Difference between revisions of "Laboratory"
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{{Building|Image=Lab.png|Tier=6|ConversionRate=400|Color=Green|ColorCode=#00FE3F}} | {{Building|Image=Lab.png|Tier=6|ConversionRate=400|Color=Green|ColorCode=#00FE3F}} | ||
− | The '''laboratory''' is a building where you perform various experiments in order to unlock modules. | + | The '''laboratory''' is a building where you perform various experiments in order to unlock [[modules]]. |
− | Experiments unlock modules accordingly to it's respective element.<br /> | + | Experiments unlock [[modules]] accordingly to it's respective element.<br /> |
==Experiments== | ==Experiments== | ||
− | <br /> | + | There are 12 different experiments in the laboratory. |
+ | |||
+ | The experiments function as small incremental games, where the reward for progressing in them is [[modules]]. | ||
+ | |||
+ | In the future, experiments will feature their own prestige systems.<br /> | ||
===Neutral=== | ===Neutral=== | ||
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The goal of the Fire Experiment is to raise the temperature gauge. | The goal of the Fire Experiment is to raise the temperature gauge. | ||
− | Heaters are for raising the temperature per tick. | + | Heaters are for raising the temperature per tick. |
Tickers reduce the time per tick. | Tickers reduce the time per tick. | ||
− | Insulators Reduce the percentage of temperature lost per minute.<br /> | + | Insulators Reduce the percentage of temperature lost per minute. |
+ | |||
+ | Upgrades of a higher tier produce upgrades of their previous tier.<br /> | ||
===Electricity=== | ===Electricity=== | ||
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Total resistance is the average of the resistances of all coils | Total resistance is the average of the resistances of all coils | ||
− | Amperage is calculated with Voltage(V)/Resistance(Ohm) | + | Amperage is calculated with Voltage(V)/Resistance(Ohm) |
===Water=== | ===Water=== | ||
[[File:WaterExperiment.png|thumb|The Water Experiment|alt=|none]] | [[File:WaterExperiment.png|thumb|The Water Experiment|alt=|none]] | ||
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The cooler lowers the temperature of the water. | The cooler lowers the temperature of the water. | ||
− | The battery increases the power output of both the pump and the cooler, increasing their efficiency. | + | The battery increases the power output of both the pump and the cooler, increasing their efficiency. |
− | |||
===Nature=== | ===Nature=== | ||
[[File:NatureExperiment.png|thumb|The Nature Experiment|alt=|none]] | [[File:NatureExperiment.png|thumb|The Nature Experiment|alt=|none]] | ||
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===Earth=== | ===Earth=== | ||
[[File:EarthExperiment.png|thumb|The Earth Experiment|alt=|none]] | [[File:EarthExperiment.png|thumb|The Earth Experiment|alt=|none]] | ||
− | The goal of the Earth Experiment is to drill | + | The goal of the Earth Experiment is to drill earth and then condense it. |
− | Drills dig up | + | Drills dig up earth, upgrading them makes them drill earth quicker. You can purchase additional drills, but they get more expensive each purchase. |
Compression reduces volume/diameter and raises density, if it loses stability you start losing mass. | Compression reduces volume/diameter and raises density, if it loses stability you start losing mass. | ||
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===Light=== | ===Light=== | ||
[[File:LightExperiment.png|thumb|The Light Experiment|alt=|none]] | [[File:LightExperiment.png|thumb|The Light Experiment|alt=|none]] | ||
− | to | + | The goal of the Light Experiment is to create as much light as you can. |
+ | |||
+ | You launch a particle of light inside of a light chamber to achieve this. | ||
+ | |||
+ | Every time the particle hits a wall it loses some of it's lifetime, but creates another light source at the impact site. | ||
+ | |||
+ | There are four ways to upgrade your experiment: | ||
+ | |||
+ | * '''Bounceloss:''' Reduces Lifetime loss when particle hits a wall. | ||
+ | * '''Lifetime:''' Increases total lifetime of particle. | ||
+ | * '''Lumen:''' | ||
+ | * '''Fragmentpower:''' | ||
==='''Universal'''=== | ==='''Universal'''=== |
Revision as of 20:00, 19 November 2019
Laboratory | |
---|---|
Max. Tier | 6 |
Conversion rate | 400:1 |
Color theme | Green |
The laboratory is a building where you perform various experiments in order to unlock modules.
Experiments unlock modules accordingly to it's respective element.
Contents
Experiments
There are 12 different experiments in the laboratory.
The experiments function as small incremental games, where the reward for progressing in them is modules.
In the future, experiments will feature their own prestige systems.
Neutral
The goal of the Neutral Experiment is to expand a sphere.
To do this you need to buy upgrades which increase your growth per second.
At any point to can expand to start a new sphere, this converts your growth into maximum growth.
Fire
The goal of the Fire Experiment is to raise the temperature gauge.
Heaters are for raising the temperature per tick.
Tickers reduce the time per tick.
Insulators Reduce the percentage of temperature lost per minute.
Upgrades of a higher tier produce upgrades of their previous tier.
Electricity
The goal of the Electricity Experiment is to raise your amperage.
Each coil (battery) starts with 1 wrap (cell), you can add wraps up to 20 per coil and up to 5 coils.
Each wrap adds 1V on the coil it's on.
The total voltage is calculated with the product of voltages of all coils.
Each wrap's material can be upgraded to reduce it's resistance.
The resistance of a coil is the average of the resistances of all wraps in that coil.
Total resistance is the average of the resistances of all coils
Amperage is calculated with Voltage(V)/Resistance(Ohm)
Water
The goal of the Water Experiment Is to pump and lower the temperature of water.
The pump Produces water. Warning: Water can't be drained as of build "open alpha 0.1.8", If you pump too much water you may not be able to complete the experiment
The cooler lowers the temperature of the water.
The battery increases the power output of both the pump and the cooler, increasing their efficiency.
Nature
The goal of the nature experiment is to grow different varieties of plants.
Plant seeds in the grid, water and then wait for plants to grow. Click the plants to harvest when ready, use the shovel to delete.
You can apply warmth and cold to individual squares, and toggle day/night for the whole grid.
Experiment with these options to find new species.
Harvesting plants also rewards points which can be spent to increase the time which watering lasts.
Earth
The goal of the Earth Experiment is to drill earth and then condense it.
Drills dig up earth, upgrading them makes them drill earth quicker. You can purchase additional drills, but they get more expensive each purchase.
Compression reduces volume/diameter and raises density, if it loses stability you start losing mass.
Air
The goal is to build up pressure inside a chamber
You add compressors and upgrade their power, capacity and recharge time.
You upgrade the hull densities to increase oxygen retention rate.
Darkness
The goal of the Darkness Experiment is to find particles in the dark.
Use angle and noise filter to tune where you're going and use acceleration to get closer to the particle.
The graph shows the frequency of the next particle with noise. It gets more accurate when the particle is in the center of your scan angle and faster the closer you get.
Light
The goal of the Light Experiment is to create as much light as you can.
You launch a particle of light inside of a light chamber to achieve this.
Every time the particle hits a wall it loses some of it's lifetime, but creates another light source at the impact site.
There are four ways to upgrade your experiment:
- Bounceloss: Reduces Lifetime loss when particle hits a wall.
- Lifetime: Increases total lifetime of particle.
- Lumen:
- Fragmentpower:
Universal
The goal of the Universal Experiment is to increase the gravity of a ball.
You need to change the pieces on the board, so that the ball passes through gravup pads as much as needed.
Caution is needed, as the price increases every time a piece is changed. You may recreate the board to try again, if it gets too expensive.
Gem
The goal of the Gem Experiment is to fill the board with gems.
Clicking an icon rolls the icons randomly into new ones in a + formation.
You can upgrade your chance for a roll to be a gem, you may also upgrade your chance for a gem to not be re-rolled.
A stack requires you to fill the grid 9 times.
Exotic
The goal of the exotic experiment is to create ∞universes.
Top middle bar produces universes.
At base you produce 1 universe every 48 hours.
Production Increases the amount of universes you make per bar tick.
Time factor is a divisor to all the bar's base time?
Bottom middle bar adds +0.001 to time factor increment and multiplies production increment by 1.05x
You can use exotic gems to reduce the time of the bar you're upgrading. It gets more expensive with every purchase.
Upgrades
Each building tier constructed unlocks new experiments.
Tier 1: Neutral
Tier 2: Fire, Electricity
Tier 3: Water, Nature, Earth
Tier 4: Nothing
Tier 5: Darkness
Tier 6: Light, Air, Universal, Gem, Exotic
Skills
None yet.