recursal/Fanatic-Fandom huggingface dataset:
Empyrion: Galactic Survival Wiki

Welcome to the official **Empyrion Galactic Survival wiki**
**the comprehensive reference written and maintained by the players**
There are 3,416 pages (974 articles) and 1,587 images maintained by the players.
 Please note that this wiki is lacking information as of May 2018. If you have information regarding E.G.S., feel free to add a contribution!

**Official Website**
**Discord**
**Steam Store**
**Community Forum**
**Steam Discussion Board**

 **About the game**

Empyrion - Galactic Survival is a 3D open world, space survival adventure in which you can fly across space and land on planets. Build, explore, fight and survive in a hostile galaxy full of hidden dangers. The game uniquely combines elements from space simulations, construction games, survival games and ego-shooters. The game is currently under development by **Eleon Game Studios**

mw.loader.load('ext.slideboxlightshow');

```
NOTE: All information in this wiki is about the default game settings and properties. Planets/playfields/structures can be added/changed via game-file editing and players may encounter other planets and playfields with different properties in servers. see: [[Customizing Solar Systems]] to know how to edit in-game playfields and their properties
```

 **Current Version**
 **Public Branch**
**Full Release v1.10.8**
 **Experimental Branch**
**Experimental 1.9.x**
 **Important Links**
**Rules**

**Posting Guideline**

**Admin Noticeboard**

**Unofficial Empyrion Online Forum**

 **Guides**
* FAQ
* Key Bindings
* Survival Best Practice (Guide)
* Hover Vessel (Guide)
* Farming (Guide)
* Dedicated Server Setup
* Food Processor Recipes (Overview)
* Constructor Schematics (Overview)
* Blueprints and Steam Workshop

 **Customization**
* Customizing Solar Systems
* Create and insert customized POIs
* Create own Missions
* GameAPI (Modding)
* List of mods

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

 **Game Mechanics**

 **Items**

 **Environment**

 **Community**
* Register
Register a free account to manage your Edits better.
* Start a new article by putting the name of the article in the box and click create

* Recent Changes
  See all the recent chnages
* Upload a file
  Upload an image file
* Things to do
  Find all the things which are needed to be done.
* Test your design
	+ Template:Sandbox
	+ Sandbox
* User Groups
* Community Portal

 **Development**
* Game Versions
* Discontinued Features
Drill

Game Version V1.5.8

The Drill is one of the tools in Empyrion: Galactic Survival. It is a replacement of the Rock Drill Mode of the Survival Tool, which it surpasses in speed. The Drill uses Drill Charge - one Charge will allow 750 "shots" from the Drill. Reloading the Drill Charge before the 750 shots are depleted will result in the complete loss of shots, as none of the shots carry over or add to the shots brought on by a fresh Drill Charge load. The Drill has four modes, A mode for regular mining, a precision mode for mining small amounts of ground (This mode does not yield drops when used to mine rocks/deposits ), a flattening mode used for making flat surfaces and a filling mode to fill in holes. Players switch between these four modes using the **Right Mouse Button**.

## History

* Pre-Alpha 1.0.0 : Introduced with drilling in LMB and remove block in RMB
* Pre-Alpha 1.0.5 : Increased drill charge capacity, reduced reload time
* Pre-Alpha 1.2.0 : Removed "Removal" function from drill, RMB assigned to flatten function
* Pre-Alpha 1.2.1 : Functionality changed - strong drill in LMB, weak Drill in RMB
* Pre-Alpha 2.2.0 : Drill radius decreased
* Pre-Alpha 2.2.4 : Drill strength increased
Game API ModGameAPI

Index: GameAPI

#### ulong Game\_GetTickTime();

This get's the game's current tick, and be used for game time comparison and assesment

#### bool Game\_Request(CmdId reqId, ushort seqNr, object data);

This submits a request to the game. Note that the bool only indicates whether or not there was an error in the call, the response to requests will be provided as calls to the Game\_Event function.

#### bool Debug\_GetNwStatistics(int clientId, out int bytesReceived, out int packagesReceived, out int bytesSent, out int packagesSent);

....I haven't used this at all

#### float Debug\_GetFps();

I really have no idea what this is in the context of the server
Large Constructor

The **Large Constructor** is a placeable device in Empyrion for Capital Vessels and Bases. It can be crafted by the Small Constructor or Mobile Constructor, and is needed to craft more advanced items, such as ship thrusters and weapons. It is the basis of all advanced machinery, such as the Capital Vessel Starter for a Capital Vessel, and all Capital Vessel thrusters. Decoration blocks can also be crafted using it.

The **Large Constructor** draws 10 PU (Power Units) when idle and draws 500 PU while operating.

## History

* Pre-Alpha 1.0.0 :Introduced
* Pre-Alpha 4.1.0 :New 3D model
Game Modes

## Survival

* Player can choose to start on a Temperate, Arid, Swamp, or Snow planet with random names and Points of Interest
* Procedural Seed can be changed to create random distributions of Ores, Terrain Features and Points of Interest

## Scenario

* Players can choose custom scenarios with their own start conditions and rulesets
* The game includes 5 scenarios, with more available on the Steam Workshop

## Creative

* Mode for free building
* Player can start a game in either a desert or temperate playfield, or the space in orbit around them.
* Player has access to creative menu (open with "H" button!) that contains all in game items.
* Game can be started as Creative where all planets and space have some pre-made buildings and vessels, or Creative Empty where player starts with one vessel (and a platform if in space)
* No procedural seed option

* Starting creative mode game with structures

## Freedom

* Like Survival but with unlimited health, resources, and no hunger management

## Multiplayer

* Multiplayer can be access via multiplayer button in Main menu and chose a server from the server list.
* Any single player game can be started in Co-Op, a simplified version of Multiplayer which allows small groups of people to play on one local computer.
* Servers are hosted by players.
* Anyone with sufficient computer power can host server with dedicated server tool. Please refer to Dedicated Server Setup for know more about hosting server.
Food Poisoning

**Food Poisoning** is a negative Status Effect which is received following untreated Indigestion, or as a result of consuming unsafe foods[*verification needed*].

If left untreated, Indigestion can lead to Fever Attack.

## Side Effects

Once the effect has been received, Health and Food will be slowly drained, while Stamina levels will decrease more rapidly.

If left untreated, the player will suffer Fever Attack which can ultimately lead to Organ Failure.

## Treatments

Antitoxic Injection
Detox Kit
Medical Station Type 1

## A Note on Effect Calculations

The Health, Food, Stamina and Oxygen effect values displayed on this page do not take into account natural loss or regeneration of the stats in question.

For example, while standing still, the player will regenerate Stamina at a rate of +18 pts/s. If a Status Effect such as **Food Poisoning** is currently active, the player's Stamina will be affected **by the Status Effect** at a rate of -25 pts/s.

This results in a total rate of -7 Stamina pts/s, while standing still ((-25) + 18 = -7).
Faction

The **Faction** setting of a structure or vehicle determines the ownership of it and who can access or use it in Empyrion: Galactic Survival. There are two broad factions - **Player** and **NPC**. Player factions are denoted by a green core and NPC factions denoted by a core colored depending on which NPC faction owns it. Players can create their own factions on multiplayer servers which other players can join with the acceptance of the faction owner / admin, or they can stay in their own private faction. Player factions in multiplayer can ally, allowing two player factions to cooperate. Owners can change their structures / vessels to be in Public Faction, this changes their permissions so they can be used / accessed by any players. Before Pre-Alpha 4.0.0 players could access any structures but after **Pre-Alpha 4.0.0** players could only access their own structures or structures that belonged to their faction. Structures without a core are considered Faction-less and anyone can access them. They can be claimed by placing a core.

## Selecting Faction

Any structure/vessel without any core consider as Factionless and any one can claim them by placing their own core. Structure/vessel which have a NPC core belongs to alien faction and players cannot use them. Players have to destroy the alien core and replace with it their own to claim the structure/vessel as their own. The claimed structure/vessel is set to **Private** player faction by default. Any structure/vessels built by players is set to **Private** by default. Players can change the faction / ownership of any structure / vessel they own or that belongs to public faction from the control panel of that structure/vessel.

Player can create their own faction or join faction created by other players at the **Faction Menu** form the inventory screen. Player can assign their own structure/vessel to the faction from the above mentioned faction selection menu at the control panel of the building. Player **can't** reclaim/ set the faction to privet their structure/vessel after it is assigned a Player owned faction.

```
NOTE: Faction Admin can set the ownership of any structure/vessel belongs to their faction to **PUBLIC** and the player can claim that structure/vessel to private.
NOTE: The last player who leaves a faction gets all the faction owned structure/vessel and they are set to **Private** for that player.

```

## Ownership

Faction determines Ownership, i.e what activity can be done or how tools and weapons work on or around the structure/vessel.

* Find all the pages about **player factions** here or overview in here
* Find all the pages about about **alien factions** here or over view in here
* Find all the pages about **Factionless** here or overview in here
* Find out about Player core and Alien core.
* Every page related to faction here
Large Medikit

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

Large Medikit is a medicine crafted in the Food Processor. Unlike the Small Medikit, which only restores a small amount of health, the Large Medikit will fully restore 70% of the player's health (350 out of a total of 500), and heal all status effects except the "Alien Parasite".

## History

* Alpha 1.0.0: recipe changed to require 5 Purified Water instead of 1
* Pre-Alpha 1.0.0: introduced
Lava

**Lava** in Empyrion: Galactic Survival can be found in Lava and Lava2 biomes and generally makes planets with such biomes very dangerous.

## Properties

**Lava**, like Water, currently does not flow and acts as a block without a hitbox.

The alert **"You are burning. Get out of the Lava"** is shown if a player enters lava and the player will rapidly lose health. Player visibility is obscured while in lava and the HUD turns bright yellow. Powered vessels are not damaged from lava, and will automatically float. However, if power is lost, the vessel will be destroyed.

Particle effects can be seen if a vessel flies or hovers close to the lava.

* A small Lava lake
* Powered on SV floating on Lava
* HUD while inside Lava
* Particle Effect while near lava with a vessel

## Game Code

The amount of Lava (depth of the lava lakes) can be changed via editing the **playfield.ymal** file.

* **Attribute** : `Biome`
* **Value**: `lava`(deep lakes),`lava2`(shallow lakes)

## History

* Pre-Alpha 1.0.0 : Introduced
* Pre-Alpha 4.1.0 : Added shallow lava lakes (Lava2 Biome)
Empyrion: Galatic Survival Wiki:Admin noticeboard

## Empyrion main page cut off at the bottom section

The page got cut off at the bottom section. Only "Usefull links" is visible .. the links are missing. Navonil temporarily added a header, which resulted in the usefull links disappeared and the footer-info got pushed into the "Navigation" overview. ------Fixed

## Fix Move template

The move template is including a documentation link on all pages it is transcluded to. Just chance the second last line.

From:

```
{{doc}}<noinclude>

```

To:

```
<noinclude>{{doc}}

```

**Fixed** Navonil (talk) 13:41, 16 November 2015 (UTC)
Growing Plot

The **Growing Plot** is a placeable block used for farming. Any type of Sprout can be placed in a **Growing Plot**. Note that an active Plant Grow Light is required for sprouts to mature. Currently The **Growing Plot can only grow plants standing right side up.**

Growing Plot can be made of wood (mass: 795), concrete (mass: 1.88 t), or steel (mass: 2.08 t). These plots can only be placed on bases.

Growing Plot can also be made of Sathium (requires an Advanced Constructor). These plots can be placed on bases and capital vessels.

Note that while most of the ingredients can be made in constructors, the Nutrient Solution requires a Food Processor.
Lava Planet

Lava Planets are hot, molten planets, covered with large lava lakes. This type of planets is deadly in terms of heat and radiation, but offers great amount of exotic resources.

## Description

Planets are born by the swirling, scattered ashes - the legacy of dead, exploded starts. Gravity will collect all this messy debris, and give it a new form.

But a world's amount of rock and dust, slowly grinding, clumping together... will result in an enormous amount of friction.

Which means, ***heat***.

This is just a mere quarter billion years old, and struggles to radiate all this excess heat into space - The bigger the planet, the longer it takes.

In this liquid state, the planet resembles more a giant cooking pot, or lave lamp, or a blast furnace: Continents of less dense slag skim the surface, while the heavy, exotic metals sink into in planet's deep inner.

Yet, by thermal churning and stirring, some bits of that precious core will be again swept back out, in reach of the surface.

For those who brave these temperatures, there will be great rewards.

## Resources

* Magnesium
* Erestrum
* Promethium
* Zascosium
* Gold

## Planet Detail

* Possible Hazardous Weather: Heat Wave, **Meteor Shower**, **Fire Rain**, Thunderstorm.
* Atmosphere Breathable: Never
* Atmospheric O2(%): 0.5 ~ 0.9
* Atmospheric Density(kg/m^3): 1.2 ~ 1.8
* Temperature(℃): 20 ~ 220
* Radiation(R): 10 ~ 20
* Gravity(g): 1 ~ 1.2
* No flora, presence of aggressive fauna, partially molten surface, no water.

## Notes

* This planet is usually the closest one to the star within its solar system, which means a base with mature Solar Panel generation system can power itself without the use promethium-based fuel generators. However, backup power supply is always suggested.
* Temperature goes to ~500℃ above lava lakes. No protective gear will save survivors from such deadly heat.
* Large stone forests can be found, which block ways of Hover Vessels, but also offer large amount of crushed stone.
* Because of the absence of O2 and water, self-sustaining is not possible for bases on this type planets.
InteriorLight

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

**InteriorLight** is a block that lights up when a structure is powered on. However, it does not cast light in the way that Light (CV,BA) Interior Light or Round Interior Light do (on the other hand, it does not consume any power when lit).
Elia Moon

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

 Moon | 0

This is the moon of Elia

## Ore

```
Disclaimer: All infos about PoIs, Ore, Fauna and Flora represent the default settings for this biome/planet. Please keep in mind that planets and moons as well as biomes can be altered by the server owner and therefore may be different to the infos given on this page!

```
Ice Golem

Ice Golem are assumed to be found on snowy planets.

## Drops

* Crushed Stone
* Oxygen Tank
* Promethium Ore
* Water Jug

## Experience (XP)

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

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

## Location

Ice Golem are found on the planet Sienna.
Egg (Alien)

Egg (Alien) is a alien plant with the appearance of grey donuts with a purplish inside. It gives Egg upon collection.

## Experience (XP)

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

 Medium
 Hard

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

## Location

Egg (Alien) can be found on the planet of Omicron in the **High Plains**.
Guide/GUI

This guide lists all GUI in Empyrion: Galactic Survival and what each element of that GUI mean.

```
--Under Construction--

```

# Character and Gameplay GUI

* **2:** Hotbar
	+ **2a:** selected slot
	+ **2b:** empty hand
* **3:** Life stats
* **4:** Opend UI for various gameplay mechanics and items
* **5:** HUD minimap
* **6:** Place for display information about selected item in inventory/Device UI
* **7:** Place for display information about selected item from hotbar
* **8:** Place for display alerts
* **9:** Place for display FPS (if activated by pressing F5 key)

top
GameAPI standards filestd specialslist

Index: GameAPI > filestd

## Standard file format: List of specials

### Content

This file should contain n-rows of players, listed by both their steamID, and their name. The user can opt to specify either, if manually editing it (or through a website (/etc)). Mods adding row should aim to add both.

The entry should also have their VIPstate (an integer can be used for several tiers of this. No current standard for this number. If your mod is using several tiers, add a standard). Assume user is VIP if >0

VIPduration: An array of dates. The mod should check them one, by one. If any is valid, it should interpretate it as 'user is VIP'. If any entry is '0', it should be read as 'never expires'. If there's no VIPduration entries, it should be read as 'never expires'

rep: the reputation of the user. Can be used to specify the users loyalty, and standing with the community. Some mods might increase it by n, every n-minutes, or decrease it, for instance if the user have done something questionable. (such as griefing, spamming or otherwise).

### Format

YAML,

```
Players:
 -PlayerID: <Int64,steamid,optional:PlayerName(1 req)>

  PlayerName: <String,Username,optional:PlayerID(1 req)>

  VIPDuration:

   - End: <String,Expirationdate> (Format: "dd-MM-yyyy HH:mm", should be parsed into a  public DateTime EndDate = Convert.ToDateTime(Players[n].Expiration); )

  VIP: <int,vipstate>

  rep: <double,reputation>
  LastOnline: <String,LastOnline on server> (Format: "dd-MM-yyyy HH:mm"
  FirstOnline: <String,FirstOnline on server> (Format: "dd-MM-yyyy HH:mm"
  TotalPlayed: <Int,minutes played>
  Language: <String,What language to use, default 'NA'>

```

### Variable/Static/Final

File content is Variable.

-Normally, a mod would add a new entry if an user, not on the list, connects. (rep:0, vip:0, no VIPDuration, both playerID and PlayerName)

-Normally, a mod would modify this every so often, when an user have gained rep. Normal behaviour would be doing this upon users disconnect, but other methods can be used aswell.

### Known mod(s) using this format

SpotGuard by Exa - VIP file. Depending on configuration, reputation can be used in a numbers of ways, such as 'play-credit', 'increased the more played', and more - Standard name:"specialslist.yaml"

# - PlayerID: <Int, SteamID>

#   PlayerName: <String, IngameName>

#   (If ID is 0, it will attempt playername instead)

#   VIP: <Int> (Anything >0 will be 'yes' for SpotGuard)

#   VIPDuration:

#   - End: <DateTime (dd-MM-yyyy HH:mm (14-04-2018 11:15 would be 14 of april 2018, 11:15 (24hrs)), timestamp>. If not specified, or 0, will 'never expire'

#   rep: <double>

  - PlayerID: 0

    PlayerName: "Exacute"

    VIPDuration:

      - End: 20-04-2018 00:00

    VIP: 0

    rep: 30

  - PlayerID: 33

    PlayerName:

    VIP: 1

    rep: 0

- PlayerID: 42143523532423

  PlayerName: Exacuter

  VIP: 3

  rep: -1.45026129697216

  LastOnline: 23-04-2018 07:34

  FirstOnline: 23-04-2018 07:11

  TotalPlayed: 9

  VIPDuration:
Hover Vessel

Please help with verifying or updating older sections of this article.
At least some were last verified for version 1.4.5.

A **Hover Vessel** (often abbreviated as "**HV**") is the most basic transport vessel of Empyrion: Galactic Survival. It can hover up to 3 meters above the ground and might jump a short distance using boost (by default, with **Shift + Space**, but only if equipped with a  Hover Booster). It is also amphibious. It cannot leave a planet on its own, but can be docked to a Small Vessel or a Capital Vessel to move between planets. An upside down hover vessel can be flipped back upright by pressing **Shift**.

## Building a Hover Vessel

The hover vessel is arguably the simplest type of vessel buildable in Empyrion: Galactic Survival. It must account for only two axes of movement (unlike other vessels' three), and has access to a special device that combines different types of components into a single block.

To build a functional hover vessel, you will need, at the very least:

* A  Hover Vessel Starter (which comes with a  Core, and can be placed anywhere, even in space);
* A generator (the simplest being the  Generator (small));
* A fuel tank (the simplest being the  Fuel Tank (small));
* A  Cockpit (SV,HV);
* Thrusters (such as the  Thruster S (HV); ideally at least four, one facing each direction *except* up and down); and
* Hover Engines (such as the  Hover Engine (1x1); at least two for a motorbike-like hover vessel, but ideally at least three or four, and potentially many more).

However, hover vessels have access to  Ground Repulsor Engines, which combine the functions of omnidirectional thrusters, hover engines *and*  RCS (HV)s. They do come with some rather stringent limitations (such as being able to sustain hover at a maximum of 1.5m, being limited to four in a vessel and being a huge drag on the vessel's CPU), but these devices allow for some very bare-bones, though still very functional, hover vessels, which can be created in the very first minutes of a playthrough.

There are many more functional devices, building blocks and decoration blocks that can be placed on a hover vessel, which can be found here. Parts which can be attached to a hover vessel are marked by a **blue dot** in the top section of the part's tile in the constructor menu.

To learn more about building a functional HV, click here.

## Uses

* The game starts with basic components for hover vessels unlocked, so they can be built early.
* HVs consume very little fuel which makes them ideal for early game exploration when fuel is scarce.
* Though the HV does not have many Vessel Mounted Weapons, it has a good selection of automatic turrets which help defend it and its occupant while mining or during base raids. It has an advantage over Small Vessels for this reason.
* Despite being primarily a land-based vehicle, it can be used in space for Mining, as it has a very limited ability to move around. Because of the low speed, it is still dependent on being carried by another type of vessel.
Eleon.Modding.CmdId

## Requests

### Request\_Player\_List

**Description:** Retrieves a listing of players. (Uncertain if it is active or all players.--Joemorin73 (talk) 16:33, 15 March 2017 (UTC))

**Param data:** None.

**Related event:** Event\_Player\_List

**Sample:**

```
GameAPI.Game_Request(CmdId.Request_Player_List, (ushort)CmdId.Request_Player_List, null);

```

### Request\_Player\_Info

**Description:** Retrieves players information. The ID used as a parameter is the entity id, not the Steam id.

**Param data:** Id

**Related event:** Event\_Player\_Info

**Sample:**

```
GameAPI.Game_Request(CmdId.Request_Player_Info, (ushort)CmdId.Request_Player_Info, new Eleon.Modding.Id(12345));

```

### Request\_Player\_SetPlayerInfo

**Description:** Set basic information of the player. This is to modify the player's starting playfield, health, stamina, food, oxygen and experience points.
(There is no example of this in action in the Empyrion Mod Sample. This is a best guess. --Joemorin73 (talk) 16:51, 15 March 2017 (UTC))

**Param data:** PlayerInfoSet

**Related event:** ??? (Possibly Event\_Player\_Info. Need confirmation.)

**Sample:**

```
GameAPI.Game_Request(CmdId.Request_Player_SetPlayerInfo, (ushort)CmdId.Request_Player_SetPlayerInfo, ???);

```

### Request\_Player\_GetInventory

**Description:** Retrieves players inventory. The ID used as a parameter is the entity id, not the Steam id.

**Param data:** Id

**Related event:** Event\_Player\_Inventory

**Sample:**

```
GameAPI.Game_Request(CmdId.Request_Player_GetInventory, (ushort)CmdId.Request_Player_GetInventory, new Eleon.Modding.Id(12345));

```

### Request\_Player\_SetInventory

**Description:** Sets players inventory. Refer to Param data for what is passed.

**Param data:** Inventory

**Related event:** Event\_Player\_Inventory??? (Unconfirmed if called. --Joemorin73 (talk) 17:39, 16 March 2017 (UTC))

**Sample:**

```
GameAPI.Game_Request(CmdId.Request_Player_SetInventory, (ushort)CmdId.Request_Player_SetInventory, new Eleon.Modding.Inventory()
{
    this.playerId = 12345;
    this.toolbelt = Toolbelt;
    this.bag = Bag;
}
);

```

### Request\_Player\_AddItem

**Description:** Adds an item to the player's inventory. Refer to Param data for what is passed.

**Param data:** IdItemStack

**Related event:** Event\_Player\_Inventory??? (Unconfirmed if called. --Joemorin73 (talk) 21:05, 17 March 2017 (UTC))

**Sample:**

## Events

### Event\_Player\_Connected

**Description:** Event Triggered when a player connects.

**Param data:** Eleon.Modding.Id()

### Event\_Player\_Disconnected

**Description:** Event Triggered when a player disconnects.

**Param data:** Eleon.Modding.Id()
Life Stats

## Health

* Health: 500 hit points (max)
* Health slowly drops after having been poisoned during combat
* Health drops somewhat rapidly when out of Oxygen
* Health can be restored (and poisoning effects be removed) by Medicine, Food or medical devices.
* Please refer to Food Processor Recipes (Overview)

## Food

* Food: 500 units (max)
* A full “stomach” lasts for around 70 minutes realtime when the player is idle. The player uses more food when walking (1.5x) and running (2x).
* If the player's Foodbar reaches zero, the player will suffer 30 damage to their health every 6 seconds until food is consumed (or the player reaches 0 Health and dies). Health lost through hunger in this manner is not restored after food consumption, the player will have to heal themselves afterwards using Medicine or a Medic Station
* The foodbar can be replenished by eating collected or crafted Food items
* For crafting, please refer to Food Processor Recipes (Overview)

## Oxygen

* Oxygen: 375 with Light Armor, 550 with Medium Armor, 725 with Heavy Armor, 1000 with Epic Heavy Armor.
* A full charge lasts for around 45 minutes realtime when the player is idle. The player uses more oxygen when walking (1.5x) and running (3x).
* The Oxygen bar can be replenished by using an Oxygen Station.
* Oxygen can be replenished by equipping and using a small oxygen bottle, or by holding the Shift key + right clicking it in your inventory.

## Stamina

* Stamina decreases when running and replenishes when idle (currently, oxygen consumption is not yet linked to stamina level)
* Stamina can be restored by using collected or crafted Food items including Purified Water and Water Jug
GameAPI standards filestd whitelist

Index: GameAPI > filestd

## Standard file format: Whitelist

### Content

This file should contain n-rows of players, listed by both their steamID, and their name. The user can opt to specify either, if manually editing it (or through a website (/etc)). Mods adding row should aim to add both.

### Format

YAML,

```
Players:
 -PlayerID: <Int64,steamid,optional:PlayerName(1 req)>

  PlayerName: <String,Username,optional:PlayerID(1 req)>

  Expiration: <String,Expirationdate> (Format: "dd-mm-yyyy hh:mm", should be parsed into a  public DateTime EndDate = Convert.ToDateTime(Players[n].Expiration); )

```

### Variable/Static/Final

File content is static.

-Normally, a mod would not modify this file, except to add rows, on an user-requested command.

### Known mod(s) using this format

SpotGuard by Exa - whitelist or blacklist for players (depending on config file) - Standard name:"security.yaml"

# - PlayerID: <Int, SteamID>

#   PlayerName: <String, ingame-name>

#   Expiration: <DateTime (dd-MM-yyyy HH:mm (14-04-2018 11:15 would be 14 of april 2018, 11:15 (24hrs)), timestamp>. If not specified, or 0, will 'never expire'

#If either hits, the list will trigger 'true'

  - PlayerID: 79869898998989898

    PlayerName: xe

    Expiration: 14-04-2018 23:15

  - PlayerID: 0

    PlayerName: Exacute
Game API PlayfieldEntityList

Index: GameAPI > CmdId

## Stub:

### Notes

As of A7.6.1, several types are missing, such as for backpack, items, and possibly more. Be sure to check what you are looking for, is actually returning their type, before using it.

### PlayfieldEntityList()

(use example)
PlayfieldEntityList ents = (PlayfieldEntityList)data;

foreach (var ent in ents.entities)

{}

Here ents.id, ents.type

#### Id:

```
 <       : Player
 0006000 : POI
 0010000 : NPC
 0031000 : Backpack (un-assigned tho. No player-relation)
 0054000 : Special? (Atleast asteroids + backpacks)

```

#### Type:

0: Unknown (not yet assigned a type, or 'other') (Examples: dropped-on-ground, Little Brown Spiders, Autominer T3, Portable Constructor, Portable Heater/Cooler)

1: Player

2: BA

3: CV

4: SV

5: HV

6: Meteorite

7: Asteroid (voxel)

8: EscapePod

9: Animal(NPC)

10: Turret

11: Item (Not sure when this would be)

12: PlayerDrone

13: Trader (NPC)

14: Underground deposit (Chunk Node)

15: EnemyDrone (NPC)

16: PlayerBackpack (dropped on death)

17: Dropped from device (container) (For instance on destruction)

18: Explosive Device

19: Player bike

20: Player bike (Inactive, folded)

21: Asteroid (Not sure how this isn't either 6 or 7, but.. )

22: Civilian (NPC)

23: Cyborg (NPC)

24: TroopTransport (NPC)
GameAPI standards listmod

Index: GameAPI

### Proposed implementation

Under Game\_Event, when receiving Event\_ChatMessage, you should check if it is '!mods'

The check should ideally react to any casing. (!Mods, !MODS, !mods alike)

### Pre-req

* ChatMessage function
* String thismod = "SpotGuard v0.1 by Exacute."; (Naming what your mod are)

### Code sample

```
public void Game_Event(CmdId cmdId, ushort seqNr, object data)
{
try
{
 switch (cmdId)
 {
  case CmdId.Event_ChatMessage:
   ChatInfo ci = (ChatInfo)data;
   if (ci == null) { break; }
   if (ci.type != 8 && ci.type != 7 && ci.msg.ToLower().IndexOf("!mods") == 0)
   {
    ChatMessage(thismod);
   }
  break;
 }
}

```
Large Generator (T1)

## Efficiency

**Large Generator (T1)** has the same (100%) Fuel to power efficiency as Large Generator (T2). Volume to power and Size to power efficiency is nearly the same too. However **Large Generator (T1)** has less then half Power to weigt efficiency then Large Generator (T2) (1,8 kPU/t in comparsion to 4,8 kPU/t). Therefore is more effective to use Large Generator (T2) then **Large Generator (T1)** on larger Capital Vessels. (Three **Large Generator (T1)** has greater mass then one Large Generator (T2), while one Large Generator (T2) gives more Power output than seven **Large Generator (T1)**.)
Large Ammo Box

The Large Ammo Box has been replaced by the Ammo Box.

The Large Ammo Box allows storage of ammo on a Base or Capital Vessel. It has 5 rows of 7 storage slots (35 in total). Note that the Large Ammo Box does not have an on/off switch at present, and thus consumes energy any time the structure it is placed on is powered.
Info.yaml

Your mod's name will display in the log files

```
Name: ModNameGoesHere

```

I have no idea what this line is for

```
Description: test mod

```

I have no idea what this line is for

```
Author: MyName

```

This line shows up in the log files

```
Version: 0.0.0

```

I have no idea what this line is for

```
Website: duckduckgo.com

```

This line is important, it tells the server which processes should load the mod

Dedi = Dedicated server Main process, handles things like Chat messages and API1

PfServer = Playfield process handles things like Entity info, spawning

Client = Used for Single player mods. As far as I can tell, everything in ClientPlayfield only works in Single Player

to get your mod to communicate between the different processes you can use the INetwork interface.

```
ModTargets: Dedi, PfServer, Client

```
Decoration (Nature)

Decorations are natural entities without any in-game function and exist only to make the world more vibrant. These decorations are mainly various types of stones, grasses and bushes. Vessels can collide with stones and they can be used as cover. Bushes/grasses get destroyed if the ground beneath them gets destroyed (by weapon or by tools). These entities do not drop anything when destroyed.

# Gallery

## Stones

* Small
* Large
* Mossy
* Cracked
* Ice Covered

## Grass/Bushes

* Grasses

* Bushes

## Trees

<gallery mode=packed heights=250px>
File:Weeping Palm Tree.jpg
Emergency Rations

**Emergency Rations** is the most complex food available in the game. Once eaten it adds 300 food points and gives a decent amount of stamina as well. Notably, this food never perishes and stacks. Thus **Emergency Ration** represents the ultimate food storage method, and is the best food for long voyages.

Note that the total food points available from the ingredients is 520, while an **Emergency Ration** only provides 300 food points. When food is scarce or is to be consumed immediately, the **Emergency Ration** should not be crafted.

## Crafting

Emergency Rations can be crafted from all Farm-able items except the Purified Water.
If you can get a water supply going you can farm all that is needed on for instance CV's / Space Stations.

For this you need a total crop in reverse of:

 Buds | 2

You can grow your required ingredients in a 9 plot (1 growlight) grid.

Place 3 Spice, 2 Large Alien Flower, 1 Pearthing and 3 Pumpkins.

Every harvest is exactly 1 Emergency Ration (add 1 Purified Water.
Game API EntitySpawnInfo

Index: GameAPI > CmdId

Class containing information to spawn an info from.

#### public int forceEntityId

Set the entitys spawnid to this value. ID should be invoked from: Request\_NewEntityId

#### public string name

The name for the spawned structure (What is displayed ingame)

#### public byte type

Type of the spawn : Undef = 0, BA = 2, CV = 3, SV = 4, HV = 5, AstVoxel = 7. use this OR 'entityTypeName'

#### public string entityTypeName

String for an entity to spawn (for instance 'ZiraxMale', 'AlienCivilian1Fat', etc). use this OR 'type'

#### public string prefabName

The prefabname to spawn it from. Note that this must be the name WITHOUT any extension (For instance, if file is called 'AlienWall.epb' you would specify 'AlienWall'

#### public string prefabDir

If the prefab is located inside a directory (Not in /prefab/ root), you may specify this tag. Note, that it must be full! path:

For example: If folder is called 'CCImported', path might look like this: D:\APPS\steamapps\common\Empyrion - Dedicated Server\Content\Prefabs\CCImported\

#### public byte factionGroup

What factiongroup to have the spawn belong to.

If using factiongroups, you will most likely want to use 'factionId' as -1.

Faction = 0

Private = 1

Alien = 2

Predator = 3

Prey = 4

Admin = 5

Unknown = 11

[Public] = 10

None = 12

Decored = 255

#### public string exportedEntityDat

optional: file path of an exported entity dat file.

remark: the values above will override the imported data from the .dat file, but you can null/0 these to avoid this.
Game API tuts basicworkflow

Index: GameAPI

It's barely a 'recommended way of doing this'

But it can be used as a start, to help you find a good workflow that works for you, when working with mods.

(When clicking 'close-server' It is recommended to not be in a 'You are dead' or 'Respawn' screen ingame. As of A7.6.1 it usually causes Empyrion to crash)

### Open software

-It is recommended to have visual studios open, with the project you are writing.

Optionally, it can be an idea to have a second visual studious open, with a project you might be referencing (such as the standard project), or another, if it have usefull functionality for you.

-It is recommended to have several folders open, to ease workflow:

--C:\Users\<username>\Documents\Visual Studio 2017\Projects\SpotGuard\SpotGuard\bin\Debug **(1)**

Folder of visual studios, onto the project you are currently working at (In this example, it's called 'SpotGuard')

In this folder, your 'primary file' will be created, when building your project: (in this example, it's called 'SpotGuard.dll')

--D:\APPS\steamapps\common\Empyrion - Dedicated Server **(2)**

Folder of your dedicated Empyrion server. I recommend using a local version for testing-purposes.

In this folder, the important file is 'EmpyrionDedicated.cmd', which will start your server. **(5)**

--D:\APPS\steamapps\common\Empyrion - Dedicated Server\Content\Mods\SpotGuard **(3)**

The folder of your mod, inside your servers Mods folder (In this example, the mod is 'SpotGuard')

--D:\APPS\steamapps\common\Empyrion - Dedicated Server\Logs\ **(4)**

Optionally, you might want to have the log-folder of your server open. The largest number will usually be most recent logs. Inside the newest "Dedicated\_" file, will contain the most recent server-launch log.

In this file, you can see errors that might have occured during loading of your mod, aswell as where

```
GameAPI.Console_Write("somehelpfulloutput");

```

will end up

-If your computer can handle it, it is recommended to have Empyrion running in the background

This saves you from loading the game up, every time you need to test something.

### Basic workflow

* Make your edits to your mod-project in Visual studios (jump between open instances as needed)
* Click 'Build' > 'Build Solution' in the menu
* Refer to the 'Error list'. Warnings are fine. Errors should be resolved.
* Open your project folder (1)
* Copy the file <yourproject>.dll (In above example 'SpotGuard.dll')
* Go to mod folder in your server (3)
* Paste file here. Overwrite the current.
* Go to your server folder (2)
* Launch your server (5)
* Optionally: Look at the logs output (4)
* Go to Empyrion
* Go to 'multiplayer' tab
* Type your server IP in the 'direct-connect' input field (127.0.0.1, for local)
* Test what you need to test ingame
* Optionally: Look at the logs output if something didn't work as expected, and you have written Console\_write outputs for it, or are looking for a general error (4)
* Close your server (find the empyrion logo in your taskbar with an S, and click 'save and exit' button)
* Restart from first point in list
Energy Drink

The **Energy Drink** is a food made from Natural Stimulant in a Food Processor. It gives considerable amount of stamina, and is a cheap substitute for a Adrenaline Shot. It does not perish like other food.

It was formerly known as "Kavae Coffee".

## History

* Pre-Alpha 1.0.0 : Introduced
* Alpha 1.0.0: recipe changed to require 5 Purified Water instead of 1
Gold Ore

*You can contribute by adding more details and correcting spelling/grammar mistakes.*

## Overview

Gold ore is one of the basic ore of the Empyrion Universe. It is used for crafting Gold Ingots.

## Mining

Gold Ore can be mined using a Drill. Ore deposits can be found on Aestus and Aitis. Deposit size varies.

Cant be mine with Auto Mining Device.
H2O2 Generator

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

```
Disclaimer: As of game version (Alpha7.6.0) all information on this page is out of date. Please see Water Generator for info on how to produce Oxygen

```

The **H2O2 Generator** is a resource generator in Empyrion. The H2O2 Generator works similarly to its cousins the O2 Generator and Water Generator in that it is placed in a source (currently, water) and powered independently by fuel packs (**only** Fuel Pack (Promethium) or Large Fuel Pack (Promethium)). A standard Fuel Pack (Promethium) powers the **H2O2 Generator** for 25 minutes real-time, while a Large Fuel Pack (Promethium) powers it for 125 minutes real time. Note that the power consumption figure of 10kW listed in-game is wrong; the actual value is 72kW (as determined from testing).

The **H2O2 Generator** produces one Hydrogen Bottle and one Oxygen Bottle every 240 seconds real time (120 seconds per resource). This means that it produces only half as many Oxygen Bottle per unit energy as the O2 Generator.
Large Fuel Pack (Promethium)

Game Version V1.5.8

Primary fuel source, based on promethium.

**Large Fuel Pack (Promethium)** is an advanced fuel pack crafted from Promethium Pellets. As of Alpha 3.2.1, it has the same energy content per unit of Promethium Pellets (3 energy/pellet) as the standard Fuel Pack (Promethium) but has a lighter weight ratio (0.83kg/energy against 1.67kg/energy).

## History

* Pre-Alpha 3.6.0 : Introduced
* Alpha 1.4.0: changed recipe and increased fuel value
Fever Attack

**Fever Attack** is a negative Status Effect which is received following untreated Food Poisoning.

## Side Effects

Once the effect has been received, Health and Food will be slowly drained, while Stamina levels will decrease more rapidly [*verification needed*].

If left untreated, the player will ultimately suffer from Organ Failure.

## Treatments

**Medicine**

* Antitoxic Injection
* Detox Kit

**Devices**

* Medical Station Type 1
* Medical Station Type 4

## A Note on Effect Calculations

The Health, Food, Stamina and Oxygen effect values displayed on this page do not take into account natural loss or regeneration of the stats in question.

For example, while standing still, the player will regenerate Stamina at a rate of +18 pts/s. If a Status Effect such as Food Poisoning is currently active, the player's Stamina will be affected **by the Status Effect** at a rate of -25 pts/s.

This results in a total rate of -7 Stamina pts/s, while standing still ((-25) + 18 = -7).
Game API PlayerInfo

Index: GameAPI > CmdId

Class used to pass player information.

#### public string steamId

SteamId of the player. (Unique entity for each copy of the game, should the user have several)

#### public string steamOwnerId

For most cases, the same as steamId. Will be the \*main account\*s ID, in the case of several game-copies registered to the same steam account.

#### public string playfield

Name of the playfield the player currently is at.

#### public string startPlayfield

Name of the playfield the player started at.

#### public PVector3 pos

Likely a x,y,z coordinate of the players position.

#### public float staminaMax

Maximum value stamina can have for the player?

#### public PVector3 rot

Likely a x,y,z rotation value of the player (looking at)

#### public byte factionGroup

Likely which factiongroup the player belongs to
(Assumingly faction in this content is player/alien/neutral/...

#### public byte origin

origin-choice. Not too much of a clue to this.

Methods
Drone (Player)

The Player has a deployable Drone that has several uses

1. Open doors
2. Use the Multi-Tool, Survival Tool, or Drill.
3. Place blocks for building.
4. Explore areas
5. Collect items from corpses. The Drone cannot open structure containers. However it can disassemble a structure container and open the Drop Container containing the items.

To spawn a Drone, hit F5. The player must be outside of a cockpit to spawn the drone. It can spawn interior to a vehicle.

This picture shows the Drone spawn location relative to the player, generally behind and above. Spawn requirements

* Drone spawns back 4 up 2 from the player's head
* Drone needs 2L 2W 1H space to spawn
* drone needs LOS from player to spawn

The Drone has a range of 60m from the player. When approaching that range, the drone view begins to degrade, eventually losing connection.

The Drone uses the same tools as the player, but cannot use any weapons. It can use the Detector, Drill, Multi-tool, or Survival Tool. This allows for mining deposits, building/retrieving blocks, and exploring PoIs.

While the Drone is in use, if a weapon is selected and fired, the Player will do the shooting. Otherwise the player is defenseless and can be killed while using the Drone. Enemies can shoot at and eventually destroy the Drone. Only one Drone can be active at a time per player. If a Drone is destroyed, the player can immediately spawn a new one.

The Drone can mine rocks and ore deposits, and pick up items on the ground. It obeys linked container status. The Player can use T to switch between the toolbar and the linked toolbar for placing blocks using the Drone.

Inside larger vehicles, the player can deploy the drone, send it outside through a shutter or door, and then mine or build while safely inside their vehicle. Otherwise while a player is mining, they may be attacked by wildlife or other enemies.
Fridge (T2)

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

**Fridge (T2)** has 35 storage slots, 21 more than the Fridge (T1).

## History

* Pre-Alpha 3.0.0 : Sound changed
* Pre-Alpha 4.0.0 : Sound volume lowered
* Pre-Alpha 5.0.0 : New 3D model
Fuel Pack (Promethium)

2Game Version V1.5.8

## Overview

Primary fuel source, based on promethium

**Fuel Pack Promethium** is the most basic of the Power items used in Empyrion.

## Uses

**Fuel Pack Promethium** is used to power devices such as the O2 Generator, Water Generator, and H2O2 Generator.

**Fuel Pack Promethium** is also used in the Fuel Tank to power a Hover Vessel or Small Vessel. It can be used in the Small Fuel Tank or Large Fuel Tank of a Base or Capital Vessel.

**Fuel Pack Promethium** is also used as a component in crafting Ammo.
Jetpack Boost

**Jetpack Boost** is a Booster for Armor. Jetpack Boosters can only be applied to armor by inserting them into an available slot in the armor by using an Armor Locker (SV,HV) or Armor Locker (CV,BA). Jetpack Boost cannot be crafted and must be found in a Point of Interest. As the name implies, it boosts Jetpack related stats.

As of version 1.8 Boosters can be applied to Light Armor without an Armor Locker .
GameAPI standards filestd

Index: GameAPI

## Standard: File-formats

### Basic

You are free to \*not\* use these, but the idea is being able to read & manipulate entries universally, when using files containing data, that is relevant for other mods.

If you make any file, with data (either fixed, or dynamic), please feel free to add the format to the list.

In the end, it is up to the end-user, to position this file correctly, and write the correct pathing in the file.

You should always provide the file, in case the user is not able to follow your instructions and/or doesn't want the file connected to the other(s) like it.

### List

* Whitelist
* Specialslist (reputation and VIP-status)