Update Xenoarchaeology Guidebook Page (#40621)

* Update xenoarch guidebook page

* Remove artifact reports from science.yml and word change

* Some adjustments

* Remove references to artifact reports

* fix error and typo

* Various changes

* typo

* THATS NOT BROWN????

* Changed trigger window

* Added new section and notes about reagents

* Split into sub pages and various changes

* Change AnalysisConsole to link to the AnalysisConsole guidebook entry

* slight wording change

* Replace reagent explanations with reagent embeds

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>
This commit is contained in:
Mora
2025-10-11 12:21:35 -05:00
committed by GitHub
parent 5450dea450
commit 5cb80f05b5
9 changed files with 128 additions and 83 deletions

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@@ -79,6 +79,8 @@ guide-entry-anomalous-research = Anomalous Research
guide-entry-scanners-and-vessels = Scanners and Vessels
guide-entry-ape = A.P.E.
guide-entry-xenoarchaeology = Xenoarchaeology
guide-entry-xenoarchaeologyunlockingnodes = Unlocking Nodes
guide-entry-analysisconsole = Analysis Console
guide-entry-artifact-reports = Artifact Reports
guide-entry-traversal-distorter = Traversal Distorter
guide-entry-machine-upgrading = Machine Upgrading

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@@ -128,9 +128,6 @@
- state: paper_stamp-generic
map: ["enum.PaperVisualLayers.Stamp"]
visible: false
- type: GuideHelp
guides:
- ArtifactReports
- type: PaperVisuals
headerImagePath: "/Textures/Interface/Paper/paper_heading_artifact_analyzer.svg.96dpi.png"
headerMargin: 0.0, 0.0, 0.0, 16.0

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@@ -14,7 +14,7 @@
delay: 1
- type: GuideHelp
guides:
- ArtifactReports
- Xenoarchaeology
- type: ActivatableUI
key: enum.NodeScannerUiKey.Key
singleUser: true

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@@ -559,7 +559,7 @@
color: "#b53ca1"
- type: GuideHelp
guides:
- Xenoarchaeology
- AnalysisConsole
- type: entity
parent: BaseComputerAiAccess

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@@ -37,7 +37,18 @@
name: guide-entry-xenoarchaeology
text: "/ServerInfo/Guidebook/Science/Xenoarchaeology.xml"
children:
- ArtifactReports
- AnalysisConsole
- XenoarchaeologyUnlockingNodes
- type: guideEntry
id: XenoarchaeologyUnlockingNodes
name: guide-entry-xenoarchaeologyunlockingnodes
text: "/ServerInfo/Guidebook/Science/UnlockingNodes.xml"
- type: guideEntry
id: AnalysisConsole
name: guide-entry-analysisconsole
text: "/ServerInfo/Guidebook/Science/AnalysisConsole.xml"
- type: guideEntry
id: Robotics
@@ -46,11 +57,6 @@
children:
- Cyborgs
- type: guideEntry
id: ArtifactReports
name: guide-entry-artifact-reports
text: "/ServerInfo/Guidebook/Science/ArtifactReports.xml"
- type: guideEntry
id: Cyborgs
name: guide-entry-cyborgs

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@@ -0,0 +1,22 @@
<Document>
# Analysis Console
The Analysis Console is a device used to interface with artifacts. It can be used to check nodes, their triggers and effects, and extract points.
<Box>
<GuideEntityEmbed Entity="ComputerAnalysisConsole" Caption="Analysis Console"/>
</Box>
The console displays detailed information about each node in the artifacts tree structure. This includes:
- [bold]ID:[/bold] Unique identifier for use with the Node Scanner.
- [bold]Class:[/bold] The layer name, nodes on the same layer share it.
- [bold]Status:[/bold]
- [italic][color=red]Locked[/color][/italic] by default.
- [italic][color=plum]Active[/color][/italic] when first triggered.
- [italic][color=lime]Unlocked[/color][/italic] if a deeper node is reached (prevents manual activations).
- [bold]Durability:[/bold] Number of manual activations available.
- [bold]Effect:[/bold] What happens when the node activates or is manually triggered.
- [bold]Triggers:[/bold] Required actions to unlock the node.
- [bold]Server:[/bold] Choose the research server where extracted points are sent.
- [bold]Extract Points:[/bold] Extracts points from nodes unlocked since the last extraction.
</Document>

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@@ -1,24 +0,0 @@
<Document>
# Artifact Reports
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:
- [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.
- [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.
- [color=#a4885c]Activation status:[/color] whether or not a node has been activated in the past.
- [color=#a4885c]Stimulus:[/color] the stimulus for that particular node.
- [color=#a4885c]Reaction:[/color] the reaction the stimulus induces. This is often vague, so caution is advised.
- [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.
- [color=#a4885c]Unextracted value:[/color] the amount of research points an artifact will give when extracted. Extracting sets this to zero and traversing new nodes increases it.
Reports are a helpful tool in manipulating an artifact, especially in the later stages where you are traversing nodes that have already been activated.
<Box>
<GuideEntityEmbed Entity="PaperArtifactAnalyzer"/>
</Box>
To help with this process, consider printing out reports, writing down details uncovered during activation, or storing them in a folder nearby.
</Document>

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@@ -0,0 +1,48 @@
<Document>
# Unlocking Nodes
<Box>
<GuideEntityEmbed Entity="ComplexXenoArtifact" Caption=""/>
<GuideEntityEmbed Entity="ComplexXenoArtifactItem" Caption=""/>
</Box>
To activate and unlock nodes on an artifact, you should:
- Check a node on the [bold]Analysis Console[/bold] to check its triggers and effects.
- Perform the [bold]triggers[/bold] listed in the console. Some require direct interaction with the artifact, while others may only need the correct environment or a specific action performed nearby.
- Once a trigger is successfully performed, the artifact will respond with the message: [italic]"It begins to shift in strange ways..."[/italic]. The [bold]Node Scanner[/bold] will then indicate which specific nodes are being triggered.
Artifacts enter an unlocking state after the first trigger is met. During this state, any remaining triggers must be completed. The unlocking window initially lasts a few seconds and resets each time a new trigger is activated. This window grows longer with each additional node unlocked, giving more time to complete further triggers.
Once all required triggers are completed successfully, the artifact will trigger it's effect and a popup will appear saying: [italic]"It slows down, visibly changed."[/italic], and the node will appear as [bold][color=plum]Active[/color][/bold] on the Console.
If an artifact fails to activate, it will stop resonating and display the message: [italic]"It slows down before uneventfully stopping."[/italic] After this, it enters a cooldown period before it can be activated again.
The order of trigger activation [bold]does not matter[/bold] for individual nodes. [italic]However[/italic], some triggers affect multiple nodes. As a rule of thumb, start with a trigger that is unique to the node you want to unlock. Activating a trigger for a different node during this phase prevents the target node from unlocking until the artifacts cooldown ends.
<GuideReagentEmbed Reagent="Artifexium"/>
## Active Nodes
Once unlocked, a node is considered active. Only the highest unlocked nodes in a trees layer are activatable, lower nodes in the same tree cannot be triggered anymore once a higher node has been activated.
Artifacts often have multiple trees. Layer precedence applies within each tree, but different trees operate independently. This means nodes in different trees can be activated simultaneously as long as they are the highest unlocked nodes in their respective trees.
[bold]Manual activation triggers all unlocked nodes at once and consumes durability.[/bold]
<GuideReagentEmbed Reagent="ArtifactGlue"/>
## Triggers
Examples include:
- Examining the artifact
- Playing an instrument
- Damaging or throwing it
- Exposing it to gases (plasma, tritium, etc.)
- Changing pressure or temperature
- Using tools (screwdriver, multitool, crowbar, wrench)
- Splashing reagents (blood, water, ammonia, etc.)
- Killing something nearby
## Effects
Effects can be:
- [color=green]Harmless:[/color] producing plants, animals, or junk
- [color=#00ccff]Helpful:[/color] charging batteries, creating instruments or money
- [color=red]Hazardous:[/color] anomalies, radiation, explosions, hostile fauna
</Document>

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@@ -1,57 +1,51 @@
<Document>
# Xenoarchaeology
Xenoarchaeology is a science subdepartment focused on researching and experimenting on alien artifacts.
# Xenoarchaeology
At the start of each shift, the Science department will usually have access to at least two artifacts to experiment on. You can buy more by talking to the Cargo department.
Xenoarchaeology is a branch of Science focused on researching alien [bold]artifacts[/bold].
By researching the unique things each artifact can do, you gain Research Points, increase the artifact's sale value, and potentially discover a useful ability or two that can help your department or the whole station!
Unlocking their secrets grants research points and reveals strange, potentially useful, or dangerous effects.
## Artifact Nodes
<Box>
<GuideEntityEmbed Entity="ComplexXenoArtifact" Caption=""/>
<GuideEntityEmbed Entity="ComplexXenoArtifactItem" Caption=""/>
</Box>
Artifacts consist of a randomly-generated tree of nodes. These nodes have a "[color=#a4885c]depth[/color]", representing how dangerous the node is, and the number of other nodes connected to it, called "[color=#a4885c]edges[/color]",
At round start, Science usually has one or two artifacts in the lab. More can be:
- Ordered from [color=orange]Cargo[/color]
- Found by [color=orange]Salvage[/color]
- Assembled from [bold]fragments[/bold]
- Appear during certain station events
Artifacts always start at depth zero, the root of the tree. Travelling the tree to find as many nodes as possible is the main goal of the scientists working on them. Knowledge is extracted from nodes to gain Research Points and increase the artifact's sale value.
## Artifacts
<Box>
<GuideEntityEmbed Entity="ComplexXenoArtifact" Caption=""/>
<GuideEntityEmbed Entity="ComplexXenoArtifactItem" Caption=""/>
</Box>
Each node has two components: its [color=#a4885c]stimulus[/color] and a [color=#a4885c]reaction[/color].
Artifacts contain [bold]nodes[/bold] arranged in [bold]layers[/bold].
- Unlocking a node unlocks connected nodes on upper layers.
- Each node has [bold]triggers[/bold], actions that must be performed near the artifact to unlock a node.
- When a node is unlocked, its [bold]effect[/bold] will trigger, and the node becomes [bold][color=plum]Active[/color][/bold].
- Each node has [bold]durability[/bold]: the number of times it can be manually activated after being unlocked.
- Higher nodes are harder to reach but give more [bold]research points[/bold].
- Unlocking all nodes provides no special bonus, but every node yields research points.
A stimulus is the external behavior that triggers the reaction. There's a variety of these, and higher depth nodes have more difficult to accomplish stimuli. Some stimuli will need improvisation to trigger, and you may need to talk to other departments to get everything you need.
## Equipment
<Box>
<GuideEntityEmbed Entity="MachineArtifactAnalyzer" Caption="Analyzer"/>
<GuideEntityEmbed Entity="ComputerAnalysisConsole" Caption="Analysis Console"/>
<GuideEntityEmbed Entity="NodeScanner" Caption="Node Scanner"/>
</Box>
- [bold]Artifact Analyzer:[/bold] Stationary device that scans artifacts, sending data to the Console.
- [bold][textlink="Analysis Console:" link="AnalysisConsole"][/bold] Stationary device that is used to display the node tree. Must be linked to an Analyzer with a multitool.
- [bold]Node Scanner:[/bold] Small hand-held device that can show the ID of the node currently being activated and whether the artifact is ready to trigger, letting scientist have minimal required knowledge for operating inside chamber near artifact and far without direct access to console.
Some reactions are instantaneous effects while others are permanent changes. Once an artifact is triggered, the reaction causes the artifact to randomly move to another node it is linked to.
With some experimental science, you can begin to grasp how the different nodes of an artifact are connected, and how to move between them by repeatedly activating nodes.
All non-zero-depth nodes will have exactly one edge that leads up to its parent node. All other edges a node has lead down to the next depth.
## Artifact Analyzer and Analysis Console
<Box>
<GuideEntityEmbed Entity="MachineArtifactAnalyzer"/>
<GuideEntityEmbed Entity="ComputerAnalysisConsole"/>
</Box>
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.
To set them up, simply link them with a network configurator and set an artifact on top of the analyzer. Every station has at least one of these machines already set up.
Use the console's [color=#a4885c]scan[/color] button to discover what stimulus the artifact needs and what its reaction will do. Scanning takes thirty seconds.
Use the [color=#a4885c]print[/color] button to save the scan result, so you can refer to it later.
Once you've discovered a new node, you can extract points from the artifact using the [color=#a4885c]Extract[/color] button.
## Assembling Artifacts
<GuideEntityEmbed Entity="ArtifactFragment" Caption="Artifact Fragment"/>
It is possible to gather multiple artifact fragments and assemble them into a working artifact. You can ask for these from Salvage, who usually find these while mining asteroids or on Expeditions.
## Traversal Bias
<Box>
<GuideEntityEmbed Entity="MachineArtifactAnalyzer"/>
</Box>
Artifacts placed on top of a powered artifact analyzer are subjected to a bias which affects which node they will move to after being activated. The bias can be set in the artifact console.
There are two types of biases:
- [color=#a4885c]Up:[/color] favors nodes closer to the origin. Results in a decrease of depth.
- [color=#a4885c]Down:[/color] favors nodes farther away from the origin. Results in an increase of depth.
<Box>
<GuideEntityEmbed Entity="CrateArtifactContainer" Caption="Artifact Container"/>
<GuideEntityEmbed Entity="HandheldArtifactContainer" Caption="Handheld Container"/>
</Box>
- [bold]Artifact Containers:[/bold] Safely store and transports artifacts and prevent nodes from triggering.
<Box>
<GuideEntityEmbed Entity="MachineArtifactCrusher" Caption="Crusher"/>
</Box>
- [bold]Artifact Crusher:[/bold] Crushes artifacts into fragments. Four fragments can be rebuilt into a new artifact.
<Box>
<GuideEntityEmbed Entity="ArtifactFragment" Caption="Artifact Fragment"/>
</Box>
- [bold]Artifact Fragment:[/bold] Pieces of destroyed artifacts. Four fragments can be rebuilt into a new artifact using the craft menu.
</Document>