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* Shutdown Timer: If set, automatically deactivates the program after X seconds whenever activated. | * Shutdown Timer: If set, automatically deactivates the program after X seconds whenever activated. | ||
* Trigger Timer: (Only for triggered programs) If set, automatically triggers the program every X seconds, if possible. | * Trigger Timer: (Only for triggered programs) If set, automatically triggers the program every X seconds, if possible. | ||
* Trigger Delay: If set, delays trigger signals by X seconds. | * Trigger Delay: (Only for triggered programs) If set, delays trigger signals by X seconds. | ||
* Activation Code: The code that must be signaled to activate the program. | * Activation Code: The code that must be signaled to activate the program. |
Версия от 13:39, 21 января 2020
Reynard Parker, the Roboticist говорит: "Move over Geneticist, there's a better way of making super humans these days. What is this method, you may ask? Nanites, son. It's not without its risks to the user, but it's not like anybody is going to detonate anybody from the inside out with these things, right...?" |
Nanites are tiny nanomachines that live in a host's bloodstream, providing different functionalities depending on how they're programmed. The mob where the nanites reside is usually defined as their host.
Nanites
Research
Nanite programs are unlocked by researching their relative techweb nodes in the R&D Console. Anything past Basic Nanite Programming, however, will require Nanite research points. These are gained simply by having active hosts with nanites implanted; the more the merrier. However, non-sentient, non-humanoid, or dead hosts will incur heavy penalties to their research gain.
The Military research node is only available if the Illegal Technology node is unlocked, therefore requiring syndicate tech to be scanned first.
Hazard Nanite Programming is similarly locked behind Alien Technology, which requires Abductor technology to be scanned to unlock.
Implanting
Nanite implantation can be done through the Nanite Chamber. A second person must operate the chamber from outside and begin the implanting process, at the end of which a new swarm will take root in the host.
The nanite chamber can edit nanites' Cloud ID, modify the Safety Threshold, or alternatively remove all nanites from a host.
Another easier method is to build a Public Nanite Chamber . Use a multitool on the Public Nanite Chamber circuit board first to choose which backup cloud you want it synced to. If you don't multitool the board it will default to cloud 1. Build the chamber using a machine frame. The public nanite chamber will automatically implant nanites into anyone who enters it, without the need for a second person.
Nanite Tools
There are currently three handheld tools that can be used to manage nanites. You can print them from the science protolathe after researching some basic nanites.
Nanite Scanner
Use this to scan implanted people. It will give you a readout with information about current nanite volume, which nanite programs are currently implanted and their active/inactive status. If a nanite swarm contains the "Stealth" utility program you will not be able to see the list of programs.
Nanite Remote Control
A remote used for sending signals to implanted nanites. Change its settings and then click anywhere or on a target to activate it. For example you can set the code to be the trigger code you gave the "Host Scan" program. Using this in hand will open a menu. Settings:
- Signal Code: Which code you want it to signal.
- Signal Mode: Choose between "off" (makes remote do nothing), "local" (only signals the user), "targeted" (signals whoever you click directly on), "area" (signals anyone within your line of sight) and "relay" (signals any existing nanite programs that have a chosen "relay code").
- Save Current Setting: Lets you save current setting to a list, with a name of choice. Not saved between rounds.
- Lock Interface: Locks the settings. Alt-click the remote to unlock.
Nanite Communication Remote
A remote used for sending custom messages on the fly to message-based programs, like Forced Speech. The settings are very similar to those of the Nanite Remote Control. The difference is you set a Comm Code and Message instead of Signal Code and Relay. The programs installed must have the same Comm Code to be able to signal them with this remote.
Volume
If wearing a diagnostic HUD you will be able to see a bar next to implanted people, which is a nanite volume meter. Nanites generally expend a part of their volume while their programs are active. Luckily, modern technology allows them to integrate with the host's metabolism to replicate without interfering with biological processes, causing them to have a slow but steady growth rate.
Nanites by default have a safety threshold where they'll stop using nanite-consuming programs. This threshold can be customized in an individual by entering a nanite chamber, and having a second person operate the connected nanite chamber control console.If the swarm reaches a population of 0, there's none left to replicate, and the nanites are completely removed.
Programming
Nanite swarms can contain nanite programs. These programs can have a huge variety of effects, and are loaded into a nanite swarm in two main ways: uploading them manually with a nanite chamber or by syncing them with a Cloud Backup. Once loaded programs cannot be directly modified; instead, a copy of the same program with the desired programming must be uploaded again to overwrite the previous one. There is no limit to the amount of loaded programs, but using too many at once will usually rapidly deplete the nanite population.
Cloud
Nanite swarms are usually set with a Cloud ID. If so, they will, every 30 seconds, copy the programming of the Cloud Backup with the same ID. Cloud backups are controlled by Cloud Control Consoles . They can create new backups (with codes from 1 to 100), as well as upload programs from a disk into the selected backup. Cloud control consoles also serve as storage, meaning that if they're destroyed all clouds connected to them will be destroyed, and the nanites will be unable to sync to them anymore. Cloud IDs are unique, meaning that if a console registers an ID, it cannot be used or accessed by other consoles until the original has been destroyed.
Nanites who aren't able to sync to a cloud will keep working, but they'll have a chance of encountering software errors every time they miss a synchronization, causing program deprogramming, deletion, or corruption into dangerous Glitch programs over time.
Nanite Programs
Nanite programs determine what nanites do inside the host. They have different categories, and range from helpful to deadly.
Obtaining programs
Programs are unlocked through techweb research. Once unlocked, they can be downloaded into Nanite Program Disks at a Nanite Program Hub .
Customizing Programs
Programs have sevral parameters that can be customized with the use of a Nanite Programmer . Simply insert a program disk in the machine and set the parameters you prefer. Note that codes set to 0 are inactive and cannot be signaled.
- Activated: Determines if the program starts activated or not.
- Restart Timer: If set, automatically re-activates the program after X seconds whenever deactivated.
- Shutdown Timer: If set, automatically deactivates the program after X seconds whenever activated.
- Trigger Timer: (Only for triggered programs) If set, automatically triggers the program every X seconds, if possible.
- Trigger Delay: (Only for triggered programs) If set, delays trigger signals by X seconds.
- Activation Code: The code that must be signaled to activate the program.
- Deactivation Code: The code that must be signaled to deactivate the program.
- Trigger Code: If the program can be triggered, the code that must be signaled to trigger the program.
- Kill Code: The code that must be signaled to delete the program.
Some programs have a extra settings available for customization, like relay channels or signal codes.
Signaling Programs
Nanite Remotes can send coded signals to nanites. When a nanite swarm receives a signal, all its programs react if they recognize the code.
Nanite Remotes can be set to four modes:
- Self targets the person who is holding the remote.
- Targeted targets only the mob that is being clicked on.
- Area targets all mobs in sight.
- Relay allows the user to choose a relay channel; the signal is then sent globally to all hosts which have a relay program set to that channel.
Triggered Programs
Some programs do not have an effect over time, and instead must be triggered. To do so they can either receive a Trigger Code or set a Trigger Timer. Triggering a program generally has a cooldown as well as a cost in volume; if those requirements are not met the program won't trigger. If the program is not activated, it will also be unable to trigger, but activating the program is not the same as triggering it.
Program Rules
Sensor programs can also be installed as Rules to other installed programs. When doing so, that program will only work or be triggered if it satisfies the conditions of the sensor program. For example, installing a Health < 30% sensor to a Bio-Reconstruction program will allow you to only use that program when the host is severely harmed.
Note that rules do not interact with Activation status: a Deactivated program will not reactivate if it satisfies the Rule condition, and will stil stay dormant.
Data Corruption
Being unabled to cloud sync, or events like EMPs or shocks might result in data corruption in nanite programs, which can result in one of several different effects: - Toggles the program, deactivating it if active and viceversa. - Triggers the program, if it can be triggered - Deletes the program completely - Resets all the codes, preventing it from being signaled by remotes or signal programs. - Converts the program into a corrupted version. The glitch program depends on the program that got corrupted.
Nanite Program Types
Programs are split in several categories.
Utility Programs
Programs that interact with the nanites themselves, or have general utility purposes.
Program | Effect | Volume per second | Trigger Cost | Trigger Cooldown | Required Techweb | Corruptions |
---|---|---|---|---|---|---|
Metabolic Synthesis | The nanites use the metabolic cycle of the host to speed up their replication rate, using their extra nutrition as fuel. The host must be at least well fed. | +0.5 | -- | -- | Smart | Toxin Buildup |
Distributed Computing | The nanites aid the research servers by performing a portion of its calculations, increasing research point generation by a flat amount for each host currently running this program. Non-sentient hosts generate only 25% of the research gain. | -- | 0.2 | -- | Basic | Toxin Buildup |
Neural Network | The nanites aid the research servers by cross-referencing data from all their active hosts. Gives a research boost that becomes more powerful for each host currently running this program, overtaking Distributed Computing at 12 hosts. Non-sentient hosts generate only 25% of the research gain and efficiency boost. | -- | 0.3 | -- | Basic | Toxin Buildup |
Viral Replica | The nanites constantly send encrypted signals attempting to forcefully copy their own programming into other nanite clusters. This program will also forcefully set their cloud ID to 0 (disabled) or a customized ID. | 0.5 | -- | -- | Military | Toxin Buildup |
Monitoring | The nanites monitor the host's vitals and location, sending them to the suit sensor network. Additionally adds a nanite HUD icon to medHUDs looking at the host. | 0 | -- | -- | Basic | Toxin Buildup |
Reduced Diagnostics | Disables non-essential nanite program diagnostics signals, effectively preventing them from communicating their program list to Nanite Scanners, but giving them a small boost to replication speed. | +0.1 | -- | -- | Basic | Toxin Buildup |
Host Scan | The nanites display a detailed readout of a body scan to the host when triggered. Can pick between medical, chemical, or nanite scan. | -- | 3 | 5s | Neural | Toxin Buildup |
Stealth | The nanites hide their activity from superficial scans, making them invisible to Diagnostic HUDs and immune to Viral programs. | 0.2 | -- | -- | Smart | Toxin Buildup |
Subdermal ID | The nanites store the host's ID access rights in a subdermal magnetic strip. Updates when triggered, copying the host's current access. | -- | 0 | 5s | Basic | Dermalysis |
Dermal Button | The nanites form a button on the host's arm, allowing them to manually send a signal to the nanites when pressed. The button will display in the host's action bar, and can be customized in name, icon shape, color, and of course sent signal. The button cannot be pressed while the host is incapacitated. | -- | 0 | -- | Mesh | Glitch |
Relay | The nanites receive and relay long-range nanite signals. Must be set with a relay channel beforehand. | -- | -- | -- | Basic | Toxin Buildup |
Signal Repeater | When triggered, sends another signal to the host, optionally with a delay. Useful to set up multiple codes for the same program. | -- | -- | -- | Basic | Toxin Buildup |
Relay Signal Repeater | When triggered, sends a signal via relay, optionally with a delay. | -- | -- | -- | Basic | Toxin Buildup |
Infective Exo-Locomotion | The nanites gain the ability to survive for brief periods outside of the human body, as well as the ability to start new colonies without an integration process; resulting in an extremely infective strain of nanites. | 5.5 | -- | -- | Hazard | Hypoxemia, Necrosis |
Nanite Sting | When triggered stings a random non-host around the host with a barely-visible cluster of nanites, making them a new host. The target will feel it. If the cluster finds no valid targets, it returns to the original host, "refunding" the trigger cost. | -- | 5 | 10s | Military | Glitch, Toxic |
Mitosis | The nanites gain the ability to self-replicate, using bluespace to power the process, instead of using the host's metabolism. This rapidly speeds up the replication rate, but it causes occasional software errors due to faulty copies, making it very dangerous when used without a cloud connection. | +0.5 to +5 | -- | -- | Hazard | Toxic |
Electromagnetic Resonance | The nanites cause an elctromagnetic pulse around the host when triggered. Will corrupt other nanite programs! | 0 | 10 | 5s | Mesh | Toxin Buildup |
Augmentation Programs
Augmentation programs offer boosts and bonuses to the host.
Program | Effect | Volume per second | Trigger Cost | Trigger Cooldown | Required Techweb | Corruptions |
---|---|---|---|---|---|---|
Nerve Support | The nanites act as a secondary nervous system, reducing the amount of time the host is stunned by half. | 1.5 | -- | -- | Neural | Nerve Decay |
Dermal Hardening | The nanites form a mesh under the host's skin, protecting them from melee and bullet impacts. | 0.5 | -- | -- | Mesh | Dermalysis |
Dermal Refractive Surface | The nanites form a membrane above the host's skin, reducing the effect of laser and energy impacts. | 0.5 | -- | -- | Mesh | Dermalysis |
Rapid Coagulation | The nanites induce rapid coagulation when the host is wounded, dramatically reducing bleeding rate. | 0.1 | -- | -- | Biological | Hypoxemia |
Electric Conduction | The nanites act as a grounding rod for electric shocks, protecting the host. Shocks can still damage the nanites themselves. | 0.2 | -- | -- | Mesh | Nerve Decay |
Mental Barrier | The nanites form a protective membrane around the host's brain, shielding them from abnormal influences like a mindshield implant while they're active. | 0.4 | -- | -- | Synaptic | Neuro-Necrosis, Brain Misfire |
Adrenaline Burst | The nanites cause a burst of adrenaline when triggered, injecting 3 units of Experimental Stimulants waking the host and temporarily increasing their speed, while also causing them to drop items. | -- | 25 | 120s | Harmonic | Toxin Buildup, Nerve Decay |
Healing Programs
Healing programs fix a variety of damage and ailments that affect the host. They generally consume a lot of nanites, so it's advisable to activate them manually when necessary.
Program | Effect | Volume per second | Trigger Cost | Trigger Cooldown | Required Techweb | Corruptions |
---|---|---|---|---|---|---|
Accelerated Regeneration | The nanites boost the host's natural regeneration, healing them slowly over time. Does not consume nanites while the host is undamaged. | 0.5 | -- | -- | Biological | Necrosis |
Temperature Adjustment | The nanites adjust the host's internal temperature to an ideal level. Does not consume nanites while the host is at an ideal temperature. | 3.5 | -- | -- | Mesh | Dermalysis |
Blood Purification | The nanites purge toxins and chemicals from the host's bloodstream. Does not consume nanites if the host has no chemicals nor toxin damage. | 1 | -- | -- | Smart | Hypoxemia, Necrosis |
Neural Regeneration | The nanites fix neural connections in the host's brain, reversing brain damage and minor traumas. Does not consume nanites if the host has no brain damage. | 1.5 | -- | -- | Neural | Neuro-Necrosis |
Blood Regeneration | The nanites stimulate and boost blood cell production in the host. Does not consume nanites if the host has enough blood. | 1 | -- | -- | Biological | Hypoxemia |
Mechanical Repair | The nanites fix damage in the host's mechanical limbs. Does not consume nanites if the limbs are undamaged. | 0.5 | -- | -- | Necrosis | |
Selective Blood Purification | The nanites purge toxins and dangerous chemicals from the host's bloodstream, while ignoring beneficial chemicals. The added processing power required to analyze the chemicals severely increases the nanite consumption rate. | 2 | -- | -- | Harmonic | Hypoxemia, Necrosis |
Bio-Reconstruction | The nanites manually repair and replace organic cells, acting much faster than normal regeneration. However, this program cannot detect the difference between harmed and unharmed, causing it to consume nanites even if it has no effect. | 5.5 | -- | -- | Harmonic | Hypoxemia, Necrosis |
Neural Reimaging | The nanites are able to backup and restore the host's neural connections, potentially replacing entire chunks of missing or damaged brain matter. | 3 | -- | -- | Harmonic | Neuro-Necrosis, Brain Misfire |
Defibrillation | The nanites shock the host's heart when triggered, bringing them back to life if the body can sustain it. Ghost has 8 seconds to re-enter their body after the trigger. The host can not have 200 or more total damage (including toxin and oxyloss damage) or the revive will fail. Unlike with ordinary defibrillators (just need less than 180 brute and burn) the revive will not heal or cause any oxyloss or other damage, which means it's possible to stand up instantly if hurt less than crit threshold. | -- | 25 | 12s | Harmonic | Shocking |
Glitch Programs
Defective programs caused by data corruption, and not otherwise obtainable. Generally range from mildly to moderately dangerous. Can stack.
Program | Effect | Volume per second | Trigger Cost | Trigger Cooldown | Required Techweb | Corruptions |
---|---|---|---|---|---|---|
Glitch | A heavy software corruption that causes nanites to gradually break down. | 1.5 | -- | -- | -- | None |
Necrosis | The nanites attack internal tissues indiscriminately, causing widespread damage. | 0.75 | -- | -- | -- | Glitch |
Toxin Buildup | The nanites cause a slow but constant toxin buildup inside the host. | 0.25 | -- | -- | -- | Glitch |
Hypoxemia | The nanites prevent the host's blood from absorbing oxygen efficiently. | 0.75 | -- | -- | -- | Glitch |
Neuro-Necrosis | The nanites seek and attack brain cells, causing extensive neural damage to the host. | 0.75 | -- | -- | -- | Necrosis |
Brain Misfire | The nanites interfere with neural pathways, causing minor psychological disturbances. | 0.5 | -- | -- | -- | Neuro-Necrosis |
Dermalysis | The nanites attack skin cells, causing irritation, rashes, and minor damage. | 0.25 | -- | -- | -- | Necrosis |
Nerve Decay | The nanites attack the host's nerves, causing lack of coordination and short bursts of paralysis. | 1 | -- | -- | -- | Necrosis |
Weaponized Programs
Aggressive programs which use nanites as a military-grade weapon. Moderately to extremely dangerous to the host and/or their surroundings.
Program | Effect | Volume per second | Trigger Cost | Trigger Cooldown | Required Techweb | Corruptions |
---|---|---|---|---|---|---|
Cellular Breakdown | The nanites destroy cellular structures in the host's body, causing brute damage. | 1.5 | -- | -- | Biological | Necrosis |
Poisoning | The nanites deliver poisonous chemicals to the host's internal organs, causing toxin damage and vomiting. | 1.5 | -- | -- | Biological | Toxin Buildup |
Memory Leak | This program invades the memory space used by other programs, causing frequent corruptions and errors. | 0 | -- | -- | Smart | Toxin Buildup |
Aggressive Replication | Nanites will consume organic matter to improve their replication rate, damaging the host. | -1 | -- | -- | Harmonic | Necrosis |
Meltdown | Causes an internal meltdown inside the nanites, causing internal burns inside the host as well as rapidly destroying the nanite population. Sets the nanites' safety threshold to 0 when activated. | 10 | -- | -- | Military | Glitch |
Chain Detonation | Detonates all the nanites inside the host in a chain reaction when triggered. | 0 | 25 | 10s | Military | Toxin Buildup |
Heart-Stopper | Stops the host's heart when triggered; restarts it if triggered again. | 0 | 12 | 1s | Military | Nerve Decay |
Cryogenic Treatment | The nanites rapidly sink heat through the host's skin, lowering their temperature. | 1 | -- | -- | Mesh | Dermalysis, Sub-Dermal Combustion |
Sub-Dermal Combustion | The nanites cause buildup of flammable fluids under the host's skin, then ignites them. | 4 | -- | -- | Military | Dermalysis, Cryogenic Treatment |
Mind Control | The nanites imprint an absolute directive onto the host's brain for 60 seconds when triggered. Can be used with a Comm Remote. | -- | 30 | 180s | Hazard | Neuro-Necrosis, Brain Misfire |
Suppression Programs
Programs with the goal of acting as a deterrent against the host. Generally nonlethal.
Program | Effect | Volume per second | Trigger Cost | Trigger Cooldown | Required Techweb | Corruptions |
---|---|---|---|---|---|---|
Electric Shock | The nanites shock the host when triggered. This will still harm nanites, causing volume loss and potential program errors. | -- | 10 | 30s | Mesh | Toxin Buildup |
Neural Shock | The nanites pulse the host's nerves when triggered, inapacitating them for a short period. | -- | 4 | 30s | Neural | Electric Shock, Nerve Decay |
Sleep Induction | The nanites cause rapid (but not instant) narcolepsy when triggered. | -- | 15 | 120s | Synaptic | Neuro-Necrosis, Brain Misfire |
Paralysis | The nanites actively suppress nervous pulses, effectively paralyzing the host while active. | 3 | -- | -- | Neural | Nerve Decay |
Happiness Enhancer | The nanites synthesize serotonin inside the host's brain, creating an artificial sense of happiness. | 0.1 | -- | -- | Neural | Neuro-Necrosis |
Happiness Suppressor | The nanites suppress the production of serotonin inside the host's brain, creating an artificial state of depression. | 0.1 | -- | -- | Neural | Neuro-Necrosis |
Death Simulation | The nanites induce a death-like coma into the host, able to fool most medical scans. | 3.5 | -- | -- | Harmonic | Necrosis, Nerve Decay, Neuro-Necrosis |
Pacification | The nanites suppress the aggression center of the brain, preventing the host from causing direct harm to others. | 1 | -- | -- | Synaptic | Neuro-Necrosis, Brain Misfire |
Blindness | The nanites suppress the host's ocular nerves, blinding them while they're active. | 1.5 | -- | -- | Synaptic | Nerve Decay |
Mute | The nanites suppress the host's speech, making them mute while they're active. | 0.75 | -- | -- | Synaptic | Neuro-Necrosis, Brain Misfire |
Forced Speech | The nanites force the host to say a pre-programmed sentence when triggered. | -- | 3 | 2s | Synaptic | Neuro-Necrosis, Brain Misfire |
Skull Echo | The nanites echo a synthesized message inside the host's skull. | -- | 1 | 2s | Smart | Neuro-Necrosis, Brain Misfire |
Hallucination | The nanites make the host hallucinate something when triggered. | -- | 4 | 8s | Synaptic | Brain Misfire |
Sensor Programs
Programs that will self-pulse a given code when their condition is met.
Program | Effect | Volume per second | Trigger Cost | Trigger Cooldown | Required Techweb | Corruptions |
---|---|---|---|---|---|---|
Health Sensor | The nanites receive a signal when the host is above/below a certain percentage of health, with crit being 0. | 0 | -- | -- | Biological | Glitch |
Critical Health Sensor | The nanites receive a signal when the host first reaches critical health. | 0 | -- | -- | Biological | Glitch |
Death Sensor | The nanites receive a signal when they detect the host is dead. | 0 | -- | -- | Biological | Glitch |
Nanite Volume Sensor | The nanites receive a signal when the nanite supply is above/below a certain percentage, with the safety threshold being 0%. If safety threshold is higher, it will skew the percentage. For example, with threshold 50, 100 volume will count as 50 available volume, which means 10% instead of 20%, and the full 500 volume will count as 90%. | 0 | -- | -- | Basic | Glitch |
Damage Sensor | The nanites receive a signal when a host's specific damage type is above/below a target value. | 0 | -- | -- | Biological | Glitch |
Voice Sensor | Sends a signal when the nanites hear a determined word or sentence. | 0 | -- | -- | Smart | Glitch |
Species Sensor | When triggered, the nanites scan the host and output a signal if the host's species matches the one set in the program's settings. The options include "Human", "Lizard", "Moth", "Ethereal", "Pod", "Fly", "Felinid", "Jelly" and "Other". Secondary toggle is either "Is" or "Is Not". | -- | -- | -- | Biological | Glitch |