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Xenoarcheology is a method of point generation for [[Research_and_Development|R&D]] utilizing randomly generated artifacts. It is the job of [[scientist|scientists]] to discover and activate the secrets of these artifacts.
'''Xenoarcheology''' (aka ''Xeno'') is a branch of [[Research and Development|R&D]], providing a method of [[Science#Point Generation|point generation]] utilizing randomly generated '''artifacts'''. It is the job of [[Scientist|scientists]] to discover and activate the secrets of these artifacts.


__TOC__
== Artifacts ==
[[File:Xeno_artifacts.png|border|center|896x896px]]
Artifacts are mysterious objects Science can study and experiment on, unlocking their potential in variety of effects, whilst generating points to advance research. Their appearance varies, size included.
 
One or few artifacts are usually available round-start in «xeno» part of Science. More can be bought at [[Cargo]] for {{Spesos|2000}} a piece, found by [[Salvage]], found from a [[Bluespace Artifact station event]] or assembled from [[User:Aliser/Xeno 2.0#Artifact Crusher|artifact fragments]].
 
Each artifact has a set of «nodes» — each is an '''effect''' that can be activated via a corresponding '''trigger''' (or triggers). Nodes are assembled into a tree-like structure, with distinct layers. Each layer inherits previous layer's triggers, while acquiring one or few new ones. This means that for more in-depth nodes it is gradually harder to activate them. Point output also scales with depth.
 
For each activation attempt, a time window of 5 seconds is given to activate any trigger. Once a trigger is activated, 5 seconds added to the clock. This happens for each activated trigger, meaning the more triggers a node has, the wider the activation window.
 
Once a node is unlocked, its effect is activated and it becomes '''active'''. An active node cannot be activated again via its triggers, but it ''can'' be activated manually. By left-clicking an artifact (or pressing {{Key|Z}} while holding one), all ''active'' nodes activate '''all on once''', consuming one '''durability''' in each node. Once durability of a node is depleted, it can no longer be activated (not by triggers nor manually). Unlocking next in-depth connected node will lock the current node, even it has more durability left.
 
Unlocking all nodes of an artifact currently has no reward, but you still get points from each node.


== Equipment ==
== 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.
To start experimentation only two pieces of equipment are needed: '''Analysis Console''' and '''Artifact Analyzer'''.


[[File:Analysis-console-ui.png|thumb|400px|''The analysis console ui before a scan.'']]
=== Analysis Console ===
=== Analysis Console ===
[[File:Analysis_Console.png|84x84px]]
'''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 [[User:Aliser/Xeno 2.0#Artifact analyzer|artifact analyzer]] via {{Item|multitool}} as well as have a research server selected (usually already selected).


[[File:Analysis-console-full.png|128px]]
From the console itself, the screen displays information about an artifact laying on top of linked '''Artifact Analyzer'''.


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.
[[File:Xeno Analysis Console UI.png|frameless|750px|class=smooth-render]]


From the console itself, the screen displays information about the last artifact scanned. The buttons along the side perform various functions:
Left side of the window displays information about the currently selected node. Right side is the tree-like representation of all the nodes inside an artifact, starting from the bottom going up.


To view information about a node, click on it. To get the full picture (effects and triggers), all of the predecessor nodes must be unlocked first.
{| class="wikitable"
{| class="wikitable"
|+Analysis Console Interface
!Element
!Description
|-
|-
! Button Name !! Description
|ID
|Unique node identificator. Useful for the [[User:Aliser/Xeno 2.0#Node scanner|node scanner]].
|-
|-
| Server List || Opens a menu for selecting a research server.
|Class
|Layer name. Nodes on the same layer (horizontally) share the same layer name.
|-
|-
| 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.
|Status
|Node status:
 
* {{Colored text|red|Locked}} initially.
* {{Colored text|pink|Active}} when first activated.
* {{Colored text|green|Unlocked}} when a more in-depth connected node is unlocked (blocking manual activations).
|-
|-
| Print || Prints a paper copy of the scan. Can only print one copy per scan. Useful for manually organizing scans.
|Durability
|Amount of available manual activations once a node is unlocked.
|-
|-
| Destroy || Destroys the artifact, converting it into research points for the selected server.
|Effect
|Effect that will happen once a node is activated or with every manual activation.
|-
|Triggers
|Triggers needed to activate a node for the first time.
|-
|{{Button|Server}}
|Allows to choose a server to extract points to.
|-
|{{Button|Extract points}}
|Extracts points from unlocked nodes.
|}
|}


=== Artifact Analyzer ===
=== Artifact Analyzer ===
[[File:Analyzer-full.png|128px]]
[[File:Analyzer-full.png|84x84px]]  
 
'''Artifact Analyzer''' automatically scans any artifact placed on top of it (no need to wrench) and relays that information to connected analysis console.
 
Two can be connected via a {{Item|multitool}}.
 
=== Node Scanner ===
{{Slotted image|Node scanner.png|dims=84px|alt=Node scanner equipment icon}}
 
'''Node Scanner''' is used on artifact to display its state as well as nodes with activated triggers. It is activated by left-clicking on an artifact.
 
'''Artifact''' '''state''' is its readiness to being triggered, it is displayed at the bottom of the window. The state cycles between idle, resonating and resting — see [[User:Aliser/Xeno 2.0#Unlocking nodes|the process]] for details.
 
Seeing which nodes are being triggered can be useful to prevent interference between them. This can happen when multiple nodes have a same trigger (or triggers), which causes them to try to activate all at once. Starting from a more «rare» trigger (that doesn't occur within as many nodes) can prove helpful.
<gallery mode="packed" class="smooth-render">
Node scanner, not connected.png|No artifact selected
Node scanner, connected, idle arti.png|Artifact is idle, ready to be experimented on
Node scanner, connected, arti active.png|Interacting with an artifact by activating one of its triggers
Node scanner, connected, arti resting.png|Artifact comes to a resting state after an interaction
</gallery>
 
=== Artifact Containers ===
[[File:Artifact container icon.png|84px]]
[[File:Xeno artifact handheld container.png|84px]]
 
'''Artifact Containers''' are containers for artifacts. There are 2 variants: '''standard''', for big and small artifacts, and '''handheld''', for small artifacts. As the name suggest, the latter can be carried in hand (and inventory), while the standard variant can only be dragged.
 
Artifact Containers offer protection from ''almost all'' artifact effects (such as radioactivity), as well as prevent anyone but crew with science access to mess with the artifact by triggering its nodes or manually activating it (granted the container is locked).
 
Both containers can be closed and locked. Unlocking a container requires R&D access. While unlocked, anyone is able to open it.
 
One or few artifact containers are usually found at Xeno round-start, but more can be ordered from Cargo for {{Spesos|500}}, both standard and handheld. Artifact containers cannot be fabricated.


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.
=== Artifact Crusher ===
[[File:Artifact crusher-East-14449.png|84px]]


== Artifacts ==
'''Artifact crusher''' is a machine used to crush artifacts to '''artifact fragments'''.
[[File:Artifact-lineup.png|448px]]
 
{{Callout|Tip|Requires '''Artifact Recycling''', a Tier 2 {{colored text|MediumPurple|Experimental}} research.|header=Requires research}}
 
To crush an artifact, open the crusher, move or place an artifact in, close it and activate ({{Keys|Alt|Mouse Left}}) or through the {{Key|Mouse Right}}-menu). Crushing any artifact will yield 1-4 artifact fragments.
 
Artifact fragments can be assembled into a new random hand-sized artifact through the build menu → «artifact», requiring 4 fragments.
 
== Unlocking nodes ==
[[File:Sci xeno closets.png|thumb|Closets often found an Xeno containing protective equipment]]
Start by opening '''Analysis Console'''.
 
Select a locked node. Check out both the triggers and the effect. If needed, prepare suitable equipment (radiation suit, biohazard gear, bomb suit, mask, etc.).
 
Activate any of the listed triggers, then the next, until all triggers for a node are activated. Note that the initial «window» for activating more triggers is <u>5 seconds</u> and it '''increases''' with each activated trigger by 5 more seconds, resetting once the time runs out.
 
{{Quote|It slows down before uneventfully stopping.
[[File:Artifact-activation-fail1.ogg]]
|Artifact, activation failed
| inline = 1
}}
 
After a first trigger is activated, watch the artifact «react» with shimmering colors and a message popup:
 
{{Quote|It begins to shift in strange ways...|Artifact, starting to resonate
| inline = 1
}}
 
Order of trigger activation ''does not matter'' for a particular node, but might matter in relation to ''other'' nodes. If a trigger is common (meaning it is present in multiple/many other nodes), once activated, it might interfere with the activation attempt just because of how many other nodes with the same trigger there are. In short, if having trouble, try to start with a more «rare» trigger.
 
Once node is unlocked, the artifact will make an «unlocking» sound and the unlocked node will become active.


Artifacts are the core of Xenoarcheology and are what scientists 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_Technician|Cargo]], getting them from [[Salvaging|Salvage]], or finding them from the Bluespace Anomaly station event.
{{Quote|It slows down, visibly changed.
[[File:Artifact1.ogg]]
|Artifact, successful activation
| inline = 1
}}


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.
''{{Colored text|gray|Manual activation, by touch (or with Z key)}}''<br>
[[File:Artifact-force-activated1.ogg]]


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.
Once node is unlocked, a number of research points can be claimed with {{Button|Extract points}}. The more deeper the node was, the higher would be the amount.  


== Analysis Interpretation ==
== Triggers ==
[[File:Analysis-console-scan.png]]
'''Trigger''' is a node unlocking action performed near an artifact by a crew member, other entity or environment. Nodes on deeper layers require multiple triggers to unlock.


Each scan of the artifact analyzer gives various data about the artifact:
Most triggers require being near the artifact with the triggering action.
{| class="wikitable"
{| class="wikitable"
|+Triggers
!Trigger
!Difficulty
!Description
!Notes
|-
|Harmonical sound vibrations
|'''{{Colored text|lime|Easy}}'''
|Play a musical instrument near the artifact.
|Does not require to play any actual MIDI's. Opening instrument's UI is enough to activate the trigger.
|-
|Close inspection
|'''{{Colored text|lime|Easy}}'''
|Examine the artifact.
|Use right-click menu → '''Examine''' or shift+left-click the artifact.
|-
|Low pressure
|'''{{Colored text|lime|Easy}}'''
|Drop pressure below 50 kPa.
|Xeno chambers are usually equipped with blast doors to space, togglable by a nearby button. Opening them for a few second should drop the pressure enough. Do not forget to close before going in!
Mind the pressure dropping too low, potentially interfering with the '''Oxygen-free environment''' trigger.
|-
|-
! In-Game Phrase !! Meaning !! Description
|Death
|'''{{Colored text|yellow|Medium}}'''
|Kill something near the artifact.
|Catch a mouse, steal a monkey, make a kobold from a cube. Animal cubes are an easy way to get a supply of flesh beings to assassinate. Ask kitchen for some.
'''Handcuffs''' are recommended for animals that can fight back (such as monkeys and kobolds), unless you feeling adventurous. {{Item|makeshift handcuffs}} are easy to make, available in build menu and requiring only {{Item|lv|15}}.
|-
|-
| NODE_ID || ID || A unique ID number corresponding to each node. Can be used for identification.
|Physical damage
|'''{{Colored text|lime|Easy}}'''
|Damage the artifact.
|Anything that can do damage will do.
Keep in mind that {{Item|artifact crusher}} does {{Blunt|10}} damage.
|-
|-
| 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.
|Being thrown
|'''{{Colored text|lime|Easy}}'''
|Pickup and throw the artifact.
|Handheld artifacts only.
|-
|-
| ACTIVATED || Activation || Whether or not the "trigger" for the node has been activated.
|Blood
|'''{{Colored text|lime|Easy}}'''
|Splash blood onto the artifact.
|Syringe and a beaker as a go-to combo for this, both made at an autholathe. Often found round-start in R&D.
Draw some blood using a syringe on yourself, your fellow colleague (consent is optional) or a puddle of blood. Transfer contents to beaker (by clicking on the beaker; if does not work, make sure the syringe is set to '''inject'''). Enter '''harm mode''' and "punch" the artifact with a beaker, splashing 5u from it.  
|-
|-
| STIMULUS || Trigger || A hint about the specific trigger for this node. Usually gives a good idea about what activates the artifact.
|Radiation
|'''{{Colored text|yellow|Medium}}'''
|Irradiate the artifact.
|Use an {{Item|uranium shiv}} or {{Item|uranium spear}} to poke the artifact. Both can be made using build menu and require {{Item|uranium}} to make. Uranium is usually available at '''Engineering''' round-start as a reserve fuel for the generators.
{{Callout|Tip|Using other radiation sources (such as other radioactive artifacts, damaged RTGs, etc.) currently '''does not work''', pending https://github.com/space-wizards/space-station-14/issues/37209}}
|-
|-
| REACTION || Effect || A hint about the effect for this node. Usually is vague and non-specific.
|Magnetic waves
|'''{{Colored text|yellow|Medium}}'''
|Induce magnetic waves near the artifact.
|Use magboots. Don't forget to turn them on.
Magboots are available round-start at Engineering. They can be researched later with a T1 Experimental research and made on a {{Item|protolathe}}.
|-
|-
| 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.
|Water
|'''{{Colored text|lime|Easy}}'''
|Splash water onto the artifact.
|Water bottle is available round-start in survival kits. Open, splash. If empty or lost, water coolers are pretty abundant.
|-
|-
| CURRENT_VALUE || Point value || The number of research points that the artifact will give if destroyed.
|High temperature gas
|'''{{Colored text|lime|Easy}}'''
|Raise temperature around the artifact.
|Welder is the easiest way to activate this trigger, found laying around, in vending machines, robo-vend, etc. Can be made at an {{Item|autolathe}}. Grab a welder, activate, hit the artifact a few times.
Alternatively, use a {{Item|heater}} and a canister of some gas, or ask Atmos to get a canister of heated gas.
|-
|Oxygen-free environment
|'''{{Colored text|lime|Easy}}'''
|Get rid of any oxygen around the artifact.
|Space the artifact room (see notes for the low pressure trigger for details) until there is no air left.
This might interfere with the '''Low pressure trigger''', since when pressure is near zero both can activate.
|-
|High pressure
|'''{{Colored text|yellow|Medium}}'''
|Pressurize the artifact room above to 300-500 kPa.
|Use canisters of gas and gas systems setup for the Xeno chambers. Usually requires at least 2 canister to achieve the desired pressure.
Can be trivialized with a {{Item|holofan}} by placing a holo on the artifact chamber vent and pressurizing. Because {{Item|holofan}} restricts movement in and out of a cell, all the gas going into the chamber will accumulate in that one tile with the vent. Can be trivialized even further by placing a holo on any tile, moving a gas canister in and opening a valve at desired pressure. {{Item|holofan}} is available round-start in limited count to Atmos techs, but can later be researched with '''Advanced Atmospherics''', a Tier 2 Industrial research. Don't forget to move the artifact into the holo!
|-
|Screwing
|'''{{Colored text|lime|Easy}}'''
|Screw the artifact.
|Use a {{Item|screwdriver}} on the artifact (can be fabricated on an {{Item|autolathe}}).
|-
|Pulsing
|'''{{Colored text|lime|Easy}}'''
|Pulse the artifact.
|Use a {{Item|multitool}} on the artifact (can be fabricated on an {{Item|autolathe}}).
|-
|Low temperature gas
|'''{{Colored text|yellow|Medium}}'''
|Decrease temperature around the artifact.
|Requires a cooled down gas (e.g. with a {{Item|freezer}}) or a cooling gas like '''frezon''' (hard to produce, thus usually not available early round). Ask your fellow Atmos friend to help if no freezer setup is available at R&D or make a freezer (requires '''Atmospherics''', a Tier 1 Industrial research).
|-
|Prying
|'''{{Colored text|lime|Easy}}'''
|
{| class="wikitable"
|-
|Pry the artifact.
|}
|}
|Use a {{Item|crowbar}} on the artifact (can be fabricated on an {{Item|autolathe}}).
|-
|Tightening
|'''{{Colored text|lime|Easy}}'''
|Tighten the artifact.
|Use a {{Item|wrench}} on the artifact (can be fabricated on an {{Item|autolathe}}).
|-
|Carbon dioxide
|'''{{Colored text|yellow|Medium}}'''
|Apply carbon dioxide.
|A CO2 canister sometimes is available round-start at R&D. If not, ask your nearest Atmos technician for one.
Same {{Item|holofan}} tips apply as for the '''High pressure''' trigger.
|-
|Non-solid plasma
|'''{{Colored text|yellow|Medium}}'''
|Apply non-solid plasma.
|A plasma canister sometimes is available round-start at R&D. If not, ask your nearest Atmos technician for one.
Alternatively, get solid plasma and grind it in a grinder (sometimes available round-start at R&D; if not, easy to make). One solid plasma grinds for 10u.
Same {{Item|holofan}} tips apply as for the '''High pressure''' trigger.
|-
|Nitrous oxide
|'''{{Colored text|yellow|Medium}}'''
|Apply nitrous oxide.
|A nitrous oxide canister rarely available round-start at R&D. If not, ask your nearest Atmos technician for one.
Same {{Item|holofan}} tips apply as for the '''High pressure''' trigger.
|-
|Regular self-activation
|'''{{Colored text|yellow|Medium}}'''
|Wait for the artifact to activate itself.
|Artifacts with this trigger have a «timer» on them. Inspect the artifact to see what it's currently at. When it runs out, the trigger will activate.
|-
|Tritium
|'''{{Colored text|yellow|Medium}}'''
|Apply tritium.
|Ask Atmos for a canister. Sometimes they have a canister round-start, sometimes they have a tritium miner.
Same {{Item|holofan}} tips apply as for the '''High pressure''' trigger.
|-
|Frezon
|'''{{Colored text|red|Hard}}'''
|Apply frezon.
|Frezon is never available round-start, it has to be made by Atmos. Sometimes, Botany manages to make some.
Same {{Item|holofan}} tips apply as for the '''High pressure''' trigger.
|-
|Ammonia
|'''{{Colored text|yellow|Medium}}'''
|Apply ammonia.
|Sometimes available at Atmos. If not, ask a Chemist for a some (liquid form).
Same {{Item|holofan}} tips apply as for the '''High pressure''' trigger.
|}
=== Technical ===
==== Weights ====
A table displaying chance of specific triggers generating in an artifact.
{{Spoiler|
{{Weight table|xeno triggers}}
}}
== Effects ==
'''Effect''' is something that artifact does when a node is unlocked or through a manual activation.
{| class="wikitable"
|+Effects
!Effect
!Danger
!Notes
|-
|Obtains ability of container for chemical solutions
|'''{{Colored text|gray|None}}'''
|Becomes a {{U|150}} solution storage.
|-
|Creates musical instrument
|'''{{Colored text|gray|None}}'''
|
|-
|Cools down surrounding gas
|'''{{Colored text|yellow|Minor}}'''
|
|-
|Minor implosion
|'''{{Colored text|yellow|Minor}}'''
|
|-
|Produces puddle of chemical mixture
|tbd
|
|-
|Creates primate
|'''{{Colored text|gray|None}}'''
|
|-
|Create money
|'''{{Colored text|gray|None}}'''
|
|-
|Charges up batteries
|'''{{Colored text|gray|None}}'''
|Charges all batteries in a 15-tile radius.
|-
|Creates anomaly
|'''{{Colored text|yellow|Minor}}'''
|Creates a random anomaly.
|-
|Produces flora
|'''{{Colored text|gray|None}}'''
|
|-
|Create friendly fauna
|'''{{Colored text|lightsalmon|Medium}}'''
|Creates a random animal.
{{Callout|Tip|Can create '''non-friendly''' fauna too, such as slimes. Fix pending https://github.com/space-wizards/space-station-14/issues/37302}}
|-
|Minor electromagnetic interference
|'''{{Colored text|gray|None}}'''
|Causes lights to flicker.
|-
|Create recyclable junk
|'''{{Colored text|gray|None}}'''
|
|-
|Broadcasts sublime message
|'''{{Colored text|gray|None}}'''
|
|-
|Break windows
|'''{{Colored text|lightsalmon|Medium}}'''
|
|-
|Becomes mildly radioactive
|'''{{Colored text|lightsalmon|Medium}}'''
|
|-
|Produces chemical foam
|'''{{Colored text|lightsalmon|Medium}}'''
|
|-
|Produces potassium
|'''{{Colored text|yellow|Minor}}'''
|
|-
|Explosion
|'''{{Colored text|red|Major}}'''
|
|-
|Expels nitrous oxide
|'''{{Colored text|yellow|Minor}}'''
|
|-
|Starts to move sporadically
|'''{{Colored text|gray|None}}'''
|Moves in random direction every 1-3 seconds.
|-
|Expels carbon dioxide
|'''{{Colored text|yellow|Minor}}'''
|
|-
|Creates wave of helpful foam
|'''{{Colored text|lightsalmon|Medium}}'''
|
|-
|Obtains ability of omnitool
|'''{{Colored text|gray|None}}'''
|Available on handheld artifacts only.
|-
|Create hostile fish
|'''{{Colored text|lightsalmon|Medium}}'''
|
|-
|Obtains ability of drill
|'''{{Colored text|gray|None}}'''
|Available on handheld artifacts only.
|-
|Improves holder movement speed
|'''{{Colored text|gray|None}}'''
|Improves walking and running speed when holding/dragging the artifact by 1.2 and 1.3 times respectively.
|-
|Heats up surrounding gas greatly
|'''{{Colored text|lightsalmon|Medium}}'''
|
|-
|Mild electromagnetic interference
|'''{{Colored text|yellow|Minor}}'''
|Causes lights to flicker.
|-
|Create plastic
|'''{{Colored text|gray|None}}'''
|
|-
|Create steel
|'''{{Colored text|gray|None}}'''
|
|-
|Create glass
|'''{{Colored text|gray|None}}'''
|
|-
|Becomes highly radioactive
|'''{{Colored text|lightsalmon|Medium}}'''
|
|-
|Switch places of sentient beings
|tbd
|
|-
|Expels ammonia
|'''{{Colored text|yellow|Minor}}'''
|
|-
|Becomes sentient
|'''{{Colored text|lightsalmon|Medium}}'''
|
|-
|Create short-living bluespace portal
|'''{{Colored text|yellow|Minor}}'''
|
|-
|Expels tritium
|'''{{Colored text|lightsalmon|Medium}}'''
|
|-
|Expels plasma
|'''{{Colored text|lightsalmon|Medium}}'''
|
|-
|Temporarily reshape flesh to scale
|'''{{Colored text|yellow|Minor}}'''
|
|-
|Becomes phased
|'''{{Colored text|gray|None}}'''
|
|-
|Temporarily reshape flesh to fur
|'''{{Colored text|yellow|Minor}}'''
|
|-
|Temporarily reshape flesh to light
|'''{{Colored text|yellow|Minor}}'''
|
|-
|Create small gravity well
|'''{{Colored text|gray|None}}'''
|
|-
|Creates wave of harmful foam
|'''{{Colored text|lightsalmon|Medium}}'''
|
|-
|Create plasma
|'''{{Colored text|gray|None}}'''
|
|-
|Creates puddle of helpful chemicals
|'''{{Colored text|gray|None}}'''
|
|-
|Dangerous electromagnetic interference
|'''{{Colored text|yellow|Minor}}'''
|EMP pulse in a 5-tile radius, disabling affected devices for 1 minute/
|-
|Pyrokinesis
|'''{{Colored text|red|Major}}'''
|
|-
|Teleportation
|tbd
|
|-
|Create gold
|'''{{Colored text|gray|None}}'''
|
|-
|Create rare materials
|'''{{Colored text|gray|None}}'''
|
|-
|Expels frezon
|'''{{Colored text|yellow|Minor}}'''
|
|-
|Small scale high-speed nuclear reaction
|'''{{Colored text|red|Major}}'''
|
|-
|Miraclous healing
|'''{{Colored text|gray|None}}'''
|
|-
|Create light interference
|'''{{Colored text|gray|None}}'''
|
|-
|Create uranium
|'''{{Colored text|gray|None}}'''
|
|-
|Create artifact
|'''{{Colored text|yellow|Minor}}'''
|
|}
=== Technical ===


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.
==== Weights ====
A table displaying chance of specific effects generating in an artifact.


===Stimulus===
{{Spoiler|
Some examples of stimulus interpretations (i.e. how to cause the artifact to make a reaction):
{{Weight table|xeno effects}}
* 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|Combat Mode]]. This may take several hits
* Electricity - Touch it with a multi-tool
* Active Deceleration - Throw the artifact
* No Stimulus - Time based, wait for X amount of time

Latest revision as of 23:45, 17 May 2025

Xenoarcheology (aka Xeno) is a branch of R&D, providing a method of point generation utilizing randomly generated artifacts. It is the job of scientists to discover and activate the secrets of these artifacts.

Artifacts

Artifacts are mysterious objects Science can study and experiment on, unlocking their potential in variety of effects, whilst generating points to advance research. Their appearance varies, size included.

One or few artifacts are usually available round-start in «xeno» part of Science. More can be bought at Cargo for 2,000 a piece, found by Salvage, found from a Bluespace Artifact station event or assembled from artifact fragments.

Each artifact has a set of «nodes» — each is an effect that can be activated via a corresponding trigger (or triggers). Nodes are assembled into a tree-like structure, with distinct layers. Each layer inherits previous layer's triggers, while acquiring one or few new ones. This means that for more in-depth nodes it is gradually harder to activate them. Point output also scales with depth.

For each activation attempt, a time window of 5 seconds is given to activate any trigger. Once a trigger is activated, 5 seconds added to the clock. This happens for each activated trigger, meaning the more triggers a node has, the wider the activation window.

Once a node is unlocked, its effect is activated and it becomes active. An active node cannot be activated again via its triggers, but it can be activated manually. By left-clicking an artifact (or pressing Z while holding one), all active nodes activate all on once, consuming one durability in each node. Once durability of a node is depleted, it can no longer be activated (not by triggers nor manually). Unlocking next in-depth connected node will lock the current node, even it has more durability left.

Unlocking all nodes of an artifact currently has no reward, but you still get points from each node.

Equipment

To start experimentation only two pieces of equipment are needed: Analysis Console and Artifact Analyzer.

Analysis Console

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 (usually already selected).

From the console itself, the screen displays information about an artifact laying on top of linked Artifact Analyzer.

Left side of the window displays information about the currently selected node. Right side is the tree-like representation of all the nodes inside an artifact, starting from the bottom going up.

To view information about a node, click on it. To get the full picture (effects and triggers), all of the predecessor nodes must be unlocked first.

Analysis Console Interface
Element Description
ID Unique node identificator. Useful for the node scanner.
Class Layer name. Nodes on the same layer (horizontally) share the same layer name.
Status Node status:
  • Locked initially.
  • Active when first activated.
  • Unlocked when a more in-depth connected node is unlocked (blocking manual activations).
Durability Amount of available manual activations once a node is unlocked.
Effect Effect that will happen once a node is activated or with every manual activation.
Triggers Triggers needed to activate a node for the first time.
Server Allows to choose a server to extract points to.
Extract points Extracts points from unlocked nodes.

Artifact Analyzer

Artifact Analyzer automatically scans any artifact placed on top of it (no need to wrench) and relays that information to connected analysis console.

Two can be connected via a multitool.

Node Scanner

Node scanner equipment icon

Node Scanner is used on artifact to display its state as well as nodes with activated triggers. It is activated by left-clicking on an artifact.

Artifact state is its readiness to being triggered, it is displayed at the bottom of the window. The state cycles between idle, resonating and resting — see the process for details.

Seeing which nodes are being triggered can be useful to prevent interference between them. This can happen when multiple nodes have a same trigger (or triggers), which causes them to try to activate all at once. Starting from a more «rare» trigger (that doesn't occur within as many nodes) can prove helpful.

Artifact Containers

Artifact Containers are containers for artifacts. There are 2 variants: standard, for big and small artifacts, and handheld, for small artifacts. As the name suggest, the latter can be carried in hand (and inventory), while the standard variant can only be dragged.

Artifact Containers offer protection from almost all artifact effects (such as radioactivity), as well as prevent anyone but crew with science access to mess with the artifact by triggering its nodes or manually activating it (granted the container is locked).

Both containers can be closed and locked. Unlocking a container requires R&D access. While unlocked, anyone is able to open it.

One or few artifact containers are usually found at Xeno round-start, but more can be ordered from Cargo for 500 , both standard and handheld. Artifact containers cannot be fabricated.

Artifact Crusher

Artifact crusher is a machine used to crush artifacts to artifact fragments.

Requires research
Requires Artifact Recycling, a Tier 2 Experimental research.

To crush an artifact, open the crusher, move or place an artifact in, close it and activate (Alt+Mouse Left) or through the Mouse Right-menu). Crushing any artifact will yield 1-4 artifact fragments.

Artifact fragments can be assembled into a new random hand-sized artifact through the build menu → «artifact», requiring 4 fragments.

Unlocking nodes

Closets often found an Xeno containing protective equipment

Start by opening Analysis Console.

Select a locked node. Check out both the triggers and the effect. If needed, prepare suitable equipment (radiation suit, biohazard gear, bomb suit, mask, etc.).

Activate any of the listed triggers, then the next, until all triggers for a node are activated. Note that the initial «window» for activating more triggers is 5 seconds and it increases with each activated trigger by 5 more seconds, resetting once the time runs out.

― Artifact, activation failed

After a first trigger is activated, watch the artifact «react» with shimmering colors and a message popup:

It begins to shift in strange ways...
― Artifact, starting to resonate

Order of trigger activation does not matter for a particular node, but might matter in relation to other nodes. If a trigger is common (meaning it is present in multiple/many other nodes), once activated, it might interfere with the activation attempt just because of how many other nodes with the same trigger there are. In short, if having trouble, try to start with a more «rare» trigger.

Once node is unlocked, the artifact will make an «unlocking» sound and the unlocked node will become active.

― Artifact, successful activation

Manual activation, by touch (or with Z key)

Once node is unlocked, a number of research points can be claimed with Extract points. The more deeper the node was, the higher would be the amount.

Triggers

Trigger is a node unlocking action performed near an artifact by a crew member, other entity or environment. Nodes on deeper layers require multiple triggers to unlock.

Most triggers require being near the artifact with the triggering action.

Triggers
Trigger Difficulty Description Notes
Harmonical sound vibrations Easy Play a musical instrument near the artifact. Does not require to play any actual MIDI's. Opening instrument's UI is enough to activate the trigger.
Close inspection Easy Examine the artifact. Use right-click menu → Examine or shift+left-click the artifact.
Low pressure Easy Drop pressure below 50 kPa. Xeno chambers are usually equipped with blast doors to space, togglable by a nearby button. Opening them for a few second should drop the pressure enough. Do not forget to close before going in!

Mind the pressure dropping too low, potentially interfering with the Oxygen-free environment trigger.

Death Medium Kill something near the artifact. Catch a mouse, steal a monkey, make a kobold from a cube. Animal cubes are an easy way to get a supply of flesh beings to assassinate. Ask kitchen for some.

Handcuffs are recommended for animals that can fight back (such as monkeys and kobolds), unless you feeling adventurous. makeshift handcuffs are easy to make, available in build menu and requiring only 15 LV cable coil.

Physical damage Easy Damage the artifact. Anything that can do damage will do.

Keep in mind that artifact crusher does 10 blunt damage.

Being thrown Easy Pickup and throw the artifact. Handheld artifacts only.
Blood Easy Splash blood onto the artifact. Syringe and a beaker as a go-to combo for this, both made at an autholathe. Often found round-start in R&D.

Draw some blood using a syringe on yourself, your fellow colleague (consent is optional) or a puddle of blood. Transfer contents to beaker (by clicking on the beaker; if does not work, make sure the syringe is set to inject). Enter harm mode and "punch" the artifact with a beaker, splashing 5u from it.

Radiation Medium Irradiate the artifact. Use an uranium shiv or uranium spear to poke the artifact. Both can be made using build menu and require uranium to make. Uranium is usually available at Engineering round-start as a reserve fuel for the generators.
Tip
Using other radiation sources (such as other radioactive artifacts, damaged RTGs, etc.) currently does not work, pending https://github.com/space-wizards/space-station-14/issues/37209
Magnetic waves Medium Induce magnetic waves near the artifact. Use magboots. Don't forget to turn them on.

Magboots are available round-start at Engineering. They can be researched later with a T1 Experimental research and made on a protolathe.

Water Easy Splash water onto the artifact. Water bottle is available round-start in survival kits. Open, splash. If empty or lost, water coolers are pretty abundant.
High temperature gas Easy Raise temperature around the artifact. Welder is the easiest way to activate this trigger, found laying around, in vending machines, robo-vend, etc. Can be made at an autolathe. Grab a welder, activate, hit the artifact a few times.

Alternatively, use a heater and a canister of some gas, or ask Atmos to get a canister of heated gas.

Oxygen-free environment Easy Get rid of any oxygen around the artifact. Space the artifact room (see notes for the low pressure trigger for details) until there is no air left.

This might interfere with the Low pressure trigger, since when pressure is near zero both can activate.

High pressure Medium Pressurize the artifact room above to 300-500 kPa. Use canisters of gas and gas systems setup for the Xeno chambers. Usually requires at least 2 canister to achieve the desired pressure.

Can be trivialized with a holofan by placing a holo on the artifact chamber vent and pressurizing. Because holofan restricts movement in and out of a cell, all the gas going into the chamber will accumulate in that one tile with the vent. Can be trivialized even further by placing a holo on any tile, moving a gas canister in and opening a valve at desired pressure. holofan is available round-start in limited count to Atmos techs, but can later be researched with Advanced Atmospherics, a Tier 2 Industrial research. Don't forget to move the artifact into the holo!

Screwing Easy Screw the artifact. Use a screwdriver on the artifact (can be fabricated on an autolathe).
Pulsing Easy Pulse the artifact. Use a multitool on the artifact (can be fabricated on an autolathe).
Low temperature gas Medium Decrease temperature around the artifact. Requires a cooled down gas (e.g. with a freezer) or a cooling gas like frezon (hard to produce, thus usually not available early round). Ask your fellow Atmos friend to help if no freezer setup is available at R&D or make a freezer (requires Atmospherics, a Tier 1 Industrial research).
Prying Easy
Pry the artifact.
Use a crowbar on the artifact (can be fabricated on an autolathe).
Tightening Easy Tighten the artifact. Use a wrench on the artifact (can be fabricated on an autolathe).
Carbon dioxide Medium Apply carbon dioxide. A CO2 canister sometimes is available round-start at R&D. If not, ask your nearest Atmos technician for one.

Same holofan tips apply as for the High pressure trigger.

Non-solid plasma Medium Apply non-solid plasma. A plasma canister sometimes is available round-start at R&D. If not, ask your nearest Atmos technician for one.

Alternatively, get solid plasma and grind it in a grinder (sometimes available round-start at R&D; if not, easy to make). One solid plasma grinds for 10u. Same holofan tips apply as for the High pressure trigger.

Nitrous oxide Medium Apply nitrous oxide. A nitrous oxide canister rarely available round-start at R&D. If not, ask your nearest Atmos technician for one.

Same holofan tips apply as for the High pressure trigger.

Regular self-activation Medium Wait for the artifact to activate itself. Artifacts with this trigger have a «timer» on them. Inspect the artifact to see what it's currently at. When it runs out, the trigger will activate.
Tritium Medium Apply tritium. Ask Atmos for a canister. Sometimes they have a canister round-start, sometimes they have a tritium miner.

Same holofan tips apply as for the High pressure trigger.

Frezon Hard Apply frezon. Frezon is never available round-start, it has to be made by Atmos. Sometimes, Botany manages to make some.

Same holofan tips apply as for the High pressure trigger.

Ammonia Medium Apply ammonia. Sometimes available at Atmos. If not, ask a Chemist for a some (liquid form).

Same holofan tips apply as for the High pressure trigger.

Technical

Weights

A table displaying chance of specific triggers generating in an artifact.

NameIDWeightChance
Harmonical sound vibrationsTriggerMusic1≈5.865%
Close inspectionTriggerExamine1≈5.865%
Low pressureTriggerPressureLow1≈5.865%
DeathTriggerDeath1≈5.865%
Physical damageTriggerBruteDamage1≈5.865%
Being thrownTriggerThrow1≈5.865%
BloodTriggerBlood1≈5.865%
RadiationTriggerRadiation1≈5.865%
Magnetic wavesTriggerMagnet1≈5.865%
WaterTriggerWater1≈5.865%
High temperature gasTriggerHeat1≈5.865%
Oxygen-free environmentTriggerNoOxygen1≈5.865%
High pressureTriggerPressureHigh0.5≈2.933%
ScrewingTriggerScrewing0.5≈2.933%
PulsingTriggerPulsing0.5≈2.933%
Low temperature gasTriggerCold0.5≈2.933%
PryingTriggerPrying0.5≈2.933%
TighteningTriggerWrenching0.5≈2.933%
Carbon dioxideTriggerCO20.5≈2.933%
Non-solid plasmaTriggerPlasma0.5≈2.933%
Nitrous oxideTriggerN2O0.5≈2.933%
Regular self-activationTriggerTimer0.25≈1.466%
TritiumTriggerTritium0.1≈0.587%
FrezonTriggerFrezon0.1≈0.587%
AmmoniaTriggerAmmonia0.1≈0.587%

Effects

Effect is something that artifact does when a node is unlocked or through a manual activation.

Effects
Effect Danger Notes
Obtains ability of container for chemical solutions None Becomes a 150u solution storage.
Creates musical instrument None
Cools down surrounding gas Minor
Minor implosion Minor
Produces puddle of chemical mixture tbd
Creates primate None
Create money None
Charges up batteries None Charges all batteries in a 15-tile radius.
Creates anomaly Minor Creates a random anomaly.
Produces flora None
Create friendly fauna Medium Creates a random animal.
Tip
Can create non-friendly fauna too, such as slimes. Fix pending https://github.com/space-wizards/space-station-14/issues/37302
Minor electromagnetic interference None Causes lights to flicker.
Create recyclable junk None
Broadcasts sublime message None
Break windows Medium
Becomes mildly radioactive Medium
Produces chemical foam Medium
Produces potassium Minor
Explosion Major
Expels nitrous oxide Minor
Starts to move sporadically None Moves in random direction every 1-3 seconds.
Expels carbon dioxide Minor
Creates wave of helpful foam Medium
Obtains ability of omnitool None Available on handheld artifacts only.
Create hostile fish Medium
Obtains ability of drill None Available on handheld artifacts only.
Improves holder movement speed None Improves walking and running speed when holding/dragging the artifact by 1.2 and 1.3 times respectively.
Heats up surrounding gas greatly Medium
Mild electromagnetic interference Minor Causes lights to flicker.
Create plastic None
Create steel None
Create glass None
Becomes highly radioactive Medium
Switch places of sentient beings tbd
Expels ammonia Minor
Becomes sentient Medium
Create short-living bluespace portal Minor
Expels tritium Medium
Expels plasma Medium
Temporarily reshape flesh to scale Minor
Becomes phased None
Temporarily reshape flesh to fur Minor
Temporarily reshape flesh to light Minor
Create small gravity well None
Creates wave of harmful foam Medium
Create plasma None
Creates puddle of helpful chemicals None
Dangerous electromagnetic interference Minor EMP pulse in a 5-tile radius, disabling affected devices for 1 minute/
Pyrokinesis Major
Teleportation tbd
Create gold None
Create rare materials None
Expels frezon Minor
Small scale high-speed nuclear reaction Major
Miraclous healing None
Create light interference None
Create uranium None
Create artifact Minor

Technical

Weights

A table displaying chance of specific effects generating in an artifact.

NameIDWeightChance
Obtains ability of container for chemical solutionsXenoArtifactSolutionStorage10≈3.497%
Creates musical instrumentXenoArtifactRandomInstrumentSpawn10≈3.497%
Cools down surrounding gasXenoArtifactColdWave10≈3.497%
Minor implosionXenoArtifactThrowThingsAround10≈3.497%
Produces puddle of chemical mixtureXenoArtifactChemicalPuddle10≈3.497%
Creates primateXenoArtifactMonkeySpawn10≈3.497%
Create moneyXenoArtifactCashSpawn10≈3.497%
Charges up batteriesXenoArtifactChargeBattery10≈3.497%
Creates anomalyXenoArtifactAnomalySpawn10≈3.497%
Produces floraXenoArtifactFloraSpawn10≈3.497%
Create friendly faunaXenoArtifactFaunaSpawn10≈3.497%
Minor electromagnetic interferenceXenoArtifactEffectLightFlicker10≈3.497%
Create recyclable junkXenoArtifactEffectJunkSpawn10≈3.497%
Broadcasts sublime messageXenoArtifactEffectGoodFeeling10≈3.497%
Broadcasts sublime messageXenoArtifactEffectBadFeeling10≈3.497%
Break windowsXenoArtifactShatterWindows8≈2.797%
Becomes mildly radioactiveXenoArtifactRadioactive8≈2.797%
Produces chemical foamXenoArtifactFoamMild8≈2.797%
Produces potassiumXenoArtifactPotassiumWave7≈2.448%
ExplosionXenoArtifactBoom5≈1.748%
Expels nitrous oxideXenoArtifactEffectCreationGasNitrousOxide4≈1.399%
Starts to move sporadicallyXenoArtifactWandering4≈1.399%
Expels carbon dioxideXenoArtifactEffectCreationGasCarbonDioxide4≈1.399%
Creates wave of helpful foamXenoArtifactFoamGood4≈1.399%
Obtains ability of omnitoolXenoArtifactOmnitool4≈1.399%
Create hostile fishXenoArtifactAngryCarpSpawn4≈1.399%
Obtains ability of drillXenoArtifactDrill4≈1.399%
Improves holder movement speedXenoArtifactSpeedUp4≈1.399%
Heats up surrounding gas greatlyXenoArtifactHeatWave4≈1.399%
Mild electromagnetic interferenceXenoArtifactKnock4≈1.399%
Create plasticXenoArtifactMaterialSpawnPlastic3.3≈1.154%
Create steelXenoArtifactMaterialSpawnSteel3.3≈1.154%
Create glassXenoArtifactMaterialSpawnGlass3.3≈1.154%
Becomes highly radioactiveXenoArtifactRadioactiveStrong3≈1.049%
Switch places of sentient beingsXenoArtifactShuffle3≈1.049%
Expels ammoniaXenoArtifactEffectCreationGasAmmonia3≈1.049%
Becomes sentientXenoArtifactGhost2≈0.699%
Create short-living bluespace portalXenoArtifactPortal2≈0.699%
Expels tritiumXenoArtifactEffectCreationGasTritium2≈0.699%
Expels plasmaXenoArtifactEffectCreationGasPlasma2≈0.699%
Temporarily reshape flesh to scaleXenoArtifactPolyLizard2≈0.699%
Becomes phasedXenoArtifactPhasing2≈0.699%
Temporarily reshape flesh to furXenoArtifactPolyMonkey2≈0.699%
Temporarily reshape flesh to lightXenoArtifactPolyLuminous2≈0.699%
Create small gravity wellXenoArtifactMagnetNegative2≈0.699%
Creates wave of harmful foamXenoArtifactFoamDangerous2≈0.699%
Create small gravity wellXenoArtifactMagnet2≈0.699%
Create plasmaXenoArtifactRareMaterialSpawnPlasma2≈0.699%
Creates puddle of helpful chemicalsXenoArtifactPuddleRare2≈0.699%
Dangerous electromagnetic interferenceXenoArtifactEmp2≈0.699%
PyrokinesisXenoArtifactIgnite2≈0.699%
TeleportationXenoArtifactTeleport2≈0.699%
Create goldXenoArtifactRareMaterialSpawnGold1.8≈0.629%
Create rare materialsXenoArtifactRareMaterialSpawnSilver1.8≈0.629%
Expels frezonXenoArtifactEffectCreationGasFrezon1≈0.350%
Small scale high-speed nuclear reactionXenoArtifactExplosionScary1≈0.350%
Miraclous healingXenoArtifactHealAll1≈0.350%
Create light interferenceXenoArtifactStealth1≈0.350%
Create uraniumXenoArtifactRareMaterialSpawnUranium1≈0.350%
Create artifactXenoArtifactArtifactSpawn0.5≈0.175%