Tech: Difference between revisions
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|[[Higgs mechanism]] | |[[Higgs mechanism]] | ||
|<strong>4x</strong> {{Fireratetext}}<br> | |<strong>4x</strong> {{Fireratetext}}<br>while <strong>firing</strong> your <strong>position</strong> is fixed | ||
|not skinned, ship mode, automatic | |not skinned, ship mode, automatic | ||
|2021/01/12, [https://github.com/landgreen/n-gon/commit/8bcda6ebf6865d5ed1b353cbc926a6a227e10d4d Higgs] | |2021/01/12, [https://github.com/landgreen/n-gon/commit/8bcda6ebf6865d5ed1b353cbc926a6a227e10d4d Higgs] | ||
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|[[File:Ternary.webp|thumb]] | |[[File:Ternary.webp|thumb]] | ||
|[[ternary]] | |[[ternary]] | ||
|<strong>1. | |<strong>1.9x</strong> {{Damagetext}} while your {{Ammotext}} is evenly divisible by <strong>3</strong><br>{{notetext|(1x)}} | ||
| | | | ||
|2023/03/04, [https://github.com/landgreen/n-gon/commit/d00a94a22bde7b3814a873808f90f05867bd5d63 factory] | |2023/03/04, [https://github.com/landgreen/n-gon/commit/d00a94a22bde7b3814a873808f90f05867bd5d63 factory] | ||
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|[[File:Arsenal.webp|thumb]] | |[[File:Arsenal.webp|thumb]] | ||
|[[arsenal]] | |[[arsenal]] | ||
| | |for each unused {{guncircle}} in your inventory '''1.25x''' {{Damagetext}}<br>{{notetext|(1.00x)}} | ||
|at least 2 guns | |at least 2 guns | ||
|2020/08/14, [https://github.com/landgreen/n-gon/commit/9ecbe9c4797ce95d52fd5cef06128dd8417d6c8b arsenal generalist mod] | |2020/08/14, [https://github.com/landgreen/n-gon/commit/9ecbe9c4797ce95d52fd5cef06128dd8417d6c8b arsenal generalist mod] | ||
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|[[File:Active cooling.webp|thumb]] | |[[File:Active cooling.webp|thumb]] | ||
|[[cooling]] | |[[cooling]] | ||
| | |for each unused {{guncircle}} in your inventory '''1.25x''' {{Fireratetext}}<br>{{notetext|(1.00x)}} | ||
|at least 2 guns | |at least 2 guns | ||
|2021/01/08, [https://github.com/landgreen/n-gon/commit/cd0e47df30bf14adeb83807cb58ec376d0cefcb7 complex spinstatistics] | |2021/01/08, [https://github.com/landgreen/n-gon/commit/cd0e47df30bf14adeb83807cb58ec376d0cefcb7 complex spinstatistics] | ||
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|[[File:Pigeonhole principle.webp|thumb]] | |[[File:Pigeonhole principle.webp|thumb]] | ||
|[[pigeonhole principle]] | |[[pigeonhole principle]] | ||
| | |'''1.4x''' {{damagetext}} per {{guncircle}}, but your active {{guncircle}} cycles each level and you can't switch | ||
|at least 2 guns | |at least 2 guns | ||
|2022/10/24, [https://github.com/landgreen/n-gon/commit/de6d910aca525dcc4d57d28a5c6560e1e81296e4 pigeonhole principle] | |2022/10/24, [https://github.com/landgreen/n-gon/commit/de6d910aca525dcc4d57d28a5c6560e1e81296e4 pigeonhole principle] | ||
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|[[File:Generalist.webp|thumb]] | |[[File:Generalist.webp|thumb]] | ||
|[[generalist]] | |[[generalist]] | ||
|spawn <strong>7</strong> {{ | |spawn <strong>7</strong> {{Guncircle}}, but your equipped {{guncircle}} cycles each level and you can't switch | ||
| at least 2 guns, at least 5 unclaimed guns | | at least 2 guns, at least 5 unclaimed guns | ||
|2020/08/14, [https://github.com/landgreen/n-gon/commit/9ecbe9c4797ce95d52fd5cef06128dd8417d6c8b arsenal, generalist mod] | |2020/08/14, [https://github.com/landgreen/n-gon/commit/9ecbe9c4797ce95d52fd5cef06128dd8417d6c8b arsenal, generalist mod] | ||
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|[[File:Ad hoc.webp|thumb]] | |[[File:Ad hoc.webp|thumb]] | ||
|[[ad hoc]] | |[[ad hoc]] | ||
|spawn a {{Healcircle}}, {{Researchcircle}}, {{Ammocircle}}, {{ | |spawn a {{Healcircle}}, {{Researchcircle}}, {{Ammocircle}}, {{fieldcircle}}, {{Guncircle}}, or {{Techcircle}}<br>for each {{guncircle}} in your inventory | ||
|at least 2 guns | |at least 2 guns | ||
|2021/01/07, [https://github.com/landgreen/n-gon/commit/cd0e47df30bf14adeb83807cb58ec376d0cefcb7 complex spinstatistics] (originally called specialist) | |2021/01/07, [https://github.com/landgreen/n-gon/commit/cd0e47df30bf14adeb83807cb58ec376d0cefcb7 complex spinstatistics] (originally called specialist) | ||
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|[[File:Applied science.webp|thumb]] | |[[File:Applied science.webp|thumb]] | ||
|[[applied science]] | |[[applied science]] | ||
|get a random | |get a random {{guntechcircle}} for each of {{Guncircle}} in your inventory | ||
|at least 2 guns | |at least 2 guns | ||
|2021/11/11, [https://github.com/landgreen/n-gon/commit/50314c21e92cd3a74753baac1474b966ac6acf13 applied science] | |2021/11/11, [https://github.com/landgreen/n-gon/commit/50314c21e92cd3a74753baac1474b966ac6acf13 applied science] | ||
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|[[File:Supply chain.webp|thumb]] | |[[File:Supply chain.webp|thumb]] | ||
|[[supply chain]] | |[[supply chain]] | ||
|spawn | |spawn {{Guncircle}} {{Ammocircle}}{{Ammocircle}}{{Ammocircle}}{{Ammocircle}}{{Ammocircle}}{{Ammocircle}}{{Ammocircle}}{{Ammocircle}}{{Ammocircle}}{{Ammocircle}} | ||
| | | | ||
|2020/06/26, [https://github.com/landgreen/n-gon/commit/869102aebbea27438e08618b27de2e3f8debb5d2 neocognitron pulse aim] | |2020/06/26, [https://github.com/landgreen/n-gon/commit/869102aebbea27438e08618b27de2e3f8debb5d2 neocognitron pulse aim] | ||
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|[[File:Marginal utility.webp|thumb]] | |[[File:Marginal utility.webp|thumb]] | ||
|[[marginal utility]] | |[[marginal utility]] | ||
|<strong>2x<strong> {{Ammotext}} per {{Ammocircle}} for {{Guntext}} | |<strong>2x<strong> {{Ammotext}} per {{Ammocircle}} for ''[{{Guntext|random gun}}]'' | ||
| | | | ||
|2024/03/31, [https://github.com/landgreen/n-gon/commit/1728b53921cc48bd5ec934c39b559dd033ae54e0 remove keyword] | |2024/03/31, [https://github.com/landgreen/n-gon/commit/1728b53921cc48bd5ec934c39b559dd033ae54e0 remove keyword] | ||
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|[[File:Pareto efficiency.webp|thumb]] | |[[File:Pareto efficiency.webp|thumb]] | ||
|[[Pareto efficiency]] | |[[Pareto efficiency]] | ||
| | |all your {{guncircle}} randomly get <strong>5x</strong> or <strong>0.2x</strong> {{Ammotext}} per {{Ammocircle}} | ||
|at least 3 guns | |at least 3 guns | ||
|2024/01/31, [https://github.com/landgreen/n-gon/commit/1728b53921cc48bd5ec934c39b559dd033ae54e0 remove keyword] | |2024/01/31, [https://github.com/landgreen/n-gon/commit/1728b53921cc48bd5ec934c39b559dd033ae54e0 remove keyword] | ||
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|[[File:Logistics.webp|thumb]] | |[[File:Logistics.webp|thumb]] | ||
|[[logistics]] | |[[logistics]] | ||
|<strong>2x</strong> {{Ammotext}} per {{Ammocircle}}, but<br>{{Ammotext}} is only added to your current {{ | |<strong>2x</strong> {{Ammotext}} per {{Ammocircle}}, but<br>{{Ammotext}} is only added to your current {{guncircle}} | ||
|not non-renewables | |not non-renewables | ||
|2020/06/09, [https://github.com/landgreen/n-gon/commit/d9d07b4f5d0f13a7edb548503aa222ad282b5306 mod: logistics] | |2020/06/09, [https://github.com/landgreen/n-gon/commit/d9d07b4f5d0f13a7edb548503aa222ad282b5306 mod: logistics] | ||
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|[[File:Cache.webp|thumb]] | |[[File:Cache.webp|thumb]] | ||
|[[cache]] | |[[cache]] | ||
|<strong> | |<strong>17x</strong> {{Ammotext}} per {{Ammocircle}}, but you can't <strong>store</strong> additional {{Ammotext}} | ||
|not non-renewables | |not non-renewables | ||
|2021/10/06, [https://github.com/landgreen/n-gon/commit/4eed719d10d3e94a18ab92e7e83dd969b89e5f2e cache] | |2021/10/06, [https://github.com/landgreen/n-gon/commit/4eed719d10d3e94a18ab92e7e83dd969b89e5f2e cache] | ||
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|[[File:Catabolism.webp|thumb]] | |[[File:Catabolism.webp|thumb]] | ||
|[[catabolism]] | |[[catabolism]] | ||
|if you fire while <strong>out</strong> of {{Ammotext}} | |if you fire while <strong>out</strong> of {{Ammotext}} spawn {{Ammocircle}}{{Ammocircle}}{{Ammocircle}}{{Ammocircle}} and <strong>–2</strong> maximum {{Healthtext}} | ||
|not non-renewables | |not non-renewables | ||
|2020/02/09, [https://github.com/landgreen/n-gon/commit/b6604643dba6e52ceec00ce07b99b36977057cee added several new mods] | |2020/02/09, [https://github.com/landgreen/n-gon/commit/b6604643dba6e52ceec00ce07b99b36977057cee added several new mods] | ||
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|[[File:Non-renewables.webp|thumb]] | |[[File:Non-renewables.webp|thumb]] | ||
|[[non-renewables]] | |[[non-renewables]] | ||
|<strong>2x</strong> {{Damagetext}}<br>{{Ammocircle}} | |<strong>2x</strong> {{Damagetext}}<br>you can't pickup {{Ammocircle}} | ||
|not catabolism, quasiparticles | |not catabolism, quasiparticles | ||
|2020/09/05, [https://github.com/landgreen/n-gon/commit/6c51916f04f19b6b2b5a2130eba8573325253a14 exciton-lattice] (originally named exciton-lattice and later shortened to exciton) | |2020/09/05, [https://github.com/landgreen/n-gon/commit/6c51916f04f19b6b2b5a2130eba8573325253a14 exciton-lattice] (originally named exciton-lattice and later shortened to exciton) | ||
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|[[File:Desublimated ammunition.webp|thumb]] | |[[File:Desublimated ammunition.webp|thumb]] | ||
|[[desublimated ammunition]] | |[[desublimated ammunition]] | ||
| if <strong>crouching</strong | |if <strong>crouching</strong> alternating shots use no {{Ammotext}} | ||
| | | | ||
|2019/10/30, [https://github.com/landgreen/n-gon/commit/f7674f4ffdbed5a09832f6ef0a0a5c1da347f4d0 added spore mod] | |2019/10/30, [https://github.com/landgreen/n-gon/commit/f7674f4ffdbed5a09832f6ef0a0a5c1da347f4d0 added spore mod] | ||
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|[[File:Gun turret.webp|thumb]] | |[[File:Gun turret.webp|thumb]] | ||
|[[gun turret]] | |[[gun turret]] | ||
|if <strong>crouching</strong | |if <strong>crouching</strong> 0.3x {{Defensetext|damage taken}} | ||
| | | | ||
|2020/07/07, [https://github.com/landgreen/n-gon/commit/ef280294155048211c83dd4d2474deb793bfc6c1 mod turret mode] | |2020/07/07, [https://github.com/landgreen/n-gon/commit/ef280294155048211c83dd4d2474deb793bfc6c1 mod turret mode] | ||
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|[[File:Dead reckoning.webp|thumb]] | |[[File:Dead reckoning.webp|thumb]] | ||
|[[dead reckoning]] | |[[dead reckoning]] | ||
|if your | |if your {{speedtext}} is 0<br><strong>1.5x</strong> {{Damagetext}} | ||
| | | | ||
|2021/01/12, [https://github.com/landgreen/n-gon/commit/059e13366729a9c3fb028520afddc31fb8749731 rest frame] | |2021/01/12, [https://github.com/landgreen/n-gon/commit/059e13366729a9c3fb028520afddc31fb8749731 rest frame] | ||
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|[[File:Newtons 1st law.webp|thumb]] | |[[File:Newtons 1st law.webp|thumb]] | ||
|[[Newtons 1st law]] | |[[Newtons 1st law]] | ||
|{{Defensetext|damage taken}} is proportional to your | |{{Defensetext|damage taken}} is proportional to your {{speedtext}}<br>up to <strong>0.2x</strong> {{Defensetext|damage taken}} at <strong>55 speed</strong> {{notetext|(1.00x)}} | ||
| | | | ||
|2020/11/25, [https://github.com/landgreen/n-gon/commit/0c319d3049fe42de83e1b507d25d6de2eaf80018 pause menu on selection] | |2020/11/25, [https://github.com/landgreen/n-gon/commit/0c319d3049fe42de83e1b507d25d6de2eaf80018 pause menu on selection] | ||
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|[[File:Newtons 2nd law.webp|thumb]] | |[[File:Newtons 2nd law.webp|thumb]] | ||
|[[Newtons 2nd law]] | |[[Newtons 2nd law]] | ||
|{{Damagetext}} is proportional to your | |{{Damagetext}} is proportional to your {{speedtext}}<br>up to <strong>2x</strong> {{Damagetext}} at <strong>55 speed</strong> {{notetext|(1.00x)}} | ||
| | | | ||
|2020/11/25, [https://github.com/landgreen/n-gon/commit/0c319d3049fe42de83e1b507d25d6de2eaf80018 pause menu on selection] | |2020/11/25, [https://github.com/landgreen/n-gon/commit/0c319d3049fe42de83e1b507d25d6de2eaf80018 pause menu on selection] | ||
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|[[File:rotary cannon.webp|thumb]] | |[[File:rotary cannon.webp|thumb]] | ||
|[[rotary cannon]] | |[[rotary cannon]] | ||
|<strong>nail gun</strong> has increased muzzle | |<strong>nail gun</strong> has increased muzzle {{speedtext}}<br>maximum <em>fire rate</em>, <strong>accuracy</strong>, and <strong>recoil</strong> | ||
|nail gun, not pneumatic actuator, needle gun | |nail gun, not pneumatic actuator, needle gun | ||
|2021/10/23, [https://github.com/landgreen/n-gon/commit/bac02c35f6229ca6d2dab2f3c5d331e1ef68c751 rotary cannon] | |2021/10/23, [https://github.com/landgreen/n-gon/commit/bac02c35f6229ca6d2dab2f3c5d331e1ef68c751 rotary cannon] |
Revision as of 04:28, 13 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) |
---|---|---|---|---|---|
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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
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) |
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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 | |
![]() |
integrated armament | 1.3x damage, but new replace your current and convert |
only 1 gun | 2020/07/27, level elevators |
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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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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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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 |
![]() |
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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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 | 17x 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 |
![]() |
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 use no ammo | 2019/10/30, added spore mod | |
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gun turret | if crouching 0.3x 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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mechatronics | randomly gain between 1x and 1.3x damage | 2023/06/15, sort | |
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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) |
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) |
2020/11/25, pause menu on selection | |
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microstates | use 1.01x damage per bullet or bot |
2020/05/18, mod - microstates | |
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regression | bullet collisions increase vulnerability to damage by 1.05x for mobs (+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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dynamical systems | use 1.3x damage |
2021/07/11, field research tech | |
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heuristics | 1.3x fire rate | 2019/10/30, added spore mod (originally called auto-loading heuristics) | |
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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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shear stress | after mobs die they fire a nail at nearby mobs |
no other mob death tech | 2020/04/30, mod - impact shear (originally called impact shear) |
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thermal runaway | after mobs die they explode | no other mob death tech | 2020/02/17, added requirement text, thermal runaway mod |
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zoospore vector | after die there is a 10% chance they grow spores |
no other mob death tech | 2019/10/03, added spore mod |
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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 | after mobs die they have an 8% chance to spawn |
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 dieyou 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 | a bot fires nails at mobs in line of sight | 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 5x 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 | a bot sprays sticky foam at nearby mobs | 2020/05/10, foam bots | |
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foam-bot upgrade | convert your bots to foam-bots 3x 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 | 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 2.5x wave fire rate and 2.5x 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 | a bot 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 2.00x 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 | a bot is locked in orbit around you stuns and damages mobs on contact |
2020/09/28, orbital bot | |
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orbital-bot upgrade | convert your bots to orbital-bots 4x orbital damage and 1.5x radius |
2 or more orbital bots and no other bot upgrade | 2020/09/28, orbital bot |
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dynamo-bot | a bot damages mobs while it traces your path +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 .95x damage taken |
at least 2 bots | 2020/07/14, mod - bot fab |
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network effect | for each permanent bot 1.05x damage |
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 5 bots) |
at least 2 research | 2020/07/14, mod - bot fab mod - bot fab |
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open-source | tech, fields, and gun have +1 bot choice 3x bottech frequency |
at least 2 bots | 2022/07/24, robotics |
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ersatz bots | double your current permanent bots remove all guns 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 | spawn 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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decorrelation | if you gun and field are unused for 2 seconds 0.3x damage taken |
not retrocasuality | 2020/09/27, decorrelation |
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anticorrelation | if you gun and field 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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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 you threw kills a mob spawn either , , , , or |
mass driver, not pilot wave, tokamak | 2021/02/09, restitution (originally called inelastic collision) |
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first derivative | while your firstgun is equipped 0.85x damage taken per gun (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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entropic gravity | crouching pulls the dark matter towards you 1.6x to all dark matter effects |
MACHO | 2024/05/11, invulnerable |
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axion | while inside the dark matter 2x damage |
MACHO | 2021/11/28, affine connection |
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dark star | mobs inside the dark matter are damaged 1.3x dark matter radius
|
MACHO | 2023/08/22, dark star |
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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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non-Newtonian armor | after mob collisions 0.3x 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 6 seconds after mob collisions become invulerable 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 invulerable 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 6 seconds after mobs die become invulerable inhibit energy regen
|
2024/05/11, invulnerable | |
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abelian group | 4x damage while invulerable
|
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 | +266 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 | use 1.01x damage per energy below 100x (1.00x) |
2020/12/05, engine mods | |
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overcharge | +88 maximum energy +5% Junktech |
2019/12/15, foam gun, mods: overcharge, supersaturate, many beyond adjustments | |
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Maxwells demon | energy above max decays 30x slower +5% Junktech chance |
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 | 1.04x of damage done recovered as 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 max health per 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 | 0.3x damage taken while your health is at maximum |
2024/06/28, tokamak | |
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instability | 2x damage while your damagetaken is 1.00x | 2024/06/28, tokamak | |
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control theory | 1.5x 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 |
health below 60 | 2022/07/24, robotics |
Gun tech
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, 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, shotgun, not ice crystal, rivets, rotary cannon, pneumatic, incendiary, nail-shot, foam-shot, worm-shot, 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, rivets, not incendiary, supercritical fission | 2022/06/19, stress concentatrion |
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rivet gun | nail gun and shotgun slowly lob a heavy rivet | nail gun, shotgun, not ice crystal, needles, 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, needles | 2020/08/29, nail gun |
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ice crystal nucleation | nail gun uses energy to condense unlimitied freezing ice shards |
nail gun, not rivets, 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, 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, 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, rivets, not incendiary, stress concentration | 2020/10/20, worm hole mods |
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irradiated nails | nails, needles, and rivets are radioactive 1.9x radioactive damage over 3 seconds |
nail gun, nails, rivets, 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, 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 0.5x bullets per |
shotgun | |
Newtons 3rd law | 1.7x shotgun fire rate and recoil | shotgun, not Noether violation | ||
(Image Unavailable) | Repeater | shotgun immediately fires again for no ammo
reduced 0.5x shotgun fire rate |
Shotgun, Not Newton's 3rd Law |
Field tech
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 | ||
areostat | 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 | ||
bot manufacturing | use to build
3 random bots |
molecular assembler, grappling hook, pilot wave | 2020/12/11, nano bots | |
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 |