Difference between revisions of "Guide to Nanites"
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=Nanite Swarms= | =Nanite Swarms= | ||
==Implanting== | ==Implanting== | ||
− | [[File:Nanite_chamber.gif|thumb]] | + | [[File:Nanite_chamber.gif|thumb|Nanite Chamber]] |
Nanite implantation is done through the Nanite Chamber. A second person must operate the chamber from outside and begin the implanting process, at the end of which a new swarm will take root in the host. | Nanite implantation is done through the Nanite Chamber. A second person must operate the chamber from outside and begin the implanting process, at the end of which a new swarm will take root in the host. | ||
Revision as of 14:03, 23 June 2018
WARNING! This page refers to a currently unmerged feature
This feature is not included in the game yet, but might appear during temporary testmerges. |
Nanites are tiny nanomachines that live in a host's bloodstream, providing differenct functionalities depending on how they're programmed. The mob where the nanites reside is usually defined as their host.
Nanite Swarms
Implanting
Nanite implantation is done through the Nanite Chamber. A second person must operate the chamber from outside and begin the implanting process, at the end of which a new swarm will take root in the host.
Volume
Nanites generally expend a part of their volume while their programs are active. Luckily, modern technology allows them to integrate with the host's metabolism to replicate without interfering with biological processes, causing them to have a slow but steady growth rate. Nanites by default have a safety threshold where they'll stop using nanite-consuming programs; it can be customized using a Nanite Chamber. If the swarm reaches a population of 0, there's none left to replicate, and the host will have to implant nanites and programming from scratch.
Programming
Nanite swarms can contain nanite programs. These programs can have a huge variety of effects, and are loaded into a nanite swarm in two main ways: uploading them manually with a Nanite Chamber or by syncing them with a Cloud Backup. Once loaded programs cannot be directly modified; instead, a copy of the same program with the desired programming must be uploaded again to overwrite the previous one. There is no limit to the amount of loaded programs, but using too many at once will usually rapidly deplete the nanite population.
Cloud
Nanite swarms can be set with a Cloud ID. If so, they will, every 30 seconds, copy the programming of the Cloud Backup with the same ID, if it has been set. Cloud backups are controlled by Cloud Control Consoles. They can create new backups (with codes from 1 to 100), as well as upload programs from a disk into the selected backup. Cloud control consoles also serve as storage, meaning that if they're disabled they will no longer sync with connected nanites, and that if all cloud consoles are destroyed, all backups will be lost.
Cloud synchronization has several benefits over direct chamber programming: it can update programs without a second person to operate the chamber, it will reset programming in case of tampering or data corruption, and can be updated remotely by a second person. Of course, the last part also makes it very risky, since anyone could upload malicious programs at any time if they have a console to do it with.
Nanite Programs
Nanite programs determine what nanites do inside the host. They have different categories, and range from helpful to deadly.
Obtaining programs
Programs are unlocked through techweb research. Once unlocked, they can be downloaded into Nanite Program Disks at any Nanite Program Hub.
Customizing Programs
Programs have sevral parameters that can be customized with the use of a Nanite Programmer. Simply insert a program disk in the machine and set the parameters you prefer. Note that codes set to 0 are inactive and cannot be signaled.
- Activated: Determines if the program starts activated or not.
- Activation Delay: Determines, in seconds, how long until the program self-activates.
- Timer: Determines the length of the timer. Disables the timer if set to 0.
- Timer Type: Determines what happens when the timer counts down. Has four settings:
- Deactivate: Deactivates the program.
- Self-Delete: Deletes the program.
- Trigger: Triggers the program, if possible.
- Reset Activation Timer: If there is an activation timer, it's reset to 0, deactivating the program until it counts down again.
- Activation Code: The code that must be signaled to activate the program.
- Deactivation Code: The code that must be signaled to deactivate the program.
- Trigger Code: If the program can be triggered, the code that must be signaled to trigger the program.
- Kill Code: The code that must be signaled to delete the program.
Some programs have an extra setting available for customization, like relay channels or signal codes.
Signaling Programs
Nanite Remotes can send coded signals to nanites. When a nanite swarm receives a signal, all its programs react if they recognize the code.
Nanite Remotes can be set to four modes:
- Self targets the person who is holding the remote.
- Targeted targets only the mob that is being clicked on.
- Area targets all mobs in sight.
- Relay allows the user to choose a relay channel; the signal is then sent globally to all hosts which have a relay program set to that channel.
Triggered Programs
Some programs do not have an effect over time, and instead must be triggered. To do so they can either receive a Trigger Code or set a Trigger Timer. Triggering a program generally has a cooldown as well as a cost in volume; if those requirements are not met the program won't trigger. If the program is not activated, it will also be unable to trigger, but activating the program is not the same as triggering it.
Data Corruption
Events like EMPs or shocks might result in data corruption in nanite programs, which can result in one of several different effects: - Toggles the program, deactivating it if active and viceversa. - Triggers the program, if it can be triggered - Deletes the program completely - Resets all the codes, preventing it from being signaled by remotes or signal programs. - Converts the program into a corrupted version. The glitch program depends on the program that got corrupted.
Nanite Types
Nanites are split in several categories.
Healing Nanites
Healing nanites fix a variety of damage and ailments that affect the host. They generally consume a lot of nanites, so it's advisable to activate them manually when necessary.
Program | Effect | Volume per second | Corruptions |
---|---|---|---|
Accelerated Regeneration | The nanites boost the host's natural regeneration, increasing their healing speed. Does not consume nanites while the host is undamaged. | 2.5 | Necrosis |
Temperature Adjustment | The nanites adjust the host's internal temperature to an ideal level. Does not consume nanites while the host is at an ideal temperature. | 3.5 | Skin Decay |
Blood Purification | The nanites purge toxins and chemicals from the host's bloodstream. Does not consume nanites if the host has no chemicals nor toxin damage. | 1 | Hypoxemia, Necrosis |
Neural Regeneration | The nanites fix neural connections in the host's brain, reversing brain damage and minor traumas. Does not consume nanites if the host has no brain damage. | 1.5 | Brain Decay |
Blood Regeneration | The nanites stimulate and boost blood cell production in the host. Does not consume nanites if the host has enough blood. | 1 | Hypoxemia |
Mechanical Repair | The nanites fix damage in the host's mechanical limbs. Does not consume nanites if the limbs are undamaged. | 0.5 | Necrosis |
Selective Blood Purification | The nanites purge toxins and dangerous chemicals from the host's bloodstream, while ignoring beneficial chemicals. The added processing power required to analyze the chemicals severely increases the nanite consumption rate. | 2 | Hypoxemia, Necrosis |
Bio-Reconstruction | The nanites manually repair and replace organic cells, acting much faster than normal regeneration. However, this program cannot detect the difference between harmed and unharmed, causing it to consume nanites even if it has no effect. | 5.5 | Hypoxemia, Necrosis |
Neural Reimaging | The nanites are able to backup and restore the host's neural connections, potentially replacing entire chunks of missing or damaged brain matter. | 3 | Brain Decay, Brain Misfire |