Rename "Server Info" to ServerInfo (#15436)
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Resources/ServerInfo/Guidebook/Science/APE.xml
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Resources/ServerInfo/Guidebook/Science/APE.xml
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<Document>
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# A.P.E.
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The Anomalous Particle Emitter is a machine used to interface with anomalies. It is the primary way of manipulating the stats of an anomaly.
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<Box>
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<GuideEntityEmbed Entity="MachineAPE"/>
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</Box>
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The A.P.E. can shoot three different kinds of anomalous particles: Delta, Epsilon, and Zeta. Each particle types has certain effects:
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- [color=#a4885c]Danger:[/color] Increases the severity of an anomaly.
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- [color=#a4885c]Unstable:[/color] Increases the instability of an anomaly.
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- [color=#a4885c]Containment:[/color] Increases the stability at the cost of health.
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Which particle type corresponds to each effect is unique and can be learned by scanning the anomaly.
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The A.P.E. can also be locked by anyone with science access, which prevents it from being deconstructed, turned on or off, or having the particle type switched.
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</Document>
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Resources/ServerInfo/Guidebook/Science/AnomalousResearch.xml
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Resources/ServerInfo/Guidebook/Science/AnomalousResearch.xml
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<Document>
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# Anomalous Research
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Anomalous Research is a subdepartment of Science focused around the containment and manipulation of various unique anomalies.
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## Equipment
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<Box>
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<GuideEntityEmbed Entity="AnomalyScanner"/>
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<GuideEntityEmbed Entity="MachineAnomalyVessel"/>
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<GuideEntityEmbed Entity="MachineAPE"/>
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</Box>
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Scanners, vessels, and A.P.E.s are all used in the containment and observation of anomalies.
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<Box>
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<GuideEntityEmbed Entity="MachineAnomalyGenerator"/>
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</Box>
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The anomaly generator can produce a random anomaly somewhere on the station at the cost of plasma.
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## Anomalies
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Anomalies are static objects that appear on the station. They cannot be moved, and must be worked around, no matter their location.
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<Box>
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<GuideEntityEmbed Entity="AnomalyPyroclastic"/>
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</Box>
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Each anomaly has three main stats, two of which can be seen in anomaly scans:
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- [color=#a4885c]Severity:[/color] This is a numerical value corresponding to the danger of an anomaly.
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- [color=#a4885c]Stability:[/color] Shown as either decaying, stable, or growing; this is how frequently and widespread the effects will be.
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- [color=#a4885c]Health:[/color] Health is a hidden stat. It decreases when you use [color=#a4885c]containment particles[/color] on an anomaly. If you use too many, the anomaly will disappear.
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## Pulses and Supercritical Events
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The most dangerous effects of anomalies are seen during [color=#a4885c]pulses[/color] and [color=#a4885c]supercritical events[/color].
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Pulses are semi-regular bursts of anomalous effects. They're moderately dangerous, scaling with both the severity and stability of an anomaly.
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Supercritical events are only seen if an anomaly reaches 100% severity. If this happens, the anomaly will swell before disappearing into a catastrophic event. These should be avoided at all costs!
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</Document>
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Resources/ServerInfo/Guidebook/Science/ArtifactReports.xml
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Resources/ServerInfo/Guidebook/Science/ArtifactReports.xml
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<Document>
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# Artifact Reports
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A large portion of Xenoarchaeology gameplay revolves around the interpretation of artifact reports, which are created at the [color=#a4885c]analysis console[/color] after an artifact is scanned. Reports contain the following information:
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- [color=#a4885c]Node ID:[/color] a unique numeric ID corresponding to this artifact's node. Useful in conjunction with a [color=#a4885c]node scanner[/color] for quickly identifying recurring nodes.
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- [color=#a4885c]Depth:[/color] a distance from the starting node (depth 0). This is a good shorthand for the value and danger of a node.
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- [color=#a4885c]Activation status:[/color] whether or not a node has been activated in the past.
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- [color=#a4885c]Stimulus:[/color] the stimulus for that particular node.
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- [color=#a4885c]Reaction:[/color] the reaction the stimulus induces. This is often vague, so caution is advised.
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- [color=#a4885c]Edges:[/color] the amount of nodes that are connected to the current node. Using this, you can calculate the total number of nodes as well as organize a map of their connections.
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- [color=#a4885c]Current value:[/color] the amount of research points an artifact is currently worth. This is an important factor in choosing when to stop research and destroy the artifact in exchange for points.
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Reports are a helpful tool in manipulating an artifact, especially in the later stages where you are traversing nodes that have already been activated.
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<Box>
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<GuideEntityEmbed Entity="PaperArtifactAnalyzer"/>
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</Box>
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To help with this process, consider printing out reports, writing down details uncovered during activation, or storing them in a folder nearby.
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</Document>
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Resources/ServerInfo/Guidebook/Science/MachineUpgrading.xml
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Resources/ServerInfo/Guidebook/Science/MachineUpgrading.xml
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<Document>
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# Machine Upgrading
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Machines help the station run smoothly, and as a scientist, you can help them run even better!
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## Parts
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<Box>Stock Parts:</Box>
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<Box>
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<GuideEntityEmbed Entity="CapacitorStockPart"/>
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<GuideEntityEmbed Entity="MatterBinStockPart"/>
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<GuideEntityEmbed Entity="MicroLaserStockPart"/>
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</Box>
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<Box>
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<GuideEntityEmbed Entity="MicroManipulatorStockPart"/>
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<GuideEntityEmbed Entity="ScanningModuleStockPart"/>
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</Box>
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You can examine each machine part to see both the type and the rating, which range from 1 to 4.
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Parts of higher levels can be researched as well as found through artifacts or salvage.
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<Box>
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<GuideEntityEmbed Entity="AdvancedMatterBinStockPart"/>
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<GuideEntityEmbed Entity="SuperMatterBinStockPart"/>
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<GuideEntityEmbed Entity="BluespaceMatterBinStockPart"/>
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</Box>
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## Upgrading
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To know if a machine can be upgraded, you can examine it and check for the [color=#a4885c]lightning bolt[/color] icon in the lower right corner. Clicking on it will allow you to see what kinds of upgrades the machine has.
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To check what parts a machine needs, you can examine its board. Try it here:
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<Box Orientation="Vertical">
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<GuideEntityEmbed Entity="ProtolatheMachineCircuitboard"/>
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<GuideEntityEmbed Entity="CloningPodMachineCircuitboard"/>
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<GuideEntityEmbed Entity="TraversalDistorterMachineCircuitboard"/>
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<GuideEntityEmbed Entity="ThermomachineFreezerMachineCircuitBoard"/>
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</Box>
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You can use any rating part for any part requirement. Using higher rated parts will increase how effective the machine is.
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If you want to upgrade an existing machine, simply deconstruct it with a screwdriver and crowbar, and replace the existing parts with parts of a higher level.
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You can also quickly upgrade machines by using an RPED, loading it with machine parts, and then clicking on a machine. It will quickly be upgraded with whatever parts were inserted.
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<GuideEntityEmbed Entity="RPED"/>
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</Document>
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<Document>
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## Anomaly Scanner
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The Anomaly Scanner is used to gather various information on anomalies. They can be found inside of the lockers in the science department.
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<Box>
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<GuideEntityEmbed Entity="AnomalyScanner"/>
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</Box>
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Scanning an anomaly shows the severity, general stability, approximate point output, reactions with particle types, and time until the next pulse. The reaction types, specifically, can be used in conjunction with the A.P.E. to manipulate anomalies.
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## Anomaly Vessel
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The anomaly vessel is a machine that generates points from anomalies. Use the anomaly scanner on an empty vessel, and the anomaly that was last scanned will be synced with the vessel.
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<Box>
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<GuideEntityEmbed Entity="MachineAnomalyVessel"/>
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</Box>
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The amount of points a vessel generates per second is based on the severity, stability, and health of an anomaly. The higher each of these values, the higher the point output will be.
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Be careful: if an anomaly goes [color=#a4885c]supercritical[/color], the vessel it is linked to will explode. This may damage the station and nearby equipment.
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</Document>
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Resources/ServerInfo/Guidebook/Science/Science.xml
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Resources/ServerInfo/Guidebook/Science/Science.xml
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<Document>
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# Science
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Science, often called Research and Development, is a job made up of both generating research points to unlock new technologies as well as using said technologies to produce new items at lathes to help out the station.
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## Technologies
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<Box>
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<GuideEntityEmbed Entity="ComputerResearchAndDevelopment"/>
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<GuideEntityEmbed Entity="ResearchAndDevelopmentServer"/>
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</Box>
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The most important thing inside your department is the R&D server, which stores unlocked technologies, and the R&D computer, which allows you to unlock technologies.
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Each technology costs [color=#a4885c]Research Points[/color] and unlocks recipes at lathes. Some technologies will also have prerequesites you have to unlock before you can research them.
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## Lathes
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<Box>
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<GuideEntityEmbed Entity="Protolathe"/>
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<GuideEntityEmbed Entity="CircuitImprinter"/>
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</Box>
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<Box>
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<GuideEntityEmbed Entity="ExosuitFabricator"/>
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<GuideEntityEmbed Entity="MedicalTechFab"/>
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</Box>
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At a lathe, you can sync to a server to allow it print whatever recipes you have unlocked. Recipes require various materials (steel, glass, plastic, gold, plasma) which can be acquired at Cargo or Salvage.
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</Document>
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<Document>
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# Traversal Distorter
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The traversal distorter is a late-game artifact machine that can aid in moving through the nodes of an artifact.
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<Box>
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<GuideEntityEmbed Entity="MachineTraversalDistorter"/>
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</Box>
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Artifacts placed on top of a powered traversal distorter are subjected to a bias which affects which node they will move to after being activated. The bias can be set by clicking on the distorter.
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There are two types of biases:
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- [color=#a4885c]In:[/color] favors nodes closer to the origin. Results in a decrease of depth.
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- [color=#a4885c]Out:[/color] favors nodes farther away from the origin. Results in an increase of depth.
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Setting it to bias inwards allows you to return to the beginning of an artifact graph, if you've reached a dead end.
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Likewise, if you find yourself stuck at low depths, setting it to bias outward will help you find new nodes. In certain circumstances, toggling between the two allows you to repeatedly activate the same node.
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</Document>
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29
Resources/ServerInfo/Guidebook/Science/Xenoarchaeology.xml
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Resources/ServerInfo/Guidebook/Science/Xenoarchaeology.xml
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<Document>
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# Xenoarchaeology
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Xenoarchaeology is a science subdepartment focused on researching and experimenting on alien artifacts.
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## Artifacts
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<Box>
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<GuideEntityEmbed Entity="SimpleXenoArtifact" Caption=""/>
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<GuideEntityEmbed Entity="SimpleXenoArtifactItem" Caption=""/>
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</Box>
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Artifacts consist of a randomly-generated graph structure. They consist of nodes connected to each other by edges, the traversal of which is the main goal of the scientists working on them.
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Each node has two main components: a [color=#a4885c]stimulus[/color] and a [color=#a4885c]reaction[/color]. A stimulus is the external behavior that triggers the reaction. Some reactions are instantaneous effects while others are permanent changes. Triggering the reaction causes the artifact to move to one of the node's edges.
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With these basic principles, you can begin to grasp how the different nodes of an artifact are interconnected, and how one can move between them by repeatedly activating nodes.
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While it might seem random to an untrained eye, a skilled scientist can learn to understand the internal structure of any artifact.
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## Artifact Analyzer and Analysis Console
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<Box>
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<GuideEntityEmbed Entity="MachineArtifactAnalyzer"/>
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<GuideEntityEmbed Entity="ComputerAnalysisConsole"/>
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</Box>
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The main equipment that you'll be using for Xenoarchaeology is the [color=#a4885c]artifact analyzer[/color] and the [color=#a4885c]analysis console[/color]. You can use these to create reports that contain valuable information about an artifact.
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To set them up, simply link them with a multitool, set an artifact on top of the analyzer, and press the [color=#a4885c]Scan[/color] button.
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Using the console, you can permanently destroy an artifact in exchange for points. This is irreversible, so be sure to confirm with your department that all research on it has concluded.
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</Document>
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