GRAV
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Your one-stop to GRAV
By Klipwc and 1 collaborators
Originally written to be a resource / building guide. This guide is now intended to literally be a "one-stop" for grav where all important info can be found. From resource farming and building to beginner guides, item farming to playing grav on alternate modes. Anything that is not here can be requested. Content will be constantly updated when patches go live.
   
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Introduction and table of contents
This guide was made because I realize most players do not know how to farm efficiently on GRAV. It is mainly target towards people who intend to build bases, but due to its nature it can be used for people who dont intend to as well.
This is not a guide made for guiding brand new players, it is instead one aimed at middle to higher level players. There is already a guide for guiding new players so read that if you are new. Before reading the guide I do expect that you at least have some basic knowledge of how the game works. You are gonna have a hard time if you dont.



EDIT
An extra section for new players was added. I read the getting started guide and it wasnt quite a getting started guide.
This section will allow a new player who reads it to understand what they are getting into as they level and how best to do it. Its intended to be short and sweet so that a new player can get started ASAP. Also updated other sections with some stuff.
However do note that the majority of this guide was never intended for new players before this section was added in.

Another EDIT
Section was split into 3 seperate sections due to hitting word limit. Individual sections were expanded and serval stuff were added.

Major EDIT
Lots of stuff were added, sections were expanded. The guide is currently intended to be a one-stop for GRAV. Any further updates will be in comments instead. In its current state it exceeds the wiki in information.

Build 20 update
Never expected the guide to be added to the main menu. A big thank you to everyone who is supporting and will continue to support this guide : D



Any sections beyond "EXTRA" were made under the assumption that:
- You know what pets do and have purchased them
- You are popping harverst pets when farming resources
- Your are popping damage / XP pets when farming mobs
- You are popping construction pets when building stuff
- You have added engineer skills before building stuff
- You have at least a multi tool V

Table of contents:
EXTRA: New players
EXTRA: MISC for New players
EXTRA: Level 10+
EXTRA: MISC for Level 10+
EXTRA: Level 30 and beyond
1. Resource Farming
2. Advanced Resource Farming
3. Item farming [like jetpack +]
4. Building and you
5. Simple construction
6. Advanced construction
7. My construction projects
8. Pesudo creative mode
Console commands
Console commands II
Conclusion and construction bugs

Well then, lets begin.
EXTRA: New players
An extra section targeted at new players. This section intends to take a new player through the ropes in as short a time as possible. It is a large chunk of words, but trust me its the fastest guide you will see.




First things first
Firstly as a new player, you spawn with a mere 'Combat Knife' and a 'MultiTool Mark I'. Your first priorities are simple:

- Stay in your area. Do not wander off. There are higher level areas connected and you will die.
- If you do die, you drop a loot bag with 90% of your resources. Find it and pick it back up, or someone else will.
- Chop some trees, gather some resources like ores, gems and fossils.
- Build an armory and a science station. These can be accessed from your build menu under crafting section. B for build menu.
- [Build 20 add-on] Complete the objectives given to you. You get resources and exp by completing them

Top priority items to craft as a new player.
- Locator from science station
This tells you your current location, level of monsters, last cave, last death, element of monsters, bane element. Its basically an essential tool and you need it before you wander off so you dont end up in a high level area by accident

- A basic wooden cub from armory
Your combat knife does crap damage. Get this

- A few pieces of Rotten wood armor
If you are good at kiting you wont need armor honestly. But still best to get it.

Now you are set and ready to explore out. Head for the nearest cave. These can be found on the compass at the bottom of the screen. Look for the inverted U symbol. Head there and check out the level of the cave before entering. If its less than 5 levels above you, you are good to go. This will be where you initially level up and get your resources


Exploring caves
Things to note while in caves or exploring in general

Uplink
Under placed items in build menu. This is your portable respawn point.

Armory
A crafting station which can be used to craft ammo for guns.

Campfire
Recovers HP and stamina when dancing. Press X

You can place uplinks and armories just about anywhere. This means you can construct your own checkpoints where you respawn and refill ammo. As a new player? Prepare to die alot while learning the mechanics of the game so do put down uplinks constantly. They are cheap enough to do so. Learn to do this now and you will have no problems later on with hazard planets.


Loot Crates

At the end of every cave, there is a Loot Crate. It's a red box. Approaching it will spawn serval large monsters [Boss] on the same level as you. This means that its possible to find level 60 monsters in a level 1 cave if the person who approached the crate is level 60 so keep that in mind if you are moving together with a higher level.
Generally the mobs that spawn are scaled in order of priority to:
1. Cave grid area level
2. Lowest player level


Do remember to set yourself a checkpoint before entering the area. Unless you want to respawn way back at your previous one.

A loot crate can only be opened when you are of appropriate rank.
Lets say you found a Level 9 loot crate. You can only open it when you have a rank of level 9.
Ranks are not quite levels however. They are the levels of all your jobs added together. I will cover jobs in a later section.



Things which you should get ASAP
Multitool. Preferably at least a multitool III. If you hate how slow harvesting resources is then you really need to upgrade your multitool.

Better weapons. Well a 'Rotted Wood Club' isn't going to do alot of damage now is it?
- Rusty Pistol
- Wooden Sword
To name a few

Better armor. For obvious reasons but you can get those on the moon.

You should also not be building a base at this level for three main reasons.
1. It will take up all of your resources
2. You are moving around alot and have no need for a base yet.
3. You will only have frontier rooms unlocked. These rooms have no internal lighting and get very dark at night. And spotlights lag the game tremendously.

Hold off on base building until level 30 + For now, just place uplinks and crafting stations and you will be good to go. [ Basically build mini-outposts ]
EXTRA: MISC for New players


Making a party and setting your FoF
Party system in GRAV uses a FoF [ Friend or Foe ] code. You can set your FoF code by typing clientsetfofcode XXX in the console. You can check your current code by typing clientgetfofcode XXX. Base items have their own FoF code and will not change until you maunally interact with them. So you can have a forcefield door at FoF 1 while you play at FoF 2.
Do realize that FoF codes can be stolen by unfriendly players and they can then enter your base. I will suggest not using the general chat to announce your fof code unless you are absolutely sure there arent any hostile players around. You can either use steam or place down a custom sign.

Servers
If you have looked at the server list you will notice there are two colums, Meta Population and players. The 'Players' column represent the people who are playing on that particular server at that time, while the 'Meta Population' represents the combined online players of the Server.

As of the GRAV Reborn: One Universe Update, the clicking on the 'Multiplayer' option at the Main Menu will show only 2 Official Servers: the 'Bitmonster Official Shared World Alpha' and the 'TEST TEST TEST TEST EXPERIMENTAL World'. The One Universe Update made it so that all regions [USA, EUR, AUS, ASIA] and both rulesets [PVP, PVE] are interconnected. Which means your character and progression will carry over to any home planet and exo planet you travel to.

Enemy Types
There are two main categories enemies will fall under.

Aggressive
Attacks players and other NPC incuding some monsters on sight

Non-Aggresive
Will not attack unless provoked.

Enemies which are aggresive will have an "aggressive" in their name. Aggresive bosses glow allowing for easy identification.
Certain mobs however, are inherently aggresive. These include Techno Hunters, Guardians, Night Killers, and Yeti.

There are also five rare variants of creatures you can encounter



Wealthy
Golden in colour, Wealthy creatures drop 2 loot 'cubes' upon death, both of which contain more loot than usual.






Experienced
Blue in color, Gives double the exp of a normal creature when killed.








Dangerous
Red in color, Dangerous creatures do more damage








Swift
Green in color, Swift creatures move faster








Explosive
Red in color with volatile effects, Explosive creatures explode on death. Damage ignores level difference. Stay away when killing.




Danger Events
When exploring the overworld. There are certain events known as danger events. The time until the next one can be seen on the top right. As a new player? Avoid at all costs.
Danger events spawn aggressive mobs of that type. They scale to your level and are also tougher than normal mobs. There are serval ways to wait out a danger event:
- Hide inside a cave
- Hunker down in a house with a shield generator on
- Jump on top of large rocks.
EXTRA: Level 10+
Level 10+
There are two paths you can split off to now. Moon or second Island. The latter is only possible if are you playing on a server and were lucky enough to get a jetpack blueprint. Second Island requires a Jetpack to reach. However a jetpack burns a substantial amount of fuel and for lower levels it aint excatly cheap so I will suggest the former. The moon is also where the fun of the game truly starts so as above, I will strongly suggest heading to the moon.

Level range on moon:
LvL 13 - 30
Level range on Second Island
LvL 17 - 33

Before you do that, buy a pet. You can approach any NPC and buy the blueprint for one. You will only need damage, harverst , xp and construction pets although there is no one stopping you getting everything. There are player skills to improve usage time of pets and amount of pets. Get thoese whenever you are ready to.
You MUST max out pet control and pet duration if you intend to play the game well.
You should have unlocked a moon gate by now. Or you can just use someone's else if you are on a server. Get / find one. Now hold your horses, dont get in just yet.
Before entering the moon, you MUST read this.

Biome: Moon


Hazardous enviroment: No oxygen

Features:
Uniquely designed caves, low gravity, tech hunters and guardians spawn on the moon. Resource rich caves. First hazardous conition you will encounter

Unique resource: Plasma
Used in serval end game items as fuel. Essential resource for end-game

Hazard protection armor set: Plasma set / Gem set

Additonal notes: On PvP servers the moon is where the most amount of griefing and player killing will happen. Do take that into account in PvP and prepare some invisiblity stims.


Got that? Now check your build menu, if you see a bubble shield and a generator under powered items. You are good to go. If you dont? Continue farming caves.

Consequences if you ignore this.
Well you will die obviously. Then you will come and blame the game and say it sucks. You have been warned.

Explanation of bubble shield:
Dropped by any Level 15+ monster, 30% chance to drop.
Bubble shield, when powered, will protect you from all hazards and also projectiles. Any projectile fired from inside or outside onto the shield will damage it. There are currently a total of 4 hazards in the game.
- Lack of air (moon, high/mid planets)
- Radiation (just a normal planet with radiation)
- Heat (desert [not so hot], magma [insanely hot])
- Cold (tundra)
With the only exception being cold which can be warded off with a campfire. All hazards require a bubble shield or a food item to survive in. You can also craft a set item using materials you gain from that planet which will protect you from said hazard once the set has been COMPLETED.

Your first trip to the moon

Bottom right will be how much oxygen you have. Find a location with plenty of resources and construct both a generator and a bubble shield. This ensures you have an oxygen supply. Remember to deactivate the generator when you arent using it to conserve fuel.

Head out and harvest, but not too far from your bubble shield. Specifically you are looking for plasma. You will need to craft Plasma set in order to breathe on the moon.



Your way back home is in this picture as well. That greenish purprish portal. Check your locator and compass for it.




I would suggest the head and the gloves first. A full set requires you to have everything except the boots. You can replace the boots with a double jump boots if you have them.

Once you have around two pieces of the set. Head into the caves to explore. Allow me to warn you before hand. Caves on the moon have brutal spawns, so chuck an uplink before you go in. If you have learnt how to construct checkpoints. You wont have much of a problem on the moon. You just add a generator and a bubble shield to the checkpoint. If you havent? Well... Good time to learn... After dying alot.




Hazard checkpoint





The rest of exploration is basically just that. When you visit a hazard planet construct checkpoints. Craft the hazard set armor and you are good to go.

A set consists of everything except the boots. You can leave out the boots. All high planet hazard enviroments however, require the FULL set inclusive of boots.

Hazard sets
- Air (Plasma set / Gem set)
- Radiation (Ore set / Element X set)
- Heat desert (Sunstone set / magmanite set)
- Heat Magma (FULL magmanite set)
- Cold (tundra set)


Second Island



So if you do decide that the moon isnt for you due to whatever reason you have. You can access the second Island instead.
As above stated, I do not suggest heading to the second island and skipping the moon. Most of the fun are in hazard planets and you are missing out on alot if you skip them. However there are serval reasons to skip the moon and if you do fall under one of these its okay to come back later.
1. You are in PvP and there are jerk balls on the moon.
2. The moon in rotation have caves which are too high for your level.
3. You utterly loathe the ideal of having a hazardous enviroment and using bubble shields. [ In which case I will call into question why you are playing this game ]

To access the second island, its preferable if you have both a jetpack and a wingsuit, use your jetpack to get some height and then swap to your wingsuit to conserve wood.


WARNING
If you do fall into the sea and die, you are gonna have no way to retrieve your loot bag apart from a bag summon stim. I will suggest setting aside 1000 Wood for fuel alone before you begin your journey



Once you touch down on the second island. Immediately placed an uplink. You dont want to have to travel back here if you die. If you already have a base set up on the first island with a teleporter, find a good location to set up an exit teleporter, chances are you have yet to do this though so ignore this bit.

Next will basically be finding a matching level area in order to level up. You can try the plains or caves. Then basically do what you did on the first island.
EXTRA: MISC for Level 10+


Stims
You can start making use of stims once you hit level 10+

You should have already used a health stim by now. However you may or may not have used the four other types of stims there are.

Bag summon stim
Basically summons all loot bags that belong to you on that planet hat had their counters passed 10 mins. A bag summon stim will only summon aa loot bag after its time has passed, It is therefore more efficient to attempt to retrieve it yourself and should only be used in a scenario where you cant get your loot bag.

Speed stim
Increases your movment speed for a short period of time. Good for PvP, dosent see much use for PvE however.

Damage stim
Increases damage of ALL weapons. Be it range or melee.

Invisible stim
My personal favourite. Turns you invisible for a short period of time. Any attacks made or received during this period will break your cloak. An excellent tool for running away from a fight you cant win or setting up stuff while invisible. Also on PvP, an invaluable tool when on your first trip to the moon. Use these to hide from players and get into a cave to avoid being PKed.

Harvesters
At this point you can start placing harversters for element X.

As of build 20, harversters will decay as well. So you need to check all harversters you placed regularly if you do not want them blowing up. Refer to advanced resource generation for element X farming.

Harvesters are used in the collection of Element X. Element X is primarily used in the upgrading of your job skills.

As a newer player, I will suggest just placing harversters when you are exploring caves then collecting their contents on your way out. There is a section on actual Element X farming in a later bit, but for now just do as above.

When placed, a Harverster will begin harvesting any Element X resource in its immediate radius. It will harvest at a rate of 1 tick per 10 secs.
Upgrading a harverster will increase both the number of element X per tick and also its harverst radius. A level 6 harverster will harvest 6 Element X per 10 secs and has around 5x the radius of a level 1 harverster



A standard element X node will contain 150 Element X, so a level 1 harverster will take approximately 1500 secs or 25 mins to harverst one node. You can also collect the Element X it has harversted at any time you wish by interacting with one.

Finding a harverster is easy. Just look at your compass. A harverster with Element X inside will have will have a dot within its icon. Any others including ones which dont belong to you will have an empty icon.


This next bit only applies to solo play.
Do note that if you are playing solo play, in-game clocks are currently not rendered when you are not in their instance. So this means that if you arent logged-in or arent on that planet a harverster will NOT harvest anything.
EXTRA: Level 30 and beyond
Level 30+

Levels 25 - 32 is the harshest period. Congratulations on passing it.
With effect from build 20, you can now progress alot faster with the new damage curve and farm at places alot higher than your current level. It is no longer the harshest period. Still, congratulations on passing it either ways.
From here on you will be exploring multiple biome types and making your way to becomming an end-game player.

Biomes
You should start heading for middle planets. Just use what you learnt traveling the moon to do so. There are serval types of unique biomes for now

Biome: Normal


Features: An exo-planet without any hazards. These are present on all stargates. Much larger expense of land than your home planet, multiple terrain types are present on these exo planets

Hazardous enviroment: None

Unique Resource: None

Hazard protection set armor:
N.A

Biome: Radiation


Features:
Large area of land, Contains serval areas which the land have "died" with dead trees. Lots of floating rocks as well.

Hazardous enviroment: Radiation

Unique Resource: None

Hazard protection set armor:
Ore set
Element X set

Biome: Desert


Features:
Vast expense of land. Lots of empty space. Not much to see in the desert planet. Well it is a desert after all. Its extermely vast so prepare to monocycle around alot.

Hazardous enviroment: Heat

Unique Resource: Sunstone
Sunstones are used in a variety of things. From construction pets to SMGs. A somewhat essential resource.

Hazard protection set armor:
Sunstone set
Magmanite [partial] set

Biome: Tundra


Features:
Wintry mountain conditions. Caves are uniquely designed and unique monster type "Yeti" is present on tundra. Like desert, tundra has lots of open land. Plains are jammed packed with monsters and serval artifacts can be found on the plains.

Hazardous enviroment: Cold

Unique Resource: Tundrite
Used in the production of XP pets and rockets. End-game uses includes the building and repairing of hammerheads.

Hazard Protection set armor:
Tundra set

Additonal notes:
Only biome which you can ward off its hazard with a campfire instead of a bubbleshield.

High planet - Magma


Features:
Only accesible from high planet gates. Volcanic conditions. Severe heat [its magma after all] High level mobs roam the area. Resource rich and an excellent supply of ores and gems.

Hazardous enviroment: Exterme heat

Unique Resource: Magmanite
Used in the creation of serval end game items such as the centurion.

Hazard Protection Set Armor:
Full Magmanite set.


Jobs
You should have unlocked other job classes by now. These are dropped when playing the game and hunting mobs.

Astronaut [default]
The class you start out with. Features basic skills like ammo capacity and movement speed. You should add these.

Engineer [builder]
The class for builders. Essential skills for anyone planning to build bases. Also features extra shotgun damage.

Acrobat [melee]
Well not quite melee, Acrobat features skills like jump height, dash distance and melee damage. Its more of a duelist then a melee.

Scientist [crafter]
Features skills targeted towards lowering crafting costs. Also pistol damage. As pistols are currently the strongest weapon in the game, its probably essential you level it abit.

Pilot [vehicles]
Featuring skills that improve on wingsuit speed, jetpack fuel redcution, monocycle fuel reduction, its the class which focuses on improving player vehicles. Also features skills for building more vehicles like the buggy and centurion. Lastly its a required class in order to build vehicles.

Each classes have their own individual levels. So you can have a level 30 astronaut while playing a level 1 engineer. The [Rank] beside your name is the total sum of all your classes and their levels.

All skills added in any class fully carries forward to other classes. So if you max shotgun damage for engineer you will have extra shotgun damage when using pilot. Its also the reason why they cost so much, but read the guide further. It details ways to get element X to upgrade your skills fast.

Elemental damage
One last thing that you might want to start getting are elemental damage weapons.


Fire

Ice

Poison

Electric


To put the table in simple terms

All elements resist their own element
Fire is super effective against ice
Electric is super effective against fire
Poison is super effective against electric
Ice is super effective against Poison.

Playersoul:
Equipment with this element requires player soul essences to craft. You get them and their blueprints by killing other players so its a PvP exclusive element for now. There is a cooldown time to obtaining playersoul equipment

Player Soul Essence: 12 hours
Player Soul Blueprints: 24 hours
Player Exp: 12 hours
Player Kill Leaderboard: 1 hour


Dark Gaia:
Obtained from drill platforms. Dark gaia is basically the same as Player soul in stat except that its super effective to Player soul and vice versa.
With effect from build 20, drills have a much longer plasma duration, 25 000 plasma over 5 days instead of 1. Its still insanely costly. But its slightly more viable now.
Drills also have a level scalar now. A level 6 drill platform will give blueprints 2.5x the current grid area level range. So you only need to find an area with a level range of 24 to get the best blueprints.

Blueprints dropped from drill platform are matched to level of area the drill platform is placed in




You only need these. Dont bother with moonlight.
EXTRA: MISC


Job skills and upgrades

Note that all skills start at level 1. All skills will require more element X to upgrade per level. This is the base value (the amount of element X it requires for its first level) * [ level - 1 ]
Level 1 - 2
1x Base
Level 2 -3
2x Base
...
Level 6 - 7
6x Base

Base Element X is beside each skill name. Unless otherwise stated, skill will only require Element X to upgrade.
All skill increments are linear increments from their base value [ For now at least ].
Any skill you added is carried forward to other classes when you are using them. So if you added shotgun damage on engineer, you will recieve extra shotgun damage on scientist or any other class.

PlayerSkills

Pet Control - 1000
Increases amount of pets by 1 you can use per upgrade. Caps at Lvl 4

Pet Duration - 1000
Increases amount of time pets stay active. 5 in-game hours per upgrade. Caps at lvl 5


Astronaut

Movement speed - 500
10% increase per upgrade. Caps at lvl 6

Backpack loss reduction - 500
10% reduced loss per upgrade. Caps at lvl 7. This skill reduces from the 90% resource drop amount, so at final upgrade you will drop 50% of resources on death.

Bandolier Capcity - 1000
50% increase from base value per upgrade. Caps at lvl 7. Final bandolier count. This is excluding the ammo in the clip.
Pistol - 157, Assualt rifle - 402, SMG - 700, Shotgun 105, Rockets 10

Health - 1000
66% increase per upgrade. Caps at lvl 7

Health recovery - 1000
10% per upgrade. Caps at lvl 7


Engineer

Bridge distance increase - 1000
Increases distance bridges can go from structural supports by 1 per upgrade. Caps at level 6

Pet cost reduction - 1000
10% reduction in pet cost per upgrade. Caps at level 7

Room construction cost reduction - 1000
10% decrease in room construction cost per level. Caps at level 7

Shotgun damage - 1000
10% increase in shotgun damage per level. Caps at level 7

Base items construction cost reduction - 1000
10% decrease in base item construction cost per level. Caps at level 7

Area totem ownership amount - 5000
Increases amount of possible totems owned per planet by 1 per upgrade. Caps at level 5

Drill platform ownership amount - 5000
Increases amount of possible drill platforms owned per planet by 1 per upgrade. Caps at level 5


Scientist

Factory cost reduction - 1000
10% decrease in factory crafting cost per upgrade. Caps at level 7

Science station cost reduction - 1000
10% decrease in Science station crafting cost per upgrade. Caps at level 7

Armory cost reduction - 1000
10% decrease in Armory crafting cost per upgrade. Caps at level 7

Pistol damage - 1000
10% increase in pistol damage per upgrade. Caps at level 7

Matter condenser cost reduction - 1000
10% decrease in Matter condenser crafting cost per upgrade. Caps at level 7


Acrobat

Jump Stamina Reduction - 1000
10% stamina reduction per upgrade. Caps at level 7

Jump Height - 500
10% increase in jump height per upgrade. Caps at level 7

Dodge stamina reduction - 1000
10% stamina reduction per upgrade. Caps at level 7

Melee damage - 1000
10% more melee damage per upgrade. Caps at level 7

Dodge speed - 1000
10% faster dodge per upgrade. Caps at level 7


Pilot

Fall distance increase - 1000
Fall distance before taking damage increased by 75 units per upgrade. Caps at lvl 7

Monocycle fuel reduction - 1000
10% fuel cost reduction per upgrade. Caps at lvl 7

Jetpack fuel reduction - 1000
10% fuel cost reduction per upgrade. Caps at lvl 7

Air control increase - 1000
900% increase in air control per level. This influences jetpack and wingsuit movement. Caps at lvl 7

Wingsuit speed increase - 1000
0.5% increase in wingsuit speed per level. Caps at lvl 7

Tank ownership amount - [ Prepare to vomit blood ] 100,000 Element X 5000 Artifacts
Increases amount of tanks a player can own on one planet. Caps at lvl 2.

Doom buggy ownership amount - 15,000 Element X, 1000 Artifacts
Increases amount of Doom Buggies a player can own on one planet. Caps at lvl 3.

Hunter

Elemental damage - 1000
5% increase in elemental weapon damage per upgrade. Caps at level 7

Elemental defense - 1000
5% decrease in damage taken from elemental weapons per upgrade. Caps at level 7

Assualt rifle damage - 1000
10% increase in damage per upgrade - Caps at level 7

Damage stim duration
15% increase in duration per upgrade - Caps at level 7

Upcomming classes
These arent announced yet. But take a look if you want. If you prefer suprises, skip it. They can also change with the whims of the developers.


Chef - no details
EXTRA: Co-Op Vehicles
Co-op vehicles
This section details the vehicles you can build from the vehicle bay. Currently all co-op vehicles will protect you from hazards. This should not change in the future, but if it does I will reflect it here.

Doom Buggy


Blueprint drop
While using a level 10+ Pilot, drops from level 10+ Bosses. 10% drop chance.

Crafting cost:
Gems - 250
Ores - 450
Organics - 250
Element X - 250

Stats:
Health - 2500
Hazard protection
Does not work on water
Consumes organics at rate of 30 per minute. 0.25x multiplier during zero acceleration
Boost consumes plasma at rate of 120 per minute.
3 seater
No weapons

Damage multipliers to vehicle:
Melee - 0.05
Bullet - 0.5
Landmine - 15.0

Centurion


Blueprint drop
While using a level 40+ pilot. Drops from level 45+ Techno Hunter Bosses. 10% drop chance
Requires vehicle bay level 5

Crafting cost:
Gems - 12,000
Ores - 15,000
Artifacts - 600
Magmanite - 15240
Perfect Magmanite (High Planet) - 5

Stats:
Health - 12,500
Hazard protection
Works on shallow water.
Consumes plasma for fuel at a rate of 60 per minute. 0.25x multiplier during zero acceleration
Pilot machine gun consumes 1 ore per 3 shots.
Gunner main cannon consumes 110 ores, 35 magamanite, 35 sunstones per shot.

Damage multipliers to vehicle:
Melee - 0.15
Bullets - 0.25
Landmine - 10.0

Hammerhead


Blueprint drop
While using a level 30+ pilot. Drops from level 35+ Flying Bug Bosses. 10% chance to drop
Requires vehicle bay level 4

Crafting cost:
Gem - 3500
Ore - 4500
Artifacts - 350
Tundrite - 1500
Flying Bug Venom (High Planet) - 4

Stats:
Health - 2250
Hazard protection
3 seater
Flying vehicle capable of VTOL, toggle by pressing space when flight mode is at /near zero acceleration
Vehicle takes impact damage
Consumes plasma for fuel. Rate of 75 per min. 0.5x multiplier during zero acceleration
Consumes plasma for boost. Rate of 250 per min. 0.5x multiplier during zero acceleration
All seats control one turret. Consumes 1 ore per 3 shots, same as centurion

Damage multipliers to vehicle:
Bullet - 0.5
Melee - 0.05
Landmine - 15.0


That about ends this section. Now lets move on to the real stuff shall we?
1. Resource Farming
You want to construct that base you are planning, but you dont have enough resources. Sounds familiar? This section will underline every single basic resource and the fastest way to get more.
Please note that I am assuming you are popping serval harvest booster pets and have at least a multi tool V



1. Wood
Wood is the bread and butter of construction. Basically every single base item you are going to place will require wood. This amounts to an astronomical amount and if you dont know how to farm some quick you are gonna take days to make a simple base.

Primary source of wood.
Forests, but you arent gonna be looking inside the forests, what you are looking for is instead something like this. There are alot of these outside a forest.

There are alot of trees branch up in a small area over here. This allows for some quick chopping down of trees. Once you are done with this area, look for another one close by and monocycle / wingsuit there. This method can be more efficient than havesting on the moon in certain circumstances.
Secondary source of wood
Moon. Yeah you heard right, the moon is a good source of wood, in fact its the best. But it depends on which moon is in the rotation. Hence the moon is a secondary source.



You arent looking for this type









This one. Just look at all that wood cluttered together.





I can gather upwards of 20 000 wood in under an hour on the moon. This is of course with a multi tool XI and 4 havest pets.

2. Fossils
The fastest way to get fossils is on the surface of the moon or inside of caves. Surface of moon is faster as you have better visibility


Though you should have a sufficient amount of fossils without having to specifically look for them when farming gems and ores.

3. Gems / Ores
Ores are used in alot of things, from ammo to structural crafting. Gems are mainly use in construction projects and believe me, they are burnt at insane speeds.
Primary source:
High level magma planets. Fastest way to get ores and Gems, they are present everywhere on magma planets, they are available in huge amounts in the caves but this isnt feasible for lower levels so there are other methods

Secondary source:
A type of cave system, its basically only a corridor and a bunch of small rooms. Its jammed full of resources and its short to boot.

Another good secondary source will be the insides of domes.
Tertiary source:
Your average cave. The fastest would a cave on the moon. Also the tower despite being resource rich and short, has multiple loot boxes. This results in more time spent fighting bosses than farming so the tower is actually slow when it comes to resource gathering

4. Plasma, magmanite, tundranite, sunstones
Goes without saying really. You can only find them on their Exo planets, just farm them inside of caves on said planet type.
Plasma - Moon
Tundrite - Tundra (mid Planet)
Sunstones - Desert (Mid Planet)
Magmanite - Magma world (High Planet)

2. Advanced Resource Farming
This section highlights Element-X, Artifact, and Cagite farming. Once you know how, you will have a surplus of Element X. Artifact farming on the other hand... well read on.



1. Element-X
Problems getting Element X? You are probably doing it wrong.



Take a look at top right, if you think that's 1 digit too much. You can achieve the same.





And yes, I have maxed almost every single skill of every class.
So how do you go about this? The answer is, choose where you place your harversters. You need to make a specific area where you farm element X and lay down level 6 harversters. I would suggest doing it on the second island.



A section of my element X field






I personally have a secondary base on the second island, it provides me access to wood and approximately 6000 - 8000 Element-X per hour while having 3 separate caves in the immediate vicinity. So what are the requirements to choosing an Element-X mining field?
Firstly, take trial and error. Set up a base and lay level 2- 3 harversters around the element X deposits in the area. Come back later and check their amounts. If any of them exceed 150, you can upgrade them to level 4. Keep checking the harversters. If any stop producing Element-X leave them there for a few hours, if still nothing it means the Element-X node has run dry and it was a dud.
So what excatly are you looking for?



When you see this? You have a winner.






Once you see that, its safe to upgrade that harvester to level 6. This ensures you have a constant supply of Element-X from a location you can easily reach. You may have to self destruct it once or twice to change its placement abit so the radius covers the entire Element-X spawning area. Slowly expand your circle of harvesters around the area on Element-X nodes and soon you will be swimming in so much element X you wont even bother to check your field anymore.

A few things to note:

-Your field dosent need to be very large. In fact if you wish, a mere 4 harvesters can produce enough to set you for life. I myself only use 6 harvesters.
-The Element-X spawn nodes changes once awhile, there are serval factors to it changing. Do take that into consideration, but by one week you should have enough element X to not bother. Unless you are planning to get Tank ownership amount from Pilot. 100 000 Element-X. Enjoy your day if you do.
- Element-X nodes change after a period of inactivity. If you spend a day or two not checking your harversters they will change. This also means if you check them frequently they wont change as often resulting in lesser need to place new harversters. However after every server reset, which means, patch or planet change. Element-X nodes will respawn, though they respawn close to where they originally were.

2. Artifacts
As of patch 19.2 with the major nerf to high level mob hp, its is quite efficient to farm the guardians now, find a dome, grab a pistol and pop 4 damage pets.

As of build 20, Higher level artifacts net more artifacts. Note that these values belong to a curve.
lvl 1 - 10: 100
lvl 10 - 20: 120
lvl 20 - 30: 145
lvl 30 - 40: 180
lvl 40 - 50: 220
lvl 50 - 60: 270
lvl 60 - 70: 340
lvl 70 - 420

This is a major pain in the *ahem* to farm. Thankfully majority of stuff that needs artifacts don't need much of it. With the exception of some engineer skills and tank ownership [5000 artifacts? madness!] and also making a tank [1.6k artifacts] Now as anyone who has ever placed down decrypters before. Guardians are a pain to deal with. There are two ways you can go about farming artifacts however.

1. Camp the guardians that spawn, preferrably with a friend while using a lower level class


2. Spam open artifacts.

Most people will go for option 1. Its hard to find artifacts right? Well I can offer you solutions to that

Firstly though, when you find an artifact, you realise you will end up spending tons and tons of resources just to excavate it. And alot of times your decrypter is gonna go down, you are gonna die, etc etc. There is actually a more efficient way to do it. The method is simple, build a 2 block high structural tower, place everything on top. By everything I mean a generator, decrypter, shield generator and an armory / uplink. Your decrypter actually has a range where it will decrypt, so leaving it on the top of a 2 block high tower is actually okay.

With this method, you can just stand on top and perform a dance. I am serious.
Or you can go down and kill the guardians for more artifacts while knowing that your decrypter is safe.

What do you do if its inside a dome though?



Just do this.






In case you didnt notice, you can just jump on the crates and walk on the top. There is no ceiling. The actual celling is... well just look up and you will know what I mean.

What about option 2 then? For that its a tundra /magma exclusive. On the plains in tundra /magma, you can find several fast respawning artifacts in close proximity of each other. Just get about three and you are good to go.


From here on, whether you wish to camp guardians for artifacts or spam open artifacts is entirely up to you. Which would I recommend? Honestly both are decent. If you are lower level, killing the guardians is quick and easy. If you are above 40 though, you might want to just spam open but spam opening isnt really feasible unless there is a tundra planet.

A note to all though. Currently artifacts are easily bugged so spam opening has problems. Devs are aware of the problem. I have noticed if you kill at least 1 guardian that spawns you have a lower chance of encountering the problem. So dont just stand on top and dance, get down there, kill one, then you dance.

3. Cagite
WIP
3. Blueprint Farming
This section is basically just detailing how you can get some of the Blueprints.
It will not detail stuff like Stargates which can be easily found by playing the game. It's instead meant to detail only the harder to get items.
It will be short and it will be expanded whenever new stuff are added in. Check a few hours after a patch.


Job Class Blueprints:
Job Class Blueprints require the player to be at least level 15 before they start dropping from enemies.

Pilot
  • Kill Lvl7+ Pekket Bosses.
  • 10% Drop Chance.

Engineer
  • Kill Lvl7+ Night Killer Bosses .
  • 10% Drop Chance.

Acrobat
  • Kill Lvl7+ Ploppit Bosses .
  • 10% Drop Chance.

Scientist
  • Kill Lvl7+ Tech Hunter Bosses.
  • 20% Drop Chance.

Hunter
  • Kill Lvl7+ Raptor Bosses.
  • 10% Drop Chance.

Prospector
  • Kill Lvl7+ Bugdog Bosses.
  • 10% Drop Chance.

Personal Vehicle Blueprints:
These are crafted at the Factory.

Wingsuit
  • Drops from Lvl8+ Bosses.
  • 25% Drop Chance.

Monocycle
  • Drops from Lvl10+ Bosses.
  • 25% Drop Chance.

Jetpack
  • Drops from Lvl15+ Bosses.
  • 25% Drop Chance.

Monocycle+
  • Kill Lvl25+ Bosses.
  • 2% Drop Chance.

Wingsuit+
  • Kill Lvl 25+ Flying Bug Bosses.
  • 2% Drop Chance.

Jetpack+
  • Kill Lvl 35+Bosses.
  • 2% Drop Chance.

Speeder
  • Kill Lvl40+ Bosses.
  • 2% Drop Chance.

Stims

Speed Stim
  • Kill BugDogs of any level.
  • 0.5% Drop Chance.

Invis Stim
  • Kill any creature of any level.
  • 0.25% Drop Chance.

Health Stim
  • Kill any creature of any level.
  • 0.25% Drop Chance.

Damage Stim
  • Kill any creature of any level.
  • 0.25% Drop Chance.

Defense Stim
  • Kill any creature of any level.
  • 0.25% Drop Chance.

Equipment

Ploppit Jump Boots
  • Kill Lvl5+ Ploppit Bosses.
  • Only drops at Home Planet
  • 5% Drop Chance.

Pekket Run Boots
  • Kill Lvl5+ Pekket Bosses.
  • Only drops at Home Planet
  • 0.5% Drop Chance.

Double Jump Boots
  • Kill Any Lvl Ploppit Boss.
  • Only drops at Low Planets
  • 5% Drop Chance.

Base Items

Monster Summoner
  • Kill Raptor Bosses of any level.
  • 10% Chance.

EMP Shield Buster
  • Kill any Lvl30-45 creature.
  • 1% Drop Chance.

Drill Platform
  • Kill any Lvl45+ creature.
  • 10% Drop Chance.

Anti Air Turret
  • Kill Lvl25+ Tech Hunter Bosses.
  • 1% drop rate.

Teleporter Room
  • Kill any Lvl15+ creature.
  • 5% Drop Chance.

Vehicle Bay
  • Drops from any Lvl10-15 creatures.
  • 25% Drop Chance.

Hats

Bitmonster box
Any boss, any level. 2.5% drop chance

Toast
Bug dogs. Small - 1% Medium - 2% Large - 3%

Alien Mask
Drops from level 45+ slime bosses. 1% chance to drop

Lion Mask
Drops from level 45+ technohunter bosses. 1% chance to drop

Cowboy Hat
Drops from level 45+ Daykiller bosses. 1% chance to drop

Black Cowboy Hat
Drops from level 45+ night killer bosses. 1% chance to drop




Elemented high level weapons and armor
Wait for danger events, do them in an area with the element you want. So if you want a shock lvl 7 shotgun, swap to a level 60 char and do a danger event in a shock area.
With effect from patch 19, planets are now on a 3 hour cycle and lvl 60+ mobs hp have been severely reduced. It is now more efficient to farm loot box bosses and higher level mobs in caves of respective element for blueprints.

Exclusive Patch 19 4th july week drop
Top hat
Level 25 + NON AGGRESSIVE slime bosses
Fire works
All large boss monsters



Tittles

As of 19.2. Certain tittles now drop stuff. This part will cover them. For PvP wise, unique players means UNIQUE. Players with different steam IDs.

Skull Collector
PvE: Kill 100 level 30+ Slime bosses
PvP: Killed 1 unique player
Rewards: Skull

Skull collector Silver
PvE: Kill 100 level 45+ Techno hunter bosses
PvP: Killed 10 unique players
Rewards: Skull Silver

Skull Collector Day Gold
PvE: Kill 100 level 55+ Day Killer bosses
PvP: Killed 20 unique players
Rewards: Skull Gold

Skull Collector Platinum
PvE: Kill 100 Level 55+ Night Killer bosses
PvP: Killed 50 unique players
Rewards: Skull Platinum

Skull collector Diamond [time to vomit blood for this one]
PvE: Kill 100 level 60+ Guardians.
PvP: Killed 100 Unique players
Rewards: Skull Diamond
4. Building and you.


I keep hearing problems about griefing and how building in this game is boring and just made of square blocks.
Let me assure you bases neither come out squarish, nor is it boring. You just arent thinking out of the box and being creative.


This is a building project I did and completed. The full thing can be viewed in section 7. or in this link. I dubbed this Project Racer
https://steamhost.cn/steamcommunity_com/app/332500/discussions/0/530645446305634897/

Theres also my base I made on ASIA PvP 01. I dont know about you, But it dosent look squarish to me.


This section will cover a few things
1. Selecting a location
2. Important Rooms and base items
3. Structural Support
4. Basic building [ getting started ]

1. Selecting a location
You dont want to ignore this, before building a base, one needs to carefully choose its location, when doing so you have serval factors to consider.
- Nearby caves
- Nearby alternate Resources
- Room for further expansion
The first two are no-brainers. You need to have easy access to resources to support your building. We are talking about an easily accessed supply of wood, ores, gems and fossils. Considering room for expansion will be noting how many people build bases and what kind of building project you are planning. If you are gonna build a race track like I did. Dont build your base on the top of a mountain.

2. Important Rooms and base items
So as someone who spends a majority of his time building and farming for resources to build. I understand the current build system isnt exactly user friendly for new players. What I am going to do is to advise you on some common problems people new to the system encounter and ways to circumvent them.

Firstly though, an explanation to some of the building rooms.

XXX room O.M.C.R
The accronyms stand for [ Open Mulitstory Contiguous Room ]... but I prefer to call it [Open My Celling Room]. Easier to remember and also plain and simple on what it does.
Placing an O.M.C.R room on top of any room will open up that room's celling.







It does not work the other way. So dont try to remove the floor of a room by placing an O.M.C.R below it.

Generators
Gernerators power up all your base items in your base. Preferbly you only one to maintain one. I will cover this in a later section. These things run on wood and can be upgraded. I will recommend you upgrade yours to level 6. The higher the upgrades, the more efficient it is and the more fuel it can hold. There are also advanced generators planned to allow for longer periods of inactivity. For now 5 days is the limit.

Shield generators
You do not want to forget this ever. Any block within its radius takes 0 damage from any source, you also prevent players not in your FoF group from building within this radius. Also with effect from build 20, unshielded buildings will decay over time.

Laser fences
They dont just keep out mobs. They can do things like this as well.


Try playing around and see if you can make anything interesting with them.

Self destructing buildings
Unlike base items, you dont self destruct buildings by interacting with them. Open up your build menu and select the building item you wish to destroy, a menu will prompt you if you wish to destroy it.

Building decay
As of build 20, base items that are shielded, powered or resting on a room which is shielded will not decay. Otherwise after 48 hours the item will become 'unclaimed' and begin to lose health. Unclaimed items can be claimed by anyone by interacting with them or repairing.
An item that has started to decay will lose approximately 1000 hp within 24 hours. To put this into comparison, a metal bridge has 1500 HP. This decay is inclusive of ANY base item including haversters.


DO NOT USE THIS
Flood lights.
One or two is okay, chain more than 5? Good luck to you. Do tell me if you manage more than 20 FPS. If you think your house is too dark at night, thats because you are using wood. Glass and metal rooms have internal lighting. Swap to thoese.
If you dont have metal and glass blueprints, you shouldnt be building a base yet.


Color your buildings!
With effect from build 21, you can now color individual blocks. If you love building, this is for you.

5. Simple construction


1. Structural support
Despite its name, sturctural support actually refers to having a block placment below it that is connected to the ground. Not the build item stuctural support. Normal blocks count as one as well.
Buildings in this game are physX simulated. They require a structural support . This means serval things.
- You cannot build stuff in mid-air or build buildings which defy gravity.

- Take out the supports, You take out the building.

This means that under no circumstances should you attempt to build a building supported by only one block. Even if you are gonna shield it. Its an exteremely tempting target for griefers and normal monsters can bring your whole base down faster then you can say "oh crap"

So you might be thinking, lets just put a structural support below every block. Here is why you shouldnt.
- Unneccesary resource cost
- Structural supports bundled up together are pretty ugly
- Great splash damage for a tank / rocket launcher

And yes, despite how bad this sounds. This is an actual unoccupied base. It has been so for a long time and with patch 20 comming in with building decay it was going to go anyways. Due to just logging in, there is some lag time.



I will now run you through how it works and what to do when building.
Blocks in the air can extend up to 2 horizontal blocks away from a structural support

This basically means that you can expand upwards from a stuctrual support indefinitely while there is a limit to horizontal distance. So what is actually the best optimal way to use structural supports?

Basically just leave a gap in between blocks. This allows you to expand both vertically and horizontally. Also keep your supports shielded. Because like I said. Take out the supports, you take out the base.

2. Simple building
Placing any rooms [inclusive of bridges and balconies] will open up the wall its placed to. This also includes ceilings.

And this is the main problem most new users have with regards to building.

So here is an example, You want to build a balcony with closed walls
Is it going to look like this?


Nope, You are going to end up with this instead


So how do I get the first picture?
Firstly, recall the mechanics. Any base building item placed beside another will remove that wall.
So that means if you just place a balcony outright you are gonna end up with one very big mess.
What you need to do is to not build your door first, place a balcony on each side with the build (preserve walls)



in which you will end up with this, do the same for the other side

Now for the trickier part, First. place any block in the middle to remove the fences on the side

Next, in the build menu, select and self destruct that block. Now you build your door.

Next add a BRIDGE. not a balcony. Use the mouse scroll to turn it around and you will get this, remmeber to build (preserve walls)


It will take you some trial and error. But building stuff is basically just using this mechanic.
6. Advanced construction
This section will cover these pointers
1. Producing a Grid
2. Grief Protection
3. Floating buildings



1. Producing a grid.
Trust me on this, the lesser generators you have to manage. The better. Ideally you want to run your entire base creation with only 1 generator. Now, take a look at Project Racer. That entire 2km long track? Runs on a single generator. This is known as making a grid.

A simple non grief proofed grid.

A level 1 power relay and shield generator will perfectly shield and chain for up to 4 blocks. This means relay > block > block > block > relay. This is a 360 degrees circle so it can be applied in any direction. If you are only going one direction though, you can afford 5 blocks with some effort. There are also multi grids. But I wont touch on those.

An alternate to making a grid is to use level 6 power relays,


Originally not built to be grief protected, Project Terraformer recieved a facelift after it was torn down by a griefer. It now features a bridge project with full grief protection as well.




This allows you to chain power from your generator over a much longer distance, I will cover grief protection in the next section.

Grids can also be done to link friendly bases together. For example my FoF has all our bases linked together with each base having their own generators. This allows all the bases to maintain power so long as any one person from the FoF is still active.

2. Grief Protection
So, in the forum post I have mentioned that Project Racer is fully grief proofed. What do I mean by this?
It means it cant be destroyed by some madman who wants to do it just because he can.
This is accomplished quite simply. But the costs does add up. All you need to do is to chuck your relays and shield generators into a closed room and build your stuff inside the room.

The room will be shielded so no one can bring it down. This is known as grief proofing. However with this method you are unable to upgrade your power relays so your grid will end up consisting of a massive number of grid placements [see project racer]. This is however ideal when you are building near someone's base. You will have as small a shield generator area as possible so you do not intrude on their base area as anyone not in your FoF group cannot build inside your shield generator area.

An alternate method when you do not need to worry about neighbors is this.

Simply build a room with a door, chuck a forcefield door on it and voila. Grid placment done. With this method you can upgrade the stuff inside so your number of grid placements will be smaller. However like I mentioned earlier. Your shield generator radius is gonna be massive if you do it this way. This method is also more prone to errors, its quite easy to miscalculate the area and have an unshielded spot.

In a situation where you have no choice but to use a level 6 grid system but there are player buildings around you, there is a way you can go about it


The center grid placment is a level 6 grid but it has its FoF settings set to public. This allows people to build within its area. Where my structures are however have a secondary shield generator placment which is FoF only. People are not allowed to build in this area however the area it covers does not intrude on their buildings. This method allows you to chain areas where people can and cannot build.

Do remember to check the shielding on your base as you are building. Failure to do so can result in one big explosion and plenty of swear words. Spend some time now checking each block to see if your base is fully shielded and grief proofed and it will pay off in the long run.

Also remmeber this, fighting against griefers is like fighting a war of attrtion you cant win. Sooner or later someone will come and grief your stuff. The only thing you can do is minmize the amount of damage you will take by being prepared. I myself have suffered a grief attack just recently. Project terraformer [ which i was planning to rennovate anyways ] was torn down and project hazard which was grief proofed had all unshieldable items [ like crafting stations ] destroyed. I could just chuck everything into an FoF only closed zone but I dont intend to hide my crafting stations when they should be open for use to others. Lastly, massive bases are generally frown upon due to the amount of lag they create and space they take up.


Floating buildings
The biggest question in construction in GRAV, are there any ways to get floating buildings made?


The answer is simpler than you think.
Answer: Construct OMCR room as supports, remove their darn walls.


This was so simple... and yet never thought of. Until now that is. Now get out there, and build a UFO
7. My construction projects
This entire section can be considered a personal "blog".

Several building projects I have done are below, I leave this here in the hopes you can find some inspiration for your next building project. Feel free to mimic parts of their designs. These are in order of date built and added.

Project Hazard Outpost

Project Terraformer [ my resource gathering facility]

Project Racer [obviously]
Vehicle depot


After going through alot of expansions and redesigns, My homeworld hazard outpost has been renamed Headquarters and now looks like this.

A mini combination of hazard outpost and a vehicle depot on a hazard world


Project Headquarters
After shifting to ASIA PvP 01, I constructed a new base based on the bases made in PvE 07. The concepts used are similar but have been improved alot. Despite how large it looks, it is actually pretty compact. Just about every block has functionality. My best work to date.


Project Free Runner [Prototype testing for the real thing]

Project Walker
The first base to utilise the floating base concept. This wasnt possible to build... Until now that is.


Mobile Headquarters
Or you can call it a UFO, you decide
[Project citadel on temporary hold for awhile]


W.I.P

Project Citadel
A massive project for people in Asia PvP 01 to join in, A real working city based on dues ex hangsha.
Meant to be constructed as a true free run area. Where Point A - Point B isnt just a set route.
All planning and problems solving has been completed. Work is now commencing. Expected completion time is 2 - 3 weeks.

A log has been made on the guide to record our progress through its construction.
Project Citadel log
DISCONTINUED, MIGHT BE RESTARTED IN THE FUTURE


Project citadel is an ideal made reality after weeks of problem solving, a fully functional city built as a true free running area. Point A - Point B isnt a set route, take any you like!
A combined effort by the hardworking players on Asia pvp 01. Its expected to take 2 - 3 weeks to complete.

This here is a log of our progress due to how large this project is. Its a huge building project done by multiple players.

Day 1
Planning finnaly lifted off the ground, now constructing the base of the city.

Base completed, moving on to entrance of city

Rough Design of city entrance done

Main roads completed, day 1 progress ends here.


Day 2
Raised roads to use as support, planning where will buildings go and what kind will be there.

Built a *china town* gate


Day 3 & 4
Alittle busy these 2 days, no progress made.

Day 5
Work started on the first building, A hotel near the entrance

Day 6
Announcement of actual floating supports. [ Supports with a jet under them ] Pausing work until its release.
8. Pusedo creative mode

You can force something similar to creative mode on. I dont use it though. Its more fun to build stuff on the offical servers.
Single player / dedicated server only.

In solo play / hosting a server, boot up the console. Type the following

iamacheater
cheatresourcesall
unlockallblueprints

You can now build anything you want with no limitations in the game. Well not really yet. You need to type cheatresourcesall a few times to get the resources you need.

Stuff like this?


Completely possible

Other useful commands in creative mode
givehats
givenumsoulorbsowned X
cheatsettimeofday XX [ 24-hour clock, 22 for 10pm ]
cheatgod
cheatfly
cheatwalk
Console commands
Console commands that will improve your experience. These can be completely ignored but for a better experience you can use them. You can open up the console with either ` or TAB key. Do take note that messing with console commands can break your game if you arent careful.



Important Commands

These commands can change the way you play the game. Also a word of advise before you start. Copy and save them to a notepad when you are done. Patches will reset keybinds.
If you do somehow manage to screw up your keybinds in a bad way and cant fix it, delete Defaultinput.ini and verify cache through steam.


Firstly, you can view these links. Or you can ignore them, it dosent really matter as I will walk you through.
https://udn.epicgames.com/Three/KeyBinds.html
https://wiki.unrealengine.com/List_of_Key/Gamepad_Input_Names

The game uses unreal engine so its possible to bind your own keybinds to stuff. This means you can basically free up your hotbar for random stuff. Also note, you can ignore any caps you see. Syntax dosent matter.

Quick summon pets
If you think having to go through the skill menu to summon your pet is annoying. I have a workaround for you. The console command for quick summoning of pets is
Setbind [ key ] "Makeapet [ name ]"

So if you want to bind a damage pet to numpad 6, type the following
SetBind NumPadSix "MakeAPet CIP_PetDamageBooster"

Pet names
CIP_PetLight
CIP_PetHarvestBooster
CIP_PetDamageBooster
CIP_PetHeal
CIP_PetConstruction
CIP_PetRunSpeedBooster

Quick summon items
All items uses "usecreateditem" anything from weapons to rations to vehicles.
If you dont want to use your hotbar for jetpack and monocycle, you can hotbar them somewhere else. The command for binding them is
Setbind [ key ] "Usecreateditem [name]"

So if you want to bind a monocycle + to Numpad 2 you type the following
SetBind NumPadTwo "UseCreatedItem CIF_Vehicle_Monocycle_Lvl1"

Vehicle names

CIF_Vehicle_Jetpack
CIF_Vehicle_Jetpack_Lvl1
CIF_Vehicle_Monocycle
CIF_Vehicle_Monocycle_Lvl1

Weapon changing
I am only going to mention the high end weapons, there did be too many to put out if i was to mention all. I am also not gonna mention about armors due to gear sets.

Similar to keybind for vehicles.
Setbind [ key ] "Usecreateditem [name]"
So if you want to bind a poison pistol to numpad 2
setbind numpadtwo "usecreateditem CIA_Weapon_Pistol_Lvl10_Poison"

#CIA_Weapon_Pistol_Lvl10PISTOL - LVL 10
CIA_Weapon_Pistol_Lvl10_Normal
CIA_Weapon_Pistol_Lvl10_Electric
CIA_Weapon_Pistol_Lvl10_Fire
CIA_Weapon_Pistol_Lvl10_Ice
CIA_Weapon_Pistol_Lvl10_Moonlight
CIA_Weapon_Pistol_Lvl10_PlayerSoul
CIA_Weapon_Pistol_Lvl10_Poison

#CIA_Weapon_AssaultRifle_Lvl8AR - LVL 8
CIA_Weapon_AssaultRifle_Lvl8_Normal
CIA_Weapon_AssaultRifle_Lvl8_Electric
CIA_Weapon_AssaultRifle_Lvl8_Fire
CIA_Weapon_AssaultRifle_Lvl8_Ice
CIA_Weapon_AssaultRifle_Lvl8_Moonlight
CIA_Weapon_AssaultRifle_Lvl8_PlayerSoul
CIA_Weapon_AssaultRifle_Lvl8_Poison

#CIA_Weapon_SMGSMG TURBO V4
CIA_Weapon_SMG_Lvl7_Normal
CIA_Weapon_SMG_Lvl7_Electric
CIA_Weapon_SMG_Lvl7_Fire
CIA_Weapon_SMG_Lvl7_Ice
CIA_Weapon_SMG_Lvl7_Moonlight
CIA_Weapon_SMG_Lvl7_PlayerSoul
CIA_Weapon_SMG_Lvl7_Poison

#CIA_Weapon_ShotgunSHOTGUN - LVL 7
CIA_Weapon_Shotgun_Lvl7_Normal
CIA_Weapon_Shotgun_Lvl7_Electric
CIA_Weapon_Shotgun_Lvl7_Fire
CIA_Weapon_Shotgun_Lvl7_Ice
CIA_Weapon_Shotgun_Lvl7_Moonlight
CIA_Weapon_Shotgun_Lvl7_PlayerSoul
CIA_Weapon_Shotgun_Lvl7_Poison

#CIA_Weapon_MeleeARTIFACT SWORD +
CIA_Weapon_Melee_Lvl10_Normal
CIA_Weapon_Melee_Lvl10_Electric
CIA_Weapon_Melee_Lvl10_Fire
CIA_Weapon_Melee_Lvl10_Ice
CIA_Weapon_Melee_Lvl10_Moonlight
CIA_Weapon_Melee_Lvl10_PlayerSoul
CIA_Weapon_Melee_Lvl10_Poison

#CIA_Weapon_PlayerRocketLauncher_Lvl1
CIA_Weapon_PlayerRocketLauncher_Lvl1_Normal
CIA_Weapon_PlayerRocketLauncher_Lvl1_Electric
CIA_Weapon_PlayerRocketLauncher_Lvl1_Fire
CIA_Weapon_PlayerRocketLauncher_Lvl1_Ice
CIA_Weapon_PlayerRocketLauncher_Lvl1_Moonlight
CIA_Weapon_PlayerRocketLauncher_Lvl1_Playersoul
CIA_Weapon_PlayerRocketLauncher_Lvl1_Poison


#CIA_Weapon_MultitoolMULTITOOL - MK XI
CIA_Weapon_Multitool_Lvl10


Lastly, in your notepad, you can copy paste multiple commands at once, this needs to be done after every patch as mentioned earlier. This is mine as an example. Do note that this is my personal preference and I do not suggest using this unless you know what I am doing here and am okay with it.

SetBind Decimal "UseCreatedItem CIF_Vehicle_Monocycle_Lvl1" | SetBind NumPadZero "UseCreatedItem CIF_Vehicle_Jetpack_Lvl1" | setbind numpadone "makeapet cip_petdamagebooster" | setbind numpadtwo "makeapet cip_petharvestbooster" | setbind numpadthree "makeapet cip_petconstruction" | setbind numpadfour "dismissapetbyclass cagpet_damagebooster" | setbind numpadfive "dismissapetbyclass CAGPet_HarvestBooster" | setbind numpadsix "dismissapetbyclass CAGPet_Constructobot" | clientwantsanonlogins true| setbind leftcontrol "dousedamagestim" | setbind q "dousespeedstim" | setbind leftalt "douseinvisstim" | setbind underscore "douseration" | setbind numpadseven "usecreateditem cif_trap_landmine" | setbind rightalt "StartVOIPBroadcast | OnRelease StopVOIPBroadcast" | setbind F2 "/sit" | setbind F3 "/salute" | setbind p "/puke" | setbind f7 "/breakin" | setbind minus " douseration" | setbind v "toggleautorun" | setbind add "stat unit | stat fps" | setsensitivity 60 | setbind numpadseven "wearselectedgearset 0|setplayerprimarycolor 0.01 0.01 0.01 1|setplayersecondarycolor 0 1 0 1|setplayeremissivecolor 0 1 0 255"|setbind numpadnine "wearselectedgearset 5|setplayerprimarycolor 0 0.33 0.9 1|setplayersecondarycolor 255 255 255 1|setplayeremissivecolor 0.3 0.6 0.9 255"|setbind numpadeight "wearselectedgearset 1|setplayerprimarycolor 0.3 0.09 0 1|setplayersecondarycolor 0.5 0.04 0 1 | setplayeremissivecolor 0.5 0 0.9 255"| setbind divide "wearselectedgearset 4|setplayerprimarycolor 0.3 0.3 0.2 1|setplayersecondarycolor 0.9 0.4 0 1|setplayeremissivecolor 0.9 0.4 0 255"|setbind multiply "wearselectedgearset 6|setplayerprimarycolor 0.3 0.3 0.2 1|setplayersecondarycolor 0 0.4 0.9 1|setplayeremissivecolor 0.2 0.1 0.9 255" | setbind subtract "wearselectedgearset 3|setplayerprimarycolor 0.5 0.9 0 1|setplayersecondarycolor 0.3 0.3 0.5 1|setplayeremissivecolor 0.3 1 0 255"

Console Commands II


Not so important commands

This section details things that wont really change how you play the game. Basically they are cosmectic changes only.

Mouse sensitivity
Setsensitivity XX
Default is 60

Color changing
Color changing in GRAV uses a RGBA system.
http://www.css3-generator.de/rgba.html
OR
http://lslwiki.net/lslwiki/wakka.php?wakka=color

Type:

setplayerprimarycolor X X X X
Sets the main color of your character and your flag. For your character this is mainly the sides while for your flag its the upper portion

setplayersecondarycolor X X X X
Sets the secondary color of your character and your flag. For your character its the stripe in the middle and some stripes on the face, for your flag its the stripes on the flag.

setplayeremissivecolor X X X X
Sets the color of lights, flares and names on your character. Also changes beacon color.


Screenshot taking
Type:

showhud
Toggles the hud

fov XXX
Changes your FoV. Default is 85 for player, 110 for vehicles. After changing your FoV, its locked at what you changed for both vehicles and players until you change planets / reconnect. I tend to use 95 after I change my FoV

togglefreecam
Camera movement no longer links to controls.


Performing checks when lagging
Type:

stat fps
stat unit
Displays a bunch of options on the right side of the screen. Stat fps shows your frames per sec while stat unit allows you to see which proccess is lagging, server side or your own client. See right side of screenshot
Conclusion and construction bugs.
There you go, a guide to farming and building in GRAV efficiently.

If you wish to view my construction projects in person or require help getting started in the game. I am based in Asia PvE 07 Asia PvP 01. If I am online and free I will give you some help. This however does NOT include freebies. Also, please read the guide before asking me any questions. I do NOT appreciate stupid ones. Especially if I covered them in the guide.



If anyone has any requests for sections, do give me a shout. I will see if i can add things in.

Also including a section regarding known bugs related to building, will strike them out once they are patched.
Currenty known bugs related to building:

Large relay chains have a problem if you bring your grid down for awhile. They will carscade on and off. Long story short, its gettting fixed in patch 19.

Jump Pads placed on metal rooms and glass rooms are unable to be interacted with. Works fine with bridges though.

Forcefield doors can be wiggled through, its hard but it does happen. No ideal how. They can also be shot through occasionally

Shield generators sometimes stop working despite generators working and the shielding effect present. What I mean is, everything looks fine but you can damage your stuff. Rebooting the generator solves this problem.

Monsters can spawn inside buildings and also walk through their walls. The long awaited fix for this, fixed as of 19.2 Broken again in 19.5

Large scale building is exteremely taxing on computers, I am playing with 18 FPS around my base area while 60 on other planets. A supposed fix is being released in patch 19. We will see.

Turrets do not fire on anything in the PvE servers for now [ patch 19 again ]

Laser fences are alittle wonky, I have seen my fences deactivate as a mob walked passed and I just facepalmed

Building any fortification [turrets, laser fences] outside of a boss room, permenantly breaks said boss room. No boss will spawn ever again even though the loot crate will.

Building health will randomly pop up as damaged. Attempting to repair will show the repair icons but no resource used and hp bar not moving. Hitting the structure with any object will restore it back to full health + slight damage from hit.

Bubble shields sometimes prevent mobs from entering [ no ideal if this is a bug ]

Bubble shields take some time to activate, or might not activate once in awhile. Just reboot the generator and it works. This only happens when exploring and using bubble shields mind you.

Vehicles cannot drive up stairs. Works now but alittle wonky, tank couldnt really go up the stairs while buggy could.

Patch 19 bug: Any blocks placed before patch 19 allows a vehicle to pass through, Any placed after patch 19 has an invisible wall.

Any vehicle not parked at a vehicle bay while placed inside blocks will fall through. ( see patch 19 bugs report if yours fell through, a way to retrieve is present ) You shouldnt be leaving vehicles unparked in bases so this isnt really important.

Fixed
PATCH 19 BUGS REPORT
https://steamhost.cn/steamcommunity_com/app/332500/discussions/2/530645446325390698/



Anything I missed or anything you want to add?
104 Comments
.Nitro 2 Jan, 2018 @ 1:42pm 
Also what helmet is it
.Nitro 2 Jan, 2018 @ 12:18pm 
How did you get the skull helmet
tosac 6 Aug, 2016 @ 2:11am 
okay well, have a good day ;)
Klipwc  [author] 5 Aug, 2016 @ 9:57pm 
The guide is outdated by alot so its probably not a good ideal
tosac 5 Aug, 2016 @ 3:04pm 
hey, i think that this guide needs some more attention. If you agree you should feel free to share it here https://steamhost.cn/steamcommunity_com/groups/GuideShowcase/discussions/0/353915309352842511/
And your guide should get a little boost ;), have a good day
Geerbanging 21 Jul, 2016 @ 1:21am 
Why my melee no light ? Why my eyes no light? Why the portals error every two weeks in our server. This game will die :( . The development have given up it:caster_sad:
Zanderfel 29 Apr, 2016 @ 4:07pm 
If not Research Station, then Science Station. Note that unlocking the jobs require Element X and when you activate a job, you are Level 1 and have to level up that job to live longer vs enemies. And just having a super strong gun won't help you as a Level 1 when you were a Level 10 Astronaut (like you were doing 30 dmg with your Rusty Pistol as a Lv 8 Astronaut. But as a Lv 1, you're gonna be doing 12-15 dmg and if you come across a tough enemy, you'll use most of your clips by the time it drops, whereas before you might have used 2 or 3 clips).
So keep that in mind when switching jobs.
Zanderfel 29 Apr, 2016 @ 3:53pm 
Different Job: Build Research Station, select listed jobs under the tab that looks like 3 people mashed together, click Research on whatever job, it will show what you need. Once unlocked, Press I (Inventory), you'll find the same tab icon above your character's equipment view screen, click that tab, then click "activate" on the class/job you unlocked.
OR, go into a cave & kill every single enemy in the cave (yes you can wipe out everything in a cave) and hope the blueprint for the job you want drops (getting BP for job unlocks it).
OR look for those robot vendors, hope they sell the BPs for what you want, then buy them.
mo1lyse4flere 19 Mar, 2016 @ 8:00am 
How can I get to the difernt Job. What to skill up enginer, and they other But I Can not figure Out How to do that. I try pushing the K on my keboard but nothing I Happening And can't Finde any video on youtube about this Problem. Help Please from some One That know This. !! :-)
Banco de Dados 19 Feb, 2016 @ 9:21am 
PUT YOUR FAITH IN THE LIGHT (epic music that no one understand the lyrics)