Guide to Anomalies
|This article may require cleanup to meet Baystation 12's quality standards. The specific problem is: General cleanup|
- 1 Guide to Anomalies
- 2 What is your anomaly, and what does it do?
- 2.1 Supermatter Core/Shard
- 2.2 Construct Shell
- 2.3 A Beacon
- 2.4 Pylon
- 2.5 Autocloner
- 2.6 Giga Drill
- 2.7 Replicator
- 2.8 Crystal
- 2.9 Anomaly
- 2.10 Effect Descriptions
- 2.11 Effect Triggers
- 3 Anomaly Scanner and How to Use It
- 4 Exotic Particle Collecting. Wait, what?
- 5 Wearing Protection
- 6 End of Guide Notes
Guide to Anomalies
Now if you haven't figured it out from the title, this is a guide to identifying and activating anomalies. Be warned, this guide will turn activating anomalies into a snap, so ask yourself, do you prefer the mysticism and mysteriousness of each anomaly you dig up? If the answer to that question is 'yes' then you should stop reading now. For the rest of us, the guide is below.
Types of Anomalies
Now when the game spawns an anomaly, it chooses from a list of different types. Each type has a different rarity grade, which determines how lucky (rather, unlucky) you have to be to get it. The higher the grade, the higher the chance is for you to dig it up. So the next time you decide, "Hey, I don't think this space bear cloner was such a great find" remember, you were really lucky to find it!
One thing to worth noting is that the Anomaly has an extremely large array of different appearances. A rule of thumb would be, if it isn't on this list, its probably an Anomaly (or a Crystal).
What is your anomaly, and what does it do?
Come here if you actually want to know what each thing can, and will do. If you notice, the big three (cloner, replicator, and anomaly) have much larger paragraphs dedicated to them (Anomaly specifically has an entire section dedicated to it, wowza!). This is because they do more.
This is literally just supermatter. Do not touch it. Do not throw things at it, do not attack it. Hell, being in the general vicinity of it is a bad idea, and this is why:
Supermatter, when touched, will disintegrate you. Instantly. No chance to resist. No RPing death. Just instant and sudden incineration of your body. Good luck getting cloned, because your body (and your belongings) are all dust now.
The Supermatter Core, specifically, emits lethal radiation. Your anomaly suit should protect you, but it is still an extremely good idea to get out of there. Word of advice, tell mining, tell engineering, hell, tell everybody on the common channel. If there is a supermatter out on the rock, they need to know about it.
This can be used in conjunction with a filled soul shard (which requires someone to die) to build a cult construct. If you manage to find a soul shard out there (which you can) props to you, and congratulations if you manage to fill the shell. Just be sure if you are a non-antag to get the OK from the admins, soul shards require death, and as a result, shouldn't be used lightly.
A Beacon spawns with 1 charge. That means whoever uses it has 1 shot at becoming an antagonist. When you use the beacon, the beacon checks to see if you are an antagonist. If you are, then it won't do anything. If you aren't, it flips a coin, heads it makes you a traitor, tails it explodes.
This is a cult item that from what I understand, does nothing. It looks cool and glows.
When an autocloner spawns, it first rolls to see how long it takes for something to spawn. This is between 1200 and 3600 ticks
Then it rolls to see whether or not it should be an asshole and spawn something scary. This is a 33 percent chance. It then picks one of these from the list.
Baddies it can spawn
- Giant Nurse Spider
- Space Bear
If it decides not to spawn something deadly, it instead chooses from this list.
Goodies (?) it can spawn
- Corgi Puppy
- Parrot (KILL IT QUICKLY OH GOD)
The Cloner cannot be turned off. However, it takes power. Unfortunately for you, the asteroid is somehow magically infinitally powered. Otherwise, it will draw from the room's APC. When it gets really, really close to spawning something (in which you can see a small scary monster inside), its power use will double. If you need to turn it off for whatever reason, turning off the power in the room will shut it down (and will slowly reset the cloning timer.)
Shooting it out via the mass driver into unpowered space is a viable option if you manage to do it. Or simply throwing it off the rock will also do it.
This is a simple drill that you can use to turn on and off. You can 'bump' it (push it around) to make it mine the walls. The great thing about it is that it doesn't hurt people. The bad thing is its hell to maneuver anywhere.
This is the machine that takes objects and creates new ones out of it. It does require power, so it won't be useful to you outside in space.
Now the first thing the Replicator does when it spawns is picks between 5 and 15 of the following objects to be able to spawn.
- Roller Bed
- Mimic (Dangerous! Will look like a crate but hungers for your flesh!)
- Viscerator (Also dangerous!)
- Hivebot (This one shoots)
- Health Analyzer
- Radio Beacon
- Autopsy Scanner
- Bike Horn (I would mark this also as dangerous. Use it wisely)
- Bone Setter
- Butcher's Cleaver (Basically a deadlier kitchen knife)
- Wet Floor Sign
- Caution Cone
- Circular Saw
- Kitchen Knife
- Light Bulb
- Light Tube
- Table Parts
- Welding Tool
- Cleaning Grenade
- Metal Foam Grenade
Each chosen item will be given a randomly generated button. They do not correlate to the items picked. They are completely random unless admin intervention.
Now the first thing to do is pick your button. Click it, and then start putting things in it until it closes. After this, wait the randomly generated time (between 30 and 100 ticks) and figure out what spawns.
This is completely harmless. You can destroy it, it will leave a few phoron and glass shards.
An anomaly can do many different things. The key to this is that its all based on an aura, meaning if you aren't near it, chances are it won't effect you.
When an anomaly is spawned, it randomly generates a primary effect from the list below. It also has a 75% chance of generating a secondary effect as well. Each effect is also given a 'trigger' value between 0 and 12.
Now there are two lists of things that an anomaly can do. The primary list, and the secondary list.
- Cell Charge
- Cell Drain
- Force Field
- Gas Oxygen
- Gas Phoron
- Teleport (This is why you wear oxygen tanks at ALL TIMES during anomaly testing)
- Bad Feelings
- Cell charge
- Cell drain
- DNA switch
- CO2 Gas
- Nitrogen Gas
- Oxygen Gas
- Phoron Gas
- Good Feelings
Now this is what each effect does depending on touch/aura/pulse. It is worthwhile noting that most of these values are effected by the mob's susceptibility (this is based on whether the person is wearing the anomaly outfit parts or not.)
|Cold||You will see "A chill passes up your spine" and the temperature will drop between 5 and 50 degrees||The temperature will slowly drop to a randomly generated target temperature (which is between 0 and 250)||N/A|
|Bad Feelings||Will shoot a frightened message at you and has a 50% will gain between 3 and 5 dizziness.||Will shoot a frightened message at you, has a 10% of causing between 3 and 5 dizziness.||Will shoot a frightened message at you. Has a 50% of causing between 3 and 5 dizziness and a 12.5% of causing between 5 and 15 (these do not stack)|
|Cell Charge||Will give between 50 and 150 charge to a cell.||Will give 25 charge to all within its aura.||Will give between 0 and 100 charge (0 to 250 for SMES) to everything around it.|
|Cell Drain||Will drain between 0 and 100 charge to a cell.||Will drain 50 charge (100 for SMES) to all within its aura.||Will drain between 0 and 150 charge (flat 250 for SMES) to everything around it.|
|DNA Switch||With a severity between 25 and 95, it will scramble your DNA. Has a 75% of effecting UI (appearance) over SE (hulking, telepathy etc)||With a severity between 5 and 30, it will scramble your DNA. Has a 50% of effecting UI (appearance) over SE (hulking, telepathy etc)||Has a 25% chance of scrambling your with a severity between 25 and 95. Has a 75% of effecting UI (appearance) over SE (hulking, telepathy etc)|
|EMP||N/A||N/A||Does an EMP pulse all the way to its effectrange|
|CO2 Gas||Generates between 2 and 15 moles of CO2.||Slowly generates CO2.||N/A|
|Nitrogen Gas||Generates between 2 and 15 moles of Nitrogen.||Slowly generates Nitrogen.||N/A|
|Oxygen Gas||Generates between 2 and 15 moles of Oxygen.||Slowly generates Oxygen.||N/A|
|Phoron Gas||Generates between 2 and 15 moles of Oxygen. Also chooses whether to either heat, or cool the room.||Slowly generates phoron. Also chooses whether to either heat, or cool the room.||N/A|
|Good Feelings||Will shoot a happy message at you and has a 50% will gain between 3 and 5 dizziness.||Will shoot a happy message at you, has a 10% of causing between 3 and 5 dizziness.||Will shoot a happy message at you. Has a 50% of causing between 3 and 5 dizziness and a 12.5% of causing between 5 and 15 (these do not stack)|
|Heal||Heals 25 external and internal damage. Adds 5 units of blood. Adds 50 to nutrition count. Lowers brain damage by 25. Lowers radiation by 25. Resets body temperature. Fixes blood. Reduces Oxy, Tox, Brute, and Fire damage by 25.||Reduces Brute, Fire, Tox, Oxy, and Brain damage by 1.||Reduces Brute, Fire, Tox, Oxy, and Brain damage by 5.|
|Heat||You will see "You feel a wave of heat travel up your spine!" and the temperature will rise between 5 and 50 degrees||The temperature will slowly rise to a randomly generated target temperature (which is between 300 and 600)||N/A|
|Hurt||Increases Oxy, Tox, Brute, Fire, and Brain damage by a value between 5 and 25 (each value is randomly generated separately). Adds 25 radiation. Reduces nutrition by 50. Increases dizziness by 6. Increases weakness by 6||Increases Brute, Fire, Tox, Oxy, and Brain damage by 1.||Increases Brute, Fire, Tox, Oxy, and Brain damage by 3.|
|Radiation||Increases toucher's radiation by a value between 5 and 50||Emits radiation by a value between 1 and 10||Increases all nearby mob's radiation by 25.|
|Roboheal||Decreases Structure and Electronic Damage by a value between 10 and 30||Reduces Structure and Electronic damage by 1||Reduces Structure and Electronic Damage by 10.|
|Roboheal||Increases Structure and Electronic Damage by a value between 10 and 50||Increases Structure and Electronic damage by 1||Increases Structure and Electronic Damage by 10.|
|Sleepy||Increases drowsyness by a value between 5 and 25. Increases blurriness between 1 and 3.||Increases drowsyness by 1. Increases blurriness by 1.||Increases drowsyness by a value between 5 and 15. Increases blurriness between 5 and 15.|
|Stun||Weakens between 1 and 10. Increases stuttering by 30. Stuns between 1 and 10.||Weakens by 2. Increases stuttering by 2. Has a 10% chance of stunning for 1.||Weakens by 4. Increases stuttering by 4. Has a 10% chance of stunning for 1.|
|Teleport||Has a chance to teleport mob based on its susceptibility.||Has a chance to teleport mob based on its susceptibility.||Has a chance to teleport mob based on its susceptibility.|
|Force Field||Toggles an energy field around the anomaly. This field is both solid and anchored and is created around the anomaly.||N/A||N/A|
All effects are given a 'trigger' value between 0 and 12. Each of these numbers corrispond to a trigger that activates the effect when certain conditions are met.
Triggers and their conditions
|Touch||Physical||Touching with hand or bumping into anomaly. Must have unprotected hands.|
|Water||Physical||Splash anomaly with a container that contains water.|
|Acid||Physical||Splash anomaly with a container that contains any type of acid.|
|Volatile||Physical||Splash anomaly with a container that contains either phoron or thermite.|
|Toxin||Physical||Splash anomaly with a container that contains one of the following: Cyanide, Amanitin, Neurotoxin.|
|Force||Energy||Hit the anomaly with something. (Should show attack log)|
|Energy||Energy||Use one of the following objects on the anomaly: Energy blade, Cult blade, Emag, Multitool, Baton.|
|Heat||Energy||Use welding tool on anomaly. Set environment temperature to be above 375 Kelvin.|
|Cold||Energy||Set environment temperature to be below 225 Kelvin.|
|Phoron||Atmosphere||Have 10 or more moles of phoron present in the environment.|
|Oxygen||Atmosphere||Have 10 or more moles of oxygen present in the environment.|
|Carbon Dioxide||Atmosphere||Have 10 or more moles of CO2 present in the environment.|
|Nitrogen||Atmosphere||Have 10 or more moles of nitrogen present in the environment.|
Anomaly Scanner and How to Use It
For most anomalies, the Anomaly Scanner is useless. You can easily identify the difference between a cloning pod and a supermatter shard, and the analyzer is only useful for the unknown anomalies, the aura ones.
When you scan one of these anomalies, the scanner will spit a piece of paper out at you. You can use this paper to identify both the triggers, and the effects of the anomaly.
Using this table and the paper the scanner gives you, you should be able to narrow down the possible effects your anomaly will give off.
|Text given||Possible effects|
|concentrated energy emissions||Nothing.|
|intermittent psionic wavefront||Bad Feelings, Good Feeling, Sleepy, Stun|
|electromagnetic energy||Cell Charge, Cell Drain, EMP, Roboheal, Robohurt|
|high frequency particles||Radiation, Roboheal, Robohurt|
|organically reactive exotic particles||Cold, DNA Switch, Heal, Heat, Hurt, Radiation, Sleepy, Stun|
|interdimensional/bluespace? phasing||Cold, CO2 Gas, Nitrogen Gas, Oxygen Gas, Phoron Gas, Heat, Teleport|
|atomic synthesis||Cold, CO2 Gas, Nitrogen Gas, Oxygen Gas, Phoron Gas, Heat|
|low level energy emissions||Literally nothing. You should never find this one.|
Use this to determine the range of your anomaly.
|interspersed throughout substructure and shell.||Touch|
|emitting in an ambient energy field.||Aura|
|emitting in periodic bursts.||Pulse|
This table is broken up into 'primary' and 'secondary' effects. They are only different in their wording.
|Primary Text given||Secondary Text given||Possible Triggers|
|Activation index involves physical interaction with artifact surface.||Activation index involves physical interaction with artifact surface, but subsystems indicate anomalous interference with standard attempts at triggering.||Touch, Water, Acid, Volatile, Toxin.|
|Activation index involves energetic interaction with artifact surface.||Activation index involves energetic interaction with artifact surface, but subsystems indicate anomalous interference with standard attempts at triggering.||Force, Energy, Heat, Cold.|
|Activation index involves precise local atmospheric conditions.||Activation index involves precise local atmospheric conditions, but subsystems indicate anomalous interference with standard attempts at triggering.||Phoron, Oxygen, CO2, Nitrogen.|
|Unable to determine any data about activation trigger.||Unable to determine any data about activation trigger.||Trigger is borked. You should not get this.|
Exotic Particle Collecting. Wait, what?
So you've done the hard part. You've identified the trigger and effects of your once unknown, now known anomaly. You could turn this baby on in your sleep! Now you've got a really useful effect, be it healing or hurting, but you don't really want to lug the huge crystal looking monstrosity to the bar to test it out on unsuspecting folks. You want something portable. Luckily for you, there is the Exotic Particle Collecting Lab. The lab is simple to use, but unused by many. The main reason for this is because nobody knows how to use it. It does not matter which type of effect/trigger, it will always require the same steps. And the result is always the same. A portable, limited charge device that you can activate whenever you want to replicate the effect of the anomaly.
How to create a portable anomaly device
- Take your anomaly to the Exotic Particle Collection's lab.
- Place Anomaly one of the two Anomaly Scanner Pads.
- Insert Empty Anomaly Power Battery into Exotic Particle Harvester. If you do not have an empty battery, you can drain the battery inside the Exotic Particle Harvester.
- Activate ONE of the anomalies effects. The harvester can only harvest one effect at a time (and only one per battery)
- Begin the charging of the battery via the Exotic Particle Harvester's menu. Click on the 'Begin harvesting' button.
- Make sure to keep that effect active until the battery is charged.
- Eject Battery.
- Insert Battery into Anomaly Power Utilizer
Voila! A fully powered portable anomaly device. If you run out of power (which you will, if you decide to use it), you can simply recharge the battery again. As long as the anomaly is active, you can draw as much power as you want and need.
Using an Anomaly Power Utilizer.
Now before you go about waving the Anomaly Power Utilizer around, here are instructions how to use it:
First off, the effect will be based around the device, and will always affect the one holding it. So wear your anomaly suit for protection if it is something very bad.
While having the device in your hand, click on it to bring up a menu. This is how you activate the effect. In the top you can see the charge, the active time, and the Exotic Particles. These particles correspond with the particles you used to track the anomaly's location with.
Under this you see the 'start' button, which will start the device. But before you press this, you should first mess with the two variables below, duration and interval. Duration is for how many seconds you want the device to be active. Interval is how often you want the effect to activate during the duration.
For example, a device with a duration of 10 and an Interval of 3 will activate 4 times. (At 0 seconds, 3 seconds, 6 seconds, and finally 9 seconds.)
Now the device will only lose charge when it activates, so if you wish to have a longer duration, consider setting a long interval as well for maximum efficiency.
When the battery is drained, the device will buzz, and you will need to eject the battery and recharge it before you can use it again.
Remember: These will always affect you. Wear protection or die from icicles forming in your lungs.
This is a very important subject matter. Protection is key to making sure an anomaly will not affect you. The way the system checks for susceptibility is through looking at your clothing and giving you a number between 1 and 0, 1 being unprotected, and 0 being fully protected.
The protection from clothing is additive and subtracts from your default value of 1.
End of Guide Notes
Anomalies are great. They can make or break a round on their own, from filling the bar with corgi puppies to instantly killing anyone when in contact with oxygen. This guide's main focus was twofold, to make things clear for everyone messing with anomalies, and an excuse for me to dive into the extremely weird artifact code.
If you have any suggestions or questions pertaining to the guide, feel free to PM me on the forum, my username is TheWelp, I'm always happy to help.
Happy digging, and next time you die to a Xenomorph pod, promise me you'll yell something about it on comms first.