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	<updated>2026-06-03T23:15:47Z</updated>
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		<id>https://wiki.beestation13.com/w/index.php?title=User:Racc-Off/botany&amp;diff=39465</id>
		<title>User:Racc-Off/botany</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=User:Racc-Off/botany&amp;diff=39465"/>
		<updated>2026-03-01T14:45:18Z</updated>

		<summary type="html">&lt;p&gt;Racc-Off: /* Hydroponics &amp;amp; Botany */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Hydroponics &amp;amp; Botany ==&lt;br /&gt;
Botany, the scientific study of plants.&lt;br /&gt;
In the glorious sub-department of hydroponics, plants work for you, the all powerful botanist.&lt;br /&gt;
&lt;br /&gt;
Check out the [[User:Racc-Off/botany#QuickStart|QuickStart]] first if you took tests in a separate room.&lt;br /&gt;
&lt;br /&gt;
=== Plants===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Plant :D&lt;br /&gt;
&lt;br /&gt;
==== Anatomy ====&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Plants are the organisms you will be working with as a botanist. Their composition is comprised of 3 core elements the &#039;&#039;&#039;body&#039;&#039;&#039;, &#039;&#039;&#039;fruit&#039;&#039;&#039;, and &#039;&#039;&#039;roots&#039;&#039;&#039;. These elements are known as &#039;&#039;&#039;plant features&#039;&#039;&#039;.&lt;br /&gt;
There are many plant features, and they each have their own unique characteristics. No more than 1 of each feature can exist in a given plant, but there is no requirement to have a particular type of feature, meaning you can create plants without fruit, roots, or bodies.&lt;br /&gt;
However, it is not guaranteed a plant can survive without roots or a body.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:50%; text-align:center; margin-left:20%&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#64a344;&#039;|material Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#64a344;&#039;|Info&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Body}} [[File:artifact_plasma.png]]Body&lt;br /&gt;
|The &#039;&#039;&#039;body&#039;&#039;&#039; of a plant will determine its overall size, time to mature, and harvest size, among other things. The body of a plant is also responsible for a plant&#039;s health, a sick body is a sick plant.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Fruit}} [[File:artifact_plasma.png]]Fruit&lt;br /&gt;
|The &#039;&#039;&#039;fruit&#039;&#039;&#039; of a plant will determine what it grows, what is produced from harvests. Obviously each fruit feature also has its own stats that determine growth time, reagents, and reagent volume.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Roots}} [[File:artifact_plasma.png]]Roots&lt;br /&gt;
|The &#039;&#039;&#039;roots&#039;&#039;&#039; of a plant allows it to absorb any reagents it may need to survive from its surroundings. In addition to this, roots also determine what kind of substrate a plant can grow in, whether that be dirt, sand, clay, or debris.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some feature&#039;s have special stats that control how they can be combined, this will be discussed later.&lt;br /&gt;
&lt;br /&gt;
==== Needs ====&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Most plants need water to survive, who would have guessed. Using a plant scanner on a plant will reveal each feature&#039;s needs, and how to satisfy them. &lt;br /&gt;
Basic needs can be satisfied in multiple ways. For example, a plant&#039;s need for water can be satiated by water, earthsblood, sodawater, or milk. It&#039;s important to note a plant will not consume an equal amount of these reagents, some substitutes require a smaller amount to satisfy the need, and others need more, in comparison to the base.&lt;br /&gt;
Not all reagent needs consume their reagents, some only need them as a catalyst. Sometimes a need isn&#039;t even a reagent, needs can even be things like light level or location.&lt;br /&gt;
&lt;br /&gt;
The majority of plants&#039; body &amp;amp; fruit features have the need for &#039;water&#039; to survive. When their needs are not met, these features will not progress through growth, harvests, or yield cooldown. Instead these features, body, will slowly lose a percentage of their current health. This process will never kill them, but will expose them to pests, that will deal a small amount of flat damage.&lt;br /&gt;
Although most roots don&#039;t have needs, any that do will require them met before they can transport reagents to other features to satisfy their needs.&lt;br /&gt;
&lt;br /&gt;
==== Buffs ====&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Like needs, buffs are interactions that change how the plant behaves. Using a plant scanner on a plant will reveal each feature&#039;s buffs, and how to satisfy them. &lt;br /&gt;
Basic buffs include reagents like Robust Harvest that will increase a plant&#039;s harvest while it&#039;s active. Also like needs, buffs can be satisfied with substitutes.&lt;br /&gt;
Again like needs, not all buffs come from reagents. One of the most powerful buffs comes from bees, when they pollinate a plant. Pollinated plants will have every buff active at the same time for a short duration. &lt;br /&gt;
&lt;br /&gt;
=== Items, Tools, and Machines ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
They exist :)&lt;br /&gt;
&lt;br /&gt;
=== Plant Analysis ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
The plant analyser is a powerful tool that can be used to archive specific plant features &amp;amp; traits for later use in the seed editor to make your own custom plants.&lt;br /&gt;
&lt;br /&gt;
Using a spade, a mature plant can be dug up from its tray and inserted into the plant analyser.&lt;br /&gt;
Then, using the hydroponics machine terminal, you can view the plant&#039;s genetics- its features and their traits. If you have a plant disk inserted into the plant analyser, you can save specific features, their traits, or both! When saving a feature to a plant disk, you will be given the option of which traits to save along with the feature, if it has traits to begin with. This can be used to remove unwanted traits from a feature before you insert it into the seed editor, helpful!&lt;br /&gt;
However, not every feature &amp;amp; trait is archivable. Some features, and traits, are special and cannot be saved for later use. You will discover these, rarely, as you interact with plants. A notable instance of this is the Dionae pod, which cannot have its body or fruit copied, only its roots.&lt;br /&gt;
&lt;br /&gt;
=== Seed Editing ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
The seed editor, much like the plant analyser, is a powerful &amp;amp; necessary tool for any botanist, being the machine responsible for creating custom plants.&lt;br /&gt;
&lt;br /&gt;
By inserting a seed packet into the seed editor, and using the hydroponics machine terminal, you will have complete control over its genetics. You can choose any feature, or trait, to remove from the seeds. However, not every feature &amp;amp; trait can be removed. Some features, and traits, cannot be removed from the plant they are associated with. As before, a notable instance of this is the Dionae pod, which cannot have its body or fruit removed, only its roots. You will discover these, rarely, as you interact with plants.&lt;br /&gt;
This machine also allows you to add features or traits to the seed, from inserted plant disks. However, not every feature &amp;amp; trait is compatible with the rest. Some features, and traits, aren&#039;t compatible with one another. A notable instance of this is the mushroom family of features, being only compatible with other mushroom features. You will discover these, rarely, as you interact with plants. Although most traits will exclude themselves, you may discover some allow multiple copies of themselves on a single feature.&lt;br /&gt;
Additionally, when adding traits to a feature, it&#039;s important to note the genetic budget of the feature, and the genetic cost of the feature. Each plant feature has a unique genetic budget, which determines how many traits it can afford. Each feature trait has a genetic cost, which determines how much it will cost for the feature to have, some traits have negative cost which increases the feature&#039;s genetic budget. Overdrafting a feature&#039;s genetic budget is possible, allowing you to have as many traits as you want, but doing so will add more needs to the plant. An extra need will be added to the plant for every trait that overdrafts a feature&#039;s genetic budget.&lt;br /&gt;
&lt;br /&gt;
=== Plant Mutation ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
The irradiator kiln- [ don&#039;t get in the kiln]! &lt;br /&gt;
&lt;br /&gt;
Not every plant, feature, and trait can be found from seeds in the seed vendor. Some features have special variants with unique stats, traits, etc.. These variants can be access by using the irradiator kiln.&lt;br /&gt;
Using a spade, a plant can be dug up from its tray and inserted into kiln.&lt;br /&gt;
Then, using the hydroponics machine terminal, you can view the plant&#039;s genetics, its features and their traits, and choose which feature to mutate. When mutating a feature, you will also have the option to preserve its traits, which will be destroyed upon mutation otherwise. If a mutation has incompatible traits, the trait causing the incompatibility will *not* be preserved. Similarly, if a mutated feature is not compatible with existing features, it will not be mutated.&lt;br /&gt;
&lt;br /&gt;
Although the kiln is good, and you should step inside it, nothing is free. Mutating features uses charge from the kiln&#039;s irradiator coils. These coils can be recharged by inserting radioactive material into the kiln. The kiln starts with a small piece of radioactive rubble, but this will inevitably need replacing throughout the round.&lt;br /&gt;
&lt;br /&gt;
== QuickStart ==&lt;br /&gt;
This quickstart guide will serve as a summary on the basics of botany, and how to grow your first plant.&lt;br /&gt;
&lt;br /&gt;
To start, find the seed vendor. This vendor is usually located somewhere in hydroponics. If you can&#039;t see it at first, some layouts will have it in a backroom attached to hydroponics.&lt;br /&gt;
Next, vend a packet of apple seeds from the vendor, this should be the second option after ambrosia seeds.&lt;br /&gt;
&lt;br /&gt;
After you have acquired a packet of apple seeds, you will need to locate a tray to grow them in. Plant trays can usually be found scattered around hydroponics. In the scenario you can&#039;t find an empty tray, a &amp;quot;Hydroponic Plumbing Constructor&amp;quot; aka tray maker can also be found in hydroponics. This tool can be used to create an empty tray.&lt;br /&gt;
&lt;br /&gt;
You may have already noticed, but you can&#039;t just plant the apple seeds in this empty tray. The roots of an apple tree need dirt substrate to grow. To fill the tray with dirt, you will need a dirt substrate bag. Substrate bags are typically kept in the backroom of most hydroponics rooms. Otherwise, substrate bags can be made with the &#039;&#039;&#039;THING THAT MAKES THEM HERE&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once you have filled the empty tray with the dirt substrate, and planted an apple seed, a yellow light on the tray will eventually come on. This light is an alert that the plant has an unfulfilled need, and is slowly dying. In this case, it means the apple tree needs water. However, you can also use a plant scanner&lt;br /&gt;
on the tray to find out exactly what this alert means, which is helpful for plants that have needs other than water. You can also use a plant scanner, with the advanced scan enabled, on the plant itself to see all its needs for each feature.&lt;br /&gt;
You can get water from water tanks using buckets, both found either in the main hydroponics room, or the backroom.&lt;br /&gt;
&lt;br /&gt;
When the apple tree&#039;s needs are met, it will begin to grow eventually reaching maturity, when it will start producing fruit.&lt;br /&gt;
&lt;br /&gt;
If a yellow light comes on during this time, and the plant has been watered, chances are it has pests. Pests develop on some fruits, and will start to drain a plant&#039;s health when they build up sufficiently. Toxins and other harmful reagents will kill pests.&lt;br /&gt;
A bottle of pest-spray can be found in the botany equipment vendor, found either in the main hydroponics room, or the backroom.&lt;br /&gt;
As you learn more about botany &amp;amp; hydroponics, you&#039;ll be able to engineer plants and ecosystems that kill pests themselves, or don&#039;t attract them to begin with.&lt;br /&gt;
&lt;br /&gt;
If a red light comes on during this time, the plant has lost a significant amount of health, and needs to be healed. A plant can lose health for several reasons, but the most common are pests, weeds, and unmet needs. Weeds and unmet needs will only drain a percentage of a plant&#039;s health, but pests will remove a small flat amount.&lt;br /&gt;
The easiest way to heal a plant is to use nutriment. There are several forms and tiers of nutriments, but the most basic and readily available to you is E-Z-Nutrient. This reagent can be found in the botany equipment vendor, found either in the main hydroponics room, or the backroom. Using a plant scanner&lt;br /&gt;
with the advanced scan enabled will reveal what nutriments heal the plant, and what tier of healing they provide.&lt;br /&gt;
&lt;br /&gt;
Once the plant has matured, it will begin producing fruit. This fruit will take some time to grow, but a green alert light on the tray will let you know when it&#039;s ready for harvest.&lt;br /&gt;
&lt;br /&gt;
Harvested fruit can be inserted into the industrial seeder and turned into seed packets, to grow more plants. Seed packets can be stored in the industrial seeder for later use.&lt;br /&gt;
&lt;br /&gt;
== Advanced Botany ==&lt;br /&gt;
Talk about ecosystems here&lt;br /&gt;
&lt;br /&gt;
=== Mushrooms ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Refraction Matrix ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;/div&gt;</summary>
		<author><name>Racc-Off</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=User:Racc-Off/botany&amp;diff=39464</id>
		<title>User:Racc-Off/botany</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=User:Racc-Off/botany&amp;diff=39464"/>
		<updated>2026-03-01T14:42:59Z</updated>

		<summary type="html">&lt;p&gt;Racc-Off: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Hydroponics &amp;amp; Botany ==&lt;br /&gt;
Botany, the scientific study of plants.&lt;br /&gt;
In the glorious sub-department of hydroponics, plants work for you, the all powerful botanist.&lt;br /&gt;
&lt;br /&gt;
Check out the [[User:Racc-Off/botany#:~:text=throughout the round.-,QuickStart,-[edit ||QuickStart]] first if you took tests in a separate room.&lt;br /&gt;
&lt;br /&gt;
=== Plants===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Plant :D&lt;br /&gt;
&lt;br /&gt;
==== Anatomy ====&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Plants are the organisms you will be working with as a botanist. Their composition is comprised of 3 core elements the &#039;&#039;&#039;body&#039;&#039;&#039;, &#039;&#039;&#039;fruit&#039;&#039;&#039;, and &#039;&#039;&#039;roots&#039;&#039;&#039;. These elements are known as &#039;&#039;&#039;plant features&#039;&#039;&#039;.&lt;br /&gt;
There are many plant features, and they each have their own unique characteristics. No more than 1 of each feature can exist in a given plant, but there is no requirement to have a particular type of feature, meaning you can create plants without fruit, roots, or bodies.&lt;br /&gt;
However, it is not guaranteed a plant can survive without roots or a body.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:50%; text-align:center; margin-left:20%&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#64a344;&#039;|material Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#64a344;&#039;|Info&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Body}} [[File:artifact_plasma.png]]Body&lt;br /&gt;
|The &#039;&#039;&#039;body&#039;&#039;&#039; of a plant will determine its overall size, time to mature, and harvest size, among other things. The body of a plant is also responsible for a plant&#039;s health, a sick body is a sick plant.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Fruit}} [[File:artifact_plasma.png]]Fruit&lt;br /&gt;
|The &#039;&#039;&#039;fruit&#039;&#039;&#039; of a plant will determine what it grows, what is produced from harvests. Obviously each fruit feature also has its own stats that determine growth time, reagents, and reagent volume.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Roots}} [[File:artifact_plasma.png]]Roots&lt;br /&gt;
|The &#039;&#039;&#039;roots&#039;&#039;&#039; of a plant allows it to absorb any reagents it may need to survive from its surroundings. In addition to this, roots also determine what kind of substrate a plant can grow in, whether that be dirt, sand, clay, or debris.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some feature&#039;s have special stats that control how they can be combined, this will be discussed later.&lt;br /&gt;
&lt;br /&gt;
==== Needs ====&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Most plants need water to survive, who would have guessed. Using a plant scanner on a plant will reveal each feature&#039;s needs, and how to satisfy them. &lt;br /&gt;
Basic needs can be satisfied in multiple ways. For example, a plant&#039;s need for water can be satiated by water, earthsblood, sodawater, or milk. It&#039;s important to note a plant will not consume an equal amount of these reagents, some substitutes require a smaller amount to satisfy the need, and others need more, in comparison to the base.&lt;br /&gt;
Not all reagent needs consume their reagents, some only need them as a catalyst. Sometimes a need isn&#039;t even a reagent, needs can even be things like light level or location.&lt;br /&gt;
&lt;br /&gt;
The majority of plants&#039; body &amp;amp; fruit features have the need for &#039;water&#039; to survive. When their needs are not met, these features will not progress through growth, harvests, or yield cooldown. Instead these features, body, will slowly lose a percentage of their current health. This process will never kill them, but will expose them to pests, that will deal a small amount of flat damage.&lt;br /&gt;
Although most roots don&#039;t have needs, any that do will require them met before they can transport reagents to other features to satisfy their needs.&lt;br /&gt;
&lt;br /&gt;
==== Buffs ====&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Like needs, buffs are interactions that change how the plant behaves. Using a plant scanner on a plant will reveal each feature&#039;s buffs, and how to satisfy them. &lt;br /&gt;
Basic buffs include reagents like Robust Harvest that will increase a plant&#039;s harvest while it&#039;s active. Also like needs, buffs can be satisfied with substitutes.&lt;br /&gt;
Again like needs, not all buffs come from reagents. One of the most powerful buffs comes from bees, when they pollinate a plant. Pollinated plants will have every buff active at the same time for a short duration. &lt;br /&gt;
&lt;br /&gt;
=== Items, Tools, and Machines ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
They exist :)&lt;br /&gt;
&lt;br /&gt;
=== Plant Analysis ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
The plant analyser is a powerful tool that can be used to archive specific plant features &amp;amp; traits for later use in the seed editor to make your own custom plants.&lt;br /&gt;
&lt;br /&gt;
Using a spade, a mature plant can be dug up from its tray and inserted into the plant analyser.&lt;br /&gt;
Then, using the hydroponics machine terminal, you can view the plant&#039;s genetics- its features and their traits. If you have a plant disk inserted into the plant analyser, you can save specific features, their traits, or both! When saving a feature to a plant disk, you will be given the option of which traits to save along with the feature, if it has traits to begin with. This can be used to remove unwanted traits from a feature before you insert it into the seed editor, helpful!&lt;br /&gt;
However, not every feature &amp;amp; trait is archivable. Some features, and traits, are special and cannot be saved for later use. You will discover these, rarely, as you interact with plants. A notable instance of this is the Dionae pod, which cannot have its body or fruit copied, only its roots.&lt;br /&gt;
&lt;br /&gt;
=== Seed Editing ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
The seed editor, much like the plant analyser, is a powerful &amp;amp; necessary tool for any botanist, being the machine responsible for creating custom plants.&lt;br /&gt;
&lt;br /&gt;
By inserting a seed packet into the seed editor, and using the hydroponics machine terminal, you will have complete control over its genetics. You can choose any feature, or trait, to remove from the seeds. However, not every feature &amp;amp; trait can be removed. Some features, and traits, cannot be removed from the plant they are associated with. As before, a notable instance of this is the Dionae pod, which cannot have its body or fruit removed, only its roots. You will discover these, rarely, as you interact with plants.&lt;br /&gt;
This machine also allows you to add features or traits to the seed, from inserted plant disks. However, not every feature &amp;amp; trait is compatible with the rest. Some features, and traits, aren&#039;t compatible with one another. A notable instance of this is the mushroom family of features, being only compatible with other mushroom features. You will discover these, rarely, as you interact with plants. Although most traits will exclude themselves, you may discover some allow multiple copies of themselves on a single feature.&lt;br /&gt;
Additionally, when adding traits to a feature, it&#039;s important to note the genetic budget of the feature, and the genetic cost of the feature. Each plant feature has a unique genetic budget, which determines how many traits it can afford. Each feature trait has a genetic cost, which determines how much it will cost for the feature to have, some traits have negative cost which increases the feature&#039;s genetic budget. Overdrafting a feature&#039;s genetic budget is possible, allowing you to have as many traits as you want, but doing so will add more needs to the plant. An extra need will be added to the plant for every trait that overdrafts a feature&#039;s genetic budget.&lt;br /&gt;
&lt;br /&gt;
=== Plant Mutation ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
The irradiator kiln- [ don&#039;t get in the kiln]! &lt;br /&gt;
&lt;br /&gt;
Not every plant, feature, and trait can be found from seeds in the seed vendor. Some features have special variants with unique stats, traits, etc.. These variants can be access by using the irradiator kiln.&lt;br /&gt;
Using a spade, a plant can be dug up from its tray and inserted into kiln.&lt;br /&gt;
Then, using the hydroponics machine terminal, you can view the plant&#039;s genetics, its features and their traits, and choose which feature to mutate. When mutating a feature, you will also have the option to preserve its traits, which will be destroyed upon mutation otherwise. If a mutation has incompatible traits, the trait causing the incompatibility will *not* be preserved. Similarly, if a mutated feature is not compatible with existing features, it will not be mutated.&lt;br /&gt;
&lt;br /&gt;
Although the kiln is good, and you should step inside it, nothing is free. Mutating features uses charge from the kiln&#039;s irradiator coils. These coils can be recharged by inserting radioactive material into the kiln. The kiln starts with a small piece of radioactive rubble, but this will inevitably need replacing throughout the round.&lt;br /&gt;
&lt;br /&gt;
== QuickStart ==&lt;br /&gt;
This quickstart guide will serve as a summary on the basics of botany, and how to grow your first plant.&lt;br /&gt;
&lt;br /&gt;
To start, find the seed vendor. This vendor is usually located somewhere in hydroponics. If you can&#039;t see it at first, some layouts will have it in a backroom attached to hydroponics.&lt;br /&gt;
Next, vend a packet of apple seeds from the vendor, this should be the second option after ambrosia seeds.&lt;br /&gt;
&lt;br /&gt;
After you have acquired a packet of apple seeds, you will need to locate a tray to grow them in. Plant trays can usually be found scattered around hydroponics. In the scenario you can&#039;t find an empty tray, a &amp;quot;Hydroponic Plumbing Constructor&amp;quot; aka tray maker can also be found in hydroponics. This tool can be used to create an empty tray.&lt;br /&gt;
&lt;br /&gt;
You may have already noticed, but you can&#039;t just plant the apple seeds in this empty tray. The roots of an apple tree need dirt substrate to grow. To fill the tray with dirt, you will need a dirt substrate bag. Substrate bags are typically kept in the backroom of most hydroponics rooms. Otherwise, substrate bags can be made with the &#039;&#039;&#039;THING THAT MAKES THEM HERE&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once you have filled the empty tray with the dirt substrate, and planted an apple seed, a yellow light on the tray will eventually come on. This light is an alert that the plant has an unfulfilled need, and is slowly dying. In this case, it means the apple tree needs water. However, you can also use a plant scanner&lt;br /&gt;
on the tray to find out exactly what this alert means, which is helpful for plants that have needs other than water. You can also use a plant scanner, with the advanced scan enabled, on the plant itself to see all its needs for each feature.&lt;br /&gt;
You can get water from water tanks using buckets, both found either in the main hydroponics room, or the backroom.&lt;br /&gt;
&lt;br /&gt;
When the apple tree&#039;s needs are met, it will begin to grow eventually reaching maturity, when it will start producing fruit.&lt;br /&gt;
&lt;br /&gt;
If a yellow light comes on during this time, and the plant has been watered, chances are it has pests. Pests develop on some fruits, and will start to drain a plant&#039;s health when they build up sufficiently. Toxins and other harmful reagents will kill pests.&lt;br /&gt;
A bottle of pest-spray can be found in the botany equipment vendor, found either in the main hydroponics room, or the backroom.&lt;br /&gt;
As you learn more about botany &amp;amp; hydroponics, you&#039;ll be able to engineer plants and ecosystems that kill pests themselves, or don&#039;t attract them to begin with.&lt;br /&gt;
&lt;br /&gt;
If a red light comes on during this time, the plant has lost a significant amount of health, and needs to be healed. A plant can lose health for several reasons, but the most common are pests, weeds, and unmet needs. Weeds and unmet needs will only drain a percentage of a plant&#039;s health, but pests will remove a small flat amount.&lt;br /&gt;
The easiest way to heal a plant is to use nutriment. There are several forms and tiers of nutriments, but the most basic and readily available to you is E-Z-Nutrient. This reagent can be found in the botany equipment vendor, found either in the main hydroponics room, or the backroom. Using a plant scanner&lt;br /&gt;
with the advanced scan enabled will reveal what nutriments heal the plant, and what tier of healing they provide.&lt;br /&gt;
&lt;br /&gt;
Once the plant has matured, it will begin producing fruit. This fruit will take some time to grow, but a green alert light on the tray will let you know when it&#039;s ready for harvest.&lt;br /&gt;
&lt;br /&gt;
Harvested fruit can be inserted into the industrial seeder and turned into seed packets, to grow more plants. Seed packets can be stored in the industrial seeder for later use.&lt;br /&gt;
&lt;br /&gt;
== Advanced Botany ==&lt;br /&gt;
Talk about ecosystems here&lt;br /&gt;
&lt;br /&gt;
=== Mushrooms ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Refraction Matrix ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;/div&gt;</summary>
		<author><name>Racc-Off</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=User:Racc-Off/botany&amp;diff=39463</id>
		<title>User:Racc-Off/botany</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=User:Racc-Off/botany&amp;diff=39463"/>
		<updated>2026-03-01T14:42:12Z</updated>

		<summary type="html">&lt;p&gt;Racc-Off: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Hydroponics &amp;amp; Botany ==&lt;br /&gt;
Botany, the scientific study of plants.&lt;br /&gt;
In the glorious sub-department of hydroponics, plants work for you, the all powerful botanist.&lt;br /&gt;
&lt;br /&gt;
Check out the [https://wiki.beestation13.com/w/index.php?title=User:Racc-Off/botany&amp;amp;action=submit#:~:text=throughout%20the%20round.-,QuickStart,-This%20quickstart%20guide QuickStart] first if you took tests in a separate room.&lt;br /&gt;
&lt;br /&gt;
=== Plants===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Plant :D&lt;br /&gt;
&lt;br /&gt;
==== Anatomy ====&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Plants are the organisms you will be working with as a botanist. Their composition is comprised of 3 core elements the &#039;&#039;&#039;body&#039;&#039;&#039;, &#039;&#039;&#039;fruit&#039;&#039;&#039;, and &#039;&#039;&#039;roots&#039;&#039;&#039;. These elements are known as &#039;&#039;&#039;plant features&#039;&#039;&#039;.&lt;br /&gt;
There are many plant features, and they each have their own unique characteristics. No more than 1 of each feature can exist in a given plant, but there is no requirement to have a particular type of feature, meaning you can create plants without fruit, roots, or bodies.&lt;br /&gt;
However, it is not guaranteed a plant can survive without roots or a body.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:50%; text-align:center; margin-left:20%&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#64a344;&#039;|material Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#64a344;&#039;|Info&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Body}} [[File:artifact_plasma.png]]Body&lt;br /&gt;
|The &#039;&#039;&#039;body&#039;&#039;&#039; of a plant will determine its overall size, time to mature, and harvest size, among other things. The body of a plant is also responsible for a plant&#039;s health, a sick body is a sick plant.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Fruit}} [[File:artifact_plasma.png]]Fruit&lt;br /&gt;
|The &#039;&#039;&#039;fruit&#039;&#039;&#039; of a plant will determine what it grows, what is produced from harvests. Obviously each fruit feature also has its own stats that determine growth time, reagents, and reagent volume.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Roots}} [[File:artifact_plasma.png]]Roots&lt;br /&gt;
|The &#039;&#039;&#039;roots&#039;&#039;&#039; of a plant allows it to absorb any reagents it may need to survive from its surroundings. In addition to this, roots also determine what kind of substrate a plant can grow in, whether that be dirt, sand, clay, or debris.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some feature&#039;s have special stats that control how they can be combined, this will be discussed later.&lt;br /&gt;
&lt;br /&gt;
==== Needs ====&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Most plants need water to survive, who would have guessed. Using a plant scanner on a plant will reveal each feature&#039;s needs, and how to satisfy them. &lt;br /&gt;
Basic needs can be satisfied in multiple ways. For example, a plant&#039;s need for water can be satiated by water, earthsblood, sodawater, or milk. It&#039;s important to note a plant will not consume an equal amount of these reagents, some substitutes require a smaller amount to satisfy the need, and others need more, in comparison to the base.&lt;br /&gt;
Not all reagent needs consume their reagents, some only need them as a catalyst. Sometimes a need isn&#039;t even a reagent, needs can even be things like light level or location.&lt;br /&gt;
&lt;br /&gt;
The majority of plants&#039; body &amp;amp; fruit features have the need for &#039;water&#039; to survive. When their needs are not met, these features will not progress through growth, harvests, or yield cooldown. Instead these features, body, will slowly lose a percentage of their current health. This process will never kill them, but will expose them to pests, that will deal a small amount of flat damage.&lt;br /&gt;
Although most roots don&#039;t have needs, any that do will require them met before they can transport reagents to other features to satisfy their needs.&lt;br /&gt;
&lt;br /&gt;
==== Buffs ====&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Like needs, buffs are interactions that change how the plant behaves. Using a plant scanner on a plant will reveal each feature&#039;s buffs, and how to satisfy them. &lt;br /&gt;
Basic buffs include reagents like Robust Harvest that will increase a plant&#039;s harvest while it&#039;s active. Also like needs, buffs can be satisfied with substitutes.&lt;br /&gt;
Again like needs, not all buffs come from reagents. One of the most powerful buffs comes from bees, when they pollinate a plant. Pollinated plants will have every buff active at the same time for a short duration. &lt;br /&gt;
&lt;br /&gt;
=== Items, Tools, and Machines ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
They exist :)&lt;br /&gt;
&lt;br /&gt;
=== Plant Analysis ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
The plant analyser is a powerful tool that can be used to archive specific plant features &amp;amp; traits for later use in the seed editor to make your own custom plants.&lt;br /&gt;
&lt;br /&gt;
Using a spade, a mature plant can be dug up from its tray and inserted into the plant analyser.&lt;br /&gt;
Then, using the hydroponics machine terminal, you can view the plant&#039;s genetics- its features and their traits. If you have a plant disk inserted into the plant analyser, you can save specific features, their traits, or both! When saving a feature to a plant disk, you will be given the option of which traits to save along with the feature, if it has traits to begin with. This can be used to remove unwanted traits from a feature before you insert it into the seed editor, helpful!&lt;br /&gt;
However, not every feature &amp;amp; trait is archivable. Some features, and traits, are special and cannot be saved for later use. You will discover these, rarely, as you interact with plants. A notable instance of this is the Dionae pod, which cannot have its body or fruit copied, only its roots.&lt;br /&gt;
&lt;br /&gt;
=== Seed Editing ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
The seed editor, much like the plant analyser, is a powerful &amp;amp; necessary tool for any botanist, being the machine responsible for creating custom plants.&lt;br /&gt;
&lt;br /&gt;
By inserting a seed packet into the seed editor, and using the hydroponics machine terminal, you will have complete control over its genetics. You can choose any feature, or trait, to remove from the seeds. However, not every feature &amp;amp; trait can be removed. Some features, and traits, cannot be removed from the plant they are associated with. As before, a notable instance of this is the Dionae pod, which cannot have its body or fruit removed, only its roots. You will discover these, rarely, as you interact with plants.&lt;br /&gt;
This machine also allows you to add features or traits to the seed, from inserted plant disks. However, not every feature &amp;amp; trait is compatible with the rest. Some features, and traits, aren&#039;t compatible with one another. A notable instance of this is the mushroom family of features, being only compatible with other mushroom features. You will discover these, rarely, as you interact with plants. Although most traits will exclude themselves, you may discover some allow multiple copies of themselves on a single feature.&lt;br /&gt;
Additionally, when adding traits to a feature, it&#039;s important to note the genetic budget of the feature, and the genetic cost of the feature. Each plant feature has a unique genetic budget, which determines how many traits it can afford. Each feature trait has a genetic cost, which determines how much it will cost for the feature to have, some traits have negative cost which increases the feature&#039;s genetic budget. Overdrafting a feature&#039;s genetic budget is possible, allowing you to have as many traits as you want, but doing so will add more needs to the plant. An extra need will be added to the plant for every trait that overdrafts a feature&#039;s genetic budget.&lt;br /&gt;
&lt;br /&gt;
=== Plant Mutation ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
The irradiator kiln- [ don&#039;t get in the kiln]! &lt;br /&gt;
&lt;br /&gt;
Not every plant, feature, and trait can be found from seeds in the seed vendor. Some features have special variants with unique stats, traits, etc.. These variants can be access by using the irradiator kiln.&lt;br /&gt;
Using a spade, a plant can be dug up from its tray and inserted into kiln.&lt;br /&gt;
Then, using the hydroponics machine terminal, you can view the plant&#039;s genetics, its features and their traits, and choose which feature to mutate. When mutating a feature, you will also have the option to preserve its traits, which will be destroyed upon mutation otherwise. If a mutation has incompatible traits, the trait causing the incompatibility will *not* be preserved. Similarly, if a mutated feature is not compatible with existing features, it will not be mutated.&lt;br /&gt;
&lt;br /&gt;
Although the kiln is good, and you should step inside it, nothing is free. Mutating features uses charge from the kiln&#039;s irradiator coils. These coils can be recharged by inserting radioactive material into the kiln. The kiln starts with a small piece of radioactive rubble, but this will inevitably need replacing throughout the round.&lt;br /&gt;
&lt;br /&gt;
== QuickStart ==&lt;br /&gt;
This quickstart guide will serve as a summary on the basics of botany, and how to grow your first plant.&lt;br /&gt;
&lt;br /&gt;
To start, find the seed vendor. This vendor is usually located somewhere in hydroponics. If you can&#039;t see it at first, some layouts will have it in a backroom attached to hydroponics.&lt;br /&gt;
Next, vend a packet of apple seeds from the vendor, this should be the second option after ambrosia seeds.&lt;br /&gt;
&lt;br /&gt;
After you have acquired a packet of apple seeds, you will need to locate a tray to grow them in. Plant trays can usually be found scattered around hydroponics. In the scenario you can&#039;t find an empty tray, a &amp;quot;Hydroponic Plumbing Constructor&amp;quot; aka tray maker can also be found in hydroponics. This tool can be used to create an empty tray.&lt;br /&gt;
&lt;br /&gt;
You may have already noticed, but you can&#039;t just plant the apple seeds in this empty tray. The roots of an apple tree need dirt substrate to grow. To fill the tray with dirt, you will need a dirt substrate bag. Substrate bags are typically kept in the backroom of most hydroponics rooms. Otherwise, substrate bags can be made with the &#039;&#039;&#039;THING THAT MAKES THEM HERE&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once you have filled the empty tray with the dirt substrate, and planted an apple seed, a yellow light on the tray will eventually come on. This light is an alert that the plant has an unfulfilled need, and is slowly dying. In this case, it means the apple tree needs water. However, you can also use a plant scanner&lt;br /&gt;
on the tray to find out exactly what this alert means, which is helpful for plants that have needs other than water. You can also use a plant scanner, with the advanced scan enabled, on the plant itself to see all its needs for each feature.&lt;br /&gt;
You can get water from water tanks using buckets, both found either in the main hydroponics room, or the backroom.&lt;br /&gt;
&lt;br /&gt;
When the apple tree&#039;s needs are met, it will begin to grow eventually reaching maturity, when it will start producing fruit.&lt;br /&gt;
&lt;br /&gt;
If a yellow light comes on during this time, and the plant has been watered, chances are it has pests. Pests develop on some fruits, and will start to drain a plant&#039;s health when they build up sufficiently. Toxins and other harmful reagents will kill pests.&lt;br /&gt;
A bottle of pest-spray can be found in the botany equipment vendor, found either in the main hydroponics room, or the backroom.&lt;br /&gt;
As you learn more about botany &amp;amp; hydroponics, you&#039;ll be able to engineer plants and ecosystems that kill pests themselves, or don&#039;t attract them to begin with.&lt;br /&gt;
&lt;br /&gt;
If a red light comes on during this time, the plant has lost a significant amount of health, and needs to be healed. A plant can lose health for several reasons, but the most common are pests, weeds, and unmet needs. Weeds and unmet needs will only drain a percentage of a plant&#039;s health, but pests will remove a small flat amount.&lt;br /&gt;
The easiest way to heal a plant is to use nutriment. There are several forms and tiers of nutriments, but the most basic and readily available to you is E-Z-Nutrient. This reagent can be found in the botany equipment vendor, found either in the main hydroponics room, or the backroom. Using a plant scanner&lt;br /&gt;
with the advanced scan enabled will reveal what nutriments heal the plant, and what tier of healing they provide.&lt;br /&gt;
&lt;br /&gt;
Once the plant has matured, it will begin producing fruit. This fruit will take some time to grow, but a green alert light on the tray will let you know when it&#039;s ready for harvest.&lt;br /&gt;
&lt;br /&gt;
Harvested fruit can be inserted into the industrial seeder and turned into seed packets, to grow more plants. Seed packets can be stored in the industrial seeder for later use.&lt;br /&gt;
&lt;br /&gt;
== Advanced Botany ==&lt;br /&gt;
Talk about ecosystems here&lt;br /&gt;
&lt;br /&gt;
=== Mushrooms ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Refraction Matrix ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;/div&gt;</summary>
		<author><name>Racc-Off</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=User:Racc-Off/botany&amp;diff=39462</id>
		<title>User:Racc-Off/botany</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=User:Racc-Off/botany&amp;diff=39462"/>
		<updated>2026-03-01T14:39:19Z</updated>

		<summary type="html">&lt;p&gt;Racc-Off: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Hydroponics &amp;amp; Botany ==&lt;br /&gt;
Botany, the scientific study of plants.&lt;br /&gt;
In the glorious sub-department of hydroponics, plants work for you, the all powerful botanist.&lt;br /&gt;
&lt;br /&gt;
=== Plants===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Plant :D&lt;br /&gt;
&lt;br /&gt;
==== Anatomy ====&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Plants are the organisms you will be working with as a botanist. Their composition is comprised of 3 core elements the &#039;&#039;&#039;body&#039;&#039;&#039;, &#039;&#039;&#039;fruit&#039;&#039;&#039;, and &#039;&#039;&#039;roots&#039;&#039;&#039;. These elements are known as &#039;&#039;&#039;plant features&#039;&#039;&#039;.&lt;br /&gt;
There are many plant features, and they each have their own unique characteristics. No more than 1 of each feature can exist in a given plant, but there is no requirement to have a particular type of feature, meaning you can create plants without fruit, roots, or bodies.&lt;br /&gt;
However, it is not guaranteed a plant can survive without roots or a body.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:50%; text-align:center; margin-left:20%&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#64a344;&#039;|material Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#64a344;&#039;|Info&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Body}} [[File:artifact_plasma.png]]Body&lt;br /&gt;
|The &#039;&#039;&#039;body&#039;&#039;&#039; of a plant will determine its overall size, time to mature, and harvest size, among other things. The body of a plant is also responsible for a plant&#039;s health, a sick body is a sick plant.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Fruit}} [[File:artifact_plasma.png]]Fruit&lt;br /&gt;
|The &#039;&#039;&#039;fruit&#039;&#039;&#039; of a plant will determine what it grows, what is produced from harvests. Obviously each fruit feature also has its own stats that determine growth time, reagents, and reagent volume.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Roots}} [[File:artifact_plasma.png]]Roots&lt;br /&gt;
|The &#039;&#039;&#039;roots&#039;&#039;&#039; of a plant allows it to absorb any reagents it may need to survive from its surroundings. In addition to this, roots also determine what kind of substrate a plant can grow in, whether that be dirt, sand, clay, or debris.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some feature&#039;s have special stats that control how they can be combined, this will be discussed later.&lt;br /&gt;
&lt;br /&gt;
==== Needs ====&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Most plants need water to survive, who would have guessed. Using a plant scanner on a plant will reveal each feature&#039;s needs, and how to satisfy them. &lt;br /&gt;
Basic needs can be satisfied in multiple ways. For example, a plant&#039;s need for water can be satiated by water, earthsblood, sodawater, or milk. It&#039;s important to note a plant will not consume an equal amount of these reagents, some substitutes require a smaller amount to satisfy the need, and others need more, in comparison to the base.&lt;br /&gt;
Not all reagent needs consume their reagents, some only need them as a catalyst. Sometimes a need isn&#039;t even a reagent, needs can even be things like light level or location.&lt;br /&gt;
&lt;br /&gt;
The majority of plants&#039; body &amp;amp; fruit features have the need for &#039;water&#039; to survive. When their needs are not met, these features will not progress through growth, harvests, or yield cooldown. Instead these features, body, will slowly lose a percentage of their current health. This process will never kill them, but will expose them to pests, that will deal a small amount of flat damage.&lt;br /&gt;
Although most roots don&#039;t have needs, any that do will require them met before they can transport reagents to other features to satisfy their needs.&lt;br /&gt;
&lt;br /&gt;
==== Buffs ====&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Like needs, buffs are interactions that change how the plant behaves. Using a plant scanner on a plant will reveal each feature&#039;s buffs, and how to satisfy them. &lt;br /&gt;
Basic buffs include reagents like Robust Harvest that will increase a plant&#039;s harvest while it&#039;s active. Also like needs, buffs can be satisfied with substitutes.&lt;br /&gt;
Again like needs, not all buffs come from reagents. One of the most powerful buffs comes from bees, when they pollinate a plant. Pollinated plants will have every buff active at the same time for a short duration. &lt;br /&gt;
&lt;br /&gt;
=== Items, Tools, and Machines ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
They exist :)&lt;br /&gt;
&lt;br /&gt;
=== Plant Analysis ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
The plant analyser is a powerful tool that can be used to archive specific plant features &amp;amp; traits for later use in the seed editor to make your own custom plants.&lt;br /&gt;
&lt;br /&gt;
Using a spade, a mature plant can be dug up from its tray and inserted into the plant analyser.&lt;br /&gt;
Then, using the hydroponics machine terminal, you can view the plant&#039;s genetics- its features and their traits. If you have a plant disk inserted into the plant analyser, you can save specific features, their traits, or both! When saving a feature to a plant disk, you will be given the option of which traits to save along with the feature, if it has traits to begin with. This can be used to remove unwanted traits from a feature before you insert it into the seed editor, helpful!&lt;br /&gt;
However, not every feature &amp;amp; trait is archivable. Some features, and traits, are special and cannot be saved for later use. You will discover these, rarely, as you interact with plants. A notable instance of this is the Dionae pod, which cannot have its body or fruit copied, only its roots.&lt;br /&gt;
&lt;br /&gt;
=== Seed Editing ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
The seed editor, much like the plant analyser, is a powerful &amp;amp; necessary tool for any botanist, being the machine responsible for creating custom plants.&lt;br /&gt;
&lt;br /&gt;
By inserting a seed packet into the seed editor, and using the hydroponics machine terminal, you will have complete control over its genetics. You can choose any feature, or trait, to remove from the seeds. However, not every feature &amp;amp; trait can be removed. Some features, and traits, cannot be removed from the plant they are associated with. As before, a notable instance of this is the Dionae pod, which cannot have its body or fruit removed, only its roots. You will discover these, rarely, as you interact with plants.&lt;br /&gt;
This machine also allows you to add features or traits to the seed, from inserted plant disks. However, not every feature &amp;amp; trait is compatible with the rest. Some features, and traits, aren&#039;t compatible with one another. A notable instance of this is the mushroom family of features, being only compatible with other mushroom features. You will discover these, rarely, as you interact with plants. Although most traits will exclude themselves, you may discover some allow multiple copies of themselves on a single feature.&lt;br /&gt;
Additionally, when adding traits to a feature, it&#039;s important to note the genetic budget of the feature, and the genetic cost of the feature. Each plant feature has a unique genetic budget, which determines how many traits it can afford. Each feature trait has a genetic cost, which determines how much it will cost for the feature to have, some traits have negative cost which increases the feature&#039;s genetic budget. Overdrafting a feature&#039;s genetic budget is possible, allowing you to have as many traits as you want, but doing so will add more needs to the plant. An extra need will be added to the plant for every trait that overdrafts a feature&#039;s genetic budget.&lt;br /&gt;
&lt;br /&gt;
=== Plant Mutation ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
The irradiator kiln- [ don&#039;t get in the kiln]! &lt;br /&gt;
&lt;br /&gt;
Not every plant, feature, and trait can be found from seeds in the seed vendor. Some features have special variants with unique stats, traits, etc.. These variants can be access by using the irradiator kiln.&lt;br /&gt;
Using a spade, a plant can be dug up from its tray and inserted into kiln.&lt;br /&gt;
Then, using the hydroponics machine terminal, you can view the plant&#039;s genetics, its features and their traits, and choose which feature to mutate. When mutating a feature, you will also have the option to preserve its traits, which will be destroyed upon mutation otherwise. If a mutation has incompatible traits, the trait causing the incompatibility will *not* be preserved. Similarly, if a mutated feature is not compatible with existing features, it will not be mutated.&lt;br /&gt;
&lt;br /&gt;
Although the kiln is good, and you should step inside it, nothing is free. Mutating features uses charge from the kiln&#039;s irradiator coils. These coils can be recharged by inserting radioactive material into the kiln. The kiln starts with a small piece of radioactive rubble, but this will inevitably need replacing throughout the round.&lt;br /&gt;
&lt;br /&gt;
== QuickStart ==&lt;br /&gt;
This quickstart guide will serve as a summary on the basics of botany, and how to grow your first plant.&lt;br /&gt;
&lt;br /&gt;
To start, find the seed vendor. This vendor is usually located somewhere in hydroponics. If you can&#039;t see it at first, some layouts will have it in a backroom attached to hydroponics.&lt;br /&gt;
Next, vend a packet of apple seeds from the vendor, this should be the second option after ambrosia seeds.&lt;br /&gt;
&lt;br /&gt;
After you have acquired a packet of apple seeds, you will need to locate a tray to grow them in. Plant trays can usually be found scattered around hydroponics. In the scenario you can&#039;t find an empty tray, a &amp;quot;Hydroponic Plumbing Constructor&amp;quot; aka tray maker can also be found in hydroponics. This tool can be used to create an empty tray.&lt;br /&gt;
&lt;br /&gt;
You may have already noticed, but you can&#039;t just plant the apple seeds in this empty tray. The roots of an apple tree need dirt substrate to grow. To fill the tray with dirt, you will need a dirt substrate bag. Substrate bags are typically kept in the backroom of most hydroponics rooms. Otherwise, substrate bags can be made with the &#039;&#039;&#039;THING THAT MAKES THEM HERE&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once you have filled the empty tray with the dirt substrate, and planted an apple seed, a yellow light on the tray will eventually come on. This light is an alert that the plant has an unfulfilled need, and is slowly dying. In this case, it means the apple tree needs water. However, you can also use a plant scanner&lt;br /&gt;
on the tray to find out exactly what this alert means, which is helpful for plants that have needs other than water. You can also use a plant scanner, with the advanced scan enabled, on the plant itself to see all its needs for each feature.&lt;br /&gt;
You can get water from water tanks using buckets, both found either in the main hydroponics room, or the backroom.&lt;br /&gt;
&lt;br /&gt;
When the apple tree&#039;s needs are met, it will begin to grow eventually reaching maturity, when it will start producing fruit.&lt;br /&gt;
&lt;br /&gt;
If a yellow light comes on during this time, and the plant has been watered, chances are it has pests. Pests develop on some fruits, and will start to drain a plant&#039;s health when they build up sufficiently. Toxins and other harmful reagents will kill pests.&lt;br /&gt;
A bottle of pest-spray can be found in the botany equipment vendor, found either in the main hydroponics room, or the backroom.&lt;br /&gt;
As you learn more about botany &amp;amp; hydroponics, you&#039;ll be able to engineer plants and ecosystems that kill pests themselves, or don&#039;t attract them to begin with.&lt;br /&gt;
&lt;br /&gt;
If a red light comes on during this time, the plant has lost a significant amount of health, and needs to be healed. A plant can lose health for several reasons, but the most common are pests, weeds, and unmet needs. Weeds and unmet needs will only drain a percentage of a plant&#039;s health, but pests will remove a small flat amount.&lt;br /&gt;
The easiest way to heal a plant is to use nutriment. There are several forms and tiers of nutriments, but the most basic and readily available to you is E-Z-Nutrient. This reagent can be found in the botany equipment vendor, found either in the main hydroponics room, or the backroom. Using a plant scanner&lt;br /&gt;
with the advanced scan enabled will reveal what nutriments heal the plant, and what tier of healing they provide.&lt;br /&gt;
&lt;br /&gt;
Once the plant has matured, it will begin producing fruit. This fruit will take some time to grow, but a green alert light on the tray will let you know when it&#039;s ready for harvest.&lt;br /&gt;
&lt;br /&gt;
Harvested fruit can be inserted into the industrial seeder and turned into seed packets, to grow more plants. Seed packets can be stored in the industrial seeder for later use.&lt;br /&gt;
&lt;br /&gt;
== Advanced Botany ==&lt;br /&gt;
Talk about ecosystems here&lt;br /&gt;
&lt;br /&gt;
=== Mushrooms ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Refraction Matrix ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;/div&gt;</summary>
		<author><name>Racc-Off</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=User:Racc-Off/botany&amp;diff=39461</id>
		<title>User:Racc-Off/botany</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=User:Racc-Off/botany&amp;diff=39461"/>
		<updated>2026-03-01T14:18:05Z</updated>

		<summary type="html">&lt;p&gt;Racc-Off: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Hydroponics &amp;amp; Botany ==&lt;br /&gt;
Botany, the scientific study of plants.&lt;br /&gt;
In the glorious sub-department of hydroponics, plants work for you, the all powerful botanist.&lt;br /&gt;
&lt;br /&gt;
=== Plants===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Plant :D&lt;br /&gt;
&lt;br /&gt;
==== Anatomy ====&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Plants are the organisms you will be working with as a botanist. Their composition is comprised of 3 core elements the &#039;&#039;&#039;body&#039;&#039;&#039;, &#039;&#039;&#039;fruit&#039;&#039;&#039;, and &#039;&#039;&#039;roots&#039;&#039;&#039;. These elements are known as &#039;&#039;&#039;plant features&#039;&#039;&#039;.&lt;br /&gt;
There are many plant features, and they each have their own unique characteristics. No more than 1 of each feature can exist in a given plant, but there is no requirement to have a particular type of feature, meaning you can create plants without fruit, roots, or bodies.&lt;br /&gt;
However, it is not guaranteed a plant can survive without roots or a body.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:50%; text-align:center; margin-left:20%&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#64a344;&#039;|material Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#64a344;&#039;|Info&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Body}} [[File:artifact_plasma.png]]Body&lt;br /&gt;
|The &#039;&#039;&#039;body&#039;&#039;&#039; of a plant will determine its overall size, time to mature, and harvest size, among other things. The body of a plant is also responsible for a plant&#039;s health, a sick body is a sick plant.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Fruit}} [[File:artifact_plasma.png]]Fruit&lt;br /&gt;
|The &#039;&#039;&#039;fruit&#039;&#039;&#039; of a plant will determine what it grows, what is produced from harvests. Obviously each fruit feature also has its own stats that determine growth time, reagents, and reagent volume.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Roots}} [[File:artifact_plasma.png]]Roots&lt;br /&gt;
|The &#039;&#039;&#039;roots&#039;&#039;&#039; of a plant allows it to absorb any reagents it may need to survive from its surroundings. In addition to this, roots also determine what kind of substrate a plant can grow in, whether that be dirt, sand, clay, or debris.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some feature&#039;s have special stats that control how they can be combined, this will be discussed later.&lt;br /&gt;
&lt;br /&gt;
=== Items, Tools, and Machines ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
They exist :)&lt;br /&gt;
&lt;br /&gt;
=== Plant Analysis ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
The plant analyser is a powerful tool that can be used to archive specific plant features &amp;amp; traits for later use in the seed editor to make your own custom plants.&lt;br /&gt;
&lt;br /&gt;
Using a spade, a mature plant can be dug up from its tray and inserted into the plant analyser.&lt;br /&gt;
Then, using the hydroponics machine terminal, you can view the plant&#039;s genetics- its features and their traits. If you have a plant disk inserted into the plant analyser, you can save specific features, their traits, or both! When saving a feature to a plant disk, you will be given the option of which traits to save along with the feature, if it has traits to begin with. This can be used to remove unwanted traits from a feature before you insert it into the seed editor, helpful!&lt;br /&gt;
However, not every feature &amp;amp; trait is archivable. Some features, and traits, are special and cannot be saved for later use. You will discover these, rarely, as you interact with plants. A notable instance of this is the Dionae pod, which cannot have its body or fruit copied, only its roots.&lt;br /&gt;
&lt;br /&gt;
=== Seed Editing ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
The seed editor, much like the plant analyser, is a powerful &amp;amp; necessary tool for any botanist, being the machine responsible for creating custom plants.&lt;br /&gt;
&lt;br /&gt;
By inserting a seed packet into the seed editor, and using the hydroponics machine terminal, you will have complete control over its genetics. You can choose any feature, or trait, to remove from the seeds. However, not every feature &amp;amp; trait can be removed. Some features, and traits, cannot be removed from the plant they are associated with. As before, a notable instance of this is the Dionae pod, which cannot have its body or fruit removed, only its roots. You will discover these, rarely, as you interact with plants.&lt;br /&gt;
This machine also allows you to add features or traits to the seed, from inserted plant disks. However, not every feature &amp;amp; trait is compatible with the rest. Some features, and traits, aren&#039;t compatible with one another. A notable instance of this is the mushroom family of features, being only compatible with other mushroom features. You will discover these, rarely, as you interact with plants. Although most traits will exclude themselves, you may discover some allow multiple copies of themselves on a single feature.&lt;br /&gt;
Additionally, when adding traits to a feature, it&#039;s important to note the genetic budget of the feature, and the genetic cost of the feature. Each plant feature has a unique genetic budget, which determines how many traits it can afford. Each feature trait has a genetic cost, which determines how much it will cost for the feature to have, some traits have negative cost which increases the feature&#039;s genetic budget. Overdrafting a feature&#039;s genetic budget is possible, allowing you to have as many traits as you want, but doing so will add more needs to the plant. An extra need will be added to the plant for every trait that overdrafts a feature&#039;s genetic budget.&lt;br /&gt;
&lt;br /&gt;
=== Plant Mutation ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
The irradiator kiln- [ don&#039;t get in the kiln]! &lt;br /&gt;
&lt;br /&gt;
Not every plant, feature, and trait can be found from seeds in the seed vendor. Some features have special variants with unique stats, traits, etc.. These variants can be access by using the irradiator kiln.&lt;br /&gt;
Using a spade, a plant can be dug up from its tray and inserted into kiln.&lt;br /&gt;
Then, using the hydroponics machine terminal, you can view the plant&#039;s genetics, its features and their traits, and choose which feature to mutate. When mutating a feature, you will also have the option to preserve its traits, which will be destroyed upon mutation otherwise. If a mutation has incompatible traits, the trait causing the incompatibility will *not* be preserved. Similarly, if a mutated feature is not compatible with existing features, it will not be mutated.&lt;br /&gt;
&lt;br /&gt;
Although the kiln is good, and you should step inside it, nothing is free. Mutating features uses charge from the kiln&#039;s irradiator coils. These coils can be recharged by inserting radioactive material into the kiln. The kiln starts with a small piece of radioactive rubble, but this will inevitably need replacing throughout the round.&lt;br /&gt;
&lt;br /&gt;
== QuickStart ==&lt;br /&gt;
This quickstart guide will serve as a summary on the basics of botany, and how to grow your first plant.&lt;br /&gt;
&lt;br /&gt;
To start, find the seed vendor. This vendor is usually located somewhere in hydroponics. If you can&#039;t see it at first, some layouts will have it in a backroom attached to hydroponics.&lt;br /&gt;
Next, vend a packet of apple seeds from the vendor, this should be the second option after ambrosia seeds.&lt;br /&gt;
&lt;br /&gt;
After you have acquired a packet of apple seeds, you will need to locate a tray to grow them in. Plant trays can usually be found scattered around hydroponics. In the scenario you can&#039;t find an empty tray, a &amp;quot;Hydroponic Plumbing Constructor&amp;quot; aka tray maker can also be found in hydroponics. This tool can be used to create an empty tray.&lt;br /&gt;
&lt;br /&gt;
You may have already noticed, but you can&#039;t just plant the apple seeds in this empty tray. The roots of an apple tree need dirt substrate to grow. To fill the tray with dirt, you will need a dirt substrate bag. Substrate bags are typically kept in the backroom of most hydroponics rooms. Otherwise, substrate bags can be made with the &#039;&#039;&#039;THING THAT MAKES THEM HERE&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once you have filled the empty tray with the dirt substrate, and planted an apple seed, a yellow light on the tray will eventually come on. This light is an alert that the plant has an unfulfilled need, and is slowly dying. In this case, it means the apple tree needs water. However, you can also use a plant scanner&lt;br /&gt;
on the tray to find out exactly what this alert means, which is helpful for plants that have needs other than water. You can also use a plant scanner, with the advanced scan enabled, on the plant itself to see all its needs for each feature.&lt;br /&gt;
You can get water from water tanks using buckets, both found either in the main hydroponics room, or the backroom.&lt;br /&gt;
&lt;br /&gt;
When the apple tree&#039;s needs are met, it will begin to grow eventually reaching maturity, when it will start producing fruit.&lt;br /&gt;
&lt;br /&gt;
If a yellow light comes on during this time, and the plant has been watered, chances are it has pests. Pests develop on some fruits, and will start to drain a plant&#039;s health when they build up sufficiently. Toxins and other harmful reagents will kill pests.&lt;br /&gt;
A bottle of pest-spray can be found in the botany equipment vendor, found either in the main hydroponics room, or the backroom.&lt;br /&gt;
As you learn more about botany &amp;amp; hydroponics, you&#039;ll be able to engineer plants and ecosystems that kill pests themselves, or don&#039;t attract them to begin with.&lt;br /&gt;
&lt;br /&gt;
If a red light comes on during this time, the plant has lost a significant amount of health, and needs to be healed. A plant can lose health for several reasons, but the most common are pests, weeds, and unmet needs. Weeds and unmet needs will only drain a percentage of a plant&#039;s health, but pests will remove a small flat amount.&lt;br /&gt;
The easiest way to heal a plant is to use nutriment. There are several forms and tiers of nutriments, but the most basic and readily available to you is E-Z-Nutrient. This reagent can be found in the botany equipment vendor, found either in the main hydroponics room, or the backroom. Using a plant scanner&lt;br /&gt;
with the advanced scan enabled will reveal what nutriments heal the plant, and what tier of healing they provide.&lt;br /&gt;
&lt;br /&gt;
Once the plant has matured, it will begin producing fruit. This fruit will take some time to grow, but a green alert light on the tray will let you know when it&#039;s ready for harvest.&lt;br /&gt;
&lt;br /&gt;
Harvested fruit can be inserted into the industrial seeder and turned into seed packets, to grow more plants. Seed packets can be stored in the industrial seeder for later use.&lt;br /&gt;
&lt;br /&gt;
== Advanced Botany ==&lt;br /&gt;
Talk about ecosystems here&lt;br /&gt;
&lt;br /&gt;
=== Mushrooms ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Refraction Matrix ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;/div&gt;</summary>
		<author><name>Racc-Off</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=User:Racc-Off/botany&amp;diff=39460</id>
		<title>User:Racc-Off/botany</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=User:Racc-Off/botany&amp;diff=39460"/>
		<updated>2026-03-01T14:17:51Z</updated>

		<summary type="html">&lt;p&gt;Racc-Off: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Hydroponics &amp;amp; Botany ==&lt;br /&gt;
Botany, the scientific study of plants.&lt;br /&gt;
In the glorious sub-department of hydroponics, plants work for you, the all powerful botanist.&lt;br /&gt;
&lt;br /&gt;
=== Plants===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Plant :D&lt;br /&gt;
&lt;br /&gt;
==== Anatomy ====&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Plants are the organisms you will be working with as a botanist. Their composition is comprised of 3 core elements the &#039;&#039;&#039;body&#039;&#039;&#039;, &#039;&#039;&#039;fruit&#039;&#039;&#039;, and &#039;&#039;&#039;roots&#039;&#039;&#039;. These elements are known as &#039;&#039;&#039;plant features&#039;&#039;&#039;.&lt;br /&gt;
There are many plant features, and they each have their own unique characteristics. No more than 1 of each feature can exist in a given plant, but there is no requirement to have a particular type of feature, meaning you can create plants without fruit, roots, or bodies.&lt;br /&gt;
However, it is not guaranteed a plant can survive without roots or a body.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:50%; text-align:center; margin-left:20%&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#64a344;&#039;|material Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#64a344;&#039;|Info&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Body}} [[File:artifact_plasma.png]]Body&lt;br /&gt;
|The &#039;&#039;&#039;body&#039;&#039;&#039; of a plant will determine its overall size, time to mature, and harvest size, among other things. The body of a plant is also responsible for a plant&#039;s health, a sick body is a sick plant.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Fruit}} [[File:artifact_plasma.png]]Fruit&lt;br /&gt;
|The &#039;&#039;&#039;fruit&#039;&#039;&#039; of a plant will determine what it grows, what is produced from harvests. Obviously each fruit feature also has its own stats that determine growth time, reagents, and reagent volume.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Roots}} [[File:artifact_plasma.png]]Roots&lt;br /&gt;
|The &#039;&#039;&#039;roots&#039;&#039;&#039; of a plant allows it to absorb any reagents it may need to survive from its surroundings. In addition to this, roots also determine what kind of substrate a plant can grow in, whether that be dirt, sand, clay, or debris.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some feature&#039;s have special stats that control how they can be combined, this will be discussed later.&lt;br /&gt;
&lt;br /&gt;
=== Items, Tools, and Machines ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
They exist :)&lt;br /&gt;
&lt;br /&gt;
=== Plant Analysis ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
The plant analyser is a powerful tool that can be used to archive specific plant features &amp;amp; traits for later use in the seed editor to make your own custom plants.&lt;br /&gt;
&lt;br /&gt;
Using a spade, a mature plant can be dug up from its tray and inserted into the plant analyser.&lt;br /&gt;
Then, using the hydroponics machine terminal, you can view the plant&#039;s genetics- its features and their traits. If you have a plant disk inserted into the plant analyser, you can save specific features, their traits, or both! When saving a feature to a plant disk, you will be given the option of which traits to save along with the feature, if it has traits to begin with. This can be used to remove unwanted traits from a feature before you insert it into the seed editor, helpful!&lt;br /&gt;
However, not every feature &amp;amp; trait is archivable. Some features, and traits, are special and cannot be saved for later use. You will discover these, rarely, as you interact with plants. A notable instance of this is the Dionae pod, which cannot have its body or fruit copied, only its roots.&lt;br /&gt;
&lt;br /&gt;
=== Seed Editing ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
The seed editor, much like the plant analyser, is a powerful &amp;amp; necessary tool for any botanist, being the machine responsible for creating custom plants.&lt;br /&gt;
&lt;br /&gt;
By inserting a seed packet into the seed editor, and using the hydroponics machine terminal, you will have complete control over its genetics. You can choose any feature, or trait, to remove from the seeds. However, not every feature &amp;amp; trait can be removed. Some features, and traits, cannot be removed from the plant they are associated with. As before, a notable instance of this is the Dionae pod, which cannot have its body or fruit removed, only its roots. You will discover these, rarely, as you interact with plants.&lt;br /&gt;
This machine also allows you to add features or traits to the seed, from inserted plant disks. However, not every feature &amp;amp; trait is compatible with the rest. Some features, and traits, aren&#039;t compatible with one another. A notable instance of this is the mushroom family of features, being only compatible with other mushroom features. You will discover these, rarely, as you interact with plants. Although most traits will exclude themselves, you may discover some allow multiple copies of themselves on a single feature.&lt;br /&gt;
Additionally, when adding traits to a feature, it&#039;s important to note the genetic budget of the feature, and the genetic cost of the feature. Each plant feature has a unique genetic budget, which determines how many traits it can afford. Each feature trait has a genetic cost, which determines how much it will cost for the feature to have, some traits have negative cost which increases the feature&#039;s genetic budget. Overdrafting a feature&#039;s genetic budget is possible, allowing you to have as many traits as you want, but doing so will add more needs to the plant. An extra need will be added to the plant for every trait that overdrafts a feature&#039;s genetic budget.&lt;br /&gt;
&lt;br /&gt;
=== Plant Mutation ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
The irradiator kiln- [ don&#039;t get in the kiln]! &lt;br /&gt;
&lt;br /&gt;
Not every plant, feature, and trait can be found from seeds in the seed vendor. Some features have special variants with unique stats, traits, etc.. These variants can be access by using the irradiator kiln.&lt;br /&gt;
Using a spade, a plant can be dug up from its tray and inserted into kiln.&lt;br /&gt;
Then, using the hydroponics machine terminal, you can view the plant&#039;s genetics, its features and their traits, and choose which feature to mutate. When mutating a feature, you will also have the option to preserve its traits, which will be destroyed upon mutation otherwise. If a mutation has incompatible traits, the trait causing the incompatibility will *not* be preserved. Similarly, if a mutated feature is not compatible with existing features, it will not be mutated.&lt;br /&gt;
&lt;br /&gt;
Although the kiln is good, and you should step inside it, nothing is free. Mutating features uses charge from the kiln&#039;s irradiator coils. These coils can be recharged by inserting radioactive material into the kiln. The kiln starts with a small piece of radioactive rubble, but this will inevitably need replacing throughout the round.&lt;br /&gt;
&lt;br /&gt;
== QuickStart ==&lt;br /&gt;
This quickstart guide will serve as a summary on the basics of botany, and how to grow your first plant.&lt;br /&gt;
&lt;br /&gt;
To start, find the seed vendor. This vendor is usually located somewhere in hydroponics. If you can&#039;t see it at first, some layouts will have it in a backroom attached to hydroponics.&lt;br /&gt;
Next, vend a packet of apple seeds from the vendor, this should be the second option after ambrosia seeds.&lt;br /&gt;
&lt;br /&gt;
After you have acquired a packet of apple seeds, you will need to locate a tray to grow them in. Plant trays can usually be found scattered around hydroponics. In the scenario you can&#039;t find an empty tray, a &amp;quot;Hydroponic Plumbing Constructor&amp;quot; aka tray maker can also be found in hydroponics. This tool can be used to create an empty tray.&lt;br /&gt;
&lt;br /&gt;
You may have already noticed, but you can&#039;t just plant the apple seeds in this empty tray. The roots of an apple tree need dirt substrate to grow. To fill the tray with dirt, you will need a dirt substrate bag. Substrate bags are typically kept in the backroom of most hydroponics rooms. Otherwise, substrate bags can be made with the &#039;&#039;&#039;THING THAT MAKES THEM HERE&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once you have filled the empty tray with the dirt substrate, and planted an apple seed, a yellow light on the tray will eventually come on. This light is an alert that the plant has an unfulfilled need, and is slowly dying. In this case, it means the apple tree needs water. However, you can also use a plant scanner&lt;br /&gt;
on the tray to find out exactly what this alert means, which is helpful for plants that have needs other than water. You can also use a plant scanner, with the advanced scan enabled, on the plant itself to see all its needs for each feature.&lt;br /&gt;
You can get water from water tanks using buckets, both found either in the main hydroponics room, or the backroom.&lt;br /&gt;
&lt;br /&gt;
When the apple tree&#039;s needs are met, it will begin to grow eventually reaching maturity, when it will start producing fruit.&lt;br /&gt;
&lt;br /&gt;
If a yellow light comes on during this time, and the plant has been watered, chances are it has pests. Pests develop on some fruits, and will start to drain a plant&#039;s health when they build up sufficiently. Toxins and other harmful reagents will kill pests.&lt;br /&gt;
A bottle of pest-spray can be found in the botany equipment vendor, found either in the main hydroponics room, or the backroom.&lt;br /&gt;
As you learn more about botany &amp;amp; hydroponics, you&#039;ll be able to engineer plants and ecosystems that kill pests themselves, or don&#039;t attract them to begin with.&lt;br /&gt;
&lt;br /&gt;
If a red light comes on during this time, the plant has lost a significant amount of health, and needs to be healed. A plant can lose health for several reasons, but the most common are pests, weeds, and unmet needs. Weeds and unmet needs will only drain a percentage of a plant&#039;s health, but pests will remove a small flat amount.&lt;br /&gt;
The easiest way to heal a plant is to use nutriment. There are several forms and tiers of nutriments, but the most basic and readily available to you is E-Z-Nutrient. This reagent can be found in the botany equipment vendor, found either in the main hydroponics room, or the backroom. Using a plant scanner&lt;br /&gt;
with the advanced scan enabled will reveal what nutriments heal the plant, and what tier of healing they provide.&lt;br /&gt;
&lt;br /&gt;
Once the plant has matured, it will begin producing fruit. This fruit will take some time to grow, but a green alert light on the tray will let you know when it&#039;s ready for harvest.&lt;br /&gt;
&lt;br /&gt;
Harvested fruit can be inserted into the industrial seeder and turned into seed packets, to grow more plants. Seed packets can be stored in the industrial seeder for later use.&lt;br /&gt;
&lt;br /&gt;
== Advanced Botany ==&lt;br /&gt;
Talk about ecosystems here&lt;br /&gt;
&lt;br /&gt;
=== Mushrooms ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Refraction Matrix&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;/div&gt;</summary>
		<author><name>Racc-Off</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=User:Racc-Off/botany&amp;diff=39459</id>
		<title>User:Racc-Off/botany</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=User:Racc-Off/botany&amp;diff=39459"/>
		<updated>2026-03-01T14:14:54Z</updated>

		<summary type="html">&lt;p&gt;Racc-Off: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Hydroponics &amp;amp; Botany ==&lt;br /&gt;
Botany, the scientific study of plants.&lt;br /&gt;
In the glorious sub-department of hydroponics, plants work for you, the all powerful botanist.&lt;br /&gt;
&lt;br /&gt;
=== Plants===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Plant :D&lt;br /&gt;
&lt;br /&gt;
==== Anatomy ====&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Plants are the organisms you will be working with as a botanist. Their composition is comprised of 3 core elements the &#039;&#039;&#039;body&#039;&#039;&#039;, &#039;&#039;&#039;fruit&#039;&#039;&#039;, and &#039;&#039;&#039;roots&#039;&#039;&#039;. These elements are known as &#039;&#039;&#039;plant features&#039;&#039;&#039;.&lt;br /&gt;
There are many plant features, and they each have their own unique characteristics. No more than 1 of each feature can exist in a given plant, but there is no requirement to have a particular type of feature, meaning you can create plants without fruit, roots, or bodies.&lt;br /&gt;
However, it is not guaranteed a plant can survive without roots or a body.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:50%; text-align:center; margin-left:20%&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#64a344;&#039;|material Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#64a344;&#039;|Info&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Body}} [[File:artifact_plasma.png]]Body&lt;br /&gt;
|The &#039;&#039;&#039;body&#039;&#039;&#039; of a plant will determine its overall size, time to mature, and harvest size, among other things. The body of a plant is also responsible for a plant&#039;s health, a sick body is a sick plant.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Fruit}} [[File:artifact_plasma.png]]Fruit&lt;br /&gt;
|The &#039;&#039;&#039;fruit&#039;&#039;&#039; of a plant will determine what it grows, what is produced from harvests. Obviously each fruit feature also has its own stats that determine growth time, reagents, and reagent volume.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Roots}} [[File:artifact_plasma.png]]Roots&lt;br /&gt;
|The &#039;&#039;&#039;roots&#039;&#039;&#039; of a plant allows it to absorb any reagents it may need to survive from its surroundings. In addition to this, roots also determine what kind of substrate a plant can grow in, whether that be dirt, sand, clay, or debris.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some feature&#039;s have special stats that control how they can be combined, this will be discussed later.&lt;br /&gt;
&lt;br /&gt;
=== Items, Tools, and Machines ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
They exist :)&lt;br /&gt;
&lt;br /&gt;
=== Plant Analysis ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
The plant analyser is a powerful tool that can be used to archive specific plant features &amp;amp; traits for later use in the seed editor to make your own custom plants.&lt;br /&gt;
&lt;br /&gt;
Using a spade, a mature plant can be dug up from its tray and inserted into the plant analyser.&lt;br /&gt;
Then, using the hydroponics machine terminal, you can view the plant&#039;s genetics- its features and their traits. If you have a plant disk inserted into the plant analyser, you can save specific features, their traits, or both! When saving a feature to a plant disk, you will be given the option of which traits to save along with the feature, if it has traits to begin with. This can be used to remove unwanted traits from a feature before you insert it into the seed editor, helpful!&lt;br /&gt;
However, not every feature &amp;amp; trait is archivable. Some features, and traits, are special and cannot be saved for later use. You will discover these, rarely, as you interact with plants. A notable instance of this is the Dionae pod, which cannot have its body or fruit copied, only its roots.&lt;br /&gt;
&lt;br /&gt;
=== Seed Editing ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
The seed editor, much like the plant analyser, is a powerful &amp;amp; necessary tool for any botanist, being the machine responsible for creating custom plants.&lt;br /&gt;
&lt;br /&gt;
By inserting a seed packet into the seed editor, and using the hydroponics machine terminal, you will have complete control over its genetics. You can choose any feature, or trait, to remove from the seeds. However, not every feature &amp;amp; trait can be removed. Some features, and traits, cannot be removed from the plant they are associated with. As before, a notable instance of this is the Dionae pod, which cannot have its body or fruit removed, only its roots. You will discover these, rarely, as you interact with plants.&lt;br /&gt;
This machine also allows you to add features or traits to the seed, from inserted plant disks. However, not every feature &amp;amp; trait is compatible with the rest. Some features, and traits, aren&#039;t compatible with one another. A notable instance of this is the mushroom family of features, being only compatible with other mushroom features. You will discover these, rarely, as you interact with plants. Although most traits will exclude themselves, you may discover some allow multiple copies of themselves on a single feature.&lt;br /&gt;
Additionally, when adding traits to a feature, it&#039;s important to note the genetic budget of the feature, and the genetic cost of the feature. Each plant feature has a unique genetic budget, which determines how many traits it can afford. Each feature trait has a genetic cost, which determines how much it will cost for the feature to have, some traits have negative cost which increases the feature&#039;s genetic budget. Overdrafting a feature&#039;s genetic budget is possible, allowing you to have as many traits as you want, but doing so will add more needs to the plant. An extra need will be added to the plant for every trait that overdrafts a feature&#039;s genetic budget.&lt;br /&gt;
&lt;br /&gt;
=== Plant Mutation ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
The irradiator kiln- [ don&#039;t get in the kiln]! &lt;br /&gt;
&lt;br /&gt;
Not every plant, feature, and trait can be found from seeds in the seed vendor. Some features have special variants with unique stats, traits, etc.. These variants can be access by using the irradiator kiln.&lt;br /&gt;
Using a spade, a plant can be dug up from its tray and inserted into kiln.&lt;br /&gt;
Then, using the hydroponics machine terminal, you can view the plant&#039;s genetics, its features and their traits, and choose which feature to mutate. When mutating a feature, you will also have the option to preserve its traits, which will be destroyed upon mutation otherwise. If a mutation has incompatible traits, the trait causing the incompatibility will *not* be preserved. Similarly, if a mutated feature is not compatible with existing features, it will not be mutated.&lt;br /&gt;
&lt;br /&gt;
Although the kiln is good, and you should step inside it, nothing is free. Mutating features uses charge from the kiln&#039;s irradiator coils. These coils can be recharged by inserting radioactive material into the kiln. The kiln starts with a small piece of radioactive rubble, but this will inevitably need replacing throughout the round.&lt;br /&gt;
&lt;br /&gt;
== QuickStart ==&lt;br /&gt;
This quickstart guide will serve as a summary on the basics of botany, and how to grow your first plant.&lt;br /&gt;
&lt;br /&gt;
To start, find the seed vendor. This vendor is usually located somewhere in hydroponics. If you can&#039;t see it at first, some layouts will have it in a backroom attached to hydroponics.&lt;br /&gt;
Next, vend a packet of apple seeds from the vendor, this should be the second option after ambrosia seeds.&lt;br /&gt;
&lt;br /&gt;
After you have acquired a packet of apple seeds, you will need to locate a tray to grow them in. Plant trays can usually be found scattered around hydroponics. In the scenario you can&#039;t find an empty tray, a &amp;quot;Hydroponic Plumbing Constructor&amp;quot; aka tray maker can also be found in hydroponics. This tool can be used to create an empty tray.&lt;br /&gt;
&lt;br /&gt;
You may have already noticed, but you can&#039;t just plant the apple seeds in this empty tray. The roots of an apple tree need dirt substrate to grow. To fill the tray with dirt, you will need a dirt substrate bag. Substrate bags are typically kept in the backroom of most hydroponics rooms. Otherwise, substrate bags can be made with the &#039;&#039;&#039;THING THAT MAKES THEM HERE&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once you have filled the empty tray with the dirt substrate, and planted an apple seed, a yellow light on the tray will eventually come on. This light is an alert that the plant has an unfulfilled need, and is slowly dying. In this case, it means the apple tree needs water. However, you can also use a plant scanner&lt;br /&gt;
on the tray to find out exactly what this alert means, which is helpful for plants that have needs other than water. You can also use a plant scanner, with the advanced scan enabled, on the plant itself to see all its needs for each feature.&lt;br /&gt;
You can get water from water tanks using buckets, both found either in the main hydroponics room, or the backroom.&lt;br /&gt;
&lt;br /&gt;
When the apple tree&#039;s needs are met, it will begin to grow eventually reaching maturity, when it will start producing fruit.&lt;br /&gt;
&lt;br /&gt;
If a yellow light comes on during this time, and the plant has been watered, chances are it has pests. Pests develop on some fruits, and will start to drain a plant&#039;s health when they build up sufficiently. Toxins and other harmful reagents will kill pests.&lt;br /&gt;
A bottle of pest-spray can be found in the botany equipment vendor, found either in the main hydroponics room, or the backroom.&lt;br /&gt;
As you learn more about botany &amp;amp; hydroponics, you&#039;ll be able to engineer plants and ecosystems that kill pests themselves, or don&#039;t attract them to begin with.&lt;br /&gt;
&lt;br /&gt;
If a red light comes on during this time, the plant has lost a significant amount of health, and needs to be healed. A plant can lose health for several reasons, but the most common are pests, weeds, and unmet needs. Weeds and unmet needs will only drain a percentage of a plant&#039;s health, but pests will remove a small flat amount.&lt;br /&gt;
The easiest way to heal a plant is to use nutriment. There are several forms and tiers of nutriments, but the most basic and readily available to you is E-Z-Nutrient. This reagent can be found in the botany equipment vendor, found either in the main hydroponics room, or the backroom. Using a plant scanner&lt;br /&gt;
with the advanced scan enabled will reveal what nutriments heal the plant, and what tier of healing they provide.&lt;br /&gt;
&lt;br /&gt;
Once the plant has matured, it will begin producing fruit. This fruit will take some time to grow, but a green alert light on the tray will let you know when it&#039;s ready for harvest.&lt;br /&gt;
&lt;br /&gt;
Harvested fruit can be inserted into the industrial seeder and turned into seed packets, to grow more plants. Seed packets can be stored in the industrial seeder for later use.&lt;br /&gt;
&lt;br /&gt;
== Advanced Botany ==&lt;br /&gt;
Talk about ecosystems here&lt;/div&gt;</summary>
		<author><name>Racc-Off</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=User:Racc-Off/botany&amp;diff=39458</id>
		<title>User:Racc-Off/botany</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=User:Racc-Off/botany&amp;diff=39458"/>
		<updated>2026-03-01T13:54:10Z</updated>

		<summary type="html">&lt;p&gt;Racc-Off: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Hydroponics &amp;amp; Botany ==&lt;br /&gt;
Botany, the scientific study of plants.&lt;br /&gt;
In the glorious sub-department of hydroponics, plants work for you, the all powerful botanist.&lt;br /&gt;
&lt;br /&gt;
=== Plants===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Plant :D&lt;br /&gt;
&lt;br /&gt;
==== Anatomy ====&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Plants are the organisms you will be working with as a botanist. Their composition is comprised of 3 core elements the &#039;&#039;&#039;body&#039;&#039;&#039;, &#039;&#039;&#039;fruit&#039;&#039;&#039;, and &#039;&#039;&#039;roots&#039;&#039;&#039;. These elements are known as &#039;&#039;&#039;plant features&#039;&#039;&#039;.&lt;br /&gt;
There are many plant features, and they each have their own unique characteristics. No more than 1 of each feature can exist in a given plant, but there is no requirement to have a particular type of feature, meaning you can create plants without fruit, roots, or bodies.&lt;br /&gt;
However, it is not guaranteed a plant can survive without roots or a body.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:50%; text-align:center; margin-left:20%&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#64a344;&#039;|material Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#64a344;&#039;|Info&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Body}} [[File:artifact_plasma.png]]Body&lt;br /&gt;
|The &#039;&#039;&#039;body&#039;&#039;&#039; of a plant will determine its overall size, time to mature, and harvest size, among other things. The body of a plant is also responsible for a plant&#039;s health, a sick body is a sick plant.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Fruit}} [[File:artifact_plasma.png]]Fruit&lt;br /&gt;
|The &#039;&#039;&#039;fruit&#039;&#039;&#039; of a plant will determine what it grows, what is produced from harvests. Obviously each fruit feature also has its own stats that determine growth time, reagents, and reagent volume.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Roots}} [[File:artifact_plasma.png]]Roots&lt;br /&gt;
|The &#039;&#039;&#039;roots&#039;&#039;&#039; of a plant allows it to absorb any reagents it may need to survive from its surroundings. In addition to this, roots also determine what kind of substrate a plant can grow in, whether that be dirt, sand, clay, or debris.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some feature&#039;s have special stats that control how they can be combined, this will be discussed later.&lt;br /&gt;
&lt;br /&gt;
=== Items, Tools, and Machines ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
They exist :)&lt;br /&gt;
&lt;br /&gt;
=== Plant Analysis ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
The plant analyser is a powerful tool that can be used to archive specific plant features &amp;amp; traits for later use in the seed editor to make your own custom plants.&lt;br /&gt;
&lt;br /&gt;
Using a spade, a mature plant can be dug up from its tray and inserted into the plant analyser.&lt;br /&gt;
Then, using the hydroponics machine terminal, you can view the plant&#039;s genetics- its features and their traits. If you have a plant disk inserted into the plant analyser, you can save specific features, their traits, or both!&lt;br /&gt;
However, not every feature &amp;amp; trait is archivable. Some features, and traits, are special and cannot be saved for later use. You will discover these, rarely, as you interact with plants. A notable instance of this is the Dionae pod, which cannot have its body or fruit copied, only its roots.&lt;br /&gt;
&lt;br /&gt;
=== Seed Editing ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
The seed editor, much like the plant analyser, is a powerful &amp;amp; necessary tool for any botanist, being the machine responsible for creating custom plants.&lt;br /&gt;
&lt;br /&gt;
By inserting a seed packet into the seed editor, and using the hydroponics machine terminal, you will have complete control over its genetics. You can choose any feature, or trait, to remove from the seeds. However, not every feature &amp;amp; trait can be removed. Some features, and traits, cannot be removed from the plant they are associated with. As before, a notable instance of this is the Dionae pod, which cannot have its body or fruit removed, only its roots. You will discover these, rarely, as you interact with plants.&lt;br /&gt;
This machine also allows you to add features or traits to the seed, from inserted plant disks. However, not every feature &amp;amp; trait is compatible with the rest. Some features, and traits, aren&#039;t compatible with one another. A notable instance of this is the mushroom family of features, being only compatible with other mushroom features. You will discover these, rarely, as you interact with plants. Although most traits will exclude themselves, you may discover some allow multiple copies of themselves on a single feature.&lt;br /&gt;
Additionally, when adding traits to a feature, it&#039;s important to note the genetic budget of the feature, and the genetic cost of the feature. Each plant feature has a unique genetic budget, which determines how many traits it can afford. Each feature trait has a genetic cost, which determines how much it will cost for the feature to have, some traits have negative cost which increases the feature&#039;s genetic budget. Overdrafting a feature&#039;s genetic budget is possible, allowing you to have as many traits as you want, but doing so will add more needs to the plant. An extra need will be added to the plant for every trait that overdrafts a feature&#039;s genetic budget.&lt;br /&gt;
&lt;br /&gt;
=== Plant Mutation ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== QuickStart ==&lt;br /&gt;
This quickstart guide will serve as a summary on the basics of botany, and how to grow your first plant.&lt;br /&gt;
&lt;br /&gt;
To start, find the seed vendor. This vendor is usually located somewhere in hydroponics. If you can&#039;t see it at first, some layouts will have it in a backroom attached to hydroponics.&lt;br /&gt;
Next, vend a packet of apple seeds from the vendor, this should be the second option after ambrosia seeds.&lt;br /&gt;
&lt;br /&gt;
After you have acquired a packet of apple seeds, you will need to locate a tray to grow them in. Plant trays can usually be found scattered around hydroponics. In the scenario you can&#039;t find an empty tray, a &amp;quot;Hydroponic Plumbing Constructor&amp;quot; aka tray maker can also be found in hydroponics. This tool can be used to create an empty tray.&lt;br /&gt;
&lt;br /&gt;
You may have already noticed, but you can&#039;t just plant the apple seeds in this empty tray. The roots of an apple tree need dirt substrate to grow. To fill the tray with dirt, you will need a dirt substrate bag. Substrate bags are typically kept in the backroom of most hydroponics rooms. Otherwise, substrate bags can be made with the &#039;&#039;&#039;THING THAT MAKES THEM HERE&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once you have filled the empty tray with the dirt substrate, and planted an apple seed, a yellow light on the tray will eventually come on. This light is an alert that the plant has an unfulfilled need, and is slowly dying. In this case, it means the apple tree needs water. However, you can also use a plant scanner&lt;br /&gt;
on the tray to find out exactly what this alert means, which is helpful for plants that have needs other than water. You can also use a plant scanner, with the advanced scan enabled, on the plant itself to see all its needs for each feature.&lt;br /&gt;
You can get water from water tanks using buckets, both found either in the main hydroponics room, or the backroom.&lt;br /&gt;
&lt;br /&gt;
When the apple tree&#039;s needs are met, it will begin to grow eventually reaching maturity, when it will start producing fruit.&lt;br /&gt;
&lt;br /&gt;
If a yellow light comes on during this time, and the plant has been watered, chances are it has pests. Pests develop on some fruits, and will start to drain a plant&#039;s health when they build up sufficiently. Toxins and other harmful reagents will kill pests.&lt;br /&gt;
A bottle of pest-spray can be found in the botany equipment vendor, found either in the main hydroponics room, or the backroom.&lt;br /&gt;
As you learn more about botany &amp;amp; hydroponics, you&#039;ll be able to engineer plants and ecosystems that kill pests themselves, or don&#039;t attract them to begin with.&lt;br /&gt;
&lt;br /&gt;
If a red light comes on during this time, the plant has lost a significant amount of health, and needs to be healed. A plant can lose health for several reasons, but the most common are pests, weeds, and unmet needs. Weeds and unmet needs will only drain a percentage of a plant&#039;s health, but pests will remove a small flat amount.&lt;br /&gt;
The easiest way to heal a plant is to use nutriment. There are several forms and tiers of nutriments, but the most basic and readily available to you is E-Z-Nutrient. This reagent can be found in the botany equipment vendor, found either in the main hydroponics room, or the backroom. Using a plant scanner&lt;br /&gt;
with the advanced scan enabled will reveal what nutriments heal the plant, and what tier of healing they provide.&lt;br /&gt;
&lt;br /&gt;
Once the plant has matured, it will begin producing fruit. This fruit will take some time to grow, but a green alert light on the tray will let you know when it&#039;s ready for harvest.&lt;br /&gt;
&lt;br /&gt;
Harvested fruit can be inserted into the industrial seeder and turned into seed packets, to grow more plants. Seed packets can be stored in the industrial seeder for later use.&lt;/div&gt;</summary>
		<author><name>Racc-Off</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=User:Racc-Off/botany&amp;diff=39457</id>
		<title>User:Racc-Off/botany</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=User:Racc-Off/botany&amp;diff=39457"/>
		<updated>2026-03-01T13:31:24Z</updated>

		<summary type="html">&lt;p&gt;Racc-Off: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Hydroponics &amp;amp; Botany ==&lt;br /&gt;
Botany, the scientific study of plants.&lt;br /&gt;
In the glorious sub-department of hydroponics, plants work for you, the all powerful botanist.&lt;br /&gt;
&lt;br /&gt;
=== Plants===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Plant :D&lt;br /&gt;
&lt;br /&gt;
==== Anatomy ====&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Plants are the organisms you will be working with as a botanist. Their composition is comprised of 3 core elements the &#039;&#039;&#039;body&#039;&#039;&#039;, &#039;&#039;&#039;fruit&#039;&#039;&#039;, and &#039;&#039;&#039;roots&#039;&#039;&#039;. These elements are known as &#039;&#039;&#039;plant features&#039;&#039;&#039;.&lt;br /&gt;
There are many plant features, and they each have their own unique characteristics. No more than 1 of each feature can exist in a given plant, but there is no requirement to have a particular type of feature, meaning you can create plants without fruit, roots, or bodies.&lt;br /&gt;
However, it is not guaranteed a plant can survive without roots or a body.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:50%; text-align:center; margin-left:20%&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#64a344;&#039;|material Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#64a344;&#039;|Info&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Body}} [[File:artifact_plasma.png]]Body&lt;br /&gt;
|The &#039;&#039;&#039;body&#039;&#039;&#039; of a plant will determine its overall size, time to mature, and harvest size, among other things. The body of a plant is also responsible for a plant&#039;s health, a sick body is a sick plant.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Fruit}} [[File:artifact_plasma.png]]Fruit&lt;br /&gt;
|The &#039;&#039;&#039;fruit&#039;&#039;&#039; of a plant will determine what it grows, what is produced from harvests. Obviously each fruit feature also has its own stats that determine growth time, reagents, and reagent volume.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Roots}} [[File:artifact_plasma.png]]Roots&lt;br /&gt;
|The &#039;&#039;&#039;roots&#039;&#039;&#039; of a plant allows it to absorb any reagents it may need to survive from its surroundings. In addition to this, roots also determine what kind of substrate a plant can grow in, whether that be dirt, sand, clay, or debris.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some feature&#039;s have special stats that control how they can be combined, this will be discussed later.&lt;br /&gt;
&lt;br /&gt;
== QuickStart ==&lt;br /&gt;
This quickstart guide will serve as a summary on the basics of botany, and how to grow your first plant.&lt;br /&gt;
&lt;br /&gt;
To start, find the seed vendor. This vendor is usually located somewhere in hydroponics. If you can&#039;t see it at first, some layouts will have it in a backroom attached to hydroponics.&lt;br /&gt;
Next, vend a packet of apple seeds from the vendor, this should be the second option after ambrosia seeds.&lt;br /&gt;
&lt;br /&gt;
After you have acquired a packet of apple seeds, you will need to locate a tray to grow them in. Plant trays can usually be found scattered around hydroponics. In the scenario you can&#039;t find an empty tray, a &amp;quot;Hydroponic Plumbing Constructor&amp;quot; aka tray maker can also be found in hydroponics. This tool can be used to create an empty tray.&lt;br /&gt;
&lt;br /&gt;
You may have already noticed, but you can&#039;t just plant the apple seeds in this empty tray. The roots of an apple tree need dirt substrate to grow. To fill the tray with dirt, you will need a dirt substrate bag. Substrate bags are typically kept in the backroom of most hydroponics rooms. Otherwise, substrate bags can be made with the &#039;&#039;&#039;THING THAT MAKES THEM HERE&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once you have filled the empty tray with the dirt substrate, and planted an apple seed, a yellow light on the tray will eventually come on. This light is an alert that the plant has an unfulfilled need, and is slowly dying. In this case, it means the apple tree needs water. However, you can also use a plant scanner&lt;br /&gt;
on the tray to find out exactly what this alert means, which is helpful for plants that have needs other than water. You can also use a plant scanner, with the advanced scan enabled, on the plant itself to see all its needs for each feature.&lt;br /&gt;
You can get water from water tanks using buckets, both found either in the main hydroponics room, or the backroom.&lt;br /&gt;
&lt;br /&gt;
When the apple tree&#039;s needs are met, it will begin to grow eventually reaching maturity, when it will start producing fruit.&lt;br /&gt;
&lt;br /&gt;
If a yellow light comes on during this time, and the plant has been watered, chances are it has pests. Pests develop on some fruits, and will start to drain a plant&#039;s health when they build up sufficiently. Toxins and other harmful reagents will kill pests.&lt;br /&gt;
A bottle of pest-spray can be found in the botany equipment vendor, found either in the main hydroponics room, or the backroom.&lt;br /&gt;
As you learn more about botany &amp;amp; hydroponics, you&#039;ll be able to engineer plants and ecosystems that kill pests themselves, or don&#039;t attract them to begin with.&lt;br /&gt;
&lt;br /&gt;
If a red light comes on during this time, the plant has lost a significant amount of health, and needs to be healed. A plant can lose health for several reasons, but the most common are pests, weeds, and unmet needs. Weeds and unmet needs will only drain a percentage of a plant&#039;s health, but pests will remove a small flat amount.&lt;br /&gt;
The easiest way to heal a plant is to use nutriment. There are several forms and tiers of nutriments, but the most basic and readily available to you is E-Z-Nutrient. This reagent can be found in the botany equipment vendor, found either in the main hydroponics room, or the backroom. Using a plant scanner&lt;br /&gt;
with the advanced scan enabled will reveal what nutriments heal the plant, and what tier of healing they provide.&lt;br /&gt;
&lt;br /&gt;
Once the plant has matured, it will begin producing fruit. This fruit will take some time to grow, but a green alert light on the tray will let you know when it&#039;s ready for harvest.&lt;br /&gt;
&lt;br /&gt;
Harvested fruit can be inserted into the industrial seeder and turned into seed packets, to grow more plants. Seed packets can be stored in the industrial seeder for later use.&lt;/div&gt;</summary>
		<author><name>Racc-Off</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=User:Racc-Off&amp;diff=39456</id>
		<title>User:Racc-Off</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=User:Racc-Off&amp;diff=39456"/>
		<updated>2026-03-01T13:04:40Z</updated>

		<summary type="html">&lt;p&gt;Racc-Off: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h2&amp;gt;I&#039;m responsible for-&amp;lt;/h2&amp;gt;&lt;br /&gt;
* https://wiki.beestation13.com/view/User:Racc-Off/Psyphoza&lt;br /&gt;
* https://wiki.beestation13.com/w/index.php?title=Guide_to_Artifacts&lt;br /&gt;
* [[Template:Autowiki/Content/ArtifactTraits]]&lt;br /&gt;
* https://wiki.beestation13.com/view/Template:Autowiki/ArtifactTraits&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;WIP&amp;lt;/h2&amp;gt;&lt;br /&gt;
* https://wiki.beestation13.com/view/User:Racc-Off/new_artifacts&lt;br /&gt;
* https://wiki.beestation13.com/view/User:Racc-Off/botany&lt;/div&gt;</summary>
		<author><name>Racc-Off</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=User:Racc-Off/botany&amp;diff=39455</id>
		<title>User:Racc-Off/botany</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=User:Racc-Off/botany&amp;diff=39455"/>
		<updated>2026-03-01T12:37:48Z</updated>

		<summary type="html">&lt;p&gt;Racc-Off: Created page with &amp;quot;== Botany == Botany, the scientific study of plants. In the glorious sub-department of hydroponics, plants work for you, the all powerful botanist.  === Plants=== &amp;lt;hr&amp;gt; Plant :D  ==== Anatomy ==== &amp;lt;hr&amp;gt; Plants are the organisms you will be working with as a botanist. Their composition is comprised of 3 core elements the &amp;#039;&amp;#039;&amp;#039;body&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;fruit&amp;#039;&amp;#039;&amp;#039;, and &amp;#039;&amp;#039;&amp;#039;roots&amp;#039;&amp;#039;&amp;#039;. These elements are known as &amp;#039;&amp;#039;&amp;#039;plant features&amp;#039;&amp;#039;&amp;#039;. There are many plant features, and they each have their own uni...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Botany ==&lt;br /&gt;
Botany, the scientific study of plants.&lt;br /&gt;
In the glorious sub-department of hydroponics, plants work for you, the all powerful botanist.&lt;br /&gt;
&lt;br /&gt;
=== Plants===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Plant :D&lt;br /&gt;
&lt;br /&gt;
==== Anatomy ====&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Plants are the organisms you will be working with as a botanist. Their composition is comprised of 3 core elements the &#039;&#039;&#039;body&#039;&#039;&#039;, &#039;&#039;&#039;fruit&#039;&#039;&#039;, and &#039;&#039;&#039;roots&#039;&#039;&#039;. These elements are known as &#039;&#039;&#039;plant features&#039;&#039;&#039;.&lt;br /&gt;
There are many plant features, and they each have their own unique characteristics. No more than 1 of each feature can exist in a given plant, but there is no requirement to have a particular type of feature, meaning you can create plants without fruit, roots, or bodies.&lt;br /&gt;
However, it is not guaranteed a plant can survive without roots or a body.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:50%; text-align:center; margin-left:20%&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#64a344;&#039;|material Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#64a344;&#039;|Info&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Body}} [[File:artifact_plasma.png]]Body&lt;br /&gt;
|The &#039;&#039;&#039;body&#039;&#039;&#039; of a plant will determine its overall size, time to mature, and harvest size, among other things. The body of a plant is also responsible for a plant&#039;s health, a sick body is a sick plant.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Fruit}} [[File:artifact_plasma.png]]Fruit&lt;br /&gt;
|The &#039;&#039;&#039;fruit&#039;&#039;&#039; of a plant will determine what it grows, what is produced from harvests. Obviously each fruit feature also has its own stats that determine growth time, reagents, and reagent volume.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Roots}} [[File:artifact_plasma.png]]Roots&lt;br /&gt;
|The &#039;&#039;&#039;roots&#039;&#039;&#039; of a plant allows it to absorb any reagents it may need to survive from its surroundings. In addition to this, roots also determine what kind of substrate a plant can grow in, whether that be dirt, sand, clay, or debris.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some feature&#039;s have special stats that determine how they can be combined, these will be discussed later.&lt;/div&gt;</summary>
		<author><name>Racc-Off</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Guide_to_Artifacts&amp;diff=38932</id>
		<title>Guide to Artifacts</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Guide_to_Artifacts&amp;diff=38932"/>
		<updated>2025-06-02T02:26:37Z</updated>

		<summary type="html">&lt;p&gt;Racc-Off: /* Tools */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Speech&lt;br /&gt;
|name=Howard Phillips, Expert Xenoarchaeologist&lt;br /&gt;
|text=The Nanotrasen Xenoarchaeology team welcomes you, aspiring scientist or over-qualified curator.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Before you begin studying artifacts, and hopefully not harassing the crew with them, it&#039;s important to remember you&#039;re interacting with what is most likely an explosive device made thousands, or millions, of years ago. Here you can learn how to avoid personal annihilation when interacting with them. &lt;br /&gt;
|image=[[File:Xenoarchaeologist.png|80px|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:Xenoarchaeology workspace.png|frame|right|The Xenoarchaeology Lab. Artifacts tend to show up here.]]&lt;br /&gt;
&lt;br /&gt;
== Artifacts [[File:artifact_bananium.png]] [[File:artifact_uranium.png]] [[File:artifact_plasma.png]] [[File:artifact_bluespace.png]] ==&lt;br /&gt;
Artifacts are powerful and mysterious &#039;&#039;items&#039;&#039;, they are responsible for many phenomena including transforming people into corgis, or spontaneously creating missing persons cases.&lt;br /&gt;
&lt;br /&gt;
Science can research with these &#039;&#039;items&#039;&#039; to gain various rewards, including both research and discovery points.&lt;br /&gt;
&lt;br /&gt;
=== Anatomy ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Defining an artifact starts with its &#039;&#039;&#039;material&#039;&#039;&#039;. An artifact&#039;s material defines what &#039;rules&#039; it follows in terms of what kind of traits it can have, and how many traits it can have.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:50%; text-align:center; margin-left:20%&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|material Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Info&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:artifact_bluespace.png]] Bluespace &lt;br /&gt;
|Bluespace artifacts are generally considered the safest type, as most of their traits and synergies are benevolent.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Plasma}}[[File:artifact_plasma.png]]  Plasma&lt;br /&gt;
|Plasma artifacts are the easiest to weaponize, often containing dangerous traits that synergize together in an offensive manner.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Uranium}}[[File:artifact_uranium.png]] Uranium&lt;br /&gt;
|Uranium artifacts are even more dangerous than plasma artifacts, having access to most traits with no overarching patterns or pre-determined synergies. &amp;lt;span style=&#039;color:#f00&#039;&amp;gt;Uranium artifacts also &#039;&#039;start&#039;&#039; with a malfunction, and gain another later. (See below)&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bananium}}[[File:artifact_bananium.png]] Bananium&lt;br /&gt;
|Bananium artifacts are wild cards, they have no rules or restrictions regarding trait types.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The next aspect is an artifact&#039;s &#039;&#039;&#039;traits&#039;&#039;&#039;. Traits define an artifact&#039;s behaviour and characteristics, these traits fall into 1 of 4 categories, of which are-&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:50%; text-align:center; margin-left:20%&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Trait Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Info&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Activators}}Activators&lt;br /&gt;
|These define how an artifact &#039;activates&#039;. Every artifact will have &#039;&#039;&#039;1&#039;&#039;&#039; of these.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Minors}}Minors&lt;br /&gt;
|These can define an artifact&#039;s physical characteristics, special secondary actions, or artifact function behaviour. Every artifact will have &#039;&#039;&#039;3&#039;&#039;&#039; of these.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Majors}}Majors&lt;br /&gt;
|These define an artifact&#039;s action, what it [[Exploration Crew#&amp;amp;E#P ! A% L0$7|does]]. Every artifact will have &#039;&#039;&#039;1&#039;&#039;&#039; of these.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Malfunctions}}Malfunctions&lt;br /&gt;
|These define what&#039;s wrong with an artifact. Most artifacts will not start with these, instead gaining &#039;&#039;&#039;1&#039;&#039;&#039; through repeated use without stabilization.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Trait List&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;widtg:75px; background-color:#BEF781;&#039;|Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;widtg:75px; background-color:#BEF781;&#039;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#BEF781;&#039;|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;widtg:75px; background-color:#BEF781;&#039;|Weight&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;widtg:75px; background-color:#BEF781;&#039;|Conductivity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#BEF781;&#039;|Inclusion&lt;br /&gt;
{{Autowiki/Content/ArtifactTraits}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Research ==&lt;br /&gt;
=== Tools ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&#039;&#039;&#039;Scale [[File:Scale.png]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Scale is used to measure an artifact&#039;s weight. Each artifact trait has a unique weight, all the artifact&#039;s traits&#039; weights are added together to determine the final artifact&#039;s weight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conductor [[File:Conductor.png]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Conductor is used to measure an artifact&#039;s conductance. Each artifact trait has a unique conductance, all the artifact&#039;s traits&#039; conductance are added together to determine the final artifact&#039;s conductance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stabilizer [[File:Calibrator.png]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Stabilizer is used to stabilize artifacts. When an artifact is inserted, the stabilizer can be activated to stabilize it. However, if the artifact is labeled incorrectly, or not at all, it will calcify / be destroyed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Listing Console [[File:Xenoartifact_console.png]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The listing console is used to purchase artifacts through cargo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Anti-Tactile Pinchers [[File:artifact_pincher.png]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The anti-tactile pinchers are used to safely handle artifacts. They can be toggled on and off.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Labeler [[File:Xenoartifact_labeler.png]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The labeler is used to, safely, label artifacts, what traits they have. &lt;br /&gt;
The labeler UI lets you learn more about traits. Be sure to use this if you&#039;re struggling.&lt;br /&gt;
&lt;br /&gt;
[[File:ArtifactLabeler1.png|frameless|upright=1]]&lt;br /&gt;
[[File:ArtifactLabeler2.png|frameless|upright=1]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Science Goggles [[File:science_goggles.png]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The science goggles are used to help identify artifact traits.&lt;br /&gt;
&lt;br /&gt;
=== Acquiring ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Obviously you&#039;ll need an artifact first, before you can begin research. Artifacts can be bought through the Research and Development Listing Console [[File:Xenoartifact_console.png]]  with the science budget, which will deliver artifacts through cargo. Otherwise, artifacts can be &#039;found&#039;,  or even [[#The Work | made]].&lt;br /&gt;
Artifacts can be found on [[Lavaland | lavaland]], inside [[Maintenance| maintenance]], or during [[Exploration Crew| exploration missions.]]&lt;br /&gt;
&#039;&#039;Making&#039;&#039; artifacts is a little bit tricker, and will require some sleuthing from the player to figure out.&lt;br /&gt;
&lt;br /&gt;
=== Labelling ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Once you have an artifact, you&#039;ll need to label it[[File:Xenoartifact_labeler.png]], correctly, for it to have any value whatsoever. This is generally done by sleuthing out what traits the artifact has by examining, weighing, conducting, and generally testing it, which can be done with various items. If you don&#039;t want to accidentally activate the &amp;lt;s&amp;gt;bomb&amp;lt;/s&amp;gt; artifact while doing this, be sure to wear a pair of anti-tactile pinchers [[File:artifact_pincher.png]], these will make &#039;&#039;most&#039;&#039; interactions safe, &#039;&#039;&#039;but only if they are enabled&#039;&#039;&#039;. Otherwise, activating the artifact, although dangerous, can also help you sleuth out what traits it has.&lt;br /&gt;
&lt;br /&gt;
It&#039;s important to be wearing science goggles[[File:science_goggles.png]] during this process, as they will generally translate vague hints and effects into exact trait names.&lt;br /&gt;
&lt;br /&gt;
=== Processing ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Once the artifact is labeled, you have several options on how you&#039;d like to process it.&lt;br /&gt;
&lt;br /&gt;
==== Stabilizing ====&lt;br /&gt;
Stabilizing an artifact stops it from malfunctioning, and doubles any potential rewards gained from it. This is useful for artifacts you want to distribute across the station, without the risk of blowing a hole in the hull, or just maximizing profits before selling it. Successfully stabilizing an artifact will reward science with a small amount of discovery points.&lt;br /&gt;
&lt;br /&gt;
==== Exporting ====&lt;br /&gt;
Exporting, selling, an artifact through cargo will not only give cargo a monetary kick back for doing your dirty work, it also awards science with research and discovery points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scanning&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Scanning artifacts with the Discovery Scanner will also yield discovery points. However, traits can only be discovered once, and will not reward points if they have already been scanned. &lt;br /&gt;
&lt;br /&gt;
==== Tracking ====&lt;br /&gt;
Once an artifact is stabilized, instead of selling it you can opt to &#039;track&#039; it instead. Tracked artifacts will generate research and discovery points when activated, and, if enabled, will announce their location of science comms.&lt;br /&gt;
&lt;br /&gt;
Trackers can be acquired by researching the artifact node, and then printing them from a science lathe.&lt;br /&gt;
&lt;br /&gt;
== The Work ==&lt;br /&gt;
[[File:Thework.png|frame|right|Products of The Work.]]&lt;br /&gt;
The work is a process players &#039;&#039;can&#039;&#039; figure out for themselves in-game, and we encourage them to do so, but for those who can&#039;t quite figure it out-&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;How to perform the work&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The work refers to the process of making custom artifacts. This is a somewhat lengthy process that will require lots of mechanical knowledge, from either yourself or others.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Stabilization&#039;&#039;&#039;(Optional) - The first step requires you stabilize an artifact. To do this, you must label an artifact perfectly, excluding malfunctions, and run it through the stabilizer.&lt;br /&gt;
# &#039;&#039;&#039;Pearls&#039;&#039;&#039;(Optional) - After an artifact is stabilized, traits will &#039;open&#039; when the artifact is aligned on certain coordinate grid marks, the unique grid position for each trait is determined by its weight and conductivity. A trait with 3 weight and 3 conductivity will &#039;open&#039; when the artifact&#039;s XY coordinates are both perfectly divisible by 3. When &#039;open&#039; traits can be removed, in the form of pearls, by using a screwdriver on the artifact. These pearls are then attached to the item you want to turn into an artifact later.&lt;br /&gt;
# &#039;&#039;&#039;Tritium&#039;&#039;&#039; - Items you want to turn into artifacts must be on a tile that has a visible amount of tritium in it.&lt;br /&gt;
# &#039;&#039;&#039;Fusion&#039;&#039;&#039; - To turn items submerged in tritium into artifacts, a nuclear particle must pass over / hit it, and then roll a 1/3 chance. The easiest way to make nuclear particles is fusion.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
&lt;br /&gt;
=== Defense ===&lt;br /&gt;
Knowing how to defend yourself against particularly dangerous artifacts is a key step to keeping yourself outside medbay. In terms of avoiding the effects of artifacts, certain techniques and clothing will keep an artifact from being able to target you. &lt;br /&gt;
&lt;br /&gt;
* The tile directly under arua, timed, flammable, etc. artifacts isn&#039;t actually targeted, and is the safest place to be in most cases. &lt;br /&gt;
&lt;br /&gt;
* Clothing and armor like syndicate hardsuits and wizard robes have a chance to deflect artifact targeting. Here&#039;s a &#039;&#039;definitely&#039;&#039; accurate list of which clothings block artifacts, and their chance to do so.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:50%; text-align:center; margin-left:20%&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Clothing&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Block Chance&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Blood-Red Hardsuit&lt;br /&gt;
|100%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Gem-Encrusted Harsuit&lt;br /&gt;
|100%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Prototype Hardsuit&lt;br /&gt;
|100%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Bio Suit&lt;br /&gt;
|75%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Radiation Suit&lt;br /&gt;
|100%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Wizard Robe&lt;br /&gt;
|100%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Fake Wizard Robe&lt;br /&gt;
|75%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Racc-Off</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=File:ArtifactLabeler2.png&amp;diff=38931</id>
		<title>File:ArtifactLabeler2.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=File:ArtifactLabeler2.png&amp;diff=38931"/>
		<updated>2025-06-02T02:21:32Z</updated>

		<summary type="html">&lt;p&gt;Racc-Off: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Racc-Off</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=File:ArtifactLabeler1.png&amp;diff=38930</id>
		<title>File:ArtifactLabeler1.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=File:ArtifactLabeler1.png&amp;diff=38930"/>
		<updated>2025-06-02T02:20:15Z</updated>

		<summary type="html">&lt;p&gt;Racc-Off: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Racc-Off</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Guide_to_Artifacts&amp;diff=38929</id>
		<title>Guide to Artifacts</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Guide_to_Artifacts&amp;diff=38929"/>
		<updated>2025-06-02T02:19:45Z</updated>

		<summary type="html">&lt;p&gt;Racc-Off: /* Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Speech&lt;br /&gt;
|name=Howard Phillips, Expert Xenoarchaeologist&lt;br /&gt;
|text=The Nanotrasen Xenoarchaeology team welcomes you, aspiring scientist or over-qualified curator.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Before you begin studying artifacts, and hopefully not harassing the crew with them, it&#039;s important to remember you&#039;re interacting with what is most likely an explosive device made thousands, or millions, of years ago. Here you can learn how to avoid personal annihilation when interacting with them. &lt;br /&gt;
|image=[[File:Xenoarchaeologist.png|80px|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:Xenoarchaeology workspace.png|frame|right|The Xenoarchaeology Lab. Artifacts tend to show up here.]]&lt;br /&gt;
&lt;br /&gt;
== Artifacts [[File:artifact_bananium.png]] [[File:artifact_uranium.png]] [[File:artifact_plasma.png]] [[File:artifact_bluespace.png]] ==&lt;br /&gt;
Artifacts are powerful and mysterious &#039;&#039;items&#039;&#039;, they are responsible for many phenomena including transforming people into corgis, or spontaneously creating missing persons cases.&lt;br /&gt;
&lt;br /&gt;
Science can research with these &#039;&#039;items&#039;&#039; to gain various rewards, including both research and discovery points.&lt;br /&gt;
&lt;br /&gt;
=== Anatomy ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Defining an artifact starts with its &#039;&#039;&#039;material&#039;&#039;&#039;. An artifact&#039;s material defines what &#039;rules&#039; it follows in terms of what kind of traits it can have, and how many traits it can have.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:50%; text-align:center; margin-left:20%&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|material Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Info&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:artifact_bluespace.png]] Bluespace &lt;br /&gt;
|Bluespace artifacts are generally considered the safest type, as most of their traits and synergies are benevolent.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Plasma}}[[File:artifact_plasma.png]]  Plasma&lt;br /&gt;
|Plasma artifacts are the easiest to weaponize, often containing dangerous traits that synergize together in an offensive manner.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Uranium}}[[File:artifact_uranium.png]] Uranium&lt;br /&gt;
|Uranium artifacts are even more dangerous than plasma artifacts, having access to most traits with no overarching patterns or pre-determined synergies. &amp;lt;span style=&#039;color:#f00&#039;&amp;gt;Uranium artifacts also &#039;&#039;start&#039;&#039; with a malfunction, and gain another later. (See below)&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bananium}}[[File:artifact_bananium.png]] Bananium&lt;br /&gt;
|Bananium artifacts are wild cards, they have no rules or restrictions regarding trait types.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The next aspect is an artifact&#039;s &#039;&#039;&#039;traits&#039;&#039;&#039;. Traits define an artifact&#039;s behaviour and characteristics, these traits fall into 1 of 4 categories, of which are-&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:50%; text-align:center; margin-left:20%&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Trait Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Info&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Activators}}Activators&lt;br /&gt;
|These define how an artifact &#039;activates&#039;. Every artifact will have &#039;&#039;&#039;1&#039;&#039;&#039; of these.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Minors}}Minors&lt;br /&gt;
|These can define an artifact&#039;s physical characteristics, special secondary actions, or artifact function behaviour. Every artifact will have &#039;&#039;&#039;3&#039;&#039;&#039; of these.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Majors}}Majors&lt;br /&gt;
|These define an artifact&#039;s action, what it [[Exploration Crew#&amp;amp;E#P ! A% L0$7|does]]. Every artifact will have &#039;&#039;&#039;1&#039;&#039;&#039; of these.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Malfunctions}}Malfunctions&lt;br /&gt;
|These define what&#039;s wrong with an artifact. Most artifacts will not start with these, instead gaining &#039;&#039;&#039;1&#039;&#039;&#039; through repeated use without stabilization.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Trait List&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;widtg:75px; background-color:#BEF781;&#039;|Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;widtg:75px; background-color:#BEF781;&#039;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#BEF781;&#039;|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;widtg:75px; background-color:#BEF781;&#039;|Weight&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;widtg:75px; background-color:#BEF781;&#039;|Conductivity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#BEF781;&#039;|Inclusion&lt;br /&gt;
{{Autowiki/Content/ArtifactTraits}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Research ==&lt;br /&gt;
=== Tools ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&#039;&#039;&#039;Scale [[File:Scale.png]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Scale is used to measure an artifact&#039;s weight. Each artifact trait has a unique weight, all the artifact&#039;s traits&#039; weights are added together to determine the final artifact&#039;s weight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conductor [[File:Conductor.png]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Conductor is used to measure an artifact&#039;s conductance. Each artifact trait has a unique conductance, all the artifact&#039;s traits&#039; conductance are added together to determine the final artifact&#039;s conductance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stabilizer [[File:Calibrator.png]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Stabilizer is used to stabilize artifacts. When an artifact is inserted, the stabilizer can be activated to stabilize it. However, if the artifact is labeled incorrectly, or not at all, it will calcify / be destroyed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Listing Console [[File:Xenoartifact_console.png]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The listing console is used to purchase artifacts through cargo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Anti-Tactile Pinchers [[File:artifact_pincher.png]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The anti-tactile pinchers are used to safely handle artifacts. They can be toggled on and off.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Labeler [[File:Xenoartifact_labeler.png]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The labeler is used to, safely, label artifacts, what traits they have. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Science Goggles [[File:science_goggles.png]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The science goggles are used to help identify artifact traits.&lt;br /&gt;
&lt;br /&gt;
=== Acquiring ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Obviously you&#039;ll need an artifact first, before you can begin research. Artifacts can be bought through the Research and Development Listing Console [[File:Xenoartifact_console.png]]  with the science budget, which will deliver artifacts through cargo. Otherwise, artifacts can be &#039;found&#039;,  or even [[#The Work | made]].&lt;br /&gt;
Artifacts can be found on [[Lavaland | lavaland]], inside [[Maintenance| maintenance]], or during [[Exploration Crew| exploration missions.]]&lt;br /&gt;
&#039;&#039;Making&#039;&#039; artifacts is a little bit tricker, and will require some sleuthing from the player to figure out.&lt;br /&gt;
&lt;br /&gt;
=== Labelling ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Once you have an artifact, you&#039;ll need to label it[[File:Xenoartifact_labeler.png]], correctly, for it to have any value whatsoever. This is generally done by sleuthing out what traits the artifact has by examining, weighing, conducting, and generally testing it, which can be done with various items. If you don&#039;t want to accidentally activate the &amp;lt;s&amp;gt;bomb&amp;lt;/s&amp;gt; artifact while doing this, be sure to wear a pair of anti-tactile pinchers [[File:artifact_pincher.png]], these will make &#039;&#039;most&#039;&#039; interactions safe, &#039;&#039;&#039;but only if they are enabled&#039;&#039;&#039;. Otherwise, activating the artifact, although dangerous, can also help you sleuth out what traits it has.&lt;br /&gt;
&lt;br /&gt;
It&#039;s important to be wearing science goggles[[File:science_goggles.png]] during this process, as they will generally translate vague hints and effects into exact trait names.&lt;br /&gt;
&lt;br /&gt;
=== Processing ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Once the artifact is labeled, you have several options on how you&#039;d like to process it.&lt;br /&gt;
&lt;br /&gt;
==== Stabilizing ====&lt;br /&gt;
Stabilizing an artifact stops it from malfunctioning, and doubles any potential rewards gained from it. This is useful for artifacts you want to distribute across the station, without the risk of blowing a hole in the hull, or just maximizing profits before selling it. Successfully stabilizing an artifact will reward science with a small amount of discovery points.&lt;br /&gt;
&lt;br /&gt;
==== Exporting ====&lt;br /&gt;
Exporting, selling, an artifact through cargo will not only give cargo a monetary kick back for doing your dirty work, it also awards science with research and discovery points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scanning&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Scanning artifacts with the Discovery Scanner will also yield discovery points. However, traits can only be discovered once, and will not reward points if they have already been scanned. &lt;br /&gt;
&lt;br /&gt;
==== Tracking ====&lt;br /&gt;
Once an artifact is stabilized, instead of selling it you can opt to &#039;track&#039; it instead. Tracked artifacts will generate research and discovery points when activated, and, if enabled, will announce their location of science comms.&lt;br /&gt;
&lt;br /&gt;
Trackers can be acquired by researching the artifact node, and then printing them from a science lathe.&lt;br /&gt;
&lt;br /&gt;
== The Work ==&lt;br /&gt;
[[File:Thework.png|frame|right|Products of The Work.]]&lt;br /&gt;
The work is a process players &#039;&#039;can&#039;&#039; figure out for themselves in-game, and we encourage them to do so, but for those who can&#039;t quite figure it out-&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;How to perform the work&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The work refers to the process of making custom artifacts. This is a somewhat lengthy process that will require lots of mechanical knowledge, from either yourself or others.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Stabilization&#039;&#039;&#039;(Optional) - The first step requires you stabilize an artifact. To do this, you must label an artifact perfectly, excluding malfunctions, and run it through the stabilizer.&lt;br /&gt;
# &#039;&#039;&#039;Pearls&#039;&#039;&#039;(Optional) - After an artifact is stabilized, traits will &#039;open&#039; when the artifact is aligned on certain coordinate grid marks, the unique grid position for each trait is determined by its weight and conductivity. A trait with 3 weight and 3 conductivity will &#039;open&#039; when the artifact&#039;s XY coordinates are both perfectly divisible by 3. When &#039;open&#039; traits can be removed, in the form of pearls, by using a screwdriver on the artifact. These pearls are then attached to the item you want to turn into an artifact later.&lt;br /&gt;
# &#039;&#039;&#039;Tritium&#039;&#039;&#039; - Items you want to turn into artifacts must be on a tile that has a visible amount of tritium in it.&lt;br /&gt;
# &#039;&#039;&#039;Fusion&#039;&#039;&#039; - To turn items submerged in tritium into artifacts, a nuclear particle must pass over / hit it, and then roll a 1/3 chance. The easiest way to make nuclear particles is fusion.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
&lt;br /&gt;
=== Defense ===&lt;br /&gt;
Knowing how to defend yourself against particularly dangerous artifacts is a key step to keeping yourself outside medbay. In terms of avoiding the effects of artifacts, certain techniques and clothing will keep an artifact from being able to target you. &lt;br /&gt;
&lt;br /&gt;
* The tile directly under arua, timed, flammable, etc. artifacts isn&#039;t actually targeted, and is the safest place to be in most cases. &lt;br /&gt;
&lt;br /&gt;
* Clothing and armor like syndicate hardsuits and wizard robes have a chance to deflect artifact targeting. Here&#039;s a &#039;&#039;definitely&#039;&#039; accurate list of which clothings block artifacts, and their chance to do so.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:50%; text-align:center; margin-left:20%&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Clothing&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Block Chance&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Blood-Red Hardsuit&lt;br /&gt;
|100%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Gem-Encrusted Harsuit&lt;br /&gt;
|100%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Prototype Hardsuit&lt;br /&gt;
|100%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Bio Suit&lt;br /&gt;
|75%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Radiation Suit&lt;br /&gt;
|100%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Wizard Robe&lt;br /&gt;
|100%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Fake Wizard Robe&lt;br /&gt;
|75%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Racc-Off</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Template:Autowiki/ArtifactTraits&amp;diff=38924</id>
		<title>Template:Autowiki/ArtifactTraits</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Template:Autowiki/ArtifactTraits&amp;diff=38924"/>
		<updated>2025-06-01T04:11:55Z</updated>

		<summary type="html">&lt;p&gt;Racc-Off: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;|-&lt;br /&gt;
!{{anchor|&#039;&#039;&#039;{{{priority}}}&#039;&#039;&#039;}}&#039;&#039;&#039;{{{priority}}}&#039;&#039;&#039;&lt;br /&gt;
!{{anchor|{{{label_name}}}}}{{{label_name}}}&lt;br /&gt;
|{{{label_desc}}}&lt;br /&gt;
!{{anchor|&#039;&#039;&#039;{{{weight}}}&#039;&#039;&#039;}}&#039;&#039;&#039;{{{weight}}}&#039;&#039;&#039;&lt;br /&gt;
!{{anchor|&#039;&#039;&#039;{{{conductivity}}}&#039;&#039;&#039;}}&#039;&#039;&#039;{{{conductivity}}}&#039;&#039;&#039;&lt;br /&gt;
|{{{icons}}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
== Example ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;widtg:75px; background-color:#BEF781;&#039;|Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;widtg:75px; background-color:#BEF781;&#039;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#BEF781;&#039;|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;widtg:75px; background-color:#BEF781;&#039;|Weight&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;widtg:75px; background-color:#BEF781;&#039;|Conductivity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#BEF781;&#039;|Inclusion&lt;br /&gt;
{{Autowiki/ArtifactTraits|label_name=Sturdy|label_desc=sexo|priority=Activator|weight=0|conductivity=1|icons=[[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]|}}&lt;br /&gt;
{{Autowiki/ArtifactTraits|label_name=Timed|label_desc=sexo|priority=Activator|weight=1|conductivity=0|icons=[[File:artifact_bluespace.png]]|}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Racc-Off</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Guide_to_Artifacts&amp;diff=38923</id>
		<title>Guide to Artifacts</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Guide_to_Artifacts&amp;diff=38923"/>
		<updated>2025-06-01T04:11:17Z</updated>

		<summary type="html">&lt;p&gt;Racc-Off: /* Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Speech&lt;br /&gt;
|name=Howard Phillips, Expert Xenoarchaeologist&lt;br /&gt;
|text=The Nanotrasen Xenoarchaeology team welcomes you, aspiring scientist or over-qualified curator.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Before you begin studying artifacts, and hopefully not harassing the crew with them, it&#039;s important to remember you&#039;re interacting with what is most likely an explosive device made thousands, or millions, of years ago. Here you can learn how to avoid personal annihilation when interacting with them. &lt;br /&gt;
|image=[[File:Xenoarchaeologist.png|80px|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:Xenoarchaeology workspace.png|frame|right|The Xenoarchaeology Lab. Artifacts tend to show up here.]]&lt;br /&gt;
&lt;br /&gt;
== Artifacts [[File:artifact_bananium.png]] [[File:artifact_uranium.png]] [[File:artifact_plasma.png]] [[File:artifact_bluespace.png]] ==&lt;br /&gt;
Artifacts are powerful and mysterious &#039;&#039;items&#039;&#039;, they are responsible for many phenomena including transforming people into corgis, or spontaneously creating missing persons cases.&lt;br /&gt;
&lt;br /&gt;
Science can research with these &#039;&#039;items&#039;&#039; to gain various rewards, including both research and discovery points.&lt;br /&gt;
&lt;br /&gt;
=== Anatomy ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Defining an artifact starts with its &#039;&#039;&#039;material&#039;&#039;&#039;. An artifact&#039;s material defines what &#039;rules&#039; it follows in terms of what kind of traits it can have, and how many traits it can have.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:50%; text-align:center; margin-left:20%&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|material Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Info&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:artifact_bluespace.png]] Bluespace &lt;br /&gt;
|Bluespace artifacts are generally considered the safest type, as most of their traits and synergies are benevolent.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Plasma}}[[File:artifact_plasma.png]]  Plasma&lt;br /&gt;
|Plasma artifacts are the easiest to weaponize, often containing dangerous traits that synergize together in an offensive manner.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Uranium}}[[File:artifact_uranium.png]] Uranium&lt;br /&gt;
|Uranium artifacts are even more dangerous than plasma artifacts, having access to most traits with no overarching patterns or pre-determined synergies. &amp;lt;span style=&#039;color:#f00&#039;&amp;gt;Uranium artifacts also &#039;&#039;start&#039;&#039; with a malfunction, and gain another later. (See below)&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bananium}}[[File:artifact_bananium.png]] Bananium&lt;br /&gt;
|Bananium artifacts are wild cards, they have no rules or restrictions regarding trait types.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The next aspect is an artifact&#039;s &#039;&#039;&#039;traits&#039;&#039;&#039;. Traits define an artifact&#039;s behaviour and characteristics, these traits fall into 1 of 4 categories, of which are-&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:50%; text-align:center; margin-left:20%&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Trait Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Info&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Activators}}Activators&lt;br /&gt;
|These define how an artifact &#039;activates&#039;. Every artifact will have &#039;&#039;&#039;1&#039;&#039;&#039; of these.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Minors}}Minors&lt;br /&gt;
|These can define an artifact&#039;s physical characteristics, special secondary actions, or artifact function behaviour. Every artifact will have &#039;&#039;&#039;3&#039;&#039;&#039; of these.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Majors}}Majors&lt;br /&gt;
|These define an artifact&#039;s action, what it [[Exploration Crew#&amp;amp;E#P ! A% L0$7|does]]. Every artifact will have &#039;&#039;&#039;1&#039;&#039;&#039; of these.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Malfunctions}}Malfunctions&lt;br /&gt;
|These define what&#039;s wrong with an artifact. Most artifacts will not start with these, instead gaining &#039;&#039;&#039;1&#039;&#039;&#039; through repeated use without stabilization.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Trait List (&#039;&#039;&#039;mouse over the sleuth entries for a brief explanation&#039;&#039;&#039;)&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;widtg:75px; background-color:#BEF781;&#039;|Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;widtg:75px; background-color:#BEF781;&#039;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#BEF781;&#039;|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;widtg:75px; background-color:#BEF781;&#039;|Weight&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;widtg:75px; background-color:#BEF781;&#039;|Conductivity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#BEF781;&#039;|Inclusion&lt;br /&gt;
{{Autowiki/Content/ArtifactTraits}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Research ==&lt;br /&gt;
=== Tools ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&#039;&#039;&#039;Scale [[File:Scale.png]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Scale is used to measure an artifact&#039;s weight. Each artifact trait has a unique weight, all the artifact&#039;s traits&#039; weights are added together to determine the final artifact&#039;s weight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conductor [[File:Conductor.png]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Conductor is used to measure an artifact&#039;s conductance. Each artifact trait has a unique conductance, all the artifact&#039;s traits&#039; conductance are added together to determine the final artifact&#039;s conductance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stabilizer [[File:Calibrator.png]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Stabilizer is used to stabilize artifacts. When an artifact is inserted, the stabilizer can be activated to stabilize it. However, if the artifact is labeled incorrectly, or not at all, it will calcify / be destroyed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Listing Console [[File:Xenoartifact_console.png]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The listing console is used to purchase artifacts through cargo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Anti-Tactile Pinchers [[File:artifact_pincher.png]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The anti-tactile pinchers are used to safely handle artifacts. They can be toggled on and off.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Labeler [[File:Xenoartifact_labeler.png]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The labeler is used to, safely, label artifacts, what traits they have. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Science Goggles [[File:science_goggles.png]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The science goggles are used to help identify artifact traits.&lt;br /&gt;
&lt;br /&gt;
=== Acquiring ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Obviously you&#039;ll need an artifact first, before you can begin research. Artifacts can be bought through the Research and Development Listing Console [[File:Xenoartifact_console.png]]  with the science budget, which will deliver artifacts through cargo. Otherwise, artifacts can be &#039;found&#039;,  or even [[#The Work | made]].&lt;br /&gt;
Artifacts can be found on [[Lavaland | lavaland]], inside [[Maintenance| maintenance]], or during [[Exploration Crew| exploration missions.]]&lt;br /&gt;
&#039;&#039;Making&#039;&#039; artifacts is a little bit tricker, and will require some sleuthing from the player to figure out.&lt;br /&gt;
&lt;br /&gt;
=== Labelling ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Once you have an artifact, you&#039;ll need to label it[[File:Xenoartifact_labeler.png]], correctly, for it to have any value whatsoever. This is generally done by sleuthing out what traits the artifact has by examining, weighing, conducting, and generally testing it, which can be done with various items. If you don&#039;t want to accidentally activate the &amp;lt;s&amp;gt;bomb&amp;lt;/s&amp;gt; artifact while doing this, be sure to wear a pair of anti-tactile pinchers [[File:artifact_pincher.png]], these will make &#039;&#039;most&#039;&#039; interactions safe, &#039;&#039;&#039;but only if they are enabled&#039;&#039;&#039;. Otherwise, activating the artifact, although dangerous, can also help you sleuth out what traits it has.&lt;br /&gt;
&lt;br /&gt;
It&#039;s important to be wearing science goggles[[File:science_goggles.png]] during this process, as they will generally translate vague hints and effects into exact trait names.&lt;br /&gt;
&lt;br /&gt;
=== Processing ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Once the artifact is labeled, you have several options on how you&#039;d like to process it.&lt;br /&gt;
&lt;br /&gt;
==== Stabilizing ====&lt;br /&gt;
Stabilizing an artifact stops it from malfunctioning, and doubles any potential rewards gained from it. This is useful for artifacts you want to distribute across the station, without the risk of blowing a hole in the hull, or just maximizing profits before selling it. Successfully stabilizing an artifact will reward science with a small amount of discovery points.&lt;br /&gt;
&lt;br /&gt;
==== Exporting ====&lt;br /&gt;
Exporting, selling, an artifact through cargo will not only give cargo a monetary kick back for doing your dirty work, it also awards science with research and discovery points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scanning&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Scanning artifacts with the Discovery Scanner will also yield discovery points. However, traits can only be discovered once, and will not reward points if they have already been scanned. &lt;br /&gt;
&lt;br /&gt;
==== Tracking ====&lt;br /&gt;
Once an artifact is stabilized, instead of selling it you can opt to &#039;track&#039; it instead. Tracked artifacts will generate research and discovery points when activated, and, if enabled, will announce their location of science comms.&lt;br /&gt;
&lt;br /&gt;
Trackers can be acquired by researching the artifact node, and then printing them from a science lathe.&lt;br /&gt;
&lt;br /&gt;
== The Work ==&lt;br /&gt;
[[File:Thework.png|frame|right|Products of The Work.]]&lt;br /&gt;
The work is a process players &#039;&#039;can&#039;&#039; figure out for themselves in-game, and we encourage them to do so, but for those who can&#039;t quite figure it out-&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;How to perform the work&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The work refers to the process of making custom artifacts. This is a somewhat lengthy process that will require lots of mechanical knowledge, from either yourself or others.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Stabilization&#039;&#039;&#039;(Optional) - The first step requires you stabilize an artifact. To do this, you must label an artifact perfectly, excluding malfunctions, and run it through the stabilizer.&lt;br /&gt;
# &#039;&#039;&#039;Pearls&#039;&#039;&#039;(Optional) - After an artifact is stabilized, traits will &#039;open&#039; when the artifact is aligned on certain coordinate grid marks, the unique grid position for each trait is determined by its weight and conductivity. A trait with 3 weight and 3 conductivity will &#039;open&#039; when the artifact&#039;s XY coordinates are both perfectly divisible by 3. When &#039;open&#039; traits can be removed, in the form of pearls, by using a screwdriver on the artifact. These pearls are then attached to the item you want to turn into an artifact later.&lt;br /&gt;
# &#039;&#039;&#039;Tritium&#039;&#039;&#039; - Items you want to turn into artifacts must be on a tile that has a visible amount of tritium in it.&lt;br /&gt;
# &#039;&#039;&#039;Fusion&#039;&#039;&#039; - To turn items submerged in tritium into artifacts, a nuclear particle must pass over / hit it, and then roll a 1/3 chance. The easiest way to make nuclear particles is fusion.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
&lt;br /&gt;
=== Defense ===&lt;br /&gt;
Knowing how to defend yourself against particularly dangerous artifacts is a key step to keeping yourself outside medbay. In terms of avoiding the effects of artifacts, certain techniques and clothing will keep an artifact from being able to target you. &lt;br /&gt;
&lt;br /&gt;
* The tile directly under arua, timed, flammable, etc. artifacts isn&#039;t actually targeted, and is the safest place to be in most cases. &lt;br /&gt;
&lt;br /&gt;
* Clothing and armor like syndicate hardsuits and wizard robes have a chance to deflect artifact targeting. Here&#039;s a &#039;&#039;definitely&#039;&#039; accurate list of which clothings block artifacts, and their chance to do so.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:50%; text-align:center; margin-left:20%&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Clothing&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Block Chance&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Blood-Red Hardsuit&lt;br /&gt;
|100%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Gem-Encrusted Harsuit&lt;br /&gt;
|100%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Prototype Hardsuit&lt;br /&gt;
|100%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Bio Suit&lt;br /&gt;
|75%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Radiation Suit&lt;br /&gt;
|100%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Wizard Robe&lt;br /&gt;
|100%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Fake Wizard Robe&lt;br /&gt;
|75%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Racc-Off</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=User:Racc-Off&amp;diff=38922</id>
		<title>User:Racc-Off</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=User:Racc-Off&amp;diff=38922"/>
		<updated>2025-06-01T03:58:33Z</updated>

		<summary type="html">&lt;p&gt;Racc-Off: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h2&amp;gt;I&#039;m responsible for-&amp;lt;/h2&amp;gt;&lt;br /&gt;
* https://wiki.beestation13.com/view/User:Racc-Off/Psyphoza&lt;br /&gt;
* https://wiki.beestation13.com/w/index.php?title=Guide_to_Artifacts&lt;br /&gt;
* [[Template:Autowiki/Content/ArtifactTraits]]&lt;br /&gt;
* https://wiki.beestation13.com/view/Template:Autowiki/ArtifactTraits&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;WIP&amp;lt;/h2&amp;gt;&lt;br /&gt;
* https://wiki.beestation13.com/view/User:Racc-Off/new_artifacts&lt;/div&gt;</summary>
		<author><name>Racc-Off</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Guide_to_Artifacts&amp;diff=38921</id>
		<title>Guide to Artifacts</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Guide_to_Artifacts&amp;diff=38921"/>
		<updated>2025-06-01T03:55:07Z</updated>

		<summary type="html">&lt;p&gt;Racc-Off: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Speech&lt;br /&gt;
|name=Howard Phillips, Expert Xenoarchaeologist&lt;br /&gt;
|text=The Nanotrasen Xenoarchaeology team welcomes you, aspiring scientist or over-qualified curator.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Before you begin studying artifacts, and hopefully not harassing the crew with them, it&#039;s important to remember you&#039;re interacting with what is most likely an explosive device made thousands, or millions, of years ago. Here you can learn how to avoid personal annihilation when interacting with them. &lt;br /&gt;
|image=[[File:Xenoarchaeologist.png|80px|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:Xenoarchaeology workspace.png|frame|right|The Xenoarchaeology Lab. Artifacts tend to show up here.]]&lt;br /&gt;
&lt;br /&gt;
== Artifacts [[File:artifact_bananium.png]] [[File:artifact_uranium.png]] [[File:artifact_plasma.png]] [[File:artifact_bluespace.png]] ==&lt;br /&gt;
Artifacts are powerful and mysterious &#039;&#039;items&#039;&#039;, they are responsible for many phenomena including transforming people into corgis, or spontaneously creating missing persons cases.&lt;br /&gt;
&lt;br /&gt;
Science can research with these &#039;&#039;items&#039;&#039; to gain various rewards, including both research and discovery points.&lt;br /&gt;
&lt;br /&gt;
=== Anatomy ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Defining an artifact starts with its &#039;&#039;&#039;material&#039;&#039;&#039;. An artifact&#039;s material defines what &#039;rules&#039; it follows in terms of what kind of traits it can have, and how many traits it can have.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:50%; text-align:center; margin-left:20%&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|material Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Info&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:artifact_bluespace.png]] Bluespace &lt;br /&gt;
|Bluespace artifacts are generally considered the safest type, as most of their traits and synergies are benevolent.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Plasma}}[[File:artifact_plasma.png]]  Plasma&lt;br /&gt;
|Plasma artifacts are the easiest to weaponize, often containing dangerous traits that synergize together in an offensive manner.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Uranium}}[[File:artifact_uranium.png]] Uranium&lt;br /&gt;
|Uranium artifacts are even more dangerous than plasma artifacts, having access to most traits with no overarching patterns or pre-determined synergies. &amp;lt;span style=&#039;color:#f00&#039;&amp;gt;Uranium artifacts also &#039;&#039;start&#039;&#039; with a malfunction, and gain another later. (See below)&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bananium}}[[File:artifact_bananium.png]] Bananium&lt;br /&gt;
|Bananium artifacts are wild cards, they have no rules or restrictions regarding trait types.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The next aspect is an artifact&#039;s &#039;&#039;&#039;traits&#039;&#039;&#039;. Traits define an artifact&#039;s behaviour and characteristics, these traits fall into 1 of 4 categories, of which are-&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:50%; text-align:center; margin-left:20%&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Trait Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Info&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Activators}}Activators&lt;br /&gt;
|These define how an artifact &#039;activates&#039;. Every artifact will have &#039;&#039;&#039;1&#039;&#039;&#039; of these.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Minors}}Minors&lt;br /&gt;
|These can define an artifact&#039;s physical characteristics, special secondary actions, or artifact function behaviour. Every artifact will have &#039;&#039;&#039;3&#039;&#039;&#039; of these.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Majors}}Majors&lt;br /&gt;
|These define an artifact&#039;s action, what it [[Exploration Crew#&amp;amp;E#P ! A% L0$7|does]]. Every artifact will have &#039;&#039;&#039;1&#039;&#039;&#039; of these.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Malfunctions}}Malfunctions&lt;br /&gt;
|These define what&#039;s wrong with an artifact. Most artifacts will not start with these, instead gaining &#039;&#039;&#039;1&#039;&#039;&#039; through repeated use without stabilization.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Trait List (&#039;&#039;&#039;mouse over the sleuth entries for a brief explanation&#039;&#039;&#039;)&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{Autowiki/Content/ArtifactTraits}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Research ==&lt;br /&gt;
=== Tools ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&#039;&#039;&#039;Scale [[File:Scale.png]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Scale is used to measure an artifact&#039;s weight. Each artifact trait has a unique weight, all the artifact&#039;s traits&#039; weights are added together to determine the final artifact&#039;s weight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conductor [[File:Conductor.png]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Conductor is used to measure an artifact&#039;s conductance. Each artifact trait has a unique conductance, all the artifact&#039;s traits&#039; conductance are added together to determine the final artifact&#039;s conductance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stabilizer [[File:Calibrator.png]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Stabilizer is used to stabilize artifacts. When an artifact is inserted, the stabilizer can be activated to stabilize it. However, if the artifact is labeled incorrectly, or not at all, it will calcify / be destroyed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Listing Console [[File:Xenoartifact_console.png]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The listing console is used to purchase artifacts through cargo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Anti-Tactile Pinchers [[File:artifact_pincher.png]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The anti-tactile pinchers are used to safely handle artifacts. They can be toggled on and off.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Labeler [[File:Xenoartifact_labeler.png]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The labeler is used to, safely, label artifacts, what traits they have. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Science Goggles [[File:science_goggles.png]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The science goggles are used to help identify artifact traits.&lt;br /&gt;
&lt;br /&gt;
=== Acquiring ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Obviously you&#039;ll need an artifact first, before you can begin research. Artifacts can be bought through the Research and Development Listing Console [[File:Xenoartifact_console.png]]  with the science budget, which will deliver artifacts through cargo. Otherwise, artifacts can be &#039;found&#039;,  or even [[#The Work | made]].&lt;br /&gt;
Artifacts can be found on [[Lavaland | lavaland]], inside [[Maintenance| maintenance]], or during [[Exploration Crew| exploration missions.]]&lt;br /&gt;
&#039;&#039;Making&#039;&#039; artifacts is a little bit tricker, and will require some sleuthing from the player to figure out.&lt;br /&gt;
&lt;br /&gt;
=== Labelling ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Once you have an artifact, you&#039;ll need to label it[[File:Xenoartifact_labeler.png]], correctly, for it to have any value whatsoever. This is generally done by sleuthing out what traits the artifact has by examining, weighing, conducting, and generally testing it, which can be done with various items. If you don&#039;t want to accidentally activate the &amp;lt;s&amp;gt;bomb&amp;lt;/s&amp;gt; artifact while doing this, be sure to wear a pair of anti-tactile pinchers [[File:artifact_pincher.png]], these will make &#039;&#039;most&#039;&#039; interactions safe, &#039;&#039;&#039;but only if they are enabled&#039;&#039;&#039;. Otherwise, activating the artifact, although dangerous, can also help you sleuth out what traits it has.&lt;br /&gt;
&lt;br /&gt;
It&#039;s important to be wearing science goggles[[File:science_goggles.png]] during this process, as they will generally translate vague hints and effects into exact trait names.&lt;br /&gt;
&lt;br /&gt;
=== Processing ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Once the artifact is labeled, you have several options on how you&#039;d like to process it.&lt;br /&gt;
&lt;br /&gt;
==== Stabilizing ====&lt;br /&gt;
Stabilizing an artifact stops it from malfunctioning, and doubles any potential rewards gained from it. This is useful for artifacts you want to distribute across the station, without the risk of blowing a hole in the hull, or just maximizing profits before selling it. Successfully stabilizing an artifact will reward science with a small amount of discovery points.&lt;br /&gt;
&lt;br /&gt;
==== Exporting ====&lt;br /&gt;
Exporting, selling, an artifact through cargo will not only give cargo a monetary kick back for doing your dirty work, it also awards science with research and discovery points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scanning&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Scanning artifacts with the Discovery Scanner will also yield discovery points. However, traits can only be discovered once, and will not reward points if they have already been scanned. &lt;br /&gt;
&lt;br /&gt;
==== Tracking ====&lt;br /&gt;
Once an artifact is stabilized, instead of selling it you can opt to &#039;track&#039; it instead. Tracked artifacts will generate research and discovery points when activated, and, if enabled, will announce their location of science comms.&lt;br /&gt;
&lt;br /&gt;
Trackers can be acquired by researching the artifact node, and then printing them from a science lathe.&lt;br /&gt;
&lt;br /&gt;
== The Work ==&lt;br /&gt;
[[File:Thework.png|frame|right|Products of The Work.]]&lt;br /&gt;
The work is a process players &#039;&#039;can&#039;&#039; figure out for themselves in-game, and we encourage them to do so, but for those who can&#039;t quite figure it out-&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;How to perform the work&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The work refers to the process of making custom artifacts. This is a somewhat lengthy process that will require lots of mechanical knowledge, from either yourself or others.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Stabilization&#039;&#039;&#039;(Optional) - The first step requires you stabilize an artifact. To do this, you must label an artifact perfectly, excluding malfunctions, and run it through the stabilizer.&lt;br /&gt;
# &#039;&#039;&#039;Pearls&#039;&#039;&#039;(Optional) - After an artifact is stabilized, traits will &#039;open&#039; when the artifact is aligned on certain coordinate grid marks, the unique grid position for each trait is determined by its weight and conductivity. A trait with 3 weight and 3 conductivity will &#039;open&#039; when the artifact&#039;s XY coordinates are both perfectly divisible by 3. When &#039;open&#039; traits can be removed, in the form of pearls, by using a screwdriver on the artifact. These pearls are then attached to the item you want to turn into an artifact later.&lt;br /&gt;
# &#039;&#039;&#039;Tritium&#039;&#039;&#039; - Items you want to turn into artifacts must be on a tile that has a visible amount of tritium in it.&lt;br /&gt;
# &#039;&#039;&#039;Fusion&#039;&#039;&#039; - To turn items submerged in tritium into artifacts, a nuclear particle must pass over / hit it, and then roll a 1/3 chance. The easiest way to make nuclear particles is fusion.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
&lt;br /&gt;
=== Defense ===&lt;br /&gt;
Knowing how to defend yourself against particularly dangerous artifacts is a key step to keeping yourself outside medbay. In terms of avoiding the effects of artifacts, certain techniques and clothing will keep an artifact from being able to target you. &lt;br /&gt;
&lt;br /&gt;
* The tile directly under arua, timed, flammable, etc. artifacts isn&#039;t actually targeted, and is the safest place to be in most cases. &lt;br /&gt;
&lt;br /&gt;
* Clothing and armor like syndicate hardsuits and wizard robes have a chance to deflect artifact targeting. Here&#039;s a &#039;&#039;definitely&#039;&#039; accurate list of which clothings block artifacts, and their chance to do so.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:50%; text-align:center; margin-left:20%&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Clothing&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Block Chance&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Blood-Red Hardsuit&lt;br /&gt;
|100%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Gem-Encrusted Harsuit&lt;br /&gt;
|100%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Prototype Hardsuit&lt;br /&gt;
|100%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Bio Suit&lt;br /&gt;
|75%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Radiation Suit&lt;br /&gt;
|100%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Wizard Robe&lt;br /&gt;
|100%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Fake Wizard Robe&lt;br /&gt;
|75%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Racc-Off</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=User:Racc-Off/new_artifacts&amp;diff=38920</id>
		<title>User:Racc-Off/new artifacts</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=User:Racc-Off/new_artifacts&amp;diff=38920"/>
		<updated>2025-06-01T03:52:55Z</updated>

		<summary type="html">&lt;p&gt;Racc-Off: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Xenoarchaeology workspace.png|frame|right|The Xenoarchaeology Lab. Artifacts tend to show up here.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WIP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Artifacts [[File:artifact_bananium.png]] [[File:artifact_uranium.png]] [[File:artifact_plasma.png]] [[File:artifact_bluespace.png]] ==&lt;br /&gt;
Artifacts are powerful and mysterious &#039;&#039;items&#039;&#039;, they are responsible for many phenomena including transforming people into corgis, or spontaneously creating missing persons cases.&lt;br /&gt;
&lt;br /&gt;
Science can research with these &#039;&#039;items&#039;&#039; to gain various rewards, including both research and discovery points.&lt;br /&gt;
&lt;br /&gt;
=== Anatomy ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Defining an artifact starts with its &#039;&#039;&#039;material&#039;&#039;&#039;. An artifact&#039;s material defines what &#039;rules&#039; it follows in terms of what kind of traits it can have, and how many traits it can have.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:50%; text-align:center; margin-left:20%&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|material Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Info&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:artifact_bluespace.png]] Bluespace &lt;br /&gt;
|Bluespace artifacts are generally considered the safest type, as most of their traits and synergies are benevolent.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Plasma}}[[File:artifact_plasma.png]]  Plasma&lt;br /&gt;
|Plasma artifacts are the easiest to weaponize, often containing dangerous traits that synergize together in an offensive manner.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Uranium}}[[File:artifact_uranium.png]] Uranium&lt;br /&gt;
|Uranium artifacts are even more dangerous than plasma artifacts, having access to most traits with no overarching patterns or pre-determined synergies. &amp;lt;span style=&#039;color:#f00&#039;&amp;gt;Uranium artifacts also &#039;&#039;start&#039;&#039; with a malfunction, and gain another later. (See below)&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bananium}}[[File:artifact_bananium.png]] Bananium&lt;br /&gt;
|Bananium artifacts are wild cards, they have no rules or restrictions regarding trait types.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The next aspect is an artifact&#039;s &#039;&#039;&#039;traits&#039;&#039;&#039;. Traits define an artifact&#039;s behaviour and characteristics, these traits fall into 1 of 4 categories, of which are-&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:50%; text-align:center; margin-left:20%&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Trait Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Info&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Activators}}Activators&lt;br /&gt;
|These define how an artifact &#039;activates&#039;. Every artifact will have &#039;&#039;&#039;1&#039;&#039;&#039; of these.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Minors}}Minors&lt;br /&gt;
|These can define an artifact&#039;s physical characteristics, special secondary actions, or artifact function behaviour. Every artifact will have &#039;&#039;&#039;3&#039;&#039;&#039; of these.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Majors}}Majors&lt;br /&gt;
|These define an artifact&#039;s action, what it [[Exploration Crew#&amp;amp;E#P ! A% L0$7|does]]. Every artifact will have &#039;&#039;&#039;1&#039;&#039;&#039; of these.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Malfunctions}}Malfunctions&lt;br /&gt;
|These define what&#039;s wrong with an artifact. Most artifacts will not start with these, instead gaining &#039;&#039;&#039;1&#039;&#039;&#039; through repeated use without stabilization.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Trait List (&#039;&#039;&#039;mouse over the sleuth entries for a brief explanation&#039;&#039;&#039;)&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{Autowiki/Content/ArtifactTraits}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Research ==&lt;br /&gt;
=== Tools ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&#039;&#039;&#039;Scale [[File:Scale.png]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Scale is used to measure an artifact&#039;s weight. Each artifact trait has a unique weight, all the artifact&#039;s traits&#039; weights are added together to determine the final artifact&#039;s weight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conductor [[File:Conductor.png]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Conductor is used to measure an artifact&#039;s conductance. Each artifact trait has a unique conductance, all the artifact&#039;s traits&#039; conductance are added together to determine the final artifact&#039;s conductance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stabilizer [[File:Calibrator.png]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Stabilizer is used to stabilize artifacts. When an artifact is inserted, the stabilizer can be activated to stabilize it. However, if the artifact is labeled incorrectly, or not at all, it will calcify / be destroyed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Listing Console [[File:Xenoartifact_console.png]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The listing console is used to purchase artifacts through cargo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Anti-Tactile Pinchers [[File:artifact_pincher.png]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The anti-tactile pinchers are used to safely handle artifacts. They can be toggled on and off.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Labeler [[File:Xenoartifact_labeler.png]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The labeler is used to, safely, label artifacts, what traits they have. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Science Goggles [[File:science_goggles.png]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The science goggles are used to help identify artifact traits.&lt;br /&gt;
&lt;br /&gt;
=== Acquiring ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Obviously you&#039;ll need an artifact first, before you can begin research. Artifacts can be bought through the Research and Development Listing Console [[File:Xenoartifact_console.png]]  with the science budget, which will deliver artifacts through cargo. Otherwise, artifacts can be &#039;found&#039;,  or even [[#The Work | made]].&lt;br /&gt;
Artifacts can be found on [[Lavaland | lavaland]], inside [[Maintenance| maintenance]], or during [[Exploration Crew| exploration missions.]]&lt;br /&gt;
&#039;&#039;Making&#039;&#039; artifacts is a little bit tricker, and will require some sleuthing from the player to figure out.&lt;br /&gt;
&lt;br /&gt;
=== Labelling ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Once you have an artifact, you&#039;ll need to label it[[File:Xenoartifact_labeler.png]], correctly, for it to have any value whatsoever. This is generally done by sleuthing out what traits the artifact has by examining, weighing, conducting, and generally testing it, which can be done with various items. If you don&#039;t want to accidentally activate the &amp;lt;s&amp;gt;bomb&amp;lt;/s&amp;gt; artifact while doing this, be sure to wear a pair of anti-tactile pinchers [[File:artifact_pincher.png]], these will make &#039;&#039;most&#039;&#039; interactions safe, &#039;&#039;&#039;but only if they are enabled&#039;&#039;&#039;. Otherwise, activating the artifact, although dangerous, can also help you sleuth out what traits it has.&lt;br /&gt;
&lt;br /&gt;
It&#039;s important to be wearing science goggles[[File:science_goggles.png]] during this process, as they will generally translate vague hints and effects into exact trait names.&lt;br /&gt;
&lt;br /&gt;
=== Processing ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Once the artifact is labeled, you have several options on how you&#039;d like to process it.&lt;br /&gt;
&lt;br /&gt;
==== Stabilizing ====&lt;br /&gt;
Stabilizing an artifact stops it from malfunctioning, and doubles any potential rewards gained from it. This is useful for artifacts you want to distribute across the station, without the risk of blowing a hole in the hull, or just maximizing profits before selling it. Successfully stabilizing an artifact will reward science with a small amount of discovery points.&lt;br /&gt;
&lt;br /&gt;
==== Exporting ====&lt;br /&gt;
Exporting, selling, an artifact through cargo will not only give cargo a monetary kick back for doing your dirty work, it also awards science with research and discovery points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scanning&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Scanning artifacts with the Discovery Scanner will also yield discovery points. However, traits can only be discovered once, and will not reward points if they have already been scanned. &lt;br /&gt;
&lt;br /&gt;
==== Tracking ====&lt;br /&gt;
Once an artifact is stabilized, instead of selling it you can opt to &#039;track&#039; it instead. Tracked artifacts will generate research and discovery points when activated, and, if enabled, will announce their location of science comms.&lt;br /&gt;
&lt;br /&gt;
Trackers can be acquired by researching the artifact node, and then printing them from a science lathe.&lt;br /&gt;
&lt;br /&gt;
== The Work ==&lt;br /&gt;
[[File:Thework.png|frame|right|Products of The Work.]]&lt;br /&gt;
The work is a process players &#039;&#039;can&#039;&#039; figure out for themselves in-game, and we encourage them to do so, but for those who can&#039;t quite figure it out-&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;How to perform the work&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The work refers to the process of making custom artifacts. This is a somewhat lengthy process that will require lots of mechanical knowledge, from either yourself or others.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Stabilization&#039;&#039;&#039;(Optional) - The first step requires you stabilize an artifact. To do this, you must label an artifact perfectly, excluding malfunctions, and run it through the stabilizer.&lt;br /&gt;
# &#039;&#039;&#039;Pearls&#039;&#039;&#039;(Optional) - After an artifact is stabilized, traits will &#039;open&#039; when the artifact is aligned on certain coordinate grid marks, the unique grid position for each trait is determined by its weight and conductivity. A trait with 3 weight and 3 conductivity will &#039;open&#039; when the artifact&#039;s XY coordinates are both perfectly divisible by 3. When &#039;open&#039; traits can be removed, in the form of pearls, by using a screwdriver on the artifact. These pearls are then attached to the item you want to turn into an artifact later.&lt;br /&gt;
# &#039;&#039;&#039;Tritium&#039;&#039;&#039; - Items you want to turn into artifacts must be on a tile that has a visible amount of tritium in it.&lt;br /&gt;
# &#039;&#039;&#039;Fusion&#039;&#039;&#039; - To turn items submerged in tritium into artifacts, a nuclear particle must pass over / hit it, and then roll a 1/3 chance. The easiest way to make nuclear particles is fusion.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
&lt;br /&gt;
=== Defense ===&lt;br /&gt;
Knowing how to defend yourself against particularly dangerous artifacts is a key step to keeping yourself outside medbay. In terms of avoiding the effects of artifacts, certain techniques and clothing will keep an artifact from being able to target you. &lt;br /&gt;
&lt;br /&gt;
* The tile directly under arua, timed, flammable, etc. artifacts isn&#039;t actually targeted, and is the safest place to be in most cases. &lt;br /&gt;
&lt;br /&gt;
* Clothing and armor like syndicate hardsuits and wizard robes have a chance to deflect artifact targeting. Here&#039;s a &#039;&#039;definitely&#039;&#039; accurate list of which clothings block artifacts, and their chance to do so.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:50%; text-align:center; margin-left:20%&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Clothing&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Block Chance&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Blood-Red Hardsuit&lt;br /&gt;
|100%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Gem-Encrusted Harsuit&lt;br /&gt;
|100%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Prototype Hardsuit&lt;br /&gt;
|100%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Bio Suit&lt;br /&gt;
|75%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Radiation Suit&lt;br /&gt;
|100%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Wizard Robe&lt;br /&gt;
|100%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Fake Wizard Robe&lt;br /&gt;
|75%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Racc-Off</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Template:Autowiki/Content/ArtifactTraits&amp;diff=38854</id>
		<title>Template:Autowiki/Content/ArtifactTraits</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Template:Autowiki/Content/ArtifactTraits&amp;diff=38854"/>
		<updated>2025-05-21T10:19:23Z</updated>

		<summary type="html">&lt;p&gt;Racc-Off: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&amp;lt;b&amp;gt;This page is automated by Autowiki. Do NOT edit it manually.&amp;lt;/b&amp;gt;&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{{Autowiki/ArtifactTraits|label_name=Edible|label_desc=Edible: The artifact seems to be made of an edible material. This material seems to be triggered by being consumed.|priority=activator|weight=16|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Edible (delta)|label_desc=Edible (delta): The artifact seems to be made of an edible material. This material seems to be triggered by being consumed.|priority=activator|weight=16|conductivity=8|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Observational|label_desc=Observational: The artifact seems to be made of a light-sensitive material. This material seems to be triggered by observational interaction.|priority=activator|weight=16|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Flammable|label_desc=Flammable: The artifact seems to be made of a flammable material. This material seems to be triggered by heat interaction.|priority=activator|weight=8|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Cell|label_desc=Cell: The artifact seems to be made of a capacitive material. This material seems to be triggered by eletric currents, such as cells.|priority=activator|weight=8|conductivity=32|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Greedy|label_desc=Greedy: The artifact seems to be made of a collective material. This material seems to be triggered by inserting coins.|priority=activator|weight=32|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Greedy (delta)|label_desc=Greedy (delta): The artifact seems to be made of a collective material. This material seems to be triggered by inserting credit holochips.|priority=activator|weight=32|conductivity=8|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Pitched|label_desc=Pitched: The artifact seems to be made of an aerodynamic material. This material seems to be triggered by motion, such as being thrown.|priority=activator|weight=-8|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Signal|label_desc=Signal: The artifact seems to be made of a radio sensitive material. This material seems to be triggered by radio pulses.|priority=activator|weight=8|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Sturdy|label_desc=Sturdy: The artifact seems to be made of a sturdy material. This material seems to be triggered by physical interaction.|priority=activator|weight=16|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Hungry|label_desc=Hungry: The artifact seems to be made of a semi-living, hungry, material. This material seems to be triggered by feeding interactions.|priority=activator|weight=32|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Hungry (delta)|label_desc=Hungry (delta): The artifact seems to be made of a semi-living, hungry, material. This material seems to be triggered by feeding interactions.|priority=activator|weight=32|conductivity=8|icons= [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Timed|label_desc=Timed: The artifact seems to be made of a harmonizing material. This material seems to activate on a timer, which can be enabled or disabled.|priority=activator|weight=32|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Weighted|label_desc=Weighted: The artifact seems to be made of a weighted material. This material seems to be triggered by motion, such as being picked up.|priority=activator|weight=32|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Bestialized|label_desc=Bestialized: The artifact contains transforming components. Triggering these components transforms the target into an animal.|priority=major|weight=15|conductivity=12|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Bestialized (sigma)|label_desc=Bestialized: The artifact contains transforming components. Triggering these components transforms the target into an animal.|priority=major|weight=15|conductivity=3|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Bestialized (delta)|label_desc=Bestialized: The artifact contains transforming components. Triggering these components transforms the target into an animal.|priority=major|weight=15|conductivity=6|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Hypodermic|label_desc=Hypodermic: The artifact seems to contain chemical components. Triggering these components will inject the target with a chemical.|priority=major|weight=30|conductivity=0|icons= [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Hypodermic (delta)|label_desc=Hypodermic (delta): The artifact seems to contain chemical components. Triggering these components will inject the target with a chemical.|priority=major|weight=30|conductivity=3|icons= [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Marking|label_desc=Marking: The artifact seems to contain colorizing components. Triggering these components will color the target.|priority=major|weight=3|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Marking (delta)|label_desc=Marking (delta): The artifact seems to contain colorizing components. Triggering these components will color the target.|priority=major|weight=3|conductivity=3|icons= [[File:artifact_bluespace.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Combusting|label_desc=Combusting: The artifact seems to contain combusting components. Triggering these components will ignite the target.|priority=major|weight=12|conductivity=24|icons= [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Displaced|label_desc=Displaced: The artifact seems to contain displacing components. Triggering these components will displace the target.|priority=major|weight=15|conductivity=15|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Enthusing|label_desc=Enthusing: The artifact seems to contain emoting components. Triggering these components will cause the target to emote.|priority=major|weight=3|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=EMP|label_desc=EMP: The artifact seems to contain electromagnetic pulsing components. Triggering these components will create an EMP.|priority=major|weight=9|conductivity=36|icons= [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Exchanging|label_desc=Exchanging: The artifact seems to contain exchanging components. Triggering these components will exchange the damage of the last two targets.|priority=major|weight=12|conductivity=9|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Exchanging (delta)|label_desc=Exchanging (delta): The artifact seems to contain exchanging components. Triggering these components will exchange the damage of the last two targets.|priority=major|weight=12|conductivity=3|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Flashing|label_desc=Flashing: The artifact seems to contain flashing components. Triggering these components will create a blinding flash.|priority=major|weight=18|conductivity=18|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Forcing|label_desc=Forcing: The artifact seems to contain impulsing components. Triggering these components will impulse, push or pull, the target.|priority=major|weight=21|conductivity=27|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Forcing (delta)|label_desc=Forcing: The artifact seems to contain impulsing components. Triggering these components will impulse, push or pull, the target.|priority=major|weight=21|conductivity=3|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Obstructing|label_desc=Obstructing: The artifact seems to contain obstructing components. Triggering these components will cause the artifact to build walls around itself.|priority=major|weight=33|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Freezing|label_desc=Freezing: The artifact seems to contain freezing components. Triggering these components will freeze the target.|priority=major|weight=24|conductivity=12|icons= [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Porous|label_desc=Porous: The artifact seems to contain porous components. Triggering these components will cause the artifact to exchange one gas with another.|priority=major|weight=15|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Flourishing|label_desc=Flourishing: The artifact seems to contain flourishing components. Triggering these components will age up plant targets.|priority=major|weight=6|conductivity=6|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Flourishing (delta)|label_desc=Flourishing (delta): The artifact seems to contain flourishing components. Triggering these components will age down plant targets.|priority=major|weight=6|conductivity=3|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Hollow|label_desc=Hollow: The artifact seems to contain hollow components. Triggering these components will capture the target.|priority=major|weight=-15|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Illuminating|label_desc=Illuminating: The artifact seems to contain illuminating components. Triggering these components will cause the artifact to illuminate.|priority=major|weight=18|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Illuminating (delta)|label_desc=Illuminating (delta): The artifact seems to contain de-illuminating components. Triggering these components will cause the artifact to de-illuminate.|priority=major|weight=18|conductivity=3|icons= [[File:artifact_bluespace.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Echoing|label_desc=Echoing: The artifact seems to contain echoing components. Triggering these components will cause the artifact to make a noise.|priority=major|weight=3|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Barreled|label_desc=Barreled: The artifact seems to contain projectile components. Triggering these components will produce a &#039;safe&#039; projectile.|priority=major|weight=21|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Barreled (delta)|label_desc=Barreled (delta): The artifact seems to contain projectile components. Triggering these components will produce an unsafe projectile.|priority=major|weight=21|conductivity=3|icons= [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Destabilizing|label_desc=Destabilizing: The artifact seems to contain destabilizing components. Triggering these components will cause the artifact transport the target to another realm.|priority=major|weight=36|conductivity=36|icons= [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Electrified|label_desc=Electrified: The artifact seems to contain electrifying components. Triggering these components will shock the target.|priority=major|weight=3|conductivity=27|icons= [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Dissipating|label_desc=Dissipating: The artifact seems to contain dissipating components. Triggering these components will cause the artifact to create a cloud of smoke.|priority=major|weight=6|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Dissipating (delta)|label_desc=Dissipating (delta): The artifact seems to contain dissipating components. Triggering these components will cause the artifact to create a cloud of smoke containing a random chemical.|priority=major|weight=6|conductivity=12|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Dissipating (omega)|label_desc=Dissipating (omega): The artifact seems to contain dissipating components. Triggering these components will cause the artifact to create a body of foam containing a random chemical.|priority=major|weight=6|conductivity=21|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Dissipating (sigma)|label_desc=Dissipating: The artifact seems to contain dissipating components. Triggering these components will cause the artifact to create a body of foam.|priority=major|weight=6|conductivity=3|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Temporal|label_desc=Temporal: The artifact seems to contain temporal components. Triggering these components will create a temporal rift.|priority=major|weight=24|conductivity=0|icons= [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=P.E.R.|label_desc=Parallel Entity Retrieval: A strange malfunction causes the Artifact to open a gateway to another plane that summons a random entity.|priority=malfunction|weight=7|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=P.E.R. (delta)|label_desc=Parallel Entity Retrieval (delta): A strange malfunction causes the Artifact to open a gateway to another plane that summons a random entity.|priority=malfunction|weight=7|conductivity=7|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=M.B.C.|label_desc=Mirrored Bluespace Collapse: The Artifact produces an arguably maleviolent clone of target.|priority=malfunction|weight=7|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=E.E.E.|label_desc=Expansive Explosive Emmission: A strange malfunction that causes the Artifact to explode.|priority=malfunction|weight=7|conductivity=0|icons= [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=M.H.I.|label_desc=Mass Hallucinatory Injection: The Artifact causes the target to hallucinate.|priority=malfunction|weight=7|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=M.A.C.|label_desc=Mass Area Combustion: A strange malfunction that causes the Artifact to violently combust.|priority=malfunction|weight=7|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=I.O.E|label_desc=Immediate Organ Extraction: A strange malfunction causes the Artifact to extract the target&#039;s appendix.|priority=malfunction|weight=7|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=I.O.E (delta)|label_desc=Immediate Organ Extraction (delta): A strange malfunction causes the Artifact to extract the target&#039;s tongue.|priority=malfunction|weight=7|conductivity=14|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=R.P.E.|label_desc=Rapid Particle Emmision: A strange malfunction that causes the Artifact to irradiate itself and its targets.|priority=malfunction|weight=7|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=B.A.D.|label_desc=Bluespace Axis Desync: A strange malfunction causes the Artifact to remove articles from the target.|priority=malfunction|weight=7|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=C.D.E.|label_desc=Cerebral Dysfunction Emergence: A strange malfunction causes the Artifact to cause traumas to emerge in the target.|priority=malfunction|weight=7|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=S.S.E.|label_desc=Spontaneous Stomach Evacuationc: A strange malfunction causes the Artifact to make the target vomit.|priority=malfunction|weight=7|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Aerodynamic|label_desc=Aerodynamic: The artifact&#039;s design seems to incorporate aerodynamicded elements. This will allow the artifact to be thrown further.|priority=minor|weight=-5|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Anchor|label_desc=Anchor: The artifact&#039;s design seems to incorporate anchoring elements. This will cause the artifact to anchor when triggered, it can also be unanchored with typical tools.|priority=minor|weight=10|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Aura|label_desc=Aura: The artifact&#039;s design seems to incorporate aura elements. This will cause the artifact to target things nearby.|priority=minor|weight=15|conductivity=5|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Bleeding|label_desc=Bleeding: The artifact&#039;s design seems to incorporate bleeding elements. This will cause the artifact to bleed when triggered.|priority=minor|weight=15|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Capacitive|label_desc=Capacitive: The artifact&#039;s design seems to incorporate a capacitive elements. This will cause the artifact to have more uses.|priority=minor|weight=15|conductivity=30|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Charged|label_desc=Charged: The artifact&#039;s design seems to incorporate looping elements. This will cause the artifact to produce more powerful effects.|priority=minor|weight=10|conductivity=15|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Cooling|label_desc=Cooling: The artifact&#039;s design seems to incorporate cooling elements. This will cause the artifact to cooldown faster.|priority=minor|weight=15|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Delicate|label_desc=Delicate: The artifact&#039;s design seems to delicate cooling elements. This will cause the artifact to potentially break.|priority=minor|weight=-5|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Dense|label_desc=Dense: The artifact&#039;s design seems to incorporate dense elements. This will cause the artifact to be much heavier than usual.|priority=minor|weight=30|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Haunted|label_desc=Haunted: The artifact&#039;s design seems to incorporate incorporeal elements. This will cause the artifact to move unexpectedly.|priority=minor|weight=5|conductivity=35|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Haunted (delta)|label_desc=Haunted (delta): The artifact&#039;s design seems to incorporate incorporeal elements. This will cause the artifact to move unexpectedly, when not observed.|priority=minor|weight=5|conductivity=5|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Impulsing|label_desc=Impulsing: The artifact&#039;s design seems to incorporate impulsing elements. This will cause the artifact to have a impulsing away from its current position, when triggered.|priority=minor|weight=15|conductivity=10|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Magnetic|label_desc=Magnetic: The artifact&#039;s design seems to incorporate magnetic elements. This will cause the artifact to attract metalic objects when triggered.|priority=minor|weight=30|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Magnetic (delta)|label_desc=Magnetic (delta): The artifact&#039;s design seems to incorporate magnetic elements. This will cause the artifact to repulse metalic objects when triggered.|priority=minor|weight=30|conductivity=10|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Ringed|label_desc=Ringed: The artifact&#039;s design seems to incorporate ringed elements. This will allow the artifact to be worn, and catch information from the wearer.|priority=minor|weight=5|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Ringed (delta)|label_desc=Ringed (delta): The artifact&#039;s design seems to incorporate ringed elements. This will allow the artifact to be worn, and catch information from the wearer.|priority=minor|weight=5|conductivity=15|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Scoped|label_desc=Scoped: The artifact&#039;s design seems to incorporate scoped elements. This will cause the artifact to have a larger target range.|priority=minor|weight=10|conductivity=15|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Sentient|label_desc=Sentient: The artifact&#039;s design seems to incorporate sentient elements. This will cause the artifact to have a mind of its own.|priority=minor|weight=30|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Sharp|label_desc=Sharp: The artifact&#039;s design seems to incorporate sharp elements. This will cause the artifact to pbe sharper than usual.|priority=minor|weight=5|conductivity=0|icons= [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Shielded|label_desc=Shielded: The artifact&#039;s design seems to incorporate shielded elements. This will allow the artifact to be used like a shield.|priority=minor|weight=15|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Signaller|label_desc=Signaller: The artifact&#039;s design seems to incorporate signalling elements. This will cause the artifact to send a signal when activated.|priority=minor|weight=5|conductivity=15|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Slippery|label_desc=Slippery: The artifact&#039;s design seems to incorporate slippery elements. This will cause the artifact to be slippery.|priority=minor|weight=5|conductivity=5|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Sticky|label_desc=Sticky: The artifact&#039;s design seems to incorporate sticky elements. This will cause the artifact to briefly become sticky, when triggered.|priority=minor|weight=10|conductivity=15|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}&lt;/div&gt;</summary>
		<author><name>Racc-Off</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Template:Autowiki/Content/ArtifactTraits&amp;diff=38853</id>
		<title>Template:Autowiki/Content/ArtifactTraits</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Template:Autowiki/Content/ArtifactTraits&amp;diff=38853"/>
		<updated>2025-05-21T10:18:46Z</updated>

		<summary type="html">&lt;p&gt;Racc-Off: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&amp;lt;b&amp;gt;This page is automated by Autowiki. Do NOT edit it manually.&amp;lt;/b&amp;gt;&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{&amp;quot;title&amp;quot;:&amp;quot;Template:Autowiki/Content/ArtifactTraits&amp;quot;,&amp;quot;text&amp;quot;:&amp;quot;{{Autowiki/ArtifactTraits|label_name=Edible|label_desc=Edible: The artifact seems to be made of an edible material. This material seems to be triggered by being consumed.|priority=activator|weight=16|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Edible (delta)|label_desc=Edible (delta): The artifact seems to be made of an edible material. This material seems to be triggered by being consumed.|priority=activator|weight=16|conductivity=8|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Observational|label_desc=Observational: The artifact seems to be made of a light-sensitive material. This material seems to be triggered by observational interaction.|priority=activator|weight=16|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Flammable|label_desc=Flammable: The artifact seems to be made of a flammable material. This material seems to be triggered by heat interaction.|priority=activator|weight=8|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Cell|label_desc=Cell: The artifact seems to be made of a capacitive material. This material seems to be triggered by eletric currents, such as cells.|priority=activator|weight=8|conductivity=32|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Greedy|label_desc=Greedy: The artifact seems to be made of a collective material. This material seems to be triggered by inserting coins.|priority=activator|weight=32|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Greedy (delta)|label_desc=Greedy (delta): The artifact seems to be made of a collective material. This material seems to be triggered by inserting credit holochips.|priority=activator|weight=32|conductivity=8|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Pitched|label_desc=Pitched: The artifact seems to be made of an aerodynamic material. This material seems to be triggered by motion, such as being thrown.|priority=activator|weight=-8|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Signal|label_desc=Signal: The artifact seems to be made of a radio sensitive material. This material seems to be triggered by radio pulses.|priority=activator|weight=8|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Sturdy|label_desc=Sturdy: The artifact seems to be made of a sturdy material. This material seems to be triggered by physical interaction.|priority=activator|weight=16|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Hungry|label_desc=Hungry: The artifact seems to be made of a semi-living, hungry, material. This material seems to be triggered by feeding interactions.|priority=activator|weight=32|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Hungry (delta)|label_desc=Hungry (delta): The artifact seems to be made of a semi-living, hungry, material. This material seems to be triggered by feeding interactions.|priority=activator|weight=32|conductivity=8|icons= [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Timed|label_desc=Timed: The artifact seems to be made of a harmonizing material. This material seems to activate on a timer, which can be enabled or disabled.|priority=activator|weight=32|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Weighted|label_desc=Weighted: The artifact seems to be made of a weighted material. This material seems to be triggered by motion, such as being picked up.|priority=activator|weight=32|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Bestialized|label_desc=Bestialized: The artifact contains transforming components. Triggering these components transforms the target into an animal.|priority=major|weight=15|conductivity=12|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Bestialized (sigma)|label_desc=Bestialized: The artifact contains transforming components. Triggering these components transforms the target into an animal.|priority=major|weight=15|conductivity=3|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Bestialized (delta)|label_desc=Bestialized: The artifact contains transforming components. Triggering these components transforms the target into an animal.|priority=major|weight=15|conductivity=6|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Hypodermic|label_desc=Hypodermic: The artifact seems to contain chemical components. Triggering these components will inject the target with a chemical.|priority=major|weight=30|conductivity=0|icons= [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Hypodermic (delta)|label_desc=Hypodermic (delta): The artifact seems to contain chemical components. Triggering these components will inject the target with a chemical.|priority=major|weight=30|conductivity=3|icons= [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Marking|label_desc=Marking: The artifact seems to contain colorizing components. Triggering these components will color the target.|priority=major|weight=3|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Marking (delta)|label_desc=Marking (delta): The artifact seems to contain colorizing components. Triggering these components will color the target.|priority=major|weight=3|conductivity=3|icons= [[File:artifact_bluespace.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Combusting|label_desc=Combusting: The artifact seems to contain combusting components. Triggering these components will ignite the target.|priority=major|weight=12|conductivity=24|icons= [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Displaced|label_desc=Displaced: The artifact seems to contain displacing components. Triggering these components will displace the target.|priority=major|weight=15|conductivity=15|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Enthusing|label_desc=Enthusing: The artifact seems to contain emoting components. Triggering these components will cause the target to emote.|priority=major|weight=3|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=EMP|label_desc=EMP: The artifact seems to contain electromagnetic pulsing components. Triggering these components will create an EMP.|priority=major|weight=9|conductivity=36|icons= [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Exchanging|label_desc=Exchanging: The artifact seems to contain exchanging components. Triggering these components will exchange the damage of the last two targets.|priority=major|weight=12|conductivity=9|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Exchanging (delta)|label_desc=Exchanging (delta): The artifact seems to contain exchanging components. Triggering these components will exchange the damage of the last two targets.|priority=major|weight=12|conductivity=3|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Flashing|label_desc=Flashing: The artifact seems to contain flashing components. Triggering these components will create a blinding flash.|priority=major|weight=18|conductivity=18|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Forcing|label_desc=Forcing: The artifact seems to contain impulsing components. Triggering these components will impulse, push or pull, the target.|priority=major|weight=21|conductivity=27|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Forcing (delta)|label_desc=Forcing: The artifact seems to contain impulsing components. Triggering these components will impulse, push or pull, the target.|priority=major|weight=21|conductivity=3|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Obstructing|label_desc=Obstructing: The artifact seems to contain obstructing components. Triggering these components will cause the artifact to build walls around itself.|priority=major|weight=33|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Freezing|label_desc=Freezing: The artifact seems to contain freezing components. Triggering these components will freeze the target.|priority=major|weight=24|conductivity=12|icons= [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Porous|label_desc=Porous: The artifact seems to contain porous components. Triggering these components will cause the artifact to exchange one gas with another.|priority=major|weight=15|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Flourishing|label_desc=Flourishing: The artifact seems to contain flourishing components. Triggering these components will age up plant targets.|priority=major|weight=6|conductivity=6|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Flourishing (delta)|label_desc=Flourishing (delta): The artifact seems to contain flourishing components. Triggering these components will age down plant targets.|priority=major|weight=6|conductivity=3|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Hollow|label_desc=Hollow: The artifact seems to contain hollow components. Triggering these components will capture the target.|priority=major|weight=-15|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Illuminating|label_desc=Illuminating: The artifact seems to contain illuminating components. Triggering these components will cause the artifact to illuminate.|priority=major|weight=18|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Illuminating (delta)|label_desc=Illuminating (delta): The artifact seems to contain de-illuminating components. Triggering these components will cause the artifact to de-illuminate.|priority=major|weight=18|conductivity=3|icons= [[File:artifact_bluespace.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Echoing|label_desc=Echoing: The artifact seems to contain echoing components. Triggering these components will cause the artifact to make a noise.|priority=major|weight=3|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Barreled|label_desc=Barreled: The artifact seems to contain projectile components. Triggering these components will produce a &#039;safe&#039; projectile.|priority=major|weight=21|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Barreled (delta)|label_desc=Barreled (delta): The artifact seems to contain projectile components. Triggering these components will produce an unsafe projectile.|priority=major|weight=21|conductivity=3|icons= [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Destabilizing|label_desc=Destabilizing: The artifact seems to contain destabilizing components. Triggering these components will cause the artifact transport the target to another realm.|priority=major|weight=36|conductivity=36|icons= [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Electrified|label_desc=Electrified: The artifact seems to contain electrifying components. Triggering these components will shock the target.|priority=major|weight=3|conductivity=27|icons= [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Dissipating|label_desc=Dissipating: The artifact seems to contain dissipating components. Triggering these components will cause the artifact to create a cloud of smoke.|priority=major|weight=6|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Dissipating (delta)|label_desc=Dissipating (delta): The artifact seems to contain dissipating components. Triggering these components will cause the artifact to create a cloud of smoke containing a random chemical.|priority=major|weight=6|conductivity=12|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Dissipating (omega)|label_desc=Dissipating (omega): The artifact seems to contain dissipating components. Triggering these components will cause the artifact to create a body of foam containing a random chemical.|priority=major|weight=6|conductivity=21|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Dissipating (sigma)|label_desc=Dissipating: The artifact seems to contain dissipating components. Triggering these components will cause the artifact to create a body of foam.|priority=major|weight=6|conductivity=3|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Temporal|label_desc=Temporal: The artifact seems to contain temporal components. Triggering these components will create a temporal rift.|priority=major|weight=24|conductivity=0|icons= [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=P.E.R.|label_desc=Parallel Entity Retrieval: A strange malfunction causes the Artifact to open a gateway to another plane that summons a random entity.|priority=malfunction|weight=7|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=P.E.R. (delta)|label_desc=Parallel Entity Retrieval (delta): A strange malfunction causes the Artifact to open a gateway to another plane that summons a random entity.|priority=malfunction|weight=7|conductivity=7|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=M.B.C.|label_desc=Mirrored Bluespace Collapse: The Artifact produces an arguably maleviolent clone of target.|priority=malfunction|weight=7|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=E.E.E.|label_desc=Expansive Explosive Emmission: A strange malfunction that causes the Artifact to explode.|priority=malfunction|weight=7|conductivity=0|icons= [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=M.H.I.|label_desc=Mass Hallucinatory Injection: The Artifact causes the target to hallucinate.|priority=malfunction|weight=7|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=M.A.C.|label_desc=Mass Area Combustion: A strange malfunction that causes the Artifact to violently combust.|priority=malfunction|weight=7|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=I.O.E|label_desc=Immediate Organ Extraction: A strange malfunction causes the Artifact to extract the target&#039;s appendix.|priority=malfunction|weight=7|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=I.O.E (delta)|label_desc=Immediate Organ Extraction (delta): A strange malfunction causes the Artifact to extract the target&#039;s tongue.|priority=malfunction|weight=7|conductivity=14|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=R.P.E.|label_desc=Rapid Particle Emmision: A strange malfunction that causes the Artifact to irradiate itself and its targets.|priority=malfunction|weight=7|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=B.A.D.|label_desc=Bluespace Axis Desync: A strange malfunction causes the Artifact to remove articles from the target.|priority=malfunction|weight=7|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=C.D.E.|label_desc=Cerebral Dysfunction Emergence: A strange malfunction causes the Artifact to cause traumas to emerge in the target.|priority=malfunction|weight=7|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=S.S.E.|label_desc=Spontaneous Stomach Evacuationc: A strange malfunction causes the Artifact to make the target vomit.|priority=malfunction|weight=7|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Aerodynamic|label_desc=Aerodynamic: The artifact&#039;s design seems to incorporate aerodynamicded elements. This will allow the artifact to be thrown further.|priority=minor|weight=-5|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Anchor|label_desc=Anchor: The artifact&#039;s design seems to incorporate anchoring elements. This will cause the artifact to anchor when triggered, it can also be unanchored with typical tools.|priority=minor|weight=10|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Aura|label_desc=Aura: The artifact&#039;s design seems to incorporate aura elements. This will cause the artifact to target things nearby.|priority=minor|weight=15|conductivity=5|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Bleeding|label_desc=Bleeding: The artifact&#039;s design seems to incorporate bleeding elements. This will cause the artifact to bleed when triggered.|priority=minor|weight=15|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Capacitive|label_desc=Capacitive: The artifact&#039;s design seems to incorporate a capacitive elements. This will cause the artifact to have more uses.|priority=minor|weight=15|conductivity=30|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Charged|label_desc=Charged: The artifact&#039;s design seems to incorporate looping elements. This will cause the artifact to produce more powerful effects.|priority=minor|weight=10|conductivity=15|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Cooling|label_desc=Cooling: The artifact&#039;s design seems to incorporate cooling elements. This will cause the artifact to cooldown faster.|priority=minor|weight=15|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Delicate|label_desc=Delicate: The artifact&#039;s design seems to delicate cooling elements. This will cause the artifact to potentially break.|priority=minor|weight=-5|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Dense|label_desc=Dense: The artifact&#039;s design seems to incorporate dense elements. This will cause the artifact to be much heavier than usual.|priority=minor|weight=30|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Haunted|label_desc=Haunted: The artifact&#039;s design seems to incorporate incorporeal elements. This will cause the artifact to move unexpectedly.|priority=minor|weight=5|conductivity=35|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Haunted (delta)|label_desc=Haunted (delta): The artifact&#039;s design seems to incorporate incorporeal elements. This will cause the artifact to move unexpectedly, when not observed.|priority=minor|weight=5|conductivity=5|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Impulsing|label_desc=Impulsing: The artifact&#039;s design seems to incorporate impulsing elements. This will cause the artifact to have a impulsing away from its current position, when triggered.|priority=minor|weight=15|conductivity=10|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Magnetic|label_desc=Magnetic: The artifact&#039;s design seems to incorporate magnetic elements. This will cause the artifact to attract metalic objects when triggered.|priority=minor|weight=30|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Magnetic (delta)|label_desc=Magnetic (delta): The artifact&#039;s design seems to incorporate magnetic elements. This will cause the artifact to repulse metalic objects when triggered.|priority=minor|weight=30|conductivity=10|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Ringed|label_desc=Ringed: The artifact&#039;s design seems to incorporate ringed elements. This will allow the artifact to be worn, and catch information from the wearer.|priority=minor|weight=5|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Ringed (delta)|label_desc=Ringed (delta): The artifact&#039;s design seems to incorporate ringed elements. This will allow the artifact to be worn, and catch information from the wearer.|priority=minor|weight=5|conductivity=15|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Scoped|label_desc=Scoped: The artifact&#039;s design seems to incorporate scoped elements. This will cause the artifact to have a larger target range.|priority=minor|weight=10|conductivity=15|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Sentient|label_desc=Sentient: The artifact&#039;s design seems to incorporate sentient elements. This will cause the artifact to have a mind of its own.|priority=minor|weight=30|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Sharp|label_desc=Sharp: The artifact&#039;s design seems to incorporate sharp elements. This will cause the artifact to pbe sharper than usual.|priority=minor|weight=5|conductivity=0|icons= [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Shielded|label_desc=Shielded: The artifact&#039;s design seems to incorporate shielded elements. This will allow the artifact to be used like a shield.|priority=minor|weight=15|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Signaller|label_desc=Signaller: The artifact&#039;s design seems to incorporate signalling elements. This will cause the artifact to send a signal when activated.|priority=minor|weight=5|conductivity=15|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Slippery|label_desc=Slippery: The artifact&#039;s design seems to incorporate slippery elements. This will cause the artifact to be slippery.|priority=minor|weight=5|conductivity=5|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Sticky|label_desc=Sticky: The artifact&#039;s design seems to incorporate sticky elements. This will cause the artifact to briefly become sticky, when triggered.|priority=minor|weight=10|conductivity=15|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}&amp;quot;}&lt;/div&gt;</summary>
		<author><name>Racc-Off</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Template:Autowiki/Content/ArtifactTraits&amp;diff=38852</id>
		<title>Template:Autowiki/Content/ArtifactTraits</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Template:Autowiki/Content/ArtifactTraits&amp;diff=38852"/>
		<updated>2025-05-21T10:16:06Z</updated>

		<summary type="html">&lt;p&gt;Racc-Off: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&amp;lt;b&amp;gt;This page is automated by Autowiki. Do NOT edit it manually.&amp;lt;/b&amp;gt;&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{&amp;quot;title&amp;quot;:&amp;quot;Template:Autowiki/Content/ArtifactTraits&amp;quot;,&amp;quot;text&amp;quot;:&amp;quot;{{Autowiki/ArtifactTraits|label_name=Edible|label_desc=Edible|priority=activator|weight=16|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Edible (delta)|label_desc=Edible (delta)|priority=activator|weight=16|conductivity=8|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Observational|label_desc=Observational|priority=activator|weight=16|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Flammable|label_desc=Flammable|priority=activator|weight=8|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Cell|label_desc=Cell|priority=activator|weight=8|conductivity=32|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Greedy|label_desc=Greedy|priority=activator|weight=32|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Greedy (delta)|label_desc=Greedy (delta)|priority=activator|weight=32|conductivity=8|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Pitched|label_desc=Pitched|priority=activator|weight=-8|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Signal|label_desc=Signal|priority=activator|weight=8|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Sturdy|label_desc=Sturdy|priority=activator|weight=16|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Hungry|label_desc=Hungry|priority=activator|weight=32|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Hungry (delta)|label_desc=Hungry (delta)|priority=activator|weight=32|conductivity=8|icons= [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Timed|label_desc=Timed|priority=activator|weight=32|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Weighted|label_desc=Weighted|priority=activator|weight=32|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Bestialized|label_desc=Bestialized|priority=major|weight=15|conductivity=12|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Bestialized (sigma)|label_desc=Bestialized (sigma)|priority=major|weight=15|conductivity=3|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Bestialized (delta)|label_desc=Bestialized (delta)|priority=major|weight=15|conductivity=6|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Hypodermic|label_desc=Hypodermic|priority=major|weight=30|conductivity=0|icons= [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Hypodermic (delta)|label_desc=Hypodermic (delta)|priority=major|weight=30|conductivity=3|icons= [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Marking|label_desc=Marking|priority=major|weight=3|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Marking (delta)|label_desc=Marking (delta)|priority=major|weight=3|conductivity=3|icons= [[File:artifact_bluespace.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Combusting|label_desc=Combusting|priority=major|weight=12|conductivity=24|icons= [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Displaced|label_desc=Displaced|priority=major|weight=15|conductivity=15|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Enthusing|label_desc=Enthusing|priority=major|weight=3|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=EMP|label_desc=EMP|priority=major|weight=9|conductivity=36|icons= [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Exchanging|label_desc=Exchanging|priority=major|weight=12|conductivity=9|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Exchanging (delta)|label_desc=Exchanging (delta)|priority=major|weight=12|conductivity=3|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Flashing|label_desc=Flashing|priority=major|weight=18|conductivity=18|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Forcing|label_desc=Forcing|priority=major|weight=21|conductivity=27|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Forcing (delta)|label_desc=Forcing (delta)|priority=major|weight=21|conductivity=3|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Obstructing|label_desc=Obstructing|priority=major|weight=33|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Freezing|label_desc=Freezing|priority=major|weight=24|conductivity=12|icons= [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Porous|label_desc=Porous|priority=major|weight=15|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Flourishing|label_desc=Flourishing|priority=major|weight=6|conductivity=6|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Flourishing (delta)|label_desc=Flourishing (delta)|priority=major|weight=6|conductivity=3|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Hollow|label_desc=Hollow|priority=major|weight=-15|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Illuminating|label_desc=Illuminating|priority=major|weight=18|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Illuminating (delta)|label_desc=Illuminating (delta)|priority=major|weight=18|conductivity=3|icons= [[File:artifact_bluespace.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Echoing|label_desc=Echoing|priority=major|weight=3|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Barreled|label_desc=Barreled|priority=major|weight=21|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Barreled (delta)|label_desc=Barreled (delta)|priority=major|weight=21|conductivity=3|icons= [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Destabilizing|label_desc=Destabilizing|priority=major|weight=36|conductivity=36|icons= [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Electrified|label_desc=Electrified|priority=major|weight=3|conductivity=27|icons= [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Dissipating|label_desc=Dissipating|priority=major|weight=6|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Dissipating (delta)|label_desc=Dissipating (delta)|priority=major|weight=6|conductivity=12|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Dissipating (omega)|label_desc=Dissipating (omega)|priority=major|weight=6|conductivity=21|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Dissipating (sigma)|label_desc=Dissipating (sigma)|priority=major|weight=6|conductivity=3|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Temporal|label_desc=Temporal|priority=major|weight=24|conductivity=0|icons= [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=P.E.R.|label_desc=P.E.R.|priority=malfunction|weight=7|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=P.E.R. (delta)|label_desc=P.E.R. (delta)|priority=malfunction|weight=7|conductivity=7|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=M.B.C.|label_desc=M.B.C.|priority=malfunction|weight=7|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=E.E.E.|label_desc=E.E.E.|priority=malfunction|weight=7|conductivity=0|icons= [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=M.H.I.|label_desc=M.H.I.|priority=malfunction|weight=7|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=M.A.C.|label_desc=M.A.C.|priority=malfunction|weight=7|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=I.O.E|label_desc=I.O.E|priority=malfunction|weight=7|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=I.O.E (delta)|label_desc=I.O.E (delta)|priority=malfunction|weight=7|conductivity=14|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=R.P.E.|label_desc=R.P.E.|priority=malfunction|weight=7|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=B.A.D.|label_desc=B.A.D.|priority=malfunction|weight=7|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=C.D.E.|label_desc=C.D.E.|priority=malfunction|weight=7|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=S.S.E.|label_desc=S.S.E.|priority=malfunction|weight=7|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Aerodynamic|label_desc=Aerodynamic|priority=minor|weight=-5|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Anchor|label_desc=Anchor|priority=minor|weight=10|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Aura|label_desc=Aura|priority=minor|weight=15|conductivity=5|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Bleeding|label_desc=Bleeding|priority=minor|weight=15|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Capacitive|label_desc=Capacitive|priority=minor|weight=15|conductivity=30|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Charged|label_desc=Charged|priority=minor|weight=10|conductivity=15|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Cooling|label_desc=Cooling|priority=minor|weight=15|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Delicate|label_desc=Delicate|priority=minor|weight=-5|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Dense|label_desc=Dense|priority=minor|weight=30|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Haunted|label_desc=Haunted|priority=minor|weight=5|conductivity=35|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Haunted (delta)|label_desc=Haunted (delta)|priority=minor|weight=5|conductivity=5|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Impulsing|label_desc=Impulsing|priority=minor|weight=15|conductivity=10|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Magnetic|label_desc=Magnetic|priority=minor|weight=30|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Magnetic (delta)|label_desc=Magnetic (delta)|priority=minor|weight=30|conductivity=10|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Ringed|label_desc=Ringed|priority=minor|weight=5|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Ringed (delta)|label_desc=Ringed (delta)|priority=minor|weight=5|conductivity=15|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Scoped|label_desc=Scoped|priority=minor|weight=10|conductivity=15|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Sentient|label_desc=Sentient|priority=minor|weight=30|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Sharp|label_desc=Sharp|priority=minor|weight=5|conductivity=0|icons= [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Shielded|label_desc=Shielded|priority=minor|weight=15|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Signaller|label_desc=Signaller|priority=minor|weight=5|conductivity=15|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Slippery|label_desc=Slippery|priority=minor|weight=5|conductivity=5|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Sticky|label_desc=Sticky|priority=minor|weight=10|conductivity=15|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}&amp;quot;}&lt;/div&gt;</summary>
		<author><name>Racc-Off</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Template:Autowiki/Content/ArtifactTraits&amp;diff=38851</id>
		<title>Template:Autowiki/Content/ArtifactTraits</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Template:Autowiki/Content/ArtifactTraits&amp;diff=38851"/>
		<updated>2025-05-21T10:11:56Z</updated>

		<summary type="html">&lt;p&gt;Racc-Off: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&amp;lt;b&amp;gt;This page is automated by Autowiki. Do NOT edit it manually.&amp;lt;/b&amp;gt;&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{&amp;quot;title&amp;quot;:&amp;quot;Template:Autowiki/Content/ArtifactTraits&amp;quot;,&amp;quot;text&amp;quot;:&amp;quot;{{Autowiki/ArtifactTraits|label_name=Edible|label_desc=Edible: The artifact seems to be made of an edible material. This material seems to be triggered by being consumed.|priority=activator|weight=16|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Edible (delta)|label_desc=Edible \u0394: The artifact seems to be made of an edible material. This material seems to be triggered by being consumed.|priority=activator|weight=16|conductivity=8|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Observational|label_desc=Observational: The artifact seems to be made of a light-sensitive material. This material seems to be triggered by observational interaction.|priority=activator|weight=16|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Flammable|label_desc=Flammable: The artifact seems to be made of a flammable material. This material seems to be triggered by heat interaction.|priority=activator|weight=8|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Cell|label_desc=Cell: The artifact seems to be made of a capacitive material. This material seems to be triggered by eletric currents, such as cells.|priority=activator|weight=8|conductivity=32|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Greedy|label_desc=Greedy: The artifact seems to be made of a collective material. This material seems to be triggered by inserting coins.|priority=activator|weight=32|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Greedy (delta)|label_desc=Greedy \u0394: The artifact seems to be made of a collective material. This material seems to be triggered by inserting credit holochips.|priority=activator|weight=32|conductivity=8|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Pitched|label_desc=Pitched: The artifact seems to be made of an aerodynamic material. This material seems to be triggered by motion, such as being thrown.|priority=activator|weight=-8|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Signal|label_desc=Signal: The artifact seems to be made of a radio sensitive material. This material seems to be triggered by radio pulses.|priority=activator|weight=8|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Sturdy|label_desc=Sturdy: The artifact seems to be made of a sturdy material. This material seems to be triggered by physical interaction.|priority=activator|weight=16|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Hungry|label_desc=Hungry: The artifact seems to be made of a semi-living, hungry, material. This material seems to be triggered by feeding interactions.|priority=activator|weight=32|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Hungry (delta)|label_desc=Hungry \u0394: The artifact seems to be made of a semi-living, hungry, material. This material seems to be triggered by feeding interactions.|priority=activator|weight=32|conductivity=8|icons= [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Timed|label_desc=Timed: The artifact seems to be made of a harmonizing material. This material seems to activate on a timer, which can be enabled or disabled.|priority=activator|weight=32|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Weighted|label_desc=Weighted: The artifact seems to be made of a weighted material. This material seems to be triggered by motion, such as being picked up.|priority=activator|weight=32|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Bestialized|label_desc=Bestialized: The artifact contains transforming components. Triggering these components transforms the target into an animal.|priority=major|weight=15|conductivity=12|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Bestialized (sigma)|label_desc=Bestialized: The artifact contains transforming components. Triggering these components transforms the target into an animal.|priority=major|weight=15|conductivity=3|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Bestialized (delta)|label_desc=Bestialized: The artifact contains transforming components. Triggering these components transforms the target into an animal.|priority=major|weight=15|conductivity=6|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Hypodermic|label_desc=Hypodermic: The artifact seems to contain chemical components. Triggering these components will inject the target with a chemical.|priority=major|weight=30|conductivity=0|icons= [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Hypodermic (delta)|label_desc=Hypodermic \u0394: The artifact seems to contain chemical components. Triggering these components will inject the target with a chemical.|priority=major|weight=30|conductivity=3|icons= [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Marking|label_desc=Marking: The artifact seems to contain colorizing components. Triggering these components will color the target.|priority=major|weight=3|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Marking (delta)|label_desc=Marking \u0394: The artifact seems to contain colorizing components. Triggering these components will color the target.|priority=major|weight=3|conductivity=3|icons= [[File:artifact_bluespace.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Combusting|label_desc=Combusting: The artifact seems to contain combusting components. Triggering these components will ignite the target.|priority=major|weight=12|conductivity=24|icons= [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Displaced|label_desc=Displaced: The artifact seems to contain displacing components. Triggering these components will displace the target.|priority=major|weight=15|conductivity=15|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Enthusing|label_desc=Enthusing: The artifact seems to contain emoting components. Triggering these components will cause the target to emote.|priority=major|weight=3|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=EMP|label_desc=EMP: The artifact seems to contain electromagnetic pulsing components. Triggering these components will create an EMP.|priority=major|weight=9|conductivity=36|icons= [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Exchanging|label_desc=Exchanging: The artifact seems to contain exchanging components. Triggering these components will exchange the damage of the last two targets.|priority=major|weight=12|conductivity=9|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Exchanging (delta)|label_desc=Exchanging \u0394: The artifact seems to contain exchanging components. Triggering these components will exchange the damage of the last two targets.|priority=major|weight=12|conductivity=3|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Flashing|label_desc=Flashing: The artifact seems to contain flashing components. Triggering these components will create a blinding flash.|priority=major|weight=18|conductivity=18|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Forcing|label_desc=Forcing: The artifact seems to contain impulsing components. Triggering these components will impulse, push or pull, the target.|priority=major|weight=21|conductivity=27|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Forcing (delta)|label_desc=Forcing: The artifact seems to contain impulsing components. Triggering these components will impulse, push or pull, the target.|priority=major|weight=21|conductivity=3|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Obstructing|label_desc=Obstructing: The artifact seems to contain obstructing components. Triggering these components will cause the artifact to build walls around itself.|priority=major|weight=33|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Freezing|label_desc=Freezing: The artifact seems to contain freezing components. Triggering these components will freeze the target.|priority=major|weight=24|conductivity=12|icons= [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Porous|label_desc=Porous: The artifact seems to contain porous components. Triggering these components will cause the artifact to exchange one gas with another.|priority=major|weight=15|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Flourishing|label_desc=Flourishing: The artifact seems to contain flourishing components. Triggering these components will age up plant targets.|priority=major|weight=6|conductivity=6|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Flourishing (delta)|label_desc=Flourishing \u0394: The artifact seems to contain flourishing components. Triggering these components will age down plant targets.|priority=major|weight=6|conductivity=3|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Hollow|label_desc=Hollow: The artifact seems to contain hollow components. Triggering these components will capture the target.|priority=major|weight=-15|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Illuminating|label_desc=Illuminating: The artifact seems to contain illuminating components. Triggering these components will cause the artifact to illuminate.|priority=major|weight=18|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Illuminating (delta)|label_desc=Illuminating \u0394: The artifact seems to contain de-illuminating components. Triggering these components will cause the artifact to de-illuminate.|priority=major|weight=18|conductivity=3|icons= [[File:artifact_bluespace.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Echoing|label_desc=Echoing: The artifact seems to contain echoing components. Triggering these components will cause the artifact to make a noise.|priority=major|weight=3|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Barreled|label_desc=Barreled: The artifact seems to contain projectile components. Triggering these components will produce a &#039;safe&#039; projectile.|priority=major|weight=21|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Barreled (delta)|label_desc=Barreled \u0394: The artifact seems to contain projectile components. Triggering these components will produce an unsafe projectile.|priority=major|weight=21|conductivity=3|icons= [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Destabilizing|label_desc=Destabilizing: The artifact seems to contain destabilizing components. Triggering these components will cause the artifact transport the target to another realm.|priority=major|weight=36|conductivity=36|icons= [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Electrified|label_desc=Electrified: The artifact seems to contain electrifying components. Triggering these components will shock the target.|priority=major|weight=3|conductivity=27|icons= [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Dissipating|label_desc=Dissipating: The artifact seems to contain dissipating components. Triggering these components will cause the artifact to create a cloud of smoke.|priority=major|weight=6|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Dissipating (delta)|label_desc=Dissipating \u0394: The artifact seems to contain dissipating components. Triggering these components will cause the artifact to create a cloud of smoke containing a random chemical.|priority=major|weight=6|conductivity=12|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Dissipating (omega)|label_desc=Dissipating \u03a9: The artifact seems to contain dissipating components. Triggering these components will cause the artifact to create a body of foam containing a random chemical.|priority=major|weight=6|conductivity=21|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Dissipating (sigma)|label_desc=Dissipating: The artifact seems to contain dissipating components. Triggering these components will cause the artifact to create a body of foam.|priority=major|weight=6|conductivity=3|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Temporal|label_desc=Temporal: The artifact seems to contain temporal components. Triggering these components will create a temporal rift.|priority=major|weight=24|conductivity=0|icons= [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=P.E.R.|label_desc=Parallel Entity Retrieval: A strange malfunction causes the Artifact to open a gateway to another plane that summons a random entity.|priority=malfunction|weight=7|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=P.E.R. (delta)|label_desc=Parallel Entity Retrieval \u0394: A strange malfunction causes the Artifact to open a gateway to another plane that summons a random entity.|priority=malfunction|weight=7|conductivity=7|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=M.B.C.|label_desc=Mirrored Bluespace Collapse: The Artifact produces an arguably maleviolent clone of target.|priority=malfunction|weight=7|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=E.E.E.|label_desc=Expansive Explosive Emmission: A strange malfunction that causes the Artifact to explode.|priority=malfunction|weight=7|conductivity=0|icons= [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=M.H.I.|label_desc=Mass Hallucinatory Injection: The Artifact causes the target to hallucinate.|priority=malfunction|weight=7|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=M.A.C.|label_desc=Mass Area Combustion: A strange malfunction that causes the Artifact to violently combust.|priority=malfunction|weight=7|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=I.O.E|label_desc=Immediate Organ Extraction: A strange malfunction causes the Artifact to extract the target&#039;s appendix.|priority=malfunction|weight=7|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=I.O.E (delta)|label_desc=Immediate Organ Extraction \u0394: A strange malfunction causes the Artifact to extract the target&#039;s tongue.|priority=malfunction|weight=7|conductivity=14|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=R.P.E.|label_desc=Rapid Particle Emmision: A strange malfunction that causes the Artifact to irradiate itself and its targets.|priority=malfunction|weight=7|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=B.A.D.|label_desc=Bluespace Axis Desync: A strange malfunction causes the Artifact to remove articles from the target.|priority=malfunction|weight=7|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=C.D.E.|label_desc=Cerebral Dysfunction Emergence: A strange malfunction causes the Artifact to cause traumas to emerge in the target.|priority=malfunction|weight=7|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=S.S.E.|label_desc=Spontaneous Stomach Evacuationc: A strange malfunction causes the Artifact to make the target vomit.|priority=malfunction|weight=7|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Aerodynamic|label_desc=Aerodynamic: The artifact&#039;s design seems to incorporate aerodynamicded elements. This will allow the artifact to be thrown further.|priority=minor|weight=-5|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Anchor|label_desc=Anchor: The artifact&#039;s design seems to incorporate anchoring elements. This will cause the artifact to anchor when triggered, it can also be unanchored with typical tools.|priority=minor|weight=10|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Aura|label_desc=Aura: The artifact&#039;s design seems to incorporate aura elements. This will cause the artifact to target things nearby.|priority=minor|weight=15|conductivity=5|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Bleeding|label_desc=Bleeding: The artifact&#039;s design seems to incorporate bleeding elements. This will cause the artifact to bleed when triggered.|priority=minor|weight=15|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Capacitive|label_desc=Capacitive: The artifact&#039;s design seems to incorporate a capacitive elements. This will cause the artifact to have more uses.|priority=minor|weight=15|conductivity=30|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Charged|label_desc=Charged: The artifact&#039;s design seems to incorporate looping elements. This will cause the artifact to produce more powerful effects.|priority=minor|weight=10|conductivity=15|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Cooling|label_desc=Cooling: The artifact&#039;s design seems to incorporate cooling elements. This will cause the artifact to cooldown faster.|priority=minor|weight=15|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Delicate|label_desc=Delicate: The artifact&#039;s design seems to delicate cooling elements. This will cause the artifact to potentially break.|priority=minor|weight=-5|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Dense|label_desc=Dense: The artifact&#039;s design seems to incorporate dense elements. This will cause the artifact to be much heavier than usual.|priority=minor|weight=30|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Haunted|label_desc=Haunted: The artifact&#039;s design seems to incorporate incorporeal elements. This will cause the artifact to move unexpectedly.|priority=minor|weight=5|conductivity=35|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Haunted (delta)|label_desc=Haunted \u0394: The artifact&#039;s design seems to incorporate incorporeal elements. This will cause the artifact to move unexpectedly, when not observed.|priority=minor|weight=5|conductivity=5|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Impulsing|label_desc=Impulsing: The artifact&#039;s design seems to incorporate impulsing elements. This will cause the artifact to have a impulsing away from its current position, when triggered.|priority=minor|weight=15|conductivity=10|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Magnetic|label_desc=Magnetic: The artifact&#039;s design seems to incorporate magnetic elements. This will cause the artifact to attract metalic objects when triggered.|priority=minor|weight=30|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Magnetic (delta)|label_desc=Magnetic \u0394: The artifact&#039;s design seems to incorporate magnetic elements. This will cause the artifact to repulse metalic objects when triggered.|priority=minor|weight=30|conductivity=10|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Ringed|label_desc=Ringed: The artifact&#039;s design seems to incorporate ringed elements. This will allow the artifact to be worn, and catch information from the wearer.|priority=minor|weight=5|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Ringed (delta)|label_desc=Ringed \u0394: The artifact&#039;s design seems to incorporate ringed elements. This will allow the artifact to be worn, and catch information from the wearer.|priority=minor|weight=5|conductivity=15|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Scoped|label_desc=Scoped: The artifact&#039;s design seems to incorporate scoped elements. This will cause the artifact to have a larger target range.|priority=minor|weight=10|conductivity=15|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Sentient|label_desc=Sentient: The artifact&#039;s design seems to incorporate sentient elements. This will cause the artifact to have a mind of its own.|priority=minor|weight=30|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Sharp|label_desc=Sharp: The artifact&#039;s design seems to incorporate sharp elements. This will cause the artifact to pbe sharper than usual.|priority=minor|weight=5|conductivity=0|icons= [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Shielded|label_desc=Shielded: The artifact&#039;s design seems to incorporate shielded elements. This will allow the artifact to be used like a shield.|priority=minor|weight=15|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Signaller|label_desc=Signaller: The artifact&#039;s design seems to incorporate signalling elements. This will cause the artifact to send a signal when activated.|priority=minor|weight=5|conductivity=15|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Slippery|label_desc=Slippery: The artifact&#039;s design seems to incorporate slippery elements. This will cause the artifact to be slippery.|priority=minor|weight=5|conductivity=5|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Sticky|label_desc=Sticky: The artifact&#039;s design seems to incorporate sticky elements. This will cause the artifact to briefly become sticky, when triggered.|priority=minor|weight=10|conductivity=15|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}&amp;quot;}&lt;/div&gt;</summary>
		<author><name>Racc-Off</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Template:Autowiki/ArtifactTraits&amp;diff=38850</id>
		<title>Template:Autowiki/ArtifactTraits</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Template:Autowiki/ArtifactTraits&amp;diff=38850"/>
		<updated>2025-05-21T09:45:59Z</updated>

		<summary type="html">&lt;p&gt;Racc-Off: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; | style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;({{{priority}}})&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! {{{label_name}}} {{{icons}}}&lt;br /&gt;
|-&lt;br /&gt;
|{{{label_desc}}}&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Weight&#039;&#039;&#039;: {{{weight}}}, &#039;&#039;&#039;Conductivity&#039;&#039;&#039;: {{{conductivity}}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
== Example ==&lt;br /&gt;
&lt;br /&gt;
{{Autowiki/ArtifactTraits|label_name=Sturdy|label_desc=sexo|priority=Activator|weight=0|conductivity=0|icons=[[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]|}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Racc-Off</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=User:Racc-Off/new_artifacts&amp;diff=38849</id>
		<title>User:Racc-Off/new artifacts</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=User:Racc-Off/new_artifacts&amp;diff=38849"/>
		<updated>2025-05-21T09:42:38Z</updated>

		<summary type="html">&lt;p&gt;Racc-Off: /* Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Xenoarchaeology workspace.png|frame|right|The Xenoarchaeology Lab. Artifacts tend to show up here.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WIP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Artifacts [[File:artifact_bananium.png]] [[File:artifact_uranium.png]] [[File:artifact_plasma.png]] [[File:artifact_bluespace.png]] ==&lt;br /&gt;
Artifacts are powerful and mysterious &#039;&#039;items&#039;&#039;, they are responsible for many phenomena including transforming people into corgis, or spontaneously creating missing persons cases.&lt;br /&gt;
&lt;br /&gt;
Science can research with these &#039;&#039;items&#039;&#039; to gain various rewards, including both research and discovery points.&lt;br /&gt;
&lt;br /&gt;
=== Anatomy ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Defining an artifact starts with its &#039;&#039;&#039;material&#039;&#039;&#039;. An artifact&#039;s material defines what &#039;rules&#039; it follows in terms of what kind of traits it can have, and how many traits it can have.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:50%; text-align:center; margin-left:20%&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|material Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Info&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:artifact_bluespace.png]] Bluespace &lt;br /&gt;
|Bluespace artifacts are generally considered the safest type, as most of their traits and synergies are benevolent.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Plasma}}[[File:artifact_plasma.png]]  Plasma&lt;br /&gt;
|Plasma artifacts are the easiest to weaponize, often containing dangerous traits that synergize together in an offensive manner.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Uranium}}[[File:artifact_uranium.png]] Uranium&lt;br /&gt;
|Uranium artifacts are even more dangerous than plasma artifacts, having access to most traits with no overarching patterns or pre-determined synergies. &amp;lt;span style=&#039;color:#f00&#039;&amp;gt;Uranium artifacts also &#039;&#039;start&#039;&#039; with a malfunction, and gain another later. (See below)&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bananium}}[[File:artifact_bananium.png]] Bananium&lt;br /&gt;
|Bananium artifacts are wild cards, they have no rules or restrictions regarding trait types.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The next aspect is an artifact&#039;s &#039;&#039;&#039;traits&#039;&#039;&#039;. Traits define an artifact&#039;s behaviour and characteristics, these traits fall into 1 of 4 categories, of which are-&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:50%; text-align:center; margin-left:20%&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Trait Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Info&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Activators}}Activators&lt;br /&gt;
|These define how an artifact &#039;activates&#039;. Every artifact will have &#039;&#039;&#039;1&#039;&#039;&#039; of these.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Minors}}Minors&lt;br /&gt;
|These can define an artifact&#039;s physical characteristics, special secondary actions, or artifact function behaviour. Every artifact will have &#039;&#039;&#039;3&#039;&#039;&#039; of these.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Majors}}Majors&lt;br /&gt;
|These define an artifact&#039;s action, what it [[Exploration Crew#&amp;amp;E#P ! A% L0$7|does]]. Every artifact will have &#039;&#039;&#039;1&#039;&#039;&#039; of these.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Malfunctions}}Malfunctions&lt;br /&gt;
|These define what&#039;s wrong with an artifact. Most artifacts will not start with these, instead gaining &#039;&#039;&#039;1&#039;&#039;&#039; through repeated use without stabilization.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Trait List (&#039;&#039;&#039;mouse over the sleuth entries for a brief explanation&#039;&#039;&#039;)&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{Autowiki/Content/ArtifactTraits}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Research ==&lt;br /&gt;
=== Tools ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&#039;&#039;&#039;Scale [[File:Scale.png]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Scale is used to measure an artifact&#039;s weight. Each artifact trait has a unique weight, all the artifact&#039;s traits&#039; weights are added together to determine the final artifact&#039;s weight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conductor [[File:Conductor.png]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Conductor is used to measure an artifact&#039;s conductance. Each artifact trait has a unique conductance, all the artifact&#039;s traits&#039; conductance are added together to determine the final artifact&#039;s conductance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stabilizer [[File:Calibrator.png]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Stabilizer is used to stabilize artifacts. When an artifact is inserted, the stabilizer can be activated to stabilize it. However, if the artifact is labeled incorrectly, or not at all, it will calcify / be destroyed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Listing Console [[File:Xenoartifact_console.png]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The listing console is used to purchase artifacts through cargo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Anti-Tactile Pinchers [[File:artifact_pincher.png]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The anti-tactile pinchers are used to safely handle artifacts. They can be toggled on and off.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Labeler [[File:Xenoartifact_labeler.png]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The labeler is used to, safely, label artifacts, what traits they have. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Science Goggles [[File:science_goggles.png]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The science goggles are used to help identify artifact traits.&lt;br /&gt;
&lt;br /&gt;
=== Acquiring ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Obviously you&#039;ll need an artifact first, before you can begin research. Artifacts can be bought through the Research and Development Listing Console [[File:Xenoartifact_console.png]]  with the science budget, which will deliver artifacts through cargo. Otherwise, artifacts can be &#039;found&#039;,  or even [[#The Work | made]].&lt;br /&gt;
Artifacts can be found on [[Lavaland | lavaland]], inside [[Maintenance| maintenance]], or during [[Exploration Crew| exploration missions.]]&lt;br /&gt;
&#039;&#039;Making&#039;&#039; artifacts is a little bit tricker, and will require some sleuthing from the player to figure out.&lt;br /&gt;
&lt;br /&gt;
=== Labelling ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Once you have an artifact, you&#039;ll need to label it[[File:Xenoartifact_labeler.png]], correctly, for it to have any value whatsoever. This is generally done by sleuthing out what traits the artifact has by examining, weighing, conducting, and generally testing it, which can be done with various items. If you don&#039;t want to accidentally activate the &amp;lt;s&amp;gt;bomb&amp;lt;/s&amp;gt; artifact while doing this, be sure to wear a pair of anti-tactile pinchers [[File:artifact_pincher.png]], these will make &#039;&#039;most&#039;&#039; interactions safe, &#039;&#039;&#039;but only if they are enabled&#039;&#039;&#039;. Otherwise, activating the artifact, although dangerous, can also help you sleuth out what traits it has.&lt;br /&gt;
&lt;br /&gt;
It&#039;s important to be wearing science goggles[[File:science_goggles.png]] during this process, as they will generally translate vague hints and effects into exact trait names.&lt;br /&gt;
&lt;br /&gt;
=== Processing ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Once the artifact is labeled, you have several options on how you&#039;d like to process it.&lt;br /&gt;
&lt;br /&gt;
==== Stabilizing ====&lt;br /&gt;
Stabilizing an artifact stops it from malfunctioning, and doubles any potential rewards gained from it. This is useful for artifacts you want to distribute across the station, without the risk of blowing a hole in the hull, or just maximizing profits before selling it. Successfully stabilizing an artifact will reward science with a small amount of discovery points.&lt;br /&gt;
&lt;br /&gt;
==== Exporting ====&lt;br /&gt;
Exporting, selling, an artifact through cargo will not only give cargo a monetary kick back for doing your dirty work, it also awards science with research and discovery points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scanning&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Scanning artifacts with the Discovery Scanner will also yield discovery points. However, traits can only be discovered once, and will not reward points if they have already been scanned. &lt;br /&gt;
&lt;br /&gt;
==== Tracking ====&lt;br /&gt;
Once an artifact is stabilized, instead of selling it you can opt to &#039;track&#039; it instead. Tracked artifacts will generate research and discovery points when activated, and, if enabled, will announce their location of science comms.&lt;br /&gt;
&lt;br /&gt;
== The Work ==&lt;br /&gt;
[[File:Thework.png|frame|right|Products of The Work.]]&lt;br /&gt;
The work is a process players &#039;&#039;can&#039;&#039; figure out for themselves in-game, and we encourage them to do so, but for those who can&#039;t quite figure it out-&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;How to perform the work&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The work refers to the process of making custom artifacts. This is a somewhat lengthy process that will require lots of mechanical knowledge, from either yourself or others.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Stabilization&#039;&#039;&#039;(Optional) - The first step requires you stabilize an artifact. To do this, you must label an artifact perfectly, excluding malfunctions, and run it through the stabilizer.&lt;br /&gt;
# &#039;&#039;&#039;Pearls&#039;&#039;&#039;(Optional) - After an artifact is stabilized, traits will &#039;open&#039; when the artifact is aligned on certain coordinate grid marks, the unique grid position for each trait is determined by its weight and conductivity. A trait with 3 weight and 3 conductivity will &#039;open&#039; when the artifact&#039;s XY coordinates are both perfectly divisible by 3. When &#039;open&#039; traits can be removed, in the form of pearls, by using a screwdriver on the artifact. These pearls are then attached to the item you want to turn into an artifact later.&lt;br /&gt;
# &#039;&#039;&#039;Tritium&#039;&#039;&#039; - Items you want to turn into artifacts must be on a tile that has a visible amount of tritium in it.&lt;br /&gt;
# &#039;&#039;&#039;Fusion&#039;&#039;&#039; - To turn items submerged in tritium into artifacts, a nuclear particle must pass over / hit it, and then roll a 1/3 chance. The easiest way to make nuclear particles is fusion.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
&lt;br /&gt;
=== Defense ===&lt;br /&gt;
Knowing how to defend yourself against particularly dangerous artifacts is a key step to keeping yourself outside medbay. In terms of avoiding the effects of artifacts, certain techniques and clothing will keep an artifact from being able to target you. &lt;br /&gt;
&lt;br /&gt;
* The tile directly under arua, timed, flammable, etc. artifacts isn&#039;t actually targeted, and is the safest place to be in most cases. &lt;br /&gt;
&lt;br /&gt;
* Clothing and armor like syndicate hardsuits and wizard robes have a chance to deflect artifact targeting. Here&#039;s a &#039;&#039;definitely&#039;&#039; accurate list of which clothings block artifacts, and their chance to do so.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:50%; text-align:center; margin-left:20%&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Clothing&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Block Chance&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Blood-Red Hardsuit&lt;br /&gt;
|100%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Gem-Encrusted Harsuit&lt;br /&gt;
|100%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Prototype Hardsuit&lt;br /&gt;
|100%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Bio Suit&lt;br /&gt;
|75%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Radiation Suit&lt;br /&gt;
|100%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Wizard Robe&lt;br /&gt;
|100%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Fake Wizard Robe&lt;br /&gt;
|75%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Racc-Off</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Template:Autowiki/Content/ArtifactTraits&amp;diff=38848</id>
		<title>Template:Autowiki/Content/ArtifactTraits</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Template:Autowiki/Content/ArtifactTraits&amp;diff=38848"/>
		<updated>2025-05-21T09:40:37Z</updated>

		<summary type="html">&lt;p&gt;Racc-Off: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&amp;lt;b&amp;gt;This page is automated by Autowiki. Do NOT edit it manually.&amp;lt;/b&amp;gt;&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{&amp;quot;title&amp;quot;:&amp;quot;Template:Autowiki/Content/ArtifactTraits&amp;quot;,&amp;quot;text&amp;quot;:&amp;quot;{{Autowiki/ArtifactTraits|label_name=|label_desc=|priority=activator|weight=8|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Edible|label_desc=Edible: The artifact seems to be made of an edible material. This material seems to be triggered by being consumed.|priority=activator|weight=16|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Edible \u0394|label_desc=Edible \u0394: The artifact seems to be made of an edible material. This material seems to be triggered by being consumed.|priority=activator|weight=16|conductivity=8|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Observational|label_desc=Observational: The artifact seems to be made of a light-sensitive material. This material seems to be triggered by observational interaction.|priority=activator|weight=16|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Flammable|label_desc=Flammable: The artifact seems to be made of a flammable material. This material seems to be triggered by heat interaction.|priority=activator|weight=8|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=|label_desc=|priority=activator|weight=8|conductivity=0|icons=}}{{Autowiki/ArtifactTraits|label_name=Cell|label_desc=Cell: The artifact seems to be made of a capacitive material. This material seems to be triggered by eletric currents, such as cells.|priority=activator|weight=8|conductivity=32|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Greedy|label_desc=Greedy: The artifact seems to be made of a collective material. This material seems to be triggered by inserting coins.|priority=activator|weight=32|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Greedy \u0394|label_desc=Greedy \u0394: The artifact seems to be made of a collective material. This material seems to be triggered by inserting credit holochips.|priority=activator|weight=32|conductivity=8|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Pitched|label_desc=Pitched: The artifact seems to be made of an aerodynamic material. This material seems to be triggered by motion, such as being thrown.|priority=activator|weight=-8|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Signal|label_desc=Signal: The artifact seems to be made of a radio sensitive material. This material seems to be triggered by radio pulses.|priority=activator|weight=8|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Sturdy|label_desc=Sturdy: The artifact seems to be made of a sturdy material. This material seems to be triggered by physical interaction.|priority=activator|weight=16|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Hungry|label_desc=Hungry: The artifact seems to be made of a semi-living, hungry, material. This material seems to be triggered by feeding interactions.|priority=activator|weight=32|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Hungry \u0394|label_desc=Hungry \u0394: The artifact seems to be made of a semi-living, hungry, material. This material seems to be triggered by feeding interactions.|priority=activator|weight=32|conductivity=8|icons= [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Timed|label_desc=Timed: The artifact seems to be made of a harmonizing material. This material seems to activate on a timer, which can be enabled or disabled.|priority=activator|weight=32|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Weighted|label_desc=Weighted: The artifact seems to be made of a weighted material. This material seems to be triggered by motion, such as being picked up.|priority=activator|weight=32|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Weighted|label_desc=Weighted: The artifact seems to be made of a weighted material. This material seems to be triggered by motion, such as being picked up.|priority=activator|weight=32|conductivity=0|icons=}}{{Autowiki/ArtifactTraits|label_name=|label_desc=|priority=major|weight=3|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Bestialized|label_desc=Bestialized: The artifact contains transforming components. Triggering these components transforms the target into an animal.|priority=major|weight=15|conductivity=12|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Bestialized \u03a3|label_desc=Bestialized: The artifact contains transforming components. Triggering these components transforms the target into an animal.|priority=major|weight=15|conductivity=3|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Bestialized \u0394|label_desc=Bestialized: The artifact contains transforming components. Triggering these components transforms the target into an animal.|priority=major|weight=15|conductivity=6|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Hypodermic|label_desc=Hypodermic: The artifact seems to contain chemical components. Triggering these components will inject the target with a chemical.|priority=major|weight=30|conductivity=0|icons= [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Hypodermic \u0394|label_desc=Hypodermic \u0394: The artifact seems to contain chemical components. Triggering these components will inject the target with a chemical.|priority=major|weight=30|conductivity=3|icons= [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Marking|label_desc=Marking: The artifact seems to contain colorizing components. Triggering these components will color the target.|priority=major|weight=3|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Marking \u0394|label_desc=Marking \u0394: The artifact seems to contain colorizing components. Triggering these components will color the target.|priority=major|weight=3|conductivity=3|icons= [[File:artifact_bluespace.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Combusting|label_desc=Combusting: The artifact seems to contain combusting components. Triggering these components will ignite the target.|priority=major|weight=12|conductivity=24|icons= [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Displaced|label_desc=Displaced: The artifact seems to contain displacing components. Triggering these components will displace the target.|priority=major|weight=15|conductivity=15|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Enthusing|label_desc=Enthusing: The artifact seems to contain emoting components. Triggering these components will cause the target to emote.|priority=major|weight=3|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=EMP|label_desc=EMP: The artifact seems to contain electromagnetic pulsing components. Triggering these components will create an EMP.|priority=major|weight=9|conductivity=36|icons= [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Exchanging|label_desc=Exchanging: The artifact seems to contain exchanging components. Triggering these components will exchange the damage of the last two targets.|priority=major|weight=12|conductivity=9|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Exchanging \u0394|label_desc=Exchanging \u0394: The artifact seems to contain exchanging components. Triggering these components will exchange the damage of the last two targets.|priority=major|weight=12|conductivity=3|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Flashing|label_desc=Flashing: The artifact seems to contain flashing components. Triggering these components will create a blinding flash.|priority=major|weight=18|conductivity=18|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Forcing|label_desc=Forcing: The artifact seems to contain impulsing components. Triggering these components will impulse, push or pull, the target.|priority=major|weight=21|conductivity=27|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Forcing \u0394|label_desc=Forcing: The artifact seems to contain impulsing components. Triggering these components will impulse, push or pull, the target.|priority=major|weight=21|conductivity=3|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Obstructing|label_desc=Obstructing: The artifact seems to contain obstructing components. Triggering these components will cause the artifact to build walls around itself.|priority=major|weight=33|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Freezing|label_desc=Freezing: The artifact seems to contain freezing components. Triggering these components will freeze the target.|priority=major|weight=24|conductivity=12|icons= [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Porous|label_desc=Porous: The artifact seems to contain porous components. Triggering these components will cause the artifact to exchange one gas with another.|priority=major|weight=15|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Flourishing|label_desc=Flourishing: The artifact seems to contain flourishing components. Triggering these components will age up plant targets.|priority=major|weight=6|conductivity=6|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Flourishing \u0394|label_desc=Flourishing \u0394: The artifact seems to contain flourishing components. Triggering these components will age down plant targets.|priority=major|weight=6|conductivity=3|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Hollow|label_desc=Hollow: The artifact seems to contain hollow components. Triggering these components will capture the target.|priority=major|weight=-15|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Illuminating|label_desc=Illuminating: The artifact seems to contain illuminating components. Triggering these components will cause the artifact to illuminate.|priority=major|weight=18|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Illuminating \u0394|label_desc=Illuminating \u0394: The artifact seems to contain de-illuminating components. Triggering these components will cause the artifact to de-illuminate.|priority=major|weight=18|conductivity=3|icons= [[File:artifact_bluespace.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Echoing|label_desc=Echoing: The artifact seems to contain echoing components. Triggering these components will cause the artifact to make a noise.|priority=major|weight=3|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Barreled|label_desc=Barreled: The artifact seems to contain projectile components. Triggering these components will produce a &#039;safe&#039; projectile.|priority=major|weight=21|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Barreled \u0394|label_desc=Barreled \u0394: The artifact seems to contain projectile components. Triggering these components will produce an unsafe projectile.|priority=major|weight=21|conductivity=3|icons= [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Destabilizing|label_desc=Destabilizing: The artifact seems to contain destabilizing components. Triggering these components will cause the artifact transport the target to another realm.|priority=major|weight=36|conductivity=36|icons= [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Electrified|label_desc=Electrified: The artifact seems to contain electrifying components. Triggering these components will shock the target.|priority=major|weight=3|conductivity=27|icons= [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Dissipating|label_desc=Dissipating: The artifact seems to contain dissipating components. Triggering these components will cause the artifact to create a cloud of smoke.|priority=major|weight=6|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Dissipating \u0394|label_desc=Dissipating \u0394: The artifact seems to contain dissipating components. Triggering these components will cause the artifact to create a cloud of smoke containing a random chemical.|priority=major|weight=6|conductivity=12|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Dissipating \u03a9|label_desc=Dissipating \u03a9: The artifact seems to contain dissipating components. Triggering these components will cause the artifact to create a body of foam containing a random chemical.|priority=major|weight=6|conductivity=21|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Dissipating \u03a3|label_desc=Dissipating: The artifact seems to contain dissipating components. Triggering these components will cause the artifact to create a body of foam.|priority=major|weight=6|conductivity=3|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Temporal|label_desc=Temporal: The artifact seems to contain temporal components. Triggering these components will create a temporal rift.|priority=major|weight=24|conductivity=0|icons= [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=|label_desc=|priority=malfunction|weight=7|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=P.E.R.|label_desc=Parallel Entity Retrieval: A strange malfunction causes the Artifact to open a gateway to another plane that summons a random entity.|priority=malfunction|weight=7|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=P.E.R. \u0394|label_desc=Parallel Entity Retrieval \u0394: A strange malfunction causes the Artifact to open a gateway to another plane that summons a random entity.|priority=malfunction|weight=7|conductivity=7|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=M.B.C.|label_desc=Mirrored Bluespace Collapse: The Artifact produces an arguably maleviolent clone of target.|priority=malfunction|weight=7|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=E.E.E.|label_desc=Expansive Explosive Emmission: A strange malfunction that causes the Artifact to explode.|priority=malfunction|weight=7|conductivity=0|icons= [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=M.H.I.|label_desc=Mass Hallucinatory Injection: The Artifact causes the target to hallucinate.|priority=malfunction|weight=7|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=M.A.C.|label_desc=Mass Area Combustion: A strange malfunction that causes the Artifact to violently combust.|priority=malfunction|weight=7|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=I.O.E|label_desc=Immediate Organ Extraction: A strange malfunction causes the Artifact to extract the target&#039;s appendix.|priority=malfunction|weight=7|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=I.O.E \u0394|label_desc=Immediate Organ Extraction \u0394: A strange malfunction causes the Artifact to extract the target&#039;s tongue.|priority=malfunction|weight=7|conductivity=14|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=R.P.E.|label_desc=Rapid Particle Emmision: A strange malfunction that causes the Artifact to irradiate itself and its targets.|priority=malfunction|weight=7|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=B.A.D.|label_desc=Bluespace Axis Desync: A strange malfunction causes the Artifact to remove articles from the target.|priority=malfunction|weight=7|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=C.D.E.|label_desc=Cerebral Dysfunction Emergence: A strange malfunction causes the Artifact to cause traumas to emerge in the target.|priority=malfunction|weight=7|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=S.S.E.|label_desc=Spontaneous Stomach Evacuationc: A strange malfunction causes the Artifact to make the target vomit.|priority=malfunction|weight=7|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=|label_desc=|priority=minor|weight=5|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Aerodynamic|label_desc=Aerodynamic: The artifact&#039;s design seems to incorporate aerodynamicded elements. This will allow the artifact to be thrown further.|priority=minor|weight=-5|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Anchor|label_desc=Anchor: The artifact&#039;s design seems to incorporate anchoring elements. This will cause the artifact to anchor when triggered, it can also be unanchored with typical tools.|priority=minor|weight=10|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Aura|label_desc=Aura: The artifact&#039;s design seems to incorporate aura elements. This will cause the artifact to target things nearby.|priority=minor|weight=15|conductivity=5|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Bleeding|label_desc=Bleeding: The artifact&#039;s design seems to incorporate bleeding elements. This will cause the artifact to bleed when triggered.|priority=minor|weight=15|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Bleeding \u0394|label_desc=Bleeding \u0394: The artifact&#039;s design seems to incorporate bleeding elements. This will cause the artifact to bleed when triggered.|priority=minor|weight=15|conductivity=15|icons=}}{{Autowiki/ArtifactTraits|label_name=Capacitive|label_desc=Capacitive: The artifact&#039;s design seems to incorporate a capacitive elements. This will cause the artifact to have more uses.|priority=minor|weight=15|conductivity=30|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Charged|label_desc=Charged: The artifact&#039;s design seems to incorporate looping elements. This will cause the artifact to produce more powerful effects.|priority=minor|weight=10|conductivity=15|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Cooling|label_desc=Cooling: The artifact&#039;s design seems to incorporate cooling elements. This will cause the artifact to cooldown faster.|priority=minor|weight=15|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Delicate|label_desc=Delicate: The artifact&#039;s design seems to delicate cooling elements. This will cause the artifact to potentially break.|priority=minor|weight=-5|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Dense|label_desc=Dense: The artifact&#039;s design seems to incorporate dense elements. This will cause the artifact to be much heavier than usual.|priority=minor|weight=30|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Haunted|label_desc=Haunted: The artifact&#039;s design seems to incorporate incorporeal elements. This will cause the artifact to move unexpectedly.|priority=minor|weight=5|conductivity=35|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Haunted \u0394|label_desc=Haunted \u0394: The artifact&#039;s design seems to incorporate incorporeal elements. This will cause the artifact to move unexpectedly, when not observed.|priority=minor|weight=5|conductivity=5|icons= [[File:artifact_bluespace.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Impulsing|label_desc=Impulsing: The artifact&#039;s design seems to incorporate impulsing elements. This will cause the artifact to have a impulsing away from its current position, when triggered.|priority=minor|weight=15|conductivity=10|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Magnetic|label_desc=Magnetic: The artifact&#039;s design seems to incorporate magnetic elements. This will cause the artifact to attract metalic objects when triggered.|priority=minor|weight=30|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Magnetic \u0394|label_desc=Magnetic \u0394: The artifact&#039;s design seems to incorporate magnetic elements. This will cause the artifact to repulse metalic objects when triggered.|priority=minor|weight=30|conductivity=10|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Ringed|label_desc=Ringed: The artifact&#039;s design seems to incorporate ringed elements. This will allow the artifact to be worn, and catch information from the wearer.|priority=minor|weight=5|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Ringed \u0394|label_desc=Ringed \u0394: The artifact&#039;s design seems to incorporate ringed elements. This will allow the artifact to be worn, and catch information from the wearer.|priority=minor|weight=5|conductivity=15|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Scoped|label_desc=Scoped: The artifact&#039;s design seems to incorporate scoped elements. This will cause the artifact to have a larger target range.|priority=minor|weight=10|conductivity=15|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Sentient|label_desc=Sentient: The artifact&#039;s design seems to incorporate sentient elements. This will cause the artifact to have a mind of its own.|priority=minor|weight=30|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Sharp|label_desc=Sharp: The artifact&#039;s design seems to incorporate sharp elements. This will cause the artifact to pbe sharper than usual.|priority=minor|weight=5|conductivity=0|icons= [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Shielded|label_desc=Shielded: The artifact&#039;s design seems to incorporate shielded elements. This will allow the artifact to be used like a shield.|priority=minor|weight=15|conductivity=0|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Signaller|label_desc=Signaller: The artifact&#039;s design seems to incorporate signalling elements. This will cause the artifact to send a signal when activated.|priority=minor|weight=5|conductivity=15|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Slippery|label_desc=Slippery: The artifact&#039;s design seems to incorporate slippery elements. This will cause the artifact to be slippery.|priority=minor|weight=5|conductivity=5|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=Sticky|label_desc=Sticky: The artifact&#039;s design seems to incorporate sticky elements. This will cause the artifact to briefly become sticky, when triggered.|priority=minor|weight=10|conductivity=15|icons= [[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]}}{{Autowiki/ArtifactTraits|label_name=|label_desc=|priority=activator|weight=0|conductivity=0|icons=}}{{Autowiki/ArtifactTraits|label_name=|label_desc=|priority=activator|weight=0|conductivity=0|icons=}}&amp;quot;}&lt;/div&gt;</summary>
		<author><name>Racc-Off</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Template:Autowiki/ArtifactTraits&amp;diff=38847</id>
		<title>Template:Autowiki/ArtifactTraits</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Template:Autowiki/ArtifactTraits&amp;diff=38847"/>
		<updated>2025-05-21T09:37:47Z</updated>

		<summary type="html">&lt;p&gt;Racc-Off: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;li&amp;gt;&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; | style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
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|&#039;&#039;&#039;Weight&#039;&#039;&#039;: {{{weight}}}, &#039;&#039;&#039;Conductivity&#039;&#039;&#039;: {{{conductivity}}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
== Example ==&lt;br /&gt;
&lt;br /&gt;
{{Autowiki/ArtifactTraits|label_name=Sturdy|label_desc=sexo|priority=Activator|weight=0|conductivity=0|icons=[[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]|}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Racc-Off</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Template:Autowiki/ArtifactTraits&amp;diff=38846</id>
		<title>Template:Autowiki/ArtifactTraits</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Template:Autowiki/ArtifactTraits&amp;diff=38846"/>
		<updated>2025-05-21T09:27:09Z</updated>

		<summary type="html">&lt;p&gt;Racc-Off: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;li&amp;gt;&lt;br /&gt;
{{{label_name}}} {{{label_desc}}} {{{priority}}} {{{weight}}} {{{conductivity}}}&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; | style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! {{{label_name}}} ({{{priority}}}) {{{icons}}}&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
|&#039;&#039;&#039;Weight&#039;&#039;&#039;: {{{weight}}}, &#039;&#039;&#039;Conductivity&#039;&#039;&#039;: {{{conductivity}}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
== Example ==&lt;br /&gt;
&lt;br /&gt;
{{Autowiki/ArtifactTraits|label_name=Sturdy|label_desc=&amp;quot;sexo&amp;quot;|priority=&amp;quot;Activator&amp;quot;|weight=0|conductivity=0|icons=[[File:artifact_bluespace.png]] [[File:artifact_plasma.png]] [[File:artifact_uranium.png]] [[File:artifact_bananium.png]]|}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Racc-Off</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Template:Autowiki/ArtifactTraits&amp;diff=38845</id>
		<title>Template:Autowiki/ArtifactTraits</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Template:Autowiki/ArtifactTraits&amp;diff=38845"/>
		<updated>2025-05-21T09:07:57Z</updated>

		<summary type="html">&lt;p&gt;Racc-Off: &lt;/p&gt;
&lt;hr /&gt;
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{{{label_name}}} {{{label_desc}}} {{{priority}}} {{{weight}}} {{{conductivity}}}&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; | style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
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|&#039;&#039;&#039;Weight&#039;&#039;&#039;: {{{weight}}}, &#039;&#039;&#039;Conductivity&#039;&#039;&#039;: {{{conductivity}}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
== Example ==&lt;br /&gt;
&lt;br /&gt;
{{Autowiki/ArtifactTraits|label_name=Sturdy|label_desc=&amp;quot;sexo&amp;quot;|priority=&amp;quot;Activator&amp;quot;|weight=0|conductivity=0}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Racc-Off</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Template:Autowiki/ArtifactTraits&amp;diff=38844</id>
		<title>Template:Autowiki/ArtifactTraits</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Template:Autowiki/ArtifactTraits&amp;diff=38844"/>
		<updated>2025-05-21T09:01:13Z</updated>

		<summary type="html">&lt;p&gt;Racc-Off: &lt;/p&gt;
&lt;hr /&gt;
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&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
== Example ==&lt;br /&gt;
&lt;br /&gt;
{{Autowiki/ArtifactTraits|label_name=Sturdy|label_desc=&amp;quot;sexo&amp;quot;|priority=&amp;quot;Activator&amp;quot;|weight=0|conductivity=0}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Racc-Off</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Template:Autowiki/ArtifactTraits&amp;diff=38843</id>
		<title>Template:Autowiki/ArtifactTraits</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Template:Autowiki/ArtifactTraits&amp;diff=38843"/>
		<updated>2025-05-21T09:00:48Z</updated>

		<summary type="html">&lt;p&gt;Racc-Off: Created page with &amp;quot;&amp;lt;li&amp;gt; {{{label_name}}}x {{{label_desc}}}x {{{priority}}}x {{{weight}}}x {{{conductivity}}} &amp;lt;/li&amp;gt;  &amp;lt;noinclude&amp;gt; == Example ==  {{Autowiki/ArtifactTrait|label_name=Sturdy|label_desc=&amp;quot;sexo&amp;quot;|priority=&amp;quot;Activator&amp;quot;|weight=0|conductivity=0}} &amp;lt;/noinclude&amp;gt;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;li&amp;gt;&lt;br /&gt;
{{{label_name}}}x [[{{{label_desc}}}]]x [[{{{priority}}}]]x [[{{{weight}}}]]x [[{{{conductivity}}}]]&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
== Example ==&lt;br /&gt;
&lt;br /&gt;
{{Autowiki/ArtifactTrait|label_name=Sturdy|label_desc=&amp;quot;sexo&amp;quot;|priority=&amp;quot;Activator&amp;quot;|weight=0|conductivity=0}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Racc-Off</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=User:Racc-Off&amp;diff=38842</id>
		<title>User:Racc-Off</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=User:Racc-Off&amp;diff=38842"/>
		<updated>2025-05-21T06:54:21Z</updated>

		<summary type="html">&lt;p&gt;Racc-Off: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h2&amp;gt;I&#039;m responsible for-&amp;lt;/h2&amp;gt;&lt;br /&gt;
* https://wiki.beestation13.com/view/User:Racc-Off/Psyphoza&lt;br /&gt;
* https://wiki.beestation13.com/w/index.php?title=Guide_to_Artifacts&lt;br /&gt;
* [[Template:Autowiki/Content/ArtifactTraits]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;WIP&amp;lt;/h2&amp;gt;&lt;br /&gt;
* https://wiki.beestation13.com/view/User:Racc-Off/new_artifacts&lt;/div&gt;</summary>
		<author><name>Racc-Off</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Template:Autowiki/Content/ArtifactTraits&amp;diff=38832</id>
		<title>Template:Autowiki/Content/ArtifactTraits</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Template:Autowiki/Content/ArtifactTraits&amp;diff=38832"/>
		<updated>2025-05-16T22:15:21Z</updated>

		<summary type="html">&lt;p&gt;Racc-Off: Created page with &amp;quot;&amp;lt;noinclude&amp;gt;&amp;lt;b&amp;gt;This page is automated by Autowiki. Do NOT edit it manually.&amp;lt;/b&amp;gt;&amp;lt;/noinclude&amp;gt;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&amp;lt;b&amp;gt;This page is automated by Autowiki. Do NOT edit it manually.&amp;lt;/b&amp;gt;&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Racc-Off</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=User:Racc-Off/new_artifacts&amp;diff=38810</id>
		<title>User:Racc-Off/new artifacts</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=User:Racc-Off/new_artifacts&amp;diff=38810"/>
		<updated>2025-05-11T05:33:39Z</updated>

		<summary type="html">&lt;p&gt;Racc-Off: /* Research */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Xenoarchaeology workspace.png|frame|right|The Xenoarchaeology Lab. Artifacts tend to show up here.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WIP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Artifacts [[File:artifact_bananium.png]] [[File:artifact_uranium.png]] [[File:artifact_plasma.png]] [[File:artifact_bluespace.png]] ==&lt;br /&gt;
Artifacts are powerful and mysterious &#039;&#039;items&#039;&#039;, they are responsible for many phenomena including transforming people into corgis, or spontaneously creating missing persons cases.&lt;br /&gt;
&lt;br /&gt;
Science can research with these &#039;&#039;items&#039;&#039; to gain various rewards, including both research and discovery points.&lt;br /&gt;
&lt;br /&gt;
=== Anatomy ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Defining an artifact starts with its &#039;&#039;&#039;material&#039;&#039;&#039;. An artifact&#039;s material defines what &#039;rules&#039; it follows in terms of what kind of traits it can have, and how many traits it can have.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:50%; text-align:center; margin-left:20%&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|material Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Info&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:artifact_bluespace.png]] Bluespace &lt;br /&gt;
|Bluespace artifacts are generally considered the safest type, as most of their traits and synergies are benevolent.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Plasma}}[[File:artifact_plasma.png]]  Plasma&lt;br /&gt;
|Plasma artifacts are the easiest to weaponize, often containing dangerous traits that synergize together in an offensive manner.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Uranium}}[[File:artifact_uranium.png]] Uranium&lt;br /&gt;
|Uranium artifacts are even more dangerous than plasma artifacts, having access to most traits with no overarching patterns or pre-determined synergies. &amp;lt;span style=&#039;color:#f00&#039;&amp;gt;Uranium artifacts also &#039;&#039;start&#039;&#039; with a malfunction, and gain another later. (See below)&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bananium}}[[File:artifact_bananium.png]] Bananium&lt;br /&gt;
|Bananium artifacts are wild cards, they have no rules or restrictions regarding trait types.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The next aspect is an artifact&#039;s &#039;&#039;&#039;traits&#039;&#039;&#039;. Traits define an artifact&#039;s behaviour and characteristics, these traits fall into 1 of 4 categories, of which are-&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:50%; text-align:center; margin-left:20%&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Trait Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Info&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Activators}}Activators&lt;br /&gt;
|These define how an artifact &#039;activates&#039;. Every artifact will have &#039;&#039;&#039;1&#039;&#039;&#039; of these.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Minors}}Minors&lt;br /&gt;
|These can define an artifact&#039;s physical characteristics, special secondary actions, or artifact function behaviour. Every artifact will have &#039;&#039;&#039;3&#039;&#039;&#039; of these.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Majors}}Majors&lt;br /&gt;
|These define an artifact&#039;s action, what it [[Exploration Crew#&amp;amp;E#P ! A% L0$7|does]]. Every artifact will have &#039;&#039;&#039;1&#039;&#039;&#039; of these.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Malfunctions}}Malfunctions&lt;br /&gt;
|These define what&#039;s wrong with an artifact. Most artifacts will not start with these, instead gaining &#039;&#039;&#039;1&#039;&#039;&#039; through repeated use without stabilization.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Trait List (&#039;&#039;&#039;mouse over the sleuth entries for a brief explanation&#039;&#039;&#039;)&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:65%; text-align:center&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Sleuthing&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Materials&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|         &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|         &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|         &lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Ambrosia deus}}Sturdy&lt;br /&gt;
|Activator&lt;br /&gt;
|This activator responds to, almost, any tactile input. This trait is especially useful for weapons.&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Wearing Science Goggles and examining the artifact will reveal a special description that includes the name of this trait.&amp;quot;&amp;gt;[[File:Science_goggles.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[File:Material australium.png]]  &lt;br /&gt;
|[[File:Material uranium.png]]  &lt;br /&gt;
|[[File:Material plasma.png]]  &lt;br /&gt;
|[[File:material bluespace.png]] &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Research ==&lt;br /&gt;
=== Tools ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&#039;&#039;&#039;Scale [[File:Scale.png]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Scale is used to measure an artifact&#039;s weight. Each artifact trait has a unique weight, all the artifact&#039;s traits&#039; weights are added together to determine the final artifact&#039;s weight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conductor [[File:Conductor.png]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Conductor is used to measure an artifact&#039;s conductance. Each artifact trait has a unique conductance, all the artifact&#039;s traits&#039; conductance are added together to determine the final artifact&#039;s conductance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stabilizer [[File:Calibrator.png]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Stabilizer is used to stabilize artifacts. When an artifact is inserted, the stabilizer can be activated to stabilize it. However, if the artifact is labeled incorrectly, or not at all, it will calcify / be destroyed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Listing Console [[File:Xenoartifact_console.png]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The listing console is used to purchase artifacts through cargo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Anti-Tactile Pinchers [[File:artifact_pincher.png]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The anti-tactile pinchers are used to safely handle artifacts. They can be toggled on and off.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Labeler [[File:Xenoartifact_labeler.png]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The labeler is used to, safely, label artifacts, what traits they have. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Science Goggles [[File:science_goggles.png]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The science goggles are used to help identify artifact traits.&lt;br /&gt;
&lt;br /&gt;
=== Acquiring ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Obviously you&#039;ll need an artifact first, before you can begin research. Artifacts can be bought through the Research and Development Listing Console [[File:Xenoartifact_console.png]]  with the science budget, which will deliver artifacts through cargo. Otherwise, artifacts can be &#039;found&#039;,  or even [[#The Work | made]].&lt;br /&gt;
Artifacts can be found on [[Lavaland | lavaland]], inside [[Maintenance| maintenance]], or during [[Exploration Crew| exploration missions.]]&lt;br /&gt;
&#039;&#039;Making&#039;&#039; artifacts is a little bit tricker, and will require some sleuthing from the player to figure out.&lt;br /&gt;
&lt;br /&gt;
=== Labelling ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Once you have an artifact, you&#039;ll need to label it[[File:Xenoartifact_labeler.png]], correctly, for it to have any value whatsoever. This is generally done by sleuthing out what traits the artifact has by examining, weighing, conducting, and generally testing it, which can be done with various items. If you don&#039;t want to accidentally activate the &amp;lt;s&amp;gt;bomb&amp;lt;/s&amp;gt; artifact while doing this, be sure to wear a pair of anti-tactile pinchers [[File:artifact_pincher.png]], these will make &#039;&#039;most&#039;&#039; interactions safe, &#039;&#039;&#039;but only if they are enabled&#039;&#039;&#039;. Otherwise, activating the artifact, although dangerous, can also help you sleuth out what traits it has.&lt;br /&gt;
&lt;br /&gt;
It&#039;s important to be wearing science goggles[[File:science_goggles.png]] during this process, as they will generally translate vague hints and effects into exact trait names.&lt;br /&gt;
&lt;br /&gt;
=== Processing ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Once the artifact is labeled, you have several options on how you&#039;d like to process it.&lt;br /&gt;
&lt;br /&gt;
==== Stabilizing ====&lt;br /&gt;
Stabilizing an artifact stops it from malfunctioning, and doubles any potential rewards gained from it. This is useful for artifacts you want to distribute across the station, without the risk of blowing a hole in the hull, or just maximizing profits before selling it. Successfully stabilizing an artifact will reward science with a small amount of discovery points.&lt;br /&gt;
&lt;br /&gt;
==== Exporting ====&lt;br /&gt;
Exporting, selling, an artifact through cargo will not only give cargo a monetary kick back for doing your dirty work, it also awards science with research and discovery points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scanning&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Scanning artifacts with the Discovery Scanner will also yield discovery points. However, traits can only be discovered once, and will not reward points if they have already been scanned. &lt;br /&gt;
&lt;br /&gt;
==== Tracking ====&lt;br /&gt;
Once an artifact is stabilized, instead of selling it you can opt to &#039;track&#039; it instead. Tracked artifacts will generate research and discovery points when activated, and, if enabled, will announce their location of science comms.&lt;br /&gt;
&lt;br /&gt;
== The Work ==&lt;br /&gt;
[[File:Thework.png|frame|right|Products of The Work.]]&lt;br /&gt;
The work is a process players &#039;&#039;can&#039;&#039; figure out for themselves in-game, and we encourage them to do so, but for those who can&#039;t quite figure it out-&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;How to perform the work&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The work refers to the process of making custom artifacts. This is a somewhat lengthy process that will require lots of mechanical knowledge, from either yourself or others.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Stabilization&#039;&#039;&#039;(Optional) - The first step requires you stabilize an artifact. To do this, you must label an artifact perfectly, excluding malfunctions, and run it through the stabilizer.&lt;br /&gt;
# &#039;&#039;&#039;Pearls&#039;&#039;&#039;(Optional) - After an artifact is stabilized, traits will &#039;open&#039; when the artifact is aligned on certain coordinate grid marks, the unique grid position for each trait is determined by its weight and conductivity. A trait with 3 weight and 3 conductivity will &#039;open&#039; when the artifact&#039;s XY coordinates are both perfectly divisible by 3. When &#039;open&#039; traits can be removed, in the form of pearls, by using a screwdriver on the artifact. These pearls are then attached to the item you want to turn into an artifact later.&lt;br /&gt;
# &#039;&#039;&#039;Tritium&#039;&#039;&#039; - Items you want to turn into artifacts must be on a tile that has a visible amount of tritium in it.&lt;br /&gt;
# &#039;&#039;&#039;Fusion&#039;&#039;&#039; - To turn items submerged in tritium into artifacts, a nuclear particle must pass over / hit it, and then roll a 1/3 chance. The easiest way to make nuclear particles is fusion.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
&lt;br /&gt;
=== Defense ===&lt;br /&gt;
Knowing how to defend yourself against particularly dangerous artifacts is a key step to keeping yourself outside medbay. In terms of avoiding the effects of artifacts, certain techniques and clothing will keep an artifact from being able to target you. &lt;br /&gt;
&lt;br /&gt;
* The tile directly under arua, timed, flammable, etc. artifacts isn&#039;t actually targeted, and is the safest place to be in most cases. &lt;br /&gt;
&lt;br /&gt;
* Clothing and armor like syndicate hardsuits and wizard robes have a chance to deflect artifact targeting. Here&#039;s a &#039;&#039;definitely&#039;&#039; accurate list of which clothings block artifacts, and their chance to do so.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:50%; text-align:center; margin-left:20%&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Clothing&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Block Chance&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Blood-Red Hardsuit&lt;br /&gt;
|100%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Gem-Encrusted Harsuit&lt;br /&gt;
|100%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Prototype Hardsuit&lt;br /&gt;
|100%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Bio Suit&lt;br /&gt;
|75%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Radiation Suit&lt;br /&gt;
|100%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Wizard Robe&lt;br /&gt;
|100%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Fake Wizard Robe&lt;br /&gt;
|75%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Racc-Off</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=User:Racc-Off/new_artifacts&amp;diff=38798</id>
		<title>User:Racc-Off/new artifacts</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=User:Racc-Off/new_artifacts&amp;diff=38798"/>
		<updated>2025-05-08T04:06:39Z</updated>

		<summary type="html">&lt;p&gt;Racc-Off: /* Tools */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Xenoarchaeology workspace.png|frame|right|The Xenoarchaeology Lab. Artifacts tend to show up here.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WIP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Artifacts [[File:artifact_bananium.png]] [[File:artifact_uranium.png]] [[File:artifact_plasma.png]] [[File:artifact_bluespace.png]] ==&lt;br /&gt;
Artifacts are powerful and mysterious &#039;&#039;items&#039;&#039;, they are responsible for many phenomena including transforming people into corgis, or spontaneously creating missing persons cases.&lt;br /&gt;
&lt;br /&gt;
Science can research with these &#039;&#039;items&#039;&#039; to gain various rewards, including both research and discovery points.&lt;br /&gt;
&lt;br /&gt;
=== Anatomy ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Defining an artifact starts with its &#039;&#039;&#039;material&#039;&#039;&#039;. An artifact&#039;s material defines what &#039;rules&#039; it follows in terms of what kind of traits it can have, and how many traits it can have.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:50%; text-align:center; margin-left:20%&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|material Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Info&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:artifact_bluespace.png]] Bluespace &lt;br /&gt;
|Bluespace artifacts are generally considered the safest type, as most of their traits and synergies are benevolent.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Plasma}}[[File:artifact_plasma.png]]  Plasma&lt;br /&gt;
|Plasma artifacts are the easiest to weaponize, often containing dangerous traits that synergize together in an offensive manner.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Uranium}}[[File:artifact_uranium.png]] Uranium&lt;br /&gt;
|Uranium artifacts are even more dangerous than plasma artifacts, having access to most traits with no overarching patterns or pre-determined synergies. &amp;lt;span style=&#039;color:#f00&#039;&amp;gt;Uranium artifacts also &#039;&#039;start&#039;&#039; with a malfunction, and gain another later. (See below)&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bananium}}[[File:artifact_bananium.png]] Bananium&lt;br /&gt;
|Bananium artifacts are wild cards, they have no rules or restrictions regarding trait types.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The next aspect is an artifact&#039;s &#039;&#039;&#039;traits&#039;&#039;&#039;. Traits define an artifact&#039;s behaviour and characteristics, these traits fall into 1 of 4 categories, of which are-&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:50%; text-align:center; margin-left:20%&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Trait Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Info&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Activators}}Activators&lt;br /&gt;
|These define how an artifact &#039;activates&#039;. Every artifact will have &#039;&#039;&#039;1&#039;&#039;&#039; of these.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Minors}}Minors&lt;br /&gt;
|These can define an artifact&#039;s physical characteristics, special secondary actions, or artifact function behaviour. Every artifact will have &#039;&#039;&#039;3&#039;&#039;&#039; of these.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Majors}}Majors&lt;br /&gt;
|These define an artifact&#039;s action, what it [[Exploration Crew#&amp;amp;E#P ! A% L0$7|does]]. Every artifact will have &#039;&#039;&#039;1&#039;&#039;&#039; of these.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Malfunctions}}Malfunctions&lt;br /&gt;
|These define what&#039;s wrong with an artifact. Most artifacts will not start with these, instead gaining &#039;&#039;&#039;1&#039;&#039;&#039; through repeated use without stabilization.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Trait List (&#039;&#039;&#039;mouse over the sleuth entries for a brief explanation&#039;&#039;&#039;)&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:65%; text-align:center&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Sleuthing&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Materials&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|         &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|         &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|         &lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Ambrosia deus}}Sturdy&lt;br /&gt;
|Activator&lt;br /&gt;
|This activator responds to, almost, any tactile input. This trait is especially useful for weapons.&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Wearing Science Goggles and examining the artifact will reveal a special description that includes the name of this trait.&amp;quot;&amp;gt;[[File:Science_goggles.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[File:Material australium.png]]  &lt;br /&gt;
|[[File:Material uranium.png]]  &lt;br /&gt;
|[[File:Material plasma.png]]  &lt;br /&gt;
|[[File:material bluespace.png]] &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Research ==&lt;br /&gt;
As stated earlier, science can research these items to gain various rewards.&lt;br /&gt;
&lt;br /&gt;
=== Tools ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&#039;&#039;&#039;Scale [[File:Scale.png]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Scale is used to measure an artifact&#039;s weight. Each artifact trait has a unique weight, all the artifact&#039;s traits&#039; weights are added together to determine the final artifact&#039;s weight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conductor [[File:Conductor.png]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Conductor is used to measure an artifact&#039;s conductance. Each artifact trait has a unique conductance, all the artifact&#039;s traits&#039; conductance are added together to determine the final artifact&#039;s conductance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stabilizer [[File:Calibrator.png]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Stabilizer is used to stabilize artifacts. When an artifact is inserted, the stabilizer can be activated to stabilize it. However, if the artifact is labeled incorrectly, or not at all, it will calcify / be destroyed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Listing Console [[File:Xenoartifact_console.png]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The listing console is used to purchase artifacts through cargo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Anti-Tactile Pinchers [[File:artifact_pincher.png]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The anti-tactile pinchers are used to safely handle artifacts. They can be toggled on and off.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Labeler [[File:Xenoartifact_labeler.png]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The labeler is used to, safely, label artifacts, what traits they have. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Science Goggles [[File:science_goggles.png]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The science goggles are used to help identify artifact traits.&lt;br /&gt;
&lt;br /&gt;
=== Acquiring ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Obviously you&#039;ll need an artifact first, before you can begin research. Artifacts can be bought through the Research and Development Listing Console [[File:Xenoartifact_console.png]]  with the science budget, which will deliver artifacts through cargo. Otherwise, artifacts can be &#039;found&#039;,  or even [[#The Work | made]].&lt;br /&gt;
Artifacts can be found on [[Lavaland | lavaland]], inside [[Maintenance| maintenance]], or during [[Exploration Crew| exploration missions.]]&lt;br /&gt;
&#039;&#039;Making&#039;&#039; artifacts is a little bit tricker, and will require some sleuthing from the player to figure out.&lt;br /&gt;
&lt;br /&gt;
=== Labelling ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Once you have an artifact, you&#039;ll need to label it[[File:Xenoartifact_labeler.png]], correctly, for it to have any value whatsoever. This is generally done by sleuthing out what traits the artifact has by examining, weighing, conducting, and generally testing it, which can be done with various items. If you don&#039;t want to accidentally activate the &amp;lt;s&amp;gt;bomb&amp;lt;/s&amp;gt; artifact while doing this, be sure to wear a pair of anti-tactile pinchers [[File:artifact_pincher.png]], these will make &#039;&#039;most&#039;&#039; interactions safe, &#039;&#039;&#039;but only if they are enabled&#039;&#039;&#039;. Otherwise, activating the artifact, although dangerous, can also help you sleuth out what traits it has.&lt;br /&gt;
&lt;br /&gt;
It&#039;s important to be wearing science goggles[[File:science_goggles.png]] during this process, as they will generally translate vague hints and effects into exact trait names.&lt;br /&gt;
&lt;br /&gt;
=== Processing ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Once the artifact is labeled, you have several options on how you&#039;d like to process it.&lt;br /&gt;
&lt;br /&gt;
==== Stabilizing ====&lt;br /&gt;
Stabilizing an artifact stops it from malfunctioning, and doubles any potential rewards gained from it. This is useful for artifacts you want to distribute across the station, without the risk of blowing a hole in the hull, or just maximizing profits before selling it. Successfully stabilizing an artifact will reward science with a small amount of discovery points.&lt;br /&gt;
&lt;br /&gt;
==== Exporting ====&lt;br /&gt;
Exporting, selling, an artifact through cargo will not only give cargo a monetary kick back for doing your dirty work, it also awards science with research and discovery points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scanning&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Scanning artifacts with the Discovery Scanner will also yield discovery points. However, traits can only be discovered once, and will not reward points if they have already been scanned. &lt;br /&gt;
&lt;br /&gt;
==== Tracking ====&lt;br /&gt;
Once an artifact is stabilized, instead of selling it you can opt to &#039;track&#039; it instead. Tracked artifacts will generate research and discovery points when activated, and, if enabled, will announce their location of science comms.&lt;br /&gt;
&lt;br /&gt;
== The Work ==&lt;br /&gt;
[[File:Thework.png|frame|right|Products of The Work.]]&lt;br /&gt;
The work is a process players &#039;&#039;can&#039;&#039; figure out for themselves in-game, and we encourage them to do so, but for those who can&#039;t quite figure it out-&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;How to perform the work&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The work refers to the process of making custom artifacts. This is a somewhat lengthy process that will require lots of mechanical knowledge, from either yourself or others.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Stabilization&#039;&#039;&#039;(Optional) - The first step requires you stabilize an artifact. To do this, you must label an artifact perfectly, excluding malfunctions, and run it through the stabilizer.&lt;br /&gt;
# &#039;&#039;&#039;Pearls&#039;&#039;&#039;(Optional) - After an artifact is stabilized, traits will &#039;open&#039; when the artifact is aligned on certain coordinate grid marks, the unique grid position for each trait is determined by its weight and conductivity. A trait with 3 weight and 3 conductivity will &#039;open&#039; when the artifact&#039;s XY coordinates are both perfectly divisible by 3. When &#039;open&#039; traits can be removed, in the form of pearls, by using a screwdriver on the artifact. These pearls are then attached to the item you want to turn into an artifact later.&lt;br /&gt;
# &#039;&#039;&#039;Tritium&#039;&#039;&#039; - Items you want to turn into artifacts must be on a tile that has a visible amount of tritium in it.&lt;br /&gt;
# &#039;&#039;&#039;Fusion&#039;&#039;&#039; - To turn items submerged in tritium into artifacts, a nuclear particle must pass over / hit it, and then roll a 1/3 chance. The easiest way to make nuclear particles is fusion.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
&lt;br /&gt;
=== Defense ===&lt;br /&gt;
Knowing how to defend yourself against particularly dangerous artifacts is a key step to keeping yourself outside medbay. In terms of avoiding the effects of artifacts, certain techniques and clothing will keep an artifact from being able to target you. &lt;br /&gt;
&lt;br /&gt;
* The tile directly under arua, timed, flammable, etc. artifacts isn&#039;t actually targeted, and is the safest place to be in most cases. &lt;br /&gt;
&lt;br /&gt;
* Clothing and armor like syndicate hardsuits and wizard robes have a chance to deflect artifact targeting. Here&#039;s a &#039;&#039;definitely&#039;&#039; accurate list of which clothings block artifacts, and their chance to do so.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:50%; text-align:center; margin-left:20%&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Clothing&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Block Chance&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Blood-Red Hardsuit&lt;br /&gt;
|100%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Gem-Encrusted Harsuit&lt;br /&gt;
|100%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Prototype Hardsuit&lt;br /&gt;
|100%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Bio Suit&lt;br /&gt;
|75%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Radiation Suit&lt;br /&gt;
|100%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Wizard Robe&lt;br /&gt;
|100%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Fake Wizard Robe&lt;br /&gt;
|75%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Racc-Off</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=User:Racc-Off/new_artifacts&amp;diff=38797</id>
		<title>User:Racc-Off/new artifacts</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=User:Racc-Off/new_artifacts&amp;diff=38797"/>
		<updated>2025-05-08T03:56:54Z</updated>

		<summary type="html">&lt;p&gt;Racc-Off: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Xenoarchaeology workspace.png|frame|right|The Xenoarchaeology Lab. Artifacts tend to show up here.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WIP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Artifacts [[File:artifact_bananium.png]] [[File:artifact_uranium.png]] [[File:artifact_plasma.png]] [[File:artifact_bluespace.png]] ==&lt;br /&gt;
Artifacts are powerful and mysterious &#039;&#039;items&#039;&#039;, they are responsible for many phenomena including transforming people into corgis, or spontaneously creating missing persons cases.&lt;br /&gt;
&lt;br /&gt;
Science can research with these &#039;&#039;items&#039;&#039; to gain various rewards, including both research and discovery points.&lt;br /&gt;
&lt;br /&gt;
=== Anatomy ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Defining an artifact starts with its &#039;&#039;&#039;material&#039;&#039;&#039;. An artifact&#039;s material defines what &#039;rules&#039; it follows in terms of what kind of traits it can have, and how many traits it can have.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:50%; text-align:center; margin-left:20%&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|material Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Info&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:artifact_bluespace.png]] Bluespace &lt;br /&gt;
|Bluespace artifacts are generally considered the safest type, as most of their traits and synergies are benevolent.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Plasma}}[[File:artifact_plasma.png]]  Plasma&lt;br /&gt;
|Plasma artifacts are the easiest to weaponize, often containing dangerous traits that synergize together in an offensive manner.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Uranium}}[[File:artifact_uranium.png]] Uranium&lt;br /&gt;
|Uranium artifacts are even more dangerous than plasma artifacts, having access to most traits with no overarching patterns or pre-determined synergies. &amp;lt;span style=&#039;color:#f00&#039;&amp;gt;Uranium artifacts also &#039;&#039;start&#039;&#039; with a malfunction, and gain another later. (See below)&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bananium}}[[File:artifact_bananium.png]] Bananium&lt;br /&gt;
|Bananium artifacts are wild cards, they have no rules or restrictions regarding trait types.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The next aspect is an artifact&#039;s &#039;&#039;&#039;traits&#039;&#039;&#039;. Traits define an artifact&#039;s behaviour and characteristics, these traits fall into 1 of 4 categories, of which are-&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:50%; text-align:center; margin-left:20%&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Trait Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Info&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Activators}}Activators&lt;br /&gt;
|These define how an artifact &#039;activates&#039;. Every artifact will have &#039;&#039;&#039;1&#039;&#039;&#039; of these.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Minors}}Minors&lt;br /&gt;
|These can define an artifact&#039;s physical characteristics, special secondary actions, or artifact function behaviour. Every artifact will have &#039;&#039;&#039;3&#039;&#039;&#039; of these.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Majors}}Majors&lt;br /&gt;
|These define an artifact&#039;s action, what it [[Exploration Crew#&amp;amp;E#P ! A% L0$7|does]]. Every artifact will have &#039;&#039;&#039;1&#039;&#039;&#039; of these.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Malfunctions}}Malfunctions&lt;br /&gt;
|These define what&#039;s wrong with an artifact. Most artifacts will not start with these, instead gaining &#039;&#039;&#039;1&#039;&#039;&#039; through repeated use without stabilization.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Trait List (&#039;&#039;&#039;mouse over the sleuth entries for a brief explanation&#039;&#039;&#039;)&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:65%; text-align:center&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Sleuthing&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Materials&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|         &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|         &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|         &lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Ambrosia deus}}Sturdy&lt;br /&gt;
|Activator&lt;br /&gt;
|This activator responds to, almost, any tactile input. This trait is especially useful for weapons.&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Wearing Science Goggles and examining the artifact will reveal a special description that includes the name of this trait.&amp;quot;&amp;gt;[[File:Science_goggles.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[File:Material australium.png]]  &lt;br /&gt;
|[[File:Material uranium.png]]  &lt;br /&gt;
|[[File:Material plasma.png]]  &lt;br /&gt;
|[[File:material bluespace.png]] &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Research ==&lt;br /&gt;
As stated earlier, science can research these items to gain various rewards.&lt;br /&gt;
&lt;br /&gt;
=== Tools ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&#039;&#039;&#039;Scale [[File:Scale.png]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Scale is used to measure an artifact&#039;s weight. Each artifact trait has a unique weight, all the artifact&#039;s traits&#039; weights are added together to determine the final artifact&#039;s weight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conductor [[File:Conductor.png]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Conductor is used to measure an artifact&#039;s conductance. Each artifact trait has a unique conductance, all the artifact&#039;s traits&#039; conductance are added together to determine the final artifact&#039;s conductance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stabilizer [[File:Calibrator.png]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Stabilizer is used to stabilize artifacts. When an artifact is inserted, the stabilizer can be activated to stabilize it. However, if the artifact is labeled incorrectly, or not at all, it will calcify / be destroyed.&lt;br /&gt;
&lt;br /&gt;
=== Acquiring ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Obviously you&#039;ll need an artifact first, before you can begin research. Artifacts can be bought through the Research and Development Listing Console [[File:Xenoartifact_console.png]]  with the science budget, which will deliver artifacts through cargo. Otherwise, artifacts can be &#039;found&#039;,  or even [[#The Work | made]].&lt;br /&gt;
Artifacts can be found on [[Lavaland | lavaland]], inside [[Maintenance| maintenance]], or during [[Exploration Crew| exploration missions.]]&lt;br /&gt;
&#039;&#039;Making&#039;&#039; artifacts is a little bit tricker, and will require some sleuthing from the player to figure out.&lt;br /&gt;
&lt;br /&gt;
=== Labelling ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Once you have an artifact, you&#039;ll need to label it[[File:Xenoartifact_labeler.png]], correctly, for it to have any value whatsoever. This is generally done by sleuthing out what traits the artifact has by examining, weighing, conducting, and generally testing it, which can be done with various items. If you don&#039;t want to accidentally activate the &amp;lt;s&amp;gt;bomb&amp;lt;/s&amp;gt; artifact while doing this, be sure to wear a pair of anti-tactile pinchers [[File:artifact_pincher.png]], these will make &#039;&#039;most&#039;&#039; interactions safe, &#039;&#039;&#039;but only if they are enabled&#039;&#039;&#039;. Otherwise, activating the artifact, although dangerous, can also help you sleuth out what traits it has.&lt;br /&gt;
&lt;br /&gt;
It&#039;s important to be wearing science goggles[[File:science_goggles.png]] during this process, as they will generally translate vague hints and effects into exact trait names.&lt;br /&gt;
&lt;br /&gt;
=== Processing ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Once the artifact is labeled, you have several options on how you&#039;d like to process it.&lt;br /&gt;
&lt;br /&gt;
==== Stabilizing ====&lt;br /&gt;
Stabilizing an artifact stops it from malfunctioning, and doubles any potential rewards gained from it. This is useful for artifacts you want to distribute across the station, without the risk of blowing a hole in the hull, or just maximizing profits before selling it. Successfully stabilizing an artifact will reward science with a small amount of discovery points.&lt;br /&gt;
&lt;br /&gt;
==== Exporting ====&lt;br /&gt;
Exporting, selling, an artifact through cargo will not only give cargo a monetary kick back for doing your dirty work, it also awards science with research and discovery points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scanning&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Scanning artifacts with the Discovery Scanner will also yield discovery points. However, traits can only be discovered once, and will not reward points if they have already been scanned. &lt;br /&gt;
&lt;br /&gt;
==== Tracking ====&lt;br /&gt;
Once an artifact is stabilized, instead of selling it you can opt to &#039;track&#039; it instead. Tracked artifacts will generate research and discovery points when activated, and, if enabled, will announce their location of science comms.&lt;br /&gt;
&lt;br /&gt;
== The Work ==&lt;br /&gt;
[[File:Thework.png|frame|right|Products of The Work.]]&lt;br /&gt;
The work is a process players &#039;&#039;can&#039;&#039; figure out for themselves in-game, and we encourage them to do so, but for those who can&#039;t quite figure it out-&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;How to perform the work&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The work refers to the process of making custom artifacts. This is a somewhat lengthy process that will require lots of mechanical knowledge, from either yourself or others.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Stabilization&#039;&#039;&#039;(Optional) - The first step requires you stabilize an artifact. To do this, you must label an artifact perfectly, excluding malfunctions, and run it through the stabilizer.&lt;br /&gt;
# &#039;&#039;&#039;Pearls&#039;&#039;&#039;(Optional) - After an artifact is stabilized, traits will &#039;open&#039; when the artifact is aligned on certain coordinate grid marks, the unique grid position for each trait is determined by its weight and conductivity. A trait with 3 weight and 3 conductivity will &#039;open&#039; when the artifact&#039;s XY coordinates are both perfectly divisible by 3. When &#039;open&#039; traits can be removed, in the form of pearls, by using a screwdriver on the artifact. These pearls are then attached to the item you want to turn into an artifact later.&lt;br /&gt;
# &#039;&#039;&#039;Tritium&#039;&#039;&#039; - Items you want to turn into artifacts must be on a tile that has a visible amount of tritium in it.&lt;br /&gt;
# &#039;&#039;&#039;Fusion&#039;&#039;&#039; - To turn items submerged in tritium into artifacts, a nuclear particle must pass over / hit it, and then roll a 1/3 chance. The easiest way to make nuclear particles is fusion.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
&lt;br /&gt;
=== Defense ===&lt;br /&gt;
Knowing how to defend yourself against particularly dangerous artifacts is a key step to keeping yourself outside medbay. In terms of avoiding the effects of artifacts, certain techniques and clothing will keep an artifact from being able to target you. &lt;br /&gt;
&lt;br /&gt;
* The tile directly under arua, timed, flammable, etc. artifacts isn&#039;t actually targeted, and is the safest place to be in most cases. &lt;br /&gt;
&lt;br /&gt;
* Clothing and armor like syndicate hardsuits and wizard robes have a chance to deflect artifact targeting. Here&#039;s a &#039;&#039;definitely&#039;&#039; accurate list of which clothings block artifacts, and their chance to do so.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:50%; text-align:center; margin-left:20%&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Clothing&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Block Chance&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Blood-Red Hardsuit&lt;br /&gt;
|100%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Gem-Encrusted Harsuit&lt;br /&gt;
|100%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Prototype Hardsuit&lt;br /&gt;
|100%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Bio Suit&lt;br /&gt;
|75%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Radiation Suit&lt;br /&gt;
|100%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Wizard Robe&lt;br /&gt;
|100%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Fake Wizard Robe&lt;br /&gt;
|75%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Racc-Off</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=File:Xenoartifact_labeler.png&amp;diff=38789</id>
		<title>File:Xenoartifact labeler.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=File:Xenoartifact_labeler.png&amp;diff=38789"/>
		<updated>2025-05-07T05:51:12Z</updated>

		<summary type="html">&lt;p&gt;Racc-Off: Racc-Off uploaded a new version of File:Xenoartifact labeler.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
item used in xenoarchaeology.&lt;/div&gt;</summary>
		<author><name>Racc-Off</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=File:Scale.png&amp;diff=38788</id>
		<title>File:Scale.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=File:Scale.png&amp;diff=38788"/>
		<updated>2025-05-07T05:48:29Z</updated>

		<summary type="html">&lt;p&gt;Racc-Off: Scale from xenoarch&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Scale from xenoarch&lt;/div&gt;</summary>
		<author><name>Racc-Off</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=File:Conductor.png&amp;diff=38787</id>
		<title>File:Conductor.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=File:Conductor.png&amp;diff=38787"/>
		<updated>2025-05-07T05:48:12Z</updated>

		<summary type="html">&lt;p&gt;Racc-Off: Conductor from xenoarch&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Conductor from xenoarch&lt;/div&gt;</summary>
		<author><name>Racc-Off</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=File:Calibrator.png&amp;diff=38786</id>
		<title>File:Calibrator.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=File:Calibrator.png&amp;diff=38786"/>
		<updated>2025-05-07T05:47:38Z</updated>

		<summary type="html">&lt;p&gt;Racc-Off: Calibrator from xenoarch&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Calibrator from xenoarch&lt;/div&gt;</summary>
		<author><name>Racc-Off</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=User:Racc-Off/new_artifacts&amp;diff=38785</id>
		<title>User:Racc-Off/new artifacts</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=User:Racc-Off/new_artifacts&amp;diff=38785"/>
		<updated>2025-05-07T05:33:28Z</updated>

		<summary type="html">&lt;p&gt;Racc-Off: Updated Info and Added Absent Content&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Xenoarchaeology workspace.png|frame|right|The Xenoarchaeology Lab. Artifacts tend to show up here.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WIP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Artifacts [[File:artifact_bananium.png]] [[File:artifact_uranium.png]] [[File:artifact_plasma.png]] [[File:artifact_bluespace.png]] ==&lt;br /&gt;
Artifacts are powerful and mysterious &#039;&#039;items&#039;&#039;, they are responsible for many phenomena including transforming people into corgis, or spontaneously creating missing persons cases.&lt;br /&gt;
&lt;br /&gt;
Science can research with these &#039;&#039;items&#039;&#039; to gain various rewards, including both research and discovery points.&lt;br /&gt;
&lt;br /&gt;
=== Anatomy ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Defining an artifact starts with its &#039;&#039;&#039;material&#039;&#039;&#039;. An artifact&#039;s material defines what &#039;rules&#039; it follows in terms of what kind of traits it can have, and how many traits it can have.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:50%; text-align:center; margin-left:20%&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|material Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Info&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:artifact_bluespace.png]] Bluespace &lt;br /&gt;
|Bluespace artifacts are generally considered the safest type, as most of their traits and synergies are benevolent.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Plasma}}[[File:artifact_plasma.png]]  Plasma&lt;br /&gt;
|Plasma artifacts are the easiest to weaponize, often containing dangerous traits that synergize together in an offensive manner.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Uranium}}[[File:artifact_uranium.png]] Uranium&lt;br /&gt;
|Uranium artifacts are even more dangerous than plasma artifacts, having access to most traits with no overarching patterns or pre-determined synergies. &amp;lt;span style=&#039;color:#f00&#039;&amp;gt;Uranium artifacts also &#039;&#039;start&#039;&#039; with a malfunction, and gain another later. (See below)&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bananium}}[[File:artifact_bananium.png]] Bananium&lt;br /&gt;
|Bananium artifacts are wild cards, they have no rules or restrictions regarding trait types.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The next aspect is an artifact&#039;s &#039;&#039;&#039;traits&#039;&#039;&#039;. Traits define an artifact&#039;s behaviour and characteristics, these traits fall into 1 of 4 categories, of which are-&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:50%; text-align:center; margin-left:20%&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Trait Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Info&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Activators}}Activators&lt;br /&gt;
|These define how an artifact &#039;activates&#039;. Every artifact will have &#039;&#039;&#039;1&#039;&#039;&#039; of these.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Minors}}Minors&lt;br /&gt;
|These can define an artifact&#039;s physical characteristics, special secondary actions, or artifact function behaviour. Every artifact will have &#039;&#039;&#039;3&#039;&#039;&#039; of these.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Majors}}Majors&lt;br /&gt;
|These define an artifact&#039;s action, what it [[Exploration Crew#&amp;amp;E#P ! A% L0$7|does]]. Every artifact will have &#039;&#039;&#039;1&#039;&#039;&#039; of these.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Malfunctions}}Malfunctions&lt;br /&gt;
|These define what&#039;s wrong with an artifact. Most artifacts will not start with these, instead gaining &#039;&#039;&#039;1&#039;&#039;&#039; through repeated use without stabilization.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Trait List (&#039;&#039;&#039;mouse over the sleuth entries for a brief explanation&#039;&#039;&#039;)&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:65%; text-align:center&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Sleuthing&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Materials&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|         &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|         &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|         &lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Ambrosia deus}}Sturdy&lt;br /&gt;
|Activator&lt;br /&gt;
|This activator responds to, almost, any tactile input. This trait is especially useful for weapons.&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Wearing Science Goggles and examining the artifact will reveal a special description that includes the name of this trait.&amp;quot;&amp;gt;[[File:Science_goggles.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[File:Material australium.png]]  &lt;br /&gt;
|[[File:Material uranium.png]]  &lt;br /&gt;
|[[File:Material plasma.png]]  &lt;br /&gt;
|[[File:material bluespace.png]] &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Research ==&lt;br /&gt;
As stated earlier, science can research with these items to gain various rewards.&lt;br /&gt;
&lt;br /&gt;
=== Tools ===&lt;br /&gt;
&amp;lt;hr&amp;gt;TODO: - Racc&lt;br /&gt;
&lt;br /&gt;
=== Acquiring ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Obviously you&#039;ll need an artifact first, before you can begin research. Artifacts can be bought through the Research and Development Listing Console [[File:Xenoartifact_console.png]]  with the science budget, which will deliver artifacts through cargo. Otherwise, artifacts can be &#039;found&#039;,  or even [[#The Work | made]].&lt;br /&gt;
Artifacts can be found on [[Lavaland | lavaland]], inside [[Maintenance| maintenance]], or during [[Exploration Crew| exploration missions.]]&lt;br /&gt;
&#039;&#039;Making&#039;&#039; artifacts is a little bit tricker, and will require some sleuthing from the player to figure out.&lt;br /&gt;
&lt;br /&gt;
=== Labelling ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Once you have an artifact, you&#039;ll need to label it[[File:Xenoartifact_labeler.png]], correctly, for it to have any value whatsoever. This is generally done by sleuthing out what traits the artifact has by examining, weighing, conducting, and generally testing it, which can be done with various items. If you don&#039;t want to accidentally activate the &amp;lt;s&amp;gt;bomb&amp;lt;/s&amp;gt; artifact while doing this, be sure to wear a pair of anti-tactile pinchers [[File:artifact_pincher.png]], these will make &#039;&#039;most&#039;&#039; interactions safe, &#039;&#039;&#039;but only if they are enabled&#039;&#039;&#039;. Otherwise, activating the artifact, although dangerous, can also help you sleuth out what traits it has.&lt;br /&gt;
&lt;br /&gt;
It&#039;s important to be wearing science goggles[[File:science_goggles.png]] during this process, as they will generally translate vague hints and effects into exact trait names.&lt;br /&gt;
&lt;br /&gt;
=== Processing ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Once the artifact is labeled, you have several options on how you&#039;d like to process it.&lt;br /&gt;
&lt;br /&gt;
==== Stabilizing ====&lt;br /&gt;
Stabilizing an artifact stops it from malfunctioning, and doubles any potential rewards gained from it. This is useful for artifacts you want to distribute across the station, without the risk of blowing a hole in the hull, or just maximizing profits before selling it. Successfully stabilizing an artifact will reward science with a small amount of discovery points.&lt;br /&gt;
&lt;br /&gt;
==== Exporting ====&lt;br /&gt;
Exporting, selling, an artifact through cargo will not only give cargo a monetary kick back for doing your dirty work, it also awards science with research and discovery points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scanning&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Scanning artifacts with the Discovery Scanner will also yield discovery points. However, traits can only be discovered once, and will not reward points if they have already been scanned. &lt;br /&gt;
&lt;br /&gt;
==== Tracking ====&lt;br /&gt;
Once an artifact is stabilized, instead of selling it you can opt to &#039;track&#039; it instead. Tracked artifacts will generate research and discovery points when activated, and, if enabled, will announce their location of science comms.&lt;br /&gt;
&lt;br /&gt;
== The Work ==&lt;br /&gt;
[[File:Thework.png|frame|right|Products of The Work.]]&lt;br /&gt;
The work is a process players &#039;&#039;can&#039;&#039; figure out for themselves in-game, and we encourage them to do so, but for those who can&#039;t quite figure it out-&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;How to perform the work&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The work refers to the process of making custom artifacts. This is a somewhat lengthy process that will require lots of mechanical knowledge, from either yourself or others.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Stabilization&#039;&#039;&#039;(Optional) - The first step requires you stabilize an artifact. To do this, you must label an artifact perfectly, excluding malfunctions, and run it through the stabilizer.&lt;br /&gt;
# &#039;&#039;&#039;Pearls&#039;&#039;&#039;(Optional) - After an artifact is stabilized, traits will &#039;open&#039; when the artifact is aligned on certain coordinate grid marks, the unique grid position for each trait is determined by its weight and conductivity. A trait with 3 weight and 3 conductivity will &#039;open&#039; when the artifact&#039;s XY coordinates are both perfectly divisible by 3. When &#039;open&#039; traits can be removed, in the form of pearls, by using a screwdriver on the artifact. These pearls are then attached to the item you want to turn into an artifact later.&lt;br /&gt;
# &#039;&#039;&#039;Tritium&#039;&#039;&#039; - Items you want to turn into artifacts must be on a tile that has a visible amount of tritium in it.&lt;br /&gt;
# &#039;&#039;&#039;Fusion&#039;&#039;&#039; - To turn items submerged in tritium into artifacts, a nuclear particle must pass over / hit it, and then roll a 1/3 chance. The easiest way to make nuclear particles is fusion.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
&lt;br /&gt;
=== Defense ===&lt;br /&gt;
Knowing how to defend yourself against particularly dangerous artifacts is a key step to keeping yourself outside medbay. In terms of avoiding the effects of artifacts, certain techniques and clothing will keep an artifact from being able to target you. &lt;br /&gt;
&lt;br /&gt;
* The tile directly under arua, timed, flammable, etc. artifacts isn&#039;t actually targeted, and is the safest place to be in most cases. &lt;br /&gt;
&lt;br /&gt;
* Clothing and armor like syndicate hardsuits and wizard robes have a chance to deflect artifact targeting. Here&#039;s a &#039;&#039;definitely&#039;&#039; accurate list of which clothings block artifacts, and their chance to do so.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:50%; text-align:center; margin-left:20%&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Clothing&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Block Chance&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Blood-Red Hardsuit&lt;br /&gt;
|100%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Gem-Encrusted Harsuit&lt;br /&gt;
|100%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Prototype Hardsuit&lt;br /&gt;
|100%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Bio Suit&lt;br /&gt;
|75%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Radiation Suit&lt;br /&gt;
|100%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Wizard Robe&lt;br /&gt;
|100%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Fake Wizard Robe&lt;br /&gt;
|75%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Racc-Off</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=User:Racc-Off/new_artifacts&amp;diff=37670</id>
		<title>User:Racc-Off/new artifacts</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=User:Racc-Off/new_artifacts&amp;diff=37670"/>
		<updated>2024-07-23T02:04:32Z</updated>

		<summary type="html">&lt;p&gt;Racc-Off: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Xenoarchaeology workspace.png|frame|right|The Xenoarchaeology Lab. Artifacts tend to show up here.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WIP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Artifacts [[File:artifact_bananium.png]] [[File:artifact_uranium.png]] [[File:artifact_plasma.png]] [[File:artifact_bluespace.png]] ==&lt;br /&gt;
Artifacts are powerful and mysterious &#039;&#039;items&#039;&#039;, they are responsible for many phenomena including transforming people into corgis, or spontaneously creating missing persons cases.&lt;br /&gt;
&lt;br /&gt;
Science can research with these &#039;&#039;items&#039;&#039; to gain various rewards, including both research and discovery points.&lt;br /&gt;
&lt;br /&gt;
=== Anatomy ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Defining an artifact starts with its &#039;&#039;&#039;material&#039;&#039;&#039;. An artifact&#039;s material defines what &#039;rules&#039; it follows in terms of what kind of traits it can have, and how many traits it can have.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:50%; text-align:center; margin-left:20%&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|material Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Info&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:artifact_bluespace.png]] Bluespace &lt;br /&gt;
|Bluespace artifacts are generally considered the safest type, as most of their traits and synergies are benevolent.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Plasma}}[[File:artifact_plasma.png]]  Plasma&lt;br /&gt;
|Plasma artifacts are the easiest to weaponize, often containing dangerous traits that synergize together in an offensive manner.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Uranium}}[[File:artifact_uranium.png]] Uranium&lt;br /&gt;
|Uranium artifacts are even more dangerous than plasma artifacts, having access to most traits with no overarching patterns or pre-determined synergies. &amp;lt;span style=&#039;color:#f00&#039;&amp;gt;Uranium artifacts also &#039;&#039;start&#039;&#039; with a malfunction, and gain another later. (See below)&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bananium}}[[File:artifact_bananium.png]] Bananium&lt;br /&gt;
|Bananium artifacts are wild cards, they have no rules or restrictions regarding trait types.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The next aspect is an artifact&#039;s &#039;&#039;&#039;traits&#039;&#039;&#039;. Traits define an artifact&#039;s behaviour and characteristics, these traits fall into 1 of 4 categories, of which are-&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:50%; text-align:center; margin-left:20%&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Trait Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Info&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Activators}}Activators&lt;br /&gt;
|These define how an artifact &#039;activates&#039;. Every artifact will have &#039;&#039;&#039;1&#039;&#039;&#039; of these.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Minors}}Minors&lt;br /&gt;
|These can define an artifact&#039;s physical characteristics, special secondary actions, or artifact function behaviour. Every artifact will have &#039;&#039;&#039;3&#039;&#039;&#039; of these.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Majors}}Majors&lt;br /&gt;
|These define an artifact&#039;s action, what it [[Exploration Crew#&amp;amp;E#P ! A% L0$7|does]]. Every artifact will have &#039;&#039;&#039;1&#039;&#039;&#039; of these.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Malfunctions}}Malfunctions&lt;br /&gt;
|These define what&#039;s wrong with an artifact. Most artifacts will not start with these, instead gaining &#039;&#039;&#039;1&#039;&#039;&#039; through repeated use without stabilization.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Trait List (&#039;&#039;&#039;mouse over the sleuth entries for a brief explanation&#039;&#039;&#039;)&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:65%; text-align:center&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Sleuthing&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Materials&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|         &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|         &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|         &lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Ambrosia deus}}Sturdy&lt;br /&gt;
|Activator&lt;br /&gt;
|This activator responds to, almost, any tactile input. This trait is especially useful for weapons.&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Wearing Science Goggles and examining the artifact will reveal a special description that includes the name of this trait.&amp;quot;&amp;gt;[[File:Science_goggles.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[File:Material australium.png]]  &lt;br /&gt;
|[[File:Material uranium.png]]  &lt;br /&gt;
|[[File:Material plasma.png]]  &lt;br /&gt;
|[[File:material bluespace.png]] &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Research ==&lt;br /&gt;
As stated earlier, science can research with these items to gain various rewards.&lt;br /&gt;
&lt;br /&gt;
=== Acquiring ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Obviously you&#039;ll need an artifact first, before you can begin research. Artifacts can be bought through the Research and Development Listing Console [[File:Xenoartifact_console.png]]  with the science budget, which will deliver artifacts through cargo. Otherwise, artifacts can be &#039;found&#039;,  or even [[#The Work | made]].&lt;br /&gt;
Artifacts can be found on [[Lavaland | lavaland]], inside [[Maintenance| maintenance]], or during [[Exploration Crew| exploration missions.]]&lt;br /&gt;
&#039;&#039;Making&#039;&#039; artifacts is a little bit tricker, and will require some sleuthing from the player to figure out.&lt;br /&gt;
&lt;br /&gt;
=== Labelling ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Once you have an artifact, you&#039;ll need to label it[[File:Xenoartifact_labeler.png]], correctly, for it to have any value whatsoever. This is generally done by sleuthing out what traits the artifact has by examining, weighing, conducting, and generally testing it, which can be done with various items. If you don&#039;t want to accidentally activate the &amp;lt;s&amp;gt;bomb&amp;lt;/s&amp;gt; artifact while doing this, be sure to wear a pair of anti-tactile pinchers [[File:artifact_pincher.png]], these will make &#039;&#039;most&#039;&#039; interactions safe, &#039;&#039;&#039;but only if they are enabled&#039;&#039;&#039;. Otherwise, activating the artifact, although dangerous, can also help you sleuth out what traits it has.&lt;br /&gt;
&lt;br /&gt;
It&#039;s important to be wearing science goggles[[File:science_goggles.png]] during this process, as they will generally translate vague hints and effects into exact trait names.&lt;br /&gt;
&lt;br /&gt;
=== Processing ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Once the artifact is labeled, you have several options on how you&#039;d like to process it.&lt;br /&gt;
&lt;br /&gt;
==== Stabilizing ====&lt;br /&gt;
Stabilizing an artifact stops it from malfunctioning, and doubles any potential rewards gained from it. This is useful for artifacts you want to distribute across the station, without the risk of blowing a hole in the hull, or just maximizing profits before selling it. Successfully stabilizing an artifact will reward science with a small amount of discovery points.&lt;br /&gt;
&lt;br /&gt;
==== Exporting ====&lt;br /&gt;
Exporting, selling, an artifact through cargo will not only give cargo a monetary kick back for doing your dirty work, it also awards science with research and discovery points.&lt;br /&gt;
&lt;br /&gt;
==== Tracking ====&lt;br /&gt;
Once an artifact is stabilized, instead of selling it you can opt to &#039;track&#039; it instead. Tracked artifacts will generate research and discovery points when activated, and, if enabled, will announce their location of science comms.&lt;br /&gt;
&lt;br /&gt;
== The Work ==&lt;br /&gt;
[[File:Thework.png|frame|right|Products of The Work.]]&lt;br /&gt;
The work is a process players &#039;&#039;can&#039;&#039; figure out for themselves in-game, and we encourage them to do so, but for those who can&#039;t quite figure it out-&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;How to perform the work&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Look at you lmao!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
&lt;br /&gt;
=== Defense ===&lt;br /&gt;
Knowing how to defend yourself against particularly dangerous artifacts is a key step to keeping yourself outside medbay. In terms of avoiding the effects of artifacts, certain techniques and clothing will keep an artifact from being able to target you. &lt;br /&gt;
&lt;br /&gt;
* The tile directly under arua, timed, flammable, etc. artifacts isn&#039;t actually targeted, and is the safest place to be in most cases. &lt;br /&gt;
&lt;br /&gt;
* Clothing and armor like syndicate hardsuits and wizard robes have a chance to deflect artifact targeting. Here&#039;s a &#039;&#039;definitely&#039;&#039; accurate list of which clothings block artifacts, and their chance to do so.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:50%; text-align:center; margin-left:20%&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Clothing&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Block Chance&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Blood-Red Hardsuit&lt;br /&gt;
|100%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Gem-Encrusted Harsuit&lt;br /&gt;
|100%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Prototype Hardsuit&lt;br /&gt;
|100%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Bio Suit&lt;br /&gt;
|75%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Radiation Suit&lt;br /&gt;
|100%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Wizard Robe&lt;br /&gt;
|100%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Fake Wizard Robe&lt;br /&gt;
|75%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Racc-Off</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=User:Racc-Off/new_artifacts&amp;diff=37669</id>
		<title>User:Racc-Off/new artifacts</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=User:Racc-Off/new_artifacts&amp;diff=37669"/>
		<updated>2024-07-23T02:01:51Z</updated>

		<summary type="html">&lt;p&gt;Racc-Off: /* Acquiring */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Xenoarchaeology workspace.png|frame|right|The Xenoarchaeology Lab. Artifacts tend to show up here.]]&lt;br /&gt;
&lt;br /&gt;
== Artifacts [[File:artifact_bananium.png]] [[File:artifact_uranium.png]] [[File:artifact_plasma.png]] [[File:artifact_bluespace.png]] ==&lt;br /&gt;
Artifacts are powerful and mysterious &#039;&#039;items&#039;&#039;, they are responsible for many phenomena including transforming people into corgis, or spontaneously creating missing persons cases.&lt;br /&gt;
&lt;br /&gt;
Science can research with these &#039;&#039;items&#039;&#039; to gain various rewards, including both research and discovery points.&lt;br /&gt;
&lt;br /&gt;
=== Anatomy ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Defining an artifact starts with its &#039;&#039;&#039;material&#039;&#039;&#039;. An artifact&#039;s material defines what &#039;rules&#039; it follows in terms of what kind of traits it can have, and how many traits it can have.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:50%; text-align:center; margin-left:20%&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|material Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Info&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:artifact_bluespace.png]] Bluespace &lt;br /&gt;
|Bluespace artifacts are generally considered the safest type, as most of their traits and synergies are benevolent.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Plasma}}[[File:artifact_plasma.png]]  Plasma&lt;br /&gt;
|Plasma artifacts are the easiest to weaponize, often containing dangerous traits that synergize together in an offensive manner.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Uranium}}[[File:artifact_uranium.png]] Uranium&lt;br /&gt;
|Uranium artifacts are even more dangerous than plasma artifacts, having access to most traits with no overarching patterns or pre-determined synergies. &amp;lt;span style=&#039;color:#f00&#039;&amp;gt;Uranium artifacts also &#039;&#039;start&#039;&#039; with a malfunction, and gain another later. (See below)&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bananium}}[[File:artifact_bananium.png]] Bananium&lt;br /&gt;
|Bananium artifacts are wild cards, they have no rules or restrictions regarding trait types.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The next aspect is an artifact&#039;s &#039;&#039;&#039;traits&#039;&#039;&#039;. Traits define an artifact&#039;s behaviour and characteristics, these traits fall into 1 of 4 categories, of which are-&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:50%; text-align:center; margin-left:20%&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Trait Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Info&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Activators}}Activators&lt;br /&gt;
|These define how an artifact &#039;activates&#039;. Every artifact will have &#039;&#039;&#039;1&#039;&#039;&#039; of these.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Minors}}Minors&lt;br /&gt;
|These can define an artifact&#039;s physical characteristics, special secondary actions, or artifact function behaviour. Every artifact will have &#039;&#039;&#039;3&#039;&#039;&#039; of these.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Majors}}Majors&lt;br /&gt;
|These define an artifact&#039;s action, what it [[Exploration Crew#&amp;amp;E#P ! A% L0$7|does]]. Every artifact will have &#039;&#039;&#039;1&#039;&#039;&#039; of these.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Malfunctions}}Malfunctions&lt;br /&gt;
|These define what&#039;s wrong with an artifact. Most artifacts will not start with these, instead gaining &#039;&#039;&#039;1&#039;&#039;&#039; through repeated use without stabilization.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Trait List (&#039;&#039;&#039;mouse over the sleuth entries for a brief explanation&#039;&#039;&#039;)&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:65%; text-align:center&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Sleuthing&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Materials&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|         &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|         &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|         &lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Ambrosia deus}}Sturdy&lt;br /&gt;
|Activator&lt;br /&gt;
|This activator responds to, almost, any tactile input. This trait is especially useful for weapons.&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Wearing Science Goggles and examining the artifact will reveal a special description that includes the name of this trait.&amp;quot;&amp;gt;[[File:Science_goggles.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[File:Material australium.png]]  &lt;br /&gt;
|[[File:Material uranium.png]]  &lt;br /&gt;
|[[File:Material plasma.png]]  &lt;br /&gt;
|[[File:material bluespace.png]] &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Research ==&lt;br /&gt;
As stated earlier, science can research with these items to gain various rewards.&lt;br /&gt;
&lt;br /&gt;
=== Acquiring ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Obviously you&#039;ll need an artifact first, before you can begin research. Artifacts can be bought through the Research and Development Listing Console [[File:Xenoartifact_console.png]]  with the science budget, which will deliver artifacts through cargo. Otherwise, artifacts can be &#039;found&#039;,  or even [[#The Work | made]].&lt;br /&gt;
Artifacts can be found on [[Lavaland | lavaland]], inside [[Maintenance| maintenance]], or during [[Exploration Crew| exploration missions.]]&lt;br /&gt;
&#039;&#039;Making&#039;&#039; artifacts is a little bit tricker, and will require some sleuthing from the player to figure out.&lt;br /&gt;
&lt;br /&gt;
=== Labelling ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Once you have an artifact, you&#039;ll need to label it[[File:Xenoartifact_labeler.png]], correctly, for it to have any value whatsoever. This is generally done by sleuthing out what traits the artifact has by examining, weighing, conducting, and generally testing it, which can be done with various items. If you don&#039;t want to accidentally activate the &amp;lt;s&amp;gt;bomb&amp;lt;/s&amp;gt; artifact while doing this, be sure to wear a pair of anti-tactile pinchers [[File:artifact_pincher.png]], these will make &#039;&#039;most&#039;&#039; interactions safe, &#039;&#039;&#039;but only if they are enabled&#039;&#039;&#039;. Otherwise, activating the artifact, although dangerous, can also help you sleuth out what traits it has.&lt;br /&gt;
&lt;br /&gt;
It&#039;s important to be wearing science goggles[[File:science_goggles.png]] during this process, as they will generally translate vague hints and effects into exact trait names.&lt;br /&gt;
&lt;br /&gt;
=== Processing ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Once the artifact is labeled, you have several options on how you&#039;d like to process it.&lt;br /&gt;
&lt;br /&gt;
==== Stabilizing ====&lt;br /&gt;
Stabilizing an artifact stops it from malfunctioning, and doubles any potential rewards gained from it. This is useful for artifacts you want to distribute across the station, without the risk of blowing a hole in the hull, or just maximizing profits before selling it. Successfully stabilizing an artifact will reward science with a small amount of discovery points.&lt;br /&gt;
&lt;br /&gt;
==== Exporting ====&lt;br /&gt;
Exporting, selling, an artifact through cargo will not only give cargo a monetary kick back for doing your dirty work, it also awards science with research and discovery points.&lt;br /&gt;
&lt;br /&gt;
==== Tracking ====&lt;br /&gt;
Once an artifact is stabilized, instead of selling it you can opt to &#039;track&#039; it instead. Tracked artifacts will generate research and discovery points when activated, and, if enabled, will announce their location of science comms.&lt;br /&gt;
&lt;br /&gt;
== The Work ==&lt;br /&gt;
[[File:Thework.png|frame|right|Products of The Work.]]&lt;br /&gt;
The work is a process players &#039;&#039;can&#039;&#039; figure out for themselves in-game, and we encourage them to do so, but for those who can&#039;t quite figure it out-&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;How to perform the work&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Look at you lmao!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
&lt;br /&gt;
=== Defense ===&lt;br /&gt;
Knowing how to defend yourself against particularly dangerous artifacts is a key step to keeping yourself outside medbay. In terms of avoiding the effects of artifacts, certain techniques and clothing will keep an artifact from being able to target you. &lt;br /&gt;
&lt;br /&gt;
* The tile directly under arua, timed, flammable, etc. artifacts isn&#039;t actually targeted, and is the safest place to be in most cases. &lt;br /&gt;
&lt;br /&gt;
* Clothing and armor like syndicate hardsuits and wizard robes have a chance to deflect artifact targeting. Here&#039;s a &#039;&#039;definitely&#039;&#039; accurate list of which clothings block artifacts, and their chance to do so.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:50%; text-align:center; margin-left:20%&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Clothing&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Block Chance&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Blood-Red Hardsuit&lt;br /&gt;
|100%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Gem-Encrusted Harsuit&lt;br /&gt;
|100%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Prototype Hardsuit&lt;br /&gt;
|100%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Bio Suit&lt;br /&gt;
|75%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Radiation Suit&lt;br /&gt;
|100%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Wizard Robe&lt;br /&gt;
|100%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Fake Wizard Robe&lt;br /&gt;
|75%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Racc-Off</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=User:Racc-Off/new_artifacts&amp;diff=37668</id>
		<title>User:Racc-Off/new artifacts</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=User:Racc-Off/new_artifacts&amp;diff=37668"/>
		<updated>2024-07-22T01:07:16Z</updated>

		<summary type="html">&lt;p&gt;Racc-Off: /* Misc */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Xenoarchaeology workspace.png|frame|right|The Xenoarchaeology Lab. Artifacts tend to show up here.]]&lt;br /&gt;
&lt;br /&gt;
== Artifacts [[File:artifact_bananium.png]] [[File:artifact_uranium.png]] [[File:artifact_plasma.png]] [[File:artifact_bluespace.png]] ==&lt;br /&gt;
Artifacts are powerful and mysterious &#039;&#039;items&#039;&#039;, they are responsible for many phenomena including transforming people into corgis, or spontaneously creating missing persons cases.&lt;br /&gt;
&lt;br /&gt;
Science can research with these &#039;&#039;items&#039;&#039; to gain various rewards, including both research and discovery points.&lt;br /&gt;
&lt;br /&gt;
=== Anatomy ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Defining an artifact starts with its &#039;&#039;&#039;material&#039;&#039;&#039;. An artifact&#039;s material defines what &#039;rules&#039; it follows in terms of what kind of traits it can have, and how many traits it can have.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:50%; text-align:center; margin-left:20%&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|material Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Info&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:artifact_bluespace.png]] Bluespace &lt;br /&gt;
|Bluespace artifacts are generally considered the safest type, as most of their traits and synergies are benevolent.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Plasma}}[[File:artifact_plasma.png]]  Plasma&lt;br /&gt;
|Plasma artifacts are the easiest to weaponize, often containing dangerous traits that synergize together in an offensive manner.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Uranium}}[[File:artifact_uranium.png]] Uranium&lt;br /&gt;
|Uranium artifacts are even more dangerous than plasma artifacts, having access to most traits with no overarching patterns or pre-determined synergies. &amp;lt;span style=&#039;color:#f00&#039;&amp;gt;Uranium artifacts also &#039;&#039;start&#039;&#039; with a malfunction, and gain another later. (See below)&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bananium}}[[File:artifact_bananium.png]] Bananium&lt;br /&gt;
|Bananium artifacts are wild cards, they have no rules or restrictions regarding trait types.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The next aspect is an artifact&#039;s &#039;&#039;&#039;traits&#039;&#039;&#039;. Traits define an artifact&#039;s behaviour and characteristics, these traits fall into 1 of 4 categories, of which are-&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:50%; text-align:center; margin-left:20%&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Trait Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Info&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Activators}}Activators&lt;br /&gt;
|These define how an artifact &#039;activates&#039;. Every artifact will have &#039;&#039;&#039;1&#039;&#039;&#039; of these.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Minors}}Minors&lt;br /&gt;
|These can define an artifact&#039;s physical characteristics, special secondary actions, or artifact function behaviour. Every artifact will have &#039;&#039;&#039;3&#039;&#039;&#039; of these.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Majors}}Majors&lt;br /&gt;
|These define an artifact&#039;s action, what it [[Exploration Crew#&amp;amp;E#P ! A% L0$7|does]]. Every artifact will have &#039;&#039;&#039;1&#039;&#039;&#039; of these.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Malfunctions}}Malfunctions&lt;br /&gt;
|These define what&#039;s wrong with an artifact. Most artifacts will not start with these, instead gaining &#039;&#039;&#039;1&#039;&#039;&#039; through repeated use without stabilization.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Trait List (&#039;&#039;&#039;mouse over the sleuth entries for a brief explanation&#039;&#039;&#039;)&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:65%; text-align:center&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Sleuthing&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Materials&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|         &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|         &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|         &lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Ambrosia deus}}Sturdy&lt;br /&gt;
|Activator&lt;br /&gt;
|This activator responds to, almost, any tactile input. This trait is especially useful for weapons.&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Wearing Science Goggles and examining the artifact will reveal a special description that includes the name of this trait.&amp;quot;&amp;gt;[[File:Science_goggles.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[File:Material australium.png]]  &lt;br /&gt;
|[[File:Material uranium.png]]  &lt;br /&gt;
|[[File:Material plasma.png]]  &lt;br /&gt;
|[[File:material bluespace.png]] &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Research ==&lt;br /&gt;
As stated earlier, science can research with these items to gain various rewards.&lt;br /&gt;
&lt;br /&gt;
=== Acquiring ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Obviously you&#039;ll need an artifact first, before you can begin research. Artifacts can be bought through the Research and Development Listing Console [[File:Xenoartifact_console.png]]  with the science budget, which will deliver artifacts through cargo. Otherwise, artifacts can be &#039;found&#039;,  or even [[#The Work | made]].&lt;br /&gt;
&lt;br /&gt;
=== Labelling ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Once you have an artifact, you&#039;ll need to label it[[File:Xenoartifact_labeler.png]], correctly, for it to have any value whatsoever. This is generally done by sleuthing out what traits the artifact has by examining, weighing, conducting, and generally testing it, which can be done with various items. If you don&#039;t want to accidentally activate the &amp;lt;s&amp;gt;bomb&amp;lt;/s&amp;gt; artifact while doing this, be sure to wear a pair of anti-tactile pinchers [[File:artifact_pincher.png]], these will make &#039;&#039;most&#039;&#039; interactions safe, &#039;&#039;&#039;but only if they are enabled&#039;&#039;&#039;. Otherwise, activating the artifact, although dangerous, can also help you sleuth out what traits it has.&lt;br /&gt;
&lt;br /&gt;
It&#039;s important to be wearing science goggles[[File:science_goggles.png]] during this process, as they will generally translate vague hints and effects into exact trait names.&lt;br /&gt;
&lt;br /&gt;
=== Processing ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Once the artifact is labeled, you have several options on how you&#039;d like to process it.&lt;br /&gt;
&lt;br /&gt;
==== Stabilizing ====&lt;br /&gt;
Stabilizing an artifact stops it from malfunctioning, and doubles any potential rewards gained from it. This is useful for artifacts you want to distribute across the station, without the risk of blowing a hole in the hull, or just maximizing profits before selling it. Successfully stabilizing an artifact will reward science with a small amount of discovery points.&lt;br /&gt;
&lt;br /&gt;
==== Exporting ====&lt;br /&gt;
Exporting, selling, an artifact through cargo will not only give cargo a monetary kick back for doing your dirty work, it also awards science with research and discovery points.&lt;br /&gt;
&lt;br /&gt;
==== Tracking ====&lt;br /&gt;
Once an artifact is stabilized, instead of selling it you can opt to &#039;track&#039; it instead. Tracked artifacts will generate research and discovery points when activated, and, if enabled, will announce their location of science comms.&lt;br /&gt;
&lt;br /&gt;
== The Work ==&lt;br /&gt;
[[File:Thework.png|frame|right|Products of The Work.]]&lt;br /&gt;
The work is a process players &#039;&#039;can&#039;&#039; figure out for themselves in-game, and we encourage them to do so, but for those who can&#039;t quite figure it out-&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;How to perform the work&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Look at you lmao!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
&lt;br /&gt;
=== Defense ===&lt;br /&gt;
Knowing how to defend yourself against particularly dangerous artifacts is a key step to keeping yourself outside medbay. In terms of avoiding the effects of artifacts, certain techniques and clothing will keep an artifact from being able to target you. &lt;br /&gt;
&lt;br /&gt;
* The tile directly under arua, timed, flammable, etc. artifacts isn&#039;t actually targeted, and is the safest place to be in most cases. &lt;br /&gt;
&lt;br /&gt;
* Clothing and armor like syndicate hardsuits and wizard robes have a chance to deflect artifact targeting. Here&#039;s a &#039;&#039;definitely&#039;&#039; accurate list of which clothings block artifacts, and their chance to do so.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:50%; text-align:center; margin-left:20%&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Clothing&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Block Chance&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Blood-Red Hardsuit&lt;br /&gt;
|100%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Gem-Encrusted Harsuit&lt;br /&gt;
|100%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Prototype Hardsuit&lt;br /&gt;
|100%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Bio Suit&lt;br /&gt;
|75%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Radiation Suit&lt;br /&gt;
|100%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Wizard Robe&lt;br /&gt;
|100%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Fake Wizard Robe&lt;br /&gt;
|75%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Racc-Off</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=User:Racc-Off/new_artifacts&amp;diff=37667</id>
		<title>User:Racc-Off/new artifacts</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=User:Racc-Off/new_artifacts&amp;diff=37667"/>
		<updated>2024-07-22T00:52:40Z</updated>

		<summary type="html">&lt;p&gt;Racc-Off: /* Acquiring */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Xenoarchaeology workspace.png|frame|right|The Xenoarchaeology Lab. Artifacts tend to show up here.]]&lt;br /&gt;
&lt;br /&gt;
== Artifacts [[File:artifact_bananium.png]] [[File:artifact_uranium.png]] [[File:artifact_plasma.png]] [[File:artifact_bluespace.png]] ==&lt;br /&gt;
Artifacts are powerful and mysterious &#039;&#039;items&#039;&#039;, they are responsible for many phenomena including transforming people into corgis, or spontaneously creating missing persons cases.&lt;br /&gt;
&lt;br /&gt;
Science can research with these &#039;&#039;items&#039;&#039; to gain various rewards, including both research and discovery points.&lt;br /&gt;
&lt;br /&gt;
=== Anatomy ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Defining an artifact starts with its &#039;&#039;&#039;material&#039;&#039;&#039;. An artifact&#039;s material defines what &#039;rules&#039; it follows in terms of what kind of traits it can have, and how many traits it can have.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:50%; text-align:center; margin-left:20%&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|material Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Info&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:artifact_bluespace.png]] Bluespace &lt;br /&gt;
|Bluespace artifacts are generally considered the safest type, as most of their traits and synergies are benevolent.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Plasma}}[[File:artifact_plasma.png]]  Plasma&lt;br /&gt;
|Plasma artifacts are the easiest to weaponize, often containing dangerous traits that synergize together in an offensive manner.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Uranium}}[[File:artifact_uranium.png]] Uranium&lt;br /&gt;
|Uranium artifacts are even more dangerous than plasma artifacts, having access to most traits with no overarching patterns or pre-determined synergies. &amp;lt;span style=&#039;color:#f00&#039;&amp;gt;Uranium artifacts also &#039;&#039;start&#039;&#039; with a malfunction, and gain another later. (See below)&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bananium}}[[File:artifact_bananium.png]] Bananium&lt;br /&gt;
|Bananium artifacts are wild cards, they have no rules or restrictions regarding trait types.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The next aspect is an artifact&#039;s &#039;&#039;&#039;traits&#039;&#039;&#039;. Traits define an artifact&#039;s behaviour and characteristics, these traits fall into 1 of 4 categories, of which are-&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:50%; text-align:center; margin-left:20%&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Trait Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Info&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Activators}}Activators&lt;br /&gt;
|These define how an artifact &#039;activates&#039;. Every artifact will have &#039;&#039;&#039;1&#039;&#039;&#039; of these.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Minors}}Minors&lt;br /&gt;
|These can define an artifact&#039;s physical characteristics, special secondary actions, or artifact function behaviour. Every artifact will have &#039;&#039;&#039;3&#039;&#039;&#039; of these.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Majors}}Majors&lt;br /&gt;
|These define an artifact&#039;s action, what it [[Exploration Crew#&amp;amp;E#P ! A% L0$7|does]]. Every artifact will have &#039;&#039;&#039;1&#039;&#039;&#039; of these.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Malfunctions}}Malfunctions&lt;br /&gt;
|These define what&#039;s wrong with an artifact. Most artifacts will not start with these, instead gaining &#039;&#039;&#039;1&#039;&#039;&#039; through repeated use without stabilization.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Trait List (&#039;&#039;&#039;mouse over the sleuth entries for a brief explanation&#039;&#039;&#039;)&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:65%; text-align:center&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Sleuthing&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Materials&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|         &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|         &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|         &lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Ambrosia deus}}Sturdy&lt;br /&gt;
|Activator&lt;br /&gt;
|This activator responds to, almost, any tactile input. This trait is especially useful for weapons.&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Wearing Science Goggles and examining the artifact will reveal a special description that includes the name of this trait.&amp;quot;&amp;gt;[[File:Science_goggles.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[File:Material australium.png]]  &lt;br /&gt;
|[[File:Material uranium.png]]  &lt;br /&gt;
|[[File:Material plasma.png]]  &lt;br /&gt;
|[[File:material bluespace.png]] &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Research ==&lt;br /&gt;
As stated earlier, science can research with these items to gain various rewards.&lt;br /&gt;
&lt;br /&gt;
=== Acquiring ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Obviously you&#039;ll need an artifact first, before you can begin research. Artifacts can be bought through the Research and Development Listing Console [[File:Xenoartifact_console.png]]  with the science budget, which will deliver artifacts through cargo. Otherwise, artifacts can be &#039;found&#039;,  or even [[#The Work | made]].&lt;br /&gt;
&lt;br /&gt;
=== Labelling ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Once you have an artifact, you&#039;ll need to label it[[File:Xenoartifact_labeler.png]], correctly, for it to have any value whatsoever. This is generally done by sleuthing out what traits the artifact has by examining, weighing, conducting, and generally testing it, which can be done with various items. If you don&#039;t want to accidentally activate the &amp;lt;s&amp;gt;bomb&amp;lt;/s&amp;gt; artifact while doing this, be sure to wear a pair of anti-tactile pinchers [[File:artifact_pincher.png]], these will make &#039;&#039;most&#039;&#039; interactions safe, &#039;&#039;&#039;but only if they are enabled&#039;&#039;&#039;. Otherwise, activating the artifact, although dangerous, can also help you sleuth out what traits it has.&lt;br /&gt;
&lt;br /&gt;
It&#039;s important to be wearing science goggles[[File:science_goggles.png]] during this process, as they will generally translate vague hints and effects into exact trait names.&lt;br /&gt;
&lt;br /&gt;
=== Processing ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Once the artifact is labeled, you have several options on how you&#039;d like to process it.&lt;br /&gt;
&lt;br /&gt;
==== Stabilizing ====&lt;br /&gt;
Stabilizing an artifact stops it from malfunctioning, and doubles any potential rewards gained from it. This is useful for artifacts you want to distribute across the station, without the risk of blowing a hole in the hull, or just maximizing profits before selling it. Successfully stabilizing an artifact will reward science with a small amount of discovery points.&lt;br /&gt;
&lt;br /&gt;
==== Exporting ====&lt;br /&gt;
Exporting, selling, an artifact through cargo will not only give cargo a monetary kick back for doing your dirty work, it also awards science with research and discovery points.&lt;br /&gt;
&lt;br /&gt;
==== Tracking ====&lt;br /&gt;
Once an artifact is stabilized, instead of selling it you can opt to &#039;track&#039; it instead. Tracked artifacts will generate research and discovery points when activated, and, if enabled, will announce their location of science comms.&lt;br /&gt;
&lt;br /&gt;
== The Work ==&lt;br /&gt;
[[File:Thework.png|frame|right|Products of The Work.]]&lt;br /&gt;
The work is a process players &#039;&#039;can&#039;&#039; figure out for themselves in-game, and we encourage them to do so, but for those who can&#039;t quite figure it out-&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;How to perform the work&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Look at you lmao!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
&lt;br /&gt;
=== Defense ===&lt;br /&gt;
Knowing how to defend yourself against particularly dangerous artifacts is a key step to keeping yourself outside medbay. In terms of avoiding the effects of artifacts, certain techniques and clothing will keep an artifact from being able to target you. &lt;br /&gt;
&lt;br /&gt;
* The tile directly under arua, timed, flammable, etc. artifacts isn&#039;t actually targeted, and is the safest place to be in most cases. &lt;br /&gt;
&lt;br /&gt;
* Clothing and armor like syndicate hardsuits and wizard robes have a chance to deflect artifact targeting. Here&#039;s a &#039;&#039;definitely&#039;&#039; accurate list of which clothings block artifacts, and their chance to do so.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:50%; text-align:center; margin-left:20%&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Clothing&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Block Chance&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Hardsuit&lt;br /&gt;
|Yes.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Racc-Off</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=User:Racc-Off/new_artifacts&amp;diff=37664</id>
		<title>User:Racc-Off/new artifacts</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=User:Racc-Off/new_artifacts&amp;diff=37664"/>
		<updated>2024-07-18T12:41:51Z</updated>

		<summary type="html">&lt;p&gt;Racc-Off: /* The Work */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Xenoarchaeology workspace.png|frame|right|The Xenoarchaeology Lab. Artifacts tend to show up here.]]&lt;br /&gt;
&lt;br /&gt;
== Artifacts [[File:artifact_bananium.png]] [[File:artifact_uranium.png]] [[File:artifact_plasma.png]] [[File:artifact_bluespace.png]] ==&lt;br /&gt;
Artifacts are powerful and mysterious &#039;&#039;items&#039;&#039;, they are responsible for many phenomena including transforming people into corgis, or spontaneously creating missing persons cases.&lt;br /&gt;
&lt;br /&gt;
Science can research with these &#039;&#039;items&#039;&#039; to gain various rewards, including both research and discovery points.&lt;br /&gt;
&lt;br /&gt;
=== Anatomy ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Defining an artifact starts with its &#039;&#039;&#039;material&#039;&#039;&#039;. An artifact&#039;s material defines what &#039;rules&#039; it follows in terms of what kind of traits it can have, and how many traits it can have.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:50%; text-align:center; margin-left:20%&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|material Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Info&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:artifact_bluespace.png]] Bluespace &lt;br /&gt;
|Bluespace artifacts are generally considered the safest type, as most of their traits and synergies are benevolent.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Plasma}}[[File:artifact_plasma.png]]  Plasma&lt;br /&gt;
|Plasma artifacts are the easiest to weaponize, often containing dangerous traits that synergize together in an offensive manner.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Uranium}}[[File:artifact_uranium.png]] Uranium&lt;br /&gt;
|Uranium artifacts are even more dangerous than plasma artifacts, having access to most traits with no overarching patterns or pre-determined synergies. &amp;lt;span style=&#039;color:#f00&#039;&amp;gt;Uranium artifacts also &#039;&#039;start&#039;&#039; with a malfunction, and gain another later. (See below)&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bananium}}[[File:artifact_bananium.png]] Bananium&lt;br /&gt;
|Bananium artifacts are wild cards, they have no rules or restrictions regarding trait types.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The next aspect is an artifact&#039;s &#039;&#039;&#039;traits&#039;&#039;&#039;. Traits define an artifact&#039;s behaviour and characteristics, these traits fall into 1 of 4 categories, of which are-&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:50%; text-align:center; margin-left:20%&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Trait Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Info&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Activators}}Activators&lt;br /&gt;
|These define how an artifact &#039;activates&#039;. Every artifact will have &#039;&#039;&#039;1&#039;&#039;&#039; of these.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Minors}}Minors&lt;br /&gt;
|These can define an artifact&#039;s physical characteristics, special secondary actions, or artifact function behaviour. Every artifact will have &#039;&#039;&#039;3&#039;&#039;&#039; of these.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Majors}}Majors&lt;br /&gt;
|These define an artifact&#039;s action, what it [[Exploration Crew#&amp;amp;E#P ! A% L0$7|does]]. Every artifact will have &#039;&#039;&#039;1&#039;&#039;&#039; of these.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Malfunctions}}Malfunctions&lt;br /&gt;
|These define what&#039;s wrong with an artifact. Most artifacts will not start with these, instead gaining &#039;&#039;&#039;1&#039;&#039;&#039; through repeated use without stabilization.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Trait List (&#039;&#039;&#039;mouse over the sleuth entries for a brief explanation&#039;&#039;&#039;)&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:65%; text-align:center&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Sleuthing&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Materials&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|         &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|         &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|         &lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Ambrosia deus}}Sturdy&lt;br /&gt;
|Activator&lt;br /&gt;
|This activator responds to, almost, any tactile input. This trait is especially useful for weapons.&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Wearing Science Goggles and examining the artifact will reveal a special description that includes the name of this trait.&amp;quot;&amp;gt;[[File:Science_goggles.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[File:Material australium.png]]  &lt;br /&gt;
|[[File:Material uranium.png]]  &lt;br /&gt;
|[[File:Material plasma.png]]  &lt;br /&gt;
|[[File:material bluespace.png]] &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Research ==&lt;br /&gt;
As stated earlier, science can research with these items to gain various rewards.&lt;br /&gt;
&lt;br /&gt;
=== Acquiring ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Obviously you&#039;ll need an artifact first, before you can begin research. Artifacts can be bought through &#039;the console&#039; [[File:Xenoartifact_console.png]]  with the science budget, which will deliver artifacts through cargo. Otherwise, artifacts can be &#039;found&#039;,  or even [[#The Work | made]].&lt;br /&gt;
&lt;br /&gt;
=== Labelling ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Once you have an artifact, you&#039;ll need to label it[[File:Xenoartifact_labeler.png]], correctly, for it to have any value whatsoever. This is generally done by sleuthing out what traits the artifact has by examining, weighing, conducting, and generally testing it, which can be done with various items. If you don&#039;t want to accidentally activate the &amp;lt;s&amp;gt;bomb&amp;lt;/s&amp;gt; artifact while doing this, be sure to wear a pair of anti-tactile pinchers [[File:artifact_pincher.png]], these will make &#039;&#039;most&#039;&#039; interactions safe, &#039;&#039;&#039;but only if they are enabled&#039;&#039;&#039;. Otherwise, activating the artifact, although dangerous, can also help you sleuth out what traits it has.&lt;br /&gt;
&lt;br /&gt;
It&#039;s important to be wearing science goggles[[File:science_goggles.png]] during this process, as they will generally translate vague hints and effects into exact trait names.&lt;br /&gt;
&lt;br /&gt;
=== Processing ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Once the artifact is labeled, you have several options on how you&#039;d like to process it.&lt;br /&gt;
&lt;br /&gt;
==== Stabilizing ====&lt;br /&gt;
Stabilizing an artifact stops it from malfunctioning, and doubles any potential rewards gained from it. This is useful for artifacts you want to distribute across the station, without the risk of blowing a hole in the hull, or just maximizing profits before selling it. Successfully stabilizing an artifact will reward science with a small amount of discovery points.&lt;br /&gt;
&lt;br /&gt;
==== Exporting ====&lt;br /&gt;
Exporting, selling, an artifact through cargo will not only give cargo a monetary kick back for doing your dirty work, it also awards science with research and discovery points.&lt;br /&gt;
&lt;br /&gt;
==== Tracking ====&lt;br /&gt;
Once an artifact is stabilized, instead of selling it you can opt to &#039;track&#039; it instead. Tracked artifacts will generate research and discovery points when activated, and, if enabled, will announce their location of science comms.&lt;br /&gt;
&lt;br /&gt;
== The Work ==&lt;br /&gt;
[[File:Thework.png|frame|right|Products of The Work.]]&lt;br /&gt;
The work is a process players &#039;&#039;can&#039;&#039; figure out for themselves in-game, and we encourage them to do so, but for those who can&#039;t quite figure it out-&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;How to perform the work&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Look at you lmao!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
&lt;br /&gt;
=== Defense ===&lt;br /&gt;
Knowing how to defend yourself against particularly dangerous artifacts is a key step to keeping yourself outside medbay. In terms of avoiding the effects of artifacts, certain techniques and clothing will keep an artifact from being able to target you. &lt;br /&gt;
&lt;br /&gt;
* The tile directly under arua, timed, flammable, etc. artifacts isn&#039;t actually targeted, and is the safest place to be in most cases. &lt;br /&gt;
&lt;br /&gt;
* Clothing and armor like syndicate hardsuits and wizard robes have a chance to deflect artifact targeting. Here&#039;s a &#039;&#039;definitely&#039;&#039; accurate list of which clothings block artifacts, and their chance to do so.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:50%; text-align:center; margin-left:20%&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Clothing&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Block Chance&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Hardsuit&lt;br /&gt;
|Yes.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Racc-Off</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=User:Racc-Off/new_artifacts&amp;diff=37663</id>
		<title>User:Racc-Off/new artifacts</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=User:Racc-Off/new_artifacts&amp;diff=37663"/>
		<updated>2024-07-18T12:36:31Z</updated>

		<summary type="html">&lt;p&gt;Racc-Off: /* Defense */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Xenoarchaeology workspace.png|frame|right|The Xenoarchaeology Lab. Artifacts tend to show up here.]]&lt;br /&gt;
&lt;br /&gt;
== Artifacts [[File:artifact_bananium.png]] [[File:artifact_uranium.png]] [[File:artifact_plasma.png]] [[File:artifact_bluespace.png]] ==&lt;br /&gt;
Artifacts are powerful and mysterious &#039;&#039;items&#039;&#039;, they are responsible for many phenomena including transforming people into corgis, or spontaneously creating missing persons cases.&lt;br /&gt;
&lt;br /&gt;
Science can research with these &#039;&#039;items&#039;&#039; to gain various rewards, including both research and discovery points.&lt;br /&gt;
&lt;br /&gt;
=== Anatomy ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Defining an artifact starts with its &#039;&#039;&#039;material&#039;&#039;&#039;. An artifact&#039;s material defines what &#039;rules&#039; it follows in terms of what kind of traits it can have, and how many traits it can have.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:50%; text-align:center; margin-left:20%&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|material Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Info&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:artifact_bluespace.png]] Bluespace &lt;br /&gt;
|Bluespace artifacts are generally considered the safest type, as most of their traits and synergies are benevolent.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Plasma}}[[File:artifact_plasma.png]]  Plasma&lt;br /&gt;
|Plasma artifacts are the easiest to weaponize, often containing dangerous traits that synergize together in an offensive manner.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Uranium}}[[File:artifact_uranium.png]] Uranium&lt;br /&gt;
|Uranium artifacts are even more dangerous than plasma artifacts, having access to most traits with no overarching patterns or pre-determined synergies. &amp;lt;span style=&#039;color:#f00&#039;&amp;gt;Uranium artifacts also &#039;&#039;start&#039;&#039; with a malfunction, and gain another later. (See below)&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bananium}}[[File:artifact_bananium.png]] Bananium&lt;br /&gt;
|Bananium artifacts are wild cards, they have no rules or restrictions regarding trait types.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The next aspect is an artifact&#039;s &#039;&#039;&#039;traits&#039;&#039;&#039;. Traits define an artifact&#039;s behaviour and characteristics, these traits fall into 1 of 4 categories, of which are-&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:50%; text-align:center; margin-left:20%&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Trait Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Info&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Activators}}Activators&lt;br /&gt;
|These define how an artifact &#039;activates&#039;. Every artifact will have &#039;&#039;&#039;1&#039;&#039;&#039; of these.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Minors}}Minors&lt;br /&gt;
|These can define an artifact&#039;s physical characteristics, special secondary actions, or artifact function behaviour. Every artifact will have &#039;&#039;&#039;3&#039;&#039;&#039; of these.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Majors}}Majors&lt;br /&gt;
|These define an artifact&#039;s action, what it [[Exploration Crew#&amp;amp;E#P ! A% L0$7|does]]. Every artifact will have &#039;&#039;&#039;1&#039;&#039;&#039; of these.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Malfunctions}}Malfunctions&lt;br /&gt;
|These define what&#039;s wrong with an artifact. Most artifacts will not start with these, instead gaining &#039;&#039;&#039;1&#039;&#039;&#039; through repeated use without stabilization.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Trait List (&#039;&#039;&#039;mouse over the sleuth entries for a brief explanation&#039;&#039;&#039;)&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:65%; text-align:center&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Sleuthing&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Materials&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|         &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|         &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|         &lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Ambrosia deus}}Sturdy&lt;br /&gt;
|Activator&lt;br /&gt;
|This activator responds to, almost, any tactile input. This trait is especially useful for weapons.&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Wearing Science Goggles and examining the artifact will reveal a special description that includes the name of this trait.&amp;quot;&amp;gt;[[File:Science_goggles.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[File:Material australium.png]]  &lt;br /&gt;
|[[File:Material uranium.png]]  &lt;br /&gt;
|[[File:Material plasma.png]]  &lt;br /&gt;
|[[File:material bluespace.png]] &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Research ==&lt;br /&gt;
As stated earlier, science can research with these items to gain various rewards.&lt;br /&gt;
&lt;br /&gt;
=== Acquiring ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Obviously you&#039;ll need an artifact first, before you can begin research. Artifacts can be bought through &#039;the console&#039; [[File:Xenoartifact_console.png]]  with the science budget, which will deliver artifacts through cargo. Otherwise, artifacts can be &#039;found&#039;,  or even [[#The Work | made]].&lt;br /&gt;
&lt;br /&gt;
=== Labelling ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Once you have an artifact, you&#039;ll need to label it[[File:Xenoartifact_labeler.png]], correctly, for it to have any value whatsoever. This is generally done by sleuthing out what traits the artifact has by examining, weighing, conducting, and generally testing it, which can be done with various items. If you don&#039;t want to accidentally activate the &amp;lt;s&amp;gt;bomb&amp;lt;/s&amp;gt; artifact while doing this, be sure to wear a pair of anti-tactile pinchers [[File:artifact_pincher.png]], these will make &#039;&#039;most&#039;&#039; interactions safe, &#039;&#039;&#039;but only if they are enabled&#039;&#039;&#039;. Otherwise, activating the artifact, although dangerous, can also help you sleuth out what traits it has.&lt;br /&gt;
&lt;br /&gt;
It&#039;s important to be wearing science goggles[[File:science_goggles.png]] during this process, as they will generally translate vague hints and effects into exact trait names.&lt;br /&gt;
&lt;br /&gt;
=== Processing ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Once the artifact is labeled, you have several options on how you&#039;d like to process it.&lt;br /&gt;
&lt;br /&gt;
==== Stabilizing ====&lt;br /&gt;
Stabilizing an artifact stops it from malfunctioning, and doubles any potential rewards gained from it. This is useful for artifacts you want to distribute across the station, without the risk of blowing a hole in the hull, or just maximizing profits before selling it. Successfully stabilizing an artifact will reward science with a small amount of discovery points.&lt;br /&gt;
&lt;br /&gt;
==== Exporting ====&lt;br /&gt;
Exporting, selling, an artifact through cargo will not only give cargo a monetary kick back for doing your dirty work, it also awards science with research and discovery points.&lt;br /&gt;
&lt;br /&gt;
==== Tracking ====&lt;br /&gt;
Once an artifact is stabilized, instead of selling it you can opt to &#039;track&#039; it instead. Tracked artifacts will generate research and discovery points when activated, and, if enabled, will announce their location of science comms.&lt;br /&gt;
&lt;br /&gt;
== The Work ==&lt;br /&gt;
[[File:Thework.png|frame|right|Products of The Work.]]&lt;br /&gt;
How to perform the work&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
&lt;br /&gt;
=== Defense ===&lt;br /&gt;
Knowing how to defend yourself against particularly dangerous artifacts is a key step to keeping yourself outside medbay. In terms of avoiding the effects of artifacts, certain techniques and clothing will keep an artifact from being able to target you. &lt;br /&gt;
&lt;br /&gt;
* The tile directly under arua, timed, flammable, etc. artifacts isn&#039;t actually targeted, and is the safest place to be in most cases. &lt;br /&gt;
&lt;br /&gt;
* Clothing and armor like syndicate hardsuits and wizard robes have a chance to deflect artifact targeting. Here&#039;s a &#039;&#039;definitely&#039;&#039; accurate list of which clothings block artifacts, and their chance to do so.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:50%; text-align:center; margin-left:20%&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Clothing&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Block Chance&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Hardsuit&lt;br /&gt;
|Yes.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Racc-Off</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=User:Racc-Off/new_artifacts&amp;diff=37662</id>
		<title>User:Racc-Off/new artifacts</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=User:Racc-Off/new_artifacts&amp;diff=37662"/>
		<updated>2024-07-18T12:35:29Z</updated>

		<summary type="html">&lt;p&gt;Racc-Off: /* Misc */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Xenoarchaeology workspace.png|frame|right|The Xenoarchaeology Lab. Artifacts tend to show up here.]]&lt;br /&gt;
&lt;br /&gt;
== Artifacts [[File:artifact_bananium.png]] [[File:artifact_uranium.png]] [[File:artifact_plasma.png]] [[File:artifact_bluespace.png]] ==&lt;br /&gt;
Artifacts are powerful and mysterious &#039;&#039;items&#039;&#039;, they are responsible for many phenomena including transforming people into corgis, or spontaneously creating missing persons cases.&lt;br /&gt;
&lt;br /&gt;
Science can research with these &#039;&#039;items&#039;&#039; to gain various rewards, including both research and discovery points.&lt;br /&gt;
&lt;br /&gt;
=== Anatomy ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Defining an artifact starts with its &#039;&#039;&#039;material&#039;&#039;&#039;. An artifact&#039;s material defines what &#039;rules&#039; it follows in terms of what kind of traits it can have, and how many traits it can have.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:50%; text-align:center; margin-left:20%&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|material Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Info&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:artifact_bluespace.png]] Bluespace &lt;br /&gt;
|Bluespace artifacts are generally considered the safest type, as most of their traits and synergies are benevolent.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Plasma}}[[File:artifact_plasma.png]]  Plasma&lt;br /&gt;
|Plasma artifacts are the easiest to weaponize, often containing dangerous traits that synergize together in an offensive manner.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Uranium}}[[File:artifact_uranium.png]] Uranium&lt;br /&gt;
|Uranium artifacts are even more dangerous than plasma artifacts, having access to most traits with no overarching patterns or pre-determined synergies. &amp;lt;span style=&#039;color:#f00&#039;&amp;gt;Uranium artifacts also &#039;&#039;start&#039;&#039; with a malfunction, and gain another later. (See below)&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bananium}}[[File:artifact_bananium.png]] Bananium&lt;br /&gt;
|Bananium artifacts are wild cards, they have no rules or restrictions regarding trait types.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The next aspect is an artifact&#039;s &#039;&#039;&#039;traits&#039;&#039;&#039;. Traits define an artifact&#039;s behaviour and characteristics, these traits fall into 1 of 4 categories, of which are-&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:50%; text-align:center; margin-left:20%&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Trait Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Info&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Activators}}Activators&lt;br /&gt;
|These define how an artifact &#039;activates&#039;. Every artifact will have &#039;&#039;&#039;1&#039;&#039;&#039; of these.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Minors}}Minors&lt;br /&gt;
|These can define an artifact&#039;s physical characteristics, special secondary actions, or artifact function behaviour. Every artifact will have &#039;&#039;&#039;3&#039;&#039;&#039; of these.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Majors}}Majors&lt;br /&gt;
|These define an artifact&#039;s action, what it [[Exploration Crew#&amp;amp;E#P ! A% L0$7|does]]. Every artifact will have &#039;&#039;&#039;1&#039;&#039;&#039; of these.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Malfunctions}}Malfunctions&lt;br /&gt;
|These define what&#039;s wrong with an artifact. Most artifacts will not start with these, instead gaining &#039;&#039;&#039;1&#039;&#039;&#039; through repeated use without stabilization.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Trait List (&#039;&#039;&#039;mouse over the sleuth entries for a brief explanation&#039;&#039;&#039;)&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:65%; text-align:center&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Sleuthing&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Materials&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|         &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|         &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|         &lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Ambrosia deus}}Sturdy&lt;br /&gt;
|Activator&lt;br /&gt;
|This activator responds to, almost, any tactile input. This trait is especially useful for weapons.&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Wearing Science Goggles and examining the artifact will reveal a special description that includes the name of this trait.&amp;quot;&amp;gt;[[File:Science_goggles.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[File:Material australium.png]]  &lt;br /&gt;
|[[File:Material uranium.png]]  &lt;br /&gt;
|[[File:Material plasma.png]]  &lt;br /&gt;
|[[File:material bluespace.png]] &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Research ==&lt;br /&gt;
As stated earlier, science can research with these items to gain various rewards.&lt;br /&gt;
&lt;br /&gt;
=== Acquiring ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Obviously you&#039;ll need an artifact first, before you can begin research. Artifacts can be bought through &#039;the console&#039; [[File:Xenoartifact_console.png]]  with the science budget, which will deliver artifacts through cargo. Otherwise, artifacts can be &#039;found&#039;,  or even [[#The Work | made]].&lt;br /&gt;
&lt;br /&gt;
=== Labelling ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Once you have an artifact, you&#039;ll need to label it[[File:Xenoartifact_labeler.png]], correctly, for it to have any value whatsoever. This is generally done by sleuthing out what traits the artifact has by examining, weighing, conducting, and generally testing it, which can be done with various items. If you don&#039;t want to accidentally activate the &amp;lt;s&amp;gt;bomb&amp;lt;/s&amp;gt; artifact while doing this, be sure to wear a pair of anti-tactile pinchers [[File:artifact_pincher.png]], these will make &#039;&#039;most&#039;&#039; interactions safe, &#039;&#039;&#039;but only if they are enabled&#039;&#039;&#039;. Otherwise, activating the artifact, although dangerous, can also help you sleuth out what traits it has.&lt;br /&gt;
&lt;br /&gt;
It&#039;s important to be wearing science goggles[[File:science_goggles.png]] during this process, as they will generally translate vague hints and effects into exact trait names.&lt;br /&gt;
&lt;br /&gt;
=== Processing ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Once the artifact is labeled, you have several options on how you&#039;d like to process it.&lt;br /&gt;
&lt;br /&gt;
==== Stabilizing ====&lt;br /&gt;
Stabilizing an artifact stops it from malfunctioning, and doubles any potential rewards gained from it. This is useful for artifacts you want to distribute across the station, without the risk of blowing a hole in the hull, or just maximizing profits before selling it. Successfully stabilizing an artifact will reward science with a small amount of discovery points.&lt;br /&gt;
&lt;br /&gt;
==== Exporting ====&lt;br /&gt;
Exporting, selling, an artifact through cargo will not only give cargo a monetary kick back for doing your dirty work, it also awards science with research and discovery points.&lt;br /&gt;
&lt;br /&gt;
==== Tracking ====&lt;br /&gt;
Once an artifact is stabilized, instead of selling it you can opt to &#039;track&#039; it instead. Tracked artifacts will generate research and discovery points when activated, and, if enabled, will announce their location of science comms.&lt;br /&gt;
&lt;br /&gt;
== The Work ==&lt;br /&gt;
[[File:Thework.png|frame|right|Products of The Work.]]&lt;br /&gt;
How to perform the work&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
&lt;br /&gt;
=== Defense ===&lt;br /&gt;
Knowing how to defend yourself against particularly dangerous artifacts is a key step to keeping yourself outside medbay. In terms of avoiding the effects of artifacts, certain techniques and clothing will keep an artifact from being able to target you. The tile directly under arua, timed, flammable, etc. artifacts isn&#039;t actually targeted, and is the safest place to be in most cases. &lt;br /&gt;
Clothing and armor like syndicate hardsuits and wizard robes have a chance to deflect artifact targeting. Here&#039;s a &#039;&#039;definitely&#039;&#039; accurate list of which clothings block artifacts, and their chance to do so.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:50%; text-align:center; margin-left:20%&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Clothing&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Block Chance&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:clown.png]] Hardsuit&lt;br /&gt;
|Yes.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Racc-Off</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=User:Racc-Off/new_artifacts&amp;diff=37660</id>
		<title>User:Racc-Off/new artifacts</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=User:Racc-Off/new_artifacts&amp;diff=37660"/>
		<updated>2024-07-08T09:42:40Z</updated>

		<summary type="html">&lt;p&gt;Racc-Off: /* Acquiring */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Xenoarchaeology workspace.png|frame|right|The Xenoarchaeology Lab. Artifacts tend to show up here.]]&lt;br /&gt;
&lt;br /&gt;
== Artifacts [[File:artifact_bananium.png]] [[File:artifact_uranium.png]] [[File:artifact_plasma.png]] [[File:artifact_bluespace.png]] ==&lt;br /&gt;
Artifacts are powerful and mysterious &#039;&#039;items&#039;&#039;, they are responsible for many phenomena including transforming people into corgis, or spontaneously creating missing persons cases.&lt;br /&gt;
&lt;br /&gt;
Science can research with these &#039;&#039;items&#039;&#039; to gain various rewards, including both research and discovery points.&lt;br /&gt;
&lt;br /&gt;
=== Anatomy ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Defining an artifact starts with its &#039;&#039;&#039;material&#039;&#039;&#039;. An artifact&#039;s material defines what &#039;rules&#039; it follows in terms of what kind of traits it can have, and how many traits it can have.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:50%; text-align:center; margin-left:20%&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|material Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Info&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bluespace}}[[File:artifact_bluespace.png]] Bluespace &lt;br /&gt;
|Bluespace artifacts are generally considered the safest type, as most of their traits and synergies are benevolent.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Plasma}}[[File:artifact_plasma.png]]  Plasma&lt;br /&gt;
|Plasma artifacts are the easiest to weaponize, often containing dangerous traits that synergize together in an offensive manner.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Uranium}}[[File:artifact_uranium.png]] Uranium&lt;br /&gt;
|Uranium artifacts are even more dangerous than plasma artifacts, having access to most traits with no overarching patterns or pre-determined synergies. &amp;lt;span style=&#039;color:#f00&#039;&amp;gt;Uranium artifacts also &#039;&#039;start&#039;&#039; with a malfunction, and gain another later. (See below)&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Bananium}}[[File:artifact_bananium.png]] Bananium&lt;br /&gt;
|Bananium artifacts are wild cards, they have no rules or restrictions regarding trait types.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The next aspect is an artifact&#039;s &#039;&#039;&#039;traits&#039;&#039;&#039;. Traits define an artifact&#039;s behaviour and characteristics, these traits fall into 1 of 4 categories, of which are-&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:50%; text-align:center; margin-left:20%&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Trait Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Info&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Activators}}Activators&lt;br /&gt;
|These define how an artifact &#039;activates&#039;. Every artifact will have &#039;&#039;&#039;1&#039;&#039;&#039; of these.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Minors}}Minors&lt;br /&gt;
|These can define an artifact&#039;s physical characteristics, special secondary actions, or artifact function behaviour. Every artifact will have &#039;&#039;&#039;3&#039;&#039;&#039; of these.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Majors}}Majors&lt;br /&gt;
|These define an artifact&#039;s action, what it [[Exploration Crew#&amp;amp;E#P ! A% L0$7|does]]. Every artifact will have &#039;&#039;&#039;1&#039;&#039;&#039; of these.&lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Malfunctions}}Malfunctions&lt;br /&gt;
|These define what&#039;s wrong with an artifact. Most artifacts will not start with these, instead gaining &#039;&#039;&#039;1&#039;&#039;&#039; through repeated use without stabilization.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Trait List (&#039;&#039;&#039;mouse over the sleuth entries for a brief explanation&#039;&#039;&#039;)&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:65%; text-align:center&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Sleuthing&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|Materials&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|         &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|         &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#6f55ad;&#039;|         &lt;br /&gt;
|-&lt;br /&gt;
!{{anchor|Ambrosia deus}}Sturdy&lt;br /&gt;
|Activator&lt;br /&gt;
|This activator responds to, almost, any tactile input. This trait is especially useful for weapons.&lt;br /&gt;
|&amp;lt;span title=&amp;quot;Wearing Science Goggles and examining the artifact will reveal a special description that includes the name of this trait.&amp;quot;&amp;gt;[[File:Science_goggles.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|[[File:Material australium.png]]  &lt;br /&gt;
|[[File:Material uranium.png]]  &lt;br /&gt;
|[[File:Material plasma.png]]  &lt;br /&gt;
|[[File:material bluespace.png]] &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Research ==&lt;br /&gt;
As stated earlier, science can research with these items to gain various rewards.&lt;br /&gt;
&lt;br /&gt;
=== Acquiring ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Obviously you&#039;ll need an artifact first, before you can begin research. Artifacts can be bought through &#039;the console&#039; [[File:Xenoartifact_console.png]]  with the science budget, which will deliver artifacts through cargo. Otherwise, artifacts can be &#039;found&#039;,  or even [[#The Work | made]].&lt;br /&gt;
&lt;br /&gt;
=== Labelling ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Once you have an artifact, you&#039;ll need to label it[[File:Xenoartifact_labeler.png]], correctly, for it to have any value whatsoever. This is generally done by sleuthing out what traits the artifact has by examining, weighing, conducting, and generally testing it, which can be done with various items. If you don&#039;t want to accidentally activate the &amp;lt;s&amp;gt;bomb&amp;lt;/s&amp;gt; artifact while doing this, be sure to wear a pair of anti-tactile pinchers [[File:artifact_pincher.png]], these will make &#039;&#039;most&#039;&#039; interactions safe, &#039;&#039;&#039;but only if they are enabled&#039;&#039;&#039;. Otherwise, activating the artifact, although dangerous, can also help you sleuth out what traits it has.&lt;br /&gt;
&lt;br /&gt;
It&#039;s important to be wearing science goggles[[File:science_goggles.png]] during this process, as they will generally translate vague hints and effects into exact trait names.&lt;br /&gt;
&lt;br /&gt;
=== Processing ===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Once the artifact is labeled, you have several options on how you&#039;d like to process it.&lt;br /&gt;
&lt;br /&gt;
==== Stabilizing ====&lt;br /&gt;
Stabilizing an artifact stops it from malfunctioning, and doubles any potential rewards gained from it. This is useful for artifacts you want to distribute across the station, without the risk of blowing a hole in the hull, or just maximizing profits before selling it. Successfully stabilizing an artifact will reward science with a small amount of discovery points.&lt;br /&gt;
&lt;br /&gt;
==== Exporting ====&lt;br /&gt;
Exporting, selling, an artifact through cargo will not only give cargo a monetary kick back for doing your dirty work, it also awards science with research and discovery points.&lt;br /&gt;
&lt;br /&gt;
==== Tracking ====&lt;br /&gt;
Once an artifact is stabilized, instead of selling it you can opt to &#039;track&#039; it instead. Tracked artifacts will generate research and discovery points when activated, and, if enabled, will announce their location of science comms.&lt;br /&gt;
&lt;br /&gt;
== The Work ==&lt;br /&gt;
[[File:Thework.png|frame|right|Products of The Work.]]&lt;br /&gt;
How to perform the work&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;/div&gt;</summary>
		<author><name>Racc-Off</name></author>
	</entry>
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