Tech: Difference between revisions
SquareCube (talk | contribs) mNo edit summary Tag: 2017 source edit |
SquareCube (talk | contribs) No edit summary Tag: 2017 source edit |
||
Line 1: | Line 1: | ||
{{techcircle}} {{techtext}} (formerly called {{modtext|mods}}) <!-- the plural of "tech" seems to be also "tech", judging from older versions--> are the main [[power ups]] in n-gon. They are found by killing [[mob]]s and rarely in the wild. They have 6 types: '''skins''', {{techtext|tech}}, {{instantcircle}} {{techtext|instant tech}}, {{guntechcircle}}[[gun|{{guntext}}]]{{Techtext}}<!--guntech and fieldtech seem to be treated as one word, as seen in older versions-->, {{fieldtechcircle}}[[fields|{{energytext|field}}]]{{Techtext}}, and {{Junkcircle}} {{junktext}}. | {{techcircle}} {{techtext}} (formerly called {{modtext|mods}}) <!-- the plural of "tech" seems to be also "tech", judging from older versions--> are the main [[power ups]] in n-gon. They are found by killing [[mob]]s and rarely in the wild. They have 6 types: '''skins''', {{techtext|tech}}, {{instantcircle}} {{techtext|instant tech}}, {{guntechcircle}}[[gun|{{guntext}}]]{{Techtext}}<!--guntech and fieldtech seem to be treated as one word, as seen in older versions-->, {{fieldtechcircle}} [[fields|{{energytext|field}}]]{{Techtext}}, and {{Junkcircle}} {{junktext}}. | ||
The most significant source of tech is [[Mob|Boss]] kills. | The most significant source of tech is [[Mob|Boss]] kills. | ||
Line 971: | Line 971: | ||
|[[File:correlated damage.webp|thumb]] | |[[File:correlated damage.webp|thumb]] | ||
|[[correlated damage]] | |[[correlated damage]] | ||
|{{duplicatetext|duplication}} increases {{ | |{{duplicatetext|duplication}} increases {{damagetext}} | ||
{{Notetext|(1.00x)}} | {{Notetext|(1.00x)}} | ||
|duplication chance > 3% | |duplication chance > 3% | ||
Line 1,188: | Line 1,188: | ||
|use {{researchcircle}} to trade your '''missile''' for a {{bottext}} that fires '''missiles''' | |use {{researchcircle}} to trade your '''missile''' for a {{bottext}} that fires '''missiles''' | ||
|missiles, not launch system | |missiles, not launch system | ||
| | |||
|- | |||
|[[File:surfactant.webp|thumb]] | |||
|[[surfactant]] | |||
|use {{researchcircle}}{{researchcircle}} to trade your '''foam''' {{guncircle}} for '''2''' {{bottext|foam-bots}} and {{bottext|foam-bot upgrade}} | |||
|foam gun, no bot upgrades, fractionation, or pressure vessel | |||
| | | | ||
|- | |- | ||
|[[File:fault tolerance.webp|thumb]] | |[[File:fault tolerance.webp|thumb]] | ||
|[[fault tolerance]] | |[[fault tolerance]] | ||
|use {{researchcircle}}{{researchcircle}} to trade your '''drone''' {{guncircle}} for ''' | |use {{researchcircle}}{{researchcircle}} to trade your '''drone''' {{guncircle}} for '''5 drones''' that last '''forever''' | ||
|drones, not drone repair, anti-shear topology, or autonomous navigation | |drones, not drone repair, anti-shear topology, or autonomous navigation | ||
| | | | ||
|- | |- | ||
Line 1,209: | Line 1,209: | ||
|} | |} | ||
=== {{ | === {{Guntechcircle}}Guntech === | ||
These {{Techtext}} upgrade your gun. They can also upgrade certain {{Fieldtext|fields}} or '''bots''' that have projectiles. | These {{Techtext}} upgrade your gun. They can also upgrade certain {{Fieldtext|fields}} or '''bots''' that have projectiles. | ||
{| class="wikitable sortable mw-collapsible mw-collapsed" | {| class="wikitable sortable mw-collapsible mw-collapsed" | ||
Line 1,316: | Line 1,316: | ||
|[[File:Noether violation.webp|thumb]] | |[[File:Noether violation.webp|thumb]] | ||
|[[Noether violation]] | |[[Noether violation]] | ||
|<strong>1.5x shotgun</strong> {{ | |<strong>1.5x shotgun</strong> {{damagetext}}<br><strong>shotgun recoil</strong> is reversed | ||
|shotgun, not Newtons 3rd law | |shotgun, not Newtons 3rd law | ||
| | | | ||
Line 1,727: | Line 1,727: | ||
|[[File:reduced tolerances.webp|thumb]] | |[[File:reduced tolerances.webp|thumb]] | ||
|[[reduced tolerances]] | |[[reduced tolerances]] | ||
|'''2x | |'''2x drones''' per {{ammocircle}} and {{energytext}}<br>'''0.6x''' drone '''duration''' | ||
|drones, not irradiated drones | |drones, not irradiated drones | ||
| | | | ||
Line 1,970: | Line 1,970: | ||
|} | |} | ||
=== {{fieldtechcircle}}Fieldtech === | === {{fieldtechcircle}} Fieldtech === | ||
These {{Techtext}} upgrade your {{Fieldtext}}. | These {{Techtext}} upgrade your {{Fieldtext}}. | ||
{| class="wikitable sortable mw-collapsible mw-collapsed" | {| class="wikitable sortable mw-collapsible mw-collapsed" | ||
Line 2,335: | Line 2,335: | ||
|} | |} | ||
=={{junkcircle}} {{Junktext}}== | |||
:''Main article: [[Junk|{{junktext}}]]'' | :''Main article: [[Junk|{{junktext}}]]'' | ||
These {{techtext}} are usually either entirely cosmetic, absurd, or even hindering, and can only be obtained from increasing the {{junktext}} percentage. | These {{techtext}} are usually either entirely cosmetic, absurd, or even hindering, and can only be obtained from increasing the {{junktext}} percentage. |
Revision as of 14:08, 21 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
skins are a type of tech that change your appearance. You can (generally) only have one skin.
- "skinned" means having any other skin tech.
Image | Skin preview | Name | Description | Requirements (if any) | Update added (YYYY/MM/DD) |
---|---|---|---|---|---|
![]() |
tungsten carbide | +500 maximum health lose health after hard landings |
not skinned | 2023/02/07, elasticity | |
![]() |
nitinol | 1.3x movement and jumping 0.17 seconds of coyote time |
not skinned | 2023/02/07, elasticity (originally called squirrel-cage rotor, changed to elasticity at some point, changed to nitinol at some point) | |
![]() |
Higgs mechanism | 4x fire rate while firing your position is fixed |
not skinned, ship mode, automatic | 2021/01/12, Higgs | |
![]() |
Verlet integration | 3x damage after mobs die advance time 0.5 seconds |
not skinned | 2022/05/31, propagator (originally a regular tech called propagator, which instead gave 1.6x damage and could stack 9 times, renamed in 24/7/29, wikipedia) | |
![]() |
Hilbert space | 4x damage after a collision enter an alternate reality |
not skinned, Ψ(t) collapse, many-worlds | 2021/5/6, non-unitary (Originally called non-unitary armor) | |
![]() |
aperture | every 4 seconds your damage cycles between 0.8x and 3x damage |
not skinned | 2023/02/04, skins | |
![]() |
diaphragm | every 4 seconds your damage taken cycles between 0.9x and 0.2x damage taken |
aperture | 2023/02/07, elasticity | |
![]() |
mass-energy equivalence | energy protects you instead of health | not piezoelectricity, CPT, annihilation | 2020/04/13, pilot wave field | |
![]() |
depolarization | 0.5x damage for 4.0 seconds after a mob dies 4x damage otherwise |
not skinned | 2024/02/08, depolarization | |
![]() |
CPT symmertry | after losing health, if you have above 85 energy rewind time for 20 energy per second |
not skinned, standing wave, max energy reduction, retrocausality, mass-energy | 2020/11/27, CPT (Originally called CPT reversal) |
Normal
These are all the normal tech in the game.
Image | Tech | Description | Requirements (if any) | Update added (YYYY/MM/DD) |
---|---|---|---|---|
![]() |
1st ionization energy | convert current and future into give +14 maximum energy |
mass-energy equivalence, not quenching | 2020/09/26, ionization energy (originally called ionization energy) |
![]() |
repolarization | the damage from depolarization resets after 1.25 seconds sooner after a mob dies |
depolarization | 2024/02/10, hyperpolarization (originally called hyperpolarization) |
![]() |
causality bots | when you rewind build scrap bots that protect you for about 9 seconds | CPT, retrocausality | 2020/12/10, CPT mods |
![]() |
causality bombs | when you rewind drop several grenades | CPT, retrocausality | 2020/12/10, CPT mods |
![]() |
ternary | 1.9x damage while your ammo is evenly divisible by 3 (1x) |
2023/03/04, factory | |
![]() |
integrated armament | 1.3x damage, but new replace your current and convert |
only 1 gun | 2020/07/27, level elevators |
![]() |
arsenal | for each unused in your inventory 1.25x damage (1.00x) |
at least 2 guns | 2020/08/14, arsenal generalist mod |
![]() |
cooling | for each unused in your inventory 1.25x fire rate (1.00x) |
at least 2 guns | 2021/01/08, complex spinstatistics |
![]() |
pigeonhole principle | 1.4x damage per , but your active cycles each level and you can't switch | at least 2 guns | 2022/10/24, pigeonhole principle |
![]() |
marginal utility | 2x ammo per for [random gun] | 2024/03/31, remove keyword | |
![]() |
Pareto efficiency | all your randomly get 5x or 0.2x ammo per | at least 3 guns | 2024/01/31, remove keyword |
![]() |
logistics | 2x ammo per , but ammo is only added to your current | not non-renewables | 2020/06/09, mod: logistics |
![]() |
cache | 17x ammo per , but you can't store additional ammo | not non-renewables | 2021/10/06, cache |
![]() |
catabolism | if you fire while out of ammo spawn and –2 maximum health | not non-renewables | 2020/02/09, added several new mods |
![]() |
non-renewables | 2x damage you can't pickup |
not catabolism, quasiparticles | 2020/09/05, exciton-lattice (originally named exciton-lattice and later shortened to exciton) |
![]() |
desublimated ammunition | if crouching alternating shots cost no ammo | 2019/10/30, added spore mod | |
![]() |
gun turret | if crouching0.3x damage taken | 2020/07/07, mod turret mode | |
![]() |
dead reckoning | if your speed is 0 1.5x damage |
2021/01/12, rest frame | |
![]() |
kinetic bombardment | far away mobs take more damage up to 1.3x damage at 3000 displacement |
2019/12/01, added 5 new mods, power up display, game balance | |
![]() |
microstates | use 1.01x damage per bullet or bot (1.00x) |
2020/05/18, mod - microstates | |
![]() |
regression | bullet collisions increase vulnerability to damage by 1.05x for mobs and +1.025x for bosses | 2021/11/28, affline connection | |
![]() |
simulated annealing | 1.2x damage 0.8x fire rate |
2020/05/31, fire delay mods (originally called electrostatic shots and electrostatic discharge) | |
![]() |
heuristics | 1.3x fire rate | 2019/10/30, added spore mod (originally called auto-loading heuristics) | |
![]() |
mechatronics | randomly gain between 1x and 1.3x damage | 2023/06/15, sort | |
![]() |
dynamical systems | use 1.3x damage |
2021/07/11, field research tech | |
![]() |
anti-shear topology | your bullets last 1.3x longer | 2019/10/30, added spore mod (originally called corrosion resistant topology an lorentzian topology) | |
![]() |
fracture analysis | if a mob is stunned it takes 5x damage from bullet impacts |
a stun effect | 2019/12/13, added chronon gun |
![]() |
remineralization | after mobs die gain 0.85x damage taken effects stack, but fade 10% every second (1.00x) |
2025/01/05, demineralization | |
![]() |
demineralization | after mobs die gain 1.08x damage effects stack, but fade 10% every second (1.00x) |
2025/01/05, demineralization | |
![]() |
shear stress | after mobs die they fire a nail at nearby mobs |
2020/04/30, mod - impact shear (originally called impact shear) | |
![]() |
thermal runaway | after mobs die they explode | 2020/02/17, added requirement text, thermal runaway mod | |
![]() |
zoospore vector | after mobs die there is a 10% chance they grow spores |
2019/10/03, added spore mod | |
![]() |
exciton | after mobs die they have a +14% to spawn that give 2.25x damage for 10 seconds | ||
![]() |
band gap | give an additional 1.75x damage but their duration is reduced by 1 second | exciton, quasiparticles | |
![]() |
polariton | also give 0.3x damage taken for 10 seconds | exciton, quasiparticles | |
![]() |
collider | after mobs die existing power ups collide to from new power ups |
2023/01/29, SLOW OPENING DOORs, END OF THE WORLD literally | |
![]() |
bubble fusion | after destroying a mob's shield spawn 1-2 , , or (once per mob) |
2020/06/23, bubble fusion | |
![]() |
enthalpy | 8% chance to spawn after mobs die | 2021/12/01, hammer + nail | |
![]() |
cascading failure | 3x damage to mobs below 25% durability | reaction inhibitor | 2024/01/04, winter vacation update |
![]() |
reaction inhibitor | mobs spawn with 0.88x initial durability | not topological defect | 2020/02/14, working on mods, added death at 12% mod |
![]() |
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 |
![]() |
scrap refit | after mobs die reset scrap bots to 15 seconds of operation | scrap bots | 2021/04/08, refit |
![]() |
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 |
![]() |
foam-bot | construct a bot thatsprays sticky foam at nearby mobs | 2020/05/10, foam bots | |
![]() |
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 |
![]() |
sound-bot | construct a bot emits expanding arcs aimed towards nearby mobs | 2020/07/04, sound-bot | |
![]() |
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 |
![]() |
boom-bot | a bot defends the space around you ignites an explosion after hitting a mob |
2020/06/29, plasma bot, boom bot | |
![]() |
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 |
![]() |
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 |
![]() |
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 |
![]() |
orbital bot | construct a bot locked in orbit around you that stuns and damages mobs |
2020/09/28, orbital bot | |
![]() |
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 |
![]() |
dynamo-bot | construct a bot that damages mobs and generates +8 energy per second when nearby | 2021/01/29, cloning | |
![]() |
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 |
![]() |
perimeter defense | for each permanent bot 0.96x damage taken (1.00x) |
at least 2 bots | 2020/07/14, mod - bot fab |
![]() |
network effect | for each permanent bot 1.04x damage(1.00x) |
at least 2 bots | 2020/11/29, late game bot mods |
![]() |
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 |
![]() |
open-source | , , and have +1 bot choice 3x frequency for with bots |
at least 2 bots | 2022/07/24, robotics |
![]() |
decorrelation | if your and keys are unused for 2 seconds 0.3x damage taken |
not retrocasuality | 2020/09/27, decorrelation |
![]() |
anticorrelation | if your and keys are unused for 2 seconds 2x damage |
not retrocasuality | 2020/09/27, decorrelation |
![]() |
mass driver | 4x block collision damage | not wormhole, reek, tokamak | 2020/03/13, block throwing |
![]() |
Halbach array | throwing a block will also throw other nearby blocks | mass driver, printer, not wormhole, pilot wave, tokamak | |
![]() |
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 |
![]() |
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 |
![]() |
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 |
![]() |
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) |
![]() |
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 | |
![]() |
axion | while inside dark matter 2x damage |
dark matter | 2021/11/28, affine connection |
![]() |
dark energy | while inside dark matter generate 10 energy per second | dark matter | |
![]() |
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 | |
![]() |
entropic gravity | crouching pulls the dark matter towards you 1.6x to all dark matter effects |
dark matter, not MACHO | 2024/05/11, invulnerable |
![]() |
dark star | mobs inside dark matter are damaged 1.3x dark matter radius |
dark matter, not MACHO | 2023/08/22, dark star |
![]() |
non-Newtonian armor | after mob collisions 0.4x damage taken for 10 seconds |
2020/07/06, mod turret mode | |
![]() |
tessellation | use 0.6x damage taken |
2021/07/11, field research tech | |
![]() |
Pauli exclusion | for 7 seconds after mob collisions become invulnerable and inhibit energy regen |
2022/08/24, boost power ups | |
![]() |
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) | |
![]() |
fermion | for 7 seconds after mobs die become invulnerable and inhibit energy regen |
2024/05/11, invulnerable | |
![]() |
abelian group | 3x damage while invulnerable | invincibility tech | 2024/05/11, invulnerable |
![]() |
refrigerant | after losing at least 5 health freeze all mobs for 7 seconds |
2023/05/07, factory | |
![]() |
piezoelectricity | if you collide with a mob generate +2048 energy |
not mass-energy | 2020/01/05, shield rebalance, difficulty rebalance, piezo and static mods |
![]() |
ground state | +300 maximum energy 0.66x passive energy generation |
not time crystals | 2020/03/29, ground state mod |
![]() |
heat engine | 1.4x damage –50 maximum energy |
not CPT | 2020/12/05, engine mods |
![]() |
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) | |
![]() |
Gibbs free energy | 1.006x damage for each missing energy(1.00x) | 2020/12/05, engine mods | |
![]() |
overcharge | +100 maximum energy +5% Junk choices |
2019/12/15, foam gun, mods: overcharge, supersaturate, many beyond adjustments | |
![]() |
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) |
![]() |
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) |
![]() |
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) | |
![]() |
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) |
![]() |
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) | |
![]() |
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) | |
![]() |
torpor | if a mob has not died in the last 5 seconds 0.3x damage taken |
2021/02/19, in game music | |
![]() |
stability | 0.1x damage taken while your health is at maximum |
2024/06/28, tokamak | |
![]() |
instability | 2.5x damage while your damage taken is 1.00x
fire rate |
2024/06/28, tokamak | |
![]() |
control theory | 2x damage while your health is at maximum | 2024/06/28, tokamak | |
![]() |
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 |
![]() |
negative feedback | 1.006x damage for each missing health
(1.45x) |
||
![]() |
Zenos paradox | 0.2x damage taken –5% of current health every 5 seconds |
||
![]() |
antiscience | –10 health after picking up 1.7x damage |
||
![]() |
ergodicity | 0.50x healing from 1.7x damage |
||
![]() |
fluoroantimonic acid | if your health is above 100 1.35x damage |
maximum health above 100 | |
![]() |
induction brake | after using slow nearby mobs for 17 seconds |
||
![]() |
adiabatic healing | 2x healing from +4% Junk choices |
||
![]() |
quenching | 0.5x of overhealing is added to maximum health | ||
![]() |
accretion | follow you, even between levels +4% chance to duplicate spawned power ups |
||
![]() |
accretion disk | 1.07x damage for each power up on this level +5% Junk choices (1.14x) |
accretion | |
![]() |
self-assembly | at the start of each level for every 20 missing health spawn | ||
![]() |
interest | at the start of each level spawn 5% of your , , , and (rounded up) | ||
![]() |
anthropic principle | once per level, instead of dying use and spawn | ||
![]() |
weak anthropic principle | after anthropic principle prevents your death +60% duplication chance for that level |
anthropic principle | |
![]() |
strong anthropic principle | after anthropic principle prevents your death 2.71828x damage for that level |
anthropic principle | |
![]() |
quantum immortality | 0.7x damage taken after dying continue in an alternate reality |
||
![]() |
many-worlds | at the start of every level and enter an alternate reality | ||
![]() |
Ψ(t) collapse | after a boss dies spawn if you research enter an alternate reality |
not many-worlds, Hilbert space, or pseudoscience | |
![]() |
decoherence | after a boss dies spawn options you don't choose won't reoccur |
||
![]() |
coherence | after observing a choices that choices is avaiable for all future |
decoherence | |
![]() |
peer review | after you research gain 1.05x damage and +1% Junk choices | ||
![]() |
pseudoscience | research 2 times for free, but +1% Junk choices each time | ||
![]() |
renormalization | 47% chance to spawn after consuming +5% Junk choices |
||
![]() |
perturbation theory | if you have no in your inventory 2x fire rate |
||
![]() |
Bayesian statistics | 1.05x damage per in your inventory
(1.00x) |
||
![]() |
ansatz | after choosing , , or if you have no in your inventory spawn |
no research, not superdeterminism, Ψ(t) collapse, or perturbation theory | |
![]() |
unified field theory | when paused you can click to change your 2x frequency for |
||
![]() |
eternalism | 1.3x damage, but time doesn't pause while choosing , , or | ||
![]() |
brainstorming | randomize choices every 1.5 seconds for 10 seconds | ||
![]() |
cross-disciplinary | have an extra or choice +5% chance to duplicate spawned power ups |
||
![]() |
emergence | , , or have +1 choice 1.1x damage |
||
![]() |
technical debt | increase damage by 4x, but reduce damage by 0.15x for each you have
(4.00x) |
||
![]() |
meta-analysis | if you choose Junk you get a random choice and instead | some junk tech | |
![]() |
dark patterns | 1.3x damage +15% Junk choices |
||
![]() |
junk DNA | increase damage by twice your Junk chance
(1.00x) |
junk in tech pool | |
![]() |
mass production | have extra choices to spawn , , or +3% chance to duplicate owned power ups |
||
![]() |
virtual particles | 17% chance after mobs die to spawn
[coupling effect] |
||
![]() |
fine-structure constant | after a boss dies spawn lose after mob collisions |
||
![]() |
residual dipolar coupling | clicking cancel spawns
[coupling effect] |
||
![]() |
commodities exchange | clicking cancel for , , or spawns 8-12 , , |
||
![]() |
options exchange | clicking cancel for , , or will randomize with 3x choices, once a level |
||
![]() |
futures exchange | clicking cancel for , , or gives +6% power up duplication chance |
||
![]() |
replication | +10% chance to duplicate spawned power ups +10% Junk choices |
||
![]() |
metastability | +13% chance to duplicate spawned power ups duplicate explode with a 4 second half-life |
||
![]() |
correlated damage | duplication increases damage
(1.00x) |
duplication chance > 3% | |
![]() |
parthenogenesis | +8% to duplicate spawned power ups duplication also duplicates mobs |
some duplication chance | |
![]() |
stimulated emission | +20% chance to duplicate spawned power ups, collisions |
||
![]() |
strange attractor | 1.1x damage |
||
![]() |
strange loop | 1.1x damage |
||
![]() |
null hypothesis | 1.1x damage |
||
![]() |
martingale | 1.1x damage. (1.1x→1.2x) |
||
![]() |
externality | 1.1x damage |
||
![]() |
deprecated | after (1.08x) |
||
![]() |
planned obsolescence | at the start of each level |
||
![]() |
paradigm shift | when paused clicking your costs 1.0 health (1.3x cost each use) |
Instant tech
These tech instantly show there effects and cant be removed. They are not shown in the tech list and don't count to your total tech count.
Image | Tech | Description | Requirements (if any) | Update added (YYYY/MM/DD) |
---|---|---|---|---|
![]() |
ordnance | spawn and get 2x frequency for +6% Junk choices |
2021/03/16, planned obsolescence (originally named gun sciences) | |
![]() |
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) |
![]() |
applied science | get a random for each of in your inventory | at least 2 guns | 2021/11/11, applied science |
![]() |
supply chain | spawn | 2020/06/26, neocognitron pulse aim | |
![]() |
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) |
![]() |
robotics | construct 2 random bots | at least 3 bots | 2022/07/24, robotics |
![]() |
bot manufacturing | use to build 3 random bots | at least 4 bots | 2020/12/11, nano bots |
![]() |
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 |
![]() |
maintenance | 2x frequency for with spawn |
||
![]() |
path integral | your next has all possible choices +4% Junk choices |
||
![]() |
determinism | spawn , , or have only 1 choice |
||
![]() |
superdeterminism | spawn you can't cancel and no longer spawn |
determinism, not ansatz, pseudoscience, or brainstorming | |
![]() |
research | spawn next time increase amount spawned by +4 |
||
![]() |
ammo | spawn next time increase amount spawned by +7 |
||
![]() |
heals | spawn next time increase amount spawned by +7 |
||
![]() |
field coupling | spawn
[coupling effect] |
||
![]() |
quintessence | convert [amount of research] into [(amount of research)x3]
[coupling effect] |
having research | |
![]() |
Born rule | more than 6 tech | ||
![]() |
Occams razor | randomly for each removed 1.50x damage ~1.00x |
more than 6 tech | |
![]() |
exchange symmetry | spawn |
at least 4 tech, not superdeterminism | |
![]() |
Monte Carlo method | spawn |
some duplication, at least 4 tech, not superdeterminism | |
![]() |
missile-bot | use to trade your missile for a bot that fires missiles | missiles, not launch system | |
![]() |
surfactant | use to trade your foam for 2 foam-bots and foam-bot upgrade | foam gun, no bot upgrades, fractionation, or pressure vessel | |
![]() |
fault tolerance | use to trade your drone for 5 drones that last forever | drones, not drone repair, anti-shear topology, or autonomous navigation | |
![]() |
optical amplifier | gain 3 random laser laser only turns off if you have no energy |
laser gun, not pulse |
Guntech
These tech upgrade your gun. They can also upgrade certain fields or bots that have projectiles.
Image | Tech | Description | Requirements (if any) | Update added (YYYY/MM/DD) |
---|---|---|---|---|
![]() |
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 |
![]() |
nanowires | needles tunnel through blocks and map 1.2x needle damage |
nail gun, needle gun, not needle ice | 2021/12/04, grey intro |
![]() |
ceramics | needles and harpoons pierce shields dircetly damaging shielded mobs |
nail gun or harpoon, not Bessemer process | 2021/09/12, harpoon tech |
![]() |
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 |
![]() |
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 |
![]() |
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 |
![]() |
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 |
![]() |
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 |
![]() |
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 |
![]() |
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 |
![]() |
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 |
![]() |
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 |
![]() |
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") |
![]() |
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 |
![]() |
spin-statistics | after firing the shotgun you are invulnerable shotgun has 0.7x bullets per |
shotgun | |
![]() |
Newtons 3rd law | 1.7x shotgun fire rate and recoil | shotgun, not Noether violation | |
![]() |
Noether violation | 1.5x shotgun damage shotgun recoil is reversed |
shotgun, not Newtons 3rd law | |
![]() |
repeater | shotgun immediately fires again for no ammo reduced 0.5x shotgun fire rate |
shotgun, not Newton's 3rd law | |
![]() |
nail-shot | shotgun drives a long clip of nails | shotgun, not incendiary, rivets, foam-shot, worm-shot, ice-shot, or needles | |
![]() |
foam-shot | shotgun sprays sticky foam bubbles | shotgun, not incendiary, nail-shot, rivet, worm-shot, ice-shot, or needles | |
![]() |
ice-shot | shotgun condenses ice IX crystals that freeze mobs | shotgun, not incendiary, nail-shot, rivet, foam-shot, or worm-shot | |
![]() |
freezer burn | mobs frozen while below 33% durability die | a freeze effect | |
![]() |
flash freeze | mobs frozen while above 66% durability have their durability reduced to 66% |
a freeze effect | |
![]() |
crystallizer | after frozen mobs die they shatter into ice IX crystals | a localized freeze effect, no other mob death tech | |
![]() |
thermoelectric effect | after killing mobs with ice IX +100 energy | ice IX | |
![]() |
superfluidity | freeze effects are applied to a small area around the target | a localized freeze effect | |
![]() |
triple point | +5 second freeze duration | a localized freeze effect | |
![]() |
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 | |
![]() |
rebound | after they collide with a mob, super balls gain speed, duration, and 1.3x damage | super balls, not incendiary | |
![]() |
Zectron | 2x super ball damage, but after you collide with super balls they stop | super balls, not incendiary ammunition or uncertainty principle | |
![]() |
polyurethane foam | super balls and harpoons colliding with mobs catalyzes a reaction that yields foam bubbles | super balls or harpoon, not fragmentation | |
![]() |
autocannon | fire +2 super balls in a line 1.4x super ball velocity and gravity |
super balls, but not the tech super ball | |
![]() |
super duper | randomly fire +0, +1, +2, or +3 extra super balls | super balls, but not the tech super ball | |
![]() |
super ball | fire just 1 large super ball that stuns mobs for 2 seconds | super balls, not super duper or autocannon | |
![]() |
phase velocity | wave particles propagate faster as solids 1.5x wave damage |
wave, not phonon | |
![]() |
amplitude | 1.4x wave damage 1.4x wave bullet amplitude |
wave | |
![]() |
propagation | 0.75x wave propagation speed 1.4x wave damage |
wave | |
![]() |
bound state | wave packets reflect backwards 2 times 0.7x wave range |
wave, not phonon | |
![]() |
frequency | wave has unlimited ammo 0.75x wave damage |
wave | |
![]() |
phonon | waves are low frequency, high damage expanding arcs that propagate through solids | wave, not phase velocity, bound state | |
![]() |
isotropic | waves expand in all directions 0.6x range and 1.5x damage |
wave, phonon, not uncertainty principle | |
![]() |
mechanical resonance | after a block gets vibrated by a phonon there is a chance it's flung at nearby mobs | wave, phonon | |
![]() |
sympathetic resonance | after a mob gets vibrated by a phonon a new resonance wave expands | wave, phonon | |
![]() |
cruise missile | 2x missile explosive damage, radius 0.5x missile speed |
missiles, not launch system | |
![]() |
ICBM | 1.75x missile explosive damage, radius 0.5x missile speed |
missiles, cruise missile | |
![]() |
launch system | 5x missile fire rate 1.3x missile ammo per |
missiles, not cruise missile | |
![]() |
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 | |
![]() |
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 | |
![]() |
ammonium nitrate | 1.25x explosive damage, radius | an explosive damage source, not iridium-192 | |
![]() |
nitroglycerin | 1.7x explosive damage 0.7x smaller explosive radius |
an explosive damage source, not iridium-192 or acetone peroxide | |
![]() |
acetone peroxide | 1.7x explosive radius 1.4x explosive damage taken |
an explosive damage source, not nitroglycerin | |
![]() |
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 | |
![]() |
shaped charge | use to dynamically reduce all explosions to prevent health loss | an explosive damage source, not rocket propelled grenade | |
![]() |
MIRV | fire +1 missile or grenade per shot 0.88x explosion damage and radius |
missiles or grenades | |
![]() |
rocket-propelled grenade | grenades explode on map collisions explosions drain energy, not health |
grenades, not vacuum bomb, shaped charges, or mass-energy | |
![]() |
vacuum bomb | grenades fire slower, explode bigger, and suck everything towards them | grenades, not neutron bomb, chain reaction, or rocket-propelled grenade | |
![]() |
chain reaction | 1.3x grenade radius and damage blocks caught in explosions also explode |
grenades, not neutron bomb, chain reaction, or rocket-propelled grenade | |
![]() |
flame test | after grenades detonate they trigger a colorful cluster of small explosions | grenades, not neutron bomb, pyrotechnics, or fireworks | |
![]() |
pyrotechnics | after grenades detonate they trigger a colorful circle of explosions | grenades, not neutron bomb, flame test, or fireworks | |
![]() |
fireworks | after grenades detonate they trigger colorful petals of explosions | grenades, not neutron bomb, flame test, or pyrotechnics | |
![]() |
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 | |
![]() |
vacuum permittivity | 1.2x radioactive range objects in range of the bomb are slowed |
grenades, neutron bomb | |
![]() |
radioactive contamination | after a mob or shield dies, leftover radiation spreads to a nearby mob | radiation damage source | |
![]() |
nuclear transmutation | 1.5x radiation damage
nail, drone, neutron bomb, iridium, cosmic string, deflect |
radiation damage source | |
![]() |
water shielding | reduce radioactive effects on you by 0.2x
neutron bomb, drones, explosions, slime |
neutron bomb, irradiated drones, or iridium-192 | |
![]() |
ricochet | after nails hit a mob they rebound towards a new mob with 2.8x damage per bounce | nail gun, not rotary cannon, rivets, or needles | |
![]() |
booby trap | 50% chance to drop a mine from power ups +15% Junk choices |
mines | |
![]() |
elephants toothpaste | instead of nails mines catalyze a reaction that yields foam bubbles | mines, not blast ball, ricochet, irradiated nails, or supercritical fission | |
![]() |
blast ball | mines fire bouncy balls instead of nails | mines, not elephants toothpaste, ricochet, irradiated nails, or supercritical fission | |
![]() |
laser-mines | mines laid while you are crouched use energy to emit 3 unaimed lasers | mines | |
![]() |
sentry | mines fire one nail at a time mines fire 1.5x more nails |
mines, not elephants toothpaste | |
![]() |
extended magazine | sentry mines fire 1.5x more nails | mines, sentry | |
![]() |
mycelial fragmentation | during their growth phase 1.7x sporangium discharge | spores | |
![]() |
cordyceps | sporangium infect mobs they attach to infected mobs resurrect and attack other mobs |
spores | |
![]() |
colony | 1.6x sporangium discharge 33% chance to discharge something different |
spores | |
![]() |
cryodesiccation | 1.25x sporangium discharge spores freeze mobs for 1.5 second |
spores | |
![]() |
flagella | 2x spore acceleration if they can't find a target spores follow you |
spores | |
![]() |
mutualism | 3x spore damage spores borrow 1 health until they die |
spores | |
![]() |
necrophage | if foam, fleas, or worms kill their target they grow 3 copies | foam, spores, worms, fleas | |
![]() |
siphonaptera | spores metamorphose into fleas shotgun fires fleas |
spores, not worms | |
![]() |
nematodes | spores metamorphose into worms shotgun fires worms |
spores, not fleas | |
![]() |
K-selection | 1.37x worm and flea damage | spores, shotgun, worms, fleas | |
![]() |
path integration | drones and spores travel with you through levels | spores, worms, flagella, drones | |
![]() |
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) | |
![]() |
reduced tolerances | 2x drones per and energy 0.6x drone duration |
drones, not irradiated drones | |
![]() |
delivery drone | if a drone picks up a power up, it becomes larger, faster, and more durable | drones | |
![]() |
von Neumann probe | after a drone expires it will use –4 energy and a nearby block to replicate itself | drones | |
![]() |
brushless motor | drones rapidly rush towards their target 1.33x drone collision damage | drones, molecular assembler, not irradiated drones or incendiary | |
![]() |
axial flux motor | 1.66x drones rush frequency 1.44x drone collision damage |
drones, brushless motor | |
![]() |
irradiated drones | the space around drones is irradiated 0.25x drones per and energy |
drones, not reduced tolerances, incendiary, torque bursts, or ablative drones | |
![]() |
beta radiation | 0.5x drone duration 2x drone radiation damage |
drones, irradiated drones | |
![]() |
orthocyclic winding | 1.66x drone acceleration 1.33x radiation damage |
drones, irradiated drones | |
![]() |
electrostatic induction | foam bubbles are electrically charged, causing attraction to nearby mobs | foam | |
![]() |
uncertainty principle | foam, wave, and super ball positions are erratic 1.5x foam, wave, and super ball damage |
foam, wave, or super balls, not isotropic or Zectron | |
![]() |
aerogel | foam bubbles float with 0.5x foam duration 2.8x foam damage |
foam | |
![]() |
surface tension | 1.4x foam damage | foam | |
![]() |
cavitation | 25% chance to discharge a huge foam bubble 2x foam gun recoil |
foam | |
![]() |
foam fractionation | if you have below 300 ammo 2x foam bubble size |
foam | |
![]() |
ideal gas law | 6x foam ammo per | foam, not non-renewables | |
![]() |
pressure vessel | build up charge while firing foam after firing discharge foam bubbles |
foam | |
![]() |
capacitor bank | charge effects build up almost instantly
blocks, foam, plasma ball, railgun, pulse, tokamak |
mass driver, railgun, foam, pressure vessel, pulse, tokamak, plasma ball | |
![]() |
Bitter electromagnet | 0.66x railgun charge rate 2x harpoon density and damage |
harpoon, railgun | |
![]() |
railgun | hold and release fire to launch harpoons but, harpoons can't retract |
harpoon, not UHMWPE, induction furnace, or quasiparticles | |
![]() |
alternator | 0.05x harpoon energy cost | harpoon | |
![]() |
autonomous defense | if you collide with a mob fire harpoons at nearby mobs | harpoon | |
![]() |
Bessemer process | 2.01x harpoon size and damage
(effect scales by 1/10 √ harpoon ammo) |
harpoon, not ceramics | |
![]() |
smelting | forge 10 ammo into a new harpoon fire +1 harpoon with each shot |
harpoon | |
![]() |
UHMWPE | 1.21x harpoon rope length
(effect scales by 1/80 of harpoon ammo) |
harpoon, not railgun | |
![]() |
induction furnace | after using harpoon/grapple to collect power ups, 1.8x harpoon or grapple damage for 8 seconds | harpoon, grappling hook, not railgun or brittle | |
![]() |
brittle | 2.2x harpoon/grapple damage to mobs at maximum durability | harpoon, grappling hook, not induction furnace | |
![]() |
quasiparticles | convert current and future into that give 2.25x damage for 10 seconds | harpoon, laser, wave, frequency, not railgun or non-renewables | |
![]() |
relativistic momentum | lasers push mobs and blocks | laser, not pulse | |
![]() |
iridescence | if laser beams hit mobs near their center 2x laser damage | laser, not pulse | |
![]() |
lens | 2.5x laser damage if it passes through a revolving 90° arc circular lens | laser | |
![]() |
compound lens | 1.4x laser lens damage +30° lens arc |
lens | |
![]() |
specular reflection | +2 laser beam reflections | laser, not diffuse beam, pulse, or slow light | |
![]() |
diffraction grating | +1 diverging laser beam | laser gun, diffuse beam, or slow light | |
![]() |
diffuse beam | your laser beam is wider, but it doesn't reflect 3.2x laser damage |
laser gun, not specular reflection, diffraction grating, slow light, or pulse | |
![]() |
output coupler | 1.3x laser beam width 1.3x laser damage |
laser gun, diffuse beam | |
![]() |
delayed-choice | your laser fires a 0.4 second delayed beam that does 0.7x damage | laser gun, diffraction grating, diffuse beam | |
![]() |
infrared diode | 0.4x laser energy cost
infrared light is outside visual perception |
laser, not free-electron or pulse | |
![]() |
dye laser | 0.75x laser energy cost 1.25x laser damage |
laser, not pulse or infrared diode | |
![]() |
free-electron laser | 3x laser energy cost 3x laser damage |
laser, not pulse or infrared diode | |
![]() |
pulse | charge your energy and release it as a laser pulse that initiates an explosion cluster | laser gun, not specular reflection, diffuse, free-electron laser, optical amplifier |
Fieldtech
These tech upgrade your field.
Image | Tech | Description | Requirements (if any) | Update added (YYYY/MM/DD) |
---|---|---|---|---|
![]() |
spherical harmonics | 1.5x standing wave deflection energy efficiency shield deflection radius is stable |
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 radioactive 3.5x damage over 3 seconds |
bremsstrahlung | 2022/5/10, tech: cherenkov radiation |
![]() |
flux pinning | mobs deflected by your are 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 4x damage for 4 seconds | negative mass, pilot wave | |
![]() |
dynamic equilibrium | increase damage by your most recent health loss
([damage increase]) |
negative mass, pilot wave | |
![]() |
neutronium | 0.8x move and jump, but while your is active 0.05x damage taken | negative mass, not equivalence principle | |
![]() |
equivalence principle | negative mass field doesn't cost energy | negative mass, not neutronium | |
![]() |
aerostat | 2x damage while off the ground | negative mass, grappling hook | |
![]() |
annihilation | mobs you collide with are annihilated and –10 energy | negative mass, not mass-energy | |
![]() |
inertial mass | negative mass is larger and faster | negative mass | |
![]() |
Newtons 1st law | damage taken is proportional to your speed up to 0.05x damage taken at 60 speed (1.00x) |
negative mass, grappling hook | 2020/11/25, pause menu on selection |
![]() |
Newtons 2nd law | damage is proportional to your speed up to 3x damage at 60 speed (1.00x) |
negative mass, grappling hook | 2020/11/25, pause menu on selection |
![]() |
MOND | your speed counts as +20 higher
(for Newton's 1st and 2nd laws) |
Newtons 1st or 2nd law | |
![]() |
additive manufacturing | hold crouch and use to print a block with 1.8x density, damage, and launch speed | molecular assembler, pilot wave, not tokamak | |
![]() |
working mass | pressing jump in midair will print a block to jump off of | molecular assembler or 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 | tokamak converts thrown blocks into energy and a pulsed fusion explosion | plasma torch, molecular assembler, grappling hook, not printer, reel, or swarf | |
![]() |
stellarator | the first 5 blocks detonated by tokamak spawn proportional to block size | tokamak | |
![]() |
inertial confinement | while holding a block charged with tokamak you can use energy to fly | tokamak | |
![]() |
degenerate matter | if your is active 0.1x damage taken | plasma torch, grappling hook, pilot wave | |
![]() |
plasma-bot | use to trade your 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 stops time 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 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 seconds | 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 |
![]() |
hidden-variable theory | 1.2x damage after you choose | pilot wave | |
![]() |
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 worms | 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 radioactive damage | wormhole | 2020/10/18, wormhole mods |
![]() |
invariant | while placing your wormhole use energy to pause time | wormhole, not eternalism | 2022/1/13, invariant |
![]() |
holographic principle | 0.66x movement and jumping wormholes cost zero energy |
wormhole, not affine connection | (originally named "charmed baryons") |
![]() |
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 |
Junk
- Main article: Junk
These tech are usually either entirely cosmetic, absurd, or even hindering, and can only be obtained from increasing the Junk percentage.