Руководство по аномалиям

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Версия от 02:06, 20 октября 2023; imported>Rootoo (adds the 'humanifier' artifact effect #34011)
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Now if you haven't figured it out from the title, this is a guide to identifying and activating anomalies. Be warned, this guide will turn activating anomalies into a snap, so ask yourself – do you prefer the mysticism and mysteriousness of each anomaly you dig up? If the answer to that question is “yes”, then you should stop reading now. For the rest of us, the guide is below.

Types of Anomaly Finds

When the game spawns an anomaly find, it chooses from a list of different types. Each type has a different spawn chance, which determines how lucky (rather, unlucky) you have to be to get it. The higher the spawn chance, the higher the chance is for you to dig it up. So the next time you decide, "Hey, I don't think this space bear cloner was such a great find", remember – you were really lucky to find it!

Note: the Anomaly has an extremely large variety of appearances. If you find something strange on a dig that doesn't appear on this list, it's probably an Anomaly.

Name Example Appearance Spawn Chance Description
Supermatter Core Supermatter.png 0.36% Very rarely, you can dig up a Supermatter core. The Supermatter core – like the ship's Supermatter engine – is a glowing, radioactive, extremely lethal crystal that will rapidly destabilize and violently explode if handled improperly.
  • Anything directly touching the Supermatter core – such as a particularly foolish Scientist – will instantly disintegrate the victim into a fine ash. This also activates the Supermatter core (see below).
  • Shooting, hitting, throwing things at or otherwise interacting with a Supermatter core will activate it. An active Supermatter crystal emits massive amounts of heat, radiation, and highly-flammable oxygen-phoron gas. This will not only kill anyone nearby lacking proper protection, but cause the core to overheat and delaminate, exploding into a massive blast of radiation and destroying any nearby electronics (including your shuttle).
  • Even looking at the Supermatter core is dangerous – directly viewing the Supermatter without mesons will cause hallucinations, which must be corrected by Medical.

In short: Do not touch the Supermatter core, do not throw things at it, don't shoot it, don't even spend too long in the general vicinity if you can avoid it. Ideally, tell Engineering about it – if not everyone on the common channel – so they can steer clear of the death rock.

Construct Shell Construct shell.png 0.36% A wicked (but empty) machine used by those skilled in the occult. Usually only used by Cultists.

If you manage to acquire a soul shard (which can be found – rarely – on digs) and capture a soul with it (which requires someone to die), you can use your soul shard with the construct shell to build a cult construct. Just be sure to ask for admin permission if you're not an antagonist – soul shards require death, and as a result shouldn't be used lightly.

Ominous Beacon Ominous beacon.png 0.36% Oh baby! Wouldn't this be a fun find in Extended? The beacon can make anybody a Traitor – although it also has a 50/50 chance of exploding. Use it to test your luck. Single-use.
Supermatter Shard Supermatter shard.png 1.80% A small sliver of Supermatter crystal. Works exactly like a Supermatter core (see above), but slightly more sensitive and slightly less catastrophic if it delaminates. Still – don't touch it.
Pylon Pylon.png 3.60% An ominous floating crystal. Become the Cult's best friend! Wait? It's not a Cult round? Well, at least it makes a great decoration out here. Too bad you can't move it.

Purely decorative.

Autocloner Autocloner.png 7.19% If you see this, close your eyes and count to ten. If you aren't dead, then its probably safe. If you are, at least you can look at Security getting slaughtered by Space Bears.

An Autocloner automatically spawns a mob every 1200 to 3600 ticks (~40 to 120 seconds). It has a 33% chance to spawn aggressive mobs (either Space Bears, Nurse Spiders, or Creatures), and a 67% chance to spawn friendly(-ish) critters, choosing from: Cats, Corgis, Puppies, Chickens, Cows, Parrots, Slimes, Crabs, Mice, Goats, and Geese.

Autocloners cannot be turned off, but do require power. An Autocloner receives infinite power while on the away-site, and otherwise draws power from the room's APC. When about to spawn a mob, the Autocloner's power use will double. If you need to turn the Autocloner off, turning off the room's power will shut it down (and will slowly reset the cloning timer).

Giga Drill Gigadrill.png 7.19% A giant, alien drill on treads. Moves by itself – turn it on and bump it to make it drill a direction.

Harmless to people, great for mining out walls, but difficult to maneuver anywhere.

Replicator Replicator.png 7.19% An alien machine that takes objects and reforms them into new ones – press a button, stick something inside, and the Replicator creates something new! Caution – sometimes those new items are very angry mimics. The Replicator does require power, so it won't be useful to you outside in space.

A Replicator has between 5 and 15 randomly-generated buttons, each corresponding to a different item it can make. Once you press a button, the Replicator will allow you to add objects until it has enough, at which point it will slide shut and create the new item after a few moments.  

Replicators can spawn the following items. Hostile mobs are underlined:

  • Autopsy Scanner, Bike Horn, Bone Setter, Butcher's Cleaver, Camera, Caution Cone, Circular Saw, Clipboard, Closet, Crate, Crowbar, Flash, Flashlight, Gas Analyzer, Grenade (Cleaner), Grenade (Metal Foam), Hatchet, Handcuffs, Health Analyzer, Hemostat, Kitchen Knife, Lighter, Light Bulb, Light Tube, Multitool, pAI, Pickaxe, Radio Headset, Roller Bed, Shovel, Standard Power Cell, Screwdriver, Shortwave Radio, Welding Tool, Wet Floor Sign, Wirecutters, Wrench, Mimic, Viscerator, Hivebot
Anomaly Anomaly.png Appearance May Vary 71.94% The most common find on your anomaly digs, and also the most variable. Anomalies can have any number of appearances, and have a wild variety of effects – some benign, some extremely dangerous. For details on studying, activating, and safely handling anomalies, see the section below.

What Does Your Anomaly Do?

An anomaly can do many different things – the effects, ranges, and triggers of an anomaly are all randomly-generated, leaving them up to the Research department to figure out.

When an anomaly is spawned, it randomly generates a primary effect from the table below, along with a range (touch, aura, or pulse) and a trigger (the condition needed for the effect to occur). The range of the effect often changes the exact details of the anomaly's effect (see below). Additionally, an anomaly has a 75% chance of also generating a secondary effect, with its own range and trigger.

Note that the effects of an anomaly are effected by the mob's susceptibility – that is, whether the person is wearing protective anomaly gear or not. Always practice science safely!

Effects

Effect Triggers

All effects have a certain trigger, which must be met in order for the effect to take place.

Effect Touch Aura Pulse
Bad Feelings Will send the target a frightening message, and has a 50% chance to give them 3 – 5 dizziness. Will send any targets in the aura frightening messages, and has a 10% chance to give them 3 – 5 dizziness. Will send targets in the pulse a frightening message. Has a 50% chance to give them 3 – 5 dizziness, and a 12.5% to give them 5 – 15.
Cell Charge If the target is station-bound robot, will give 50kW – 150kW charge to their power cell. Gradually adds charge in 25kW to all APCs, SMES, and station-bound robots within its aura. Will add 0kW – 100kW charge to all APCs and station-bound robots in the area, and 0kW – 250kW charge to all SMES in the area.
Cell Drain If the target is station-bound robot, will drain 0kW – 100kW charge from their power cell. Gradually drains charge in 50kW increments from all APCs and station-bound robots and 100kW increments from all SMES within its aura. Will drain between 0kW – 150kW charge from all APCs and station-bound robots around it, and drain a flat 250kW from all SMES.
Cold The target will receive a message reading "A chill passes up your spine!", and the ambient temperature will drop between 5K – 50K. The temperature will slowly drop to a randomly generated target temperature between 0K – 250K.
DNA Switch Scrambles the target's DNA, with a severity between 25 and 95. Has a 75% chance of effecting UI (appearance) over SE (hulking, telepathy, etc.). Scrambles the DNA of any target in its aura, with a severity between 5 and 30. Has a 50% chance of effecting UI (appearance) over SE (hulking, telepathy, etc.). Has a 25% chance of scrambling the DNA of any targets in the area, with a severity between 25 and 95. Has a 75% of effecting UI (appearance) over SE (hulking, telepathy etc.)
EMP Creates an EMP pulse within its effect range.
Good Feelings Will send the target a happy message, and has a 50% chance to give them 3 – 5 dizziness. Will send any targets in the aura happy messages, and has a 5% chance to give them 3 – 5 dizziness. Has a 50% chance to send targets in the pulse a happy message. Gives all targets 5 – 15 dizziness.
Heal Heals 25 Brute and Burn damage from each external body part. Adds 5 units of blood. Adds 50 to nutrition count. Lowers brain damage by 25. Lowers radiation by 25. Resets body temperature. Reduces Oxy, Tox, Brute, and Fire damage by 25. Gradually heals Brute, Fire, Tox, Oxy, and Brain damage from all targets in the aura. Reduces Brute, Fire, Tox, Oxy, and Brain damage by 5 for all targets within the pulse.
Heat The target will receive a message reading "You feel a wave of heat travel up your spine!", and the ambient temperature will rise between 5K – 50K. The temperature will slowly drop to a randomly generated target temperature between 300K – 600K.
Hell Portal On activation, summons a portal to another dimension: nearby floors and walls are converted to viscera and occult structures, temperatures rise, and nightmare creatures spawn around the anomaly.
Humanify Transforms the target into a human if they are robotic (IPC or FBP), and turns any prosthetic limbs into flesh. Transforms mobs in the aura into humans if they are robotic (IPC or FBP), and turns any prosthetic limbs into flesh. Transforms mobs within the pulse into humans if they are robotic (IPC or FBP), and turns any prosthetic limbs into flesh.
Hurt Increases Oxy, Tox, Brute, Fire, and Brain damage by a value between 5 and 25 (each value is randomly generated separately). Adds 25 radiation. Reduces nutrition by 50. Increases dizziness by 6. Increases weakness by 6. Gradually deals Brute, Fire, Tox, Oxy, and Brain damage to all targets in the aura. Increases Brute, Fire, Tox, Oxy, and Brain damage by 3 for all targets within the pulse.
Pushback Knocks the target back between 1 to 10 tiles, dealing 30 – 50 Brute damage. Knocks all targets in the pulse area back between 1 to 10 tiles, dealing 30 – 50 Brute damage.
Radiation Increases the target's radiation by a value between 20 and 100. Emits radiation in the aura by a value between 10 and 50. Increases the radiation of all targets within the pulse by a value between 50 and 500.
Roboheal If the target is station-bound robot, repairs both Brute and Electronics damage by a value between 10 and 30. Gradually repairs the Brute and Electronics damage of all station-bound robots in the aura. Repairs Brute and Electronics damage by 10 for all station-bound robots in the area.
Robohurt Increases Structure and Electronic Damage by a value between 10 and 50

If the target is station-bound robot, deals between 10 – 50 Brute damage and 10 – 50 Electronics damage.

Gradually deals both Brute and Electronics damage to all station-bound robots in the aura. Repairs 10 Brute damage and 10 Electronics damage to all station-bound robots in the area.
Skeletonise Turns the target into a living skeleton. Decreases environmental temperature by 15K.  Turns any targets in the aura into living skeletons. Decreases environmental temperature by 15K. Turns any targets in the artifact's range of effect into living skeletons. Decreases environmental temperature by 15K. 
Sleepy Increases the target's drowsyness by a value between 5 and 25. Increases vision blurriness between 1 and 3. Gradually increases the drowsyness and vision blurriness of all targets in the aura. Increases the drowsyness of all targets in the area by a value between 5 and 15. Increases the vision blurriness of all targets in the area between 5 and 15.
Stun Weakens the target between 1 and 10. Increases stuttering by 30. Stuns the target between 1 and 10. Has a 10% chance to weaken targets in the aura by 2, increases their stuttering by 2. Has a 1% chance to stun targets while in the aura. Weakens all targets in the pulse's area by 4, increases their stuttering by 4. Has a 10% chance of stunning targets in the pulse.
Teleport Has a chance to teleport the target up to 50 tiles away, based on susceptibility. Has a chance to teleport any targets in the aura up to 50 tiles away, based on susceptibility. Has a chance to teleport any targets in the area up to 50 tiles away, based on susceptibility.
Triggers and their conditions
Name Type Conditions
Touch Physical Touching with hand or bumping into anomaly. Must have unprotected hands.
Organic Touch Physical An organic being (i.e. not a station-bound robot) touching the anomaly or bumping into it. Must have unprotected hands.
Robotic Touch Physical A synthetic being (i.e. a station-bound robot, or an IPC/FBP/Adherent/person with prosthetic hands) touching the anomaly or bumping into it.
Water Physical Splash anomaly with a container that contains water.
Acid Physical Splash anomaly with a container that contains any type of acid.
Volatile Chemicals Physical Splash anomaly with a container that contains highly-reactive chemicals, including: Phoron, Thermite, Welding Fuel, Pyrotoxin, Potassium, Napalm, Nitroglycerin, and Oxyphoron.
Toxin Physical Splash anomaly with a container that contains any type of toxin.
Force Energy Hit the anomaly with a physical weapon, or shoot it with a ballistic projectile.
Energy Energy Hit the anomaly with an energy weapon, or use another source of applied high energy on it. Useable items include energy guns, stun batons, multitools, and certain Antagonist gear including energy blades, e-mags, and cult blades.
Heat Energy Set environment temperature to be above 375 Kelvin, or use a welding tool on the anomaly.
Cold Energy Set environment temperature to be below 225 Kelvin.
Phoron Atmosphere Have 5 or more moles of Phoron present in the environment.
Oxygen Atmosphere Have 5 or more moles of oxygen present in the environment.
Carbon Dioxide Atmosphere Have 5 or more moles of CO2 present in the environment.
Nitrogen Atmosphere Have 5 or more moles of nitrogen present in the environment.

Anomaly Scanner and How to Use It

For most anomalies, the Anomaly Scanner is useless – you can easily identify the difference between an autocloner and a Supermatter shard without needing fancy scientific equipment. The analyzer is primarily used for the unknown anomalies, i.e. the ones described above.

When you scan an anomaly, the Anomaly Scanner will spit a piece of paper out at you. You can use this paper to identify both the triggers, and the effects of the anomaly.

Anomaly Effects

Using this table and the paper the scanner gives you, you should be able to narrow down the possible effects your anomaly will give off.

Text Given Possible Effects
concentrated energy emissions Pushback
intermittent psionic wavefront Bad Feelings, Good Feeling, Sleepy, Stun
electromagnetic energy Cell Charge, Cell Drain, EMP, Roboheal, Robohurt
high frequency particles Radiation, Roboheal, Robohurt
organically reactive exotic particles Cold, DNA Switch, Heal, Heat, Humanify, Hurt, Radiation, Skeletonise, Sleepy, Stun
interdimensional/bluespace? phasing Cold, Heat, Teleport, Hell Portal
atomic synthesis Cold, Heat
low level energy emissions Literally nothing. You should never find this one.

Anomaly Range

Use this to determine the range of your anomaly.

Text Given Range
interspersed throughout substructure and shell. Touch
emitting in an ambient energy field. Aura
emitting in periodic bursts. Pulse

Anomaly Triggers

This table is broken up into 'primary' and 'secondary' effects. They are only different in their wording.

Primary Text Given Secondary Text Given Range
Activation index involves physical interaction with artifact surface. Activation index involves physical interaction with artifact surface, but subsystems indicate anomalous interference with standard attempts at triggering. Touch, Water, Acid, Volatile, Toxin.
Activation index involves energetic interaction with artifact surface. Activation index involves energetic interaction with artifact surface, but subsystems indicate anomalous interference with standard attempts at triggering. Force, Energy, Heat, Cold.
Activation index involves precise local atmospheric conditions. Activation index involves precise local atmospheric conditions, but subsystems indicate anomalous interference with standard attempts at triggering. Phoron, Oxygen, CO2, Nitrogen.
Unable to determine any data about activation trigger. Unable to determine any data about activation trigger. Trigger is borked. You should not get this.

Exotic Particle Collecting. Wait, what?

So you've done the hard part. You've identified the trigger and effects of your once unknown, now known anomaly. You could turn this baby on in your sleep! Now you've got a really useful effect, be it healing or hurting, but you don't really want to lug the huge crystal-looking monstrosity to the bar to test it out on unsuspecting folks. You want something portable. Luckily for you, there is the Exotic Particle Collecting Lab. The lab is simple to use, but unused by many. The main reason for this is because nobody knows how to use it. It does not matter which type of effect/trigger, it will always require the same steps. And the result is always the same. A portable, limited charge device that you can activate whenever you want to replicate the effect of the anomaly.

How to create a portable anomaly device

  1. Take your anomaly to the Exotic Particle Collection's lab.
  2. Place Anomaly one of the two Anomaly Scanner Pads.
  3. Insert Empty Anomaly Power Battery into Exotic Particle Harvester. If you do not have an empty battery, you can drain the battery inside the Exotic Particle Harvester.
  4. Activate ONE of the anomalies effects. The harvester can only harvest one effect at a time (and only one per battery)
  5. Begin the charging of the battery via the Exotic Particle Harvester's menu. Click on the 'Begin harvesting' button.
  6. Make sure to keep that effect active until the battery is charged.
  7. Eject Battery.
  8. Insert Battery into Anomaly Power Utilizer

Voila! A fully powered portable anomaly device. If you run out of power (which you will, if you decide to use it), you can simply recharge the battery again. As long as the anomaly is active, you can draw as much power as you want and need.

Using an Anomaly Power Utilizer.

Now before you go about waving the Anomaly Power Utilizer around, here are instructions how to use it:

First off, the effect will be based around the device, and will always affect the one holding it. So wear your anomaly suit for protection if it is something very bad.

While having the device in your hand, click on it to bring up a menu. This is how you activate the effect. In the top you can see the charge, the active time, and the Exotic Particles. These particles correspond with the particles you used to track the anomaly's location with.

Under this you see the 'start' button, which will start the device. But before you press this, you should first mess with the two variables below, duration and interval. Duration is for how many seconds you want the device to be active. Interval is how often you want the effect to activate during the duration.

For example, a device with a duration of 10 and an Interval of 3 will activate 4 times. (At 0 seconds, 3 seconds, 6 seconds, and finally 9 seconds.)

Now the device will only lose charge when it activates, so if you wish to have a longer duration, consider setting a long interval as well for maximum efficiency.

When the battery is drained, the device will buzz, and you will need to eject the battery and recharge it before you can use it again.

Remember: These will always affect you. Wear protection or die from icicles forming in your lungs.

Wearing Protection

This is a very important subject matter. Protection is key to making sure an anomaly will not affect you. The way the system checks for susceptibility is through looking at your clothing and giving you a number between 1 and 0, with 1 being unprotected, and 0 being fully protected.

The protection from clothing is additive and subtracts from your default value of 1.

Protective Clothing

Clothing Protective Value
AMI Hardsuit 1.0
Research Command HCM 1.0
Anomaly Suit 0.7
Excavation Suit 0.6
Anomaly Hood 0.3
Excavation Hood 0.2
Latex Gloves 0.1
Science Goggles 0.1

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