Controls

  • Mouse Left Place, remove material or use current tool
  • Mouse Right Cycle through pen modes
  • Forward
  • Backward
  • Strafe left
  • Strafe right
  • Ctrl Crouch
  • Space Jump
  • E Use key
  • R Reload key
  • Tab Open inventar
  • 09 Use defaults
  • F5 Screenshot
  • Esc Exit game to menu

And you can change the looking direction via the mouse.

How do I play this game?

As I didn’t wanted to copy a other games I implemented my own gameplay. Here are some important tipps:

  • Safe Zone: When you first start the game you are in a safe zone. In this save zone aren’t any monsters. The radius of this area is 64 m. So fell free to start your camp here.
  • Weapons: Craft as fast as you can your first weapon: A stick
  • Crafting: Create an construction set to craft additional things. Note that you can also craft with the table and the 3D printer.
  • Smelting: There is no tool to smelt. Instead place a block of wood on the ground. Then put a block of iron ore on the wood. Then use the lighter (you need to craft it) to set the wood on fire. The heat will then turn the iron ore into iron. Then collect your new iron.
  • Learn: Collect learning points and invest them to be abled to place smaller blocks or to increase your technological level.
  • Electric Wires: You will need a certain technological level and a 3D printer to create them. Current is transported instandly, regardless how long your cable is.
  • Water: Yes it is supported now.
  • Dying: If you die you will lose your backpack. Collect it to retreive your items again. You will start again in the safe zone.
  • Carrying: You can only carry a maximum amount of weight.
  • Bed: Use a bed to sleep till the next morning.

Let’s Play series

I also made a series of Let’s Plays (I strongly recommend to watch this):

In this video I will show you:
– How to create a new world
– How to survive monster
– And how to create torches.


In this video I will show you:
– How to craft a box.
– How to deal with overweight
– Resource management in general 🙂


In this video I will show you:
– How to create a lighter
– How to smelt
– How to create iron ore.
– And finally how to create better chests.


In this video I will show you:
– How to create a stone wall
– How to use the multi material system.
– How to how to learn advanced building capabilities
– How to create a small house (without roof 🙂 )

In this video I will show you:
– How to create a roof 🙂
– And so how to finish the building.

In this video I will show you:
– How to find clay.
– How to create a sword.
– And how to beat a spider with it.
– How to construct a new floor.

In this video I will show you:
– How to find lime stone
– How to create lime
– How to create glue
– How to collect plants
– How to plant them.
– The cotton lifecycle

In this video I will show you:
– How to create a bed
– How to collect cotton without destroying your farm
– How to create linen

Cheats

Open the console via F2 and then enter them.

setGodMode(b: boolean);
setBuildMode(b: boolean);
setNoTarget(b: boolean);
setFly(b: boolean);
setDebugMode(b: boolean);
setGravity(b: single);
addItem(name: string; amount:integer);
iwanttogotothesurface;
newday;
breakfast;
midnight;
printCurrentPosition;
addAbility(name: string; amount:integer);
loadMap(name: string);
loadSynMap(name: string);
disconnect;
suicide;
quit;

„boolean“ means you can use „true“ (on) or „false“ (off).
Example:
=> setGodMode(true);

„single“ is a number:
„integer“ is a natural number: 1,2,3,4,…
„string“ is a text

Example:
=> addItem(‘Iron’, 64*10);
This will add 10 blocks of iron.
=> addAbility(‘gameabilities_learningpoints’, 40);
This will add 40 learning points.

Build Mode

setBuildMode(true); makes building easier.

And for the interested: There is actual a fully feature self developed pascal compiler in the game who interprets your commands. So the syntax is pascal (a programming language). This means you could also write something like this:

addItem(‘Ir’+’on’, 10+63*10);
which is equivalent to:
addItem(‘Iron’, 64*10);

Entities

AMMO9MMCLIP, Air, AluOre, AluOreUser, Ammo9mm, Ammo9mm_Recipe, And, BallJoint, Barkdust, BlackColor, BlackColor_Recipe, BlueColor, BlueColor_Recipe, BoneCorn, BoneCornSeed, Book_Tutorial, BoolProperty, BreakAble, BreakAbleEntity, Brick, BrickRound, BrickRound_Recipe, BrickStone, BrickStone_Recipe, Brick_Recipe, Button, ButtonRotation, Cactus, CactusSeed, Carbon, CaseRelay, ChromOre, ChromOreUser, Clay, ClayWall, ClayWall_Recipe, Coal, CoalUser, CobbleStone, CobbleStone_Recipe, Concrete, Concrete_Recipe, Copper, CopperOre, CopperOreUser, Cotton, CottonPlant, CottonPlantFinishWithSeed, CottonPlantSeed, CounterClass, CrossBowFlyingBolt, DiamondOre, DiamondOreUser, Dirt, Door, EffectEntity,Electronic_Black, Electronic_Contact_In, Electronic_Contact_Out, Electronic_Desc_And, Electronic_Desc_Clock, Electronic_Desc_FlipFlop, Electronic_Desc_NAnd, Electronic_Desc_Not, Electronic_Desc_Or, Electronic_Wire, Electronic_Wire_Recipe, EntityPlaceHolder, Farberwaid, FarberwaidSeed, Fern, Fern2, Fern2Seed, FernSeed, FernSun, FernSun2, FernSun2Seed, FernSunSeed, Flower, FlowerHeal, FlowerHealSeed, FlowerRed, FlowerRedSeed, FlowerSeed, FlowerYellow, FlowerYellowSeed, Frosch, Fungus, FungusSeed, Gold, GoldOre, GoldOreUser, Granite, GraniteUser, Gravel, GreenColor, GreenColor_Recipe, HealPlant1, HealPlant1Seed, HealPlant2, HealPlant2Seed, HealPlant3, HealPlant3Seed, HealthPackClip, HingeJoint, Hurt, IPSTART, Ice, Illusionary, Indigo, Indigo_Recipe, IntProperty, Intermission, Invisible, Iron, IronOre, IronOreUser, Item_Apple, Item_Arrow, Item_Arrow_Recipe, Item_AxeNew, Item_AxeNew_Recipe, Item_AxeOld, Item_BackPack, Item_BeakerWood, Item_Beer_Stein, Item_Board1, Item_Bolt, Item_Bolt_Recipe, Item_BowlWood1, Item_BowlWood2, Item_BowlWood3, Item_BowlWood4, Item_Bread, Item_Bucket, Item_Bucket_Recipe, Item_Cheese, Item_Earth_Tool, Item_Glue, Item_Glue_Recipe, Item_Health_Portion, Item_Ink, Item_Knife, Item_Knife2, Item_Knife_Recipe, Item_Lighter, Item_Lighter_Recipe, Item_Linen, Item_Linen_Recipe, Item_LongSword, Item_LongSword_Recipe, Item_Meat, Item_Meat_Recipe, Item_Medipack, Item_Mortar, Item_Nail, Item_Nail_Recipe, Item_Paper, Item_PickaxeNew, Item_PickaxeNew_Recipe, Item_PickaxeOld, Item_Pistole, Item_Pistole_Recipe, Item_Pitch, Item_Plant_Tool, Item_Plate, Item_Plate2, Item_Plate3, Item_Plate4, Item_RawMeat, Item_Sausage, Item_ShovelNew, Item_ShovelNew_Recipe, Item_ShovelOld, Item_Stick, Item_Stick_Recipe, Item_Stone_Tool, Item_Sword, Item_SwordOld, Item_Sword_Recipe, Item_Torch, Item_Torch_Recipe, Item_Universal_Tool, Item_Vine, Item_Wacholder, Item_Water_Tool, Item_Waterbottle, Ivy, Leaf, Leaf1_2, Leaf1_3, LeafBeech, LeafBeechSeed, LeafFir, LeafFirSeed, LeafOak, LeafOakSeed, LeafPalmTree, LeafPalmTreeSeed, LeafSmallPalmTree, LeafSmallPalmTreeSeed, Leafs, LeafsSeed, Lime, Lime_Recipe, Limestone, LithiumOre, LithiumOreUser, LowWaterPlant, LowWaterPlantSeed, MetalFloor, MetalFloor_Recipe, Monster_BlueFrog, Monster_Frog, Monster_Guard_Roboter, Monster_Newt, Monster_Rat, Monster_RedFrog, Monster_RedNewt, Monster_SmallSpider, Monster_SmallSpider2, Monster_SnowNewt, Monster_SnowSpider, Monster_Spider, Monster_StoneSpider, Monster_StrongerNewt, Monster_Wolf, Monster_Wombat, Multiple, Neutronium, Once, PISTOLE, PalmTreeWood, PathMover, PathPoint, Petroleum, PetroleumUser, Planks, Planks_Recipe, PlasterAqua, PlasterAqua_Recipe, PlasterBlack, PlasterBlack_Recipe, PlasterBlue, PlasterBlue_Recipe, PlasterFuchsia, PlasterFuchsia_Recipe, PlasterGray, PlasterGray_Recipe, PlasterGreen, PlasterGreen_Recipe, PlasterLime, PlasterLime_Recipe, PlasterMaroon, PlasterMaroon_Recipe, PlasterNavy, PlasterNavy_Recipe, PlasterOlive, PlasterOlive_Recipe, PlasterPurple, PlasterPurple_Recipe, PlasterRed, PlasterRed_Recipe, PlasterSilver, PlasterSilver_Recipe, PlasterTeal, PlasterTeal_Recipe, PlasterWhite, PlasterWhite_Recipe, PlasterYellow, PlasterYellow_Recipe, Player, PointInfo, PotteryAqua, PotteryAqua_Recipe, PotteryBlack, PotteryBlack_Recipe, PotteryBlue, PotteryBlue_Recipe, PotteryFuchsia, PotteryFuchsia_Recipe, PotteryGray, PotteryGray_Recipe, PotteryGreen, PotteryGreen_Recipe, PotteryLime, PotteryLime_Recipe, PotteryMaroon, PotteryMaroon_Recipe, PotteryNavy, PotteryNavy_Recipe, PotteryOlive, PotteryOlive_Recipe, PotteryPurple, PotteryPurple_Recipe, PotteryRed, PotteryRed_Recipe, PotterySilver, PotterySilver_Recipe, PotteryTeal, PotteryTeal_Recipe, PotteryWhite, PotteryWhite_Recipe, PotteryYellow, PotteryYellow_Recipe, PushAble, RedColor, RedColor_Recipe, Relay, RelayProperty, RotationDoor, Rotator, Sand, Sandstone, Sandwall, Schlehdorn, SchlehdornSeed, Shake, Shrub, ShrubBig, ShrubBigSeed, ShrubDead, ShrubDeadSmall, ShrubSeed, ShrubSmall, ShrubSmallSeed, ShrubSmaller, ShrubSmallerSeed, SiliconOre, SiliconOreUser, SliderJoint, Snow, SoundSource, SteelConcrete, Stone, StoneWall, StoneWall_Recipe, Stones, Street, Sulfur, SulfurUser, SwapRelay, Teleport, TempLava, TempWater, Tiles, Tiles_Recipe, Titan, TitanOre, TitanOreUser, TriggerAuto, TropicalPlant1, TropicalPlant1Seed, TropicalPlant2, TropicalPlant2Seed, TropicalPlant3, TropicalPlant3Seed, TropicalPlant4, TropicalPlant4Seed, TropicalPlant5, TropicalPlant5Seed, UprightJoint, VinePlant, VinePlantFinishWithSeed, VinePlantSeed, VisibleNeutronium, Voxel_3DPrinter, Voxel_3DPrinter_Recipe, Voxel_Barrel, Voxel_BarrelNew, Voxel_BarrelNew_Recipe, Voxel_Barrel_Recipe, Voxel_Bed, Voxel_Bed_Recipe, Voxel_Big_Sign, Voxel_Bookrest, Voxel_Bookrest_Recipe, Voxel_Box, Voxel_Box_Recipe, Voxel_Cabinet, Voxel_Cabinet_Recipe, Voxel_Candle, Voxel_Candle_Recipe, Voxel_Chair, Voxel_Chair_Recipe, Voxel_Chest, Voxel_Chest_Recipe, Voxel_Chest_Small, Voxel_Chest_Small_Recipe, Voxel_Construction_Set, Voxel_Construction_Set_Recipe, Voxel_Electronic_And, Voxel_Electronic_And_Recipe, Voxel_Electronic_Button, Voxel_Electronic_Button_Recipe, Voxel_Electronic_LED, Voxel_Electronic_LED_Recipe, Voxel_Electronic_Nand, Voxel_Electronic_Nand_Recipe, Voxel_Electronic_Not, Voxel_Electronic_Not_Recipe, Voxel_Electronic_Or, Voxel_Electronic_Or_Recipe, Voxel_Electronic_Switch, Voxel_Electronic_Switch_Recipe, Voxel_Electronic_Wall_Button, Voxel_Electronic_Wall_Button_Recipe, Voxel_Electronic_Wooden_Door, Voxel_Electronic_Wooden_Door_Recipe, Voxel_Explosive, Voxel_Explosive_Recipe, Voxel_Fence1m, Voxel_Fence1m_Recipe, Voxel_Fence2m, Voxel_Fence2m_Recipe, Voxel_Fence_End, Voxel_Fence_End_Recipe, Voxel_Hanging_Candle, Voxel_Hanging_Candle_Recipe, Voxel_IronFence_05m_3Corners, Voxel_IronFence_05m_3Corners_Recipe, Voxel_IronFence_05m_Edge, Voxel_IronFence_05m_Edge_Recipe, Voxel_IronFence_05m_End, Voxel_IronFence_05m_End_Recipe, Voxel_IronFence_05m_x_05m, Voxel_IronFence_05m_x_05m_Recipe, Voxel_IronFence_1m_3Corners, Voxel_IronFence_1m_3Corners_Recipe, Voxel_IronFence_1m_Edge, Voxel_IronFence_1m_Edge_Recipe, Voxel_IronFence_1m_End, Voxel_IronFence_1m_End_Recipe, Voxel_IronFence_1m_x_1m, Voxel_IronFence_1m_x_1m_Recipe, Voxel_IronFence_2m_3Corners, Voxel_IronFence_2m_3Corners_Recipe, Voxel_IronFence_2m_Edge, Voxel_IronFence_2m_Edge_Recipe, Voxel_IronFence_2m_End, Voxel_IronFence_2m_End_Recipe, Voxel_IronFence_2m_x_2m, Voxel_IronFence_2m_x_2m_Recipe, Voxel_Ladder_1_2m, Voxel_Ladder_1_2m_Recipe, Voxel_Ladder_1_4m, Voxel_Ladder_1_4m_Recipe, Voxel_Ladder_1m, Voxel_Ladder_1m_Recipe, Voxel_Ladder_2m, Voxel_Ladder_2m_Recipe, Voxel_Lamp, Voxel_Lamp_Recipe, Voxel_Metal_Crate, Voxel_Metal_Crate_Recipe, Voxel_Old_Wooden_Door, Voxel_Old_Wooden_Door_Recipe, Voxel_Origin, Voxel_Painting_Duck, Voxel_Painting_Duck_Recipe, Voxel_Painting_Landscape, Voxel_Painting_Landscape_Recipe, Voxel_Road_Sign, Voxel_Shelf, Voxel_Shelf_Recipe, Voxel_Sign, Voxel_Stool, Voxel_Stool_Recipe, Voxel_Table, Voxel_Table_Recipe, Voxel_Target, Voxel_Torch, Voxel_Torch_Recipe, Voxel_WoodFence_05m_3Corners, Voxel_WoodFence_05m_3Corners_Recipe, Voxel_WoodFence_05m_Edge, Voxel_WoodFence_05m_Edge_Recipe, Voxel_WoodFence_05m_End, Voxel_WoodFence_05m_End_Recipe, Voxel_WoodFence_05m_x_05m, Voxel_WoodFence_05m_x_05m_Recipe, Voxel_WoodFence_1m_3Corners, Voxel_WoodFence_1m_3Corners_Recipe, Voxel_WoodFence_1m_Edge, Voxel_WoodFence_1m_Edge_Recipe, Voxel_WoodFence_1m_End, Voxel_WoodFence_1m_End_Recipe, Voxel_WoodFence_1m_x_1m, Voxel_WoodFence_1m_x_1m_Recipe, Voxel_WoodFence_2m_3Corners, Voxel_WoodFence_2m_3Corners_Recipe, Voxel_WoodFence_2m_Edge, Voxel_WoodFence_2m_Edge_Recipe, Voxel_WoodFence_2m_End, Voxel_WoodFence_2m_End_Recipe, Voxel_WoodFence_2m_x_2m, Voxel_WoodFence_2m_x_2m_Recipe, Voxel_Wooden_Door, Voxel_Wooden_Door_Recipe, Wall, WallToggle, Water, WaterFinit, WaterInfinite, WaterPlant, WaterPlantSeed, Wood, WoodUser

Abilities

Hint: These are not cheats. This is only a description of all available abilities!

Aikido:
gameabilities_Aikido(level, 4 Levels: (White: 10 LP)(Yellow: 10 LP)(Orange: 10 LP)(Green: 10 LP)
Faster Crafting:
gameabilities_Building_FasterCrafting(bool, 10 LP)
Master of Materials:
gameabilities_Building_MasterOfMaterials(bool, 10 LP)
Precision:
gameabilities_Building_Precision(level, 4 Levels: (Novice: 10 LP)(Intermediate: 10 LP)(Expert: 10 LP)(Master: 10 LP)
Resource collection:
gameabilities_Building_Resource_Collection(level, 4 Levels: (Novice: 10 LP)(Intermediate: 10 LP)(Expert: 10 LP)(Master: 10 LP)
Technology:
gameabilities_Building_Technology(level, 4 Levels: (Middleage: 10 LP)(20th Century: 10 LP)(21th Century: 10 LP)(Singularity: 10 LP)
Faster Learning:
gameabilities_FasterLearning(bool, 10 LP)
Agility:
gameabilities_agility(int, 1 LP)
Exp:
gameabilities_exp(int, 0 LP)
Health:
gameabilities_health(int, 0 LP)
Learning Points:
gameabilities_learningpoints(int, 0 LP)
Level:
gameabilities_level(int, 0 LP)
Name:
gameabilities_name
Regeneration:
gameabilities_regeneration(level, 5 Levels: (1 points per second: 10 LP)(2 points per second: 5 LP)(3 points per second: 8 LP)(4 points per second: 10 LP)(5 points per second: 12 LP)
Strength:
gameabilities_strength(int, 1 LP)