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Artifact Lab Improvement thread
#16
Okay, I did a brief writeup on the artifact lab equipment and what the readouts actually mean. This is all as it stands now and is subject to change!

Artifacts have a number of variables on them that determine how they react to paticular stimuli from the testing equipment. These are what the equipment check against - bearing in mind also that stimulus can be of variable strength and so what you get back depends on how hard the artifact was hit AND how the artifact reacts to that paticular stimulus.

So, for individual types of stimulus the lab equipment checks for:

Force (Pitching Machine/Impact Pad)
This returns Vibration Amplitude and Vibration Frequency.
Right now these are based entirely off the artifact's origin and thus aren't very useful at all. Something that has low returns for these categories is something that absorbs physical shock well - if its high, its probably made of something that reverberates a lot when struck, such as metal.

Electricity (Electrobox)
This returns Test Voltage, Load Impedance, Circuit Capacity and Interference.
Not very many artifacts actually have this set up properly so you'll just get the same readings from most of them - will change this in the near future.
Test Voltage is just the voltage you have the electrobox set to. I should probably change this to amps to make it more clear how much electricity you're zapping the artifact with.
Load Impedance is how much of the electricity put into the artifact was returned to the electrobox. If you're getting back 100% of what you put in or close to it, you've likely got something that involves electrical charge on your hands.
Circuit Capacity is how much electrical charge the artifact seems to be able to hold. Anything with this most likely has some kind of internal charge it draws on to power itself. The higher this is, the longer the artifact can do its thing without having to stop and recharge. However, sometimes artifacts can contain internal power cells which hold the charge - if this is the case, the artifact may return a very low value since the artifact itself is useless without its battery.
Circuit Interference is how much the electrical charge is being disrupted when ran through the artifact. Something with a lot of this is probably some really goddamn weird thing. It's normal for any kind of artifact to have a little of this though.
Other things can affect these readouts - certain artifact origins can skew the results a little, and if an artifact is faulty it can disrupt the capacity and interference readouts. The best way to figure this out is to take multiple readings and compare them - if your readings are all the same there's likely nothing wrong with it, but if they're inconsistent you might want to be cautious.

Heat/Cold (Heater Pad)
Looking through the code, as it stands now this equipment is borderline useless - it only checks to see if the artifact responds above or below certain temperatures. This is only useful to basically tell you "this artifact will activate if you raise/lower the temperature some more, keep going!". I'll try and think of some improvements for this or otherwise just chuck it out altogether.

X-Ray Machine(X-Ray Machine)
This is probably the most useful test equipment in the current state of artlab. It returns Density, Structural Consistency, Structural Integrity, Response to Radiation and Special Features.
Density is.. well, how dense the artifact's mass is. Readings above 10 mean the artifact is more likely to be something weird or something that can fuck with physical forces. Low density means the artifact is likely built to contain something else or is otherwise hollow/cavity-filled.
Structural Consistency means how much of the artifact's internal structure is solid or similar. The higher this is, the less likely the artifact is to be something useful. Readings will always generally be fairly high though, but ones at or close to 100% are probably worthless. Remember - machines and biological things have lot of complex parts inside so they're not solid!
Structural Integrity is how "solid" the artifact is in terms of construction, is it very damage-resistant and well put together or is it something you could probably crush like a soda can? Very low readings can also indicate the artifact may have something wrong with it, such as it is damaged/malfunctioning/dangerous or what have you.
Response to Radiation is how much the artifact responds to being irradiated. You'll have to play around with the radiation strength setting on the equipment to get an accurate picture of what's going on here - the artifact's origin can muck with this reading sometimes. The stronger the response, the more likely it is the artifact is activated via radiation - you just need to find out the right amount to use.
Special Features details anything that is paticularly unusual about the artifact's shape - these are mostly a hint towards what the artifact does.
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#17
This is great.

Just a question about artifact origin:
It's true that each artifacts function is highly dependent on its origin, like wizard giving forcewall and martian giving organic, but how much exactly does the origin actually effect its activation?

Would there be a specific way one would deal with eldritch artifacts over ancient robot? Would a artifact with awesome power like blackhole or explosion be more difficult to activate than one that makes noise?

If there isn't really a difference, and you say that this is all subject to change, then i'd like to see:
-->Artifacts activation that's highly dependant on origin, then you could find use for the other stuff like Force and Electricity activating the more mechanic style artifact like ancient robot, while heat, radiation, etc would activate martian. This would make things not only easier, but intuitive.
-->Difficulty is scaled depending on the usefulness (or danger) of the artifact. I wasn't aware that artifacts can be malfunctioning, leave that in so that you have a cocky artlab scientist who knows that it's a bomb artifact and it blows up in his face for not doing a background check if it's malfunctioning.
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#18
That you very much, ISN. It's very illuminating.

One thing I'd like to know more about is artifact activation: what exactly are all the possible activation methods? Is splashing various chemicals actually an activation method? And is tasing, stun batonning, lasering, phasering, etc. a single method, multiple methods, or the same method but at different stimulus levels; or is it actually part of electric activation?
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#19
Okay, that involves artifact stimuli. Stimuli can also do different things other than just activate it, sometimes! You have to bear in mind too that the amount of stimulus is also taken into account - this is why some artifacts only activate at above or below certain heat temperatures, irradiations, electrocutions or what have you. Some types of stimuli can actually damage artifacts of certain origins if powerful enough - wizard artifacts for instance, are made of crystal, so they'll be damaged if you hit them too hard. In addition to potentially destroying the artifact if too much damage is done, it can also cause them to develop faults and malfunctions, which are almost always a bad thing.

As of now there's these methods:

Carbon Touch
Basically a human, monkey or what have you touched it. It also happens if a blob hits the artifact, but that rarely comes up.

Silicon Touch
A cyborg touched it. This doesn't count with the AI - the AI is technically able to touch them since some of them are classed as machinery, but its blocked in the code from interacting with them because it could lead to Bad Stuff.

Force
Hitting it with something. This is invoked when you smack the artifact with something, throw something at it, or if it's hit by an explosion, meteor, or other things. It's also invoked in a very tiny amount when the above "touch" stimuli are used, but this will never be enough to get a reaction from a force-activated artifact. Most regular physical bullets will also set off a force stimulus.

Heat
This happens if the artifact is burned by paticularly high or low temperatures. The baseline is 310 - anything above that is a hot stimulus, anything below it is a cold stimulus. The heater pad is the most controllable source of this - apart from that you can also burn it with a lit welder (a lot of heat) or lighter (a fair amount of heat). Explosions also invoke this - the closer the artifact is to the epicenter, the more heat it gets. Some types of bullet also invoke the heat stimulus.
There are currently no cold stimuli apart from the heater pad, that may change in future.

Electricity
The electrobox deals with this. You can also hit it with electric by beating it with a baton, or shooting it with certain kinds of bullet.

Radiation
The x-ray scanner invokes this. You can also invoke it by hitting it with an EMP blast (not very available, I admit), or certain kinds of bullet. I'll pointedly state that radiation storms and the like WON'T set this stimulus off - part of my design philosophy is that artifacts, due to their power, should never be able to be set off by anything that wasn't a player's fault.

Chemicals aren't currently in as a stimulus due to the way splashing and such is handled in the code. I plan to work them back in in the future though!
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#20
Thanks for this!

So taser/stun baton/phaser/laser aren't actually their own activation methods, but are part of other methods? That's good to know.

Can artifacts have stimulus thresholds higher than what Artlab machines can apply? Like, can you have an impact-activated artifact that requires more impact than the pitcher can deliver, etc.
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#21
Embolism Wrote:Can artifacts have stimulus thresholds higher than what Artlab machines can apply? Like, can you have an impact-activated artifact that requires more impact than the pitcher can deliver, etc.

Nope. I was careful to take note of the max stimulus lab equipment could apply and not go over it. Though the pitcher machine IS an exception to this and is actually kind of poor, so I might replace it with a piston hammer or something.
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#22
Just reworked the heater plate readout a bit. Now it will give a hint as to what the artifact's function is based on the artifact's reaction to temperature.
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#23
Thank you so much for all this.

I'm a dope who gives a shit about points. What do you need to do to an artifact so that it counts as "Completed Research" in the scoreboard? I don't think I've ever seen it above zero. Is it just busted?
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#24
That's based on the old research system which was pretty much boring garbage. I'm going to overhaul the research system at some point.
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#25
Quote:Okay, that involves artifact stimuli. Stimuli can also do different things other than just activate it..


Quote:Okay, I did a brief writeup on the artifact lab equipment and what the readouts actually mean..

These two posts, can I use this to update the wiki?

Also, I suggested before in an artlab improvement thread was adding a book, whether it be in a book vending machine, with the above information, would be v. helpful
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#26
When you do gptio list there are machines that are not in the arlab listed. i think there are gas pumps and stuff....Is that planned features of activation for the atrlab or is it something else
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#27
pizzatiger Wrote:When you do gptio list there are machines that are not in the arlab listed. i think there are gas pumps and stuff....Is that planned features of activation for the atrlab or is it something else

The gas pumps is related to toxins. Whether that is involving artifacts, such as artifacts reacting to superheat, gasses, and pressure, or whether is was specifically for researching toxins, or both, i'm not too sure.
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#28
Nah the gas pumps are purely for toxins, they just happen to show up on the research network for some reason.

Sundance Wrote:These two posts, can I use this to update the wiki?
Of course! smile
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#29
What kind of new information does the heater pad give out?
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#30
There's a new "other" info line. So far all I've had on it were something about superficial damage. They were both martian healing blobs that'd gone through an X-ray treatment, if that has an effect.
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