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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 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. | ||
__TOC__ | __TOC__ | ||
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|- | |- | ||
| Server List || Opens a menu for selecting a research server. | | Server List || Opens a menu for selecting a research server. | ||
|- | |- | ||
| Extract || Extracts the research points from the artifact. The amount of points is based on how many nodes have been activated and will increase the glimmer count. | | Extract || Extracts the research points from the artifact. The amount of points is based on how many nodes have been activated and will increase the glimmer count. | ||
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[[File:Analyzer-full.png|64px]] | [[File:Analyzer-full.png|64px]] | ||
The artifact analyzer is a machine used in conjunction with the analysis console to scan artifacts to discover information about them | The artifact analyzer is a machine used in conjunction with the analysis console to scan artifacts to discover information about them. Artifacts are scanned by placing them on this machine at which point will show you information regarding tbe artifact. | ||
=== Node Scanner === | === Node Scanner === | ||
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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|Logistics]], getting them from [[Salvage Specialist|Salvage]], or finding them from the Bluespace Anomaly station event. | 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|Logistics]], getting them from [[Salvage Specialist|Salvage]], or finding them from the Bluespace Anomaly station event. | ||
Artifacts consist of randomly generated "trees" which dictates the artifacts behavior. Each tree consists of various "nodes" which the artifact can be inside of. Nodes each contain a "trigger" and an "effect". Effects can be both passive, constantly occurring | 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 and active, happening only once. To progress "up" to the next node in a tree, all other nodes below it must be completed. You will know a node is completed when the node is purple and the effect listed has gone off. | ||
Some nodes will have multiple Stimulus in order to react, you must complete all required Stimulus in order to get the artifact to react and for the node to complete. You will have a set amount of time to complete all stimuli listed by the analysis console. | |||
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. | 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. | ||
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| REACTION || Effect || A hint about the effect for this node. Usually is vague and non-specific. | | REACTION || Effect || A hint about the effect for this node. Usually is vague and non-specific. | ||
|- | |- | ||
| EDGES || Neighboring nodes || The number of nodes that are adjacent to the current node. | | EDGES || Neighboring nodes || The number of nodes that are adjacent to the current node minus one meaning if you have an artifact with 3 edges it has 2 possible paths on Delta V. Other servers do not have this quirk. | ||
|- | |- | ||
| CURRENT_VALUE || Point value || The number of research points that the artifact will give if extracted. | | CURRENT_VALUE || Point value || The number of research points that the artifact will give if extracted. | ||
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=== Stimulus === | === Stimulus === | ||
Some of the given hints for triggering an artifact are used for different scenarios, see Physical trauma which can vary from hugging it to attacking it. | Some of the given hints for triggering an artifact are used for different scenarios, see Physical trauma which can vary from hugging it to attacking it. Things that deal with atmospheric changes, radiation, or beating the artifacts butt can scale with the depth so don't give up if it seems to not do much | ||
* Therapeutic Chemicals: | |||
** Use a space medi-pen on a beaker and splash the artifact with it. | |||
* '''Electricity:''' | * '''Electricity:''' | ||
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*:*High Damage: The artifact must receive 500 points of damage. | *:*High Damage: The artifact must receive 500 points of damage. | ||
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* ''' | * '''Wrench''' | ||
*:* | *:*While having a wrench [[File:Wrench.png]] in your hand click on the node to anchor the artifact to the ground. | ||
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* '''Screwing''' | |||
*:*While having a screwdriver [[File:Screwdriver.png]] in your hand click on the node to screw the artifact. | |||
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* '''Prying''' | |||
*:*While having a Crowbar [[File:Crowbar.png]] in your hand click on the node to pry the artifact. | |||
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* '''Pulsing''' | |||
*:*While having a Multitool [[File:Multitool.png]] in your hand click on the node to pulse the artifact. | |||
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* '''Sonic vibrations:''' | * '''Sonic vibrations:''' | ||
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*:*Reacts to water! Spray water on it using a [[File:Spray Bottle.png]] spray bottle or [[File:Fire Extinguisher.png]] fire extinguisher. | *:*Reacts to water! Spray water on it using a [[File:Spray Bottle.png]] spray bottle or [[File:Fire Extinguisher.png]] fire extinguisher. | ||
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* ''' | * '''blood:''' | ||
*:*Reacts to blood! Otherwise the same to Hydro-reactive. | *:*Reacts to blood! Otherwise the same to Hydro-reactive. | ||
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* '''Magnetic waves:''' | * '''Magnetic waves:''' | ||
*:*Magboots: | *:*Magboots: Place magnetic boots [[File:Magboots.png]] next to the artifact, it will not work if you are holding or have them equipped you must drop them next to the artifact for it to work while they are activated. | ||
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* ''' | * '''Death:''' | ||
*:*Kill something near the artifact, like a mouse. | *:*Kill something near the artifact, like a mouse, or if you have the materials a cyborg works too. | ||
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* '''Radiation:''' | * '''Radiation:''' | ||
*:*The artifact must take at least 50 points of radiation damage. | *:*The artifact must take at least 50 points of radiation damage and may scale depending on the depth. | ||
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* '''Extreme pressure:''' | * '''Extreme pressure:''' | ||
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* '''Standard atmospheric gases:''' | * '''Standard atmospheric gases:''' | ||
*:*Place the artifact in a room with | *:*Place the artifact in a room with Carbon Dioxide gas. | ||
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* '''Gaseous plasma:''' | * '''Gaseous plasma:''' | ||
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* '''Examination:''' | * '''Examination:''' | ||
*:*The artifact can activate every time you examine it. | *:*The artifact can activate every time you examine it (shift click). | ||
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* '''No Stimulus:''' | * '''No Stimulus:''' | ||
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* '''Cerebral influence''' : | * '''Cerebral influence''' : | ||
*:*'''Instrument''': the artifact becomes an instrument of a random type. | *:*'''Instrument''': the artifact becomes an instrument of a random type. | ||
*:*'''Mind Altering:''' the artifact will make you feel a certain way. | |||
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* '''Environmental disruption''' : | * '''Environmental disruption''' : | ||
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*:*'''Gas''': the artifact generates a random gas from: Plasma, Carbon Dioxide, Tritium, Miasma, Nitrous Oxide, Frezon. | *:*'''Gas''': the artifact generates a random gas from: Plasma, Carbon Dioxide, Tritium, Miasma, Nitrous Oxide, Frezon. | ||
*:*'''Heal''': The artifact heals 300 {{DMG|Brute}} and 300 {{DMG|Burn}} damage of nearby creatures. | *:*'''Heal''': The artifact heals 300 {{DMG|Brute}} and 300 {{DMG|Burn}} damage of nearby creatures. | ||
*:*'''Boom''': The artifact generates a violent explosion | *:*'''Boom''': The artifact generates a violent explosion (most common form of epi-boom seriously be careful if you see this) | ||
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* '''Electrical interference''' : | * '''Electrical interference''' : | ||
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*:*'''EMP''': The artifact lets out a EMP wave draining and knocking out all nearby electrical devices. | *:*'''EMP''': The artifact lets out a EMP wave draining and knocking out all nearby electrical devices. | ||
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* '''Metaphysical displacement''' : | * '''Metaphysical displacement ''': | ||
*:*'''Movement''': The artifact starts randomly moving about the place. | *:*'''Movement''': The artifact starts randomly moving about the place. | ||
*:*'''Blink''': The artifact teleports somewhere it has line of sight. | *:*'''Blink''': The artifact teleports somewhere it has line of sight. | ||
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*:*'''Ore''': Creates a maximum of 3 silver, plasma, gold and uranium ores each. | *:*'''Ore''': Creates a maximum of 3 silver, plasma, gold and uranium ores each. | ||
*:*'''Carp''': Creates up to 5 angry holocarps or magicarps. | *:*'''Carp''': Creates up to 5 angry holocarps or magicarps. | ||
*:*'''Cash''': Creates from 10 to 1750 | *:*'''Cash''': Creates from 10 to 1750 spesos. | ||
*:*'''Materials''': Creates up to 90 of either: Steel Sheets, Glass Sheets or Plastic Sheets | *:*'''Materials''': Creates up to 90 of either: Steel Sheets, Glass Sheets or Plastic Sheets | ||
*:*'''Mitosis''': Creates another random artifact. | *:*'''Mitosis''': Creates another random artifact. | ||
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*:*'''Rare Chemical''': The artifact creates a random puddle of chemical medicinal in nature. | *:*'''Rare Chemical''': The artifact creates a random puddle of chemical medicinal in nature. | ||
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* '''Station-wide destruction''' : | * '''Station-wide destruction''' :(this is a depth 10 only reaction) | ||
*:*'''Singulo''': the artifact creates a [[singularity]] on itself. | *:*'''Singulo''': the artifact creates a [[singularity]] on itself. | ||
*:*'''Tesla''': the artifact creates a tesla-ball and ball-lightnings on itself. Due to Tesla being removed from Delta-V when it came out, this is the only way to see one, and is commonly referred to as a "Teslaloose." | *:*'''Tesla''': the artifact creates a tesla-ball and ball-lightnings on itself. Due to Tesla being removed from Delta-V when it came out, this is the only way to see one, and is commonly referred to as a "Teslaloose." | ||
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* '''Structural phasing''' : | * '''Structural phasing''' : | ||
*:*'''Phasing''': the artifact can phase through walls and other structures. | *:*'''Phasing''': the artifact can phase through walls and other structures (you cannot put it inside of a container so be careful). | ||
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* '''Neurological activity''' : | * '''Neurological activity''' : | ||
Latest revision as of 21:41, 4 May 2026
| This page needs revising! This page contains information that is either out-of-date or from a different source (e.g. Upstream SS14). Some information on this page may differ from how it actually works on Delta-V. Reason for revision: "Information may still need photos, and still needs information regarding artifacts." |
Xenoarcheology is a method of point generation for R&D utilizing randomly generated artifacts. It is the job of scientists to discover and activate the secrets of these artifacts.
Equipment
The actual experimentation of artifacts uses a variety of equipment that can be found scattered around the station. This specifically focuses on the specific items used and contained within the xenoarcheology lab.

Analysis Console
The analysis console is the main method of getting information about the artifacts that are being researched. In order to properly use it, it must be linked to an artifact analyzer via multitool as well as have a research server selected.
From the console itself, the screen displays information about the last artifact scanned. The buttons along the side perform various functions:
| Button Name | Description |
|---|---|
| Server List | Opens a menu for selecting a research server. |
| Extract | Extracts the research points from the artifact. The amount of points is based on how many nodes have been activated and will increase the glimmer count. |
Artifact Analyzer
The artifact analyzer is a machine used in conjunction with the analysis console to scan artifacts to discover information about them. Artifacts are scanned by placing them on this machine at which point will show you information regarding tbe artifact.
Node Scanner
The archaeologist's friend. It's able to identify the node ID of the artifact.
Artifacts
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 Logistics, getting them from Salvage, or finding them from the Bluespace Anomaly station event.
Artifacts consist of randomly generated "trees" which dictates the artifacts behavior. Each tree consists of various "nodes" which the artifact can be inside of. Nodes each contain a "trigger" and an "effect". Effects can be both passive, constantly occurring and active, happening only once. To progress "up" to the next node in a tree, all other nodes below it must be completed. You will know a node is completed when the node is purple and the effect listed has gone off.
Some nodes will have multiple Stimulus in order to react, you must complete all required Stimulus in order to get the artifact to react and for the node to complete. You will have a set amount of time to complete all stimuli listed by the analysis console.
The activation of the various nodes is the main goal of Xenoarcheology. Unlocking the nodes of an artifact increases its value, both in research points and in spacebucks.
Analysis Interpretation
Each scan of the artifact analyzer gives various data about the artifact:
| In-Game Phrase | Meaning | Description |
|---|---|---|
| NODE_ID | ID | A unique ID number corresponding to each node. Can be used for identification. |
| DEPTH | Node tree depth | The distance from the starting node of the tree. Higher depths correspond to more dangerous and harder to activate artifacts which in turn increase the value when discovered. |
| ACTIVATED | Activation | Whether or not the "trigger" for the node has been activated. |
| STIMULUS | Trigger | A hint about the specific trigger for this node. Usually gives a good idea about what activates the artifact. |
| REACTION | Effect | A hint about the effect for this node. Usually is vague and non-specific. |
| EDGES | Neighboring nodes | The number of nodes that are adjacent to the current node minus one meaning if you have an artifact with 3 edges it has 2 possible paths on Delta V. Other servers do not have this quirk. |
| CURRENT_VALUE | Point value | The number of research points that the artifact will give if extracted. |
It is important to note that each scan functions as a static snapshot of the current node. It does not update with the artifact and will only update when scanned again.
Stimulus
Some of the given hints for triggering an artifact are used for different scenarios, see Physical trauma which can vary from hugging it to attacking it. Things that deal with atmospheric changes, radiation, or beating the artifacts butt can scale with the depth so don't give up if it seems to not do much
- Therapeutic Chemicals:
- Use a space medi-pen on a beaker and splash the artifact with it.
- Electricity:
- High temperatures:
- Physical trauma:
- Brute damage: Punch the artifact or hit it with a blunt object via Combat Mode. This may take several hits.
- Interaction: Touch or pull the artifact with your hands.
- High Damage: The artifact must receive 500 points of damage.
- Wrench
- Screwing
- Prying
- Pulsing
- Sonic vibrations:
- Play a musical instrument close to the artifact. You can also sing as a harpy to activate this.
- Hydro-reactive:
- blood:
- Reacts to blood! Otherwise the same to Hydro-reactive.
- Magnetic waves:
- Death:
- Kill something near the artifact, like a mouse, or if you have the materials a cyborg works too.
- Radiation:
- The artifact must take at least 50 points of radiation damage and may scale depending on the depth.
- Extreme pressure:
- Low Pressure: Put the artifact in a room with less than 50 kPa pressure. Carry the artifact into space or space the room it is in. Most artifact chambers have an outlet to space, and if they don't, you can suck the air out with the pumps near it.
- High Pressure: Put the artifact in a room with more than 385 kPa pressure. You may want to contact an Atmosian to create a high pressure gas, or cause a plasma reaction.
- Standard atmospheric gases:
- Place the artifact in a room with Carbon Dioxide gas.
- Gaseous plasma:
- Place the Artifact in a room with Plasma gas.
- Active deceleration
- Throw the artifact. It must land on something.
- Examination:
- The artifact can activate every time you examine it (shift click).
- No Stimulus:
- Time based, it will have a chance to activate every 5 seconds.
Reaction
All the possible reactions of the artefact and what they might mean.
- Cerebral influence :
- Instrument: the artifact becomes an instrument of a random type.
- Mind Altering: the artifact will make you feel a certain way.
- Environmental disruption :
- Throw: the artifact throws things close to it around the place, including tiles.
- Explosion: the artifact generates an explosion that looks scarier than it is.
- Shatter: the artifact has a 75% chance to give 200 Structural damage to every windows around it.
- Gas: the artifact generates a random gas from: Plasma, Carbon Dioxide, Tritium, Miasma, Nitrous Oxide, Frezon.
- Heal: The artifact heals 300 BRUTE and 300 BURN damage of nearby creatures.
- Boom: The artifact generates a violent explosion (most common form of epi-boom seriously be careful if you see this)
- Electrical interference :
- Light: The artifact makes the light flickers.
- Knock: The artifact opens all nearby doors.
- EMP: The artifact lets out a EMP wave draining and knocking out all nearby electrical devices.
- Metaphysical displacement :
- Movement: The artifact starts randomly moving about the place.
- Blink: The artifact teleports somewhere it has line of sight.
- Shuffle: The artifact exchange people's place around by teleporting them.
- Matter creation :
- Junk: Creates a bunch of various trash items.
- Banana: Creates from 3 to 6 bananas in a puddle of Potassium.
- Instrument: Creates up to 5 random instruments.
- Monkey: Creates a monkey with a small chance of creating a gorilla.
- Ore: Creates a maximum of 3 silver, plasma, gold and uranium ores each.
- Carp: Creates up to 5 angry holocarps or magicarps.
- Cash: Creates from 10 to 1750 spesos.
- Materials: Creates up to 90 of either: Steel Sheets, Glass Sheets or Plastic Sheets
- Mitosis: Creates another random artifact.
- Anomaly: Creates a random anomaly.
- Energy consumption :
- Cold: The artifact reduces the temperature in the room to 50 kelvin.
- Energy Release :
- Power: The artifact becomes a power generator that generates 20kW.
- Heat: The artifact makes the temperature in the room go to 500 kelvin.
- Battery: The artifact recharges nearby batteries.
- Light Radiation: The artifact becomes radioactive with an intensity of 2.
- Strong Radiation: The artifact becomes radioactive with an intensity of 6.
- Ignite: The artifact sets people near it on fire.
- Biochemical disruption :
- Chemical: The artifact creates a random puddle of chemical.
- Foam: The artifact generate a foam of a random chemical.
- Rare Chemical: The artifact creates a random puddle of chemical medicinal in nature.
- Station-wide destruction :(this is a depth 10 only reaction)
- Singulo: the artifact creates a singularity on itself.
- Tesla: the artifact creates a tesla-ball and ball-lightnings on itself. Due to Tesla being removed from Delta-V when it came out, this is the only way to see one, and is commonly referred to as a "Teslaloose."
- Noöspheric disturbance :
- Bad Feeling: the artifact makes you have a bad feeling.
- Good Feeling: the artifact makes you have a good feeling.
- Small entity accelerator :
- Gun: The artifact acts like a revolver with seven shots using magnum ammo.
- Utility conglomerate :
- Multitool: The artifact becomes a very powerful omni-tool with multiple uses such as screwing, mining, prying, cutting, pulsing. It is also twice as fast as other tools. (This effect is quite rare and currently bugged at the time of writing.)
- Internal chamber :
- Container: The artifact acts like a storage container with a capacity of 50 units.
- Beaker: The artifact acts like a beaker with a capacity of 150 units.
- Serrated rotator :
- Drill: The artifact starts acting like a mining drill and is able to deal 22 BRUTE.
- Long-distance communication :
- Radio: the artifact behaves similarly to a hand-held radio. You can select channels on it like an intercom, and often it has access to all channels including CentCom's frequency.
- Structural phasing :
- Phasing: the artifact can phase through walls and other structures (you cannot put it inside of a container so be careful).
- Neurological activity :
- Sentience: the artifact becomes sentient. This means they become a ghost role and are able to talk and randomly activate nodes. You are not told when this happens.
- Transmogrificational activity :
- Monkey Polymorph: targets within a 2 tile range will be transformed into a monkey for 20 seconds.
- Lizard Polymorph: targets within a 2 tile range will be transformed into a lizard for 20 seconds.
- Luminous Person Polymorph: targets within a 2 tile range will be transformed into a blinding figure of pure light for 20 seconds.
- No Reaction
- Light: it will start acting as a light source, blinding people within a 8 tile range when triggered.





