Guide to Nanites: Difference between revisions

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{{Important
{{Speech
|Title=WARNING! This page refers to a currently unmerged feature
|name=Reynard Parker, the Roboticist
|Note=This feature is not included in the game yet, but might appear during temporary testmerges.
|text=Move over Geneticist, there's a better way of making super humans these days. What is this method, you may ask? Nanites, son. It's not without its risks to the user, but it's not like anybody is going to detonate anybody from the inside out with these things, right...?
}}
|image=[[File:Roboticist action.png|64px|right]]
{{Under construction
|reason = This page is still unfinished.
}}
}}


Nanites are tiny nanomachines that live in a host's bloodstream, providing differenct functionalities depending on how they're programmed. The mob where the nanites reside is usually defined as their host.




=Nanite Swarms=
Nanites are tiny nanomachines that live in a host's bloodstream, providing different functionalities depending on how they're programmed. The mob where the nanites reside is usually defined as their host.
 
=Nanites=
==Implanting==
==Implanting==
[[File:Nanite_chamber.gif|thumb]]
[[File:Nanite_chamber.gif|thumb|Nanite Chamber]]
Nanite implantation is done through the Nanite Chamber. A second person must operate the chamber from outside and begin the implanting process, at the end of which a new swarm will take root in the host.
Nanite implantation can be done through the Nanite Chamber. A second person must operate the chamber from outside and begin the implanting process, at the end of which a new swarm will take root in the host. <br>
 
Another method is to build a [[Machines#Public_Nanite_Chamber|Public Nanite Chamber]]. Use a multitool on the Public Nanite Chamber circuit board first to choose which [[#Cloud|backup cloud]] you want it synched to. If you don't multitool the board it will default to [[#Cloud|cloud]] 1. Build the chamber using a machine frame. The public nanite chamber will automatically implant nanites into anyone who enters it, without the need for a second person.
 
==Nanite Tools==
There are currently three tools that can be used by nanite programmers.
===Nanite Scanner===
Use this to scan implanted people. It will give you a readout with information about current [[#Volume|nanite volume]], which [[#Nanite_Types|nanite programs]] are currently implanted and their active/inactive status. If a nanite swarm contains the "Stealth" [[#Utility_Programs|utility program]] you will not be able to see the list of programs.
 
===Nanite Remote Control===
A remote used for sending signals to implanted nanites. Change its settings and then click anywhere or on a target to activate it. For example you can set the code to be the trigger code you gave the "Host Scan" program. Using this in hand will open a menu. Settings:
*'''Signal Code''': Which code you want it to signal.
*'''Signal Mode''': Choose between "off" (makes remote do nothing), "local" (only signals the user), "targeted" (signals whoever you click directly on), "area" (signals anyone within your line of sight) and "relay" (signals any existing nanite programs that have a chosen "relay code").
*'''Save Current Setting''': Lets you save current setting to a list, with a name of choice. Not saved between rounds.
*'''Lock Interface''': Locks the settings. Alt-click the remote to unlock.
 
===Nanite Communication Remote===
A remote used for sending custom messages to the "Skull Echo", "Forced Speech" and "Hallucination (message only)" programs. The settings are very similar to those of the Nanite Remote Control. The difference is you set a ''Comm Code'' and ''Message'' instead of ''Signal Code'' and ''Relay''. The programs installed must have the same ''Comm Code'' to be able to signal them with this remote.


==Volume==
==Volume==
Nanites generally expend a part of their volume while their programs are active. Luckily, modern technology allows them to integrate with the host's metabolism to replicate without interfering with biological processes, causing them to have a slow but steady growth rate.
If wearing a [[Research_items#Diagnostic_HUD|diagnostic HUD]] [[File:Diag_glasses.png]] you will be able to see a bar next to implanted people, which is a nanite volume meter. Nanites generally expend a part of their volume while their programs are active. Luckily, modern technology allows them to integrate with the host's metabolism to replicate without interfering with biological processes, causing them to have a slow but steady growth rate.  
Nanites by default have a safety threshold where they'll stop using nanite-consuming programs; it can be customized using a Nanite Chamber.
 
If the swarm reaches a population of 0, there's none left to replicate, and the host will have to implant nanites and programming from scratch.
Nanites by default have a safety threshold where they'll stop using nanite-consuming programs. This threshold can be customized in an individual by entering a Nanite Chamber, and having a second person operate the connected nanite chamber control console.If the swarm reaches a population of 0, there's none left to replicate, and the nanites are completely removed.  


==Programming==
==Programming==
Line 82: Line 98:
Nanites are split in several categories.
Nanites are split in several categories.


===Healing Nanites===
===Utility Programs===
Healing nanites fix a variety of damage and ailments that affect the host. They generally consume a lot of nanites, so it's advisable to activate them manually when necessary.
Programs that interact with the nanites themselves, or have general utility purposes.
 
{| class="wikitable sortable" border="1" width=100%; || style="text-align: center;"
|-
! scope="col" width=10% | Program
! scope="col" class="unsortable" | Effect
! scope="col" width=5% | Volume per second
! scope="col" width=5% | Trigger Cost
! scope="col" width=5% | Trigger Cooldown
! scope="col" width=7% | Required Techweb
! scope="col" class="unsortable" width=8% | Corruptions
|-
!Metabolic Synthesis
| The nanites use the metabolic cycle of the host to speed up their replication rate, using their extra nutrition as fuel. The host must be at least well fed.
| +0.5
| --
| --
| Smart
| Toxin Buildup
|-
!Viral Replica
| The nanites constantly send encrypted signals attempting to forcefully copy their own programming into other nanite clusters.
| 0.5
| --
| --
| Military
| Toxin Buildup
|-
!Monitoring
| The nanites monitor the host's vitals and location, sending them to the suit sensor network.
| 0
| --
| --
| Basic
| Toxin Buildup
|-
!Host Scan
| The nanites display a detailed readout of a body scan to the host. Can pick between medical, chemical, or nanite scan.
| --
| 3
| 5s
| Neural
| Toxin Buildup
|-
!Stealth
| The nanites hide their activity and programming from superficial scans.
| 0.2
| --
| --
| Smart
| Toxin Buildup
|-
!Subdermal ID
| The nanites store the host's ID access rights in a subdermal magnetic strip. Updates when triggered, copying the host's current access.
| --
| 0
| 5s
| Basic
| Dermalysis
|-
!Relay
| The nanites receive and relay long-range nanite signals. Must be set with a relay channel beforehand.
| --
| --
| --
| Basic
| Toxin Buildup
|-
!Signal Repeater
| When triggered, sends another signal to the host, optionally with a delay. Useful to set up multiple codes for the same program.
| --
| --
| --
| Basic
| Toxin Buildup
|-
!Relay Signal Repeater
| When triggered, sends a signal via relay, optionally with a delay.
| --
| --
| --
| Basic
| Toxin Buildup
|-
!Infective Exo-Locomotion
| The nanites gain the ability to survive for brief periods outside of the human body, as well as the ability to start new colonies without an integration process; resulting in an extremely infective strain of nanites.
| 5.5
| --
| --
| Hazard
| Hypoxemia, Necrosis
|-
!Mitosis
| The nanites gain the ability to self-replicate, using bluespace to power the process, instead of using the host's metabolism. This rapidly speeds up the replication rate, but it causes occasional software errors due to faulty copies. Will not activate if the nanites are synced to a cloud backup.
| +0.5 to +5
| --
| --
| Hazard
| Toxic
|-
!Electromagnetic Resonance
| The nanites cause an elctromagnetic pulse around the host when triggered. Will corrupt other nanite programs!
| 0
| 10
| 5s
| Mesh
| Toxin Buildup
|-
|}
 
===Augmentation Programs===
Augmentation programs offer boosts and bonuses to the host.


{| class="wikitable sortable" border="1"; || style="text-align: center;"
{| class="wikitable sortable" border="1" width=100%; || style="text-align: center;"
|-
|-
! scope="col" | Program
! scope="col" width=10% | Program
! scope="col" class="unsortable" | Effect
! scope="col" class="unsortable" | Effect
! scope="col" | Volume per second
! scope="col" width=5% | Volume per second
! scope="col" class="unsortable" | Corruptions
! scope="col" width=5% | Trigger Cost
! scope="col" width=5% | Trigger Cooldown
! scope="col" width=7% | Required Techweb
! scope="col" class="unsortable" width=8% | Corruptions
|-
!Nerve Support
| The nanites act as a secondary nervous system, reducing the amount of time the host is stunned by half.
| 1.5
| --
| --
| Neural
| Nerve Decay
|-
!Dermal Hardening
| The nanites form a mesh under the host's skin, protecting them from melee and bullet impacts.
| 0.5
| --
| --
| Mesh
| Dermalysis
|-
!Dermal Refractive Surface
| The nanites form a membrane above the host's skin, reducing the effect of laser and energy impacts.
| 0.5
| --
| --
| Mesh
| Dermalysis
|-
!Rapid Coagulation
| The nanites induce rapid coagulation when the host is wounded, dramatically reducing bleeding rate.
| 0.1
| --
| --
| Biological
| Hypoxemia
|-
!Electric Conduction
| The nanites act as a grounding rod for electric shocks, protecting the host. Shocks can still damage the nanites themselves.
| 0.2
| --
| --
| Mesh
| Nerve Decay
|-
!Mental Barrier
| The nanites form a protective membrane around the host's brain, shielding them from abnormal influences like a mindshield implant while they're active.
| 0.4
| --
| --
| Synaptic
| Neuro-Necrosis, Brain Misfire
|-
!Adrenaline Burst
| The nanites cause a burst of adrenaline when triggered, waking the host from stuns and temporarily increasing their speed.
| --
| 25
| 120s
| Harmonic
| Toxin Buildup, Nerve Decay
|}
 
===Healing Programs===
Healing programs fix a variety of damage and ailments that affect the host. They generally consume a lot of nanites, so it's advisable to activate them manually when necessary.
 
{| class="wikitable sortable" border="1" width=100%; || style="text-align: center;"
|-
! scope="col" width=10% | Program
! scope="col" class="unsortable" | Effect
! scope="col" width=5% | Volume per second
! scope="col" width=5% | Trigger Cost
! scope="col" width=5% | Trigger Cooldown
! scope="col" width=7% | Required Techweb
! scope="col" class="unsortable" width=8% | Corruptions
|-
|-
!Accelerated Regeneration
!Accelerated Regeneration
| The nanites boost the host's natural regeneration, increasing their healing speed. Does not consume nanites while the host is undamaged.
| The nanites boost the host's natural regeneration, increasing their healing speed. <i>Does not consume nanites while the host is undamaged.</i>
| 2.5
| 2.5
| --
| --
| Biological
| Necrosis
| Necrosis
|-
|-
Line 100: Line 303:
| The nanites adjust the host's internal temperature to an ideal level. Does not consume nanites while the host is at an ideal temperature.
| The nanites adjust the host's internal temperature to an ideal level. Does not consume nanites while the host is at an ideal temperature.
| 3.5
| 3.5
| Skin Decay
| --
| --
| Mesh
| Dermalysis
|-
|-
!Blood Purification
!Blood Purification
| The nanites purge toxins and chemicals from the host's bloodstream. Does not consume nanites if the host has no chemicals nor toxin damage.
| The nanites purge toxins and chemicals from the host's bloodstream. Does not consume nanites if the host has no chemicals nor toxin damage.
| 1
| 1
| --
| --
| Smart
| Hypoxemia, Necrosis
| Hypoxemia, Necrosis
|-
|-
Line 110: Line 319:
| The nanites fix neural connections in the host's brain, reversing brain damage and minor traumas. Does not consume nanites if the host has no brain damage.
| The nanites fix neural connections in the host's brain, reversing brain damage and minor traumas. Does not consume nanites if the host has no brain damage.
| 1.5
| 1.5
| Brain Decay
| --
| --
| Neural
| Neuro-Necrosis
|-
|-
!Blood Regeneration
!Blood Regeneration
| The nanites stimulate and boost blood cell production in the host. Does not consume nanites if the host has enough blood.
| The nanites stimulate and boost blood cell production in the host. Does not consume nanites if the host has enough blood.
| 1
| 1
| --
| --
| Biological
| Hypoxemia
| Hypoxemia
|-
|-
Line 120: Line 335:
| The nanites fix damage in the host's mechanical limbs. Does not consume nanites if the limbs are undamaged.
| The nanites fix damage in the host's mechanical limbs. Does not consume nanites if the limbs are undamaged.
| 0.5
| 0.5
| --
| --
| Necrosis
| Necrosis
|-
|-
Line 125: Line 342:
| The nanites purge toxins and dangerous chemicals from the host's bloodstream, while ignoring beneficial chemicals. The added processing power required to analyze the chemicals severely increases the nanite consumption rate.
| The nanites purge toxins and dangerous chemicals from the host's bloodstream, while ignoring beneficial chemicals. The added processing power required to analyze the chemicals severely increases the nanite consumption rate.
| 2
| 2
| --
| --
| Harmonic
| Hypoxemia, Necrosis
| Hypoxemia, Necrosis
|-
|-
Line 130: Line 350:
| The nanites manually repair and replace organic cells, acting much faster than normal regeneration. However, this program cannot detect the difference between harmed and unharmed, causing it to consume nanites even if it has no effect.
| The nanites manually repair and replace organic cells, acting much faster than normal regeneration. However, this program cannot detect the difference between harmed and unharmed, causing it to consume nanites even if it has no effect.
| 5.5
| 5.5
| --
| --
| Harmonic
| Hypoxemia, Necrosis
| Hypoxemia, Necrosis
|-
|-
Line 135: Line 358:
| The nanites are able to backup and restore the host's neural connections, potentially replacing entire chunks of missing or damaged brain matter.
| The nanites are able to backup and restore the host's neural connections, potentially replacing entire chunks of missing or damaged brain matter.
| 3
| 3
| Brain Decay, Brain Misfire
| --
| --
| Harmonic
| Neuro-Necrosis, Brain Misfire
|-
!Defibrillation
| The nanites shock the host's heart when triggered, bringing them back to life if the body can sustain it. Ghost has 8 seconds to re-enter their body after the trigger. The host can not have 200 or more total damage (including toxin and oxyloss damage) or the revive will fail. Unlike with ordinary defibrillators (just need less than 180 brute and burn) the revive will not heal or cause any oxyloss or other damage, which means it's possible to stand up instantly if hurt less than crit threshold.
| --
| 25
| 12s
| Harmonic
| Shocking
|-
|}
 
===Glitch Programs===
Defective programs caused by data corruption, and not otherwise obtainable. Generally range from mildly to moderately dangerous. Can stack.
 
{| class="wikitable sortable" border="1" width=100%; || style="text-align: center;"
|-
! scope="col" width=10% | Program
! scope="col" class="unsortable" | Effect
! scope="col" width=5% | Volume per second
! scope="col" width=5% | Trigger Cost
! scope="col" width=5% | Trigger Cooldown
! scope="col" width=7% | Required Techweb
! scope="col" class="unsortable" width=8% | Corruptions
|-
!Glitch
| A heavy software corruption that causes nanites to gradually break down.
| 1.5
| --
| --
| --
| None
|-
!Necrosis
| The nanites attack internal tissues indiscriminately, causing widespread damage.
| 0.75
| --
| --
| --
| Glitch
|-
!Toxin Buildup
| The nanites cause a slow but constant toxin buildup inside the host.
| 0.25
| --
| --
| --
| Glitch
|-
!Hypoxemia
| The nanites prevent the host's blood from absorbing oxygen efficiently.
| 0.75
| --
| --
| --
| Glitch
|-
!Neuro-Necrosis
| The nanites seek and attack brain cells, causing extensive neural damage to the host.
| 0.75
| --
| --
| --
| Necrosis
|-
!Brain Misfire
| The nanites interfere with neural pathways, causing minor psychological disturbances.
| 0.5
| --
| --
| --
| Neuro-Necrosis
|-
!Dermalysis
| The nanites attack skin cells, causing irritation, rashes, and minor damage.
| 0.25
| --
| --
| --
| Necrosis
|-
!Nerve Decay
| The nanites attack the host's nerves, causing lack of coordination and short bursts of paralysis.
| 1
| --
| --
| --
| Necrosis
|}
 
===Weaponized Programs===
Aggressive programs which use nanites as a military-grade weapon. Moderately to extremely dangerous to the host and/or their surroundings.
 
{| class="wikitable sortable" border="1" width=100%; || style="text-align: center;"
|-
! scope="col" width=10% | Program
! scope="col" class="unsortable" | Effect
! scope="col" width=5% | Volume per second
! scope="col" width=5% | Trigger Cost
! scope="col" width=5% | Trigger Cooldown
! scope="col" width=7% | Required Techweb
! scope="col" class="unsortable" width=8% | Corruptions
|-
!Cellular Breakdown
| The nanites destroy cellular structures in the host's body, causing brute damage.
| 1.5
| --
| --
| Biological
| Necrosis
|-
!Poisoning
| The nanites deliver poisonous chemicals to the host's internal organs, causing toxin damage and vomiting.
| 1.5
| --
| --
| Biological
| Toxin Buildup
|-
!Memory Leak
| This program invades the memory space used by other programs, causing frequent corruptions and errors.
| 0
| --
| --
| Smart
| Toxin Buildup
|-
!Aggressive Replication
| Nanites will consume organic matter to improve their replication rate, damaging the host.
| -1
| --
| --
| Harmonic
| Necrosis
|-
!Meltdown
| Causes an internal meltdown inside the nanites, causing internal burns inside the host as well as rapidly destroying the nanite population. Sets the nanites' safety threshold to 0 when activated.
| 10
| --
| --
| Military
| Glitch
|-
!Chain Detonation
| Detonates all the nanites inside the host in a chain reaction when triggered.
| 0
| 25
| 10s
| Military
| Toxin Buildup
|-
!Heart-Stopper
| Stops the host's heart when triggered; restarts it if triggered again.
| 0
| 12
| 1s
| Military
| Nerve Decay
|-
!Cryogenic Treatment
| The nanites rapidly sink heat through the host's skin, lowering their temperature.
| 1
| --
| --
| Mesh
| Dermalysis, Sub-Dermal Combustion
|-
!Sub-Dermal Combustion
| The nanites cause buildup of flammable fluids under the host's skin, then ignites them.
| 4
| --
| --
| Military
| Dermalysis, Cryogenic Treatment
|-
!Mind Control
| The nanites imprint an absolute directive onto the host's brain while they're active.
| 3
| --
| --
| Hazard
| Neuro-Necrosis, Brain Misfire  
|-
|}
 
===Suppression Programs===
Programs with the goal of acting as a deterrent against the host. Generally nonlethal.
 
{| class="wikitable sortable" border="1" width=100%; || style="text-align: center;"
|-
! scope="col" width=10% | Program
! scope="col" class="unsortable" | Effect
! scope="col" width=5% | Volume per second
! scope="col" width=5% | Trigger Cost
! scope="col" width=5% | Trigger Cooldown
! scope="col" width=7% | Required Techweb
! scope="col" class="unsortable" width=8% | Corruptions
|-
!Electric Shock
| The nanites shock the host when triggered. Destroys a large amount of nanites!
| --
| 10
| 30s
| Mesh
| Toxin Buildup
|-
!Neural Shock
| The nanites pulse the host's nerves when triggered, inapacitating them for a short period.
| --
| 4
| 30s
| Neural
| Electric Shock, Nerve Decay
|-
!Sleep Induction
| The nanites cause rapid (but not instant) narcolepsy when triggered.
| --
| 15
| 120s
| Synaptic
| Neuro-Necrosis, Brain Misfire
|-
!Paralysis
| The nanites actively suppress nervous pulses, effectively paralyzing the host.
| 3
| --
| --
| Neural
| Nerve Decay
|-
!Death Simulation
| The nanites induce a death-like coma into the host, able to fool most medical scans.
| 3.5
| --
| --
| Harmonic
| Necrosis, Nerve Decay, Neuro-Necrosis
|-
!Pacification
| The nanites suppress the aggression center of the brain, preventing the host from causing direct harm to others.
| 1
| --
| --
| Synaptic
| Neuro-Necrosis, Brain Misfire
|-
!Blindness
| The nanites suppress the host's ocular nerves, blinding them while they're active.
| 1.5
| --
| --
| Synaptic
| Nerve Decay
|-
!Mute
| The nanites suppress the host's speech, making them mute while they're active.
| 0.75
| --
| --
| Synaptic
| Neuro-Necrosis, Brain Misfire
|-
!Forced Speech
| The nanites force the host to say a pre-programmed sentence when triggered.
| --
| 3
| 2s
| Synaptic
| Neuro-Necrosis, Brain Misfire
|-
!Skull Echo
| The nanites echo a synthesized message inside the host's skull.
| --
| 1
| 2s
| Smart
| Neuro-Necrosis, Brain Misfire
|-
!Hallucination
| The nanites make the host hallucinate something when triggered.
| --
| 4
| 8s
| Synaptic
| Brain Misfire
|-
|}
 
===Sensor Programs===
Programs that will self-pulse a given code when their condition is met.
 
{| class="wikitable sortable" border="1" width=100%; || style="text-align: center;"
|-
! scope="col" width=10% | Program
! scope="col" class="unsortable" | Effect
! scope="col" width=5% | Volume per second
! scope="col" width=5% | Trigger Cost
! scope="col" width=5% | Trigger Cooldown
! scope="col" width=7% | Required Techweb
! scope="col" class="unsortable" width=8% | Corruptions
|-
!Health Sensor
| The nanites receive a signal when the host is above/below a certain percentage of health, with crit being 0.
| 0
| --
| --
| Biological
| Glitch
|-
!Critical Health Sensor
| The nanites receive a signal when the host first reaches critical health.
| 0
| --
| --
| Biological
| Glitch
|-
!Death Sensor
| The nanites receive a signal when they detect the host is dead.
| 0
| --
| --
| Biological
| Glitch
|-
!Nanite Volume Sensor
| The nanites receive a signal when the nanite supply is above/below a certain percentage, with the safety threshold being 0%. If safety threshold is higher, it will skew the percentage. For example, with threshold 50, 100 volume will count as 50 available volume, which means 10% instead of 20%, and the full 500 volume will count as 90%.
| 0
| --
| --
| Basic
| Glitch
|-
!Damage Sensor
| The nanites receive a signal when a host's specific damage type is above/below a target value.
| 0
| --
| --
| Biological
| Glitch
|-
!Voice Sensor
| Sends a signal when the nanites hear a determined word or sentence.
| 0
| --
| --
| Smart
| Glitch
|-
|}
|}

Latest revision as of 17:50, 1 July 2019

 
Reynard Parker, the Roboticist says:
"Move over Geneticist, there's a better way of making super humans these days. What is this method, you may ask? Nanites, son. It's not without its risks to the user, but it's not like anybody is going to detonate anybody from the inside out with these things, right...?"


Nanites are tiny nanomachines that live in a host's bloodstream, providing different functionalities depending on how they're programmed. The mob where the nanites reside is usually defined as their host.

Nanites[edit]

Implanting[edit]

Nanite Chamber

Nanite implantation can be done through the Nanite Chamber. A second person must operate the chamber from outside and begin the implanting process, at the end of which a new swarm will take root in the host.

Another method is to build a Public Nanite Chamber. Use a multitool on the Public Nanite Chamber circuit board first to choose which backup cloud you want it synched to. If you don't multitool the board it will default to cloud 1. Build the chamber using a machine frame. The public nanite chamber will automatically implant nanites into anyone who enters it, without the need for a second person.

Nanite Tools[edit]

There are currently three tools that can be used by nanite programmers.

Nanite Scanner[edit]

Use this to scan implanted people. It will give you a readout with information about current nanite volume, which nanite programs are currently implanted and their active/inactive status. If a nanite swarm contains the "Stealth" utility program you will not be able to see the list of programs.

Nanite Remote Control[edit]

A remote used for sending signals to implanted nanites. Change its settings and then click anywhere or on a target to activate it. For example you can set the code to be the trigger code you gave the "Host Scan" program. Using this in hand will open a menu. Settings:

  • Signal Code: Which code you want it to signal.
  • Signal Mode: Choose between "off" (makes remote do nothing), "local" (only signals the user), "targeted" (signals whoever you click directly on), "area" (signals anyone within your line of sight) and "relay" (signals any existing nanite programs that have a chosen "relay code").
  • Save Current Setting: Lets you save current setting to a list, with a name of choice. Not saved between rounds.
  • Lock Interface: Locks the settings. Alt-click the remote to unlock.

Nanite Communication Remote[edit]

A remote used for sending custom messages to the "Skull Echo", "Forced Speech" and "Hallucination (message only)" programs. The settings are very similar to those of the Nanite Remote Control. The difference is you set a Comm Code and Message instead of Signal Code and Relay. The programs installed must have the same Comm Code to be able to signal them with this remote.

Volume[edit]

If wearing a diagnostic HUD you will be able to see a bar next to implanted people, which is a nanite volume meter. Nanites generally expend a part of their volume while their programs are active. Luckily, modern technology allows them to integrate with the host's metabolism to replicate without interfering with biological processes, causing them to have a slow but steady growth rate.

Nanites by default have a safety threshold where they'll stop using nanite-consuming programs. This threshold can be customized in an individual by entering a Nanite Chamber, and having a second person operate the connected nanite chamber control console.If the swarm reaches a population of 0, there's none left to replicate, and the nanites are completely removed.

Programming[edit]

Nanite swarms can contain nanite programs. These programs can have a huge variety of effects, and are loaded into a nanite swarm in two main ways: uploading them manually with a Nanite Chamber or by syncing them with a Cloud Backup. Once loaded programs cannot be directly modified; instead, a copy of the same program with the desired programming must be uploaded again to overwrite the previous one. There is no limit to the amount of loaded programs, but using too many at once will usually rapidly deplete the nanite population.

Cloud[edit]

Nanite swarms can be set with a Cloud ID. If so, they will, every 30 seconds, copy the programming of the Cloud Backup with the same ID, if it has been set. Cloud backups are controlled by Cloud Control Consoles. They can create new backups (with codes from 1 to 100), as well as upload programs from a disk into the selected backup. Cloud control consoles also serve as storage, meaning that if they're disabled they will no longer sync with connected nanites, and that if all cloud consoles are destroyed, all backups will be lost.

Cloud synchronization has several benefits over direct chamber programming: it can update programs without a second person to operate the chamber, it will reset programming in case of tampering or data corruption, and can be updated remotely by a second person. Of course, the last part also makes it very risky, since anyone could upload malicious programs at any time if they have a console to do it with.

Nanite Programs[edit]

Nanite programs determine what nanites do inside the host. They have different categories, and range from helpful to deadly.

Obtaining programs[edit]

Programs are unlocked through techweb research. Once unlocked, they can be downloaded into Nanite Program Disks at any Nanite Program Hub.

Customizing Programs[edit]

Programs have sevral parameters that can be customized with the use of a Nanite Programmer. Simply insert a program disk in the machine and set the parameters you prefer. Note that codes set to 0 are inactive and cannot be signaled.

  • Activated: Determines if the program starts activated or not.
  • Activation Delay: Determines, in seconds, how long until the program self-activates.
  • Timer: Determines the length of the timer. Disables the timer if set to 0.
  • Timer Type: Determines what happens when the timer counts down. Has four settings:
    • Deactivate: Deactivates the program.
    • Self-Delete: Deletes the program.
    • Trigger: Triggers the program, if possible.
    • Reset Activation Timer: If there is an activation timer, it's reset to 0, deactivating the program until it counts down again.
  • Activation Code: The code that must be signaled to activate the program.
  • Deactivation Code: The code that must be signaled to deactivate the program.
  • Trigger Code: If the program can be triggered, the code that must be signaled to trigger the program.
  • Kill Code: The code that must be signaled to delete the program.

Some programs have an extra setting available for customization, like relay channels or signal codes.

Signaling Programs[edit]

Nanite Remotes can send coded signals to nanites. When a nanite swarm receives a signal, all its programs react if they recognize the code.

Nanite Remotes can be set to four modes:

  • Self targets the person who is holding the remote.
  • Targeted targets only the mob that is being clicked on.
  • Area targets all mobs in sight.
  • Relay allows the user to choose a relay channel; the signal is then sent globally to all hosts which have a relay program set to that channel.

Triggered Programs[edit]

Some programs do not have an effect over time, and instead must be triggered. To do so they can either receive a Trigger Code or set a Trigger Timer. Triggering a program generally has a cooldown as well as a cost in volume; if those requirements are not met the program won't trigger. If the program is not activated, it will also be unable to trigger, but activating the program is not the same as triggering it.

Data Corruption[edit]

Events like EMPs or shocks might result in data corruption in nanite programs, which can result in one of several different effects: - Toggles the program, deactivating it if active and viceversa. - Triggers the program, if it can be triggered - Deletes the program completely - Resets all the codes, preventing it from being signaled by remotes or signal programs. - Converts the program into a corrupted version. The glitch program depends on the program that got corrupted.

Nanite Types[edit]

Nanites are split in several categories.

Utility Programs[edit]

Programs that interact with the nanites themselves, or have general utility purposes.

Program Effect Volume per second Trigger Cost Trigger Cooldown Required Techweb Corruptions
Metabolic Synthesis The nanites use the metabolic cycle of the host to speed up their replication rate, using their extra nutrition as fuel. The host must be at least well fed. +0.5 -- -- Smart Toxin Buildup
Viral Replica The nanites constantly send encrypted signals attempting to forcefully copy their own programming into other nanite clusters. 0.5 -- -- Military Toxin Buildup
Monitoring The nanites monitor the host's vitals and location, sending them to the suit sensor network. 0 -- -- Basic Toxin Buildup
Host Scan The nanites display a detailed readout of a body scan to the host. Can pick between medical, chemical, or nanite scan. -- 3 5s Neural Toxin Buildup
Stealth The nanites hide their activity and programming from superficial scans. 0.2 -- -- Smart Toxin Buildup
Subdermal ID The nanites store the host's ID access rights in a subdermal magnetic strip. Updates when triggered, copying the host's current access. -- 0 5s Basic Dermalysis
Relay The nanites receive and relay long-range nanite signals. Must be set with a relay channel beforehand. -- -- -- Basic Toxin Buildup
Signal Repeater When triggered, sends another signal to the host, optionally with a delay. Useful to set up multiple codes for the same program. -- -- -- Basic Toxin Buildup
Relay Signal Repeater When triggered, sends a signal via relay, optionally with a delay. -- -- -- Basic Toxin Buildup
Infective Exo-Locomotion The nanites gain the ability to survive for brief periods outside of the human body, as well as the ability to start new colonies without an integration process; resulting in an extremely infective strain of nanites. 5.5 -- -- Hazard Hypoxemia, Necrosis
Mitosis The nanites gain the ability to self-replicate, using bluespace to power the process, instead of using the host's metabolism. This rapidly speeds up the replication rate, but it causes occasional software errors due to faulty copies. Will not activate if the nanites are synced to a cloud backup. +0.5 to +5 -- -- Hazard Toxic
Electromagnetic Resonance The nanites cause an elctromagnetic pulse around the host when triggered. Will corrupt other nanite programs! 0 10 5s Mesh Toxin Buildup

Augmentation Programs[edit]

Augmentation programs offer boosts and bonuses to the host.

Program Effect Volume per second Trigger Cost Trigger Cooldown Required Techweb Corruptions
Nerve Support The nanites act as a secondary nervous system, reducing the amount of time the host is stunned by half. 1.5 -- -- Neural Nerve Decay
Dermal Hardening The nanites form a mesh under the host's skin, protecting them from melee and bullet impacts. 0.5 -- -- Mesh Dermalysis
Dermal Refractive Surface The nanites form a membrane above the host's skin, reducing the effect of laser and energy impacts. 0.5 -- -- Mesh Dermalysis
Rapid Coagulation The nanites induce rapid coagulation when the host is wounded, dramatically reducing bleeding rate. 0.1 -- -- Biological Hypoxemia
Electric Conduction The nanites act as a grounding rod for electric shocks, protecting the host. Shocks can still damage the nanites themselves. 0.2 -- -- Mesh Nerve Decay
Mental Barrier The nanites form a protective membrane around the host's brain, shielding them from abnormal influences like a mindshield implant while they're active. 0.4 -- -- Synaptic Neuro-Necrosis, Brain Misfire
Adrenaline Burst The nanites cause a burst of adrenaline when triggered, waking the host from stuns and temporarily increasing their speed. -- 25 120s Harmonic Toxin Buildup, Nerve Decay

Healing Programs[edit]

Healing programs fix a variety of damage and ailments that affect the host. They generally consume a lot of nanites, so it's advisable to activate them manually when necessary.

Program Effect Volume per second Trigger Cost Trigger Cooldown Required Techweb Corruptions
Accelerated Regeneration The nanites boost the host's natural regeneration, increasing their healing speed. Does not consume nanites while the host is undamaged. 2.5 -- -- Biological Necrosis
Temperature Adjustment The nanites adjust the host's internal temperature to an ideal level. Does not consume nanites while the host is at an ideal temperature. 3.5 -- -- Mesh Dermalysis
Blood Purification The nanites purge toxins and chemicals from the host's bloodstream. Does not consume nanites if the host has no chemicals nor toxin damage. 1 -- -- Smart Hypoxemia, Necrosis
Neural Regeneration The nanites fix neural connections in the host's brain, reversing brain damage and minor traumas. Does not consume nanites if the host has no brain damage. 1.5 -- -- Neural Neuro-Necrosis
Blood Regeneration The nanites stimulate and boost blood cell production in the host. Does not consume nanites if the host has enough blood. 1 -- -- Biological Hypoxemia
Mechanical Repair The nanites fix damage in the host's mechanical limbs. Does not consume nanites if the limbs are undamaged. 0.5 -- -- Necrosis
Selective Blood Purification The nanites purge toxins and dangerous chemicals from the host's bloodstream, while ignoring beneficial chemicals. The added processing power required to analyze the chemicals severely increases the nanite consumption rate. 2 -- -- Harmonic Hypoxemia, Necrosis
Bio-Reconstruction The nanites manually repair and replace organic cells, acting much faster than normal regeneration. However, this program cannot detect the difference between harmed and unharmed, causing it to consume nanites even if it has no effect. 5.5 -- -- Harmonic Hypoxemia, Necrosis
Neural Reimaging The nanites are able to backup and restore the host's neural connections, potentially replacing entire chunks of missing or damaged brain matter. 3 -- -- Harmonic Neuro-Necrosis, Brain Misfire
Defibrillation The nanites shock the host's heart when triggered, bringing them back to life if the body can sustain it. Ghost has 8 seconds to re-enter their body after the trigger. The host can not have 200 or more total damage (including toxin and oxyloss damage) or the revive will fail. Unlike with ordinary defibrillators (just need less than 180 brute and burn) the revive will not heal or cause any oxyloss or other damage, which means it's possible to stand up instantly if hurt less than crit threshold. -- 25 12s Harmonic Shocking

Glitch Programs[edit]

Defective programs caused by data corruption, and not otherwise obtainable. Generally range from mildly to moderately dangerous. Can stack.

Program Effect Volume per second Trigger Cost Trigger Cooldown Required Techweb Corruptions
Glitch A heavy software corruption that causes nanites to gradually break down. 1.5 -- -- -- None
Necrosis The nanites attack internal tissues indiscriminately, causing widespread damage. 0.75 -- -- -- Glitch
Toxin Buildup The nanites cause a slow but constant toxin buildup inside the host. 0.25 -- -- -- Glitch
Hypoxemia The nanites prevent the host's blood from absorbing oxygen efficiently. 0.75 -- -- -- Glitch
Neuro-Necrosis The nanites seek and attack brain cells, causing extensive neural damage to the host. 0.75 -- -- -- Necrosis
Brain Misfire The nanites interfere with neural pathways, causing minor psychological disturbances. 0.5 -- -- -- Neuro-Necrosis
Dermalysis The nanites attack skin cells, causing irritation, rashes, and minor damage. 0.25 -- -- -- Necrosis
Nerve Decay The nanites attack the host's nerves, causing lack of coordination and short bursts of paralysis. 1 -- -- -- Necrosis

Weaponized Programs[edit]

Aggressive programs which use nanites as a military-grade weapon. Moderately to extremely dangerous to the host and/or their surroundings.

Program Effect Volume per second Trigger Cost Trigger Cooldown Required Techweb Corruptions
Cellular Breakdown The nanites destroy cellular structures in the host's body, causing brute damage. 1.5 -- -- Biological Necrosis
Poisoning The nanites deliver poisonous chemicals to the host's internal organs, causing toxin damage and vomiting. 1.5 -- -- Biological Toxin Buildup
Memory Leak This program invades the memory space used by other programs, causing frequent corruptions and errors. 0 -- -- Smart Toxin Buildup
Aggressive Replication Nanites will consume organic matter to improve their replication rate, damaging the host. -1 -- -- Harmonic Necrosis
Meltdown Causes an internal meltdown inside the nanites, causing internal burns inside the host as well as rapidly destroying the nanite population. Sets the nanites' safety threshold to 0 when activated. 10 -- -- Military Glitch
Chain Detonation Detonates all the nanites inside the host in a chain reaction when triggered. 0 25 10s Military Toxin Buildup
Heart-Stopper Stops the host's heart when triggered; restarts it if triggered again. 0 12 1s Military Nerve Decay
Cryogenic Treatment The nanites rapidly sink heat through the host's skin, lowering their temperature. 1 -- -- Mesh Dermalysis, Sub-Dermal Combustion
Sub-Dermal Combustion The nanites cause buildup of flammable fluids under the host's skin, then ignites them. 4 -- -- Military Dermalysis, Cryogenic Treatment
Mind Control The nanites imprint an absolute directive onto the host's brain while they're active. 3 -- -- Hazard Neuro-Necrosis, Brain Misfire

Suppression Programs[edit]

Programs with the goal of acting as a deterrent against the host. Generally nonlethal.

Program Effect Volume per second Trigger Cost Trigger Cooldown Required Techweb Corruptions
Electric Shock The nanites shock the host when triggered. Destroys a large amount of nanites! -- 10 30s Mesh Toxin Buildup
Neural Shock The nanites pulse the host's nerves when triggered, inapacitating them for a short period. -- 4 30s Neural Electric Shock, Nerve Decay
Sleep Induction The nanites cause rapid (but not instant) narcolepsy when triggered. -- 15 120s Synaptic Neuro-Necrosis, Brain Misfire
Paralysis The nanites actively suppress nervous pulses, effectively paralyzing the host. 3 -- -- Neural Nerve Decay
Death Simulation The nanites induce a death-like coma into the host, able to fool most medical scans. 3.5 -- -- Harmonic Necrosis, Nerve Decay, Neuro-Necrosis
Pacification The nanites suppress the aggression center of the brain, preventing the host from causing direct harm to others. 1 -- -- Synaptic Neuro-Necrosis, Brain Misfire
Blindness The nanites suppress the host's ocular nerves, blinding them while they're active. 1.5 -- -- Synaptic Nerve Decay
Mute The nanites suppress the host's speech, making them mute while they're active. 0.75 -- -- Synaptic Neuro-Necrosis, Brain Misfire
Forced Speech The nanites force the host to say a pre-programmed sentence when triggered. -- 3 2s Synaptic Neuro-Necrosis, Brain Misfire
Skull Echo The nanites echo a synthesized message inside the host's skull. -- 1 2s Smart Neuro-Necrosis, Brain Misfire
Hallucination The nanites make the host hallucinate something when triggered. -- 4 8s Synaptic Brain Misfire

Sensor Programs[edit]

Programs that will self-pulse a given code when their condition is met.

Program Effect Volume per second Trigger Cost Trigger Cooldown Required Techweb Corruptions
Health Sensor The nanites receive a signal when the host is above/below a certain percentage of health, with crit being 0. 0 -- -- Biological Glitch
Critical Health Sensor The nanites receive a signal when the host first reaches critical health. 0 -- -- Biological Glitch
Death Sensor The nanites receive a signal when they detect the host is dead. 0 -- -- Biological Glitch
Nanite Volume Sensor The nanites receive a signal when the nanite supply is above/below a certain percentage, with the safety threshold being 0%. If safety threshold is higher, it will skew the percentage. For example, with threshold 50, 100 volume will count as 50 available volume, which means 10% instead of 20%, and the full 500 volume will count as 90%. 0 -- -- Basic Glitch
Damage Sensor The nanites receive a signal when a host's specific damage type is above/below a target value. 0 -- -- Biological Glitch
Voice Sensor Sends a signal when the nanites hear a determined word or sentence. 0 -- -- Smart Glitch