Guide to Nanites

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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.



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

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 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

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.


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. The default maximum amount of nanite volume that a host can have is 500, although this can be changed with certain protocols. Excess nanites will be expelled by the host, although this will be completely unnoticeable barring rare circumstances where the host's maximum volume is drastically lowered.

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.

In addition, unlocking Harmonic Nanite Technology will passively boost the growth rate of all nanites by +0.1.


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.


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

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

Obtaining programs

Programs are unlocked through the R&D console at the science department. While basic nanite research only costs 1000 research points, further research requires nanite points which is gained by the amount of people with nanites injected. Dangerous programs are only unlocked through destructive analysis of abductor or traitor equipment.

Customizing Programs

Programs have several 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

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

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

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

Nanites are split in several categories.

Utility Programs

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 nutrition as fuel.

This WILL starve the host if allowed to, you should probably combine this with a nutrition sensor!

+0.5 -- -- Smart Toxin Buildup
Vampiric Synthesis The nanites consume the host's blood to speed up their replication rate.

Like Metabolic Synthesis, these will drain the host dry if allowed to, and thus these are best combined with a blood sensor.

+0.75 -- -- Smart Glitch
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. 1.5 -- -- Hazard Hypoxemia, Necrosis
Mitosis The nanites gain the ability to self-replicate, using bluespace to power the process. Becomes more effective the more nanites are already in the host.

            The replication has also a chance to corrupt the nanite programming due to copy faults - cloud sync is highly recommended.

+0.5 to +5 -- -- Hazard Toxic
Distributed Computing The nanites aid the research servers by performing a portion of its calculations, increasing research point generation. 0.2 -- -- Basic Toxin Buildup
Neural Network The nanites link the host's brains together forming a neural research network, that becomes more efficient with the amount of total hosts. 0.3 -- -- Basic Neuro-Necrosis
Reduced Diagnostics Disables some high-cost diagnostics in the nanites, making them unable to communicate their program list to portable scanners. +0.1 -- -- Basic Toxin Buildup
Electromagnetic Resonance The nanites cause an elctromagnetic pulse around the host when triggered. Will corrupt other nanite programs! -- 10 5s Mesh Toxin Buildup
Dermal Button Displays a button on the host's skin, which can be used to send an activation/deactivation code to the nanites. The button's name, icon and icon color can be edited. 0 -- -- Basic Glitch
Dermal Toggle Displays a switch on the host's skin, which can be used to send a signal to the nanites. The button's name, icon and icon color can be edited. 0 -- -- Basic Glitch
Nanite Sting When triggered, projects a nearly invisible spike of nanites that attempts to infect a nearby non-host with a copy of the host's nanites cluster. -- 5 10s Military Toxin Buildup, Glitch
Remote Signaler When triggered, the nanites will send the specified code over the given channel, just like a normal remote signaler. -- 10 5s Smart Glitch


Special programs that enhance nanite behaviour in one particular sector. Only one protocol of each category can function at the same time in a nanite cloud. These are unlocked through B.E.P.I.S. research.

Program Effect Volume per second Trigger Cost Trigger Cooldown Category Required Techweb Corruptions
Kickstart Protocol The nanites focus on early growth, heavily boosting replication rate for a few minutes after the initial implantation. +3.5 (for the first 120 seconds) -- -- Replication Replication Protocols Necrosis
Factory Protocol The nanites build a factory matrix within the host, gradually increasing replication speed over time. The factory decays if the protocol is not active, and can be damaged by shocks or EMPs. -- -- -- Replication Replication Protocols Necrosis
Pyramid Protocol The nanites implement an alternate cooperative replication protocol that is more efficient as long as the saturation level is above 80%. +1.2 (if volume above 80%) -- -- Replication Replication Protocols Necrosis
Offline Production Protocol While the host is asleep or otherwise unconcious, the nanites exploit the reduced interference to replicate much faster. +3 (if asleep) -- -- Replication Replication Protocols Necrosis
Hive Protocol The nanites use a more efficient grid arrangment for volume storage, increasing maximum volume in a host by 250. -- -- -- Storage Storage Protocols Necrosis
Zip Protocol The nanites are disassembled and compacted when unused, increasing the maximum volume while in a host by 500. However, the process slows down the replication rate slightly. 0.2 -- -- Storage Storage Protocols Necrosis
Free Range Protocol The nanites discard their default storage protocols in favour of a cheaper and more organic approach. Reduces maximum volume by 250, but increases the replication rate. +0.5 -- -- Storage Storage Protocols Necrosis
S.L.O. Protocol 'S.L.O.P.', or Storage Level Override Protocol, completely disables the safety measures normally present in nanites, allowing them to reach much higher saturation levels (1500 extra volume), but at the risk of causing internal damage to the host. -- -- -- Storage Storage Protocols Necrosis

Augmentation Programs

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.

This increases your armor against those damage types by 30.

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.

This increases your armor against those damage types by 30.

0.5 -- -- Mesh Dermalysis
Rapid Coagulation The nanites induce rapid coagulation when the host is wounded, reducing the bleeding rate by ten times. 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. -- 20 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.

Program Effect Volume per second Trigger Cost Trigger Cooldown Required Techweb Corruptions
Accelerated Regeneration The nanites boost the host's natural regeneration, healing brute and burn by 0.5 damage each second.

Does not consume nanites while the host is undamaged.

0.5 -- -- Biological Necrosis
Temperature Adjustment The nanites adjust the host's internal temperature by 40 degrees each second until it reaches an ideal level.

Does not consume nanites while the host is at an ideal temperature.

3.5 -- -- Mesh Dermalysis
Blood Purification The nanites purge all chemicals from the host's bloodstream by 1u each second as well as healing toxin damage by 1 each second.

Does not consume nanites if the host has no chemicals nor toxin damage. Also is deadly to species such as Oozelings and Slimepeople.

1 -- -- Smart Hypoxemia, Necrosis
Neural Regeneration The nanites fix neural connections in the host's brain, healing brain damage by 1 and having a chance to cure minor traumas each second.

Does not consume nanites if the host has no brain damage.

1.5 -- -- Neural Neuro-Necrosis
Blood Regeneration The nanites regenerate the host's blood by 2u each second.

Does not consume nanites if the host has more than 475cl of blood.

1 -- -- Biological Hypoxemia
Mechanical Repair The nanites repair the host's mechanical limbs by 1.5 brute and 1.5 burn damage each second.

Does not consume nanites if the limbs are undamaged.

0.5 -- -- Basic Necrosis
Selective Blood Purification The nanites purge only toxins and dangerous chemicals from the host's bloodstream by 1u, and heal toxic damage by 1 teach second.

Does not consume nanites if the host has no chemicals nor toxin damage. Also is deadly to species such as Oozelings and Slimepeople.

2 -- -- Harmonic Hypoxemia, Necrosis
Bio-Reconstruction The nanites manually repair and replace organic cells, healing the host of 3 brute and 3 burn damage each second. 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, healing the brain of 2 damage each second as well as having a chance to cure mild, severe and even deep-rooted traumas. 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 180 or more brute and burn damage, heavily damaged brain, missing heart or the revive will fail. Unlike with ordinary defibrillators 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.

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 0.75 brute damage per second. 0.75 -- -- -- Glitch
Toxin Buildup The nanites cause a slow 0.5 damage per second toxin buildup inside the host. 0.25 -- -- -- Glitch
Hypoxemia The nanites cause the host to suffocate at a rate of 3 damage per second. 0.75 -- -- -- Glitch
Neuro-Necrosis The nanites seek and attack brain cells, causing 1 brain damage per second as well as having a chance to make the host hallucinate. 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 of 0.25 brute per second. 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.

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 1 brute damage per second.. 1.5 -- -- Biological Necrosis
Poisoning The nanites deliver poisonous chemicals to the host's internal organs, causing 1 toxin damage each second and having a chance to cause vomiting. However, it will not make species such as Oozelings and Slimepeople vomit. 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 3.5 fire damage per second to 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, with the strength of the explosion depending on the nanite volume. 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 body temperature.

Does nothing if the host is already below the freezing 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.

Does nothing if the host is already on fire.

4 -- -- Military Dermalysis, Cryogenic Treatment
Mind Control The nanites imprint an absolute directive onto the host's brain for one minute when triggered -- 30 180s Hazard Neuro-Necrosis, Brain Misfire
Amphetamine Injection The nanites synthesize amphetamine when triggered, which temporarily increases the host's running speed. -- 10 120s Military Nerve Decay, Toxin Buildup
Nanite Blade While activated, the nanites will manifest a metallic blade in their active hand. 1 -- 10s Military Necrotic, Skin Decay

Suppression Programs

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 customizable sentence when triggered, can force the host to emote too. -- 3 2s Synaptic Neuro-Necrosis, Brain Misfire
Skull Echo The nanites echo a synthesized cutsomizable 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
Happiness Enhancer The nanites synthesize serotonin inside the host's brain, creating an artificial sense of happiness and providing a custom positive moodlet. 0.1 -- -- Neural Neuro-Necrosis
Happiness Suppressor The nanites suppress the production of serotonin inside the host's brain, creating an artificial state of depression and providing a custom negavite moodlet. 0.1 -- -- Neural Neuro-Necrosis

Sensor Programs

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
Species Sensor When triggered, the nanites scan the host to determine their species and output a signal depending on the conditions set in the settings. 0 -- -- Harmonic Glitch
Blood Sensor The nanites receive a signal when a host's blood level is above/below a target value. 0 -- -- Biological Glitch
Nutrition Sensor The nanites receive a signal when a host's nutrition level is above/below a target value. 0 -- -- Biological Glitch
Remote Signal Receiver Sends a signal when the specified signaler frequency and code is sent. 0 -- -- Smart Glitch