Toggle menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Xenoarcheology

From Delta-V Wiki
Revision as of 21:00, 1 July 2023 by Debug (talk | contribs) (1 revision imported)

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.
Destroy Destroys the artifact, converting it into research points for the selected server.

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 destroyed.

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 examples of stimulus interpretations (i.e. how to cause the artifact to make a reaction):

  • Hydro-reactive - Spray a fire extinguisher
  • Sonic Vibrations - Play a musical instrument close to the artifact
  • Magnetic Vibrations - Equip Magboots and walk on the artifact
  • Extreme Pressure - Carry the artifact into space or space the room it is in (use caution and common sense here. This does not give you the right to endanger others or demand a hardsuit)
  • Physical Trauma - Punch the artifact or hit it with a blunt object via Combat Mode. This may take several hits
  • Electricity - Touch it with a multi tool
Guides Library
The Basics Getting Started · Server Rules · Interactions · Roleplay · Game Modes · Combat · Maps
Command Standard Operating Procedure · Alert Procedure · Space Law · Company Policy · Shipyard · High-Risk Items
Security Security Officer · Alert Procedure · Space Law · Company Policy · Forensics
Engineering Construction · Power · Atmospheric Science · Hacking · Pipes and vents · Gases · Reverse Engineering · Setting up the mix chamber
Epistemics Research and Development · Xenoarcheology · Anomalous Research · Glimmer · Psionics · Golemancy · The Oracle · Robotics
Medical Medical · Chemistry · Cryogenic Pods
Service Cooking · Drinks · Hydroponics · Supply Crates
Antagonists Guide to Traitor · Syndicate Items · High-Risk Items
Miscellaneous Fauna · Playable Species · Radio · Singularity · Terminology · Weapons · Paperwork · Traits · Admin commands · Administrators
Contribution Development · Mapping · Spriting · Wiki Contribution · Wikicode