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A player gathering resources

Resource Types[]

Resources in Dual Universe are naturally occurring voxels obtained from planets, moons, and asteroids. In Dual Universe, the term "resources" generally refers to any voxels that can be extracted from a planetary body. In most cases, resources must be refined into pure materials before they can be used to create elements and honeycomb and then used in construction. Resources that can be refined to pure materials are classified in the UI as Mineable Materials, known as ores these are listed in the table below. Terrain Materials are resources that cannot be refined into pure material. Different mineable materials have varying levels of rarity, which determines how difficult they are to find in the game world. Furthermore, some mineable material can only be found in certain places (such as on asteroids or moons), or only in certain planetary biomes. As a result, players wont be able to find every possible resource on a single planet. The Resource Distribution table below indicates the planet where that resource is found and the depth to dig in meters to find the ore.

Mineable Materials - Ores[]

All ore and refined materials in Dual Universe are categorized into "Tiers" -  Tier 1- Tier 5

Ore Tier Ore Type Refined Pure Ore Density (kg/L)
T1 Basic Bauxite Pure Aluminum 1.28
Coal Pure Carbon 1.35
Hematite Pure Iron 5.04
Quartz Pure Silicon 2.65
T2 Uncommon Limestone Pure Calcium 2.71
Chromite Pure Chromium 4.54
Malachite Pure Copper 4.00
Natron Pure Sodium 1.55
T3 Advanced Garnierite Pure Nickel 2.6
Petalite Pure Lithium 2.41
Pyrite Pure Sulfur 5.01
Acanthite Pure Silver 7.2
T4 Rare Cryolite Pure Fluorine 2.95
Cobaltite Pure Cobalt 6.33
Gold Nuggets Pure Gold 19.3
Kolbeckite Pure Scandium 2.37
T5 Exotic Columbite Pure Niobium 5.38
Rhodonite Pure Manganese 3.76
Illmenite Pure Titanium 4.55
Vanadinite Pure Vanadium 6.95

Terrain Materials[]

Terrain materials are naturally occurring materials such as soil, rock, sand, snow etc. and are obtained from planets, moons and asteroids. They can be gathered by players using and of the Dig Mode capable tools such as the Mining Tool or Terraforming Tool, and once collected, placed again with the Alt Mode Mining Tool. These materials make up the vast amount of natural voxels found in the game world.

List of Terrain Materials[]

Icon Name
Forest Soil Icon.png Forest Soil
Moon Soil Icon.png Moon Soil
Rock Icon.png Rock
Sand Icon.png Sand
Snow Icon.png Snow
Soil Icon.png Soil

Resource Distribution[]

The table below describes the depth in meters below surface level that ores of a particular type are found. This is not the depth below sea level but how far you must dig in a vertical line to reach the ore. There will always be the occasional vein of ore that does not follow these values but they are accurate in 99% of cases.

Bauxite Quartz Hematite Natron Chromite Limestone Malachite Garnierite Acanthite Petalite Pyrite Cryolite Cobaltite Kolbeckite Gold Nuggets Columbite Vanadinite Illmenite Rhodonite
Alioth 64-330 18-293 47-289 19-245 598-663 430-566 866-926
Alioth M1 76-126 71-129 64-122 58-106 840-840
Alioth M4 75-129 59-130 41-131 28-119 836-836
Feli 83-161 72-235 49-192 81-258 410-519 638-709 794-3059
Feli M1 75-123 60-144 72-114 46-113 209-275 449-529 797-862
Ion 277-872 116-922 82-889 107-968 1263-1401 1498-1631 1690-1750 1790-1875
Ion M1 72-120 56-100 66-107 47-99 200-284
Ion M2 59-117 52-123 48-149 61-118 203-268 464-505
Jago 67-120 52-115 39-117 67-111 136-303 169-286 376-514 609-672 1112-1170
Lacobus 98-308 48-341 63-268 107-242 432-534 667-786 901-1140 1022-1230
Lacobus M1 57-131 53-120 59-150 64-118
Lacobus M2 11-108 53-119 64-111 53-132 204-248
Lacobus M3 36-105 39-92 36-93 57-100
Madis 201-813 57-930 77-936 227-740 982-1160 1200-1310
Madis M1 68-108 67-135 39-128 64-105 477-514 632-632
Madis M2 53-122 51-127 44-115 68-118 463-494 633-664 859-859
Madis M3 52-119 52-114 44-106 48-97 603-670 858-858
Sanctuary 0-596 0-800 0-596 0-824 200-1671 600-1200
Sicari 122-338 139-420 76-363 100-480 553-624 770-876 1006-1082
Sinnen 67-965 213-663 141-823 84-728 983-1171 1270-1334 1501-1551
Sinnen M1 67-114 64-110 69-124 78-125 213-274 442-527 620-620 883-883
Symeon 37-505 74-547 89-557 111-525 590-740 871-954 1071-1117 1188-1258
Talemai 122-192 131-182 89-191 98-184 424-551 312-393 704-808
Talemai M1 56-131 63-125 50-114 72-122 211-350 612-676 828-863
Talemai M2 56-120 62-105 53-127 58-106 466-508 588-652
Talemai M3 62-95 25-123 56-138 65-139 225-300 612-657 846-846
Teoma 82-205 128-200 67-243 125-236 296-387 414-514 609-698 811-877
Thades 21-367 88-433 122-484 36-442 519-655 801-880
Thades M1 62-117 42-117 58-127 44-114 191-258 458-520
Thades M2 46-104 44-144 46-145 74-133 461-527 605-680

Archived Data[]

The following table presents a rough description of how the resources dispersal system works in the current state of development,

This Information is Observational

Scanning Difficulty (observational data)
Difficulty Level Description Average Size of Node
Visible Nodes are visible on the surface and relatively abundant Small
Abundant Nodes are shallowly buried (less than 2 or 3 meters) and relatively common Small to Extra-Large
Normal Nodes are commonly found between 5 and 150 meters deep and are relatively large, but only found in certain biomes Medium to Extra-Large
Uncommon Nodes are deep ( >150 meters), infrequent, and hard to find Medium to Large
Rare Nodes are very deep ( >500 meters), small, quite rare, and hard to find Small to Medium
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Reference[]

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