Tech: Difference between revisions
SquareCube (talk | contribs) m → Guntech: fixed autocannon |
SquareCube (talk | contribs) added all other guntech Tag: 2017 source edit |
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|use {{researchcircle}} to trade your '''missile''' for a {{bottext}} that fires '''missiles''' | |use {{researchcircle}} to trade your '''missile''' for a {{bottext}} that fires '''missiles''' | ||
|missiles, not launch system | |missiles, not launch system | ||
| | |||
|- | |||
|[[File:fault tolerance.webp|thumb]] | |||
|[[fault tolerance]] | |||
|use {{researchcircle}}{{researchcircle}} to trade your '''drone''' {{guncircle}} for '''2''' {{bottext|foam-bots}} and {{bottext|foam-bot upgrade}} | |||
|drones, not drone repair, anti-shear topology, or autonomous navigation | |||
| | |||
|- | |||
|[[File:surfactant.webp|thumb]] | |||
|[[surfactant]] | |||
|use {{researchcircle}}{{researchcircle}} to trade your '''foam''' {{guncircle}} for '''5 drones''' that last '''forever''' | |||
|foam gun, no bot upgrades, fractionation, or pressure vessel | |||
| | |||
|- | |||
|[[File:optical amplifier.webp|thumb]] | |||
|[[optical amplifier]] | |||
|gain 3 random {{lasertext}} {{techcircle}}<br>{{lasertext}} only turns off if you have no {{energytext}} | |||
|laser gun, not pulse | |||
| | | | ||
|} | |} | ||
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|[[File:neutron bomb.webp|thumb]] | |[[File:neutron bomb.webp|thumb]] | ||
|[[neutron bomb]] | |[[neutron bomb]] | ||
|'''grenades''' are {{radiationtext|irradiated}} with {{radiationtext|Cf-252}}<br>does {{radiationtext|radioactive}} | |'''grenades''' are {{radiationtext|irradiated}} with {{radiationtext|Cf-252}}<br>does {{radiationtext|radioactive}} {{damagetext}} over time | ||
|grenades, not fragmentation, vacuum bomb, iridium-192, pyrotechnics, fireworks, flame test, or chain reaction | |grenades, not fragmentation, vacuum bomb, iridium-192, pyrotechnics, fireworks, flame test, or chain reaction | ||
| | | | ||
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{{notetext|neutron bomb, drones, explosions, slime}} | {{notetext|neutron bomb, drones, explosions, slime}} | ||
|neutron bomb, irradiated drones, or iridium-192 | |neutron bomb, irradiated drones, or iridium-192 | ||
| | |||
|- | |||
|[[File:ricochet.webp|thumb]] | |||
|[[ricochet]] | |||
|after '''nails''' hit a mob they '''rebound''' towards a new mob with '''2.8x''' {{damagetext}} per bounce | |||
|nail gun, not rotary cannon, rivets, or needles | |||
| | |||
|- | |||
|[[File:booby trap.webp|thumb]] | |||
|[[booby trap]] | |||
|'''50%''' chance to drop a '''mine''' from '''power ups'''<br>'''+15%''' {{junktext}} {{choicestext}} | |||
|mines | |||
| | |||
|- | |||
|[[File:elephants toothpaste.webp|thumb]] | |||
|[[elephants toothpaste]] | |||
|instead of nails '''mines''' catalyze a reaction that yields '''foam''' bubbles | |||
|mines, not blast ball, ricochet, irradiated nails, or supercritical fission | |||
| | |||
|- | |||
|[[File:blast ball.webp|thumb]] | |||
|[[blast ball]] | |||
|'''mines''' fire '''bouncy balls''' instead of nails | |||
|mines, not elephants toothpaste, ricochet, irradiated nails, or supercritical fission | |||
| | |||
|- | |||
|[[File:laser-mines.webp|thumb]] | |||
|[[laser-mines]] | |||
|'''mines''' laid while you are '''crouched''' use {{energytext}} to emit '''3''' unaimed {{lasertext|lasers}} | |||
|mines | |||
| | |||
|- | |||
|[[File:sentry.webp|thumb]] | |||
|[[sentry]] | |||
|'''mines''' fire one '''nail''' at a time<br>'''mines''' fire '''1.5x''' more '''nails''' | |||
|mines, not elephants toothpaste | |||
| | |||
|- | |||
|[[File:extended magazine.webp|thumb]] | |||
|[[extended magazine]] | |||
|sentry '''mines''' fire '''1.5x''' more '''nails''' | |||
|mines, sentry | |||
| | |||
|- | |||
|[[File:mycelial fragmentation.webp|thumb]] | |||
|[[mycelial fragmentation]] | |||
|during their '''growth''' phase '''1.7x''' {{sporetext|sporangium}} discharge | |||
|spores | |||
| | |||
|- | |||
|[[File:cordyceps.webp|thumb]] | |||
|[[cordyceps]] | |||
|{{sporetext|sporangium}} '''infect''' mobs they attach to<br>'''infected''' mobs '''resurrect''' and attack other mobs | |||
|spores | |||
| | |||
|- | |||
|[[File:colony.webp|thumb]] | |||
|[[colony]] | |||
|'''1.6x''' {{sporetext|sporangium}} discharge<br>'''33%''' chance to discharge something different | |||
|spores | |||
| | |||
|- | |||
|[[File:cryodesiccation.webp|thumb]] | |||
|[[cryodesiccation]] | |||
|'''1.25x''' {{sporetext|sporangium}} discharge<br>{{sporetext}} {{iceIXtext|freeze}} mobs for '''1.5''' second | |||
|spores | |||
| | |||
|- | |||
|[[File:flagella.webp|thumb]] | |||
|[[flagella]] | |||
|'''2x''' {{sporetext|spore}} acceleration<br>if they can't find a target {{sporetext}} follow you | |||
|spores | |||
| | |||
|- | |||
|[[File:mutualism.webp|thumb]] | |||
|[[mutualism]] | |||
|'''3x''' {{sporetext|spore}} {{damagetext}}<br>{{sporetext}} borrow '''1''' {{healthtext}} until they '''die''' | |||
|spores | |||
| | |||
|- | |||
|[[File:necrophage.webp|thumb]] | |||
|[[necrophage]] | |||
|if '''foam''', {{wormstext|fleas}}, or {{wormstext}} '''kill''' their target they grow 3 '''copies''' | |||
|foam, spores, worms, fleas | |||
| | |||
|- | |||
|[[File:siphonaptera.webp|thumb]] | |||
|[[siphonaptera]] | |||
|{{sporetext}} metamorphose into {{wormstext|fleas}}<br>'''shotgun''' fires {{wormstext|fleas}} | |||
|spores, not worms | |||
| | |||
|- | |||
|[[File:nematodes.webp|thumb]] | |||
|[[nematodes]] | |||
|{{sporetext}} metamorphose into {{wormstext}}<br>'''shotgun''' fires {{wormstext}} | |||
|spores, not fleas | |||
| | |||
|- | |||
|[[File:K-selection.webp|thumb]] | |||
|[[K-selection]] | |||
|1.37x {{wormstext|worm}} and {{wormstext|flea}} {{damagetext}} | |||
|spores, shotgun, worms, fleas | |||
| | |||
|- | |||
|[[File:path integration.webp|thumb]] | |||
|[[path integration]] | |||
|'''drones''' and {{sporetext}} travel with you through '''levels''' | |||
|spores, worms, flagella, drones | |||
| | | | ||
|- | |- | ||
|[[File:Ablative drones.webp|thumb]] | |[[File:Ablative drones.webp|thumb]] | ||
|[[ablative drones]] | |[[ablative drones]] | ||
|after losing {{healthtext | |after losing {{healthtext}} there is a chance to rebuild your broken parts as <strong>drones</strong> | ||
| | | | ||
|2019/11/10, [https://github.com/landgreen/n-gon/commit/0dd239add29b0de29dfdc97161421fe4df452f1b added hornets and ablative synthesis, and ceramic plating] (oringinally called ablative synthesis) | |2019/11/10, [https://github.com/landgreen/n-gon/commit/0dd239add29b0de29dfdc97161421fe4df452f1b added hornets and ablative synthesis, and ceramic plating] (oringinally called ablative synthesis) | ||
|- | |||
|[[File:reduced tolerances.webp|thumb]] | |||
|[[reduced tolerances]] | |||
|'''2x''' '''drones''' per {{ammocircle}} and {{energytext}}<br>'''0.6x''' drone '''duration''' | |||
|drones, not irradiated drones | |||
| | |||
|- | |||
|[[File:delivery drone.webp|thumb]] | |||
|[[delivery drone]] | |||
|if a '''drone''' picks up a '''power up''', it becomes '''larger''', '''faster''', and more '''durable''' | |||
|drones | |||
| | |||
|- | |||
|[[File:von Neumann probe.webp|thumb]] | |||
|[[von Neumann probe]] | |||
|after a '''drone''' expires it will use '''-4''' {{energytext}} and a nearby {{blocktext}} to '''replicate''' itself | |||
|drones | |||
| | |||
|- | |||
|[[File:brushless motor.webp|thumb]] | |||
|[[brushless motor]] | |||
|'''drones''' rapidly '''rush''' towards their target '''1.33x''' '''drone''' collision {{damagetext}} | |||
|drones, molecular assembler, not irradiated drones or incendiary | |||
| | |||
|- | |||
|[[File:axial flux motor.webp|thumb]] | |||
|[[axial flux motor]] | |||
|'''1.66x''' '''drones''' '''rush''' frequency<br>'''1.44x''' '''drone''' collision {{damagetext}} | |||
|drones, brushless motor | |||
| | |||
|- | |||
|[[File:irradiated drones.webp|thumb]] | |||
|[[irradiated drones]] | |||
|the space around '''drones''' is {{radiationtext|irradiated}}<br>'''0.25x''' '''drones''' per {{ammocircle}} and {{energytext}} | |||
|drones, not reduced tolerances, incendiary, torque bursts, or ablative drones | |||
| | |||
|- | |||
|[[File:beta radiation.webp|thumb]] | |||
|[[beta radiation]] | |||
|'''0.5x''' '''drone''' duration<br>'''2x''' '''drone''' {{radiationtext}} {{damagetext}} | |||
|drones, irradiated drones | |||
| | |||
|- | |||
|[[File:orthocyclic winding.webp|thumb]] | |||
|[[orthocyclic winding]] | |||
|'''1.66x''' '''drone''' acceleration<br>'''1.33x''' {{radiationtext}} {{damagetext}} | |||
|drones, irradiated drones | |||
| | |||
|- | |||
|[[File:electrostatic induction.webp|thumb]] | |||
|[[electrostatic induction]] | |||
|'''foam''' bubbles are electrically charged, causing '''attraction''' to nearby '''mobs''' | |||
|foam | |||
| | |||
|- | |||
|[[file:uncertainty principle.webp|thumb]] | |||
|[[uncertainty principle]] | |||
|'''foam''', '''wave''', and '''super ball''' positions are erratic<br>'''1.5x''' '''foam''', '''wave''', and '''super ball''' {{damagetext}} | |||
|foam, wave, or super balls, not isotropic or Zectron | |||
| | |||
|- | |||
|[[file:aerogel.webp|thumb]] | |||
|[[aerogel]] | |||
|'''foam''' bubbles '''float''' with '''0.5x foam''' duration<br>'''2.8x foam''' {{damagetext}} | |||
|foam | |||
| | |||
|- | |||
|[[file:surface tension.webp|thumb]] | |||
|[[surface tension]] | |||
|'''1.4x foam''' {{damagetext}} | |||
|foam | |||
| | |||
|- | |||
|[[file:cavitation.webp|thumb]] | |||
|[[cavitation]] | |||
|'''25%''' chance to discharge a huge '''foam''' bubble<br>'''2x foam''' gun '''recoil''' | |||
|foam | |||
| | |||
|- | |||
|[[file:foam fractionation.webp|thumb]] | |||
|[[foam fractionation]] | |||
|if you have below '''300''' {{ammotext}}<br>'''2x foam''' bubble '''size''' | |||
|foam | |||
| | |||
|- | |||
|[[file:ideal gas law.webp|thumb]] | |||
|[[ideal gas law]] | |||
|'''6x foam''' {{ammotext}} per {{ammocircle}} | |||
|foam, not non-renewables | |||
| | |||
|- | |||
|[[file:pressure vessel.webp|thumb]] | |||
|[[pressure vessel]] | |||
|build up '''charge''' while firing '''foam'''<br>after firing '''discharge''' '''foam''' bubbles | |||
|foam | |||
| | |||
|- | |||
|[[file:capacitor bank.webp|thumb]] | |||
|[[capacitor bank]] | |||
|'''charge''' effects build up almost '''instantly''' | |||
{{notetext|{{blocktext|blocks}}, foam, {{plasmatext|plasma ball}}, railgun, pulse, {{tokamaktext}}}} | |||
|mass driver, railgun, foam, pressure vessel, pulse, tokamak, plasma ball | |||
| | |||
|- | |||
|[[file:Bitter electromagnet.webp|thumb]] | |||
|[[Bitter electromagnet]] | |||
|'''0.66x railgun''' charge rate<br>'''2x harpoon''' density and {{damagetext}} | |||
|harpoon, railgun | |||
| | |||
|- | |||
|[[file:railgun.webp|thumb]] | |||
|[[railgun]] | |||
|'''hold''' and '''release''' fire to launch '''harpoons'''<br>but, '''harpoons''' can't '''retract''' | |||
|harpoon, not UHMWPE, induction furnace, or quasiparticles | |||
| | |||
|- | |||
|[[file:alternator.webp|thumb]] | |||
|[[alternator]] | |||
|'''0.05x harpoon''' {{energytext}} cost | |||
|harpoon | |||
| | |||
|- | |||
|[[file:autonomous defense.webp|thumb]] | |||
|[[autonomous defense]] | |||
|if you '''collide''' with a '''mob''' fire '''harpoons''' at nearby '''mobs''' | |||
|harpoon | |||
| | |||
|- | |||
|[[file:Bessemer process.webp|thumb]] | |||
|[[Bessemer process]] | |||
|'''2.01x''' '''harpoon''' size and {{damagetext}} | |||
{{notetext|(effect scales by 1/10 √ harpoon {{ammotext}})}} | |||
|harpoon, not ceramics | |||
| | |||
|- | |||
|[[file:smelting.webp|thumb]] | |||
|[[smelting]] | |||
|forge '''10''' {{ammotext}} into a new harpoon<br>fire '''+1 harpoon''' with each shot | |||
|harpoon | |||
| | |||
|- | |||
|[[file:UHMWPE.webp|thumb]] | |||
|[[UHMWPE]] | |||
|'''1.21x harpoon''' rope length | |||
{{notetext|(effect scales by 1/80 of harpoon {{ammotext}})}} | |||
|harpoon, not railgun | |||
| | |||
|- | |||
|[[file:induction furnace.webp|thumb]] | |||
|[[induction furnace]] | |||
|after using '''harpoon'''/'''grapple''' to collect '''power ups''', '''1.8x''' '''harpoon''' or '''grapple''' {{damagetext}} for '''8''' seconds | |||
|harpoon, grappling hook, not railgun or brittle | |||
| | |||
|- | |||
|[[file:brittle.webp|thumb]] | |||
|[[brittle]] | |||
|'''2.2x harpoon'''/'''grapple''' {{damagetext}} to '''mobs''' at maximum '''durability''' | |||
|harpoon, grappling hook, not induction furnace | |||
| | |||
|- | |||
|[[file:quasiparticles.webp|thumb]] | |||
|[[quasiparticles]] | |||
|convert current and future {{ammocircle}} into {{boostcircle}} that give '''2.25x''' {{damagetext}} for '''10''' seconds | |||
|harpoon, laser, wave, frequency, not railgun or non-renewables | |||
| | |||
|- | |||
|[[file:relativistic momentum.webp|thumb]] | |||
|[[relativistic momentum]] | |||
|{{lasertext|lasers}} push '''mobs''' and {{blocktext|blocks}} | |||
|laser, not pulse | |||
| | |||
|- | |||
|[[file:iridescence.webp|thumb]] | |||
|[[iridescence]] | |||
|if {{lasertext}} beams hit mobs near their '''center''' '''2x''' {{lasertext}} {{damagetext}} | |||
|laser, not pulse | |||
| | |||
|- | |||
|[[file:lens.webp|thumb]] | |||
|[[lens]] | |||
|'''2.5x''' {{lasertext}} {{damagetext}} if it passes through a revolving '''90°''' arc circular lens | |||
|laser | |||
| | |||
|- | |||
|[[file:compound lens.webp|thumb]] | |||
|[[compound lens]] | |||
|'''1.4x''' {{lasertext}} lens {{damagetext}}<br>'''+30°''' lens arc | |||
|lens | |||
| | |||
|- | |||
|[[file:specular reflection.webp|thumb]] | |||
|[[specular reflection]] | |||
|'''+2''' {{lasertext}} beam reflections | |||
|laser, not diffuse beam, pulse, or slow light | |||
| | |||
|- | |||
|[[file:diffraction grating.webp|thumb]] | |||
|[[diffraction grating]] | |||
|'''+1''' diverging {{lasertext}} beam | |||
|laser gun, diffuse beam, or slow light | |||
| | |||
|- | |||
|[[file:diffuse beam.webp|thumb]] | |||
|[[diffuse beam]] | |||
|your {{lasertext}} beam is '''wider''', but it doesn't '''reflect'''<br>'''3.2x''' {{lasertext}} {{damagetext}} | |||
|laser gun, not specular reflection, diffraction grating, slow light, or pulse | |||
| | |||
|- | |||
|[[file:output coupler.webp|thumb]] | |||
|[[output coupler]] | |||
|'''1.3x''' {{lasertext}} beam '''width'''<br>'''1.3x''' {{lasertext}} {{damagetext}} | |||
|laser gun, diffuse beam | |||
| | |||
|- | |||
|[[file:delayed-choice.webp|thumb]] | |||
|[[delayed-choice]] | |||
|your {{lasertext}} fires a '''0.4''' second '''delayed''' beam that does '''0.7x''' {{damagetext}} | |||
|laser gun, diffraction grating, diffuse beam | |||
| | |||
|- | |||
|[[file:infrared diode.webp|thumb]] | |||
|[[infrared diode]] | |||
|'''0.4x''' {{lasertext}} {{energytext}} cost | |||
{{notetext|infrared light is outside visual perception}} | |||
|laser, not free-electron or pulse | |||
| | |||
|- | |||
|[[file:dye laser.webp|thumb]] | |||
|[[dye laser]] | |||
|'''0.75x''' {{lasertext}} {{energytext}} cost<br>'''1.25x''' {{lasertext}} {{damagetext}} | |||
|laser, not pulse or infrared diode | |||
| | |||
|- | |||
|[[file:free-electron laser.webp|thumb]] | |||
|[[free-electron laser]] | |||
|'''3x''' {{lasertext}} {{energytext}} cost<br>'''3x''' {{lasertext}} {{damagetext}} | |||
|laser, not pulse or infrared diode | |||
| | |||
|- | |||
|[[file:pulse.webp|thumb]] | |||
|[[pulse]] | |||
|charge your {{energytext}} and release it as a {{lasertext}} pulse that initiates an {{explodetext|explosion}} cluster | |||
|laser gun, not specular reflection, diffuse, free-electron laser, optical amplifier | |||
| | |||
|} | |} | ||
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|- | |- | ||
| | | | ||
| | |aerostat | ||
|'''2x''' {{Damagetext}} while '''off''' the '''ground''' | |'''2x''' {{Damagetext}} while '''off''' the '''ground''' | ||
'''0.85x''' {{Damagetext}} while '''on''' the '''ground''' | '''0.85x''' {{Damagetext}} while '''on''' the '''ground''' |
Revision as of 07:46, 18 January 2025
tech (formerly called mods) are the main power ups in n-gon. They are found by killing mobs and rarely in the wild. They have 6 types: skins, tech, instant tech, guntech, fieldtech, and Junk.
The most significant source of tech is Boss kills.
List of tech
Skins
- "skinned" means having any other skin tech.
Image | Skin preview | Name | Description | Requirements (if any) | Update added (YYYY/MM/DD) |
---|---|---|---|---|---|
![]() |
tungsten carbide | +500 maximum health lose health after hard landings |
not skinned | 2023/02/07, elasticity | |
![]() |
nitinol | 1.3x movement and jumping 0.17 seconds of coyote time |
not skinned | 2023/02/07, elasticity (originally called squirrel-cage rotor, changed to elasticity at some point, changed to nitinol at some point) | |
![]() |
Higgs mechanism | 4x fire rate while firing your position is fixed |
not skinned, ship mode, automatic | 2021/01/12, Higgs | |
![]() |
Verlet integration | 3x damage after mobs die advance time 0.5 seconds |
not skinned | 2022/05/31, propagator (originally a regular tech called propagator, which instead gave 1.6x damage and could stack 9 times, renamed in 24/7/29, wikipedia) | |
![]() |
Hilbert space | 4x damage after a collision enter an alternate reality |
not skinned, Ψ(t) collapse, many-worlds | 2021/5/6, non-unitary (Originally called non-unitary armor) | |
![]() |
aperture | every 4 seconds your damage cycles between 0.8x and 3x damage |
not skinned | 2023/02/04, skins | |
![]() |
diaphragm | every 4 seconds your damage taken cycles between 0.9x and 0.2x damage taken |
aperture | 2023/02/07, elasticity | |
![]() |
mass-energy equivalence | energy protects you instead of health | not piezoelectricity, CPT, annihilation | 2020/04/13, pilot wave field | |
![]() |
depolarization | 0.5x damage for 4.0 seconds after a mob dies 4x damage otherwise |
not skinned | 2024/02/08, depolarization | |
![]() |
CPT symmertry | after losing health, if you have above 85 energy rewind time for 20 energy per second |
not skinned, standing wave, max energy reduction, retrocausality, mass-energy | 2020/11/27, CPT (Originally called CPT reversal) |
Normal
Image | Tech | Description | Requirements (if any) | Update added (YYYY/MM/DD) |
---|---|---|---|---|
![]() |
1st ionization energy | convert current and future into give +14 maximum energy |
mass-energy equivalence, not quenching | 2020/09/26, ionization energy (originally called ionization energy) |
![]() |
repolarization | the damage from depolarization resets after 1.25 seconds sooner after a mob dies |
depolarization | 2024/02/10, hyperpolarization (originally called hyperpolarization) |
![]() |
causality bots | when you rewind build scrap bots that protect you for about 9 seconds | CPT, retrocausality | 2020/12/10, CPT mods |
![]() |
causality bombs | when you rewind drop several grenades | CPT, retrocausality | 2020/12/10, CPT mods |
![]() |
ternary | 1.9x damage while your ammo is evenly divisible by 3 (1x) |
2023/03/04, factory | |
![]() |
integrated armament | 1.3x damage, but new replace your current and convert |
only 1 gun | 2020/07/27, level elevators |
![]() |
arsenal | for each unused in your inventory 1.25x damage (1.00x) |
at least 2 guns | 2020/08/14, arsenal generalist mod |
![]() |
cooling | for each unused in your inventory 1.25x fire rate (1.00x) |
at least 2 guns | 2021/01/08, complex spinstatistics |
![]() |
pigeonhole principle | 1.4x damage per , but your active cycles each level and you can't switch | at least 2 guns | 2022/10/24, pigeonhole principle |
![]() |
marginal utility | 2x ammo per for [random gun] | 2024/03/31, remove keyword | |
![]() |
Pareto efficiency | all your randomly get 5x or 0.2x ammo per | at least 3 guns | 2024/01/31, remove keyword |
![]() |
logistics | 2x ammo per , but ammo is only added to your current | not non-renewables | 2020/06/09, mod: logistics |
![]() |
cache | 17x ammo per , but you can't store additional ammo | not non-renewables | 2021/10/06, cache |
![]() |
catabolism | if you fire while out of ammo spawn and –2 maximum health | not non-renewables | 2020/02/09, added several new mods |
![]() |
non-renewables | 2x damage you can't pickup |
not catabolism, quasiparticles | 2020/09/05, exciton-lattice (originally named exciton-lattice and later shortened to exciton) |
![]() |
desublimated ammunition | if crouching alternating shots cost no ammo | 2019/10/30, added spore mod | |
![]() |
gun turret | if crouching0.3x damage taken | 2020/07/07, mod turret mode | |
![]() |
dead reckoning | if your speed is 0 1.5x damage |
2021/01/12, rest frame | |
![]() |
kinetic bombardment | far away mobs take more damage up to 1.3x damage at 3000 displacement |
2019/12/01, added 5 new mods, power up display, game balance | |
![]() |
microstates | use 1.01x damage per bullet or bot (1.00x) |
2020/05/18, mod - microstates | |
![]() |
regression | bullet collisions increase vulnerability to damage by 1.05x for mobs and +1.025x for bosses | 2021/11/28, affline connection | |
![]() |
simulated annealing | 1.2x damage 0.8x fire rate |
2020/05/31, fire delay mods (originally called electrostatic shots and electrostatic discharge) | |
![]() |
heuristics | 1.3x fire rate | 2019/10/30, added spore mod (originally called auto-loading heuristics) | |
![]() |
mechatronics | randomly gain between 1x and 1.3x damage | 2023/06/15, sort | |
![]() |
dynamical systems | use 1.3x damage |
2021/07/11, field research tech | |
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anti-shear topology | your bullets last 1.3x longer | 2019/10/30, added spore mod (originally called corrosion resistant topology an lorentzian topology) | |
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fracture analysis | if a mob is stunned it takes 5x damage from bullet impacts |
a stun effect | 2019/12/13, added chronon gun |
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remineralization | after mobs die gain 0.85x damage taken effects stack, but fade 10% every second (1.00x) |
2025/01/05, demineralization | |
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demineralization | after mobs die gain 1.08x damage effects stack, but fade 10% every second (1.00x) |
2025/01/05, demineralization | |
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shear stress | after mobs die they fire a nail at nearby mobs |
2020/04/30, mod - impact shear (originally called impact shear) | |
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thermal runaway | after mobs die they explode | 2020/02/17, added requirement text, thermal runaway mod | |
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zoospore vector | after mobs die there is a 10% chance they grow spores |
2019/10/03, added spore mod | |
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exciton | after mobs die they have a +14% to spawn that give 2.25x damage for 10 seconds | ||
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band gap | give an additional 1.75x damage but their duration is reduced by 1 second | exciton, quasiparticles | |
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polariton | also give 0.3x damage taken for 10 seconds | exciton, quasiparticles | |
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collider | after mobs die existing power ups collide to from new power ups |
2023/01/29, SLOW OPENING DOORs, END OF THE WORLD literally | |
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bubble fusion | after destroying a mob's shield spawn 1-2 , , or (once per mob) |
2020/06/23, bubble fusion | |
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enthalpy | 8% chance to spawn after mobs die | 2021/12/01, hammer + nail | |
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cascading failure | 3x damage to mobs below 25% durability | reaction inhibitor | 2024/01/04, winter vacation update |
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reaction inhibitor | mobs spawn with 0.88x initial durability | not topological defect | 2020/02/14, working on mods, added death at 12% mod |
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scrap bots | after mobs die you have a 33% chance to build scrap bots that operate for 15 seconds | no other mob death tech | 2020/04/07, mods |
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scrap refit | after mobs die reset scrap bots to 15 seconds of operation | scrap bots | 2021/04/08, refit |
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nail-bot | construct a bot that fires nails at mobs | 2019/12/07, added laser bot (originally called laser bot and guardian) | |
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nail-bot upgrade | convert your bots to nail-bots 4x fire rate and 1.4x nail velocity |
2 or more nail bots and no other bot upgrade | 2020/08/03, new level boss |
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foam-bot | construct a bot thatsprays sticky foam at nearby mobs | 2020/05/10, foam bots | |
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foam-bot upgrade | convert your bots to foam-bots 2.5x foam size and fire rate |
2 or more foam bots and no other bot upgrade | 2020/08/03, new level boss |
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sound-bot | construct a bot emits expanding arcs aimed towards nearby mobs | 2020/07/04, sound-bot | |
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sound-bot upgrade | convert your bots to sound-bots 6x wave damage |
2 or more sound bots and no other bot upgrade | 2020/07/04, sound-bot |
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boom-bot | a bot defends the space around you ignites an explosion after hitting a mob |
2020/06/29, plasma bot, boom bot | |
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boom-bot upgrade | convert your bots to boom-bots 4x explosion damage and size |
2 or more boom bots and no other bot upgrades | 2020/08/03, new level boss |
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laser-bot | construct a bot that uses energy to emit a laser beam that targets nearby mobs | maximum energy above 50 | 2019/12/07, added laser bot |
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laser-bot upgrade | convert your bots to laser-bots 2x damage, efficiency, and range |
2 or more laser bots and no other bot upgrade | 2020/08/03, new level boss |
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orbital bot | construct a bot locked in orbit around you that stuns and damages mobs |
2020/09/28, orbital bot | |
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orbital-bot upgrade | convert your bots to orbital-bots 4x orbital damage and 2x radius |
2 or more orbital bots and no other bot upgrade | 2020/09/28, orbital bot |
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dynamo-bot | construct a bot that damages mobs and generates +8 energy per second when nearby | 2021/01/29, cloning | |
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dynamo-bot upgrade | convert your bots to dynamo-bots +24 energy per second when nearby |
2 or more dynamo bots and no other upgrade | 2021/01/29, cloning |
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perimeter defense | for each permanent bot 0.96x damage taken (1.00x) |
at least 2 bots | 2020/07/14, mod - bot fab |
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network effect | for each permanent bot 1.04x damage(1.00x) |
at least 2 bots | 2020/11/29, late game bot mods |
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bot fabrication | after you collect use them to build a random bot (+1 cost every 3 bots) |
at least 2 research | 2020/07/14, mod - bot fab mod - bot fab |
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open-source | , , and have +1 bot choice 3x frequency for with bots |
at least 2 bots | 2022/07/24, robotics |
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decorrelation | if your and keys are unused for 2 seconds 0.3x damage taken |
not retrocasuality | 2020/09/27, decorrelation |
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anticorrelation | if your and keys are unused for 2 seconds 2x damage |
not retrocasuality | 2020/09/27, decorrelation |
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mass driver | 4x block collision damage | not wormhole, reek, tokamak | 2020/03/13, block throwing |
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Halbach array | throwing a block will also throw other nearby blocks | mass driver, printer, not wormhole, pilot wave, tokamak | |
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inflation | if holding a block 0.1x damage taken after throwing a block it expands 3x |
mass driver, not pilot wave, tokamak, wormhole | 2021/05/19, inflation |
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restitution | 2.5x block collision damage after throwing a block it becomes very bouncy |
mass driver, not pilot wave, tokamak, wormhole | 2021/07/29, restitution |
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flywheel | 2.5x block collision damage after a mob dies its block is flung at mobs |
mass driver, no other mob death tech | 2021/04/19, throwing blocks are buffed |
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buckling | if a block kills a mob there's a 50% chance to spawn either , , , , or | mass driver, not pilot wave, tokamak | 2021/02/09, restitution (originally called inelastic collision) |
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first derivative | 0.85x damage taken taken per in your inventory while the 1st in your inventory is equipped
(1.00x) |
2019/12/01, added 5 new mods, power up display, game balance (originally called monogamy and later entanglement) | |
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dark matter | dark matter slowly gravitates towards you
0.4x damage taken inside dark matter
|
2021/05/24, MACHO | |
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axion | while inside dark matter 2x damage |
dark matter | 2021/11/28, affine connection |
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dark energy | while inside dark matter generate 10 energy per second | dark matter | |
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MACHO | dark matter's effects are only active outside its range 1.6x to all dark matter effects |
dark matter, not entropic dravity, dark star | |
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entropic gravity | crouching pulls the dark matter towards you 1.6x to all dark matter effects |
dark matter, not MACHO | 2024/05/11, invulnerable |
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dark star | mobs inside dark matter are damaged 1.3x dark matter radius |
dark matter, not MACHO | 2023/08/22, dark star |
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non-Newtonian armor | after mob collisions 0.4x damage taken for 10 seconds |
2020/07/06, mod turret mode | |
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tessellation | use 0.6x damage taken |
2021/07/11, field research tech | |
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Pauli exclusion | for 7 seconds after mob collisions become invulnerable and inhibit energy regen |
2022/08/24, boost power ups | |
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spin-statistics theorem | for 1.9 seconds out of every 7 seconds become invulnerable and inhibit energy regen |
2021/01/07, complex spinstatistics (originally called complex spin-statistics, and later spelled "spin–staistics" with an en dash) | |
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fermion | for 7 seconds after mobs die become invulnerable and inhibit energy regen |
2024/05/11, invulnerable | |
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abelian group | 3x damage while invulnerable | invincibility tech | 2024/05/11, invulnerable |
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refrigerant | after losing at least 5 health freeze all mobs for 7 seconds |
2023/05/07, factory | |
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piezoelectricity | if you collide with a mob generate +2048 energy |
not mass-energy | 2020/01/05, shield rebalance, difficulty rebalance, piezo and static mods |
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ground state | +300 maximum energy 0.66x passive energy generation |
not time crystals | 2020/03/29, ground state mod |
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heat engine | 1.4x damage –50 maximum energy |
not CPT | 2020/12/05, engine mods |
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exothermic process | 1.6x damage after mobs die –5 energy |
2020/02/16, working on giving custom mod requirements (in progress, buggy) (originally called acute stress response) | |
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Gibbs free energy | 1.006x damage for each missing energy(1.00x) | 2020/12/05, engine mods | |
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overcharge | +100 maximum energy +5% Junk choices |
2019/12/15, foam gun, mods: overcharge, supersaturate, many beyond adjustments | |
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Maxwells demon | energy above max decays 30x slower +5% Junk choices |
energy above your max | 2020/11/16, supercapacitor - overfill energy decays 66% slower (originally called supercapacitor) |
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inductive charging | if crouched 7x passive energy generation otherwise 0x passive energy generation |
not parasitism | 2021/06/19, catabolism and inductive coupling (originally called inductive coupling) |
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energy conservation | doing damage to mobs generates energy | 2019/10/30, added spore mod (originally called energy siphon, then later field siphon and energy transfer) | |
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parasitism | if a mob has died in the last 5 seconds 2x damage, no passive energy generation |
not inductive charging | 2021/11/20, Occam's razor (originally called predator) |
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waste heat recovery | if a mob has died in the last 5 seconds generate 0.05x max energy per second |
2020/02/15, added a few mods and added custom difficulty (originally called waste energy recycling, and later waste energy recovery) | |
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recycling | if a mob has died in the last 5 seconds recover 0.005x maximum health every second |
2020/02/15, added a few mods and added custom difficulty (originally called scrap waste recycling, and later scrap recycling) | |
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torpor | if a mob has not died in the last 5 seconds 0.3x damage taken |
2021/02/19, in game music | |
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stability | 0.1x damage taken while your health is at maximum |
2024/06/28, tokamak | |
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instability | 2.5x damage while your damage taken is 1.00x
fire rate |
2024/06/28, tokamak | |
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control theory | 2x damage while your health is at maximum | 2024/06/28, tokamak | |
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homeostasis | missing health reduces damage taken down to a limit of 0.2x at 0 health (0.30x) |
health below 60 | 2022/07/24, robotics |
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negative feedback | 1.006x damage for each missing health
(1.45x) |
||
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Zenos paradox | 0.2x damage taken –5% of current health every 5 seconds |
||
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antiscience | –10 health after picking up 1.7x damage |
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ergodicity | 0.50x healing from 1.7x damage |
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fluoroantimonic acid | if your health is above 100 1.35x damage |
maximum health above 100 | |
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induction brake | after using slow nearby mobs for 17 seconds |
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adiabatic healing | 2x healing from +4% Junk choices |
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quenching | 0.5x of overhealing is added to maximum health | ||
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accretion | follow you, even between levels +4% chance to duplicate spawned power ups |
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accretion disk | 1.07x damage for each power up on this level +5% Junk choices (1.14x) |
accretion | |
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self-assembly | at the start of each level for every 20 missing health spawn | ||
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interest | at the start of each level spawn 5% of your , , , and (rounded up) | ||
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anthropic principle | once per level, instead of dying use and spawn | ||
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weak anthropic principle | after anthropic principle prevents your death +60% duplication chance for that level |
anthropic principle | |
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strong anthropic principle | after anthropic principle prevents your death 2.71828x damage for that level |
anthropic principle | |
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quantum immortality | 0.7x damage taken after dying continue in an alternate reality |
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many-worlds | at the start of every level and enter an alternate reality | ||
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Ψ(t) collapse | after a boss dies spawn if you research enter an alternate reality |
not many-worlds, Hilbert space, or pseudoscience | |
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decoherence | after a boss dies spawn options you don't choose won't reoccur |
||
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coherence | after observing a choices that choices is avaiable for all future |
decoherence | |
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peer review | after you research gain 1.05x damage and +1% Junk choices | ||
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pseudoscience | research 2 times for free, but +1% Junk choices each time | ||
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renormalization | 47% chance to spawn after consuming +5% Junk choices |
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perturbation theory | if you have no in your inventory 2x fire rate |
||
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Bayesian statistics | 1.05x damage per in your inventory
(1.00x) |
||
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ansatz | after choosing , , or if you have no in your inventory spawn |
no research, not superdeterminism, Ψ(t) collapse, or perturbation theory | |
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unified field theory | when paused you can click to change your 2x frequency for |
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eternalism | 1.3x damage, but time doesn't pause while choosing , , or | ||
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brainstorming | randomize choices every 1.5 seconds for 10 seconds | ||
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cross-disciplinary | have an extra or choice +5% chance to duplicate spawned power ups |
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emergence | , , or have +1 choice 1.1x damage |
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technical debt | increase damage by 4x, but reduce damage by 0.15x for each you have
(4.00x) |
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meta-analysis | if you choose Junk you get a random choice and instead | some junk tech | |
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dark patterns | 1.3x damage +15% Junk choices |
||
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junk DNA | increase damage by twice your Junk chance
(1.00x) |
junk in tech pool | |
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mass production | have extra choices to spawn , , or +3% chance to duplicate owned power ups |
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virtual particles | 17% chance after mobs die to spawn
[coupling effect] |
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fine-structure constant | after a boss dies spawn lose after mob collisions |
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residual dipolar coupling | clicking cancel spawns
[coupling effect] |
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commodities exchange | clicking cancel for , , or spawns 8-12 , , |
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options exchange | clicking cancel for , , or will randomize with 3x choices, once a level |
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futures exchange | clicking cancel for , , or gives +6% power up duplication chance |
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replication | +10% chance to duplicate spawned power ups +10% Junk choices |
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metastability | +13% chance to duplicate spawned power ups duplicate explode with a 4 second half-life |
||
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correlated damage | duplication increases damage
(1.00x) |
duplication chance > 3% | |
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parthenogenesis | +8% to duplicate spawned power ups duplication also duplicates mobs |
some duplication chance | |
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stimulated emission | +20% chance to duplicate spawned power ups, collisions |
||
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strange attractor | 1.1x damage |
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strange loop | 1.1x damage |
||
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null hypothesis | 1.1x damage |
||
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martingale | 1.1x damage. (1.1x→1.2x) |
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externality | 1.1x damage |
||
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deprecated | after (1.08x) |
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planned obsolescence | at the start of each level |
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paradigm shift | when paused clicking your costs 1.0 health (1.3x cost each use) |
Instant tech
Image | Tech | Description | Requirements (if any) | Update added (YYYY/MM/DD) |
---|---|---|---|---|
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ordnance | spawn and get 2x frequency for +6% Junk choices |
2021/03/16, planned obsolescence (originally named gun sciences) | |
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generalist | spawn 7 , but your equipped cycles each level and you can't switch | at least 2 guns, at least 5 unclaimed guns | 2020/08/14, arsenal, generalist mod |
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ad hoc | spawn a , , , , , or for each in your inventory |
at least 2 guns | 2021/01/07, complex spinstatistics (originally called specialist) |
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applied science | get a random for each of in your inventory | at least 2 guns | 2021/11/11, applied science |
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supply chain | spawn | 2020/06/26, neocognitron pulse aim | |
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ersatz bots | double your bots remove all in your inventory |
NOT EXPERIMENT MODE, at least 4 bots | 2020/05/24, sniper mob balance, bot replication mod (originally called self-replication, and later bot replication) |
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robotics | construct 2 random bots | at least 3 bots | 2022/07/24, robotics |
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bot manufacturing | use to build 3 random bots | at least 4 bots | 2020/12/11, nano bots |
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bot prototypes | use to build 2 random bots and upgrade all bots to a random type |
at least 6 bots | 2020/12/11, nano bots |
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maintenance | 2x frequency for with spawn |
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path integral | your next has all possible choices +4% Junk choices |
||
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determinism | spawn , , or have only 1 choice |
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superdeterminism | spawn you can't cancel and no longer spawn |
determinism, not ansatz, pseudoscience, or brainstorming | |
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research | spawn next time increase amount spawned by +4 |
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ammo | spawn next time increase amount spawned by +7 |
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heals | spawn next time increase amount spawned by +7 |
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field coupling | spawn
[coupling effect] |
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quintessence | convert [amount of research] into [(amount of research)x3]
[coupling effect] |
having research | |
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Born rule | more than 6 tech | ||
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Occams razor | randomly for each removed 1.50x damage ~1.00x |
more than 6 tech | |
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exchange symmetry | spawn |
at least 4 tech, not superdeterminism | |
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Monte Carlo method | spawn |
some duplication, at least 4 tech, not superdeterminism | |
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missile-bot | use to trade your missile for a bot that fires missiles | missiles, not launch system | |
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fault tolerance | use to trade your drone for 2 foam-bots and foam-bot upgrade | drones, not drone repair, anti-shear topology, or autonomous navigation | |
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surfactant | use to trade your foam for 5 drones that last forever | foam gun, no bot upgrades, fractionation, or pressure vessel | |
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optical amplifier | gain 3 random laser laser only turns off if you have no energy |
laser gun, not pulse |
Guntech
Image | Tech | Description | Requirements (if any) | Update added (YYYY/MM/DD) |
---|---|---|---|---|
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needle ice | after needles impact walls they chip off 1-2 freezing ice IX crystals |
needle gun, needle gun, not nanowires | 2021/08/21, needle ice |
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nanowires | needles tunnel through blocks and map 1.2x needle damage |
nail gun, needle gun, not needle ice | 2021/12/04, grey intro |
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ceramics | needles and harpoons pierce shields dircetly damaging shielded mobs |
nail gun or harpoon, not Bessemer process | 2021/09/12, harpoon tech |
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needle gun | nail gun and shotgun fire mob piercing needles | nail gun or shotgun, not ice crystal, rivets, rotary cannon, pneumatic, incendiary, nail-shot, foam-shot, worm-shot, or ice-shot | 2021/01/16, nail gun rework |
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stress concentration | mobs below 50% durability die after you shoot them near their center with needles or rivets |
needles or rivets, not incendiary or supercritical fission | 2022/06/19, stress concentatrion |
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rivet gun | nail gun and shotgun slowly lob a heavy rivet | nail gun or shotgun, not ice crystal, needles or pneumatic actuator | 2021/01/16, nail gun rework |
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pneumatic actuator | nail gun takes no time to ramp up to its fastest fire rate | nail gun, not rotary cannon, rivets, or needles | 2020/08/29, nail gun |
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ice crystal nucleation | nail gun uses energy instead of ammo to condense freezing ice nails | nail gun, not rivets or needles | 2020/10/21, bug fix |
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rotary cannon | nail gun has increased muzzle speed, maximum fire rate, accuracy, and recoil | nail gun, not pneumatic actuator or needle gun | 2021/10/23, rotary cannon |
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gauge | rivets, needles, super balls, and nails have 1.3x mass and physical damage | nails, nail gun, rivets, shotgun, super balls, or mine | 2022/12/17, added images |
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supercritical fission | if nails, or rivetssrike mobs near their center they can explode |
nail gun, mine, needles, nails, or rivets, not incendiary or stress concentration | 2020/10/20, worm hole mods |
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irradiated nails | nails, needles, and rivets are radioactive 2x radioactive damage over 3 seconds |
nail gun, nails, rivets, or mine, not ceramic needles | 2020/05/19, file reoganiation, mod has it's own file |
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6s half-life | nails, needles, rivets are made of plutonium-238 radioactive damage lasts +3 seconds |
nail gun, mine, or irradiated nails, not 1s half-life | 2020/06/04, minigun ramp up (was named "4s half-life" for a short amount of time before switching back to "6s half-life") |
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1s half-life | nails, needles, rivets are made of lithium-238 4x radioactive damage for 1 second |
nail gun, mine, irradiated nails, not 6s half-life | 2021/10/09, refractory metal |
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spin-statistics | after firing the shotgun you are invulnerable shotgun has 0.7x bullets per |
shotgun | |
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Newtons 3rd law | 1.7x shotgun fire rate and recoil | shotgun, not Noether violation | |
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Noether violation | 1.5x shotgun damage shotgun recoil is reversed |
shotgun, not Newtons 3rd law | |
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repeater | shotgun immediately fires again for no ammo reduced 0.5x shotgun fire rate |
shotgun, not Newton's 3rd law | |
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nail-shot | shotgun drives a long clip of nails | shotgun, not incendiary, rivets, foam-shot, worm-shot, ice-shot, or needles | |
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foam-shot | shotgun sprays sticky foam bubbles | shotgun, not incendiary, nail-shot, rivet, worm-shot, ice-shot, or needles | |
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ice-shot | shotgun condenses ice IX crystals that freeze mobs | shotgun, not incendiary, nail-shot, rivet, foam-shot, or worm-shot | |
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freezer burn | mobs frozen while below 33% durability die | a freeze effect | |
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flash freeze | mobs frozen while above 66% durability have their durability reduced to 66% |
a freeze effect | |
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crystallizer | after frozen mobs die they shatter into ice IX crystals | a localized freeze effect, no other mob death tech | |
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thermoelectric effect | after killing mobs with ice IX +100 energy | ice IX | |
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superfluidity | freeze effects are applied to a small area around the target | a localized freeze effect | |
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triple point | +5 second freeze duration | a localized freeze effect | |
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incendiary ammunition | shotgun, rivets, super balls, and drones are loaded with explosives | shotgun, super balls, rivets, or drones, not irradiated drones, burst drones, polyurethane, or Zectron | |
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rebound | after they collide with a mob, super balls gain speed, duration, and 1.3x damage | super balls, not incendiary | |
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Zectron | 2x super ball damage, but after you collide with super balls they stop | super balls, not incendiary ammunition or uncertainty principle | |
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polyurethane foam | super balls and harpoons colliding with mobs catalyzes a reaction that yields foam bubbles | super balls or harpoon, not fragmentation | |
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autocannon | fire +2 super balls in a line 1.4x super ball velocity and gravity |
super balls, but not the tech super ball | |
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super duper | randomly fire +0, +1, +2, or +3 extra super balls | super balls, but not the tech super ball | |
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super ball | fire just 1 large super ball that stuns mobs for 2 seconds | super balls, not super duper or autocannon | |
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phase velocity | wave particles propagate faster as solids 1.5x wave damage |
wave, not phonon | |
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amplitude | 1.4x wave damage 1.4x wave bullet amplitude |
wave | |
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propagation | 0.75x wave propagation speed 1.4x wave damage |
wave | |
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bound state | wave packets reflect backwards 2 times 0.7x wave range |
wave, not phonon | |
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frequency | wave has unlimited ammo 0.75x wave damage |
wave | |
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phonon | waves are low frequency, high damage expanding arcs that propagate through solids | wave, not phase velocity, bound state | |
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isotropic | waves expand in all directions 0.6x range and 1.5x damage |
wave, phonon, not uncertainty principle | |
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mechanical resonance | after a block gets vibrated by a phonon there is a chance it's flung at nearby mobs | wave, phonon | |
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sympathetic resonance | after a mob gets vibrated by a phonon a new resonance wave expands | wave, phonon | |
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cruise missile | 2x missile explosive damage, radius 0.5x missile speed |
missiles, not launch system | |
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ICBM | 1.75x missile explosive damage, radius 0.5x missile speed |
missiles, cruise missile | |
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launch system | 5x missile fire rate 1.3x missile ammo per |
missiles, not cruise missile | |
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iridium-192 | explosion release gamma radiation 2x explosion damage over 4 seconds |
an explosive damage source, not ammonium nitrate, nitroglycerin, chain reaction, fragmentation, or electric armor | |
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fragmentation | some detonations and collisions eject nails
blocks, grenades, missiles, rivets, harpoon |
grenades, missiles, rivets, harpoon, or mass driver, not iridium-192 or polyurethane foam | |
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ammonium nitrate | 1.25x explosive damage, radius | an explosive damage source, not iridium-192 | |
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nitroglycerin | 1.7x explosive damage 0.7x smaller explosive radius |
an explosive damage source, not iridium-192 or acetone peroxide | |
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acetone peroxide | 1.7x explosive radius 1.4x explosive damage taken |
an explosive damage source, not nitroglycerin | |
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shock wave | mines and sporangium stun for 3-5 seconds explosions stun for 0.5 seconds |
mines, spores, or an explosive damage source, not iridium-192 | |
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shaped charge | use to dynamically reduce all explosions to prevent health loss | an explosive damage source, not rocket propelled grenade | |
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MIRV | fire +1 missile or grenade per shot 0.88x explosion damage and radius |
missiles or grenades | |
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rocket-propelled grenade | grenades explode on map collisions explosions drain energy, not health |
grenades, not vacuum bomb, shaped charges, or mass-energy | |
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vacuum bomb | grenades fire slower, explode bigger, and suck everything towards them | grenades, not neutron bomb, chain reaction, or rocket-propelled grenade | |
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chain reaction | 1.3x grenade radius and damage blocks caught in explosions also explode |
grenades, not neutron bomb, chain reaction, or rocket-propelled grenade | |
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flame test | after grenades detonate they trigger a colorful cluster of small explosions | grenades, not neutron bomb, pyrotechnics, or fireworks | |
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pyrotechnics | after grenades detonate they trigger a colorful circle of explosions | grenades, not neutron bomb, flame test, or fireworks | |
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fireworks | after grenades detonate they trigger colorful petals of explosions | grenades, not neutron bomb, flame test, or pyrotechnics | |
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neutron bomb | grenades are irradiated with Cf-252 does radioactive damage over time |
grenades, not fragmentation, vacuum bomb, iridium-192, pyrotechnics, fireworks, flame test, or chain reaction | |
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vacuum permittivity | 1.2x radioactive range objects in range of the bomb are slowed |
grenades, neutron bomb | |
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radioactive contamination | after a mob or shield dies, leftover radiation spreads to a nearby mob | radiation damage source | |
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nuclear transmutation | '1.5x radiation damage
nail, drone, neutron bomb, iridium, cosmic string, deflect |
radiation damage source | |
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water shielding | reduce radioactive effects on you by 0.2x
neutron bomb, drones, explosions, slime |
neutron bomb, irradiated drones, or iridium-192 | |
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ricochet | after nails hit a mob they rebound towards a new mob with 2.8x damage per bounce | nail gun, not rotary cannon, rivets, or needles | |
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booby trap | 50% chance to drop a mine from power ups +15% Junk choices |
mines | |
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elephants toothpaste | instead of nails mines catalyze a reaction that yields foam bubbles | mines, not blast ball, ricochet, irradiated nails, or supercritical fission | |
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blast ball | mines fire bouncy balls instead of nails | mines, not elephants toothpaste, ricochet, irradiated nails, or supercritical fission | |
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laser-mines | mines laid while you are crouched use energy to emit 3 unaimed lasers | mines | |
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sentry | mines fire one nail at a time mines fire 1.5x more nails |
mines, not elephants toothpaste | |
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extended magazine | sentry mines fire 1.5x more nails | mines, sentry | |
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mycelial fragmentation | during their growth phase 1.7x sporangium discharge | spores | |
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cordyceps | sporangium infect mobs they attach to infected mobs resurrect and attack other mobs |
spores | |
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colony | 1.6x sporangium discharge 33% chance to discharge something different |
spores | |
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cryodesiccation | 1.25x sporangium discharge spores freeze mobs for 1.5 second |
spores | |
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flagella | 2x spore acceleration if they can't find a target spores follow you |
spores | |
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mutualism | 3x spore damage spores borrow 1 health until they die |
spores | |
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necrophage | if foam, fleas, or worms kill their target they grow 3 copies | foam, spores, worms, fleas | |
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siphonaptera | spores metamorphose into fleas shotgun fires fleas |
spores, not worms | |
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nematodes | spores metamorphose into worms shotgun fires worms |
spores, not fleas | |
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K-selection | 1.37x worm and flea damage | spores, shotgun, worms, fleas | |
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path integration | drones and spores travel with you through levels | spores, worms, flagella, drones | |
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ablative drones | after losing health there is a chance to rebuild your broken parts as drones | 2019/11/10, added hornets and ablative synthesis, and ceramic plating (oringinally called ablative synthesis) | |
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reduced tolerances | 2x drones per and energy 0.6x drone duration |
drones, not irradiated drones | |
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delivery drone | if a drone picks up a power up, it becomes larger, faster, and more durable | drones | |
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von Neumann probe | after a drone expires it will use -4 energy and a nearby block to replicate itself | drones | |
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brushless motor | drones rapidly rush towards their target 1.33x drone collision damage | drones, molecular assembler, not irradiated drones or incendiary | |
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axial flux motor | 1.66x drones rush frequency 1.44x drone collision damage |
drones, brushless motor | |
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irradiated drones | the space around drones is irradiated 0.25x drones per and energy |
drones, not reduced tolerances, incendiary, torque bursts, or ablative drones | |
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beta radiation | 0.5x drone duration 2x drone radiation damage |
drones, irradiated drones | |
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orthocyclic winding | 1.66x drone acceleration 1.33x radiation damage |
drones, irradiated drones | |
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electrostatic induction | foam bubbles are electrically charged, causing attraction to nearby mobs | foam | |
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uncertainty principle | foam, wave, and super ball positions are erratic 1.5x foam, wave, and super ball damage |
foam, wave, or super balls, not isotropic or Zectron | |
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aerogel | foam bubbles float with 0.5x foam duration 2.8x foam damage |
foam | |
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surface tension | 1.4x foam damage | foam | |
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cavitation | 25% chance to discharge a huge foam bubble 2x foam gun recoil |
foam | |
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foam fractionation | if you have below 300 ammo 2x foam bubble size |
foam | |
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ideal gas law | 6x foam ammo per | foam, not non-renewables | |
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pressure vessel | build up charge while firing foam after firing discharge foam bubbles |
foam | |
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capacitor bank | charge effects build up almost instantly
blocks, foam, plasma ball, railgun, pulse, tokamak |
mass driver, railgun, foam, pressure vessel, pulse, tokamak, plasma ball | |
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Bitter electromagnet | 0.66x railgun charge rate 2x harpoon density and damage |
harpoon, railgun | |
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railgun | hold and release fire to launch harpoons but, harpoons can't retract |
harpoon, not UHMWPE, induction furnace, or quasiparticles | |
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alternator | 0.05x harpoon energy cost | harpoon | |
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autonomous defense | if you collide with a mob fire harpoons at nearby mobs | harpoon | |
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Bessemer process | 2.01x harpoon size and damage
(effect scales by 1/10 √ harpoon ammo) |
harpoon, not ceramics | |
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smelting | forge 10 ammo into a new harpoon fire +1 harpoon with each shot |
harpoon | |
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UHMWPE | 1.21x harpoon rope length
(effect scales by 1/80 of harpoon ammo) |
harpoon, not railgun | |
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induction furnace | after using harpoon/grapple to collect power ups, 1.8x harpoon or grapple damage for 8 seconds | harpoon, grappling hook, not railgun or brittle | |
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brittle | 2.2x harpoon/grapple damage to mobs at maximum durability | harpoon, grappling hook, not induction furnace | |
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quasiparticles | convert current and future into that give 2.25x damage for 10 seconds | harpoon, laser, wave, frequency, not railgun or non-renewables | |
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relativistic momentum | lasers push mobs and blocks | laser, not pulse | |
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iridescence | if laser beams hit mobs near their center 2x laser damage | laser, not pulse | |
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lens | 2.5x laser damage if it passes through a revolving 90° arc circular lens | laser | |
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compound lens | 1.4x laser lens damage +30° lens arc |
lens | |
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specular reflection | +2 laser beam reflections | laser, not diffuse beam, pulse, or slow light | |
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diffraction grating | +1 diverging laser beam | laser gun, diffuse beam, or slow light | |
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diffuse beam | your laser beam is wider, but it doesn't reflect 3.2x laser damage |
laser gun, not specular reflection, diffraction grating, slow light, or pulse | |
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output coupler | 1.3x laser beam width 1.3x laser damage |
laser gun, diffuse beam | |
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delayed-choice | your laser fires a 0.4 second delayed beam that does 0.7x damage | laser gun, diffraction grating, diffuse beam | |
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infrared diode | 0.4x laser energy cost
infrared light is outside visual perception |
laser, not free-electron or pulse | |
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dye laser | 0.75x laser energy cost 1.25x laser damage |
laser, not pulse or infrared diode | |
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free-electron laser | 3x laser energy cost 3x laser damage |
laser, not pulse or infrared diode | |
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pulse | charge your energy and release it as a laser pulse that initiates an explosion cluster | laser gun, not specular reflection, diffuse, free-electron laser, optical amplifier |
Fieldtech
Image | Tech | Description | Requirements (if any) | Update added (YYYY/MM/DD) |
---|---|---|---|---|
spherical harmonics | 1.5x standing wave deflection energy efficiency
shield deflection radius holds it's max range |
standing wave, not surface plasmons | 2021/06/05 | |
surface plasmons | if deflecting drains all your energy
emit laser beams that scale with max energy |
standing wave | ||
zero point energy | use
+166 maximum energy |
standing wave, pilot wave, time dilation | ||
expansion | using standing wave field expands its radius
+77 maximum energy |
standing wave | 2021/06/05, tech: expansion | |
electronegativity | 1.0023x damage per energy
(1.23x damage at max energy) |
standing wave, wormhole, pilot wave | ||
bremsstrahlung | deflecting and thrown blocks
do braking damage to mobs |
standing wave, perfect diamagnetism, pilot wave | ||
cherenkov radiation | bremsstrahlung's effects are radiation
3.5x damage over 3 seconds |
bremsstrahlung | 2022/5/10, tech: cherenkov radiation | |
flux pinning | after deflecting a mob
it is stunned for up to 4 seconds |
a field that can block | ||
eddy current brake | perfect diamagnetism slows nearby mobs
effect radius scales with stored energy |
perfect diamagnetism, not induction brake | 2020/10/5, eddy current brake | |
meissner effect | 1.55x perfect diamagnetism radius
+22° perfect diamagnetism circular arc |
perfect diamagnetism | ||
radiative equilibrium | after losing health
3x damage for 8 seconds |
negative mass, pilot wave | ||
dynamic equilibrium | increase damage by your last health loss
(damage increase) |
negative mass, pilot wave | ||
neutronium | 0.8x move and jump, but
if your field is active 0.05x damage taken |
negative mass | ||
aerostat | 2x damage while off the ground
0.85x damage while on the ground |
negative mass, grappling hook | ||
annihilation | after colliding with non-boss mobs
they are annihilated and -10 energy |
negative mass, not mass-energy | ||
inertial mass | negative mass is larger and faster | negative mass | ||
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Newtons 1st law | damage taken is proportional to your speed up to 0.2x damage taken at 55 speed (1.00x) |
negative mass, grappling hook | 2020/11/25, pause menu on selection |
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Newtons 2nd law | damage is proportional to your speed up to 2x damage at 55 speed (1.00x) |
negative mass, grappling hook | 2020/11/25, pause menu on selection |
bot prototypes | use to build 2 random bots
and upgrade all bots to that type |
molecular assembler, grappling hook, pilot wave | 2020/12/11, nano bots | |
additive manufacturing | deflecting and thrown blocks
do braking damage to mobs |
standing wave, perfect diamagnetism, pilot wave | ||
pair production | after picking up a power up
+200 energy |
molecular assembler, pilot wave, standing wave | ||
electric generator | after deflecting mobs
molecular assembler generates +50 energy |
molecular assembler | ||
combinatorial optimization | 1.35x damage
0.65x fire rate |
time dilation, cloaking, pilot wave | ||
tokamak | throwing a block converts it to energy
and a pulsed fusion explosion |
plasma torch, molecular assembler, grappling hook,
not printer, reel, swarf |
||
degenerate matter | if your field is active
0.1x damage taken |
plasma torch, grappling hook, pilot wave | ||
plasma bot | use to trade your field
for a bot that uses energy to emit plasma |
plasma torch, not extruder, plasma ball | ||
plasma jet | use
1.5x plasma torch range |
plasma torch, not plasma ball | ||
extruder | extrude a thin hot wire of plasma
increases damage and energy cost |
plasma torch, not plasma ball | 2020/12/13, extruder | |
refractory metal | extrude metals at a higher temperature
increases effective radius and damage |
extruder | ||
plasma ball | grow an expanding ball of plasma
increases damage and energy cost |
plasma torch, not extruder, plasma jet | ||
corona discharge | increase the range and frequency
of plasma ball's electric arc |
plasma ball | ||
retrocausality | time dilation uses energy to rewind your
health, velocity, and position up to 10 seconds |
time dilation, not CPT symmetry | ||
frame dragging | when not moving time dilation s t o p s t i m e
0.6x damage taken |
time dilation | ||
Lorentz transformation | use
1.5x movement, jumping, and fire rate |
time dilation or pilot wave | ||
time crystals | 2.5x passive energy generation
(+6.0 energy per second) |
time dilation or pilot wave, not ground state | ||
no-cloning theorem | +40% chance to duplicate spawned power ups
after a mob dies -1% DUPLICATION |
cloaking, time dilation | ||
metamaterial absorber | for each mob left alive after you exit a level
there is a 25% chance to spawn a random power up |
cloaking | ||
symbiosis | after a boss dies spawn and a tech
after a mob dies -0.25 maximum health |
cloaking | ||
boson composite | while cloaked you are intangible
to blocks and mobs, but mobs drain energy |
metamaterial cloaking | ||
patch | after cloaking recover 0.75x
of your last health lost |
metamaterial cloaking, not mass-energy | 2022/7/26, patch | |
dazzler | after decloaking
stun nearby mobs for 2 second |
metamaterial cloaking | 2020/9/26, ionization energy | |
topological defect | 2.1x damage to mobs at maximum durability | cloaking, pilot wave, not reaction inhibitor | 2024/1/4, winter vacation update | |
WIMPs | at the end of each level spawn and a dangerous particle that slowly chases you | wormhole, pilot wave, time dilation | 2021/5/13, WIMPs | |
vacuum fluctuation | use
+11% chance to duplicate spawned power ups |
wormhole, time dilation, negative mass, pilot wave | 2021/7/11, field research tech
(originally named virtual particles) | |
transdimensional worms | after a block falls into a wormhole
spawn a worm |
wormhole | 2022/4/11, wiggle | |
geodesics | your bullets can traverse wormholes
1.5x damage |
wormhole | 2020/10/20, worm hole mods
(originally named traversable geodesics) | |
cosmic string | after tunneling through mobs with a wormhole
stun them and do worm damage |
wormhole | 2020/10/18, wormhole mods | |
invariant | while placing your wormhole
use energy to pause time |
wormhole, not eternalism | 2022/1/13, invariant | |
charmed baryons | 0.66x movement and jumping
wormholes cost zero energy |
wormhole, not affine connection | ||
affine connection | wormholes can tunnel through anything
for 2x energy cost |
wormhole, not charmed baryons | ||
CIWS | grappling hook uses 10 energy to fire harpoons at nearby mobs | grappling hook | ||
swarf | after grappling hook impacts something eject nails splinters towards nearby mobs | grappling hook, not reel, tokamak | 2023/11/25, grappling hook 2nd update (originally named rupture) | |
reel | 5x block collision damage
up to +100 energy after reeling in blocks |
grappling hook, not mass driver, swarf, tokamak | 2023/12/3, grapple tech |