recursal/Fanatic-Fandom huggingface dataset:
Pub

Minimum Useful Size | 3x4

The pub is where your citizens go to relax, eat and drink after a busy day of work. Yo ho ho and a bottle of space rum!

## Requirements

A pub requires at least a Bar and a citizen assigned to be a Bartender.

Neon Signs as with all decorative objects, gives a morale boost to citizens.

## Cooked Food

To serve cooked food to citizens, you required a Bartender, a Refrigerator, a Stove, some raw crops from a Garden and a Standing Table.

1. A Botanist will plant, maintain and harvest crops on a Hydroponics Culture in a Garden.
2. The Botanist will store harvested crops in the Pub's Refrigerator.
3. When a citizen enters the Pub for a meal, the Bartender will use the crops in the Refrigerator to cook a meal on a Stove.
4. The Bartender will then deliver the meal to the citizen at a Standing Table, who gains morale if the food is their favourite.

## Known Bugs

* Bartenders in the Pub who are off duty and waiting for a meal or a drink, count as being active, resulting in multiple citizens queuing for food/drinks and becoming stuck in that action.

To solve this, assign a Bartender who is not currently stuck in the Pub, and they will serve the original Bartender, releasing them.
Alternatively, you can activate an Emergency Alarm in the pub. This will override all other AI actions and cause them to flee. Once the pub is cleared out, cancel the alarm. When the file back in, the bartender will hopefully start doing his job. If he gets stuck again, repeat the process.
## Planned Features

Drunk citizens will start fights and cause accidental damage to machinery.
Wall-Mounted Turret

Demolish | 225 Matter

An object that works in any room. Must be placed on a wall and have open area adjacent and diagonal in all directions except the wall and its adjacent blocks. Fires on any hostiles.

## Known Bugs

* When a hostile ship docks with your station, any wall-mounted turret attached to the hostile ship will attack your crew members, even after you have claimed the section belonging to the wall-mounted turret. Tearing down the turret does not solve this problem, as any builder who approaches the turret will be killed before they can approach the object.
* Work around come up behind the turret and tear down or vaporize everything behind it. You will eventually kill the power to the turret, leaving it safe for you to tear it down.
Derelict

*A derelict has appeared.* -In-game update
Derelicts are abandoned craft which occasionally appear near your base, and have their contents obscured until explored via a Security Beacon.

Derelicts come in a number of pre-set layouts. At least two additional layouts have no airlocks and only appear docked to your base as Raider ships.

Derelicts will drift away if not used, and can be demolished for scrap matter.

## Possible Contents

Any combination of the following:

• Nothing

• 1 to 3 Hostile Raiders

• 1 to 3 Citizens, who will immediately join your base

• 1 to 3 Killbots

• 1 Monster (identical in appearance to a parasite, possibly stronger)

## Tips

* To prevent citizens from boarding an explored derelict, you can dezone the airlock and lock down the rooms.
* It is possible to demolish derelicts without exploring them first. This, however, risks any friendlies who may be inside.
* You can add a derelict to your base by claiming the rooms.
Citizen

Citizens are the lifeblood of any space station. They require Food and Oxygen to survive.

## Species

* Humans

* Space Chickens

* Weird squid guys with flat heads and bug eyes

* Goggle-wearing green elephants with no ears

* Hairless raccoon things

* Fat fish guys with a thing growing out the top of their head

* Space cats

* Game developers

## Morale

Citizens work most efficiently, work more often, and walk faster when their morale is high. Morale ranges from "Deeply Sad" to "Ecstatic".

Morale is lost due to events such as: the deaths of others (particularly friends), a failure to fulfill personal needs, and disagreements with other citizens. Citizens with low morale will be seen slouching as they go about their day.

Morale is gained due to events such as: positive conversations, cooked meals, and cosmetic objects.

## Needs

Needs include:

* Hunger - satisfied by eating at the Pub or Food Replicator
* Energy - satisfied by sleeping, especially in a Space Bed
* Social - satisfied by talking to people, especially friends
* Fun - satisfied by playing handheld games
* Duty - satisfied by performing their role that you have assigned, especially if it is a role they are happy doing
* Morale - satisfied by cosmetic objects, positive conversations, and the general state of things at the station
* Stuff - satisfied by having Shelves to place their objects on

## Traits

These can be seen from the Stats screen.

Each citizen has a couple of different traits such as Bravery, Neatness, Chattyness, and Gregariousness.

They also each have a favorite food and a favorite band.
Door

Demolish | Unknown Matter

*Allows passage between walls. Crucial for room navigation.* - In-game description
Can be sealed (locked) to prevent citizens and invaders from passing. Doors will slow, but not stop the spread of oxygen between two rooms unless one of the two rooms has been set to "Seal Oxygen". (To do this, select the room, not the door).

## Tips

* Build your doors with an adjacent Fire Extinguisher so that citizens responding to a fire can quickly obtain one.
* Building doors directly across from one another in a hallway allows for quick access between the rooms, but can also make it easier for enemies to traverse the station.
* Remember to seal doors when boarded to deter enemy movement.
Standing Table

Demolish | Unknown Matter

*Upright Food-Holder. Conveniently keeps food off the floor. Patent Pending.* - In-game description
Required for Bartenders to serve cooked Food in a Pub.

## Notes

If you have too many citizens waiting at tables to be served, then your citizens will become restless, lowering their happiness. Hire more bartenders or demolish some of your tables.
Docked ships

File:DockedShip.png
## Overview

A docked ship is a random event that can happen when hostiles or friendlies attempt to communicate with your base. When a ship docks to your station, they will appear in a random location with a short hallway connected to your base. One of your wall tiles will be replaced with a door that can then be used to board your station.

## Tips

* Docked ships can contain either friendlies or enemies, so be sure to send in your Security officers regardless of whether or not those aboard seemed peaceful.
Wall

Demolish | Unknown Matter

Wall segments can be constructed using either the room tool or the wall tool and are used to separate rooms as well as keep Oxygen and Citizens inside your base.

Doors may be placed on top of walls.

Many Objects can only be constructed on either the south-east or south-west side of a wall segment.

Walls come with built in vents, allowing Oxygen to flow through wall tiles between any two connected, unlocked rooms.(Any room considered "in space" is automatically locked.)

Wall segments can be demolished for 6 matter each, recouping their original cost.

## Bugs/Exploits

* currently walls are less expensive than flooring, even though that walls get a free floor placed beneath them when first constructed. This makes it actually more economical to build walls everywhere and then demolish them while you are expanding.
Modified Oxygen Recycler

Demolish | Unknown Matter

An improved version of the Oxygen Recycler which can be accessed through research. It provides twice as much oxygen.

## Requirements

The Modified Oxygen Recycler must be placed in a Life Support room

## Tips

* Though they take up more space, a smaller number of Modified Oxygen Recyclers mean your technicians have less to repair.

## Ingame Description

Improved Oxygen Recycler with twice the O2 output. Available in 'New Car' and 'Pine Tree' scents.
15 Nov 2013: Alpha 2 Released

#### Changelog

* Citizens can eat food to satiate their hunger. Food can come from Food Replicators, crops in Garden Zones, or Cooked Meals.
* Citizens become hungry and starve to death if they go too long without eating.
* Food Replicators can be built in any zone, and consume a small amount of Matter when used.
* Citizens assigned to Botanist duty will plant seeds in Hydroponic Cultures, tend the crops that grow, harvest the crops and carry them to Refrigerators in Pub Zones. Botanist skill determines efficacy of upkeep and crop yield.
* Bartenders will take raw food from a Refrigerator and use a Stove to prepare a Cooked Meal, then serve it to customers waiting at tables.
* Diner satisfaction is based on their affinity for the dish and the skill of the cook.
* Killbots will now appear in derelicts and boarding ships. Killbots show no mercy.
* Tooltips now show health and morale, with color-coded icons.
* The Stats tab of the inspector now shows a citizen’s Inventory and any objects that are in a container.
* Many small fixes and improvements to Demolish tool. It should now be possible (if a bit time-consuming) to fully deconstruct a derelict.
* When Matter is expended or gained, the HUD counter value and color change over time.
* Citizens remove their Duty-specific gear when they’re not on duty.
* Objects can now be marked for demolition via a button in the inspector.
* Redesigned Duty tab of citizen inspector. Display now shows their star rating for each duty instead of a number.
* Word bubbles that appear when citizens chat now properly reflects the conversation flow.
* New icons for zones and inspector stats tab.
* Broken objects now spark to indicate the fire risk they pose.
* Bartenders now stand behind their bar while they serve drinks. Citizens walk up to the bar to order a drink.
* Citizens post to Spaceface about drinking. Randomly generated drink examples: Smashy Gargle Blaster, Red Scumm, Sticky Frobnabulator.
* Balance: Duty failure logic changed. Technicians cause fires far less frequently.
* Balance: Duty experience gain rate is now more balanced across the different duties. Citizens who spend time doing something should gain experience and become better at a reasonable rate.
* Balance: Bed condition no longer degrades. Don’t worry, we’ll figure out other, more legitimate ways to make beds catch fire in a future update.
* Balance: Citizen morale is more stable. Fewer things cause it to dip up and down drastically, though lots of citizens dying still makes people (understandably) bummed.
* Balance: New derelicts won’t show up if you haven’t been exploring the ones already out there.
* Balance: Citizens won’t post as much on Spaceface about unmet needs; they’ll only post about their most pressing need.
* Fixed: Various bugs relating to citizens/raiders/monsters fighting in vacuum.
* Fixed: Different portraits now appear in the docking/immigration request dialog.
* Fixed: Spaceface display didn’t show most recent update.
* Fixed: The user is not reimbursed when they lose planned objects during a re-zoning.
* Fixed: < and > no longer let you select enemy / hidden characters.
Research

Research is a new feature added in Alpha 4.0, and requires Researchers working in the Research Lab Zone. Many research topics require Research Datacubes before the relevant technology can be researched. These can be found on derelicts and boarding ships.

Current research projects are:

 File:Http://24.media.tumblr.com/4c17700725893b0c4524e27f7f4a70dc/tumblr mzxohkdLhR1spe7v7o1 1280.png
Spacebase DF-9 Wiki

The Official Spacebase DF-9 Wiki

In Spacebase DF-9, you’ll build a home among the stars for a motley population of humans and aliens as they go about their daily lives. Mine asteroids, discover derelicts, and deal with the tribulations of our distant future: meteor impacts! Explosive decompression! Unbearable loneliness!
Spacebase DF-9 is a simulation game produced by Double Fine Productions. It is available right now on Steam for Windows, Mac OS X and Linux.

Gameplay

Getting Started
Building
Mining
Expansion
Defense
Source Documentation

News

Trailer

Game Mechanics

Zones (Airlock, Life Support, Pub, Refinery, Residence, Reactor, Garden, Fitness, Research Lab, Infirmary)
Construction
Objects
Mining
Research
Character Roles (Builder, Bartender, Miner, Security, Technician, Botanist, Researcher, Doctor, Unassigned)
Wiki Community

How to help
Register
to keep track of your contributions.
Get help, or ask a question
Frequently Asked Questions
Community Portal
15 Oct 2013: Hotfix 1a Released

A hotfix of mainly bugfixes was released shortly after the game. It should be downloaded automatically through Steam.

#### Changelog

* WASD keys now pan the camera in Inspect

* Fixed: Construct Mode drag commands cause framerate hitches on Linux

* Fixed: Asteroids are invisible when starting a new base with cutaway view enabled.

* Fixed: Placing a Fusion Reactor crashes the

* Fixed: Rugs sort in front of

* Fixed: Various crashes based on our top crash reports. (Note: to disable automated crash reporting, set “crash\_reporting” to false in bootconfig.cfg in the game’s save

* Soundtrack: Reduced file size by converting WAV files to FLAC lossless codec.
Fire Extinguisher

Demolish | Unknown Matter

The Fire Extinguisher does just that: lets your citizens extinguish fires faster rather than dangerously stamping them out with their feet.

## Tips

Like many objects, they will decay over time and must be occasionally repaired or replaced. It can be very embarrassing if your Fire Extinguishers suddenly start bursting into flames.

## Related

Security personnel carry a fire extinguisher with them at all times.
Monitor

Demolish | 56 Matter

*Displays all kinds of jazzy stuff for the entertainment of citizens.* - In-game description
Monitors raise the entertainment and therefore the overall happiness of citizens in the room they are in.

## Tips

Many people have complained about low morale, usually, unless under very specific circumstances, monitors alleviate this problem quite a bit.

Try to build them in popular rooms such as the Pub, and don't be afraid to build a lot of them. The more the better.
Matter

Demolish | 0 Matter

Matter is the official currency of Spacebase DF9. You create matter to use to build Objects and Rooms. This is found in the top right of the main screen

At the beginning of the game you start off with 2000 matter, however this will quickly be used up and you'll need to go Mining to collect matter from Asteroids.

Asteroid matter is taken back and processed in a Matter Refinery to be added to your current matter stores.

Matter can also be obtained by salvaging the Base Seed Pod, "Recycling" former Citizens, salvaging parts of your station or a Derelict.
Infirmary

Minimum Useful Size | 3x2

The Infirmary is where your citizens go to heal. If staffed with a Doctor and an available RevivaBed, the Infirmary will be used by injured citizens and the ones you hospitalize.

While infirmaries are not essential rooms from the start of the game, they will later become essential to the well-being of citizens as your larger, stronger base draws more enemies.
Red's Abilities

In the battle against The Process, Red has certain abilities to help her fight the legion hordes. These abilities are granted to Transistor when souls are absorbed into the blade.

Note that the specific effect of the upgrade slot for each Function depends on what Function it is modifying. Ability descriptions and values are as of PAX East 2014.

## Crash()

**Crash()** is a combat ability used by Red through Transistor. It is a close-range overhead attack which can be charged for a more powerful strikes. It is an inherent ability of Transistor.

**Acquired:** Inherent
**Function:** Disruptive, Reliable
**Active Slot Effect:** Harm and disrupt nearby targets, exposing vulnerabilities.
**Base Damage:** 50
**Stun Duration:** 2.5s
**Turn() Planning Cost:** 20
**Upgrade Slot Effect:** Cause most functions to stun and disrupt targets.

## Breach()

**Breach()** is a combat ability used by Red through Transistor. It is a projectile attack where a beam of energy is show straight to the target. It is an inherent ability of Transistor.

**Acquired:** Inherent
**Function:** Extensive, Penetrating
**Active Slot Effect:** Pierce Targets with great force across long distances.
**Base Damage:** 100
**Range:** 800
**Turn() Planning Cost:** 42
**Upgrade Slot Effect:** Accelerate most Functions, raising their range and velocity.
## Jaunt()

**Jaunt()** is a combat ability used by Red through Transistor. It is acquired through the absorption of P. Moyle, and is a short-distance melee attack preceded by a dash.

**Acquired:** Absorbed, Story
**Function:** Evasive, Immediate
**Active Slot Effect:** Transport User to nearby location directly ahead.
**Recovery Time:** 0.75s(?)
**Turn() Planning Cost:** 20
**Usable in Turn() Recovery**
**Upgrade Slot Effect:** Allow most Functions to be used during Turn() recovery.
## Spark()

**Spark()** is a combat ability used by Red through Transistor. It is acquired through the absorption of L. Platt, and is an area of effect attack, damaging enemies caught in a relatively small range.

**Acquired:** Absorbed, Story
**Function:** Chaotic, Splitting
**Active Slot Effect:** Launch fast unstable shells that split into explosive particles.
**Base Damage:** 60
**Blast Radius:** 325
**Turn() Planning Cost:** 20
**Upgrade Slot Effect:** Split and subdivide most functions for greater results.
## Bounce()

**Acquired:** User Level 2
**Function:** Chain-reactive, Deflecting
**Active Slot Effect:** Discharge a ricocheting bold that jumps from Target to Target.
**Base Damage:** 100
**Number of Jumps:** 5
**Turn() Planning Cost:** 35
**Upgrade Slot Effect:** Add a chain-reactive effect to most functions.
## Mask()

**Acquired:** User Level 2
**Function:** Subversive, Concealing
**Active Slot Effect:** Conceal the User's physical self. Amplify the next action taken.
**Upgrade Slot Effect:** Raise the potency of most functions when backstabbing.
Rampage

When a citizen becomes as angry as they can be, they will Rampage throughout the station, breaking equipment and fighting with citizens. They will completely ignore their assigned role.

The only way to stop a rampaging Citizen is to arrest them with Security officers and assign them to a Brig to cool off. Place the Security Beacon on the rampaging citizen and choose "Non-lethal force" to incapacitate them.
The Tavern of Magic Wiki

Welcome to the official Tavern of Magic Wiki
the Tavern of Magic guide written and maintained by the players.
We are currently maintaining 303 pages (19 articles).

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

**About The Tavern of Magic**

The Tavern of Magic is a virtual reality spell-slinging game. Collect, buy and sell Magic Cards to assemble your spellbook and create your perfect deck to fight against over mages in Duels or team up with your friends for a Dungeon crawl. Defeat enemies to collect their souls and summon them in battle to fight for you.[Read more...]

Welcome to the Tavern
CardsDuelsDungeonsEnemiesSchools

Guides
How to play guide for The Tavern of Magic
Release date
System requirements

Videos

Featured images
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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.
Hydroponics Culture

Demolish | Unknown Matter

Used to grow crops for citizen consumption.

## Tips

You must use a Refrigerator to store the crops before being cooked on a Pub's Stove.

If no pub or refrigerator is available to store food, or no Bartender is on duty to serve cooked Food, then citizens are able to eat meals directly off of full grown-plants. This costs no matter and is slightly more nutritious than replicator food, but is still less effective than cooked meals in terms of Morale.

Hydroponics Cultures grow more slowly if their health is low. Don't build more than your Botanists can keep up with.

A random crop is chosen when the Hydroponics Culture is first built, either Metacorn, Glowfruit, or Icky Pods. In order to get a different crop you will need to demolish and then rebuild the culture.

#### Ingame Description

Botanists grow crops here, which is then harvested to feed people in Pubs.
Building

Building is a core component of Spacebase DF-9. Building consists of constructing rooms and placing objects.

### Builder

The first thing to do with a new base is assign someone to be a Builder under the Character Roles tab of your menu.

Builders construct the 'blueprints' and objects (Such as a bed or door) you place down, while their skill level determines how fast they will do it. For instance, 1-star builders will be the slower than those with 4-star builders.

### Base Rooms

The basic rooms you will need in order to have a starbase capable of supporting life are:

* Airlock for entering and leaving the base safely (To avoid flushing everyone out into space).
* Life Support to fill your base with oxygen (Without it they will perish in 8 minutes from asphyxiation).

### Refinery

The next phase of building a new base, after the starting Matter reserves begin to run low, is to build a Refinery and in that place a Matter Refinery, then set some citizens to the Miner role. When you mark asteroids to be mined, your miners will go to them, mine a chunk of rock, and bring it back to base to be refined. This gives you more matter to build with.

### Morale Rooms

Once you have the Matter necessary, and when time allows for additional construction, the Residence and Pub rooms should be built.
Residence rooms allow you to build beds for your citizens to sleep on (a large boost for Morale), while a pub requires a Bartender and a Bar in order to function. These will make sure your citizens are happy and healthy, inspiring them to work harder at their jobs and gain experience faster. Note that additional room categories can also be built, and each serves its own function.

### Tips

* Do not overwork your Builders by constantly designating new construction. Your workers are people too, and they need time to rest and relax. If you assign work too often, they will eventually shirk new assignments in favor of playing games or sleeping.
* Morale is an essential component of a healthy space station. You will not survive Raider attacks without high Morale.
Defeat

Losing SpaceBase DF-9 requires that all citizens in your base be killed, either through catastrophic breakdown of life support or a successful attack by Raiders.

## Notes

* The only way to continue after defeat is to start a new space station.
* The game will allow you to stay with your defeated station for as long as you wish. Over time, the power will flicker and die to the station, and the entire base will be deoxygenated. Machines will deteriorate without technicians to maintain them, and will eventually be destroyed. Ultimately, your station becomes a dark, rubble-strewn graveyard.
30 Oct 2013: Hotfix 1c Released

#### Changelog

* Spacewalking citizens traveling underneath the base now appear smaller. We’re still working on a final visual for this, but it’s somewhat clearer what’s happening now.
* Hover the mouse over a blog post on spacebasedf9.com and press “v” to vent that post into space. (Chrome/Firefox/Safari only)
* New savegame file format. No impact on gameplay.
* Fixed: Black screen or misaligned rendering on some 15” or higher Retina Macbooks.
* Fixed: Miscellaneous crashes.
17 Oct 2013: Hotfix 1b Released

* It’s no longer possible to set a beacon for a number of Security duty citizens greater than the number you currently have.
* Corpses disappear after 10 minutes of real world time instead of 1 week.
* New options in Audio/Video settings menu:
	+ Use OS Mouse Cursor: Use your operating system’s hardware-accelerated mouse cursor, in case you experience cursor lag.
	+ Enable Post Effects: Enable screen post-processing effects for improved visuals.
	+ Fullscreen: Run the game full-screen.
* Fixed: Duty counts should only reflect characters who are citizens of your base.
* Fixed: Broken refineries can still be used to convert asteroids into matter.
* Fixed: Wrong graphic displays for broken Airlock Lockers.
* Fixed: Time control hotkeys can trigger unsupported 0.5 game speed.
* Fixed: Small seams between wall and floor tile art.
Life Support

Minimum Useful Size | 3x3

Your life support rooms provide oxygen to the rest of your base, and is essential to prevent your citizens from asphyxiating.

## Requirements

Life support rooms require at least one Oxygen Recycler. It's also usually a good idea to build a Fire Extinguisher as well, but not necessary.

You can also place monitors and ordinary plants in life support rooms to help keep your technicians happy.

## Additional Notes

While life support provides oxygen to your base without need for ventilation or pipes however, some good tactics are:

* To have a life support room for each corner of your base.
* To connect the rooms to your corridors to supply the oxygen evenly.
* To have more than what you require. See here.

Rooms with more people in (like bars and residences, or high traffic corridors) tend to have less oxygen because there are more citizens breathing it in.

Rooms need to be physically attached to a structure with a life support room in order to be filled with oxygen.

All wall and door tiles have built-in ventilation ducts which allow oxygen to spread through them to adjacent rooms. Locking doors will do nothing to stop the spread of oxygen, but clicking on the room and selecting "Seal Oxygen" will cut off its oxygen flow and any citizens inside will slowly suffocate unless the room has breaches or open doors.

Large, well-populated bases frequently require far more than one Oxygen Recycler per 3 citizens. Remember to have your Technicians keep the recyclers running strong.
Administrator

The Administrator is the overseer of Spacebase DF-9, and is the character who the player controls. They oversee all operations of the space station, including building, duty assignments, emergency response, and maintenance.

It is the Administrator's responsibility to keep a space station running, and to respond to hails from ships.
Residence

Minimum Useful Size | 4x3

Residence rooms are required to keep your citizens happy, unless you like making them sleep on the hard metal floor.

## Requirements

Residence rooms require at least a Bed. Although a Dresser and Rug makes it feel a little bit more homey.

## Planned Features

Citizens will eventually treat their own room as their own space. Meaning they'll get annoyed when John Smith wanders in and starts poking around in their stuff.
Expansion

The primary way in which administrators expand their base is by building onto it; that is, constructing additional rooms and hallways. To do this, simply use the "Room" tool under the "Construction" menu and click-drag out a new room that connects to the rest of the complex.

# Room Expansion

To expand a preexisting room, use the Room tool to draw out the expanded dimensions of the room, and then have your Builders tear down (not vaporize!) the dividing wall between the preexisting room and its expanded section. The unzoned section will automatically copy the room's zone.

**Note:** You should not mark the dividing wall for demolition until the new section of room is built and oxygenated. Builders will sometimes destroy the wall between the two sections before the new one is sealed, exposing the room to vacuum.

# Tips

The following are useful tips for expansion.

## Limitations

As a base grows, so do its Power, Oxygen, and maintenance demands. Eventually, you may have too large of a base for your Technicians to keep up with maintenance, which is a very bad situation if Raiders attack. Just like a real-life space program, you must ration your rooms, resources, personnel, and defenses to survive. Make every square of floor and section of hallway serve a purpose, even if that purpose is just to eliminate the claustrophobia of your citizens. Do not build more Reactors than you need, nor more RevivaBeds or Weight Benches or any other object. Overexpansion is an easy way to lose the game.

## Outposts

It is possible to build outposts that citizens will use, but these outposts must have their own power supply, oxygen, airlock, and other necessities. Building outposts is an advanced strategy that is not recommended for beginner administrators. These outposts can become permanently staffed by citizens by assigning them a bed inside that outpost. Be aware of the following hazards when building an outpost: First, a fire turns an ill-prepared outpost into a death trap. Numerous crew will arrive to fight it and deplete the outpost's oxygen in the process. Most suffocate in the resulting panic, with others being sucked into space through the airlock. Second, a strong Raider attack can obliterate an outpost, depriving you of precious crew and rooms that could have been used to defend the main base.
Security Beacon

File:BeaconRaider.png
The Security Beacon is a tool available to the Administrator that allows delegation of Security officers to specific tasks, such as subduing a rampaging citizen, eliminating Raiders, or investigating a derelict or docked ship.

When an object is selected with the beacon, the user can click multiple times to assign more security officers, up to and including the last available officer.

The user can also set a force level:

* Non-lethal: Do not use firearms on the target. Security personnel will fight with their hands, putting their lives at more risk than if they used firearms. This will often end with the target being incapacitated.
* Necessary: If the target shoots, shoot back.
* Lethal: Kill the target.

Once the target is subdued, the beacon can be removed by selecting Clear Beacon in the Security menu. When cleared, security officers will resume their normal duty (i.e. patrolling).
Template Object

Demolish | 50 Matter

*In-game description copied from the game itself.* - In-game description

(Use this template object page when creating and editing the objects on this wiki. Text in parentheses is not part of the template.)

This is some information that provides an overview of the object, preferably with some links to various relevant pages on the wiki. This information does not include matter cost, version introduction, or any other information that is otherwise in the information box on the right-hand side.

# Tips

* This would be a tip about how to place or use this specific object.
* Remember to add plenty of links to keep the user moving through pages without interruption.

## Known issues

This is a secondary header for known issues with the object, as of update X.X.

* This is a known issue.

(Make sure to add the Category:Objects designation at the end of each Object page for ease of sorting.)
Emergency Alarm

Demolish | ? Matter

*Pull to force your citizens to evacuate the room.* -In-game description

Can be toggled on/off by the player. When turned on, all citizens will instantly stop what they are doing and run out of the room. They may enter the room, but will instantly leave.

## Tips

* This can be used to evacuate rooms that are about to be boarded by Raiders or that are about to be hit by space debris. Even if the alarm is turned on, citizens will still enter to fight fires if present.
* This can also be used to wake sleeping citizens.

## Known Issues

If an emergency alarm is turned on when destroyed, the room will remain in a permanent state of alarm. There are only two ways to fix this:

* Demolish the room and rebuild it.
* Build a small adjacent room and put an emergency alarm in it. Then, tear down the wall between the two rooms. The smaller room's alarm can then be used to shut off the alarm.
Power

Power is one of the two essential resources to the operation of a space station, the other being Oxygen. Power is generated by Reactors in a Reactor room.

# Tips

* Power is a prerequisite to having Oxygen, since it powers the Oxygen Recyclers. Assign Technicians to take care of your Reactors, and defend your Reactor rooms with turrets.
* Currently, there is not a display that allows you to view the power distribution of your station, so you must rely on tooltips that advise you when you need to build more reactors.
Base Seed Pod

Demolish | 375 Matter

*This transport pod held the base's founders in cryo-sleep for untold ages. Now serves as a backup power source and equipment locker.* -In-game description.

When starting a new base you begin with 3 citizens and a Base Seed Pod. The pod serves as your preliminary power source, so it is important to build it into your base.

You only ever get one seed pod per base, and it cannot be moved or rebuilt.

Original description: "Once a receptacle of life for hundreds of thousands of years, this transport pod is now just a metal husk waiting to be demolished for scrap matter."
Henter Jallaford

## Background

How many cases must one crack to become the most highly decorated detective in the 18th Precinct? Even this, Officer Henter Jallaford knew ahead of time, although he never acted prideful about it. Of course Officer Jallaford was no mere detective -- he was a forecaster. This was one of the rarest and least understood professions in Cloudbank, though the results spoke for themselves. Officer Jallaford possessed an almost uncanny ability to solve any mystery that blew into town. So it was that he became very interested in the reasons why Central Administration quietly decided to take down the northwestern edge of the Goldwalk district until further notice.

## Investigation

Officially speaking, Officer Jallaford could only do so much until the administration provided sufficient clearance, for his own safety. But, one of the side effects of Officer Jallaford's talents as a forecaster was his insatiable desire to confirm his hypotheses. So he decided to move forward with his investigation, sensing significant trouble and not wanting to sit idly by rather than do his job. What he discovered in Goldwalk shook Officer Jallaford to his core. He has never seen anything like it and his hands shook as he prepared his report on the spot. But he ceased transcription when several individuals approached him. He did not expect them either.

## Disappearance

The Camerata knew Officer Jallaford posed a significant threat, as he was one of the only detectives stubborn or determined enough to refuse to accept the administration's non committal answers about what was going on in Goldwalk. After considering several ideas that might draw the Officer out, the Camerata realized they needed only to be patient with him. After all, a forecaster could only predict what was already planned. After Officer Jallaford vanished, the 18th Precinct fabricated a palatable explanation for the public (the Officer was approaching retirement age), and together they agreed to name a quarter of his home district in his honor.

* Function: Ping()
* Age: 49
* Gender: M
* Selections: Psychology, Deduction.
* Reasons Cited: 'I believe the future can be parsed.'
* Trace Status: Integrated.

 Asher Kendrell | Grant Kendrell | Sybil Reisz | Royce Bracket
Star System

# Overview

When you first begin Spacebase DF-9, you will be asked to choose a star system to which you will send the Seed Pod for your station.

# Parameters

Four parameters define a star system; each will directly influence the circumstances in which your station will be placed.

## Stellar Density

This determines how many asteroids you will encounter, as well as how often the space debris event happens.
*New player recommended value: High*
## Warpgate Proximity

This determines how often ships will pass by your station and ask to interact. Some will want to come aboard, and some will want to tear your citizens apart.
*New player recommended value: Average*
## Threat Factor

This determines how often Raiders and Raider ships appear.
*New player recommended value: Very Low*
## Magnetic Interference

This determines how often derelict ships appear.
*New player recommended value: Low*
Extra-Vehicular Activity

## Overview

Extra-Vehicular Activity (EVA) is what happens when a citizen chooses to travel outside the base. This requires that they put on an EVA suit from a suit locker in an airlock. Then, they must wait for the airlock to evacuate air (shown by horizontal bars on the airlock doors) before exiting into the vacuum of space.

Citizens on EVA have eight minutes of oxygen, and can fight, build, mine, and pass underneath the station.
Flood()

**Range:** | 250

**Flood()** is a Function or a combat ability based on Royce Bracket of the Camerata.

## Flood()

**Function:** Obstructive, Lingering
**Active Slot Effect:** Project a storm sphere that disintegrates Targets in its path.
**Upgrade Slot Effect:** Enhance most Functions with lingering destructive effects.
**Passive Slot Effect:** Regenerate life points when Turn() is not recovering.
## Trivia

As Royce Bracket is still alive at the time this Function is obtained, it may be that the Transistor derived this Function from User data recorded by the Transistor back when Bracket was in control of the device. This could be supported by the fact that Royce's profile lists his Trace status as "Recorded", as opposed to Functions made from deceased characters, who have their status listed as "Integrated".
19 Dec 2013: Alpha 3 Released

* Meteor showers will strike the base from time to time, after a short warning period. A red ring highlights the area that will be impacted. Meteor damage can cause fires and even breaches.
* Alarm panels can be built in any room. Activating an alarm causes citizens to evacuate the room.
* Weight Benches can be built in Fitness Zones. Citizens will prefer to work out here.
* Rooms discovered in derelicts can be claimed and unclaimed. Citizens won't bother to work in unclaimed rooms. Unclaimed rooms left alone long enough will become "dim" and you won't see non-citizens moving around in them.
* Raiders can now deploy from shuttles, sometimes posing as immigrants. They'll attempt to enter your base through its airlocks.
* Citizens prefer different leisure activities: some will play vidgamessic more often than working out, some prefer to drink, etc. Citizens express opinions on these activities when chatting.
* Citizens now run while in combat and other survival-critical situations.
* Matter yield from an asteroid is based on the skill of the miner who mined it.
* Object inspector shows when an object was built, who built it, when it was last maintained, and by whom.
* Citizen inspector shows a dead citizen's cause of death.
* Morale loss when a citizen dies is now based on each citizen's familiarity with and affinity for the deceased. It should now be far less common for entire bases to spiral into depression when a random citizen dies.
* Citizen health status line shows if they are starving or suffocating.
* < and > keys now cycle selection between rooms in your base.
* Added a few new derelict modules.
* Technicians can maintain objects in space.
* When a citizen is starving and can't reach an available food source, they lie down on the ground and a hint displays.
* Citizens remember when rooms are dangerous, and try to find a path around them.
* Festive Trees will be planted in Gardens during the month of December.
* Steam: Added trading cards, badges, emoticons, profile backgrounds.
* Steam: Added Steam Cloud save support for Windows, Mac, and Linux. Saves are OS-agnostic but only cloud sync within a single OS right now. If you absolutely need cross-OS play, manually copying a savegame from one OS to another works.
* Fixed: Many AI and pathfinding issues.
* Fixed: HUD Matter display can show a decimal number.
* Fixed: Characters sometimes don't notice when there's a fire in the room.
* Fixed: In large rooms, citizens walk a long way to complete tasks like drinking that tell them, "go someplace random in the same room".
* Fixed: Spaceface log UI doesn't show the most recent entry.
* Fixed: Space-suited citizens can lock others inside of an airlock during decompression.
* Fixed: Technicians chat and maintain doors instead of fixing broken oxygen recyclers.
* Fixed: Builders sometimes space themselves when demolishing an exterior wall.
* Fixed: Food crates sometimes appear as rocks.
Version History

Update 1.06 - Released 2014/11/13

- Modding support added for Mac and Linux

- Game uses a launch script now instead of running the binary directly, likely to fix some bug

- All flavor texts have been mutilated to replace trademark symbols with question marks by accident (see the description text for a plant, for example) smile

- it’s now possible to set config options to disable hostiles, docking, meteor events

- characters are immediately killed if they spawn or move outside the world bounds for some reason (dunno which bug this fixes)

- no longer targeting for attacks if in the brig

- monsters and killbots are now excluded from doctor’s scan+heal action

- oxygen recycler decay reduced by 16%

- level 2 oxygen recycler matter cost increased from 150 to 250

- level 2 oxygen recycler description fixed to correctly state it’s 4x more effective (description used to be wrong, said 2x better only)

- level 2 fridge capacity increased from 15 to 50

- some bug relating to fridge clearing timers fixed

- some bug relating to immigrant docking fixed

- some bug relating to room contiguity for power distribution seems to have been fixed too

- characters in elevated spacewalk will no longer float away from the world

- serving food will now satisfy social and amusement needs in addition to duty need

- supermaintainers are 3x more effective
Parasite

**Can die**: | Killed, asphyxiated, sucked in space

The parasite is an hostile deep-space monster.
While being hostile to your crew, they also can be a danger to raider crews.
Their favorite target are sleeping people.
It has low hit points and can be punched to death by someone just fine.
It's damage are random-ish; they can instantly kill someone as they can just fail at even scratching the skin.
It needs to breath, so can asphyxiate, you can also force it in space to kill it.

They usually are met in some derelicts, and with new immigrants.
In derelicts, it is likely that it used to be a ship, where someone was infected, the parasite killed the entire crew then and the ship eventually crossed your path.
In new immigrants, you can possibly have one that is infected with the parasite, which will soon or late burst and kill the carrier, and then wander in your base to go on a rampage.
You can find out if one of your crew members is infected with their log book.
You will see messages such as:

* "*It's normal that my guts are moving to my head?*"
* "*My stomach skin is moving again, HAHA, that's super weird*"
* "*It is possible for your organs to move around?*"

If you see one of those messages, **IMMEDIATELY** get rid of your colonist: that means he is infected. I recommend you try to suck him out in space to kill both him and the parasite without any risk, you can also lock him in a room and **DELETE** the door, he will either starve to death, or the parasite will burst out trapped with the dead body. If that happens, you can try to delete a floor tile to suck the parasite out. (NOTE: This has been made obsolete with the addition of medical staff. Now you can just send them to a medbay with a healing chamber)
Parasites will be your worst enemy when exploring derelicts, as they can kill very quickly.
Bar

Demolish | 187 Matter

A bar is where drinks are served by a Bartender, these increase morale of citizens.

A bar has a grid of 4x3, so you will need a big room to build it in.

Each bar provides 2 slots for citizens to await drinks and 2 slots for Bartenders to serve drinks. (The bartender always stands on the NE or NW side)
Research Lab

Minimum Useful Size | 4x3

Research is done here by Researchers.

Click on the Research Lab (the actual room, not the research consoles) to select a topic for research. If you reload the game at any point you may need to reselect your topic.

Bug (Alpha 4): If all available technologies have been researched, then selecting the research lab will cause the game to crash.

## Requirements

You need a Research Console for your scientists to research stuff.
Airlock Door

Demolish | 0 Matter

*Allows citizens to safely enter/exit your base.* - In-game description

Can be toggled by the player between Normal, Locked and Forced Open.

Often used with an Airlock, which requires both an entrance Airlock Door and an exit Airlock Door.

## Tips

This door can be used as an emergency fire extinguisher by first evacuating a room with an Emergency Alarm, sealing the room with some Doors, then forcing open the Airlock Door to expel the Oxygen and extinguishing the fire.

You can also use it to forcefully expel hostile entities from your station by using the same method.
Refrigerator v2.0

Demolish | 187 Matter

Intended to be an improved version of the Refrigerator. It becomes available through research once the appropriate Research Datacube is discovered. However it does not seem to be working in the current build and botanists refuse to fill it with food.

## Ingame Description

A cooler fridge that stores more food. "Cooler", get it?
Oxygen

Oxygen is a necessary resource, like Power, to running a space station. Oxygen is generated by Oxygen Recyclers in a Life Support room.

Any citizen or Raider on EVA will have only eight minutes' worth of oxygen in their spacesuit.

# Tips

* Each Oxygen Recycler provides just enough oxygen for three citizens. However, it is inadvisable to keep your oxygen level at capacity, as the saturation of each room will drop to ~70% and lower your citizens' Morale.
* Construct one or two more recyclers than you need. This will keep your citizens happy and allow for some recyclers to be destroyed without your citizens running out of air.
Bartender

Late Game Priority | Moderate

Sometimes your people need to relax and blow off some steam. To do this, make a pub, complete with a bar and a bartender, and watch your people go drunk. They help keep morale up, and consequently, accidents down.

The quality of meals produced by bartenders depends on their skill, psych profile, and morale. If left unchecked, unhappy bartenders may end up wrecking the morale of your entire base α2. The best bartenders are Chatty and Gregarious (aka: sociable) as they will love their job the most. It is possible that being Gourmands may help with the quality of your food, but this has yet to be verified.
Arabian House 2

Please help improve this if you can, by filling in the missing information.  The Discussion page may contain suggestions. Reason: "*Cost*"

**This article is missing some information.**
Please help improve this if you canby filling in the missing information.
 The Discussion page may contain suggestions.
Reason: "*Cost*"

**Arabian House 2** is a decoration element in The Sandbox Evolution.

## Summary

A house in Arabian style to decorate your world.

## Trivia

* This variation of the Arabian house has a flat roof.
Refrigerator

Demolish | 187 Matter

*A boxy thing where food goes. Cold inside.* - In-game description
Botanists will harvest fully grown plants from Hydroponics Cultures and place them in the nearest Refrigerator.

## Notes

* The AI tends to define "nearest" as "fewest rooms to get there". This can cause confusion if you like to create long, winding hallways.
* There does not seem to be any limit to the amount of food a refrigerator can hold.
* Hungry citizens do not appear able to eat raw food from refrigerators like they can from Hydroponics Cultures.