standard

## Advanced

 Mech Combat Drones - Standard
Alien Research - Level 2
Defense Gear - Advanced
Offensive Equipment - Advanced
Defensive Equipment - Advanced

## Superior

 Mech Combat Drones - Advanced
Alien Research - Level 3
Defense Gear - Superior
Offensive Equipment - Superior
Defensive Equipment - Superior

## Extreme

 Mech Combat Drones - Superior
Alien Research - Level 4
Defense Gear - Extreme
Offensive Equipment - Extreme
Defensive Equipment - Extreme
Plant Biomass Powerplant

Produces Energy out of Plant Biomass from destroyed foliage.

Easy to maintain when used in tandem with Cultivators and Harvesting Stations.

## Statistics

Level 1
Ironium: 20

Level 2
Ironium: 40

Level 3
Ironium: 80

## Features

* Provides energy by using plant biomass
* Easy to maintain in large numbers and over extended periods with an adequate infrastructure.
* Provides an adequate amount of power reliably.
Nerilian

## Story:

Nerilians are able to burrow deep into the ground and remain there for days, waiting for prey to come by. Once they feel the vibrations of the ground caused by footsteps, they immediately rush to the surface to capture and kill their prey. They are very quick to attack and just as quick to burrow underground if their target runs away or if it is too threatening for them.

## Statistics:

Normal
Aggressive: 14
Aggressive acceleration: 40
Regeneration: 0
Damage radius: 0
Type: Physical
Player
Energy
Tower
 Elemental
Area: 150%

Alpha
Aggressive: 14
Aggressive acceleration: 40
Regeneration: 0
Damage radius: 0
Type: Physical
Player
Energy
Tower
 Elemental
Area: 150%

Ultra
Aggressive: 14
Aggressive acceleration: 40
Regeneration: 0
Damage radius: 0
Type: Physical
Player
Energy
Tower
 Elemental
Area: 150%
Basic Weapons (Research)

Basic Weapons is a Research in *The Riftbreaker.*

## Level 1

*A set of blueprints that give the Riftbreaker the means to craft the most basic melee weapons, as well as firearms. They are all adequately strong by Earth's standards, but might prove to be too weak as the mission progresses.*

 Mech Technology | N/A
Shotgun - Standard
Small Machinegun - Standard
Sword - Standard
Unlocks Low Caliber Mech Ammo
Unlocks High Caliber Mech Ammo
Hammer - Standard
Power Fist - Standard
Liquid Weapons - Standard
Explosive Weapons - Standard