Edge of Space

Edge of Space

104 ratings
Edge of Space almost full guide
By Ersatz Soul
It's my first guide, so don`t be to harsh on me
Since alot players are asking questions, in this guide i'll try to cover both basics and advanced things.
Feel free to ask me about anything, to say what i'm missing etc or propose something to add. This guide is from player to players after all.
Guide is up to date at many points, thought currently is being edited to fix some little things and add a bit of lacking info.
   
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General information
I hope you read all codex entries avaible and did fineous quest before reading this guide. Also, 1st opened codex entry has video, which covers some basics quite well.
Science XP bar (lowest part on screen, grey long one), resembles amount of points you have and can spend into various categories in your research window - K button by default. Spending it will allow you to get new blueprints for various things. Science XP granted for various things: mining, killing mobs, crafting researching etc.
Also, there is 1 more bar, which is hidden - Exposure bar, but i will tell about it later on in guide.

As for some of short versions of words and explanation to others i use in guide:
- CC - Command Center;
- HP - Health points. It reach zero - you're dead;
- Dev(s) - Developers;
- Biome - set of environment, which has particular amount of flora and fauna, also background and music;
- Continent - massive amount of tiles with caves present within it, which width is around 10x or more of displayed on screen at time and height 5x or more;
Island - little amount of tiles, mostly of size withing screen and w/o caves - well, anything that is not a continent:
- XP - Experience points, thought they're Science points;
- SP/MP - game modes: Single player mode and Multiplayer mode;
- AOE - Area of Effect. In games it usually referred to weapons, which deal damage on some area: rocket launcher, grenade launcher, fireball spells.
FOB - Forward Operation Base. At start of biome 2 and 3 preferable, for quick access to them.

As for what are you going to do in this game: explore, fight monsters, build base and FOBs to teleport between, mine resources and fight bosses.
Dropped on ground items will disappear within 2-5 minutes or upon relog.

There is issue for some people with changing resolution etc ingame, so if you experienced such - go to
C:\users\Your username\Appdata\Roaming\EdgeOfSpace\
Either delete or open Settings.json with notepad and edit corresponding setting;

Welcome to Edge of Space, and remember:
Liked a game - Give it THUMB UP on it's page.
Singleplayer and Multiplayer
Before anything else, you need to chose in which game's mode play, thus let's make a breakthrough on those 2 modes.
Please note, that currently you have seperate characters for SP and MP gamemodes, so all equipment, upgrades and inventory will stay for chosen mode.
And yet, game's world is same for both modes and can be accessed via either SP or MP.

(more + and - will come later i guess)
Why play SP:
+ You're master of your own world: no ♥♥♥♥♥♥ guys to annoy you, waste precious resourced (including cryorods aka respawn at deathplace points);
+ you can take your own time in traveling where you want and when you want;
+ build and place stuff where you want;
- You need to draw your own map yourself;
- noone to help you, either in combat or carrying things when your backpack is full;
- game is designed more for coop than for singleplayer: there will be swarms of different enemies and you get only yourself to do everything.

Why play MP:
+ You can play with your friends thus have fun;
- if you have no friends or they dont want to play this with you...it's going to be sad;
+ division of labor: 1 player can wear combat-oriented gear and take most punches while covering team, at same time 2nd asisting with healing and 3rd snipes from distance in relatively safety. Same comes to research trees. And someone might be in charge of drawing map while you protect them. Oh yeah, mining will be quicker since many people do it;
In additon to this - kits. You start with 1 kit slot and aquire 1 per 2 engineer upgrade (so 1 per biome), and noone guarantees you will find additional slot quickly, not counting getting 3 is already takes quite time. Considering, that there is quite the amount of kits with different uses and bonuses having variability is essence. Having someone with medic kit might spare party of having regeneration kit, having character with builder tree armor and backpack kit for loot while fighter might consider getting amnesia or else. It might not sound much impressive (heck, i havent tried most of kits for myself), yet further you progress in game, bigger is difference.
- someone need to host a server;
- miss some play sessions - and you will be left quite behind other people;
- bad people might mess up everything if server is public.
IMPORTANT!!! IF you found Bug/Glitch/Error? - Do following:
  1. press ESC button;
  2. In popped menu - press Support button;
  3. Close ESC menu - without pressing ESC - it will close both menus.
  4. you will see Report form. Write your email adress, quick description to bug and full explanation of what you were doing before finding the bug, as well as result of this bug:
  5. Press Submit button. At this point you world, character and gamelog would be saved and pinned to email.
Doing those easy 5 steps would help devs pretty much. You can also write a bug report, with screenshots you made, on steam forum in Technical Issues section - it would help too, as other people, who encountered this bug, will be able to add their observations, as well as possible solutions/triggers.

However, sometimes you need to manually report (like old world might fail to load, even if created after patch), thus:
  1. Go to C:\Users\your user name in PC,\AppData\Roaming\ or simply type %appdata%
  2. Create zip/rar archive of folders EdgeOfSpace and HandymanStudios
  3. Go to https://handymanstudios.rhinosupport.com and write a ticket:
    • Name (Character's name preferably);
    • Email adress (to track ticket's status, as well as receive possible further questions from devs to help into resolving issue);
    • Department (tickets from game comes into General, but here you can go into specifics);
    • Subject (short name of issue you encountered)
    • Message (fully describe your issue. Please read what you've written and check for spellings with grammatics and, most important, if issue described in understandable way);
    • Add Attachment button - attach a archive you made in p.2;
    • Slide bar to check if every field checked in apropriate manner;
    • press Submit.
  4. And you've submitted a ticket.
Please not, that this method allows you to "chat" within ticket, thus manually attaching log files sometimes is better than create new ticked for the same issue.
Your avatar
Enter the game - and you will see a little humanoid. This is your avatar - ArkCo Operative, assigned to particular sector of Achoa.
By pressing C you will see character's window as on screens (but without red numbers):

in center of left window - your character's doll.
1- slots, in which you your equipped armor parts (jetpack, helmet, body armor, leg armor) are. In this exapmple - ;
2 - vanity slots. If you ever played any free-to-play MMO, you know what is it. For rest - items in it will replase visually, but not by functionality, other items. Truly vanity;
3 - Pet slot. In this example - healing kitten pet is equipped;
4 - kit slot. Each 2 Engineering upgrades increase max slots available by 1 (in theory, max then 6 but currently 3 obtainable). Currently equipped kit - backpack 2;
5 - Helmet button - shows/hides helmet displaying on your characters. Nice wind blow helps cooling your head of. Especially when biome 2 temperatures is somewhat below 30 C;
6 - Your character's name will be displayed there. For Flying Spagetti Monster's sake - don`t use mine =_= ;
7 - Ammunition current amount/ max capacity per type. Mine values are bigger because i found some upgrades. Dont get jealous;
8 - Inventory window. Size bigger then default, reasons are explained in p7.

Right windows displays your stats. Everything obvious, except last 3 for new players (which yet to need them), for the experienced - i have no idea what Tech modifier stands for. My bad, don`t bite me.
Also, the Shield Recovery stat is interesting one. I did a bit research - seems this value is amount of time in seconds since last received damage before shields will start regenerating for 10 seconds 10% of Max Shield/tick. Fighter's sets have "- shield recovery", which means it will take lesser time for shields to start regenerating.
Upgrades tab's thing are explained in corresponding section a bit further.
Getting started and Biome 1: Protolife
When you start game - you will appear here, with nothing but, laser pick, little gun and 1 cryopod (spawning place on death) - all on a little island. When you'll die - you will spawn near cryopod or, if you have enough cryorods - on place of death. Cryorods used to be craftable, now they will replenish on time basis, up to 20 with default cryopod (will research max amount for the another later).

So, what shall you do?
First of all, do Fineous's (yes, flying shark with lasers) questline. RMB on him to talk. Upon crafting and placing his anchor his questline is finished.

Your survival is depending on following:
1) Having necessary equipment: weapons, armors, kits, pet, tools, perhaps consumables;
2) Having home - yes, you need to have a base with various facilities.

Wonder where should you start? First, you need to have Basic Workbench to craft some basic tools, as well as some better weaponry.
For time being, craft saw and you can go down to continent below to mine, cut and so on, having in mind to get next fields researched:
1) Base Construction 2 or 3
2) Utilities 3
3) Phase Weapons 2 or 3
4) Chose your playing style and choose 1 of armor trees to concentrate on:
- Fighter - More HP/Shields, shields will regenerate quickly;
- Explorer - lesser energy consumed on flying, quicker movement and higher jumps, Bigger exposure rank, some helmets grand bigger light range around characters;
- Builder - quicker mining, bigger inventory;
5) Companion 3: for Firefox (light around) and/or Healing kitten(life regeneration, thought kits are preferable)
Personally, i used to go for explorer since cutting trees will grant all components for 2nd armor set pretty quick, thought in solo currently i go for fighter sets. But this is only matter of preference, since each 1 have nice benefits for particular situations. Believe me, mining titanium makes anyone wish for builder sets even with laser pick 2.
But take your time getting research points for all of it, just don`t leave first continent.

Also, seems many people have problem with removing facilities they've placed (and where times, when you've checked key bindings, went, huh?) - like crafting bench: point mouse over facility, press X to highlight it with red downwards arrow and press X. Upon timer reaching 0 you will have it removed. Note, than moving while timer is active will cancel removal.

So, you finished reading all above. Now start by traveling around continent 1:

First continent is nice place to dig and travel. Eventually you will find some "caverns" - that's main source of fun: tight dark places, while you generate barely any light. How to? - PLASMA TOURCHES (you gonna spend like 500/continent at least). Yep - it's your friend, placed in hotbar. Crafting might seems a bit hard due resources, but you can shoot with rifle some breakables to get them easily. Use them to light areas you visited - which will give you nice sense of directions as well as awareness of surroundings.

As you go down, you might see exposure bar near others:

Exposure bar indicates, that your armor will not be able to protect you in this hostile environment - so you do want to go up quickly, before it will fill up - because once filled - it takes significant time to go down - while periodically damaging your health.
To increase your exposure levels - craft better armors and find upgrade consoles for Hazard.


Now, let's see our enemies
NPCs
NPCs in EoS have same functions as in other games: they give quests, but also they can guard your base from enemies.
Upon finishing npc's questline you will be able to craft anchor to mark place for them to be at. In world NPC are marked with a dialog blob upon above them.
As stated in achievement, 15 is total number of NPCs.
Current known NPCs:
  1. Fineous - A flying shark with laser. Complete his questline to get his anchor;
  2. Broken android Zero/Operative Zero - requires you to find his head (to talk with anyway), body, arms and legs parts). Parts are located in different places (i found first 2 parts in 1st continent, arms halfway to biome 2 and legs a bit lower). After gathering all 4 parts one will be able to craft his anchor, which requires biome 2 materials;
  3. Strange plant/Vinny -;
  4. ArkCo Mainfraime - gives right away his anchor but after gives tasks (2nd requres materials from biome 2). After finishing questline gives Coordinates Fragment (any of: 1x Omegatron, 1-2x HH, 1-2x Penguin, 1x Dubstep) for 5k EXP;
  5. Cubbs - cat-explorer. Talking will grant anchor. Requires some organic things;
  6. Rob - robot-miner. Requires you to get to tier 2 of Base construction knowledge section. Finishing his questline grants Automatic Miner each hour.
  7. Buster - crab, surrounded by headhunters. Talking will grant his anchor (biome 2 materials requred). Trivia: his spawning location has some decorations, researchable by players. Eventually will ask to kill HH dungeon boss - Hypnocrab.
  8. Mr Brainley - after killing HH boss in HH dungeon move throught right door (now opened) to find him;
  9. Turk - general. You will need to kill monsters, which are attacking him and talk after to get his anchor (which requires biome 2 materials); Oh yeah, he stands on bunch of radium (unavaible till biome 2). He can make a little remark for taking radium btw);
  10. Lovebird - found in penguin dungeon. After chosing connection power source you need to press switch behind npc and reanimate, then talk to get anchor;
  11. Ice Princess - biome 2 npc. You need to feed 20 thermium to facility near her (say hello to old refinery), than give 20 ice to her and talk before getting anchor. Her singing makes ice come from sky;
  12. Dennis - biome 2 npc - frog from biome 1 being rided by penguin. You need to defeat him before talking and getting anchor;
  13. Joey - found after fight with DJ Dubstep Penguin. Talk to him to get his anchor;
  14. Zed - found in biome 2. Dead operative. Found him accidentaly, when located unminable ground in continent, so keep your eyes open;

placing npcs in proximity of each other will let you see some interesting dialogues from time to time
Knowledge and Research
To get new guns, armors, facilities you need to research them.
To open knowledge window - press K. Each research grade requires some amount of science points, you earn by various activities. Seems that all trees have same cost (currently under investigaion).
  1. Base construction - unlocks facilities and factories, tiles and decorations (some decor scematics unlocks other way) - everything to make new nice home;
  2. Consumables - anything that is consumed: healing items, some autominers and harvesters, explosives to remove tiles;
  3. Utilities - kits and tools + outfit station;
  4. Fighter Armor - armor sets for those, who want to kick asses;
  5. Explorer Armor - for those who loves mobility and explorations;
  6. Builder Armor - for those who wants to mine quicker;
    last 3 have specific bonuses and tools, detailed in equipment section.
  7. Phase weapons - basic gear with unlimited ammo;
  8. Projectile weapons - consumes bullet, but bigger damage;
  9. Energy weapons - future is today!!!;
  10. Melee weapons - if you like it close and personal;
  11. Companions - pets, so you will someone to hug and pet;
  12. Transportation - mounts and venicles, just dont forget your driving license;
  13. Research - for re-rolling stats on your weapons. Investing in it allows you to re-craft your weapons to receive better stats. Using unlocked in this tree recipes will require already crafted weapon, as well as some resouces used to craft it - yet it will use much less resources. This will let you try to craft a bit better weapons.
You can see most of schematics you can unlock in K window, thus i will not ctrl+c them here.
tier
Cost to next tier
Total amount to get this tier
1
951
951
2
1358
2309
3
2263
4572
4
3167
7739
5
4073
11812
6
4477
16289
7
5882
22171
8
6788
28959
9
7692
36651
10
8597
45248
11
9503
54751
12
10407
65158
13
11312
76470
14
12217
88687
15
13122
101809

Total amount of XP to get everything to max = 13*101809 =1,323,517; Well, it's actually not that big number at all (used to be bigger)
Please note, that armor and some weapons can be divided in having 5 tiers per each biome.
Terraforming Stations and Upgrade Consoles
Somewhere within cavers you can find following structures - Terraforming stations(they have different design):
If you press L - you will see some categories, which represent different bonuses you can obtain in your travels.

To enter station you need to hack doors - RMB on it and find corresponding symbols from those displayed in line (hello from Alien:Isolation).
Simply activate station and finish quest it grants to get 3 consoles. As well as some home-looking place to build a base. Currently there are next:
1) Weapons - increasing max ammo capacity (for each ammo except Phase - it's ammo in unlimited)
2) Armor - increasing max shields, resistances
3) Engineering - movement speed and max amount of kits you can equip
4) Science - max health and energy and accuracy
5) Hazard - Dodge, exposure rank
6) Energy - max energy
Also, all upgrades will increase inventory size by 1 and max XP stored by 700 except for Science - it ups max XP by 1000. Engineering doesnt increase inv size in tiers, where kits involved.

Each biome has 2 upgrades of each type, means there are 12 consoles per biome. It's in your's interest to find all before starting exploring next biome. And 3/per station, soonly 4 terraforming stations per biome. So far there seems to be only: 6 continents per biome, and formers are in 1, 2, 4, 6.

No easy upgrades:
Seems that each console has unique ID, which is written into your character's data. While finding 2nd weapon console still counts as upgrade number 1 and finding 1st will count to 2nd, creating new world and finding console with same ID will not help you to quick-gain upgrades - it will be in "used" state. No cheating.

Unconfirmed by me, but someone posted on forum coordinates of stations:
=== PROTOLIFE === 1 -- 1600
(500, 200) (1500, 200)
(500, 1200) (1500, 1200)
=== COMET === 1601 -- 3200
(500, 1800) (1500,1800)
(500, 2800) (1500, 2800)
=== DESERT === 3201 -- 4800
(500, 3400) (1500, 3400)
(500, 4400) (1500, 4400)
=== UNFINISHED === 4801 -- 8000
Building a base
Here i will explain basics of base-building - To build a home, to make a son and to grow a tree.
Actually, no sons. And trees are growing by themselves.

What is a base? Base is a place you will call a home, where you will eat, sleep, leave and do other colonization things. Actually, only make gear, pets and components. Sad by true.
If some facilities do not work and gives message about not being powered on use - Check them requiring to be powered in PIOS - detailed PIOS section.

To have a place called base/home you need:
  1. Player-crafted tiles. I use stone walls (before reinforced, but stone require no alumnium). you need to place both walls, floor and ceiling, alongside with backgrounds. Monsters will not be able to spawn in such setup. To switch between walkable tiles and background - TAB;
  2. Command Center aka CC - core of your base atm. It can teleport you between others CC/Nodes, so make sure u have a node in inventory while you travel far. As well as provide power to specialized machinery (detailed in PIOS section);
  3. Cryopod - default cryopod has max cryorods = 0 - which means when you die - you will spawn at this pod. Having advanced cryopods will allow you, if current amount of cryorods>0, respawn in place you died, as well as some bonuses for short amount of time, since you respawn without shield. Note, that they required to be powered by CC (except for default one, which you cannot move from it's place).
  4. Сrafting facilities:
    • Basic workbench - for crafting simple things;
    • Computerized assembly workshop - for all others advanced things;
    • Clone tank - for pets and mounts. Cybernetics station - later on for more advanced pets and mounts;
  5. Outfit station - required to equip/change/remove advanced kits. Kits, unlocked before station, does not require it to be equipped;
  6. Item storages (little/middle/large chests)- obviously;
    having most of above is what you create to have a basic home for first few hours of playing.
  7. Skiff pad - detailed in Dungeons section;
  8. Factories: All advanced items will require high-tech parts: carbon fiber, super coolant etc. That's why you need corresponding factories. Please note, due to extreme enveronment conditions they will work only if placed in Protolife Biome!!!. Also, they require resources to work.
  9. Chemistry Station - around start of biome 3 as components made due it;
  • Decorations: to make your base much better-looking and some things;
  • Power switches/gates - detailed in PIOS section;
Power system aka PIOS
I will need to add some screenshots later anyway to show how to power something up step by step.

By default, you don`t see power interface. To open it - press Z/P.
If you have at least 1 facility, producing/demanding output, In it you will see Icons on facilities, which have inputs or/and outputs.

By clicking on icon you will see poppoed out circles, which indicates outputs and inputs. To power up something you need to SURPRISE: connect input and output. SImply. Currently there are following type things for PIOS:
- outputs aka generators: command centers, generators and solar panels;
- Inputs: different facilities and light-generating items (second have input+output, so 1 input is for ALL);
- relays and gates: when you move pios will close down. If something located out of screen zoom out game, place generator closer you can use relays to connect distant points. Gates are used for different interesting things in base making.

Gates: There is old guide for them, written by someone anyway.
Gates are used for various power usages. Simpliest example - door. If you have door, which requires power, you obvious might want to have 2 switches to open it from each side. How to? - simply using XOR gate. It's logic is binary (1 - true, 0 - false):
Input 1
Input 2
Result
0
0
0
1
0
1
0
1
1
1
1
0
thus if EITHER switch is powered, while other is opposite - door will be open, - either will be closed. Feature is usefull to switch between, for example, crafting/outfitting station while you use them and to facilities like cryopod and supercoolant while you travel
as for door - 1 movement sensor might solve this problem
Crafting items and resources
by default, crafting window is on V-button.

So, crafting is obviously a crafting. As well as mean to help you survive.
How to craft:
  1. open crafting window;
  2. Select category;
  3. select items you want to craft
  4. If station required - move to the corresponding one(basic workshop/cloning tank/etc);
  5. select resourced manually OR press Auto button. Please note, that Auto will add corresponding resource by category to crafting by biggest quantity present in inventory, so check before crafting or you might waste ones you dont want to.

As for states:
- Raw - it was created w/o your interference;
- Inorganic - it was refined/made by someone;

Obviously, Raw elements might have some amount of foreign elements, which will affect it's qualities.
But cutting common sense, moving forward in game will require advanced gear - which requires advanced materials: That's why for higher-quality items you need to make them, obviously using Factories/Refineries (with corresponding names, obviously) for following materials:
  • Carbon Fiber - basic of many things. Can be produced from most mineral type (dirt etc);
  • Achonium - biome 1 must-get. Requires Uranium + Titanium + Aluminium;
  • Thermium - Biome 2 advanced analogue of Achonium, which uses Achonium and Radium;
  • Super Coolant - i can make funny note about why your lower part of body needs it when you face some inhabitants in biome 2, but let's stay on same resources required as for carbon fiber, but also it needs to be powered (3 inputs);
  • Fercium - Requires thermium and biome 3 resource - promethium;
  • Heuristic processor - requires some mats and some power inputs;
  • Rathunium - uses fercium and chromium (biome 3 metal);
    Differently stand following:
  • Chemistry station mixing plants for different items (detailed in table);
  • Augmentation laboratory - never used, but by description - I NEVER ALWAYS ASKED FOR THIS!!! - it allows you, using biome 3 mats (plants and gems), augment your character;

Chemistry station requires organic-type only!!!! Recipes:
Biome 1
Ingridient 1
ingridient 2
Result
Effect
Protovine
Protoseed
Saulty infusion: increased movement speed
Protovine
Protoleaf
Sweet infusion: increased health regeneration rate
Protoleaf
Protoseed
Saccharine infusion: increased max health
Biome 2
Cryobloom
Cryosap
Briny Infusion: reduses max health and speed
5 min, - 100 HP, - 2 Speed
Cryobloom
Cryophyll
Succulent infusion: shield recharge time increased
5 mins, -8 Shield recovery
Cryobloom
Cryoserum
Scrumptious infusion: your mass have been greatly decreased
5 mins, Gravity factor -0.2

Cryosap
Cryophyll
Delightfull Infusion: Max health and energy increased
5 mins, + 100HP, + 100 Energy
Cryosap
Cryoserum
Ambrosian Serum: Increased max shield
5 min, + 400 Shield
Cryophyll
Cryoserum
Delectable Infusion: Max shield and shield recharge rate increased
5 mins, +100 shield, -4 shield recovery
Biome 3

Hold Shift while dragging materials to split it's amounts, then drag desired amount to refinery and press Refine. Note: each time it will produce different resource even of 1 subtype, that's why make sure u selected right quantity.

Augmentation station
if you read this - then i'm too lazy to get to biome 3 to test it. Sorry :3 Info coming in future
Equipment: Arms and Armors
WEAPONS
Worst things about them - no actual damage ranges displayed in crafting page. Oh, each time you craft weapon - it will receive different stats, thought within some range.
  • Carbine: low damage, but big ammo capacity per clip and massive rate of fire;
  • Shotgun: lowest range, but possible massive damage per hit + hitting few targets. Problem is that you need to be in close-to-middle range of target to deal good damage, in almost point blank range it might count as 1 bullet, thought it rather hard to hit small enemies from such range;
  • Rifle - lowest rate of fire, longest range, biggest damage on single target, longest reload. Special feature of this weapon - ability to deal massive damage due high critical rate. For example, Damage to headhunter with Rifle 1 can vary from 86 to 236 for rifle i used;
  • Mortar - slow speed of shot, rocket flies in arc - but AOE damage, which can get targets through walls. AOE and "rocket" have separate dmg - so make sure to hit directly;
    Note: damage of weapons will be reduced, if target is far away. Probably it doesn`t concert Mortar-type of weapons. And you can`t destroy breakables with AOE - only direct hit;
  • Melee - you can jump on mobs to squash them to rescue your princess...oh w8, wrong game. And don't dare to go and eat all those mushrooms around you!!!! Actually, you dont want jump on some monsters - noone likes Grand Theft Player.
  • Energy - if you like to SHOOP DA WHOOP. Energy weapons eats your jetpack's energy, so technically unlimited ammo. Have various effects shooting types;

By type:
  • Phase - unlimited ammo, because it accelerates particles from all around, but relatively low damage. Cheapest ones to research as follows basic research tree;
  • Ballistic - uses different type of ammunition, theoretically stronger than phase. Ammo capacity, displayed in your inventory is Clip capacity, not bullet cap, so each time you reload - you get minus 1 clip no matter of how many bullets left. And you need to craft ammunition, which capacity is pretty low until you'll get some upgrades, so count your shots and use such only on tough enemies. Getting 1 of those near end of biome 1 would be nice, since having at least 2 levels of weapon upgrade definely helps.
  • Energy - low damage high RoF guns. You get constant beam (damages and drains energy while holding LMB. Ravager get higher range longer you hold LMB), auto-targeting splitting beam (2 beams, volter-type), Carbine-analogue (actually with ammo clip, reload takes some energy from pool), Charging, Prism (analogue w shotgun but all beams are parallel). Range is around shotgun's.
  • Melee - shortest range, little dmg but high RoF. You do not need to reload them;
  • Thrown - boomerang guns only.

ARMORS
It was shortly described few sections before.
Please note: Set bonus actually doesnt display cumulative bonus, so set 3 display only one u get for equipping all 3 parts. Total bonus from full set should be calculated as Set 2 + Set 3 + Set 4. Also, it's 5 knowledge ranks per biome.
  • Fighter: this tree is focused on having better survivability in combat - thus you will receive more HP ans Shields There is additional specific bonus on advanced sets - " - X Shield recovery" - quicker shield recovery start time. Technically, instant start if 15. Those HP and Shield bonuses are handy, since alot situation in other armors left me with barely any health - if not killed. Thing is that you regain 10% of max shields per tick/second, thus you might want to equip shield kit and pet w shield bonus to have bigger value.
    Advanced Sets ( -X shield recovery) have 1 issue - they require quite much components you get by mostly from killing, including dungeons (biome 2 possible from penguins, but 1st is clearly dungeon).
    Special tool: - Arklife //rapid health regen?????// - technically, useless thing if it's on yourself only, since it's not easy to get shields down.

  • Builder: name Miner/Worker would suit better. As there are no bonuses for building and stuff, it focuses on faster digging and bigger inventory size. While it might seems insignificant, digging speed of such rare element as titanium and so on can make you cry, since you need ALOT of them.
    Also, take in account, that mining backgrounds takes even longer, thus clearing place in caves for whatever purpose you chose will be quicker. Bigger inventory size comes handy - no need for backpack kits, thought in MP it might be necessary sometimes for allies might chose more benefiting in combat/exploring kits than backpack.
    Special bonus: Hyper Drill - it will allow to dig tiles with insane speed, 6 tiles (3 width, 2 depth) per time. Also you will be able to use Arclight Lite - it consumes less energy on shot than standart arclight.

  • Explorer: this tree focuses on exploring and mobilty benefits. Firstly, helmets will generate light around you (i believe around 8 tiles) - say goodbye to firefox, then you get lesser energy consumption on flying, larger energy pools, bigger jump height and faster running speed. Some bonuses are rather questionable in efficiency, yet it rather matter of personal choice.
    The biggest benefit however - Exposure rank bonus of this set is bigger than any other. For example: having tier 2 explorer set wlll allow you descent lower into biome 2 before bothering getting biome 2 sets without any upgrades - and it's easiest set to be made. Same true for rocketeer set and biome 3.
    Just dont expect surviving quite bunch of hits - hit`n`run is what u'll need.
    Special tool: Afterburner. Using it player will gain moving/flying/falling speed bonus while [s]moving horisontaly only![/s] - it does not affect vertical movement speed at all (as before 1.0), All of this at cost of your energy being consumed rapidly. Useful for rapid redeployment, but in my experience i used it to run to crossroad from dead ends in caves.

  • Tier 12+ sets. On T11 there will be last parts for all previous sets with their bonuses. and some parts of other sets t13-15 (exposure ranks on parts are same). Those feels like party-like RPG sets:
    - Engineer: Dmg/Pet. Special item - re-engineered turret and sticky grenade launcher;
    - Assasin: Rogue-like. Special item - sniper rifle;
    - Gunslinger: set bonus with increased rate of fire and reduced reload time;
    - Medic set: typical healer. Special item: rejunavation beam - can heal/repair. Consider having Medic kit for AOE regen rate boost;
    - Recon set: another rogue-like, makes you harder to be detected;
    - Architect set: exception in list, since it's t14-15 only-builder set with massive mining speed boost and combat-like shield regen speed.

There are some sets that will be unlocked in each trees: dubstep, omega, arctic etc, yet mostly you would avoid them since next ones are more profitable to aquire.
Some armors will require previous tier armors as part of their crafting recipe(Example - Hypothermic set parts require corresponding Thermic set parts).
Tools, Kits, Transportation, Pets, Consumables
Tools
It's your routine: laser pick to mine out minerals (tab to switch mode: mining tiles or background tiles), laser saw to cut down trees and plants. Repair beam to repair thing - you will find it handy in protection anomaly and with mobs in biomes 2+, which can damage tiles and equipment. Types:
  • Normal: average stats in all;
  • Extended: has bigger range. but slower speed of extracting(never confirmed);
  • Overcharged: mine multiple tiles and cut multiple trees nice in terms of saw with price of halved range. Note, that laser pick of this category still mines 1 tile it's aimed to, but will heat nearby in "+" pattern to some degree - but never beyond that.
The bigger the tier, than quicker the mining. Some Minerals/Plants have longer time required to extract.
Saw trick: aim for ther roots of tree/plant to cut it down more efficiently, as falling tree will get bigger return of resources.
Also, it somewhat quicker to mine tile behind plant than cut it down. Will not work with trees thought.
[/list]

Kits
Kits are enhancement to your performance, while granting some bonuses.
To equip kit - simply drag it to corresponding slot in character's window. However higher-tier kits require being near Outfitting station. Each kit has description with info about whenever you need station or not.
I extremely recommend for first kit to get Regeneration 1, since healing kitten pet's bonus arent enough even at the begining of game.
To tell the truth, i would appriciate feedback from users of other kits.
HP/Shield kits would have great usefulness for MP game on character in combat set, as well as Medical kit, which (by description) heals all partymates around you - consider those on support characters, probably with medical set equipped.

Pets
It flies with you, covering your sense of loneliness for a bit, as well as providing some bonuses.
In general, there are 2 types of pets by their nature:
  • Passive - they simply provide some bonus as long as they're equipped;
  • Active - you need to activate them to get benefit (like Where bot) - using H button by default;
A note of useful trick: Edge of Space has big empty spaces around continents, where you can barely sense direction of up and down. Since Pet follows your movement patter, consider looking at it to estimate how higher you go, which helps in moving somewhat horizontally.

Consumables
From Healing you to temporary boosting your max HP.
Also, there is auto miner or something like it, which will mine out all tiles (including background) around it.

Transportation
You can ride dota player giant crab with little HP, hatefull raptors - or even some mech. There is even mining transport.
Quests, Tasks and Billboard
To make your gameplay more versalite there are quests and tasks.
You can receive quests from NPCs and little tasks from task window.
J button to open a task window, where you can track everything just fine.

//need screenshots and explanations//
Minimap
Minimap
// need to make minimap's screenshots //
Minimap displays enviroment around you based on lighting avaible: places with background tiles and no light sources (torches, light crystals etc) are complitely black, when others are displayed in form of pretty simple-colored display: green for flora, corresponding color of tiles for the rest.
Make a habit of checking it often when are looking for mineral - minimap can display them on bigger radius that any of yours light source can
Trivia: there are some rooms filled with crystals - mind checking minimap for them :3

Dungeons have minimap in form of dots and lines - dot is room and line is connection between rooms.
//need to add SS for it//
Biome 1 (Protolife) Hunting Log
Most of lifeforms in the beginning will be non-hostile, but lower you go - new dangerous will appear. Also, in night there will be more hostile creatures, which you will not find during day: zombies and red jellies, for example.
List of enemies:
(alot names based on appearance rather than on real name)
Name
Reward
Description
Strategy
Bouncy Jelly
50 XP, weak charged goo
semi hostile, on hit will gain "nerviouness". Small health, on hit - energy drain 2 seconds(stackable up to 2 times)
as it hits you only for 10 dmg with debuff for your energy, try to avoid it until having 200+ max fuel
Willerworm
3 XP, weak charged goo
non-hostile
none
Vine beetle
3 XP, Protoplasma
non-hostile. You might even never notice it
none
Free Range Frog
5 XP, Biomass, Ice
non-hostile
none
snail
.
3 XP
Not much of hp, but damn - he loves to push you around. Afk in wrong place - and find yourself pushed out way down somewhere
You cannot walk past them - only jump over. Otherwise ignore;
Docile Swarm Crab
50 XP, Soft Chitin, Aluminium, Hard Chitin
Hostile only if attacked
will only attack if attacked, but only for few hits - then will leave
Docile Mundo Crabs
[/td]
50 XP, Soft Chitin, Hard Chitin aluminium
more HP than little ones, same patters of actions
Angry Jelly
150 XP, strong charged goo
night visitor. Aggressive, pretty strong attack (90), dangerous in close enviroments due possible rapid bouncing multihits
Your nightmare on the beginning of game, annoying later on. Mobile, so sometimes hard to hit with Carbine
Swarm Crab
3 XP, Soft Chiting, Headhunter's Coordinates Fragment
agressive, annoying, average HP. Same drop as brown ones;
Mundo Swarm Crab
150 XP, Hard chitin, Soft Chitin, Aluminium
same to reds but bigger and hit harder(150). Big and little ones can spawn upon hitting their nest, jumps much
Plasma trees
250 XP, Strong charged Goo, Weak Charged goo, Protoplasma, Headhunter's Coordinates Fragment
alot HP, will attack ONLY uopn being damaged. Immobile, but shoot blue plasma balls
Plasma balls can pass through walls and follow you for some time after few seconds of being fired, dealing 200 damage per. Multiple can pursue you at same time. Shooting balls down is inefficient. If engaged tree - try dealing max damage per shot (Rifle type of weapon)
Zombies
150 XP
slow, can jump. 200 dmg/hit. Only spawn at night
Just shoot them
Raptors
200 XP; only in lowest parts of biome 2: Headhunter's Coordinates Fragment, Brittle Chitin, rare: flexible chitin
Can charge and deal 225 damage on hit, runs and jumps pretty well
try jump over their charge and kill from range
Nautilus (flying brains)
350 XP, Hard Chitin, Strong Charged Goo, Aluminium,Headhunter's Coordinates Fragment
100 dmg on touching, 275 on their ranged hit
Flying - that's why extremely agile, They can only shoot under particular angle, that's why they will flying all around some point. If you will not move - it will shoot with a certain periodicity. If not in open space - they are likely to be not alone - other brains, red crabs and raptors aren`t a joke. Engage only with phase 2 or higher tier weapon
.

Also, there are following anomalies:
- kill jelly king - running away while shooting, only damages on touching;
- killing artilla bear - guest from biome 2. will shoot upon getting on/through shooting line (cannon on it's back). 2 AOE attacks: horisontal-flying rockets and homing rocket;
- kill mundo swarm crab
- survive hazard zone - either eggs with crabs(oh yeah, they also slow you down while you're nearby) or bouncing-balls shooting things (3xp per).
Special guest - Mech - you can enter it by RMB, walk around and shoot(seems to deal 50 normal and 50 energy damage per hit). It cannot be repaired, cannot fly.
- defense of long platform - it will be attacked by red and special yellow jellies (which used to damaged tiles, not sure about now), so getting advanced tier 1 weapon and probably mortar is highly advisable. As well as repair beam.
- gray plasma trees anomaly - upon entering it will spam green plasma balls - same damage as blue.
- blue spawning pit - upon hit/death spawns red jellies
- survive waves of enemies
Skiff Pad and Dungeons
This is where fun starts, as each dungeons is quite a challenge, even for prepared well.
To access dungeon you need to:
  1. Craft, place and power up Skiff Pad:
  2. create Nav data for dungeon, using required amount of Coordinate Fragments;
  3. Feed Nav Data to skiff pad;
  4. Activate - to travel into dungeon.
Note, that there is timer of how long you can be in dungeon. Dungeons aren't as random generated as world of Achoa - there are preset rooms, which are connected in random order.
Also while loot in dungeon from treasure chests and breakables are not respawnable, you can still get loot as drop from enemies.
Yes, enemies DO respawn, but ONLY if you either left the dungeon or dungeon's ROOM to another. Only bosses can spawn additional inhabitants at their will.
(last 2 are true to headhunter's dungeon as they were tested by me only there. Santa's enemies spawn in waves, for example).

Also, please note, that dungeon is created not per entry, but per feeding Nav data to it, thus once you've created dungeon - for timer duration it will remain the same.

Currently there are Following Dungeons:

Headhunter's dungeon
Duration: 4:00:00
First dungeon you will find nav data to from world breakables and some red crabs, alongside the plasma trees.
Enemies/Dangers:
  1. Headhunter scalpel - they can fly through walls, also can accelerate upon hitting you;
  2. tight spaces makes p1 even more dangerous and annoying, especially in groups;
  3. Traps - spikes and moving spikes. 150 damage is not a joke.
  4. Height: You can fall down on traps from big height and die easily, as falling damage is going straight into HP.
  5. Not afraid, because you have jetpack? in this dungeon jetpack will not work, as well you cannot place any items (tiles, torches, command nodes etc).

Boss: Master-brain (24.000 HP). It spams alot of plasma projectiles, which deals 100 dmg per hit. Also, spawns up to 4 headhunter scalpels.

Strategy:
  1. Better save than sorry: at least Phase Carbine (better advanced version), Max game's zoom out and taking time under 1 of blocks while shooting. Try not to hit headhunters. Armor type is irrevalent. And it takes significant amount of time to do it this way.
  2. Live quick, die young: you can see me doing it on screenshot. You need at least 10 cryorods in cryopod (i consumed 6 before took down boss). Armor - any, but preferable combat (i did it in earthen, which is worse than any other). Weapon - shotgun. simply stand where i did on screenshot and w8 for boss to come close. Then slaughter him with shotgun.
  3. Quick and easy: same with previous, but Tribal chieftail's set + advanced boson blaster - anyone, who will die on boss solo even once with this combo have hands from butt.

Rewards/Loot:
Headhunters` thingies, used to craft enhanced tier1 weapons and some quantities of resources, including uranium. All located in urns/jars/chests and as drop from headhunters. 100 XP per headhunter is nice bonus too.

Omegatron
Duration: 1:00:00
1 room with boss - Omegatron (50.000 HP).Giant skeleton boss with lots of HP and quite devastation attacks. Say hello to skeletron boss from Terraria. Accessable ONLY once per nav data. To start boss fight, head down to the center of room and press a switch.


Coordinates locations: nautiluses and raptors (might not drop due bug, under investigation), arkco mainframe reward.

Boss is dangerous even for those in combat sets, since it's easy to get overdamaged in short amount of time. Advanced variants of weapons and armors are strongly adviced.

Strategy: Heavy-hitter with all attacks. Hand launch and energy balls deal 350+ dmg, some other attack deals 450+, long-charging one deals 1250+dmg. When he charges last one - he slowly goes up and there is warning notification on screen above his head - so you should go in 1 of vault room - the door will open itself for @4 seconds and close itself before attack. Going in vault is only way to avoid 1250+ dmg, since it's aoe for whole room. Only his head receives damage.
Only 1 vault door will open - so be sure to watch closely and be able to reach it in time (checked ofr SP).

Reward: 9 EXP, Quantities items for Omega set: Omegatron Bone, Omegatron Reactor, Omegatron Node.

Special even dungeon - North pole defense
Duration: 00:05:00
Dungeon is Tower Defense-styled. Player required to protect pod with Santa, using their equipment and particular type of tower, which are summoned and upgraded via tokens. Tokens are droped from enemies. Typical.

Biome 2 breakables rare drop.

Enemies - various: Holiday zombies, some penguins etc.

Reward: Entering dungeon will grant Xmas decoration-style schematics (Holiday-Cristmas). For making your base a bit more nice.
Strategy: monsters seems to come from 2 directions, so it wouldnt be a easy task to solo it, thought towers might help a bit.

Penguin dungeon
Duration: 4:00:00
Dungeon for getting materials from penguins and breakables.
Coordinates are dropped from biome 2 various enemies, mostly penguins.
Boss: none.

Enemies: Mortar and rocket penguins only And 250+ dmg spikes.
Loot: Penguin`s parts for biome 2 advanced equipment: Avionics, Anti-Freeze Blood, Brain Drive, Hydraulic Legs, Kung-Fu Flippers, Razor-Sharp Beak, Thermal Dermis, Augmented Eye, Reinforced Feathers; quantities of elements(radium, aliminium, biomass, titanium, ice, uranium).

DJ Penguin / Dubstep Dungeon
Duration: 1:00:00
Dungeon is simple boss fight.
Boss: DJ Dubstep Penguin (100.000 HP)


Strategy: His attack - wave with 1500 hp dmg, while speakers do 900 dmg, Can raise anti-dmg shield (alarm sound, will receive 0 dmg for duration) and color change of line before him. Save strategy is to stand directly behind him. And you cannot damage speakers.

Reward/loot: 30 XP, Penguin Jam, Mojo and Swag, Access to npc Joey.
Chill out - Biome 2: Comet Biome
Frozen biome, so get your fur thongs on.
New resource type: Radium (rare, required for some machinery as well as for some other items).
Plants drop alot of Cryo-stuff.

This is harsh biome with harsh populations - dont expect any warm welcome(it's cold as ex's heart, lol).
Enemies: all hostile. Except for little yellow guys and blue crabs.
Name
Reward
Description
Strategy
Arctic Swarm Crab
XP, brittle chitin, biomass
Same patter of actions as brown crabs from Biome 1, but damages by passing by
Furious jelly
200 XP Weak, Thermic Goo, Strong Thermic Goo, Biomass
Same pattern of yellow jelly from biome 2
Wild Jelly
500 XP
Aggressive, 2x HP of it's non-agressive brother, Same pattern of actions as red jelly from biome 1
Free Range Leaper
600 XP, brittle chitin, weak thermic goo, flexible chitin
little blue insects remember those from biome 1? their biome 2 brother will jump on you, dealing 375 damage. Hard to hit due their size small size.500 HP
avoid stomping on them and being stomped by them.
Artilla bears
900 XP, biomass, Weak thermic Goo, Strong Thermic Goo, Supercoolant
Explained in anomaly of biome 1.
Being below it on /-type of landscape prevents it from shooting and, but not always
Plasma bear
900 XP,
Hard-hitting ones. Their ranged, splitting in 3 waves(around 60, 90 and 120 degrees), attack will drain your jetpack's energy quickly. Melee causes drain too(???)
Do not get caught, nor hit
Rocket penguin
800 XP, biomass, ice, penguin avionics, Dubstep Coordinate Fragment
doesnt fly - just jumps, otherwise same AI of artilla's bear
It might jump to your position before shooting. Strangely, will aim towards lowest point of character(legs) in such situations.
Due low height /-shaped terrain can only help to buy you some time. Also, they will not deal damage on touch
Morter penguin
750 XP, Ice, Penguin Coordinates
Shoots bouncing rockets(AOE), which can damage tiles .
stay away from it
Machinegun penguin
950 XP, ice, biomass
Flying, shoots multiple shots (like with Carbine-type weapon), 150 damage each
Extremely Dangerous enemy. Use cover is mandatory for survival as it, unlike brains in biome 1, can change angle of attack(?).
Attack it between bursts of fire, preferably with rifle-type weapon


Bears and penguins will drop nav data

Establishing forward-operation base - only on higher ground, because all rocket-type enemies can damage tiles. Shield generator, which will implemented in some future, probably will be able to protect base from such enemies, but time will tell.
Biome 3: Desert/Barrens biome
//biome 3 is avaible and fully stacked with lots of activities, but i'm too lazy and too slow to get here//

Name
Reward
Description
Strategy
Head Crab
375 XP, Achonid Chitin, Achonid Ligament, Achonid Venom, Achonid Luciferin
Wasp Drone
likes to make homing exploding mob
Valfer
750 XP
Upon death causes AOE damage bigger, than on hit
Scord
425 XP
Projectile deals 30 secs low-damage poison DoT
Hive Coordinator
225 XP, Achonid parts
FNZ Drope
500 XP, Enginoid parts
Hornet Drone
500 XP, Enginoid parts
Shoots homing rocket
Inferno Sphere
400 XP,
Upon entering close range explodes, resulting in self-destruction and no drop/xp
Spike Sphere
800 XP,
Loves close-range, but can shoot spikes
Walgo
550 XP
His presence enhanced gravity factor?
ANC drone
350 XP

Game's lore
Yes, there is a lore. Thought you might never realized this.
To open lore database - Codex - simply press U button.
Cant see much entries? well, they are unlocked on specific actions: dying for first time, unlocking corresponding schematics via research, visiting some places etc. So take your time - and you'll get quite stuffed up Codex.
Claimable/Special Edition items
From time to time devs will give away certain items (mostly vanity ones) player can receive due integration with steam inventory. Also, Special Edition items are obtained in the same way.
All of those items couldnt be stored/dropped/etc - only equipped and destroyed.

To get those you need to take part in some events or else.
First items were Gaben suit and summer suit, obtainable due summer 2015 sale time.

If you won or else got those items, you need to follow those steps to get them in game:
  1. start the game;
  2. press steam rewards button in main screen;
  3. log in your account on opened page in browser;
  4. claim avaible items;
    thus you will link them to your steam ID.
  5. enter any world with desirable characters;
  6. press green button, located in left down part of the screen, which represent menu -> claim itemsl
  7. claim items from opened window;
  8. ????
  9. PROFIT!!!!
Resources
Table of mineable resources
//perhaps those from trees are to be added later//
Image
Name
XP
Description
Dirt
5
One of 4 most common - you will find them anywhere, in each biome in extrime hight numbers. Akso, as most common i usually put it into factories
Mud
5
One of 4 most common - you will find them anywhere, in each biome in extrime hight numbers
Clay
5
One of 4 most common - you will find them anywhere, in each biome in extrime hight numbers
Rock
5
One of 4 most common - you will find them anywhere, in each biome in extrime hight numbers Mostly used for Rock walls.
Ice
15
Semi-rare till biome 2, where can be found in extreme numbers (thought still much lesser than previous 4)
Aluminium
15
basic and very common metal, used in quite variety of blueprints.
Biomass
Used in variety of organic stuff and explorer sets - not very common till lower parts of biome 1 yet not very rare

Uranium
Hello, first radioactive friend. A bit rare, yet on halfway to biome 2 there would be no problem with it
Titanium
2nd metal type and hell, but it's not only rare, but it's mining time is awful long
Radium
Nightmare for each person who needs it. Located in biome 2, but in extreme low quantiies - not to mention one need to find those. Hopefully, monsters can drop it, whic saves the day
How to dominate EoS
DO NOT READ THIS SECTION IF U'RE LOOKING TO SIMPLY ENJOY PLAYING THE GAME


This section is for easymod EoS. Call it powerplay if you want. It requires u know some things at least about EoS(i'm not mentioning facilities needed to have). Also, it's for SP mostly. MP doesnt require you to be OP.

//need it investigate projectile and energy guns, as well as melee//

biome 1/start of the game
  1. Getting boson blaster ASAP. Damage listed in it's stats is for each of bullets, around 9(?) per shot);
  2. Having 1 comand node in inventory for quick jumps to drop off loot;
  3. SP: prepare urself for getting tier 6 engineer set - Frost set and laser pick 2 (pick is priority);
  4. 500 torches for continent exploration, getting first 2 terraform stations and all necessary resources;
  5. Regen kit 1; After finding 1st eng upgrade - any kit, possible turret1/backpack2;
  6. Emergency cryopod for 10 respawn cryorods;
  7. Get a skiff pad and get parts from HH for advanced boson blaster and Tribal chieftail's set - instant regen shield is needed for fights;
  8. HH easy to kill w advanced boson blaster - 100 XP/kill for early farm;
  9. Getting to the lower 2/6 continents for getting getting large quantities of raptors and nautiluses(mostly nautiluses) to get easy XP 2;

biome 2
  1. Groundpounder set and hyperdrill is mandatory. Really. Mining speed is EVERYTHING. Posssibly via getting Exo-Proto set early and diving in biome 2;
  2. Hyperdrill radium and any else you find worthy.
  3. Shield Projection kit 1 and jarhead 1 for +950 shields and +15 crit, possible Regen 2 kit;
  4. Mortar for aoe (will be on same dmg lvl with adwanced boson blaster);
  5. Switch armor from tribal chieftail's to Aurora borealis set only (then upgrade it to bastion set) or even Dubstep set(directly jumping from Aurora), which leads to next;
  6. Penguin dungeon farm for resources. Or alot of penguin nests - take your pick;
  7. <info to be added>

biome 3
  1. Getting survivalist->architect set for mining;
  2. Shield Projection kit 2, maybe eve kit 1+2;
  3. <guns>;
  4. Getting Raider set;

  5. <info to be added>
43 Comments
emmanuel (althaïr) 18 Mar @ 3:18pm 
thank you, very helpful guide ! :Jodies_Teddy_Bear:
Abrifq 5 Jan, 2019 @ 9:37am 
@Eartz Soul it is possible to dig radium from quests that will be done on 2nd biome. most of the time done by deactivating a plasma bear base
Abrifq 5 Jan, 2019 @ 9:35am 
@raf craft the fuel/food according to the tier of the vehicle/mount. The ones you can find in outside can't be refilled at start, but it will be battle-ready to defend your base. Don't forget to park it ;)
the riddling skeleton 5 Jan, 2018 @ 10:42am 
oh wait it's just that some things require multiple power stations
the riddling skeleton 5 Jan, 2018 @ 10:25am 
PIOS is still too fucking confusing
raf 25 Jun, 2017 @ 4:43am 
this is intresting, but how the fck can we fuel a vechile
barryrya 23 Feb, 2017 @ 12:41pm 
where the cheats bro:steamsad:
TangleBangle 16 Oct, 2016 @ 6:12am 
trading Reign of kings for Edge of Space
SpeedThe1 15 Jun, 2016 @ 8:58am 
i just have mp probloms.
:steamsad:
Dixie Normous 4 Jun, 2016 @ 4:17pm 
How can I craft a skiff pad?