diff --git a/Guides/Anomalies/Anomalies & You - Anomaly Types b/Guides/Anomalies/Anomalies & You - Anomaly Types new file mode 100644 index 0000000..cc6e54a --- /dev/null +++ b/Guides/Anomalies/Anomalies & You - Anomaly Types @@ -0,0 +1,50 @@ +# Anomalies & You - Types +[color=#c96dbf] +░▀▄▄▀░ [head=2]Science Guide[/head] +░█░░█░ [head=3]Anomalies & You - Anomaly Types[/head] +░▄▀▀▄░ [head=3]Written by Researcher Pip Soak[/head] +[/color] +────────────────────────────────────────── +[head=3]Pyroclastic Anomalies[/head] +[bold]Properties:[/bold] Emit intense heat and flame, which can ignite objects and people nearby. Pyroclastic anomalies can quickly cause uncontrolled fires, making containment critical. +Containment Tip: Use fire-resistant equipment and try to isolate these anomalies away from flammable materials. Once scanned, try to contain with Reinforced Plasma Glass Windows whilst also contacting an Atmos Tech to space the floor below the Anom', as the temprature created within the containment will be high enough to kill, once it is broken. + +[head=3]Ice Anomalies[/head] +[bold]Properties:[/bold] Emit intense cold, capable of harming nearby personnel. The also shoot out ice shards which will often break containment rapidly once over 60% Severity. They can spread ice on floors, creating slip hazards. +[bold]Containment Tip:[/bold] Treat them a lot like the Pyroclastic Anom', though spacing the tile undearneath is optional but recommended, these can be contained with reinforced glass but once over 50-60% severity, use Reinforced Plasma Glass Windows and check on the windows damage regularly. Wear thermal protection when interacting with ice anomalies, AND BRING A WELDING TOOL. + +[head=3]Electric Anomalies[/head] +[bold]Properties:[/bold] Generate high-voltage discharges, creating electrical surges that can damage electronics and injure personnel. They can short out power grids in their vicinity. +[bold]Containment Tip:[/bold] Ground the containment area using a grounding rod. These anomalies are best contained in shielded areas away from critical electronics. Relocating the Anom with a Gauntlet is an option as well. + +[head=3]Gravitational Anomalies[/head] +[bold]Properties:[/bold] Warp gravitational fields, causing objects and people to be pulled toward or pushed away from them. They can make moving around difficult and sometimes create dangerous high-gravity zones. Be warned, radiation is also emitted from these anom's. +[bold]Containment Tip:[/bold] Wear a radiation suit, use lockers or other dragable objects like your A.P.E. to nudge the Anomaly into a better position, I would suggest using Plasma Windows (small/thin) to contain the anom and stop the radiation from causing harm. + +[head=3]Flesh Anomalies[/head] +[bold]Properties:[/bold] Composed of living, organic material, flesh anomalies may spawn hostile creatures if left unchecked. They also emit a foul odor and can spread, affecting their surroundings. +[bold]Containment Tip:[/bold] Quarantine flesh anomalies and have weapons ready in case of hostile entity emergence. Consider immediate disposal if containment is compromised. + +[head=3]Bluespace Anomalies[/head] +[bold]Properties:[/bold] Bluespace anomalies can warp space, leading to localized teleportation effects. They may cause items or personnel to randomly teleport or phase in and out of the area. +[bold]Containment Tip:[/bold] Avoid placing unanchored valuable or sensitive equipment nearby, as it may be affected by teleportation. Try to Avoid keeping this anom near the edges of the station and/or public hall ways. Use the APE to stabilize or neutralize quickly. + +[head=3]Tech Anomalies[/head] +[bold]Properties:[/bold] Interact with and sometimes enhance electronic devices in unpredictable ways, potentially overloading nearby machinery or toggling it's functions. +[bold]Containment Tip:[/bold] Keep an eye on your APE, as this Anom can and will turn it off or change the particle type it will shoot. Only keep non-essential equipment near Tech anomalies, as they may short-circuit or alter devices function, such as bolting/opening/toggling power. + +[head=3]Floral Anomalies[/head] +[bold]Properties:[/bold] Create Kudzu weeds, vegetables and sometimes spawn aggressive plant life. +[bold]Containment Tip:[/bold] Bring a Saw from the robotics vending machine or a welding torch for the Kudzu weeds. Once stable and connected, i would suggest grabbing a Medibot and anchoring it near the Anom, as once above 60% severity, you will be required to stay near the Anom and remove the weeds, you will encounter spawns such as tree's and Ethereal enemies that spawn from the plant growths, you can only take on one at a time so I suggest using the Saw and staying near the medibot. + +[head=3]Shadow Anomalies[/head] +[bold]Properties:[/bold] Create a fog of shadow that has the voices of the void. Once dense enough shadow has been created, there will be portals inside that will transport anyone who steps into it into another area or into space +[bold]Containment Tip:[/bold] Contact Security or Robotics and obtain a steady flow of Flashes to use to keep ontop of the shadow fog. + +[head=3]Rock Anomalies[/head] +[bold]Properties:[/bold] Rock anomalies create numerous area's of rock or ore filled rock that can obstruct operations. The Rocks with Ore inside, once broken, will often spawn an Ore entity that will attack. +[bold]Containment Tip:[/bold] Once located, obtain a salvager drill and prefably a Medibot to keep yourself healed whilst keeping ontop of the Entities that you will have to fend off. Be careful with having your APE blocked off and keep the Severity below 75%. + +[head=3]Liquid Anomalies[/head] +[bold]Properties:[/bold] Release strange liquids onto the floor OR inside any crew that are near by, sometimes with acidic or toxic properties. +[bold]Containment Tip:[/bold] Use chemical-resistant gear and place containment barriers to stop the spread of liquid, basic glass windows can be used. If you want Chem to love you, do not contain with glass and bring buckets (2) and a syringe to draw from the anom or floor and obtain either some deadly or highly benfitial chemicals to be later used by Chem. diff --git a/Guides/Anomalies/Anomalies & You - Introduction and Notes b/Guides/Anomalies/Anomalies & You - Introduction and Notes new file mode 100644 index 0000000..a88489e --- /dev/null +++ b/Guides/Anomalies/Anomalies & You - Introduction and Notes @@ -0,0 +1,53 @@ +# Anomalies & You - Intro + +[color=#c96dbf] +░▀▄▄▀░ [head=2]Science Guide[/head] +░█░░█░ [head=3]Anomalies & You[/head] +░▄▀▀▄░ [head=3]Written by Researcher Pip Soak[/head] +[/color] +────────────────────────────────────────── +[head=2]Shift Start Recommendations[/head] + +CORDS ON - Remember, we’re not Service Crew, we're important. + +[head=3]Essential Materials:[/head] +Gather rods (made from steel) and glass to create at least 4 reinforced glass panels for anomaly containment. + +Split the 30 plasma in the Anomalies room, using 15 plasma to create 4 Reinforced Plasma Glass panels. These are more durable and useful for containing radiation. + +Radiation Suit: +Wear your (usually provided) NanoTrasen Radiation Suit for protection against high levels of radiation during prolonged exposure. + +Tool Kit: +Bring a full toolbelt and don’t forget a welding mask. When out on the "field" you will have to be self-sufficient. + +Anomaly Scanner: +If short-staffed, wait until the Anomaly scanner is unlocked. Ideally, always carry an anomaly scanner. + +────────────────────────────────────────── +[head=2]Anomaly Scanning[/head] + +Once an anomaly is scanned, the scanner UI shows four particle types with their effects: + +Danger Particles: Increase the anomaly’s severity; use carefully to raise point output, but beware of safety risks. +Unstable Particles: Lower the anomaly's stability; generally avoided by conscientious scientists. +Containment Particles: Raise anomaly stability at the cost of its health, ideal for elimination. +Transform Particles: Alters anomaly modifications, impacting point multipliers between -50% to 190%. Avoid gambling on transformations as risks are high. + +[head=3]After Scanning:[/head] + +Return the scanner to Science and connect it to an Anomaly Vessel. +Label and organize your equipment by type and location, e.g., “[bold]FIRE ANOM - (LOCATION)[/bold].” Communicate findings with the RD or Science team. + +────────────────────────────────────────── + +[head=2]Points and Severity Tips[/head] + +This is all subjective to individual experience levels and crew expectations. + +My personal suggestion is to not go over 75% severity, as if you fall unconcious and have no labled the contained Anom's scanner, other staff may not know where/what to do for the location and particle type to contain. Having 25% wiggle room allows for mistakes. + +For high output of points, i would suggest aiming for a transformation modification that is low risk, such as visible spectrum (invisibility) that will increase the point output above 150%. + +Whilst i do not reccomend this, upon first creation and low severity of the anom, if you are experienced and have a timer of 3+ mins for the next pulse, you can push the severity to 60%+ and then use "Unstable Particles" to create a danger level, this can give you a huge boost (150+) points for a short duration, then once you are close to 30 seconds left until next pulse, return it to stable. DO NOT REPEAT THIS STEP, as higher severity with have shorter times between pulses. + diff --git a/Guides/Xenoarcheology/Xenoarch: Chapter 1 b/Guides/Xenoarcheology/Xenoarch: Chapter 1 new file mode 100644 index 0000000..e001e6a --- /dev/null +++ b/Guides/Xenoarcheology/Xenoarch: Chapter 1 @@ -0,0 +1,27 @@ +# Xenoarcheology Guide - Chapter 1: Abstraction + +[color=#c96dbf] +░▀▄▄▀░ [head=2]Science Guide[/head] +░█░░█░ [head=3]Xenoarcheology - Chapter 1: Abstraction[/head] +░▄▀▀▄░ [head=3]Written by Researchers Pebbles Rainbringer, Nyxilath Steele, Calling Calipso, Pip Soak, Koho Moeller and Kaiser Eclipsewing[/head] +[/color] +────────────────────────────────────────── +Within the space of Research and Development, Xenoarcheology is a rich and complex field full of mysteries to be discovered - so it's good to know what all can happen. +[head=3]What is an Artifact?[/head] +An artifact is any sort of physical otherworldy object, and they vary wildly in size, shape, and effects. Artifacts have a series of Stimulus-Reaction pairs called Nodes, and they all fit into a small tree. Below is an example. + +Node 1 (Depth 0, Edges 4) +├Node 2 (Depth 1, Edges 1) +├Node 3 (Depth 1, Edges 1) +├Node 4 (Depth 1, Edges 3) +│├Node 5 (Depth 2, Edges 1) +│└Node 6 (Depth 2, Edges 1) +└Node 7 (Depth 1, Edges 1) + +In this example you have a simple three-layer tree with a total of seven nodes; Seven possible and unique Stimulus-Reaction pairs. + +To better understand artifact tree navigation, it is important to understand two common terms: 'Depth' and 'Edges'. Depth is the numerical representation of how far away you are from the base initial node - each artifact starts at Depth 0 (as seen with Node 1), may descend down or ascend up depending on the controls of the Artifact Analyzer Console. 'Edges' on the other hand represent the number of directly connected nodes from your current node - the number of possible paths we can travel down and up the tree from our current position. It is important to remember that your edge value always includes your return path up (with the sole exception of where depth is 0, as you cannot go any higher), so for most common applications the total number of possible destinations while descending is equal to our edge value minus 1. + +Putting this example to use in our tree above, descending from node 1 will choose one of its four edges: node 2, node 3, node 4, or node 7. If we end up on nodes 2, 3, or 7 - we will have an edge value of 1, showing there are no further nodes to explore down this path. We can then go back up to node 1 to descend down again, until we have fully mapped out and explored our artifact tree. + +With each unique node that we activate for the first time, we then can extract research from the artifact, which then will be stored within our R&D server. These points fuel our ability to develop new machines, tools, and services for our station, and improves the financial stock value of Nanotrasen for its shareholders. diff --git a/Guides/Xenoarcheology/Xenoarch: Chapter 2 b/Guides/Xenoarcheology/Xenoarch: Chapter 2 new file mode 100644 index 0000000..48e8286 --- /dev/null +++ b/Guides/Xenoarcheology/Xenoarch: Chapter 2 @@ -0,0 +1,126 @@ + +# Xenoarcheology Guide - Chapter 2: Stimulus-Reaction Pairs +[color=#c96dbf] +░▀▄▄▀░ [head=2]Science Guide[/head] +░█░░█░ [head=3]Xenoarcheology - Chapter 2: Stimulus-Reaction Pairs[/head] +░▄▀▀▄░ [head=3]Written by Researchers Pebbles Rainbringer, Nyxilath Steele, Calling Calipso, Pip Soak, Koho Moeller and Kaiser Eclipsewing[/head] +[/color] +[color=#c96dbf][head=2]Stimulus List[/head][/color] +Electricity + Tap the artifact with a multitool, or anchor it over a powered wire. + +High temperatures +    Hit it with an active welding tool. + +Physical trauma + Beat it up! Circular saws from robotics are a good weapon, though a crowbar works as well! + +Tool usage +    Anchor it down with a wrench, and unanchor it. + +Sonic vibrations +    Play a song near it, it'll enjoy it. + +Hydro-reactive +    Pour or spray water on it. + +Reaction with hematological fluid +    Pour or spray your blood on it. + +Magnetic waves + Equip a pair of magboots, and enable them. + +Life essence + Kill something near the artifact; monkeys, kobolds, or small pests are preferred by Nanotransen, through not strictly required. + +Radiation + Expose radiation to it; This could be from a Uranium spear, another artifact, a microwave if it's small enough, or a singularity if you're brave enough! +    +Extreme pressure +    A node where depth actually matters. If depth is less than or equal to 2, the artifact requires extremely LOW pressure - this is typically achieved by spacing the chamber, which most xenoarcheology bays are equipped to handle. If depth is greater than or equal to 3, the artifact requires extremely HIGH pressure - which can be achieved with an air injector. If your station is not equipped with the infrastructure to pump air into the chamber for high pressure, using a remote signaler with an igniter is a safe way to ignite plasma without burning yourself in the process - link the signaler and leave the igniter in the chamber, and slowly pump plasma in. Once ignited, the ideal gas law states that pressure will rise as temperature rises - all contained within the confines of your xenoarcheology bay! + +Standard atmosphere gases + Pump Carbon dioxide into the chamber. +    +Gaseous plasma +    Pump in some gas plasma, it's in a shiny red tank with a P on it. + +Active deceleration* +    Throw the Artifact against as a wall. + +Examination +    Just look at it, take a really close look. + +Therapeutic chemicals +    Pour or spray medicine on it - coordinate with your local medical department for some Bicardine! + + +[color=#aaaaaa]▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬[/color] + +[color=#c96dbf][head=2]Reaction List[/head][/color] + +Biochemical disruption + A cloud of a random chemical will appear, often leaving a mess on the floor. Don't breathe too deep! + +Cerebral influence + You'll feel better or worse, but it's just a thought. + +Environmental disruption + Might mend a few of your wounds - in reality it's probably going to blow up. + +Electrical interference + The power's gonna flicker a bit, and maybe a shutter will open. + +Energy consumption + The room will get colder. Not very lizard friendly. + +Energy release + The room will get hotter, or the Artifact may become radioactive. Not very Moff friendly. + +Internal chamber* + The artifact now permanently acts like a beaker or cup. + +Internal storage* + The artifact now permanently acts like a bag. + +Lubricated surface* + The artifact now permanently acts like a bar of soap. + +Long-distance communication + The artifact now permanently acts like an intercom. + +Matter creation + The artifact manifests a creature, object, or even an anomaly! + +Magnetic waves + Objects will now slowly orbit around the artifact. It can spin either direction. + +Metaphysical displacement + Get ready to play hide'n'seek with the artifact after it teleports. + +Neurological activity + The artifact is now alive, and will talk and move around. + +Station-wide destruction + [bold]{NO DATA FOUND}[/bold] + +Small entity accelerator* + The artifact now permanently acts like a firearm. + +Serrated rotator* + The artifact now permanently acts like a drill. (Wrench + Screwdriver) + +Structural phasing + The artifact now permanently will move through solid structures, and can no-longer be sold. + +Transmogrificational activity + Any nearby creatures will be turned into a random mob. + +Utility conglomerate* + The artifact now permanently acts like an omnitool. + +Visual distortions + The artifact will become invisible, only faintly still there. + +*small, handheld artifacts only. +──────────────────────────────────────────