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Xenoarcheology

From Delta-V Wiki
Revision as of 06:29, 22 September 2023 by Floofers (talk | contribs) (Update stimulus to actually have all of them.)

Xenoarcheology is a method of point generation for R&D utilizing randomly generated artifacts. It is the job of acolytes to discover and activate the secrets of these artifacts.

Equipment

The actual experimentation of artifacts uses a variety of equipment that can be found scattered around the station. This specifically focuses on the specific items used and contained within the xenoarcheology lab.

The analysis console ui before a scan.

Analysis Console

The analysis console is the main method of getting information about the artifacts that are being researched. In order to properly use it, it must be linked to an artifact analyzer via multitool as well as have a research server selected.

From the console itself, the screen displays information about the last artifact scanned. The buttons along the side perform various functions:

Button Name Description
Server List Opens a menu for selecting a research server.
Scan Scans the artifact currently on top of the linked pad. Scanning has a large energy intake and takes about a minute to complete for base-level artifact analyzers.
Print Prints a paper copy of the scan. Can only print one copy per scan. Useful for manually organizing scans.
Extract Extracts the research points from the artifact. The amount of points is based on how many nodes have been activated and will increase the glimmer count.

Artifact Analyzer

The artifact analyzer is a machine used in conjunction with the analysis console to scan artifacts to discover information about them. It can be upgraded with machine parts in order to reduce its power intake as well as the duration of its scans. Artifacts are scanned by placing them on this machine and then pressing the "scan" button on the console, which will cause it to scan. The scan will be interrupted by either the artifact being moved off of the artifact analyser or by the artifact being activated.

Artifacts

Artifacts are the core of Xenoarcheology and are what acolytes will be analyzing and experimenting on. Artifacts can take on a variety of random appearances and can be acquired in various ways, such as through finding them in the lab at the start of the round, purchasing them from Cargo, getting them from Salvage, or finding them from the Bluespace Anomaly station event.

Artifacts consist of randomly generated "trees" which dictates the artifacts behavior. Each tree consists of various "nodes" which the artifact can be inside of. Nodes each contain a "trigger" and an "effect". Effects can be both passive, constantly occurring while inside the node, or active, occurring only when the artifacts trigger is met. Triggers cause the artifact to shift to a random adjacent node in the tree.

The activation of the various nodes is the main goal of Xenoarcheology. Unlocking the nodes of an artifact increases its value, both in research points and in spacebucks.

Analysis Interpretation

Each scan of the artifact analyzer gives various data about the artifact:

In-Game Phrase Meaning Description
NODE_ID ID A unique ID number corresponding to each node. Can be used for identification.
DEPTH Node tree depth The distance from the starting node of the tree. Higher depths correspond to more dangerous and harder to activate artifacts which in turn increase the value when discovered.
ACTIVATED Activation Whether or not the "trigger" for the node has been activated.
STIMULUS Trigger A hint about the specific trigger for this node. Usually gives a good idea about what activates the artifact.
REACTION Effect A hint about the effect for this node. Usually is vague and non-specific.
EDGES Neighboring nodes The number of nodes that are adjacent to the current node. This is the number of different options for traversal when the artifact is activated.
CURRENT_VALUE Point value The number of research points that the artifact will give if extracted.

It is important to note that each scan functions as a static snapshot of the current node. It does not update with the artifact and will only update when scanned again.

Stimulus

Some of the given hints for triggering an artefact are used for different scenarios, see Physical trauma which can vary from hugging it to attacking it.

  • Electricity:
    • Touch it with a multi-tool.
    • Have the artefact receive 500 power from a Medium Voltage cable.
  • High temperatures
    • Hot items, use a lighter, welder or similar items with flames on the artefact.
    • High temperatures, place the artefact in a room that is more than 373 kelvin degrees.
  • Physical trauma
    • Brute damage, punch the artefact or hit it with a blunt object via Combat Mode. This may take several hits.
    • Interaction, touch or pull the artefact with your hands.
    • High damage, the artefact must receive 500 points of damage.
  • Tool usage
    • Anchor or/and unanchor the artefact using a wrench or similar tool.
  • Sonic vibrations
    • Play a musical instrument close to the artefact.
  • Hydro-reactive
  • Magnetic waves
    • Magboots, equip magnetic boots and walk near the artefact.
    • Salvage Magnet, activate the salvage magnet near the artefact.
  • Life essence
    • Kill something near the artefact.
  • Radiation
    • The artefact must take at least 50 points of radiation damage.
  • Extreme pressure
    • Low Pressure, put the artefact in a room with less than 50 pressure. Carry the artefact into space or space the room it is in.
    • High Pressure, put the artefact in a room with more than 385 pressure.
  • Standard atmospheric gases
    • Place the artefact in a room with either Oxygen, Nitrogen or Carbon Dioxide gas.
  • Gaseous plasma
    • Place the artefact in a room with Plasma gas.
  • Active deceleration
    • Throw the artefact, it must land on something.
  • No Stimulus
    • Time based, it will have a chance to activate every 5 seconds.
    • Examination based, it can activate every time you examine it.
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