Tech: Difference between revisions
SquareCube (talk | contribs) mNo edit summary Tag: 2017 source edit |
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|[[File:tungsten carbide.webp|thumb]] | |[[File:tungsten carbide.webp|thumb]] | ||
| | |[[File:Screenshot-tungstencarbide.png|thumb]] | ||
|[[tungsten carbide]] | |[[tungsten carbide]] | ||
|'''+500''' maximum {{health}}<br>'''lose''' {{health}} after hard '''landings''' | |'''+500''' maximum {{health}}<br>'''lose''' {{health}} after hard '''landings''' | ||
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|[[File:Nitinol.webp|thumb]] | |[[File:Nitinol.webp|thumb]] | ||
| | |[[File:Screenshot-nitinol.png|thumb]] | ||
|[[nitinol]] | |[[nitinol]] | ||
|<strong>1.3x movement</strong> and <strong>jumping<br>0.17</strong> seconds of <strong>coyote time</strong> | |<strong>1.3x movement</strong> and <strong>jumping<br>0.17</strong> seconds of <strong>coyote time</strong> | ||
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|[[File:Higgs mechanism.webp|thumb]] | |[[File:Higgs mechanism.webp|thumb]] | ||
| | |[[File:Screenshot-higgsmechanism.png|thumb]] | ||
|[[Higgs mechanism]] | |[[Higgs mechanism]] | ||
|<strong>4x</strong> {{fire rate}}<br>while <strong>firing</strong> your <strong>position</strong> is fixed | |<strong>4x</strong> {{fire rate}}<br>while <strong>firing</strong> your <strong>position</strong> is fixed | ||
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|[[File:verlet integration.webp|thumb]] | |[[File:verlet integration.webp|thumb]] | ||
| | |[[File:Screenshot-verletintegration.png|thumb]] | ||
|[[Verlet integration]] | |[[Verlet integration]] | ||
|'''3x''' {{damage}}<br>after mobs '''die''' advance time '''0.5''' seconds | |'''3x''' {{damage}}<br>after mobs '''die''' advance time '''0.5''' seconds | ||
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|[[File:Hilbert space.webp|thumb]] | |[[File:Hilbert space.webp|thumb]] | ||
| | |[[File:Screenshot-hilbertspace.png|thumb]] | ||
|[[Hilbert space]] | |[[Hilbert space]] | ||
|<strong>4x</strong> {{damage}}<br>after a <strong>collision</strong> enter an {{alternate}} | |<strong>4x</strong> {{damage}}<br>after a <strong>collision</strong> enter an {{alternate}} | ||
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|[[File:Aperture.webp|thumb]] | |[[File:Aperture.webp|thumb]] | ||
| | |[[File:Screenshot-aperture.png|thumb]] | ||
|[[aperture]] | |[[aperture]] | ||
|every <strong>4</strong> seconds your {{damage}} cycles<br>between <strong>0.8x</strong> and <strong>3x</strong> {{damage}} | |every <strong>4</strong> seconds your {{damage}} cycles<br>between <strong>0.8x</strong> and <strong>3x</strong> {{damage}} | ||
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|[[File:Diaphragm.webp|thumb]] | |[[File:Diaphragm.webp|thumb]] | ||
| | |[[File:Screenshot-diaphragm.png|thumb]] | ||
|[[diaphragm]] | |[[diaphragm]] | ||
|every <strong>4</strong> seconds your {{damage taken}} cycles<br>between <strong>0.9x</strong> and <strong>0.2x</strong> {{damage taken}} | |every <strong>4</strong> seconds your {{damage taken}} cycles<br>between <strong>0.9x</strong> and <strong>0.2x</strong> {{damage taken}} | ||
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|[[File:Mass-energy equivalence.webp|thumb]] | |[[File:Mass-energy equivalence.webp|thumb]] | ||
| | |[[File:Screenshot-massenergy.png|thumb]] | ||
|[[mass-energy equivalence]] | |[[mass-energy equivalence]] | ||
|{{energy}} protects you instead of {{health}} | |{{energy}} protects you instead of {{health}} | ||
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|[[File:Depolarization.webp|thumb]] | |[[File:Depolarization.webp|thumb]] | ||
| | |[[File:Screenshot-depolarization.png|thumb]] | ||
|[[depolarization]] | |[[depolarization]] | ||
|<strong>0.5x</strong> {{damage}} for <strong>4.0 seconds</strong> after a mob <strong>dies</strong><br><strong>4x</strong> {{damage}} otherwise | |<strong>0.5x</strong> {{damage}} for <strong>4.0 seconds</strong> after a mob <strong>dies</strong><br><strong>4x</strong> {{damage}} otherwise | ||
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|[[File:CPT symmetry.webp|thumb]] | |[[File:CPT symmetry.webp|thumb]] | ||
| | |[[File:Screenshot-CPTsymmetry.png|thumb]] | ||
|[[CPT symmertry]] | |[[CPT symmertry]] | ||
|after losing {{health}}, if you have above <strong>85</strong> {{energy}}<br><strong>rewind</strong> time for <strong>20</strong> {{energy}} per second | |after losing {{health}}, if you have above <strong>85</strong> {{energy}}<br><strong>rewind</strong> time for <strong>20</strong> {{energy}} per second | ||
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|pilot wave | |pilot wave | ||
| | | | ||
|- | |||
|[[file:Bells theorem.webp|thumb]] | |||
|[[Bells theorem]] | |||
|'''pilot wave''' is always '''on''' and has no {{energy}} cost | |||
|pilot wave, not degenerate matter | |||
|2025/2/10, [https://github.com/landgreen/n-gon/commit/7142943b71f5660bd7f342dae4711f185bb08e19 pilot wave tech] | |||
|- | |||
|[[file:Bells theorem.webp|thumb]] | |||
|[[Bells theorem]] | |||
|'''0.1x''' {{damage taken}} while inside '''pilot wave'''<br>{{techcircle}}, {{guncircle}}, and {{fieldcircle}} have '''-2''' {{choices}} | |||
|pilot wave | |||
|2025/2/10, [https://github.com/landgreen/n-gon/commit/7142943b71f5660bd7f342dae4711f185bb08e19 pilot wave tech] | |||
|- | |- | ||
|[[file:WIMPs.webp|thumb]] | |[[file:WIMPs.webp|thumb]] |
Revision as of 14:22, 18 February 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
skins are a type of tech that change your appearance. You can (generally) only have one skin.
- "skinned" means having any other skin tech.
Image | Skin preview | Name | Description | Requirements (if any) | Update added (YYYY/MM/DD) |
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tungsten carbide | +500 maximum health lose health after hard landings |
not skinned | 2023/02/07, elasticity |
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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) |
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Higgs mechanism | 4x fire rate while firing your position is fixed |
not skinned, ship mode, automatic | 2021/01/12, Higgs |
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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) |
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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) |
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aperture | every 4 seconds your damage cycles between 0.8x and 3x damage |
not skinned | 2023/02/04, skins |
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diaphragm | every 4 seconds your damage taken cycles between 0.9x and 0.2x damage taken |
aperture | 2023/02/07, elasticity |
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mass-energy equivalence | energy protects you instead of health | not piezoelectricity, CPT, annihilation | 2020/04/13, pilot wave field |
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depolarization | 0.5x damage for 4.0 seconds after a mob dies 4x damage otherwise |
not skinned | 2024/02/08, depolarization |
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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
These are all the normal tech in the game.
Image | Tech | Description | Requirements (if any) | Update added (YYYY/MM/DD) |
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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) |
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repolarization | the damage from depolarization resets after 1.25 seconds sooner after a mob dies |
depolarization | 2024/02/10, hyperpolarization (originally called hyperpolarization) |
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causality bots | when you rewind build scrap bots that protect you for about 9 seconds | CPT, retrocausality | 2020/12/10, CPT mods |
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causality bombs | when you rewind drop several grenades | CPT, retrocausality | 2020/12/10, CPT mods |
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ternary | 1.9x damage while your ammo is evenly divisible by 3 (1x) |
2023/03/04, factory | |
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integrated armament | 1.3x damage, but new replace your current and convert |
only 1 gun | 2020/07/27, level elevators |
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arsenal | for each unused in your inventory 1.25x damage (1.00x) |
at least 2 guns | 2020/08/14, arsenal generalist mod |
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cooling | for each unused in your inventory 1.25x fire rate (1.00x) |
at least 2 guns | 2021/01/08, complex spinstatistics |
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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 |
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marginal utility | 2x ammo per for [random gun] | 2024/03/31, remove keyword | |
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Pareto efficiency | all your randomly get 5x or 0.2x ammo per | at least 3 guns | 2024/01/31, remove keyword |
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logistics | 2x ammo per , but ammo is only added to your current | not non-renewables | 2020/06/09, mod: logistics |
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cache | 15x ammo per , but you can't store additional ammo | not non-renewables | 2021/10/06, cache |
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catabolism | if you fire while out of ammo spawn and –2 maximum health | not non-renewables | 2020/02/09, added several new mods |
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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) |
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desublimated ammunition | if crouching alternating shots cost no ammo | 2019/10/30, added spore mod | |
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gun turret | if crouching0.3x damage taken | 2020/07/07, mod turret mode | |
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dead reckoning | if your speed is 0 1.5x damage |
2021/01/12, rest frame | |
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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 | |
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microstates | use 1.01x damage per bullet or bot (1.00x) |
2020/05/18, mod - microstates | |
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regression | bullet collisions increase vulnerability to damage by 1.05x for mobs and +1.025x for bosses | 2021/11/28, affline connection | |
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simulated annealing | 1.2x damage 0.8x fire rate |
2020/05/31, fire delay mods (originally called electrostatic shots and electrostatic discharge) | |
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heuristics | 1.3x fire rate | 2019/10/30, added spore mod (originally called auto-loading heuristics) | |
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mechatronics | randomly gain between 1x and 1.3x damage | 2023/06/15, sort | |
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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, reel, or 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, or 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, or 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 |
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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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) |
health below 90 | |
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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 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 |
not eddy current brake | |
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adiabatic healing | 2x from +4% Junk choices |
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quenching | 0.5x of over is added to maximum health | not mass-energy | |
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accretion | follow you, even between levels +4% chance to duplicate spawned power ups |
not wormhole | |
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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 | at least 1 research | |
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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 | not Ψ(t) collapse or Hilbert space | |
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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 |
not superdeterminism | |
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coherence | after observing a choice that choice is avaiable for all future |
decoherence | |
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peer review | after you research gain 1.05x damage and +1% Junk choices | at least 1 research, not superdeterminism | |
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pseudoscience | research 2 times for free, but +1% Junk choices each time | not Ψ(t) collapse or superdeterminism | |
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renormalization | 47% chance to spawn after consuming +5% Junk choices |
at least 4 research, not superdeterminism | |
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perturbation theory | if you have no in your inventory 2x fire rate |
no research | |
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Bayesian statistics | 1.05x damage per in your inventory
(1.00x) |
at least 2 research | |
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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 |
not superdeterminism | |
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eternalism | 1.3x damage, but time doesn't pause while choosing , , or | not unified field theory, paradigm shift, invariant | |
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brainstorming | randomize choices every 1.5 seconds for 10 seconds | not superdeterminism | |
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cross-disciplinary | have an extra or choice +5% chance to duplicate spawned power ups |
not determinism | |
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emergence | , , or have +1 choice 1.1x damage |
not emergence, cross-disciplinary, or integrated circuit | |
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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] |
not superdeterminism | |
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commodities exchange | clicking cancel for , , or spawns 8-12 , , |
not superdeterminism | |
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options exchange | clicking cancel for , , or will randomize with 3x choices, once a level |
not superdeterminism | |
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futures exchange | clicking cancel for , , or gives +6% power up duplication chance |
below 100% duplication chance, not superdeterminism | |
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replication | +10% chance to duplicate spawned power ups +10% Junk choices |
below 100% duplication chance | |
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metastability | +13% chance to duplicate spawned power ups duplicate explode with a 4 second half-life |
below 100% duplication chance | |
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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 |
below 1% duplication chance | |
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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) |
not superdeterminism |
Instant tech
These tech instantly apply their effects and cant be removed. They are not shown in the tech list and don't count to your total tech count.
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 and 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 |
not determinism or brainstorm | |
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determinism | spawn , , or have only 1 choice |
not emergence, cross-disciplinary, or integrated circuit | |
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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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surfactant | use to trade your foam for 2 foam-bots and foam-bot upgrade | foam gun, no bot upgrades, fractionation, or pressure vessel | |
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fault tolerance | use to trade your drone for 5 drones that last forever | drones, not drone repair, anti-shear topology, or autonomous navigation | |
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optical amplifier | gain 3 random laser laser only turns off if you have no energy |
laser gun, not pulse |
Guntech
These tech upgrade your gun. They can also upgrade certain fields or bots that have projectiles.
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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collimator | +1 laser beam align your diverging laser beams to be parallel |
laser gun, diffraction grating, not diffuse beam, slow light, or pulse | 2025/01/26, another combo |
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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
These tech upgrade your field.
Image | Tech | Description | Requirements (if any) | Update added (YYYY/MM/DD) |
---|---|---|---|---|
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spherical harmonics | 1.5x standing wave deflection energy efficiency shield deflection radius is stable |
standing wave, not surface plasmons | 2021/06/05 |
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surface plasmons | if deflecting drains all your energy emit laser beams that scale with max energy | standing wave | |
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zero point energy | use +166 maximum energy |
standing wave, pilot wave, time dilation | |
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expansion | using standing wave field expands its radius +77 maximum energy |
standing wave | 2021/06/05, tech: expansion |
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electronegativity | 1.0023x damage per energy
(1.23x damage at max energy) |
standing wave, wormhole, pilot wave | |
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bremsstrahlung | deflecting and thrown blocks do braking damage to mobs | standing wave, perfect diamagnetism, pilot wave | |
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cherenkov radiation | bremsstrahlung's effects are radioactive 3.5x damage over 3 seconds |
bremsstrahlung | 2022/5/10, tech: cherenkov radiation |
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flux pinning | mobs deflected by your are stunned for up to 4 seconds | a field that can block | |
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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 |
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Meissner effect | 1.55x perfect diamagnetism radius +22° perfect diamagnetism circular arc |
perfect diamagnetism | |
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radiative equilibrium | after losing health 4x damage for 4 seconds | negative mass, pilot wave | |
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dynamic equilibrium | increase damage by your most recent health loss
([damage increase]) |
negative mass, pilot wave | |
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neutronium | 0.8x move and jump, but while your is active 0.05x damage taken | negative mass, not equivalence principle | |
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equivalence principle | negative mass field doesn't cost energy | negative mass, not neutronium | |
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aerostat | 2x damage while off the ground | negative mass, grappling hook | |
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annihilation | mobs you collide with are annihilated and –10 energy | negative mass, not mass-energy | |
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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 0.05x damage taken at 60 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 3x damage at 60 speed (1.00x) |
negative mass, grappling hook | 2020/11/25, pause menu on selection |
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MOND | your speed counts as +20 higher
(for Newton's 1st and 2nd laws) |
Newtons 1st or 2nd law | |
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additive manufacturing | hold crouch and use to print a block with 1.8x density, damage, and launch speed | molecular assembler, pilot wave, not tokamak | |
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working mass | pressing jump in midair will print a block to jump off of | molecular assembler or pilot wave | |
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pair production | after picking up a power up +200 energy |
molecular assembler, pilot wave, standing wave | |
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electric generator | after deflecting mobs molecular assembler generates +50 energy |
molecular assembler | |
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combinatorial optimization | 1.35x damage 0.65x fire rate |
time dilation, cloaking, pilot wave | |
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tokamak | tokamak converts thrown blocks into energy and a pulsed fusion explosion | plasma torch, molecular assembler, grappling hook, not printer, reel, or swarf | |
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stellarator | the first 5 blocks detonated by tokamak spawn proportional to block size | tokamak | |
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inertial confinement | while holding a block charged with tokamak you can use energy to fly | tokamak | |
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degenerate matter | if your is active 0.1x damage taken | plasma torch, grappling hook, pilot wave | |
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plasma-bot | use to trade your for a bot that uses energy to emit plasma | plasma torch, not extruder, plasma ball | |
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plasma jet | use 1.5x plasma torch range |
plasma torch, not plasma ball | |
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extruder | extrude a thin hot wire of plasma increases damage and energy cost |
plasma torch, not plasma ball | 2020/12/13, extruder |
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refractory metal | extrude metals at a higher temperature increases effective radius and damage |
extruder | |
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plasma ball | grow an expanding ball of plasma increases damage and energy cost |
plasma torch, not extruder, plasma jet | |
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corona discharge | increase the range and frequency of plasma ball's electric arc | plasma ball | |
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retrocausality | time dilation uses energy to rewind your health, velocity, and position up to 10 seconds | time dilation, not CPT symmetry | |
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frame-dragging | when not moving time dilation stops time 0.6x damage taken |
time dilation | |
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Lorentz transformation | use 1.5x movement, jumping, and fire rate |
time dilation or pilot wave | |
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time crystals | 2.5x passive energy generation
+6.0 energy per second |
time dilation or pilot wave, not ground state | |
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no-cloning theorem | +40% chance to duplicate spawned power ups after a mob dies -1% duplication |
cloaking, time dilation | |
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metamaterial absorber | for each mob left alive after you exit a level there is a 25% chance to spawn a random power up | cloaking | |
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symbiosis | after a boss dies spawn tech after a mob dies -0.25 maximum health |
cloaking | |
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boson composite | while cloaked you are intangible to blocks and mobs, but mobs drain energy | metamaterial cloaking | |
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patch | after cloaking recover 0.75x of your last health lost | metamaterial cloaking, not mass-energy | 2022/7/26, patch |
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dazzler | after decloaking stun nearby mobs for 2 seconds | metamaterial cloaking | 2020/9/26, ionization energy |
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topological defect | 2.1x damage to mobs at maximum durability | cloaking, pilot wave, not reaction inhibitor | 2024/1/4, winter vacation update |
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hidden-variable theory | 1.2x damage after you choose | pilot wave | |
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Bells theorem | pilot wave is always on and has no energy cost | pilot wave, not degenerate matter | 2025/2/10, pilot wave tech |
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Bells theorem | 0.1x damage taken while inside pilot wave , , and have -2 choices |
pilot wave | 2025/2/10, pilot wave tech |
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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 |
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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) |
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transdimensional worms | after a block falls into a wormhole spawn a worm | wormhole | 2022/4/11, wiggle |
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geodesics | your bullets can traverse wormholes 1.5x damage |
wormhole | 2020/10/20, worm hole mods (originally named traversable geodesics) |
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cosmic string | after tunneling through mobs with a wormhole stun them and do radioactive damage | wormhole | 2020/10/18, wormhole mods |
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invariant | while placing your wormhole use energy to pause time | wormhole, not eternalism | 2022/1/13, invariant |
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holographic principle | 0.66x movement and jumping wormholes cost zero energy |
wormhole, not affine connection | (originally named "charmed baryons") |
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affine connection | wormholes can tunnel through anything for 2x energy cost | wormhole, not charmed baryons | |
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CIWS | grappling hook uses 10 energy to fire harpoons at nearby mobs | grappling hook | |
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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) |
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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 |
Junk
- Main article: Junk
These tech are usually either entirely cosmetic, absurd, or even hindering, and can only be obtained from increasing the Junk percentage.
removed
tech
These tech have been removed from the game and are unobtainable in newer versions.
Image | Tech | Description | Requirements (if any) | Update added (YYYY/MM/DD) | Update removed (YYYY/MM/DD) |
---|---|---|---|---|---|
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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) | 2025/01/19, combos |