Tech: Difference between revisions
SquareCube (talk | contribs) m moving misplaced tech |
SquareCube (talk | contribs) added tech from commodities exchange to water shielding Tag: 2017 source edit |
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|[[File:meta-analysis.webp|thumb]] | |[[File:meta-analysis.webp|thumb]] | ||
|[[meta-analysis]] | |[[meta-analysis]] | ||
|if you {{choicestext|ch|oo|se}} {{junktext}} you get a random {{choicestext|3=ce}} and {{ | |if you {{choicestext|ch|oo|se}} {{junktext}} you get a random {{choicestext|3=ce}} and {{researchcircle}}{{researchcircle}} instead | ||
|some junk tech | |some junk tech | ||
| | | | ||
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|clicking {{canceltext}} spawns {{couplingcircle}}{{couplingcircle}}{{couplingcircle}}{{couplingcircle}}{{couplingcircle}}{{couplingcircle}}{{couplingcircle}}{{couplingcircle}} | |clicking {{canceltext}} spawns {{couplingcircle}}{{couplingcircle}}{{couplingcircle}}{{couplingcircle}}{{couplingcircle}}{{couplingcircle}}{{couplingcircle}}{{couplingcircle}} | ||
{{notetext|[coupling effect]}} | {{notetext|[coupling effect]}} | ||
| | |||
| | |||
|- | |||
|[[File:commodities exchange.webp|thumb]] | |||
|[[commodities exchange]] | |||
|clicking {{canceltext}} for {{fieldcircle}}, {{Techcircle}}, or {{Guncircle}}<br>spawns '''8-12''' {{healcircle}}, {{ammocircle}}, {{researchcircle}} | |||
| | |||
| | |||
|- | |||
|[[File:options exchange.webp|thumb]] | |||
|[[options exchange]] | |||
|clicking {{canceltext}} for {{fieldcircle}}, {{Techcircle}}, or {{Guncircle}}<br>will '''randomize''' with '''3x''' {{choicestext}}, once a level | |||
| | |||
| | |||
|- | |||
|[[File:futures exchange.webp|thumb]] | |||
|[[futures exchange]] | |||
|clicking {{canceltext}} for {{fieldcircle}}, {{Techcircle}}, or {{Guncircle}}<br>gives '''+6%''' power up {{duplicatetext|duplication}} chance | |||
| | |||
| | |||
|- | |||
|[[File:replication.webp|thumb]] | |||
|[[replication]] | |||
|'''+10%''' chance to {{duplicatetext}} spawned '''power ups'''<br>'''+10%''' {{junktext}} '''choices''' | |||
| | |||
| | |||
|- | |||
|[[File:metastability.webp|thumb]] | |||
|[[metastability]] | |||
|'''+13%''' chance to {{duplicatetext}} spawned '''power ups'''<br>{{duplicatetext}} {{explodetext}} with a '''4''' second '''half-life''' | |||
| | |||
| | |||
|- | |||
|[[File:correlated damage.webp|thumb]] | |||
|[[correlated damage]] | |||
|{{duplicatetext|duplication}} increases {{damage}} | |||
{{Notetext|(1.00x)}} | |||
|duplication chance > 3% | |||
| | |||
|- | |||
|[[File:parthenogenesis.webp|thumb]] | |||
|[[parthenogenesis]] | |||
|'''+8%''' to {{duplicatetext}} spawned '''power ups'''<br>{{duplicatetext|duplication}} also {{duplicatetext|duplicates}} '''mobs''' | |||
|some duplication chance | |||
| | |||
|- | |||
|[[File:stimulated emission.webp|thumb]] | |||
|[[stimulated emission]] | |||
|'''+20%''' chance to {{duplicatetext}} spawned '''power ups''', '''collisions''' {{removetext|eject}} a random {{techcircle}} | |||
| | |||
| | |||
|- | |||
|[[File:strange attractor.webp|thumb]] | |||
|[[strange attractor]] | |||
|'''1.1x''' {{damagetext}}<br>{{removetext|removing}} this increases '''duplication''' by '''+11%''' | |||
| | |||
| | |||
|- | |||
|[[File:strange loop.webp|thumb]] | |||
|[[strange loop]] | |||
|'''1.1x''' {{damagetext}}<br>{{removetext|removing}} this gives a random {{techcircle}} with {{removetext}} | |||
| | |||
| | |||
|- | |||
|[[File:null hypothesis.webp|thumb]] | |||
|[[null hypothesis]] | |||
|'''1.1x''' {{damagetext}}<br>{{removetext|removing}} this spawns {{researchcircle}}{{researchcircle}}{{researchcircle}}{{researchcircle}}{{researchcircle}}{{researchcircle}}{{researchcircle}}{{researchcircle}}{{researchcircle}}{{researchcircle}}{{researchcircle}}{{researchcircle}}{{researchcircle}}{{researchcircle}}{{researchcircle}} | |||
| | |||
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|- | |||
|[[File:martingale.webp|thumb]] | |||
|[[martingale]] | |||
|'''1.1x''' {{damagetext}}. {{removetext|removing}} this has a '''50%''' chance return with '''2x''' its {{damagetext}} | |||
{{notetext|(1.1x→1.2x)}} | |||
| | |||
| | |||
|- | |||
|[[File:externality.webp|thumb]] | |||
|[[externality]] | |||
|'''1.1x''' {{damagetext}}<br>{{removetext|removing}} this spawns '''50''' {{ammocircle}} | |||
| | |||
| | |||
|- | |||
|[[File:deprecated.webp|thumb]] | |||
|[[deprecated]] | |||
|after {{removetext|removing}} this gain '''1.08x''' {{damagetext}} per {{techcircle}} {{removetext|removed}} this game | |||
{{notetext|(1.08x)}} | |||
| | |||
| | |||
|- | |||
|[[File:planned obsolescence.webp|thumb]] | |||
|[[planned obsolescence]] | |||
|at the start of each '''level''' {{removetext|eject}} your oldest {{techcircle}} and gain '''1.1x''' {{damagetext}} each time | |||
| | |||
| | |||
|- | |||
|[[File:paradigm shift.webp|thumb]] | |||
|[[paradigm shift]] | |||
|when '''paused''' clicking your {{techcircle}} {{removetext|ejects}} them<br>costs '''1.0''' {{healthtext}} | |||
{{notetext|(1.3x cost each use)}} | |||
| | | | ||
| | | | ||
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{{notetext|[coupling effect]}} | {{notetext|[coupling effect]}} | ||
|having research | |having research | ||
| | |||
|- | |||
|[[File:Born rule.webp|thumb]] | |||
|[[Born rule]] | |||
|{{removetext|eject}} all your {{techcircle}} | |||
|more than 6 tech | |||
| | |||
|- | |||
|[[File:Occams razor.webp|thumb]] | |||
|[[Occams razor]] | |||
|randomly {{removetext}} '''half''' your {{techcircle}}<br>for each removed '''1.50x''' {{damagetext}} | |||
{{notetext|~1.00x}} | |||
|more than 6 tech | |||
| | |||
|- | |||
|[[File:exchange symmetry.webp|thumb]] | |||
|[[exchange symmetry]] | |||
|{{removetext}} a random {{techcircle}}<br>spawn {{guncircle}}{{guncircle}} | |||
|at least 4 tech, not superdeterminism | |||
| | |||
|- | |||
|[[File:Monte Carlo method.webp|thumb]] | |||
|[[Monte Carlo method]] | |||
|{{removetext}} a random {{techcircle}}<br>spawn {{techcircle}}{{techcircle}} | |||
|some duplication, at least 4 tech, not superdeterminism | |||
| | |||
|- | |||
|[[File:missile-bot.webp|thumb]] | |||
|[[missile-bot]] | |||
|use {{researchcircle}} to trade your '''missile''' for a {{bottext}} that fires '''missiles''' | |||
|missiles, not launch system | |||
| | | | ||
|} | |} | ||
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|[[File:Needle ice.webp|thumb]] | |[[File:Needle ice.webp|thumb]] | ||
|[[needle ice]] | |[[needle ice]] | ||
|after <strong>needles</strong> impact walls<br>they chip off <strong>1-2</strong> freezing | |after <strong>needles</strong> impact walls<br>they chip off <strong>1-2</strong> freezing {{iceIXtext}} crystals | ||
|needle gun, needle gun, not nanowires | |needle gun, needle gun, not nanowires | ||
|2021/08/21, [https://github.com/landgreen/n-gon/commit/8c1539fa681a46a2e5f9f8fe3e1f750aac34ec37 needle ice] | |2021/08/21, [https://github.com/landgreen/n-gon/commit/8c1539fa681a46a2e5f9f8fe3e1f750aac34ec37 needle ice] | ||
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|[[File:nanowires.webp|thumb]] | |[[File:nanowires.webp|thumb]] | ||
|[[nanowires]] | |[[nanowires]] | ||
|<strong>needles</strong> tunnel through {{ | |<strong>needles</strong> tunnel through {{blocktext|blocks}} and <strong>map</strong><br><strong>1.2x</strong> needle {{damagetext}} | ||
|nail gun, needle gun, not needle ice | |nail gun, needle gun, not needle ice | ||
|2021/12/04, [https://github.com/landgreen/n-gon/commit/92457703d5bdc18ca033373aa409c021b9f77752 grey intro] | |2021/12/04, [https://github.com/landgreen/n-gon/commit/92457703d5bdc18ca033373aa409c021b9f77752 grey intro] | ||
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|[[File:ceramics.webp|thumb]] | |[[File:ceramics.webp|thumb]] | ||
|[[ceramics]] | |[[ceramics]] | ||
|<strong>needles</strong> and <strong>harpoons</strong> pierce <strong>shields</strong><br>dircetly | |<strong>needles</strong> and <strong>harpoons</strong> pierce <strong>shields</strong><br>dircetly {{Damagetext|damaging}} shielded mobs | ||
|nail gun | |nail gun or harpoon, not Bessemer process | ||
|2021/09/12, [https://github.com/landgreen/n-gon/commit/f719c8edb9eb7dea66fef50d5936bb97d2ae4437 harpoon tech] | |2021/09/12, [https://github.com/landgreen/n-gon/commit/f719c8edb9eb7dea66fef50d5936bb97d2ae4437 harpoon tech] | ||
|- | |- | ||
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|[[needle gun]] | |[[needle gun]] | ||
|<strong>nail gun</strong> and <strong>shotgun</strong> fire mob piercing <strong>needles</strong> | |<strong>nail gun</strong> and <strong>shotgun</strong> fire mob piercing <strong>needles</strong> | ||
|nail gun | |nail gun or shotgun, not ice crystal, rivets, rotary cannon, pneumatic, incendiary, nail-shot, foam-shot, worm-shot, or ice-shot | ||
|2021/01/16, [https://github.com/landgreen/n-gon/commit/261977b77408d164637e0584ad8a03d292492875 nail gun rework] | |2021/01/16, [https://github.com/landgreen/n-gon/commit/261977b77408d164637e0584ad8a03d292492875 nail gun rework] | ||
|- | |- | ||
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|[[stress concentration]] | |[[stress concentration]] | ||
|mobs below <strong>50%</strong> durability <strong>die</strong> after you shoot<br>them near their <strong>center</strong> with <strong>needles</strong> or <strong>rivets</strong> | |mobs below <strong>50%</strong> durability <strong>die</strong> after you shoot<br>them near their <strong>center</strong> with <strong>needles</strong> or <strong>rivets</strong> | ||
| needles | |needles or rivets, not incendiary or supercritical fission | ||
|2022/06/19, [https://github.com/landgreen/n-gon/commit/698c18482bb3e7927a1cd40aaa39f1ab87d46918 stress concentatrion] | |2022/06/19, [https://github.com/landgreen/n-gon/commit/698c18482bb3e7927a1cd40aaa39f1ab87d46918 stress concentatrion] | ||
|- | |- | ||
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|[[rivet gun]] | |[[rivet gun]] | ||
|<strong>nail gun</strong> and <strong>shotgun</strong> slowly lob a heavy <strong>rivet</strong> | |<strong>nail gun</strong> and <strong>shotgun</strong> slowly lob a heavy <strong>rivet</strong> | ||
|nail gun | |nail gun or shotgun, not ice crystal, needles or pneumatic actuator | ||
|2021/01/16, [https://github.com/landgreen/n-gon/commit/261977b77408d164637e0584ad8a03d292492875 nail gun rework] | |2021/01/16, [https://github.com/landgreen/n-gon/commit/261977b77408d164637e0584ad8a03d292492875 nail gun rework] | ||
|- | |- | ||
|[[File:pneumatic actuator.webp|thumb]] | |[[File:pneumatic actuator.webp|thumb]] | ||
|[[pneumatic actuator]] | |[[pneumatic actuator]] | ||
|<strong>nail gun</strong> takes <strong>no</strong> time to ramp up | |<strong>nail gun</strong> takes <strong>no</strong> time to ramp up to its fastest {{fireratetext}} | ||
|nail gun, not rotary cannon, rivets, needles | |nail gun, not rotary cannon, rivets, or needles | ||
|2020/08/29, [https://github.com/landgreen/n-gon/commit/00859f15ed61f6f4b9c709912760925f19fba896 nail gun] | |2020/08/29, [https://github.com/landgreen/n-gon/commit/00859f15ed61f6f4b9c709912760925f19fba896 nail gun] | ||
|- | |- | ||
|[[File:ice crystal nucleation.webp|thumb]] | |[[File:ice crystal nucleation.webp|thumb]] | ||
|[[ice crystal nucleation]] | |[[ice crystal nucleation]] | ||
|<strong>nail gun</strong> uses | |<strong>nail gun</strong> uses {{energytext}} instead of {{ammotext}} to condense {{iceIXtext|freezing}} '''ice nails''' | ||
|nail gun, not rivets | |nail gun, not rivets or needles | ||
|2020/10/21, [https://github.com/landgreen/n-gon/commit/5bbac02f88e7c8f879c1e2edf6f64f1ef903e43d bug fix] | |2020/10/21, [https://github.com/landgreen/n-gon/commit/5bbac02f88e7c8f879c1e2edf6f64f1ef903e43d bug fix] | ||
|- | |- | ||
|[[File:rotary cannon.webp|thumb]] | |[[File:rotary cannon.webp|thumb]] | ||
|[[rotary cannon]] | |[[rotary cannon]] | ||
|<strong>nail gun</strong> has increased muzzle {{speedtext}} | |<strong>nail gun</strong> has increased muzzle {{speedtext}}, maximum {{fireratetext}}, <strong>accuracy</strong>, and <strong>recoil</strong> | ||
|nail gun, not pneumatic actuator | |nail gun, not pneumatic actuator or 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] | ||
|- | |- | ||
|[[File:gauge.webp|thumb]] | |[[File:gauge.webp|thumb]] | ||
|[[gauge]] | |[[gauge]] | ||
|<strong>rivets</strong>, <strong>needles</strong>, <strong>super balls</strong>, and <strong>nails</strong | |<strong>rivets</strong>, <strong>needles</strong>, <strong>super balls</strong>, and <strong>nails</strong> have <strong>1.3x</strong> mass and physical {{damagetext}} | ||
| nails, nail gun, rivets, shotgun, super balls, mine | |nails, nail gun, rivets, shotgun, super balls, or mine | ||
|2022/12/17, [https://github.com/landgreen/n-gon/commit/16834e95be83ae4f4d996401951c2f188992fa1b added images] | |2022/12/17, [https://github.com/landgreen/n-gon/commit/16834e95be83ae4f4d996401951c2f188992fa1b added images] | ||
|- | |- | ||
|[[File:supercritical fission.webp|thumb]] | |[[File:supercritical fission.webp|thumb]] | ||
|[[supercritical fission]] | |[[supercritical fission]] | ||
|if <strong>nails</strong>, or <strong>rivets</strong>srike mobs<br>near their <strong>center</strong> they can | |if <strong>nails</strong>, or <strong>rivets</strong>srike mobs<br>near their <strong>center</strong> they can {{explodetext}} | ||
|nail gun, mine, needles, nails, rivets, not incendiary | |nail gun, mine, needles, nails, or rivets, not incendiary or stress concentration | ||
|2020/10/20, [https://github.com/landgreen/n-gon/commit/0c2285b1c73f19b6e3815040a1cbc2d18a25756d worm hole mods] | |2020/10/20, [https://github.com/landgreen/n-gon/commit/0c2285b1c73f19b6e3815040a1cbc2d18a25756d worm hole mods] | ||
|- | |- | ||
|[[File:irradiated nails.webp|thumb]] | |[[File:irradiated nails.webp|thumb]] | ||
|[[irradiated nails]] | |[[irradiated nails]] | ||
|<strong>nails</strong>, <strong>needles</strong>, and <strong>rivets</strong> are | |<strong>nails</strong>, <strong>needles</strong>, and <strong>rivets</strong> are {{radiationtext|radioactive}}<br>'''2x''' {{radiationtext|radioactive}} {{damagetext}} over <strong>3</strong> seconds | ||
|nail gun, nails, rivets, mine, not ceramic needles | |nail gun, nails, rivets, or mine, not ceramic needles | ||
|2020/05/19, [https://github.com/landgreen/n-gon/commit/c31c1c2d7ad6dd68b8029050cb70f6be8b0a840e file reoganiation, mod has it's own file] | |2020/05/19, [https://github.com/landgreen/n-gon/commit/c31c1c2d7ad6dd68b8029050cb70f6be8b0a840e file reoganiation, mod has it's own file] | ||
|- | |- | ||
|[[File:6s half-life.webp|thumb]] | |[[File:6s half-life.webp|thumb]] | ||
|[[6s half-life]] | |[[6s half-life]] | ||
|<strong>nails</strong>, <strong>needles</strong>, <strong>rivets</strong> are made of | |<strong>nails</strong>, <strong>needles</strong>, <strong>rivets</strong> are made of {{radiationtext|plutonium-238<br>radioactive}} {{damagetext}} lasts <strong>+3</strong> seconds | ||
|nail gun, mine, irradiated nails, not 1s half-life | |nail gun, mine, or irradiated nails, not 1s half-life | ||
|2020/06/04, [https://github.com/landgreen/n-gon/commit/cea1bcc7a3684673fa0066e3ee15df388d824547 minigun ramp up] (was named "4s half-life" for a short amount of time before switching back to "6s half-life") | |2020/06/04, [https://github.com/landgreen/n-gon/commit/cea1bcc7a3684673fa0066e3ee15df388d824547 minigun ramp up] (was named "4s half-life" for a short amount of time before switching back to "6s half-life") | ||
|- | |- | ||
|[[File:1s half-life.webp|thumb]] | |[[File:1s half-life.webp|thumb]] | ||
|[[1s half-life]] | |[[1s half-life]] | ||
|<strong>nails</strong>, <strong>needles</strong>, <strong>rivets</strong> are made of | |<strong>nails</strong>, <strong>needles</strong>, <strong>rivets</strong> are made of {{radiationtext|lithium-238}}<br><strong>4x</strong> {{radiationtext|radioactive}} {{damagetext}} for <strong>1</strong> second | ||
|nail gun, mine, irradiated nails, not 6s half-life | |nail gun, mine, irradiated nails, not 6s half-life | ||
|2021/10/09, [https://github.com/landgreen/n-gon/commit/90e9e73084c61bb7a83e01435efeeb2fabbc83ce refractory metal] | |2021/10/09, [https://github.com/landgreen/n-gon/commit/90e9e73084c61bb7a83e01435efeeb2fabbc83ce refractory metal] | ||
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|[[File:spin-statistics.webp|thumb]] | |[[File:spin-statistics.webp|thumb]] | ||
|[[spin-statistics]] | |[[spin-statistics]] | ||
|after firing the <strong>shotgun</strong> you are | |after firing the <strong>shotgun</strong> you are {{invulnerabletext}}<br>shotgun has <strong>0.7x</strong> bullets per {{Ammocircle}} | ||
|shotgun | |shotgun | ||
| | | | ||
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|[[File:Newtons 3rd law.webp|thumb]] | |[[File:Newtons 3rd law.webp|thumb]] | ||
|[[Newtons 3rd law]] | |[[Newtons 3rd law]] | ||
|<strong>1.7x shotgun</strong> | |<strong>1.7x shotgun</strong> {{fireratetext}} and <strong>recoil</strong> | ||
|shotgun, not Noether violation | |shotgun, not Noether violation | ||
| | | | ||
|- | |- | ||
| | |[[File:Noether violation.webp|thumb]] | ||
|[[ | |[[Noether violation]] | ||
|'''shotgun''' immediately fires again for no ''' | |<strong>1.5x shotgun</strong> {{damage}}<br><strong>shotgun recoil</strong> is reversed | ||
reduced '''0.5x''' ''' | |shotgun, not Newtons 3rd law | ||
| | | | ||
|- | |||
|[[File:repeater.webp|thumb]] | |||
|[[repeater]] | |||
|'''shotgun''' immediately fires again for no {{ammotext}}<br>reduced '''0.5x''' '''shotgun''' {{fireratetext}} | |||
|shotgun, not Newton's 3rd law | |||
| | |||
|- | |||
|[[File:nail-shot.webp|thumb]] | |||
|[[nail-shot]] | |||
|'''shotgun''' drives a long clip of '''nails''' | |||
|shotgun, not incendiary, rivets, foam-shot, worm-shot, ice-shot, or needles | |||
| | |||
|- | |||
|[[File:foam-shot.webp|thumb]] | |||
|[[foam-shot]] | |||
|'''shotgun''' sprays sticky '''foam''' bubbles | |||
|shotgun, not incendiary, nail-shot, rivet, worm-shot, ice-shot, or needles | |||
| | |||
|- | |||
|[[File:ice-shot.webp|thumb]] | |||
|[[ice-shot]] | |||
|'''shotgun''' condenses {{iceIXtext}} crystals that {{iceIXtext|freeze}} mobs | |||
|shotgun, not incendiary, nail-shot, rivet, foam-shot, or worm-shot | |||
| | |||
|- | |||
|[[File:freezer burn.webp|thumb]] | |||
|[[freezer burn]] | |||
|mobs {{iceIXtext|frozen}} while below '''33%''' durability '''die''' | |||
|a freeze effect | |||
| | |||
|- | |||
|[[File:flash freeze.webp|thumb]] | |||
|[[flash freeze]] | |||
|mobs {{iceIXtext|frozen}} while above '''66%''' durability<br>have their durability reduced to '''66%''' | |||
|a freeze effect | |||
| | |||
|- | |||
|[[File:crystallizer.webp|thumb]] | |||
|[[crystallizer]] | |||
|after {{iceIXtext|frozen}} mobs '''die''' they shatter into {{iceIXtext}} crystals | |||
|a localized freeze effect, no other mob death tech | |||
| | |||
|- | |||
|[[File:thermoelectric effect.webp|thumb]] | |||
|[[thermoelectric effect]] | |||
|after '''killing''' mobs with {{iceIXtext}} '''+100''' {{energytext}} | |||
|ice IX | |||
| | |||
|- | |||
|[[File:superfluidity.webp|thumb]] | |||
|[[superfluidity]] | |||
|{{iceIXtext|freeze}} effects are applied to a small '''area''' around the target | |||
|a localized freeze effect | |||
| | |||
|- | |||
|[[File:triple point.webp|thumb]] | |||
|[[triple point]] | |||
|'''+5''' second {{iceIXtext|freeze}} duration | |||
|a localized freeze effect | |||
| | |||
|- | |||
|[[File:incendiary ammunition.webp|thumb]] | |||
|[[incendiary ammunition]] | |||
|'''shotgun''', '''rivets''', '''super balls''', and '''drones''' are loaded with {{explodetext|explosives}} | |||
|shotgun, super balls, rivets, or drones, not irradiated drones, burst drones, polyurethane, or Zectron | |||
| | |||
|- | |||
|[[File:rebound.webp|thumb]] | |||
|[[rebound]] | |||
|after they collide with a mob, '''super balls''' gain {{speedtext}}, '''duration''', and '''1.3x''' {{damagetext}} | |||
|super balls, not incendiary | |||
| | |||
|- | |||
|[[File:Zectron.webp|thumb]] | |||
|[[Zectron]] | |||
|'''2x''' '''super ball''' {{damagetext}}, but after you collide with '''super balls''' they stop | |||
|super balls, not incendiary ammunition or uncertainty principle | |||
| | |||
|- | |||
|[[File:polyurethane foam.webp|thumb]] | |||
|[[polyurethane foam]] | |||
|'''super balls''' and '''harpoons''' colliding with '''mobs''' catalyzes a reaction that yields '''foam''' bubbles | |||
|super balls or harpoon, not fragmentation | |||
| | |||
|- | |||
|[[File:autocannon.webp|thumb]] | |||
|[[autocannon]] | |||
|fire '''+2''' '''super balls''' in a line<br>'''1.4x''' '''super ball''' velocity and gravity | |||
|super balls or harpoon, not fragmentation | |||
|super balls, but not the tech super ball | |||
| | |||
|- | |||
|[[File:super duper.webp|thumb]] | |||
|[[super duper]] | |||
|randomly fire '''+0''', '''+1''', '''+2''', or '''+3''' extra '''super balls''' | |||
|super balls, but not the tech super ball | |||
| | |||
|- | |||
|[[File:super ball.webp|thumb]] | |||
|[[super ball]] | |||
|fire just '''1 large''' super '''ball''' that '''stuns''' mobs for '''2''' seconds | |||
|super balls, not super duper or autocannon | |||
| | |||
|- | |||
|[[File:phase velocity.webp|thumb]] | |||
|[[phase velocity]] | |||
|wave particles '''propagate''' faster as '''solids'''<br>'''1.5x''' wave {{damagetext}} | |||
|wave, not phonon | |||
| | |||
|- | |||
|[[File:amplitude.webp|thumb]] | |||
|[[amplitude]] | |||
|'''1.4x''' wave {{damagetext}}<br>'''1.4x''' wave bullet '''amplitude''' | |||
|wave | |||
| | |||
|- | |||
|[[File:propagation.webp|thumb]] | |||
|[[propagation]] | |||
|'''0.75x''' wave propagation {{speedtext}}<br>'''1.4x''' wave {{damagetext}} | |||
|wave | |||
| | |||
|- | |||
|[[File:bound state.webp|thumb]] | |||
|[[bound state]] | |||
|wave packets '''reflect''' backwards '''2''' times<br>'''0.7x''' wave '''range''' | |||
|wave, not phonon | |||
| | |||
|- | |||
|[[File:frequency.webp|thumb]] | |||
|[[frequency]] | |||
|'''wave''' has unlimited {{ammotext}}<br>'''0.75x''' wave {{damagetext}} | |||
|wave | |||
| | |||
|- | |||
|[[File:phonon.webp|thumb]] | |||
|[[phonon]] | |||
|waves are low '''frequency''', high {{damagetext}} '''expanding arcs''' that propagate through '''solids''' | |||
|wave, not phase velocity, bound state | |||
| | |||
|- | |||
|[[File:isotropic.webp|thumb]] | |||
|[[isotropic]] | |||
|'''waves''' expand in '''all''' directions<br>'''0.6x''' '''range''' and '''1.5x''' {{damagetext}} | |||
|wave, phonon, not uncertainty principle | |||
| | |||
|- | |||
|[[File:isotropic.webp|thumb]] | |||
|[[mechanical resonance]] | |||
|after a {{blocktext}} gets vibrated by a '''phonon''' there is a chance it's '''flung''' at nearby mobs | |||
|wave, phonon | |||
| | |||
|- | |||
|[[File:sympathetic resonance.webp|thumb]] | |||
|[[sympathetic resonance]] | |||
|after a '''mob''' gets vibrated by a '''phonon''' a new '''resonance wave''' expands | |||
|wave, phonon | |||
| | |||
|- | |||
|[[File:cruise missile.webp|thumb]] | |||
|[[cruise missile]] | |||
|'''2x''' '''missile''' {{explodetext|explosive}} {{damagetext}}, radius<br>'''0.5x''' '''missile''' speed | |||
|missiles, not launch system | |||
| | |||
|- | |||
|[[File:ICBM.webp|thumb]] | |||
|[[ICBM]] | |||
|'''1.75x''' '''missile''' {{explodetext|explosive}} {{damagetext}}, radius<br>'''0.5x''' '''missile''' speed | |||
|missiles, cruise missile | |||
| | |||
|- | |||
|[[File:launch system.webp|thumb]] | |||
|[[launch system]] | |||
|'''5x''' '''missile''' {{fireratetext}}<br>'''1.3x''' missile {{ammo text}} per {{ammocircle}} | |||
|missiles, not cruise missile | |||
| | |||
|- | |||
|[[File:iridium-192.webp|thumb]] | |||
|[[iridium-192]] | |||
|{{explodetext|explosion}} release '''gamma radiation'''<br>'''2x''' {{explodetext|explosion}} {{damagetext}} over '''4''' seconds | |||
|an explosive damage source, not ammonium nitrate, nitroglycerin, chain reaction, fragmentation, or electric armor | |||
| | |||
|- | |||
|[[File:fragmentation.webp|thumb]] | |||
|[[fragmentation]] | |||
|some {{explodetext|detonations}} and collisions eject '''nails''' | |||
{{notetext|blocks, grenades, missiles, rivets, harpoon}} | |||
|grenades, missiles, rivets, harpoon, or mass driver, not iridium-192 or polyurethane foam | |||
| | |||
|- | |||
|[[File:ammonium nitrate.webp|thumb]] | |||
|[[ammonium nitrate]] | |||
|'''1.25x''' {{explodetext|explosive}} {{damagetext}}, radius | |||
|an explosive damage source, not iridium-192 | |||
| | |||
|- | |||
|[[File:nitroglycerin.webp|thumb]] | |||
|[[nitroglycerin]] | |||
|'''1.7x''' {{explodetext|explosive}} {{damagetext}}<br>'''0.7x''' smaller {{explodetext|explosive}} '''radius''' | |||
|an explosive damage source, not iridium-192 or acetone peroxide | |||
| | |||
|- | |||
|[[File:acetone peroxide.webp|thumb]] | |||
|[[acetone peroxide]] | |||
|'''1.7x''' {{explodetext|explosive}} '''radius'''<br>'''1.4x''' {{explodetext|explosive}} {{damagetakentext}} | |||
|an explosive damage source, not nitroglycerin | |||
| | |||
|- | |||
|[[File:shock wave.webp|thumb]] | |||
|[[shock wave]] | |||
|'''mines''' and {{sporetext|sporangium}} '''stun''' for '''3-5''' seconds<br>{{explodetext|explosions}} '''stun''' for '''0.5''' seconds | |||
|mines, spores, or an explosive damage source, not iridium-192 | |||
| | |||
|- | |||
|[[File:shaped charge.webp|thumb]] | |||
|[[shaped charge]] | |||
|use {{researchcircle}}{{researchcircle}} to dynamically '''reduce''' all {{explodetext|explosions}} to prevent '''health''' loss | |||
|an explosive damage source, not rocket propelled grenade | |||
| | |||
|- | |||
|[[File:MIRV.webp|thumb]] | |||
|[[MIRV]] | |||
|fire '''+1''' '''missile''' or '''grenade''' per shot<br>'''0.88x''' {{explodetext|explosion}} {{damagetext}} and '''radius''' | |||
|missiles or grenades | |||
| | |||
|- | |||
|[[File:rocket-propelled grenade.webp|thumb]] | |||
|[[rocket-propelled grenade]] | |||
|'''grenades''' {{explodetext}} on map '''collisions'''<br>{{explodetext|explosions}} drain {{energytext}}, not {{healthtext}} | |||
|grenades, not vacuum bomb, shaped charges, or mass-energy | |||
| | |||
|- | |||
|[[File:vacuum bomb.webp|thumb]] | |||
|[[vacuum bomb]] | |||
|'''grenades''' fire slower, {{explodetext}} bigger, and '''suck''' everything towards them | |||
|grenades, not neutron bomb, chain reaction, or rocket-propelled grenade | |||
| | |||
|- | |||
|[[File:chain reaction.webp|thumb]] | |||
|[[chain reaction]] | |||
|'''1.3x''' '''grenade''' radius and {{damagetext}}<br>{{blocktext|blocks}} caught in {{explodetext|explosions}} also {{explodetext}} | |||
|grenades, not neutron bomb, chain reaction, or rocket-propelled grenade | |||
| | |||
|- | |||
|[[File:flame test.webp|thumb]] | |||
|[[flame test]] | |||
|after '''grenades''' detonate they trigger a colorful '''cluster''' of small {{explodetext|explosions}} | |||
|grenades, not neutron bomb, pyrotechnics, or fireworks | |||
| | |||
|- | |||
|[[File:pyrotechnics.webp|thumb]] | |||
|[[pyrotechnics]] | |||
|after '''grenades''' detonate they trigger a colorful '''circle''' of {{explodetext|explosions}} | |||
|grenades, not neutron bomb, flame test, or fireworks | |||
| | |||
|- | |||
|[[File:fireworks.webp|thumb]] | |||
|[[fireworks]] | |||
|after '''grenades''' detonate they trigger colorful '''petals''' of {{explodetext|explosions}} | |||
|grenades, not neutron bomb, flame test, or pyrotechnics | |||
| | |||
|- | |||
|[[File:neutron bomb.webp|thumb]] | |||
|[[neutron bomb]] | |||
|'''grenades''' are {{radiationtext|irradiated}} with {{radiationtext|Cf-252}}<br>does {{radiationtext|radioactive}} '''damage''' over time | |||
|grenades, not fragmentation, vacuum bomb, iridium-192, pyrotechnics, fireworks, flame test, or chain reaction | |||
| | |||
|- | |||
|[[File:vacuum permittivity.webp|thumb]] | |||
|[[vacuum permittivity]] | |||
|'''1.2x''' {{radiationtext|radioactive}} range<br>objects in range of the bomb are '''slowed''' | |||
|grenades, neutron bomb | |||
| | |||
|- | |||
|[[File:radioactive contamination.webp|thumb]] | |||
|[[radioactive contamination]] | |||
|after a mob or shield '''dies''', leftover {{radiationtext}} '''spreads''' to a nearby mob | |||
|radiation damage source | |||
| | |||
|- | |||
|[[File:nuclear transmutation.webp|thumb]] | |||
|[[nuclear transmutation]] | |||
|'''1.5x''' {{radiationtext}} '''damage'' | |||
{{notetext|nail, drone, neutron bomb, iridium, cosmic string, deflect}} | |||
|radiation damage source | |||
| | |||
|- | |||
|[[File:water shielding.webp|thumb]] | |||
|[[water shielding]] | |||
|reduce {{radiationtext|radioactive}} effects on you by '''0.2x''' | |||
{{notetext|neutron bomb, drones, explosions, slime}} | |||
|neutron bomb, irradiated drones, or iridium-192 | |||
| | | | ||
|- | |- | ||
|[[File:Ablative drones.webp|thumb]] | |[[File:Ablative drones.webp|thumb]] | ||
|[[ablative drones]] | |[[ablative drones]] | ||
|after losing {{ | |after losing {{healthtext|health}} there is a chance to rebuild your broken parts as <strong>drones</strong> | ||
| | | | ||
|2019/11/10, [https://github.com/landgreen/n-gon/commit/0dd239add29b0de29dfdc97161421fe4df452f1b added hornets and ablative synthesis, and ceramic plating] (oringinally called ablative synthesis) | |2019/11/10, [https://github.com/landgreen/n-gon/commit/0dd239add29b0de29dfdc97161421fe4df452f1b added hornets and ablative synthesis, and ceramic plating] (oringinally called ablative synthesis) | ||
|} | |} | ||
=== {{fieldtechcircle}} | === {{fieldtechcircle}} Fieldtech === | ||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
!Image | !Image | ||
Line 1,337: | Line 1,759: | ||
|combinatorial optimization | |combinatorial optimization | ||
|'''1.35x''' {{Damagetext}} | |'''1.35x''' {{Damagetext}} | ||
'''0.65x''' | '''0.65x''' {{fireratetext}} | ||
|time dilation, cloaking, pilot wave | |time dilation, cloaking, pilot wave | ||
| | | | ||
Line 1,415: | Line 1,837: | ||
|Lorentz transformation | |Lorentz transformation | ||
|use {{Researchcircle}}{{Researchcircle}}{{Researchcircle}} | |use {{Researchcircle}}{{Researchcircle}}{{Researchcircle}} | ||
'''1.5x movement''', '''jumping''', and | '''1.5x movement''', '''jumping''', and {{fireratetext}} | ||
|time dilation or pilot wave | |time dilation or pilot wave | ||
| | | |
Revision as of 06:20, 18 January 2025
tech (formerly called mods) are the main power ups in n-gon. They are found by killing mobs and rarely in the wild. They have 6 types: skins, tech, instant tech, guntech, fieldtech, and Junk.
The most significant source of tech is Boss kills.
List of tech
Skins
- "skinned" means having any other skin tech.
Image | Skin preview | Name | Description | Requirements (if any) | Update added (YYYY/MM/DD) |
---|---|---|---|---|---|
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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 | |
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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 | 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 |
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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) | |
![]() |
nail-bot upgrade | convert your bots to nail-bots 4x fire rate and 1.4x nail velocity |
2 or more nail bots and no other bot upgrade | 2020/08/03, new level boss |
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foam-bot | construct a bot thatsprays sticky foam at nearby mobs | 2020/05/10, foam bots | |
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foam-bot upgrade | convert your bots to foam-bots 2.5x foam size and fire rate |
2 or more foam bots and no other bot upgrade | 2020/08/03, new level boss |
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sound-bot | construct a bot emits expanding arcs aimed towards nearby mobs | 2020/07/04, sound-bot | |
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sound-bot upgrade | convert your bots to sound-bots 6x wave damage |
2 or more sound bots and no other bot upgrade | 2020/07/04, sound-bot |
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boom-bot | a bot defends the space around you ignites an explosion after hitting a mob |
2020/06/29, plasma bot, boom bot | |
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boom-bot upgrade | convert your bots to boom-bots 4x explosion damage and size |
2 or more boom bots and no other bot upgrades | 2020/08/03, new level boss |
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laser-bot | construct a bot that uses energy to emit a laser beam that targets nearby mobs | maximum energy above 50 | 2019/12/07, added laser bot |
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laser-bot upgrade | convert your bots to laser-bots 2x damage, efficiency, and range |
2 or more laser bots and no other bot upgrade | 2020/08/03, new level boss |
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orbital bot | construct a bot locked in orbit around you that stuns and damages mobs |
2020/09/28, orbital bot | |
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orbital-bot upgrade | convert your bots to orbital-bots 4x orbital damage and 2x radius |
2 or more orbital bots and no other bot upgrade | 2020/09/28, orbital bot |
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dynamo-bot | construct a bot that damages mobs and generates +8 energy per second when nearby | 2021/01/29, cloning | |
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dynamo-bot upgrade | convert your bots to dynamo-bots +24 energy per second when nearby |
2 or more dynamo bots and no other upgrade | 2021/01/29, cloning |
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perimeter defense | for each permanent bot 0.96x damage taken (1.00x) |
at least 2 bots | 2020/07/14, mod - bot fab |
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network effect | for each permanent bot 1.04x damage(1.00x) |
at least 2 bots | 2020/11/29, late game bot mods |
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bot fabrication | after you collect use them to build a random bot (+1 cost every 3 bots) |
at least 2 research | 2020/07/14, mod - bot fab mod - bot fab |
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open-source | , , and have +1 bot choice 3x frequency for with bots |
at least 2 bots | 2022/07/24, robotics |
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decorrelation | if your and keys are unused for 2 seconds 0.3x damage taken |
not retrocasuality | 2020/09/27, decorrelation |
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anticorrelation | if your and keys are unused for 2 seconds 2x damage |
not retrocasuality | 2020/09/27, decorrelation |
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mass driver | 4x block collision damage | not wormhole, reek, tokamak | 2020/03/13, block throwing |
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Halbach array | throwing a block will also throw other nearby blocks | mass driver, printer, not wormhole, pilot wave, tokamak | |
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inflation | if holding a block 0.1x damage taken after throwing a block it expands 3x |
mass driver, not pilot wave, tokamak, wormhole | 2021/05/19, inflation |
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restitution | 2.5x block collision damage after throwing a block it becomes very bouncy |
mass driver, not pilot wave, tokamak, wormhole | 2021/07/29, restitution |
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flywheel | 2.5x block collision damage after a mob dies its block is flung at mobs |
mass driver, no other mob death tech | 2021/04/19, throwing blocks are buffed |
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buckling | if a block kills a mob there's a 50% chance to spawn either , , , , or | mass driver, not pilot wave, tokamak | 2021/02/09, restitution (originally called inelastic collision) |
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first derivative | 0.85x damage taken taken per in your inventory while the 1st in your inventory is equipped
(1.00x) |
2019/12/01, added 5 new mods, power up display, game balance (originally called monogamy and later entanglement) | |
![]() |
dark matter | dark matter slowly gravitates towards you
0.4x damage taken inside dark matter
|
2021/05/24, MACHO | |
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axion | while inside dark matter 2x damage |
dark matter | 2021/11/28, affine connection |
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dark energy | while inside dark matter generate 10 energy per second | dark matter | |
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MACHO | dark matter's effects are only active outside its range 1.6x to all dark matter effects |
dark matter, not entropic dravity, dark star | |
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entropic gravity | crouching pulls the dark matter towards you 1.6x to all dark matter effects |
dark matter, not MACHO | 2024/05/11, invulnerable |
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dark star | mobs inside dark matter are damaged 1.3x dark matter radius |
dark matter, not MACHO | 2023/08/22, dark star |
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non-Newtonian armor | after mob collisions 0.4x damage taken for 10 seconds |
2020/07/06, mod turret mode | |
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tessellation | use 0.6x damage taken |
2021/07/11, field research tech | |
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Pauli exclusion | for 7 seconds after mob collisions become invulnerable and inhibit energy regen |
2022/08/24, boost power ups | |
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spin-statistics theorem | for 1.9 seconds out of every 7 seconds become invulnerable and inhibit energy regen |
2021/01/07, complex spinstatistics (originally called complex spin-statistics, and later spelled "spin–staistics" with an en dash) | |
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fermion | for 7 seconds after mobs die become invulnerable and inhibit energy regen |
2024/05/11, invulnerable | |
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abelian group | 3x damage while invulnerable | invincibility tech | 2024/05/11, invulnerable |
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refrigerant | after losing at least 5 health freeze all mobs for 7 seconds |
2023/05/07, factory | |
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piezoelectricity | if you collide with a mob generate +2048 energy |
not mass-energy | 2020/01/05, shield rebalance, difficulty rebalance, piezo and static mods |
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ground state | +300 maximum energy 0.66x passive energy generation |
not time crystals | 2020/03/29, ground state mod |
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heat engine | 1.4x damage –50 maximum energy |
not CPT | 2020/12/05, engine mods |
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exothermic process | 1.6x damage after mobs die –5 energy |
2020/02/16, working on giving custom mod requirements (in progress, buggy) (originally called acute stress response) | |
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Gibbs free energy | 1.006x damage for each missing energy(1.00x) | 2020/12/05, engine mods | |
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overcharge | +100 maximum energy +5% Junk choices |
2019/12/15, foam gun, mods: overcharge, supersaturate, many beyond adjustments | |
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Maxwells demon | energy above max decays 30x slower +5% Junk choices |
energy above your max | 2020/11/16, supercapacitor - overfill energy decays 66% slower (originally called supercapacitor) |
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inductive charging | if crouched 7x passive energy generation otherwise 0x passive energy generation |
not parasitism | 2021/06/19, catabolism and inductive coupling (originally called inductive coupling) |
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energy conservation | doing damage to mobs generates energy | 2019/10/30, added spore mod (originally called energy siphon, then later field siphon and energy transfer) | |
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parasitism | if a mob has died in the last 5 seconds 2x damage, no passive energy generation |
not inductive charging | 2021/11/20, Occam's razor (originally called predator) |
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waste heat recovery | if a mob has died in the last 5 seconds generate 0.05x max energy per second |
2020/02/15, added a few mods and added custom difficulty (originally called waste energy recycling, and later waste energy recovery) | |
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recycling | if a mob has died in the last 5 seconds recover 0.005x maximum health every second |
2020/02/15, added a few mods and added custom difficulty (originally called scrap waste recycling, and later scrap recycling) | |
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torpor | if a mob has not died in the last 5 seconds 0.3x damage taken |
2021/02/19, in game music | |
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stability | 0.1x damage taken while your health is at maximum |
2024/06/28, tokamak | |
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instability | 2.5x damage while your damage taken is 1.00x
fire rate |
2024/06/28, tokamak | |
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control theory | 2x damage while your health is at maximum | 2024/06/28, tokamak | |
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homeostasis | missing health reduces damage taken down to a limit of 0.2x at 0 health (0.30x) |
health below 60 | 2022/07/24, robotics |
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negative feedback | 1.006x damage for each missing health
(1.45x) |
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Zenos paradox | 0.2x damage taken –5% of current health every 5 seconds |
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antiscience | –10 health after picking up 1.7x damage |
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ergodicity | 0.50x healing from 1.7x damage |
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fluoroantimonic acid | if your health is above 100 1.35x damage |
maximum health above 100 | |
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induction brake | after using slow nearby mobs for 17 seconds |
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adiabatic healing | 2x healing from +4% Junk choices |
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quenching | 0.5x of overhealing is added to maximum health | ||
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accretion | follow you, even between levels +4% chance to duplicate spawned power ups |
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accretion disk | 1.07x damage for each power up on this level +5% Junk choices (1.14x) |
accretion | |
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self-assembly | at the start of each level for every 20 missing health spawn | ||
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interest | at the start of each level spawn 5% of your , , , and (rounded up) | ||
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anthropic principle | once per level, instead of dying use and spawn | ||
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weak anthropic principle | after anthropic principle prevents your death +60% duplication chance for that level |
anthropic principle | |
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strong anthropic principle | after anthropic principle prevents your death 2.71828x damage for that level |
anthropic principle | |
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quantum immortality | 0.7x damage taken after dying continue in an alternate reality |
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many-worlds | at the start of every level and enter an alternate reality | ||
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Ψ(t) collapse | after a boss dies spawn if you research enter an alternate reality |
not many-worlds, Hilbert space, or pseudoscience | |
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decoherence | after a boss dies spawn options you don't choose won't reoccur |
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coherence | after observing a choices that choices is avaiable for all future |
decoherence | |
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peer review | after you research gain 1.05x damage and +1% Junk choices | ||
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pseudoscience | research 2 times for free, but +1% Junk choices each time | ||
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renormalization | 47% chance to spawn after consuming +5% Junk choices |
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perturbation theory | if you have no in your inventory 2x fire rate |
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Bayesian statistics | 1.05x damage per in your inventory
(1.00x) |
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ansatz | after choosing , , or if you have no in your inventory spawn |
no research, not superdeterminism, Ψ(t) collapse, or perturbation theory | |
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unified field theory | when paused you can click to change your 2x frequency for |
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eternalism | 1.3x damage, but time doesn't pause while choosing , , or | ||
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brainstorming | randomize choices every 1.5 seconds for 10 seconds | ||
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cross-disciplinary | have an extra or choice +5% chance to duplicate spawned power ups |
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emergence | , , or have +1 choice 1.1x damage |
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technical debt | increase damage by 4x, but reduce damage by 0.15x for each you have
(4.00x) |
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meta-analysis | if you choose Junk you get a random choice and instead | some junk tech | |
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dark patterns | 1.3x damage +15% Junk choices |
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junk DNA | increase damage by twice your Junk chance
(1.00x) |
junk in tech pool | |
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mass production | have extra choices to spawn , , or +3% chance to duplicate owned power ups |
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virtual particles | 17% chance after mobs die to spawn
[coupling effect] |
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fine-structure constant | after a boss dies spawn lose after mob collisions |
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residual dipolar coupling | clicking cancel spawns
[coupling effect] |
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commodities exchange | clicking cancel for , , or spawns 8-12 , , |
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options exchange | clicking cancel for , , or will randomize with 3x choices, once a level |
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futures exchange | clicking cancel for , , or gives +6% power up duplication chance |
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replication | +10% chance to duplicate spawned power ups +10% Junk choices |
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metastability | +13% chance to duplicate spawned power ups duplicate explode with a 4 second half-life |
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correlated damage | duplication increases damage
(1.00x) |
duplication chance > 3% | |
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parthenogenesis | +8% to duplicate spawned power ups duplication also duplicates mobs |
some duplication chance | |
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stimulated emission | +20% chance to duplicate spawned power ups, collisions |
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strange attractor | 1.1x damage |
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strange loop | 1.1x damage |
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null hypothesis | 1.1x damage |
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martingale | 1.1x damage. (1.1x→1.2x) |
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externality | 1.1x damage |
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deprecated | after (1.08x) |
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planned obsolescence | at the start of each level |
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paradigm shift | when paused clicking your costs 1.0 health (1.3x cost each use) |
Instant tech
Image | Tech | Description | Requirements (if any) | Update added (YYYY/MM/DD) |
---|---|---|---|---|
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ordnance | spawn and get 2x frequency for +6% Junk choices |
2021/03/16, planned obsolescence (originally named gun sciences) | |
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generalist | spawn 7 , but your equipped cycles each level and you can't switch | at least 2 guns, at least 5 unclaimed guns | 2020/08/14, arsenal, generalist mod |
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ad hoc | spawn a , , , , , or for each in your inventory |
at least 2 guns | 2021/01/07, complex spinstatistics (originally called specialist) |
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applied science | get a random for each of in your inventory | at least 2 guns | 2021/11/11, applied science |
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supply chain | spawn | 2020/06/26, neocognitron pulse aim | |
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ersatz bots | double your bots remove all in your inventory |
NOT EXPERIMENT MODE, at least 4 bots | 2020/05/24, sniper mob balance, bot replication mod (originally called self-replication, and later bot replication) |
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robotics | construct 2 random bots | at least 3 bots | 2022/07/24, robotics |
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bot manufacturing | use to build 3 random bots | at least 4 bots | 2020/12/11, nano bots |
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bot prototypes | use to build 2 random bots and upgrade all bots to a random type |
at least 6 bots | 2020/12/11, nano bots |
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maintenance | 2x frequency for with spawn |
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path integral | your next has all possible choices +4% Junk choices |
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determinism | spawn , , or have only 1 choice |
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superdeterminism | spawn you can't cancel and no longer spawn |
determinism, not ansatz, pseudoscience, or brainstorming | |
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research | spawn next time increase amount spawned by +4 |
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ammo | spawn next time increase amount spawned by +7 |
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heals | spawn next time increase amount spawned by +7 |
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field coupling | spawn
[coupling effect] |
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quintessence | convert [amount of research] into [(amount of research)x3]
[coupling effect] |
having research | |
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Born rule | more than 6 tech | ||
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Occams razor | randomly for each removed 1.50x damage ~1.00x |
more than 6 tech | |
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exchange symmetry | spawn |
at least 4 tech, not superdeterminism | |
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Monte Carlo method | spawn |
some duplication, at least 4 tech, not superdeterminism | |
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missile-bot | use to trade your missile for a bot that fires missiles | missiles, not launch system |
Guntech
Image | Tech | Description | Requirements (if any) | Update added (YYYY/MM/DD) | |
---|---|---|---|---|---|
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needle ice | after needles impact walls they chip off 1-2 freezing ice IX crystals |
needle gun, needle gun, not nanowires | 2021/08/21, needle ice | |
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nanowires | needles tunnel through blocks and map 1.2x needle damage |
nail gun, needle gun, not needle ice | 2021/12/04, grey intro | |
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ceramics | needles and harpoons pierce shields dircetly damaging shielded mobs |
nail gun or harpoon, not Bessemer process | 2021/09/12, harpoon tech | |
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needle gun | nail gun and shotgun fire mob piercing needles | nail gun or shotgun, not ice crystal, rivets, rotary cannon, pneumatic, incendiary, nail-shot, foam-shot, worm-shot, or ice-shot | 2021/01/16, nail gun rework | |
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stress concentration | mobs below 50% durability die after you shoot them near their center with needles or rivets |
needles or rivets, not incendiary or supercritical fission | 2022/06/19, stress concentatrion | |
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rivet gun | nail gun and shotgun slowly lob a heavy rivet | nail gun or shotgun, not ice crystal, needles or pneumatic actuator | 2021/01/16, nail gun rework | |
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pneumatic actuator | nail gun takes no time to ramp up to its fastest fire rate | nail gun, not rotary cannon, rivets, or needles | 2020/08/29, nail gun | |
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ice crystal nucleation | nail gun uses energy instead of ammo to condense freezing ice nails | nail gun, not rivets or needles | 2020/10/21, bug fix | |
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rotary cannon | nail gun has increased muzzle speed, maximum fire rate, accuracy, and recoil | nail gun, not pneumatic actuator or needle gun | 2021/10/23, rotary cannon | |
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gauge | rivets, needles, super balls, and nails have 1.3x mass and physical damage | nails, nail gun, rivets, shotgun, super balls, or mine | 2022/12/17, added images | |
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supercritical fission | if nails, or rivetssrike mobs near their center they can explode |
nail gun, mine, needles, nails, or rivets, not incendiary or stress concentration | 2020/10/20, worm hole mods | |
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irradiated nails | nails, needles, and rivets are radioactive 2x radioactive damage over 3 seconds |
nail gun, nails, rivets, or mine, not ceramic needles | 2020/05/19, file reoganiation, mod has it's own file | |
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6s half-life | nails, needles, rivets are made of plutonium-238 radioactive damage lasts +3 seconds |
nail gun, mine, or irradiated nails, not 1s half-life | 2020/06/04, minigun ramp up (was named "4s half-life" for a short amount of time before switching back to "6s half-life") | |
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1s half-life | nails, needles, rivets are made of lithium-238 4x radioactive damage for 1 second |
nail gun, mine, irradiated nails, not 6s half-life | 2021/10/09, refractory metal | |
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spin-statistics | after firing the shotgun you are invulnerable shotgun has 0.7x bullets per |
shotgun | ||
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Newtons 3rd law | 1.7x shotgun fire rate and recoil | shotgun, not Noether violation | ||
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Noether violation | 1.5x shotgun damage shotgun recoil is reversed |
shotgun, not Newtons 3rd law | ||
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repeater | shotgun immediately fires again for no ammo reduced 0.5x shotgun fire rate |
shotgun, not Newton's 3rd law | ||
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nail-shot | shotgun drives a long clip of nails | shotgun, not incendiary, rivets, foam-shot, worm-shot, ice-shot, or needles | ||
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foam-shot | shotgun sprays sticky foam bubbles | shotgun, not incendiary, nail-shot, rivet, worm-shot, ice-shot, or needles | ||
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ice-shot | shotgun condenses ice IX crystals that freeze mobs | shotgun, not incendiary, nail-shot, rivet, foam-shot, or worm-shot | ||
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freezer burn | mobs frozen while below 33% durability die | a freeze effect | ||
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flash freeze | mobs frozen while above 66% durability have their durability reduced to 66% |
a freeze effect | ||
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crystallizer | after frozen mobs die they shatter into ice IX crystals | a localized freeze effect, no other mob death tech | ||
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thermoelectric effect | after killing mobs with ice IX +100 energy | ice IX | ||
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superfluidity | freeze effects are applied to a small area around the target | a localized freeze effect | ||
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triple point | +5 second freeze duration | a localized freeze effect | ||
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incendiary ammunition | shotgun, rivets, super balls, and drones are loaded with explosives | shotgun, super balls, rivets, or drones, not irradiated drones, burst drones, polyurethane, or Zectron | ||
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rebound | after they collide with a mob, super balls gain speed, duration, and 1.3x damage | super balls, not incendiary | ||
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Zectron | 2x super ball damage, but after you collide with super balls they stop | super balls, not incendiary ammunition or uncertainty principle | ||
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polyurethane foam | super balls and harpoons colliding with mobs catalyzes a reaction that yields foam bubbles | super balls or harpoon, not fragmentation | ||
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autocannon | fire +2 super balls in a line 1.4x super ball velocity and gravity |
super balls or harpoon, not fragmentation | 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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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) |
Fieldtech
Image | Tech | Description | Requirements (if any) | Update added (YYYY/MM/DD) |
---|---|---|---|---|
spherical harmonics | 1.5x standing wave deflection energy efficiency
shield deflection radius holds it's max range |
standing wave, not surface plasmons | 2021/06/05 | |
surface plasmons | if deflecting drains all your energy
emit laser beams that scale with max energy |
standing wave | ||
zero point energy | use
+166 maximum energy |
standing wave, pilot wave, time dilation | ||
expansion | using standing wave field expands its radius
+77 maximum energy |
standing wave | 2021/06/05, tech: expansion | |
electronegativity | 1.0023x damage per energy
(1.23x damage at max energy) |
standing wave, wormhole, pilot wave | ||
bremsstrahlung | deflecting and thrown blocks
do braking damage to mobs |
standing wave, perfect diamagnetism, pilot wave | ||
cherenkov radiation | bremsstrahlung's effects are radiation
3.5x damage over 3 seconds |
bremsstrahlung | 2022/5/10, tech: cherenkov radiation | |
flux pinning | after deflecting a mob
it is stunned for up to 4 seconds |
a field that can block | ||
eddy current brake | perfect diamagnetism slows nearby mobs
effect radius scales with stored energy |
perfect diamagnetism, not induction brake | 2020/10/5, eddy current brake | |
meissner effect | 1.55x perfect diamagnetism radius
+22° perfect diamagnetism circular arc |
perfect diamagnetism | ||
radiative equilibrium | after losing health
3x damage for 8 seconds |
negative mass, pilot wave | ||
dynamic equilibrium | increase damage by your last health loss
(damage increase) |
negative mass, pilot wave | ||
neutronium | 0.8x move and jump, but
if your field is active 0.05x damage taken |
negative mass | ||
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 | ||
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Newtons 1st law | damage taken is proportional to your speed up to 0.2x damage taken at 55 speed (1.00x) |
negative mass, grappling hook | 2020/11/25, pause menu on selection |
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Newtons 2nd law | damage is proportional to your speed up to 2x damage at 55 speed (1.00x) |
negative mass, grappling hook | 2020/11/25, pause menu on selection |
bot prototypes | use to build 2 random bots
and upgrade all bots to that type |
molecular assembler, grappling hook, pilot wave | 2020/12/11, nano bots | |
additive manufacturing | deflecting and thrown blocks
do braking damage to mobs |
standing wave, perfect diamagnetism, pilot wave | ||
pair production | after picking up a power up
+200 energy |
molecular assembler, pilot wave, standing wave | ||
electric generator | after deflecting mobs
molecular assembler generates +50 energy |
molecular assembler | ||
combinatorial optimization | 1.35x damage
0.65x fire rate |
time dilation, cloaking, pilot wave | ||
tokamak | throwing a block converts it to energy
and a pulsed fusion explosion |
plasma torch, molecular assembler, grappling hook,
not printer, reel, swarf |
||
degenerate matter | if your field is active
0.1x damage taken |
plasma torch, grappling hook, pilot wave | ||
plasma bot | use to trade your field
for a bot that uses energy to emit plasma |
plasma torch, not extruder, plasma ball | ||
plasma jet | use
1.5x plasma torch range |
plasma torch, not plasma ball | ||
extruder | extrude a thin hot wire of plasma
increases damage and energy cost |
plasma torch, not plasma ball | 2020/12/13, extruder | |
refractory metal | extrude metals at a higher temperature
increases effective radius and damage |
extruder | ||
plasma ball | grow an expanding ball of plasma
increases damage and energy cost |
plasma torch, not extruder, plasma jet | ||
corona discharge | increase the range and frequency
of plasma ball's electric arc |
plasma ball | ||
retrocausality | time dilation uses energy to rewind your
health, velocity, and position up to 10 seconds |
time dilation, not CPT symmetry | ||
frame dragging | when not moving time dilation s t o p s t i m e
0.6x damage taken |
time dilation | ||
Lorentz transformation | use
1.5x movement, jumping, and fire rate |
time dilation or pilot wave | ||
time crystals | 2.5x passive energy generation
(+6.0 energy per second) |
time dilation or pilot wave, not ground state | ||
no-cloning theorem | +40% chance to duplicate spawned power ups
after a mob dies -1% DUPLICATION |
cloaking, time dilation | ||
metamaterial absorber | for each mob left alive after you exit a level
there is a 25% chance to spawn a random power up |
cloaking | ||
symbiosis | after a boss dies spawn and a tech
after a mob dies -0.25 maximum health |
cloaking | ||
boson composite | while cloaked you are intangible
to blocks and mobs, but mobs drain energy |
metamaterial cloaking | ||
patch | after cloaking recover 0.75x
of your last health lost |
metamaterial cloaking, not mass-energy | 2022/7/26, patch | |
dazzler | after decloaking
stun nearby mobs for 2 second |
metamaterial cloaking | 2020/9/26, ionization energy | |
topological defect | 2.1x damage to mobs at maximum durability | cloaking, pilot wave, not reaction inhibitor | 2024/1/4, winter vacation update | |
WIMPs | at the end of each level spawn and a dangerous particle that slowly chases you | wormhole, pilot wave, time dilation | 2021/5/13, WIMPs | |
vacuum fluctuation | use
+11% chance to duplicate spawned power ups |
wormhole, time dilation, negative mass, pilot wave | 2021/7/11, field research tech
(originally named virtual particles) | |
transdimensional worms | after a block falls into a wormhole
spawn a worm |
wormhole | 2022/4/11, wiggle | |
geodesics | your bullets can traverse wormholes
1.5x damage |
wormhole | 2020/10/20, worm hole mods
(originally named traversable geodesics) | |
cosmic string | after tunneling through mobs with a wormhole
stun them and do worm damage |
wormhole | 2020/10/18, wormhole mods | |
invariant | while placing your wormhole
use energy to pause time |
wormhole, not eternalism | 2022/1/13, invariant | |
charmed baryons | 0.66x movement and jumping
wormholes cost zero energy |
wormhole, not affine connection | ||
affine connection | wormholes can tunnel through anything
for 2x energy cost |
wormhole, not charmed baryons | ||
CIWS | grappling hook uses 10 energy to fire harpoons at nearby mobs | grappling hook | ||
swarf | after grappling hook impacts something eject nails splinters towards nearby mobs | grappling hook, not reel, tokamak | 2023/11/25, grappling hook 2nd update (originally named rupture) | |
reel | 5x block collision damage
up to +100 energy after reeling in blocks |
grappling hook, not mass driver, swarf, tokamak | 2023/12/3, grapple tech |