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	<id>https://crystal.elenesski.info/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=70.73.140.22&amp;*</id>
	<title> - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://crystal.elenesski.info/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=70.73.140.22&amp;*"/>
	<link rel="alternate" type="text/html" href="https://crystal.elenesski.info/index.php?title=Special:Contributions/70.73.140.22"/>
	<updated>2026-04-17T09:15:08Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.31.0</generator>
	<entry>
		<id>https://crystal.elenesski.info/index.php?title=Screen_Shots&amp;diff=80</id>
		<title>Screen Shots</title>
		<link rel="alternate" type="text/html" href="https://crystal.elenesski.info/index.php?title=Screen_Shots&amp;diff=80"/>
		<updated>2023-02-20T14:01:41Z</updated>

		<summary type="html">&lt;p&gt;70.73.140.22: /* Screenshots */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Screenshots =&lt;br /&gt;
== Main Menu ==&lt;br /&gt;
[[File:Crystal-MainMenu.png|frameless|Main Menu]]&lt;br /&gt;
== Loaded Game Menu ==&lt;br /&gt;
&lt;br /&gt;
== Part of the Tutorial (How to Win) ==&lt;br /&gt;
&lt;br /&gt;
== Typical Game Play ==&lt;br /&gt;
&lt;br /&gt;
== Part of the Build System ==&lt;/div&gt;</summary>
		<author><name>70.73.140.22</name></author>
		
	</entry>
	<entry>
		<id>https://crystal.elenesski.info/index.php?title=Screen_Shots&amp;diff=79</id>
		<title>Screen Shots</title>
		<link rel="alternate" type="text/html" href="https://crystal.elenesski.info/index.php?title=Screen_Shots&amp;diff=79"/>
		<updated>2023-02-20T13:27:44Z</updated>

		<summary type="html">&lt;p&gt;70.73.140.22: Created page with &amp;quot;= Screenshots = == Main Menu ==  == Loaded Game Menu ==  == Part of the Tutorial (How to Win) ==  == Typical Game Play ==  == Part of the Build System ==&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Screenshots =&lt;br /&gt;
== Main Menu ==&lt;br /&gt;
&lt;br /&gt;
== Loaded Game Menu ==&lt;br /&gt;
&lt;br /&gt;
== Part of the Tutorial (How to Win) ==&lt;br /&gt;
&lt;br /&gt;
== Typical Game Play ==&lt;br /&gt;
&lt;br /&gt;
== Part of the Build System ==&lt;/div&gt;</summary>
		<author><name>70.73.140.22</name></author>
		
	</entry>
	<entry>
		<id>https://crystal.elenesski.info/index.php?title=Main_Page&amp;diff=78</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://crystal.elenesski.info/index.php?title=Main_Page&amp;diff=78"/>
		<updated>2023-02-20T13:20:41Z</updated>

		<summary type="html">&lt;p&gt;70.73.140.22: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Crystal Game &amp;quot;Official&amp;quot; Wiki =&lt;br /&gt;
&lt;br /&gt;
This is the &amp;quot;official&amp;quot; game page for &amp;quot;Crystal&amp;quot; created by Elenesski Games. &lt;br /&gt;
* [[Screen Shots]] - Images from the alpha game.&lt;br /&gt;
* [[New Game Options]] - Discusses the &amp;quot;Default Game Settings&amp;quot; and what they manipulate.&lt;br /&gt;
* '''Very Important Note:''' The &amp;quot;Core Devices&amp;quot; page contains many game SPOILERS!&lt;br /&gt;
** [[Core Devices]] - Lists all the components available to build any of 160,000+ game devices.&lt;br /&gt;
* [[Known Changes]] - Identifies things we want to do in the future but need to get through Alpha first.&lt;/div&gt;</summary>
		<author><name>70.73.140.22</name></author>
		
	</entry>
	<entry>
		<id>https://crystal.elenesski.info/index.php?title=Core_Devices&amp;diff=77</id>
		<title>Core Devices</title>
		<link rel="alternate" type="text/html" href="https://crystal.elenesski.info/index.php?title=Core_Devices&amp;diff=77"/>
		<updated>2023-02-12T20:14:08Z</updated>

		<summary type="html">&lt;p&gt;70.73.140.22: /* Device Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Device Overview =&lt;br /&gt;
These are the 49 devices implemented in Crystal (Alpha v0.7).&lt;br /&gt;
* Blueprints allow you to combine two to four formulas.&lt;br /&gt;
* One device is used for waypoints, and others can be used for blueprints.&lt;br /&gt;
* More than 160,000 total devices are possible.&lt;br /&gt;
** 137,000 custom blueprints are available for waypoints.&lt;br /&gt;
** There are three different types of drones, with about 7800 custom blueprints each.&lt;br /&gt;
** More than, because several blueprints can have more than one device of the same type.&lt;br /&gt;
== Exceptions ==&lt;br /&gt;
* Patterns cannot have two &amp;quot;drones&amp;quot; formulas in them.&lt;br /&gt;
* Drones cannot carry ground-only formulas (most shields and all miscellaneous devices). YTech shields are light enough for a drone to carry.&lt;br /&gt;
&lt;br /&gt;
= Device Summary =&lt;br /&gt;
&lt;br /&gt;
As of '''Jan 25, 2023''', all of these devices have been tested and implemented for Alpha.&lt;br /&gt;
&lt;br /&gt;
== Drones ==&lt;br /&gt;
* '''Player Specific'''&lt;br /&gt;
** '''Drone: Player''' is a drone with a built-in camera that can move freely from the chamber.&lt;br /&gt;
** '''Player: Mod 3x Height''' modifies a player drone enabling the player to zoom further away from the street.&lt;br /&gt;
* '''Followers Specific'''&lt;br /&gt;
** '''Drone: Follower''' is a drone that can follow a player drone. Once attached, this creates a constellation. Constellations can be saved as a pattern to be recreated in a future &amp;quot;time thread&amp;quot;. &lt;br /&gt;
** '''Drone: Harvester Follower''' is the same as a regular follower, except this drone can harvest &amp;quot;up to five&amp;quot; crystals, hardware and batteries from any residential block. The harvester cannot carry keys or time crystals.&lt;br /&gt;
** '''Logistics: Supply Depot''' increases the number of objects a harvester can carry by five. The depot must be within the harvester's radius.&lt;br /&gt;
&lt;br /&gt;
== Scanners ==&lt;br /&gt;
* '''Your: yTech Noise, Citizen Movement/Sound/Heat/Chemistry''' shows your noise that aliens can sense.&lt;br /&gt;
* '''Alien Dectors: yTech, Movement, Sound, Heat, and Chemical''' allows you to detect aliens with these to determine what to shield against.&lt;br /&gt;
* '''Alien: Bio Mist''' detects areas deadly to citizens.&lt;br /&gt;
* '''Alien: Tech Bombs''' detects areas where your equipment will malfunction and self-destruct.&lt;br /&gt;
* '''Target: Patrol AI, Stationary AI, Drone AI, or Organism Aliens''' shows stealthy aliens. Target is required with their detectors to mark them.&lt;br /&gt;
&lt;br /&gt;
== Shields ==&lt;br /&gt;
* '''yTech, Movement, Sound, Heat or Chemistry''' shield your technology or citizens in a way that prevents alien detection.&lt;br /&gt;
* '''Shield: Bio Mist or Tech Bombs''' prevent destructive alien fields from forming.&lt;br /&gt;
* '''Shield: Invisibility Cloak''' prevent aliens from seeing citizens.&lt;br /&gt;
&lt;br /&gt;
== Speed ==&lt;br /&gt;
* '''Speed: 125%, 250% or 400%''' allow the object to move faster by the noted percentage.&lt;br /&gt;
* '''Speed: Normalize Speed''' causes a citizen's speed to be set based on a uniform speed.&lt;br /&gt;
&lt;br /&gt;
== Distraction, EMP, Kill ==&lt;br /&gt;
* '''Patrol AI, Stationary AI, Drone AI, Organisms''' identifies the type of alien that can be affected.&lt;br /&gt;
* '''Distract, Stun or Kill''' only works if the alien is visible (aka marked):&lt;br /&gt;
** '''Distract''' causes marked aliens to investigate another location.&lt;br /&gt;
** '''Stun''' causes marked aliens to become inoperable for 30 seconds.&lt;br /&gt;
** '''Kill''' causes marked aliens to terminate their operation.&lt;br /&gt;
*** ''Suggested Mod'' killed aliens can be harvested.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
* '''Transport Waypoint''' allows you to add a point on the guideway connecting your city's buildings to the Chamber. (Note: This device does not use a crystal and does not appear on any blueprint listing.)&lt;br /&gt;
* '''Visual: Camera''' creates a camera on a waypoint so that you can monitor the area that falls within its radius.&lt;br /&gt;
* '''Miscellaneous: Guideway''' allows you to extend a waypoint to any location within its radius, including over rivers.&lt;br /&gt;
* '''Miscellaneous: Artificial Wall''' trick aliens into believing there is a wall there when there isn't.&lt;br /&gt;
&lt;br /&gt;
== Time ==&lt;br /&gt;
* tbd (2 planned)&lt;/div&gt;</summary>
		<author><name>70.73.140.22</name></author>
		
	</entry>
	<entry>
		<id>https://crystal.elenesski.info/index.php?title=Core_Devices&amp;diff=76</id>
		<title>Core Devices</title>
		<link rel="alternate" type="text/html" href="https://crystal.elenesski.info/index.php?title=Core_Devices&amp;diff=76"/>
		<updated>2023-02-12T20:11:28Z</updated>

		<summary type="html">&lt;p&gt;70.73.140.22: /* Device Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Device Overview =&lt;br /&gt;
These are the 49 devices implemented in Crystal (Alpha v0.7).&lt;br /&gt;
* Blueprints allow you to combine two to four formulas.&lt;br /&gt;
* One device is used for waypoints, and others can be used for blueprints.&lt;br /&gt;
* More than 160,000 total devices are possible.&lt;br /&gt;
* 170,000 custom blueprints are available for waypoints.&lt;br /&gt;
* There are three different types of drones, each with about 15,000 custom blueprints.&lt;br /&gt;
* All these numbers are estimates because some formulas can be used more than once in a blueprint.&lt;br /&gt;
== Exceptions ==&lt;br /&gt;
* Patterns cannot have two &amp;quot;drones&amp;quot; formulas in them.&lt;br /&gt;
* Drones cannot carry ground-only formulas (most shields and all miscellaneous devices). YTech shields are light enough for a drone to carry.&lt;br /&gt;
&lt;br /&gt;
= Device Summary =&lt;br /&gt;
&lt;br /&gt;
As of '''Jan 25, 2023''', all of these devices have been tested and implemented for Alpha.&lt;br /&gt;
&lt;br /&gt;
== Drones ==&lt;br /&gt;
* '''Player Specific'''&lt;br /&gt;
** '''Drone: Player''' is a drone with a built-in camera that can move freely from the chamber.&lt;br /&gt;
** '''Player: Mod 3x Height''' modifies a player drone enabling the player to zoom further away from the street.&lt;br /&gt;
* '''Followers Specific'''&lt;br /&gt;
** '''Drone: Follower''' is a drone that can follow a player drone. Once attached, this creates a constellation. Constellations can be saved as a pattern to be recreated in a future &amp;quot;time thread&amp;quot;. &lt;br /&gt;
** '''Drone: Harvester Follower''' is the same as a regular follower, except this drone can harvest &amp;quot;up to five&amp;quot; crystals, hardware and batteries from any residential block. The harvester cannot carry keys or time crystals.&lt;br /&gt;
** '''Logistics: Supply Depot''' increases the number of objects a harvester can carry by five. The depot must be within the harvester's radius.&lt;br /&gt;
&lt;br /&gt;
== Scanners ==&lt;br /&gt;
* '''Your: yTech Noise, Citizen Movement/Sound/Heat/Chemistry''' shows your noise that aliens can sense.&lt;br /&gt;
* '''Alien Dectors: yTech, Movement, Sound, Heat, and Chemical''' allows you to detect aliens with these to determine what to shield against.&lt;br /&gt;
* '''Alien: Bio Mist''' detects areas deadly to citizens.&lt;br /&gt;
* '''Alien: Tech Bombs''' detects areas where your equipment will malfunction and self-destruct.&lt;br /&gt;
* '''Target: Patrol AI, Stationary AI, Drone AI, or Organism Aliens''' shows stealthy aliens. Target is required with their detectors to mark them.&lt;br /&gt;
&lt;br /&gt;
== Shields ==&lt;br /&gt;
* '''yTech, Movement, Sound, Heat or Chemistry''' shield your technology or citizens in a way that prevents alien detection.&lt;br /&gt;
* '''Shield: Bio Mist or Tech Bombs''' prevent destructive alien fields from forming.&lt;br /&gt;
* '''Shield: Invisibility Cloak''' prevent aliens from seeing citizens.&lt;br /&gt;
&lt;br /&gt;
== Speed ==&lt;br /&gt;
* '''Speed: 125%, 250% or 400%''' allow the object to move faster by the noted percentage.&lt;br /&gt;
* '''Speed: Normalize Speed''' causes a citizen's speed to be set based on a uniform speed.&lt;br /&gt;
&lt;br /&gt;
== Distraction, EMP, Kill ==&lt;br /&gt;
* '''Patrol AI, Stationary AI, Drone AI, Organisms''' identifies the type of alien that can be affected.&lt;br /&gt;
* '''Distract, Stun or Kill''' only works if the alien is visible (aka marked):&lt;br /&gt;
** '''Distract''' causes marked aliens to investigate another location.&lt;br /&gt;
** '''Stun''' causes marked aliens to become inoperable for 30 seconds.&lt;br /&gt;
** '''Kill''' causes marked aliens to terminate their operation.&lt;br /&gt;
*** ''Suggested Mod'' killed aliens can be harvested.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
* '''Transport Waypoint''' allows you to add a point on the guideway connecting your city's buildings to the Chamber. (Note: This device does not use a crystal and does not appear on any blueprint listing.)&lt;br /&gt;
* '''Visual: Camera''' creates a camera on a waypoint so that you can monitor the area that falls within its radius.&lt;br /&gt;
* '''Miscellaneous: Guideway''' allows you to extend a waypoint to any location within its radius, including over rivers.&lt;br /&gt;
* '''Miscellaneous: Artificial Wall''' trick aliens into believing there is a wall there when there isn't.&lt;br /&gt;
&lt;br /&gt;
== Time ==&lt;br /&gt;
* tbd (2 planned)&lt;/div&gt;</summary>
		<author><name>70.73.140.22</name></author>
		
	</entry>
	<entry>
		<id>https://crystal.elenesski.info/index.php?title=Main_Page&amp;diff=75</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://crystal.elenesski.info/index.php?title=Main_Page&amp;diff=75"/>
		<updated>2023-02-12T20:10:54Z</updated>

		<summary type="html">&lt;p&gt;70.73.140.22: /* Crystal Game &amp;quot;Official&amp;quot; Wiki */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Crystal Game &amp;quot;Official&amp;quot; Wiki =&lt;br /&gt;
&lt;br /&gt;
This is the &amp;quot;official&amp;quot; game page for &amp;quot;Crystal&amp;quot; created by Elenesski Games. &lt;br /&gt;
* [[New Game Options]] - Discusses the &amp;quot;Default Game Settings&amp;quot; and what they manipulate.&lt;br /&gt;
* '''Very Important Note:''' The &amp;quot;Core Devices&amp;quot; page contains many game SPOILERS!&lt;br /&gt;
** [[Core Devices]] - Lists all the components available to build any of 160,000+ game devices.&lt;br /&gt;
* [[Known Changes]] - Identifies things we want to do in the future but need to get through Alpha first.&lt;/div&gt;</summary>
		<author><name>70.73.140.22</name></author>
		
	</entry>
	<entry>
		<id>https://crystal.elenesski.info/index.php?title=Main_Page&amp;diff=74</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://crystal.elenesski.info/index.php?title=Main_Page&amp;diff=74"/>
		<updated>2023-02-07T19:28:28Z</updated>

		<summary type="html">&lt;p&gt;70.73.140.22: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Crystal Game &amp;quot;Official&amp;quot; Wiki =&lt;br /&gt;
&lt;br /&gt;
This is the &amp;quot;official&amp;quot; game page for &amp;quot;Crystal&amp;quot; created by Elenesski Games. &lt;br /&gt;
* [[New Game Options]] - Discusses the &amp;quot;Default Game Settings&amp;quot; and what they manipulate.&lt;br /&gt;
* '''Very Important Note:''' The &amp;quot;Core Devices&amp;quot; page contains many game SPOILERS!&lt;br /&gt;
** [[Core Devices]] - Lists all the components available to build any of 10,000s game devices.&lt;br /&gt;
* [[Known Changes]] - Identifies things we want to do in the future but need to get through Alpha first.&lt;/div&gt;</summary>
		<author><name>70.73.140.22</name></author>
		
	</entry>
	<entry>
		<id>https://crystal.elenesski.info/index.php?title=New_Game_Options&amp;diff=73</id>
		<title>New Game Options</title>
		<link rel="alternate" type="text/html" href="https://crystal.elenesski.info/index.php?title=New_Game_Options&amp;diff=73"/>
		<updated>2023-01-27T08:12:10Z</updated>

		<summary type="html">&lt;p&gt;70.73.140.22: /* Carry Over */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Basic Creation Settings =&lt;br /&gt;
== Maximum Families ==&lt;br /&gt;
Specifies the maximum number of people found in buildings by identifying how many families have to be generated into the world. The higher the number, the more challenging the game will be to sneak the increased number of citizens past guards. '''Default: 4000'''&lt;br /&gt;
&lt;br /&gt;
The number of families will be based on the number of buildings considered &amp;quot;residential&amp;quot; (green blocks by default), and this is directly impacted by the districting map you select when creating the map.&lt;br /&gt;
&lt;br /&gt;
== Time of Day ==&lt;br /&gt;
Specifies what time of day the alien lockdown starts. It occurs at 8 am the following morning, so a player gets between 8 and 32 hours of lead time. '''Default: 12:00am (32 hours to go)'''&lt;br /&gt;
&lt;br /&gt;
If you start the game around midnight, most of your citizens will be home. About 4 hours after midnight and about 2 hours before midnight, your citizens can be anywhere in the city based on who they are and their schedule. In the middle of the day, all the students will be in class, and parents will be at work or out shopping, and so on.&lt;br /&gt;
&lt;br /&gt;
= IRQ Settings =&lt;br /&gt;
Each action you make that influence's the alien invasion has '''Impact'''. This impact accumulates throughout the time thread, producing the alien's total '''Rage'''. At any time, the number of aliens (drones) that are dispatched is: &lt;br /&gt;
     '''TotalUnits = Requested_Units ^ 1+(Rage/Quotient)'''&lt;br /&gt;
&lt;br /&gt;
== Carry Over ==&lt;br /&gt;
Between Time Loops, how much of the Alien's Rage carries through when you &amp;quot;Remember.&amp;quot; The starting &amp;quot;Rage&amp;quot; is the average of the &amp;quot;Rolling Average&amp;quot; of &amp;quot;Remembers,&amp;quot; up to the maximum.  &lt;br /&gt;
&lt;br /&gt;
'''Default: 90%''' If you set the value at more than 100%, then once the alien's rage begins, it becomes explosive. 70% is a hard game, while 90% is very challenging. These games force you to be careful in every round and carefully consider forgetting if you have a particularly disastrous time thread. Set to 0% for an easy game.&lt;br /&gt;
&lt;br /&gt;
Imagine a Rage of 20 and a rolling average of 3. If you cause no additional alien rage in subsequent rounds, this is how long it takes for the rage to dissipate completely with different amounts of Carry Over.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto; border: 1px solid black;&amp;quot;&lt;br /&gt;
|+ Sample Effects of Different Carryovers&lt;br /&gt;
|-&lt;br /&gt;
! 90% || 80% || 70% || 60% || 50% || 25% || 10% || Calculation Sample&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 20 || 20 || 20 || 20 || 20 || 20 || Starting Rage&lt;br /&gt;
|-&lt;br /&gt;
| 18 || 16 || 14 || 12 || 10 || 5 || 2 || Round 1 = 90% (20) = 18&lt;br /&gt;
|-&lt;br /&gt;
| 17 || 14 || 11 || 9 || 7 || 3 || 1 || Round 2 = 90% (20,18) = 17&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 12 || 8 || 6 || 4 || 1 ||  || Round 3 = 90% (20,18,17) = 15&lt;br /&gt;
|-&lt;br /&gt;
| 14 || 10 || 6 || 4 || 2 ||  ||  || Round 4 = 90% (18,17,15) = 14&lt;br /&gt;
|-&lt;br /&gt;
| 13 || 8 || 4 || 3 || 1 ||  ||  || Round 5 = 90% (17,15,14) = 13&lt;br /&gt;
|-&lt;br /&gt;
| 12 || 7 || 3 || 2 ||  ||  ||  || Round 6 = 90% (15,14,13) = 12&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 6 || 2 || 1 ||  ||  ||  || Round 7 = 90% (14,13,12) = 11&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 5 || 1 ||  ||  ||  ||  || Round 8 = 90% (13,12,11) = 10&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 4 || 1 ||  ||  ||  ||  || Round 9 = 90% (12,11,10) = 9&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 3 ||  ||  ||  ||  ||  || Round 10 = 90% (11,10,9) = 8&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 2 ||  ||  ||  ||  ||  || Round 11 = 90% (10,9,8) = 7&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 2 ||  ||  ||  ||  ||  || Round 12 = 90% (9,8,7) = 6&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 1 ||  ||  ||  ||  ||  || Round 13 = 90% (8,7,6) = 5&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 1 ||  ||  ||  ||  ||  || Round 14 = 90% (7,6,5) = 4&lt;br /&gt;
|-&lt;br /&gt;
| 4 ||  ||  ||  ||  ||  ||  || Round 15 = 90% (6,5,4) = 4&lt;br /&gt;
|-&lt;br /&gt;
| 3 ||  ||  ||  ||  ||  ||  || Round 16 = 90% (5,4,4) = 3&lt;br /&gt;
|-&lt;br /&gt;
| 3 ||  ||  ||  ||  ||  ||  || Round 17 = 90% (4,4,3) = 3&lt;br /&gt;
|-&lt;br /&gt;
| 2 ||  ||  ||  ||  ||  ||  || Round 18 = 90% (4,3,3) = 2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note: ''' We're considering a change where rage dissipates over time, instead of through a time jump.&lt;br /&gt;
&lt;br /&gt;
== Rolling Average ==&lt;br /&gt;
Identifies how many &amp;quot;Remembered&amp;quot; time threads are averaged together to produce the alien's current rage. '''Default: 3'''&lt;br /&gt;
&lt;br /&gt;
== Quotient ==&lt;br /&gt;
Identifies how much the rage counts towards the alien generation. A high quotient means there is little influence. '''Default: 30'''&lt;br /&gt;
&lt;br /&gt;
= Real-Time Spawner =&lt;br /&gt;
This controls the spawner whenever an alien detects you in the city.&lt;br /&gt;
&lt;br /&gt;
== Spawner Delay ==&lt;br /&gt;
Identifies how quickly a specific alien can request AI. This is to prevent flooding of AI into the area. '''Default: 50s'''&lt;br /&gt;
&lt;br /&gt;
== Alien Lifetime ==&lt;br /&gt;
Once the alien arrives at the destination, it's the number of seconds it looks before leaving to return to the portal to despawn. '''Default: 30s'''&lt;br /&gt;
&lt;br /&gt;
The actual duration will be longer. It periodically decides if it's exceeded the time limit before returning to the portal to despawn.&lt;br /&gt;
&lt;br /&gt;
== Spawning Frequency ==&lt;br /&gt;
The speed alien AI is spawned from the portal. '''Default: 0.25s'''&lt;br /&gt;
&lt;br /&gt;
Used to manage propagation rates on older hardware.&lt;/div&gt;</summary>
		<author><name>70.73.140.22</name></author>
		
	</entry>
	<entry>
		<id>https://crystal.elenesski.info/index.php?title=New_Game_Options&amp;diff=72</id>
		<title>New Game Options</title>
		<link rel="alternate" type="text/html" href="https://crystal.elenesski.info/index.php?title=New_Game_Options&amp;diff=72"/>
		<updated>2023-01-25T18:40:02Z</updated>

		<summary type="html">&lt;p&gt;70.73.140.22: /* Carry Over */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Basic Creation Settings =&lt;br /&gt;
== Maximum Families ==&lt;br /&gt;
Specifies the maximum number of people found in buildings by identifying how many families have to be generated into the world. The higher the number, the more challenging the game will be to sneak the increased number of citizens past guards. '''Default: 4000'''&lt;br /&gt;
&lt;br /&gt;
The number of families will be based on the number of buildings considered &amp;quot;residential&amp;quot; (green blocks by default), and this is directly impacted by the districting map you select when creating the map.&lt;br /&gt;
&lt;br /&gt;
== Time of Day ==&lt;br /&gt;
Specifies what time of day the alien lockdown starts. It occurs at 8 am the following morning, so a player gets between 8 and 32 hours of lead time. '''Default: 12:00am (32 hours to go)'''&lt;br /&gt;
&lt;br /&gt;
If you start the game around midnight, most of your citizens will be home. About 4 hours after midnight and about 2 hours before midnight, your citizens can be anywhere in the city based on who they are and their schedule. In the middle of the day, all the students will be in class, and parents will be at work or out shopping, and so on.&lt;br /&gt;
&lt;br /&gt;
= IRQ Settings =&lt;br /&gt;
Each action you make that influence's the alien invasion has '''Impact'''. This impact accumulates throughout the time thread, producing the alien's total '''Rage'''. At any time, the number of aliens (drones) that are dispatched is: &lt;br /&gt;
     '''TotalUnits = Requested_Units ^ 1+(Rage/Quotient)'''&lt;br /&gt;
&lt;br /&gt;
== Carry Over ==&lt;br /&gt;
Between Time Loops, how much of the Alien's Rage carries through when you &amp;quot;Remember.&amp;quot; The starting &amp;quot;Rage&amp;quot; is the average of the &amp;quot;Rolling Average&amp;quot; of &amp;quot;Remembers,&amp;quot; up to the maximum.  &lt;br /&gt;
&lt;br /&gt;
'''Default: 50%''' If you set the value at 100% or more, then once the alien's rage begins, it becomes explosive. 70% is a hard game, while 90% is very challenging. These games force you to be careful in every round and carefully consider forgetting if you have a particularly disastrous time thread. Set to 0% for an easy game.&lt;br /&gt;
&lt;br /&gt;
Imagine a Rage of 20 and a rolling average of 3. If you cause no additional alien rage in subsequent rounds, this is how long it takes for the rage to dissipate completely with different amounts of Carry Over.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto; border: 1px solid black;&amp;quot;&lt;br /&gt;
|+ Sample Effects of Different Carryovers&lt;br /&gt;
|-&lt;br /&gt;
! 90% || 80% || 70% || 60% || 50% || 25% || 10% || Calculation Sample&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 20 || 20 || 20 || 20 || 20 || 20 || Starting Rage&lt;br /&gt;
|-&lt;br /&gt;
| 18 || 16 || 14 || 12 || 10 || 5 || 2 || Round 1 = 90% (20) = 18&lt;br /&gt;
|-&lt;br /&gt;
| 17 || 14 || 11 || 9 || 7 || 3 || 1 || Round 2 = 90% (20,18) = 17&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 12 || 8 || 6 || 4 || 1 ||  || Round 3 = 90% (20,18,17) = 15&lt;br /&gt;
|-&lt;br /&gt;
| 14 || 10 || 6 || 4 || 2 ||  ||  || Round 4 = 90% (18,17,15) = 14&lt;br /&gt;
|-&lt;br /&gt;
| 13 || 8 || 4 || 3 || 1 ||  ||  || Round 5 = 90% (17,15,14) = 13&lt;br /&gt;
|-&lt;br /&gt;
| 12 || 7 || 3 || 2 ||  ||  ||  || Round 6 = 90% (15,14,13) = 12&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 6 || 2 || 1 ||  ||  ||  || Round 7 = 90% (14,13,12) = 11&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 5 || 1 ||  ||  ||  ||  || Round 8 = 90% (13,12,11) = 10&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 4 || 1 ||  ||  ||  ||  || Round 9 = 90% (12,11,10) = 9&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 3 ||  ||  ||  ||  ||  || Round 10 = 90% (11,10,9) = 8&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 2 ||  ||  ||  ||  ||  || Round 11 = 90% (10,9,8) = 7&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 2 ||  ||  ||  ||  ||  || Round 12 = 90% (9,8,7) = 6&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 1 ||  ||  ||  ||  ||  || Round 13 = 90% (8,7,6) = 5&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 1 ||  ||  ||  ||  ||  || Round 14 = 90% (7,6,5) = 4&lt;br /&gt;
|-&lt;br /&gt;
| 4 ||  ||  ||  ||  ||  ||  || Round 15 = 90% (6,5,4) = 4&lt;br /&gt;
|-&lt;br /&gt;
| 3 ||  ||  ||  ||  ||  ||  || Round 16 = 90% (5,4,4) = 3&lt;br /&gt;
|-&lt;br /&gt;
| 3 ||  ||  ||  ||  ||  ||  || Round 17 = 90% (4,4,3) = 3&lt;br /&gt;
|-&lt;br /&gt;
| 2 ||  ||  ||  ||  ||  ||  || Round 18 = 90% (4,3,3) = 2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note: ''' We're considering a change where rage dissipates over time, instead of through a time jump.&lt;br /&gt;
&lt;br /&gt;
== Rolling Average ==&lt;br /&gt;
Identifies how many &amp;quot;Remembered&amp;quot; time threads are averaged together to produce the alien's current rage. '''Default: 3'''&lt;br /&gt;
&lt;br /&gt;
== Quotient ==&lt;br /&gt;
Identifies how much the rage counts towards the alien generation. A high quotient means there is little influence. '''Default: 30'''&lt;br /&gt;
&lt;br /&gt;
= Real-Time Spawner =&lt;br /&gt;
This controls the spawner whenever an alien detects you in the city.&lt;br /&gt;
&lt;br /&gt;
== Spawner Delay ==&lt;br /&gt;
Identifies how quickly a specific alien can request AI. This is to prevent flooding of AI into the area. '''Default: 50s'''&lt;br /&gt;
&lt;br /&gt;
== Alien Lifetime ==&lt;br /&gt;
Once the alien arrives at the destination, it's the number of seconds it looks before leaving to return to the portal to despawn. '''Default: 30s'''&lt;br /&gt;
&lt;br /&gt;
The actual duration will be longer. It periodically decides if it's exceeded the time limit before returning to the portal to despawn.&lt;br /&gt;
&lt;br /&gt;
== Spawning Frequency ==&lt;br /&gt;
The speed alien AI is spawned from the portal. '''Default: 0.25s'''&lt;br /&gt;
&lt;br /&gt;
Used to manage propagation rates on older hardware.&lt;/div&gt;</summary>
		<author><name>70.73.140.22</name></author>
		
	</entry>
	<entry>
		<id>https://crystal.elenesski.info/index.php?title=New_Game_Options&amp;diff=71</id>
		<title>New Game Options</title>
		<link rel="alternate" type="text/html" href="https://crystal.elenesski.info/index.php?title=New_Game_Options&amp;diff=71"/>
		<updated>2023-01-25T18:39:39Z</updated>

		<summary type="html">&lt;p&gt;70.73.140.22: /* Carry Over */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Basic Creation Settings =&lt;br /&gt;
== Maximum Families ==&lt;br /&gt;
Specifies the maximum number of people found in buildings by identifying how many families have to be generated into the world. The higher the number, the more challenging the game will be to sneak the increased number of citizens past guards. '''Default: 4000'''&lt;br /&gt;
&lt;br /&gt;
The number of families will be based on the number of buildings considered &amp;quot;residential&amp;quot; (green blocks by default), and this is directly impacted by the districting map you select when creating the map.&lt;br /&gt;
&lt;br /&gt;
== Time of Day ==&lt;br /&gt;
Specifies what time of day the alien lockdown starts. It occurs at 8 am the following morning, so a player gets between 8 and 32 hours of lead time. '''Default: 12:00am (32 hours to go)'''&lt;br /&gt;
&lt;br /&gt;
If you start the game around midnight, most of your citizens will be home. About 4 hours after midnight and about 2 hours before midnight, your citizens can be anywhere in the city based on who they are and their schedule. In the middle of the day, all the students will be in class, and parents will be at work or out shopping, and so on.&lt;br /&gt;
&lt;br /&gt;
= IRQ Settings =&lt;br /&gt;
Each action you make that influence's the alien invasion has '''Impact'''. This impact accumulates throughout the time thread, producing the alien's total '''Rage'''. At any time, the number of aliens (drones) that are dispatched is: &lt;br /&gt;
     '''TotalUnits = Requested_Units ^ 1+(Rage/Quotient)'''&lt;br /&gt;
&lt;br /&gt;
== Carry Over ==&lt;br /&gt;
Between Time Loops, how much of the Alien's Rage carries through when you &amp;quot;Remember.&amp;quot; The starting &amp;quot;Rage&amp;quot; is the average of the &amp;quot;Rolling Average&amp;quot; of &amp;quot;Remembers,&amp;quot; up to the maximum.  &lt;br /&gt;
&lt;br /&gt;
'''Default: 50%''' If you set the value at 100% or more, then once the alien's rage begins, it becomes explosive. 70% is a hard game, while 90% is very challenging. These games force you to be careful in every round and carefully consider forgetting if you have a particularly disastrous time thread. Set to 0% for an easy game.&lt;br /&gt;
&lt;br /&gt;
Imagine a Rage of 20 and a rolling average of 3. If you cause no additional alien rage in subsequent rounds, this is how long it takes for the rage to dissipate completely with different amounts of Carry Over.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto; border: 1px solid black;&amp;quot;&lt;br /&gt;
|+ Sample Effects of Different Carryovers&lt;br /&gt;
|-&lt;br /&gt;
! 90% || 80% || 70% || 60% || 50% || 25% || 10% || Calculation Sample&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 20 || 20 || 20 || 20 || 20 || 20 || Starting Rage&lt;br /&gt;
|-&lt;br /&gt;
| 18 || 16 || 14 || 12 || 10 || 5 || 2 || Round 1 = 90% (20) = 18&lt;br /&gt;
|-&lt;br /&gt;
| 17 || 14 || 11 || 9 || 7 || 3 || 1 || Round 2 = 90% (20,18) = 17&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 12 || 8 || 6 || 4 || 1 ||  || Round 3 = 90% (20,18,17) = 15&lt;br /&gt;
|-&lt;br /&gt;
| 14 || 10 || 6 || 4 || 2 ||  ||  || Round 4 = 90% (18,17,15) = 14&lt;br /&gt;
|-&lt;br /&gt;
| 13 || 8 || 4 || 3 || 1 ||  ||  || Round 5 = 90% (17,15,14) = 13&lt;br /&gt;
|-&lt;br /&gt;
| 12 || 7 || 3 || 2 ||  ||  ||  || Round 6 = 90% (15,14,13) = 12&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 6 || 2 || 1 ||  ||  ||  || Round 7 = 90% (14,13,12) = 11&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 5 || 1 ||  ||  ||  ||  || Round 8 = 90% (13,12,11) = 10&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 4 || 1 ||  ||  ||  ||  || Round 9 = 90% (12,11,10) = 9&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 3 ||  ||  ||  ||  ||  || Round 10 = 90% (11,10,9) = 8&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 2 ||  ||  ||  ||  ||  || Round 11 = 90% (10,9,8) = 7&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 2 ||  ||  ||  ||  ||  || Round 12 = 90% (9,8,7) = 6&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 1 ||  ||  ||  ||  ||  || Round 13 = 90% (8,7,6) = 5&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 1 ||  ||  ||  ||  ||  || Round 14 = 90% (7,6,5) = 4&lt;br /&gt;
|-&lt;br /&gt;
| 4 ||  ||  ||  ||  ||  ||  || Round 15 = 90% (6,5,4) = 4&lt;br /&gt;
|-&lt;br /&gt;
| 3 ||  ||  ||  ||  ||  ||  || Round 16 = 90% (5,4,4) = 3&lt;br /&gt;
|-&lt;br /&gt;
| 3 ||  ||  ||  ||  ||  ||  || Round 17 = 90% (4,4,3) = 3&lt;br /&gt;
|-&lt;br /&gt;
| 2 ||  ||  ||  ||  ||  ||  || Round 18 = 90% (4,3,3) = 2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note: ''' We're considering a change where rage dissipates over time.&lt;br /&gt;
&lt;br /&gt;
== Rolling Average ==&lt;br /&gt;
Identifies how many &amp;quot;Remembered&amp;quot; time threads are averaged together to produce the alien's current rage. '''Default: 3'''&lt;br /&gt;
&lt;br /&gt;
== Quotient ==&lt;br /&gt;
Identifies how much the rage counts towards the alien generation. A high quotient means there is little influence. '''Default: 30'''&lt;br /&gt;
&lt;br /&gt;
= Real-Time Spawner =&lt;br /&gt;
This controls the spawner whenever an alien detects you in the city.&lt;br /&gt;
&lt;br /&gt;
== Spawner Delay ==&lt;br /&gt;
Identifies how quickly a specific alien can request AI. This is to prevent flooding of AI into the area. '''Default: 50s'''&lt;br /&gt;
&lt;br /&gt;
== Alien Lifetime ==&lt;br /&gt;
Once the alien arrives at the destination, it's the number of seconds it looks before leaving to return to the portal to despawn. '''Default: 30s'''&lt;br /&gt;
&lt;br /&gt;
The actual duration will be longer. It periodically decides if it's exceeded the time limit before returning to the portal to despawn.&lt;br /&gt;
&lt;br /&gt;
== Spawning Frequency ==&lt;br /&gt;
The speed alien AI is spawned from the portal. '''Default: 0.25s'''&lt;br /&gt;
&lt;br /&gt;
Used to manage propagation rates on older hardware.&lt;/div&gt;</summary>
		<author><name>70.73.140.22</name></author>
		
	</entry>
	<entry>
		<id>https://crystal.elenesski.info/index.php?title=Known_Changes&amp;diff=70</id>
		<title>Known Changes</title>
		<link rel="alternate" type="text/html" href="https://crystal.elenesski.info/index.php?title=Known_Changes&amp;diff=70"/>
		<updated>2023-01-25T18:38:28Z</updated>

		<summary type="html">&lt;p&gt;70.73.140.22: /* Pathway to Release */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Pathway to Release =&lt;br /&gt;
* v0.7 - Alpha - Test the game engine's core functions. '''(current)'''&lt;br /&gt;
* v0.8 - Beta - Graphics and Design Flow overall, complete the opening video and two cut scenes.&lt;br /&gt;
* v0.9 - Steam Early Access - Prepare game for release&lt;br /&gt;
* v0.9.xx - Early Access Releases (as needed).&lt;br /&gt;
* v1.0 - Initial Release&lt;br /&gt;
&lt;br /&gt;
= Future Changes (under consideration) =&lt;br /&gt;
* '''Ability to program a player drone to fly a series of named waypoints''' - The drone moves at its non-accelerated speed to each waypoint, then stops.&lt;br /&gt;
* '''Ability to convert unused batteries into different powers''' - The conversion will have some conditions with some conversion loss.&lt;br /&gt;
* '''Change how rage disapates''' - Make rage dissipation a function of time instead of the number of time jumps.&lt;/div&gt;</summary>
		<author><name>70.73.140.22</name></author>
		
	</entry>
	<entry>
		<id>https://crystal.elenesski.info/index.php?title=Known_Changes&amp;diff=69</id>
		<title>Known Changes</title>
		<link rel="alternate" type="text/html" href="https://crystal.elenesski.info/index.php?title=Known_Changes&amp;diff=69"/>
		<updated>2023-01-25T18:34:22Z</updated>

		<summary type="html">&lt;p&gt;70.73.140.22: /* Future Changes (under consideration) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Pathway to Release =&lt;br /&gt;
* v0.7 - Alpha - Test the game engine's core functions. '''(current)'''&lt;br /&gt;
* v0.8 - Beta - Graphics overall, complete the opening video and two cut scenes.&lt;br /&gt;
* v0.9 - Steam Early Access - Prepare game for release&lt;br /&gt;
* v0.9.xx - Early Access Releases (as needed).&lt;br /&gt;
* v1.0 - Initial Release&lt;br /&gt;
&lt;br /&gt;
= Future Changes (under consideration) =&lt;br /&gt;
* '''Ability to program a player drone to fly a series of named waypoints''' - The drone moves at its non-accelerated speed to each waypoint, then stops.&lt;br /&gt;
* '''Ability to convert unused batteries into different powers''' - The conversion will have some conditions with some conversion loss.&lt;br /&gt;
* '''Change how rage disapates''' - Make rage dissipation a function of time instead of the number of time jumps.&lt;/div&gt;</summary>
		<author><name>70.73.140.22</name></author>
		
	</entry>
	<entry>
		<id>https://crystal.elenesski.info/index.php?title=Known_Changes&amp;diff=68</id>
		<title>Known Changes</title>
		<link rel="alternate" type="text/html" href="https://crystal.elenesski.info/index.php?title=Known_Changes&amp;diff=68"/>
		<updated>2023-01-25T18:34:04Z</updated>

		<summary type="html">&lt;p&gt;70.73.140.22: /* Future Changes (under consideration) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Pathway to Release =&lt;br /&gt;
* v0.7 - Alpha - Test the game engine's core functions. '''(current)'''&lt;br /&gt;
* v0.8 - Beta - Graphics overall, complete the opening video and two cut scenes.&lt;br /&gt;
* v0.9 - Steam Early Access - Prepare game for release&lt;br /&gt;
* v0.9.xx - Early Access Releases (as needed).&lt;br /&gt;
* v1.0 - Initial Release&lt;br /&gt;
&lt;br /&gt;
= Future Changes (under consideration) =&lt;br /&gt;
* '''Ability to program a player drone to fly a series of named waypoints''' - The drone moves at its non-accelerated speed to each waypoint, then stops.&lt;br /&gt;
* '''Ability to convert unused batteries into different powers''' - The conversion will have some conditions with some conversion loss.&lt;br /&gt;
* '''Change how rage disapates.''' - Make rage dissipation a function of time instead of the number of time jumps.&lt;/div&gt;</summary>
		<author><name>70.73.140.22</name></author>
		
	</entry>
	<entry>
		<id>https://crystal.elenesski.info/index.php?title=Core_Devices&amp;diff=67</id>
		<title>Core Devices</title>
		<link rel="alternate" type="text/html" href="https://crystal.elenesski.info/index.php?title=Core_Devices&amp;diff=67"/>
		<updated>2023-01-25T18:10:52Z</updated>

		<summary type="html">&lt;p&gt;70.73.140.22: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Device Overview =&lt;br /&gt;
These are the 49 devices implemented in Crystal (Alpha v0.7).&lt;br /&gt;
* Blueprints allow you to combine two to four formulas.&lt;br /&gt;
* One device is used for waypoints, and others can be used for blueprints.&lt;br /&gt;
* More than 215,000 total devices are possible.&lt;br /&gt;
* 170,000 custom blueprints are available for waypoints.&lt;br /&gt;
* There are three different types of drones, each with about 15,000 custom blueprints.&lt;br /&gt;
* All these numbers are estimates because some formulas can be used more than once in a blueprint.&lt;br /&gt;
== Exceptions ==&lt;br /&gt;
* Patterns cannot have two &amp;quot;drones&amp;quot; formulas in them.&lt;br /&gt;
* Drones cannot carry ground-only formulas (most shields and all miscellaneous devices). YTech shields are light enough for a drone to carry.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Device Summary =&lt;br /&gt;
&lt;br /&gt;
As of '''Jan 25, 2023''', all of these devices have been tested and implemented for Alpha.&lt;br /&gt;
&lt;br /&gt;
== Drones ==&lt;br /&gt;
* '''Player Specific'''&lt;br /&gt;
** '''Drone: Player''' is a drone with a built-in camera that can move freely from the chamber.&lt;br /&gt;
** '''Player: Mod 3x Height''' modifies a player drone enabling the player to zoom further away from the street.&lt;br /&gt;
* '''Followers Specific'''&lt;br /&gt;
** '''Drone: Follower''' is a drone that can follow a player drone. Once attached, this creates a constellation. Constellations can be saved as a pattern to be recreated in a future &amp;quot;time thread&amp;quot;. &lt;br /&gt;
** '''Drone: Harvester Follower''' is the same as a regular follower, except this drone can harvest &amp;quot;up to five&amp;quot; crystals, hardware and batteries from any residential block. The harvester cannot carry keys or time crystals.&lt;br /&gt;
** '''Logistics: Supply Depot''' increases the number of objects a harvester can carry by five. The depot must be within the harvester's radius.&lt;br /&gt;
&lt;br /&gt;
== Scanners ==&lt;br /&gt;
* '''Your: yTech Noise, Citizen Movement/Sound/Heat/Chemistry''' shows your noise that aliens can sense.&lt;br /&gt;
* '''Alien Dectors: yTech, Movement, Sound, Heat, and Chemical''' allows you to detect aliens with these to determine what to shield against.&lt;br /&gt;
* '''Alien: Bio Mist''' detects areas deadly to citizens.&lt;br /&gt;
* '''Alien: Tech Bombs''' detects areas where your equipment will malfunction and self-destruct.&lt;br /&gt;
* '''Target: Patrol AI, Stationary AI, Drone AI, or Organism Aliens''' shows stealthy aliens. Target is required with their detectors to mark them.&lt;br /&gt;
&lt;br /&gt;
== Shields ==&lt;br /&gt;
* '''yTech, Movement, Sound, Heat or Chemistry''' shield your technology or citizens in a way that prevents alien detection.&lt;br /&gt;
* '''Shield: Bio Mist or Tech Bombs''' prevent destructive alien fields from forming.&lt;br /&gt;
* '''Shield: Invisibility Cloak''' prevent aliens from seeing citizens.&lt;br /&gt;
&lt;br /&gt;
== Speed ==&lt;br /&gt;
* '''Speed: 125%, 250% or 400%''' allow the object to move faster by the noted percentage.&lt;br /&gt;
* '''Speed: Normalize Speed''' causes a citizen's speed to be set based on a uniform speed.&lt;br /&gt;
&lt;br /&gt;
== Distraction, EMP, Kill ==&lt;br /&gt;
* '''Patrol AI, Stationary AI, Drone AI, Organisms''' identifies the type of alien that can be affected.&lt;br /&gt;
* '''Distract, Stun or Kill''' only works if the alien is visible (aka marked):&lt;br /&gt;
** '''Distract''' causes marked aliens to investigate another location.&lt;br /&gt;
** '''Stun''' causes marked aliens to become inoperable for 30 seconds.&lt;br /&gt;
** '''Kill''' causes marked aliens to terminate their operation.&lt;br /&gt;
*** ''Suggested Mod'' killed aliens can be harvested.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
* '''Transport Waypoint''' allows you to add a point on the guideway connecting your city's buildings to the Chamber. (Note: This device does not use a crystal and does not appear on any blueprint listing.)&lt;br /&gt;
* '''Visual: Camera''' creates a camera on a waypoint so that you can monitor the area that falls within its radius.&lt;br /&gt;
* '''Miscellaneous: Guideway''' allows you to extend a waypoint to any location within its radius, including over rivers.&lt;br /&gt;
* '''Miscellaneous: Artificial Wall''' trick aliens into believing there is a wall there when there isn't.&lt;br /&gt;
&lt;br /&gt;
== Time ==&lt;br /&gt;
* tbd (2 planned)&lt;/div&gt;</summary>
		<author><name>70.73.140.22</name></author>
		
	</entry>
	<entry>
		<id>https://crystal.elenesski.info/index.php?title=Core_Devices&amp;diff=66</id>
		<title>Core Devices</title>
		<link rel="alternate" type="text/html" href="https://crystal.elenesski.info/index.php?title=Core_Devices&amp;diff=66"/>
		<updated>2023-01-25T18:10:25Z</updated>

		<summary type="html">&lt;p&gt;70.73.140.22: /* Core Device Formulas */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Device Overview =&lt;br /&gt;
These are the 49 devices implemented in Crystal (Alpha v0.7).&lt;br /&gt;
* Blueprints allow you to combine two to four formulas.&lt;br /&gt;
* One device is used for waypoints, and others can be used for blueprints.&lt;br /&gt;
* More than 215,000 total devices are possible.&lt;br /&gt;
* 170,000 custom blueprints are available for waypoints.&lt;br /&gt;
* There are three different types of drones, each with about 15,000 custom blueprints.&lt;br /&gt;
* All these numbers are estimates because some formulas can be used more than once in a blueprint.&lt;br /&gt;
== Exceptions ==&lt;br /&gt;
* Patterns cannot have two &amp;quot;drones&amp;quot; formulas in them.&lt;br /&gt;
* Drones cannot carry ground-only formulas (most shields and all miscellaneous devices). YTech shields are light enough for a drone to carry.&lt;br /&gt;
&lt;br /&gt;
= Device Summary =&lt;br /&gt;
&lt;br /&gt;
As of '''Jan 25, 2023''', all of these devices have been tested and implemented for Alpha.&lt;br /&gt;
&lt;br /&gt;
== Drones ==&lt;br /&gt;
* '''Player Specific'''&lt;br /&gt;
** '''Drone: Player''' is a drone with a built-in camera that can move freely from the chamber.&lt;br /&gt;
** '''Player: Mod 3x Height''' modifies a player drone enabling the player to zoom further away from the street.&lt;br /&gt;
* '''Followers Specific'''&lt;br /&gt;
** '''Drone: Follower''' is a drone that can follow a player drone. Once attached, this creates a constellation. Constellations can be saved as a pattern to be recreated in a future &amp;quot;time thread&amp;quot;. &lt;br /&gt;
** '''Drone: Harvester Follower''' is the same as a regular follower, except this drone can harvest &amp;quot;up to five&amp;quot; crystals, hardware and batteries from any residential block. The harvester cannot carry keys or time crystals.&lt;br /&gt;
** '''Logistics: Supply Depot''' increases the number of objects a harvester can carry by five. The depot must be within the harvester's radius.&lt;br /&gt;
&lt;br /&gt;
== Scanners ==&lt;br /&gt;
* '''Your: yTech Noise, Citizen Movement/Sound/Heat/Chemistry''' shows your noise that aliens can sense.&lt;br /&gt;
* '''Alien Dectors: yTech, Movement, Sound, Heat, and Chemical''' allows you to detect aliens with these to determine what to shield against.&lt;br /&gt;
* '''Alien: Bio Mist''' detects areas deadly to citizens.&lt;br /&gt;
* '''Alien: Tech Bombs''' detects areas where your equipment will malfunction and self-destruct.&lt;br /&gt;
* '''Target: Patrol AI, Stationary AI, Drone AI, or Organism Aliens''' shows stealthy aliens. Target is required with their detectors to mark them.&lt;br /&gt;
&lt;br /&gt;
== Shields ==&lt;br /&gt;
* '''yTech, Movement, Sound, Heat or Chemistry''' shield your technology or citizens in a way that prevents alien detection.&lt;br /&gt;
* '''Shield: Bio Mist or Tech Bombs''' prevent destructive alien fields from forming.&lt;br /&gt;
* '''Shield: Invisibility Cloak''' prevent aliens from seeing citizens.&lt;br /&gt;
&lt;br /&gt;
== Speed ==&lt;br /&gt;
* '''Speed: 125%, 250% or 400%''' allow the object to move faster by the noted percentage.&lt;br /&gt;
* '''Speed: Normalize Speed''' causes a citizen's speed to be set based on a uniform speed.&lt;br /&gt;
&lt;br /&gt;
== Distraction, EMP, Kill ==&lt;br /&gt;
* '''Patrol AI, Stationary AI, Drone AI, Organisms''' identifies the type of alien that can be affected.&lt;br /&gt;
* '''Distract, Stun or Kill''' only works if the alien is visible (aka marked):&lt;br /&gt;
** '''Distract''' causes marked aliens to investigate another location.&lt;br /&gt;
** '''Stun''' causes marked aliens to become inoperable for 30 seconds.&lt;br /&gt;
** '''Kill''' causes marked aliens to terminate their operation.&lt;br /&gt;
*** ''Suggested Mod'' killed aliens can be harvested.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
* '''Transport Waypoint''' allows you to add a point on the guideway connecting your city's buildings to the Chamber. (Note: This device does not use a crystal and does not appear on any blueprint listing.)&lt;br /&gt;
* '''Visual: Camera''' creates a camera on a waypoint so that you can monitor the area that falls within its radius.&lt;br /&gt;
* '''Miscellaneous: Guideway''' allows you to extend a waypoint to any location within its radius, including over rivers.&lt;br /&gt;
* '''Miscellaneous: Artificial Wall''' trick aliens into believing there is a wall there when there isn't.&lt;br /&gt;
&lt;br /&gt;
== Time ==&lt;br /&gt;
* tbd (2 planned)&lt;/div&gt;</summary>
		<author><name>70.73.140.22</name></author>
		
	</entry>
	<entry>
		<id>https://crystal.elenesski.info/index.php?title=Core_Devices&amp;diff=65</id>
		<title>Core Devices</title>
		<link rel="alternate" type="text/html" href="https://crystal.elenesski.info/index.php?title=Core_Devices&amp;diff=65"/>
		<updated>2023-01-25T18:10:04Z</updated>

		<summary type="html">&lt;p&gt;70.73.140.22: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Core Device Formulas =&lt;br /&gt;
These are the 49 devices implemented in Crystal (Alpha v0.7).&lt;br /&gt;
* Blueprints allow you to combine two to four formulas.&lt;br /&gt;
* One device is used for waypoints, and others can be used for blueprints.&lt;br /&gt;
* More than 215,000 total devices are possible.&lt;br /&gt;
* 170,000 custom blueprints are available for waypoints.&lt;br /&gt;
* There are three different types of drones, each with about 15,000 custom blueprints.&lt;br /&gt;
* All these numbers are estimates because some formulas can be used more than once in a blueprint.&lt;br /&gt;
== Exceptions ==&lt;br /&gt;
* Patterns cannot have two &amp;quot;drones&amp;quot; formulas in them.&lt;br /&gt;
* Drones cannot carry ground-only formulas (most shields and all miscellaneous devices). YTech shields are light enough for a drone to carry.&lt;br /&gt;
&lt;br /&gt;
= Device Summary =&lt;br /&gt;
&lt;br /&gt;
As of '''Jan 25, 2023''', all of these devices have been tested and implemented for Alpha.&lt;br /&gt;
&lt;br /&gt;
== Drones ==&lt;br /&gt;
* '''Player Specific'''&lt;br /&gt;
** '''Drone: Player''' is a drone with a built-in camera that can move freely from the chamber.&lt;br /&gt;
** '''Player: Mod 3x Height''' modifies a player drone enabling the player to zoom further away from the street.&lt;br /&gt;
* '''Followers Specific'''&lt;br /&gt;
** '''Drone: Follower''' is a drone that can follow a player drone. Once attached, this creates a constellation. Constellations can be saved as a pattern to be recreated in a future &amp;quot;time thread&amp;quot;. &lt;br /&gt;
** '''Drone: Harvester Follower''' is the same as a regular follower, except this drone can harvest &amp;quot;up to five&amp;quot; crystals, hardware and batteries from any residential block. The harvester cannot carry keys or time crystals.&lt;br /&gt;
** '''Logistics: Supply Depot''' increases the number of objects a harvester can carry by five. The depot must be within the harvester's radius.&lt;br /&gt;
&lt;br /&gt;
== Scanners ==&lt;br /&gt;
* '''Your: yTech Noise, Citizen Movement/Sound/Heat/Chemistry''' shows your noise that aliens can sense.&lt;br /&gt;
* '''Alien Dectors: yTech, Movement, Sound, Heat, and Chemical''' allows you to detect aliens with these to determine what to shield against.&lt;br /&gt;
* '''Alien: Bio Mist''' detects areas deadly to citizens.&lt;br /&gt;
* '''Alien: Tech Bombs''' detects areas where your equipment will malfunction and self-destruct.&lt;br /&gt;
* '''Target: Patrol AI, Stationary AI, Drone AI, or Organism Aliens''' shows stealthy aliens. Target is required with their detectors to mark them.&lt;br /&gt;
&lt;br /&gt;
== Shields ==&lt;br /&gt;
* '''yTech, Movement, Sound, Heat or Chemistry''' shield your technology or citizens in a way that prevents alien detection.&lt;br /&gt;
* '''Shield: Bio Mist or Tech Bombs''' prevent destructive alien fields from forming.&lt;br /&gt;
* '''Shield: Invisibility Cloak''' prevent aliens from seeing citizens.&lt;br /&gt;
&lt;br /&gt;
== Speed ==&lt;br /&gt;
* '''Speed: 125%, 250% or 400%''' allow the object to move faster by the noted percentage.&lt;br /&gt;
* '''Speed: Normalize Speed''' causes a citizen's speed to be set based on a uniform speed.&lt;br /&gt;
&lt;br /&gt;
== Distraction, EMP, Kill ==&lt;br /&gt;
* '''Patrol AI, Stationary AI, Drone AI, Organisms''' identifies the type of alien that can be affected.&lt;br /&gt;
* '''Distract, Stun or Kill''' only works if the alien is visible (aka marked):&lt;br /&gt;
** '''Distract''' causes marked aliens to investigate another location.&lt;br /&gt;
** '''Stun''' causes marked aliens to become inoperable for 30 seconds.&lt;br /&gt;
** '''Kill''' causes marked aliens to terminate their operation.&lt;br /&gt;
*** ''Suggested Mod'' killed aliens can be harvested.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
* '''Transport Waypoint''' allows you to add a point on the guideway connecting your city's buildings to the Chamber. (Note: This device does not use a crystal and does not appear on any blueprint listing.)&lt;br /&gt;
* '''Visual: Camera''' creates a camera on a waypoint so that you can monitor the area that falls within its radius.&lt;br /&gt;
* '''Miscellaneous: Guideway''' allows you to extend a waypoint to any location within its radius, including over rivers.&lt;br /&gt;
* '''Miscellaneous: Artificial Wall''' trick aliens into believing there is a wall there when there isn't.&lt;br /&gt;
&lt;br /&gt;
== Time ==&lt;br /&gt;
* tbd (2 planned)&lt;/div&gt;</summary>
		<author><name>70.73.140.22</name></author>
		
	</entry>
	<entry>
		<id>https://crystal.elenesski.info/index.php?title=Core_Devices&amp;diff=64</id>
		<title>Core Devices</title>
		<link rel="alternate" type="text/html" href="https://crystal.elenesski.info/index.php?title=Core_Devices&amp;diff=64"/>
		<updated>2023-01-25T18:08:56Z</updated>

		<summary type="html">&lt;p&gt;70.73.140.22: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Core Device Formulas =&lt;br /&gt;
These are the 49 devices implemented in Crystal (Alpha v0.7).&lt;br /&gt;
* Blueprints allow you to combine two to four formulas.&lt;br /&gt;
* One device is used for waypoints, and others can be used for blueprints.&lt;br /&gt;
* More than 215,000 total devices are possible.&lt;br /&gt;
* 170,000 custom blueprints are available for waypoints.&lt;br /&gt;
* There are three different types of drones, each with about 15,000 custom blueprints.&lt;br /&gt;
* All these numbers are estimates because some formulas can be used more than once in a blueprint.&lt;br /&gt;
== Exceptions ==&lt;br /&gt;
* Patterns cannot have two &amp;quot;drones&amp;quot; formulas in them.&lt;br /&gt;
* Drones cannot carry ground-only formulas (most shields and all miscellaneous devices). YTech shields are light enough for a drone to carry.&lt;br /&gt;
&lt;br /&gt;
As of '''Jan 24, 2023''', all of these devices have been tested and implemented for Alpha.&lt;br /&gt;
&lt;br /&gt;
== Drones ==&lt;br /&gt;
* '''Player Specific'''&lt;br /&gt;
** '''Drone: Player''' is a drone with a built-in camera that can move freely from the chamber.&lt;br /&gt;
** '''Player: Mod 3x Height''' modifies a player drone enabling the player to zoom further away from the street.&lt;br /&gt;
* '''Followers Specific'''&lt;br /&gt;
** '''Drone: Follower''' is a drone that can follow a player drone. Once attached, this creates a constellation. Constellations can be saved as a pattern to be recreated in a future &amp;quot;time thread&amp;quot;. &lt;br /&gt;
** '''Drone: Harvester Follower''' is the same as a regular follower, except this drone can harvest &amp;quot;up to five&amp;quot; crystals, hardware and batteries from any residential block. The harvester cannot carry keys or time crystals.&lt;br /&gt;
** '''Logistics: Supply Depot''' increases the number of objects a harvester can carry by five. The depot must be within the harvester's radius.&lt;br /&gt;
&lt;br /&gt;
== Scanners ==&lt;br /&gt;
* '''Your: yTech Noise, Citizen Movement/Sound/Heat/Chemistry''' shows your noise that aliens can sense.&lt;br /&gt;
* '''Alien Dectors: yTech, Movement, Sound, Heat, and Chemical''' allows you to detect aliens with these to determine what to shield against.&lt;br /&gt;
* '''Alien: Bio Mist''' detects areas deadly to citizens.&lt;br /&gt;
* '''Alien: Tech Bombs''' detects areas where your equipment will malfunction and self-destruct.&lt;br /&gt;
* '''Target: Patrol AI, Stationary AI, Drone AI, or Organism Aliens''' shows stealthy aliens. Target is required with their detectors to mark them.&lt;br /&gt;
&lt;br /&gt;
== Shields ==&lt;br /&gt;
* '''yTech, Movement, Sound, Heat or Chemistry''' shield your technology or citizens in a way that prevents alien detection.&lt;br /&gt;
* '''Shield: Bio Mist or Tech Bombs''' prevent destructive alien fields from forming.&lt;br /&gt;
* '''Shield: Invisibility Cloak''' prevent aliens from seeing citizens.&lt;br /&gt;
&lt;br /&gt;
== Speed ==&lt;br /&gt;
* '''Speed: 125%, 250% or 400%''' allow the object to move faster by the noted percentage.&lt;br /&gt;
* '''Speed: Normalize Speed''' causes a citizen's speed to be set based on a uniform speed.&lt;br /&gt;
&lt;br /&gt;
== Distraction, EMP, Kill ==&lt;br /&gt;
* '''Patrol AI, Stationary AI, Drone AI, Organisms''' identifies the type of alien that can be affected.&lt;br /&gt;
* '''Distract, Stun or Kill''' only works if the alien is visible (aka marked):&lt;br /&gt;
** '''Distract''' causes marked aliens to investigate another location.&lt;br /&gt;
** '''Stun''' causes marked aliens to become inoperable for 30 seconds.&lt;br /&gt;
** '''Kill''' causes marked aliens to terminate their operation.&lt;br /&gt;
*** ''Suggested Mod'' killed aliens can be harvested.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
* '''Transport Waypoint''' allows you to add a point on the guideway connecting your city's buildings to the Chamber. (Note: This device does not use a crystal and does not appear on any blueprint listing.)&lt;br /&gt;
* '''Visual: Camera''' creates a camera on a waypoint so that you can monitor the area that falls within its radius.&lt;br /&gt;
* '''Miscellaneous: Guideway''' allows you to extend a waypoint to any location within its radius, including over rivers.&lt;br /&gt;
* '''Miscellaneous: Artificial Wall''' trick aliens into believing there is a wall there when there isn't.&lt;br /&gt;
&lt;br /&gt;
== Time ==&lt;br /&gt;
* tbd (2 planned)&lt;/div&gt;</summary>
		<author><name>70.73.140.22</name></author>
		
	</entry>
	<entry>
		<id>https://crystal.elenesski.info/index.php?title=Core_Devices&amp;diff=63</id>
		<title>Core Devices</title>
		<link rel="alternate" type="text/html" href="https://crystal.elenesski.info/index.php?title=Core_Devices&amp;diff=63"/>
		<updated>2023-01-25T01:20:38Z</updated>

		<summary type="html">&lt;p&gt;70.73.140.22: /* Core Device Formulas */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Core Device Formulas =&lt;br /&gt;
These are the 49 devices implemented in Crystal (Alpha v0.7).&lt;br /&gt;
* Blueprints allow you to combine two to four formulas.&lt;br /&gt;
* One device is used for waypoints, and others can be used for blueprints.&lt;br /&gt;
* More than 215,000 total devices are possible.&lt;br /&gt;
* 170,000 custom blueprints are available for waypoints.&lt;br /&gt;
* There are three different types of drones, each with about 15,000 custom blueprints.&lt;br /&gt;
* All these numbers are estimates because some formulas can be used more than once in a blueprint.&lt;br /&gt;
== Exceptions ==&lt;br /&gt;
* Patterns cannot have two &amp;quot;drones&amp;quot; formulas in them.&lt;br /&gt;
* Drones can only carry yTech shields.&lt;br /&gt;
&lt;br /&gt;
As of '''Jan 24, 2023''', all of these devices have been tested and implemented for Alpha.&lt;br /&gt;
&lt;br /&gt;
== Drones ==&lt;br /&gt;
* '''Player Specific'''&lt;br /&gt;
** '''Drone: Player''' is a drone with a built-in camera that can move freely from the chamber.&lt;br /&gt;
** '''Player: Mod 3x Height''' modifies a player drone enabling the player to zoom further away from the street.&lt;br /&gt;
* '''Followers Specific'''&lt;br /&gt;
** '''Drone: Follower''' is a drone that can follow a player drone. Once attached, this creates a constellation. Constellations can be saved as a pattern to be recreated in a future &amp;quot;time thread&amp;quot;. &lt;br /&gt;
** '''Drone: Harvester Follower''' is the same as a regular follower, except this drone can harvest &amp;quot;up to five&amp;quot; crystals, hardware and batteries from any residential block. The harvester cannot carry keys or time crystals.&lt;br /&gt;
** '''Logistics: Supply Depot''' increases the number of objects a harvester can carry by five. The depot must be within the harvester's radius.&lt;br /&gt;
&lt;br /&gt;
== Scanners ==&lt;br /&gt;
* '''Your: yTech Noise, Citizen Movement/Sound/Heat/Chemistry''' shows your noise that aliens can sense.&lt;br /&gt;
* '''Alien Dectors: yTech, Movement, Sound, Heat, and Chemical''' allows you to detect aliens with these to determine what to shield against.&lt;br /&gt;
* '''Alien: Bio Mist''' detects areas deadly to citizens.&lt;br /&gt;
* '''Alien: Tech Bombs''' detects areas where your equipment will malfunction and self-destruct.&lt;br /&gt;
* '''Target: Patrol AI, Stationary AI, Drone AI, or Organism Aliens''' shows stealthy aliens. Target is required with their detectors to mark them.&lt;br /&gt;
&lt;br /&gt;
== Shields ==&lt;br /&gt;
* '''yTech, Movement, Sound, Heat or Chemistry''' shield your technology or citizens in a way that prevents alien detection.&lt;br /&gt;
* '''Shield: Bio Mist or Tech Bombs''' prevent destructive alien fields from forming.&lt;br /&gt;
* '''Shield: Invisibility Cloak''' prevent aliens from seeing citizens.&lt;br /&gt;
&lt;br /&gt;
== Speed ==&lt;br /&gt;
* '''Speed: 125%, 250% or 400%''' allow the object to move faster by the noted percentage.&lt;br /&gt;
* '''Speed: Normalize Speed''' causes a citizen's speed to be set based on a uniform speed.&lt;br /&gt;
&lt;br /&gt;
== Distraction, EMP, Kill ==&lt;br /&gt;
* '''Patrol AI, Stationary AI, Drone AI, Organisms''' identifies the type of alien that can be affected.&lt;br /&gt;
* '''Distract, Stun or Kill''' only works if the alien is visible (aka marked):&lt;br /&gt;
** '''Distract''' causes marked aliens to investigate another location.&lt;br /&gt;
** '''Stun''' causes marked aliens to become inoperable for 30 seconds.&lt;br /&gt;
** '''Kill''' causes marked aliens to terminate their operation.&lt;br /&gt;
*** ''Suggested Mod'' killed aliens can be harvested.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
* '''Transport Waypoint''' allows you to add a point on the guideway connecting your city's buildings to the Chamber. (Note: This device does not use a crystal and does not appear on any blueprint listing.)&lt;br /&gt;
* '''Visual: Camera''' creates a camera on a waypoint so that you can monitor the area that falls within its radius.&lt;br /&gt;
* '''Miscellaneous: Guideway''' allows you to extend a waypoint to any location within its radius, including over rivers.&lt;br /&gt;
* '''Miscellaneous: Artificial Wall''' trick aliens into believing there is a wall there when there isn't.&lt;br /&gt;
&lt;br /&gt;
== Time ==&lt;br /&gt;
* tbd (2 planned)&lt;/div&gt;</summary>
		<author><name>70.73.140.22</name></author>
		
	</entry>
	<entry>
		<id>https://crystal.elenesski.info/index.php?title=Core_Devices&amp;diff=62</id>
		<title>Core Devices</title>
		<link rel="alternate" type="text/html" href="https://crystal.elenesski.info/index.php?title=Core_Devices&amp;diff=62"/>
		<updated>2023-01-21T10:03:22Z</updated>

		<summary type="html">&lt;p&gt;70.73.140.22: /* Scanners */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Core Device Formulas =&lt;br /&gt;
These are the 49 devices implemented in Crystal (Alpha v0.7).&lt;br /&gt;
* Blueprints allow you to combine two to four formulas.&lt;br /&gt;
* One device is used for waypoints, and others can be used for blueprints.&lt;br /&gt;
* More than 215,000 total devices are possible.&lt;br /&gt;
* 170,000 custom blueprints are available for waypoints.&lt;br /&gt;
* There are three different types of drones, each with about 15,000 custom blueprints.&lt;br /&gt;
* All these numbers are estimates because some formulas can be used more than once in a blueprint.&lt;br /&gt;
* One Exception: Two &amp;quot;player or follower drones&amp;quot; cannot be used together in a blueprint.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As of Dec 18, 2022, all of these devices have been tested and implemented for Alpha.&lt;br /&gt;
&lt;br /&gt;
== Drones ==&lt;br /&gt;
* '''Player Specific'''&lt;br /&gt;
** '''Drone: Player''' is a drone with a built-in camera that can move freely from the chamber.&lt;br /&gt;
** '''Player: Mod 3x Height''' modifies a player drone enabling the player to zoom further away from the street.&lt;br /&gt;
* '''Followers Specific'''&lt;br /&gt;
** '''Drone: Follower''' is a drone that can follow a player drone. Once attached, this creates a constellation. Constellations can be saved as a pattern to be recreated in a future &amp;quot;time thread&amp;quot;. &lt;br /&gt;
** '''Drone: Harvester Follower''' is the same as a regular follower, except this drone can harvest &amp;quot;up to five&amp;quot; crystals, hardware and batteries from any residential block. The harvester cannot carry keys or time crystals.&lt;br /&gt;
** '''Logistics: Supply Depot''' increases the number of objects a harvester can carry by five. The depot must be within the harvester's radius.&lt;br /&gt;
&lt;br /&gt;
== Scanners ==&lt;br /&gt;
* '''Your: yTech Noise, Citizen Movement/Sound/Heat/Chemistry''' shows your noise that aliens can sense.&lt;br /&gt;
* '''Alien Dectors: yTech, Movement, Sound, Heat, and Chemical''' allows you to detect aliens with these to determine what to shield against.&lt;br /&gt;
* '''Alien: Bio Mist''' detects areas deadly to citizens.&lt;br /&gt;
* '''Alien: Tech Bombs''' detects areas where your equipment will malfunction and self-destruct.&lt;br /&gt;
* '''Target: Patrol AI, Stationary AI, Drone AI, or Organism Aliens''' shows stealthy aliens. Target is required with their detectors to mark them.&lt;br /&gt;
&lt;br /&gt;
== Shields ==&lt;br /&gt;
* '''yTech, Movement, Sound, Heat or Chemistry''' shield your technology or citizens in a way that prevents alien detection.&lt;br /&gt;
* '''Shield: Bio Mist or Tech Bombs''' prevent destructive alien fields from forming.&lt;br /&gt;
* '''Shield: Invisibility Cloak''' prevent aliens from seeing citizens.&lt;br /&gt;
&lt;br /&gt;
== Speed ==&lt;br /&gt;
* '''Speed: 125%, 250% or 400%''' allow the object to move faster by the noted percentage.&lt;br /&gt;
* '''Speed: Normalize Speed''' causes a citizen's speed to be set based on a uniform speed.&lt;br /&gt;
&lt;br /&gt;
== Distraction, EMP, Kill ==&lt;br /&gt;
* '''Patrol AI, Stationary AI, Drone AI, Organisms''' identifies the type of alien that can be affected.&lt;br /&gt;
* '''Distract, Stun or Kill''' only works if the alien is visible (aka marked):&lt;br /&gt;
** '''Distract''' causes marked aliens to investigate another location.&lt;br /&gt;
** '''Stun''' causes marked aliens to become inoperable for 30 seconds.&lt;br /&gt;
** '''Kill''' causes marked aliens to terminate their operation.&lt;br /&gt;
*** ''Suggested Mod'' killed aliens can be harvested.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
* '''Transport Waypoint''' allows you to add a point on the guideway connecting your city's buildings to the Chamber. (Note: This device does not use a crystal and does not appear on any blueprint listing.)&lt;br /&gt;
* '''Visual: Camera''' creates a camera on a waypoint so that you can monitor the area that falls within its radius.&lt;br /&gt;
* '''Miscellaneous: Guideway''' allows you to extend a waypoint to any location within its radius, including over rivers.&lt;br /&gt;
* '''Miscellaneous: Artificial Wall''' trick aliens into believing there is a wall there when there isn't.&lt;br /&gt;
&lt;br /&gt;
== Time ==&lt;br /&gt;
* tbd (2 planned)&lt;/div&gt;</summary>
		<author><name>70.73.140.22</name></author>
		
	</entry>
	<entry>
		<id>https://crystal.elenesski.info/index.php?title=Known_Changes&amp;diff=61</id>
		<title>Known Changes</title>
		<link rel="alternate" type="text/html" href="https://crystal.elenesski.info/index.php?title=Known_Changes&amp;diff=61"/>
		<updated>2023-01-21T07:44:38Z</updated>

		<summary type="html">&lt;p&gt;70.73.140.22: /* Known Changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Pathway to Release =&lt;br /&gt;
* v0.7 - Alpha - Test the game engine's core functions. '''(current)'''&lt;br /&gt;
* v0.8 - Beta - Graphics overall, complete the opening video and two cut scenes.&lt;br /&gt;
* v0.9 - Steam Early Access - Prepare game for release&lt;br /&gt;
* v0.9.xx - Early Access Releases (as needed).&lt;br /&gt;
* v1.0 - Initial Release&lt;br /&gt;
&lt;br /&gt;
= Future Changes (under consideration) =&lt;br /&gt;
* '''Ability to program a player drone to fly a series of named waypoints''' - The drone moves at its non-accelerated speed to each waypoint, then stops.&lt;br /&gt;
* '''Ability to convert unused batteries into different powers''' - The conversion will have some conditions with some conversion loss.&lt;/div&gt;</summary>
		<author><name>70.73.140.22</name></author>
		
	</entry>
	<entry>
		<id>https://crystal.elenesski.info/index.php?title=Known_Changes&amp;diff=60</id>
		<title>Known Changes</title>
		<link rel="alternate" type="text/html" href="https://crystal.elenesski.info/index.php?title=Known_Changes&amp;diff=60"/>
		<updated>2023-01-21T07:38:19Z</updated>

		<summary type="html">&lt;p&gt;70.73.140.22: /* Known Changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Pathway to Release =&lt;br /&gt;
* v0.7 - Alpha - Test the game engine's core functions. '''(current)'''&lt;br /&gt;
* v0.8 - Beta - Graphics overall, complete the opening video and two cut scenes.&lt;br /&gt;
* v0.9 - Steam Early Access - Prepare game for release&lt;br /&gt;
* v0.9.xx - Early Access Releases (as needed).&lt;br /&gt;
* v1.0 - Initial Release&lt;br /&gt;
&lt;br /&gt;
= Known Changes =&lt;br /&gt;
* '''Ability to program a player drone to a named waypoint''' - The drone moves at its normal speed to the waypoint, then stops.&lt;br /&gt;
* '''Ability to convert unused batteries into different powers''' - The conversion will have some conditions with some kind of conversion loss.&lt;/div&gt;</summary>
		<author><name>70.73.140.22</name></author>
		
	</entry>
	<entry>
		<id>https://crystal.elenesski.info/index.php?title=Known_Changes&amp;diff=59</id>
		<title>Known Changes</title>
		<link rel="alternate" type="text/html" href="https://crystal.elenesski.info/index.php?title=Known_Changes&amp;diff=59"/>
		<updated>2023-01-21T07:34:02Z</updated>

		<summary type="html">&lt;p&gt;70.73.140.22: /* Pathway to Release */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Pathway to Release =&lt;br /&gt;
* v0.7 - Alpha - Test the game engine's core functions. '''(current)'''&lt;br /&gt;
* v0.8 - Beta - Graphics overall, complete the opening video and two cut scenes.&lt;br /&gt;
* v0.9 - Steam Early Access - Prepare game for release&lt;br /&gt;
* v0.9.xx - Early Access Releases (as needed).&lt;br /&gt;
* v1.0 - Initial Release&lt;br /&gt;
&lt;br /&gt;
= Known Changes =&lt;br /&gt;
* '''Ability to program a player drone pathway''' - So that you don't have to continuously jump between drones to control them.&lt;/div&gt;</summary>
		<author><name>70.73.140.22</name></author>
		
	</entry>
	<entry>
		<id>https://crystal.elenesski.info/index.php?title=Known_Changes&amp;diff=58</id>
		<title>Known Changes</title>
		<link rel="alternate" type="text/html" href="https://crystal.elenesski.info/index.php?title=Known_Changes&amp;diff=58"/>
		<updated>2023-01-21T07:33:06Z</updated>

		<summary type="html">&lt;p&gt;70.73.140.22: /* Pathway to Release */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Pathway to Release =&lt;br /&gt;
* v0.7 - Alpha - Test the game's core functions.&lt;br /&gt;
* v0.8 - Beta - Graphics overall, complete the opening video and two cut scenes.&lt;br /&gt;
* v0.9 - Steam Early Access - Prepare game for release&lt;br /&gt;
* v0.9.xx - Early Access Releases (as needed).&lt;br /&gt;
* v1.0 - Initial Release&lt;br /&gt;
&lt;br /&gt;
= Known Changes =&lt;br /&gt;
* '''Ability to program a player drone pathway''' - So that you don't have to continuously jump between drones to control them.&lt;/div&gt;</summary>
		<author><name>70.73.140.22</name></author>
		
	</entry>
	<entry>
		<id>https://crystal.elenesski.info/index.php?title=Core_Devices&amp;diff=57</id>
		<title>Core Devices</title>
		<link rel="alternate" type="text/html" href="https://crystal.elenesski.info/index.php?title=Core_Devices&amp;diff=57"/>
		<updated>2023-01-20T23:40:44Z</updated>

		<summary type="html">&lt;p&gt;70.73.140.22: /* Core Device Formulas */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Core Device Formulas =&lt;br /&gt;
These are the 49 devices implemented in Crystal (Alpha v0.7).&lt;br /&gt;
* Blueprints allow you to combine two to four formulas.&lt;br /&gt;
* One device is used for waypoints, and others can be used for blueprints.&lt;br /&gt;
* More than 215,000 total devices are possible.&lt;br /&gt;
* 170,000 custom blueprints are available for waypoints.&lt;br /&gt;
* There are three different types of drones, each with about 15,000 custom blueprints.&lt;br /&gt;
* All these numbers are estimates because some formulas can be used more than once in a blueprint.&lt;br /&gt;
* One Exception: Two &amp;quot;player or follower drones&amp;quot; cannot be used together in a blueprint.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As of Dec 18, 2022, all of these devices have been tested and implemented for Alpha.&lt;br /&gt;
&lt;br /&gt;
== Drones ==&lt;br /&gt;
* '''Player Specific'''&lt;br /&gt;
** '''Drone: Player''' is a drone with a built-in camera that can move freely from the chamber.&lt;br /&gt;
** '''Player: Mod 3x Height''' modifies a player drone enabling the player to zoom further away from the street.&lt;br /&gt;
* '''Followers Specific'''&lt;br /&gt;
** '''Drone: Follower''' is a drone that can follow a player drone. Once attached, this creates a constellation. Constellations can be saved as a pattern to be recreated in a future &amp;quot;time thread&amp;quot;. &lt;br /&gt;
** '''Drone: Harvester Follower''' is the same as a regular follower, except this drone can harvest &amp;quot;up to five&amp;quot; crystals, hardware and batteries from any residential block. The harvester cannot carry keys or time crystals.&lt;br /&gt;
** '''Logistics: Supply Depot''' increases the number of objects a harvester can carry by five. The depot must be within the harvester's radius.&lt;br /&gt;
&lt;br /&gt;
== Scanners ==&lt;br /&gt;
* '''Alien Dectors: yTech, Movement, Sound, Heat, and Chemical''' allows you to detect aliens with these to determine what to shield against.&lt;br /&gt;
* '''Alien: Bio Mist''' detects areas deadly to citizens.&lt;br /&gt;
* '''Alien: Tech Bombs''' detects areas where your equipment will malfunction and self-destruct.&lt;br /&gt;
* '''Your: yTech Noise, Citizen Movement/Sound/Heat/Chemistry''' shows your noise that aliens can sense.&lt;br /&gt;
* '''Target: Patrol AI, Stationary AI, Drone AI, or Organism Aliens''' shows stealthy aliens. Target is required with their detectors to mark them.&lt;br /&gt;
&lt;br /&gt;
== Shields ==&lt;br /&gt;
* '''yTech, Movement, Sound, Heat or Chemistry''' shield your technology or citizens in a way that prevents alien detection.&lt;br /&gt;
* '''Shield: Bio Mist or Tech Bombs''' prevent destructive alien fields from forming.&lt;br /&gt;
* '''Shield: Invisibility Cloak''' prevent aliens from seeing citizens.&lt;br /&gt;
&lt;br /&gt;
== Speed ==&lt;br /&gt;
* '''Speed: 125%, 250% or 400%''' allow the object to move faster by the noted percentage.&lt;br /&gt;
* '''Speed: Normalize Speed''' causes a citizen's speed to be set based on a uniform speed.&lt;br /&gt;
&lt;br /&gt;
== Distraction, EMP, Kill ==&lt;br /&gt;
* '''Patrol AI, Stationary AI, Drone AI, Organisms''' identifies the type of alien that can be affected.&lt;br /&gt;
* '''Distract, Stun or Kill''' only works if the alien is visible (aka marked):&lt;br /&gt;
** '''Distract''' causes marked aliens to investigate another location.&lt;br /&gt;
** '''Stun''' causes marked aliens to become inoperable for 30 seconds.&lt;br /&gt;
** '''Kill''' causes marked aliens to terminate their operation.&lt;br /&gt;
*** ''Suggested Mod'' killed aliens can be harvested.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
* '''Transport Waypoint''' allows you to add a point on the guideway connecting your city's buildings to the Chamber. (Note: This device does not use a crystal and does not appear on any blueprint listing.)&lt;br /&gt;
* '''Visual: Camera''' creates a camera on a waypoint so that you can monitor the area that falls within its radius.&lt;br /&gt;
* '''Miscellaneous: Guideway''' allows you to extend a waypoint to any location within its radius, including over rivers.&lt;br /&gt;
* '''Miscellaneous: Artificial Wall''' trick aliens into believing there is a wall there when there isn't.&lt;br /&gt;
&lt;br /&gt;
== Time ==&lt;br /&gt;
* tbd (2 planned)&lt;/div&gt;</summary>
		<author><name>70.73.140.22</name></author>
		
	</entry>
	<entry>
		<id>https://crystal.elenesski.info/index.php?title=Main_Page&amp;diff=56</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://crystal.elenesski.info/index.php?title=Main_Page&amp;diff=56"/>
		<updated>2023-01-20T23:30:54Z</updated>

		<summary type="html">&lt;p&gt;70.73.140.22: /* Crystal Game &amp;quot;Official&amp;quot; Wiki */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Crystal Game &amp;quot;Official&amp;quot; Wiki =&lt;br /&gt;
&lt;br /&gt;
This is the &amp;quot;official&amp;quot; game page for &amp;quot;Crystal&amp;quot; created by Elenesski Games. &lt;br /&gt;
* [[New Game Options]] - Discusses the &amp;quot;Default Game Settings&amp;quot; and what they manipulate.&lt;br /&gt;
* [[Core Devices]] - Lists all the components available to build any of 215,000+ game devices.&lt;br /&gt;
** '''Very Important Note:''' The &amp;quot;Core Devices&amp;quot; page contains many game SPOILERS!&lt;br /&gt;
* [[Known Changes]] - Identifies things we want to do in the future but need to get through Alpha first.&lt;br /&gt;
&lt;br /&gt;
== Alpha ==&lt;br /&gt;
* [https://docs.google.com/document/d/1do0R7uBSTxwsHR5IsQz6SZpRxFl7-RV6EhsaJUg2HG4/edit?usp=sharing Google Document Link] - &amp;quot;Crystal&amp;quot; v0.7 Playtesting Guide&lt;/div&gt;</summary>
		<author><name>70.73.140.22</name></author>
		
	</entry>
	<entry>
		<id>https://crystal.elenesski.info/index.php?title=Main_Page&amp;diff=55</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://crystal.elenesski.info/index.php?title=Main_Page&amp;diff=55"/>
		<updated>2023-01-20T23:30:32Z</updated>

		<summary type="html">&lt;p&gt;70.73.140.22: /* Crystal Game &amp;quot;Official&amp;quot; Wiki */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Crystal Game &amp;quot;Official&amp;quot; Wiki =&lt;br /&gt;
&lt;br /&gt;
This is the &amp;quot;official&amp;quot; game page for &amp;quot;Crystal&amp;quot; created by Elenesski Games. &lt;br /&gt;
* [[New Game Options]] - Discusses the &amp;quot;Default Game Settings&amp;quot; and what they manipulate.&lt;br /&gt;
* [[Core Devices]] - Lists all the components available to build any of 215,000 game devices.&lt;br /&gt;
** '''Very Important Note:''' The &amp;quot;Core Devices&amp;quot; page contains many game SPOILERS!&lt;br /&gt;
* [[Known Changes]] - Identifies things we want to do in the future but need to get through Alpha first.&lt;br /&gt;
&lt;br /&gt;
== Alpha ==&lt;br /&gt;
* [https://docs.google.com/document/d/1do0R7uBSTxwsHR5IsQz6SZpRxFl7-RV6EhsaJUg2HG4/edit?usp=sharing Google Document Link] - &amp;quot;Crystal&amp;quot; v0.7 Playtesting Guide&lt;/div&gt;</summary>
		<author><name>70.73.140.22</name></author>
		
	</entry>
	<entry>
		<id>https://crystal.elenesski.info/index.php?title=Core_Devices&amp;diff=54</id>
		<title>Core Devices</title>
		<link rel="alternate" type="text/html" href="https://crystal.elenesski.info/index.php?title=Core_Devices&amp;diff=54"/>
		<updated>2023-01-20T20:44:32Z</updated>

		<summary type="html">&lt;p&gt;70.73.140.22: /* Core Device Formulas */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Core Device Formulas =&lt;br /&gt;
These are the 49 devices implemented in Crystal (Alpha v0.7).&lt;br /&gt;
* Blueprints allow you to combine two to four formulas.&lt;br /&gt;
* More than 215,000 total devices are possible.&lt;br /&gt;
* 170,000 custom blueprints are available for waypoints.&lt;br /&gt;
* There are three different types of drones, and each type has about 15,000 custom blueprints each.&lt;br /&gt;
* All these numbers are estimates because many devices can use formula duplicates.&lt;br /&gt;
* One Exception: Player Drones and Followers drones cannot be used in the same blueprint.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As of Dec 18, 2022, all of these devices have been tested and implemented for Alpha.&lt;br /&gt;
&lt;br /&gt;
== Drones ==&lt;br /&gt;
* '''Player Specific'''&lt;br /&gt;
** '''Drone: Player''' is a drone with a built-in camera that can move freely from the chamber.&lt;br /&gt;
** '''Player: Mod 3x Height''' modifies a player drone enabling the player to zoom further away from the street.&lt;br /&gt;
* '''Followers Specific'''&lt;br /&gt;
** '''Drone: Follower''' is a drone that can follow a player drone. Once attached, this creates a constellation. Constellations can be saved as a pattern to be recreated in a future &amp;quot;time thread&amp;quot;. &lt;br /&gt;
** '''Drone: Harvester Follower''' is the same as a regular follower, except this drone can harvest &amp;quot;up to five&amp;quot; crystals, hardware and batteries from any residential block. The harvester cannot carry keys or time crystals.&lt;br /&gt;
** '''Logistics: Supply Depot''' increases the number of objects a harvester can carry by five. The depot must be within the harvester's radius.&lt;br /&gt;
&lt;br /&gt;
== Scanners ==&lt;br /&gt;
* '''Alien Dectors: yTech, Movement, Sound, Heat, and Chemical''' allows you to detect aliens with these to determine what to shield against.&lt;br /&gt;
* '''Alien: Bio Mist''' detects areas deadly to citizens.&lt;br /&gt;
* '''Alien: Tech Bombs''' detects areas where your equipment will malfunction and self-destruct.&lt;br /&gt;
* '''Your: yTech Noise, Citizen Movement/Sound/Heat/Chemistry''' shows your noise that aliens can sense.&lt;br /&gt;
* '''Target: Patrol AI, Stationary AI, Drone AI, or Organism Aliens''' shows stealthy aliens. Target is required with their detectors to mark them.&lt;br /&gt;
&lt;br /&gt;
== Shields ==&lt;br /&gt;
* '''yTech, Movement, Sound, Heat or Chemistry''' shield your technology or citizens in a way that prevents alien detection.&lt;br /&gt;
* '''Shield: Bio Mist or Tech Bombs''' prevent destructive alien fields from forming.&lt;br /&gt;
* '''Shield: Invisibility Cloak''' prevent aliens from seeing citizens.&lt;br /&gt;
&lt;br /&gt;
== Speed ==&lt;br /&gt;
* '''Speed: 125%, 250% or 400%''' allow the object to move faster by the noted percentage.&lt;br /&gt;
* '''Speed: Normalize Speed''' causes a citizen's speed to be set based on a uniform speed.&lt;br /&gt;
&lt;br /&gt;
== Distraction, EMP, Kill ==&lt;br /&gt;
* '''Patrol AI, Stationary AI, Drone AI, Organisms''' identifies the type of alien that can be affected.&lt;br /&gt;
* '''Distract, Stun or Kill''' only works if the alien is visible (aka marked):&lt;br /&gt;
** '''Distract''' causes marked aliens to investigate another location.&lt;br /&gt;
** '''Stun''' causes marked aliens to become inoperable for 30 seconds.&lt;br /&gt;
** '''Kill''' causes marked aliens to terminate their operation.&lt;br /&gt;
*** ''Suggested Mod'' killed aliens can be harvested.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
* '''Transport Waypoint''' allows you to add a point on the guideway connecting your city's buildings to the Chamber. (Note: This device does not use a crystal and does not appear on any blueprint listing.)&lt;br /&gt;
* '''Visual: Camera''' creates a camera on a waypoint so that you can monitor the area that falls within its radius.&lt;br /&gt;
* '''Miscellaneous: Guideway''' allows you to extend a waypoint to any location within its radius, including over rivers.&lt;br /&gt;
* '''Miscellaneous: Artificial Wall''' trick aliens into believing there is a wall there when there isn't.&lt;br /&gt;
&lt;br /&gt;
== Time ==&lt;br /&gt;
* tbd (2 planned)&lt;/div&gt;</summary>
		<author><name>70.73.140.22</name></author>
		
	</entry>
	<entry>
		<id>https://crystal.elenesski.info/index.php?title=Core_Devices&amp;diff=53</id>
		<title>Core Devices</title>
		<link rel="alternate" type="text/html" href="https://crystal.elenesski.info/index.php?title=Core_Devices&amp;diff=53"/>
		<updated>2023-01-20T20:38:54Z</updated>

		<summary type="html">&lt;p&gt;70.73.140.22: /* Core Device Formulas */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Core Device Formulas =&lt;br /&gt;
These are the 49 devices implemented in Crystal (Alpha v0.7).&lt;br /&gt;
* Blueprints allow you to combine two to four formulas.&lt;br /&gt;
* More than 215,000 total devices are possible.&lt;br /&gt;
* 170,000 custom blueprints are available for waypoints.&lt;br /&gt;
* There are three different types of drones, and each type has about 15,000 custom blueprints for each drone.&lt;br /&gt;
* All these numbers are estimates because many devices can use formula duplicates.&lt;br /&gt;
* One Exception: Player Drones and Followers drones cannot be used in the same blueprint.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As of Dec 18, 2022, all of these devices have been tested and implemented for Alpha.&lt;br /&gt;
&lt;br /&gt;
== Drones ==&lt;br /&gt;
* '''Player Specific'''&lt;br /&gt;
** '''Drone: Player''' is a drone with a built-in camera that can move freely from the chamber.&lt;br /&gt;
** '''Player: Mod 3x Height''' modifies a player drone enabling the player to zoom further away from the street.&lt;br /&gt;
* '''Followers Specific'''&lt;br /&gt;
** '''Drone: Follower''' is a drone that can follow a player drone. Once attached, this creates a constellation. Constellations can be saved as a pattern to be recreated in a future &amp;quot;time thread&amp;quot;. &lt;br /&gt;
** '''Drone: Harvester Follower''' is the same as a regular follower, except this drone can harvest &amp;quot;up to five&amp;quot; crystals, hardware and batteries from any residential block. The harvester cannot carry keys or time crystals.&lt;br /&gt;
** '''Logistics: Supply Depot''' increases the number of objects a harvester can carry by five. The depot must be within the harvester's radius.&lt;br /&gt;
&lt;br /&gt;
== Scanners ==&lt;br /&gt;
* '''Alien Dectors: yTech, Movement, Sound, Heat, and Chemical''' allows you to detect aliens with these to determine what to shield against.&lt;br /&gt;
* '''Alien: Bio Mist''' detects areas deadly to citizens.&lt;br /&gt;
* '''Alien: Tech Bombs''' detects areas where your equipment will malfunction and self-destruct.&lt;br /&gt;
* '''Your: yTech Noise, Citizen Movement/Sound/Heat/Chemistry''' shows your noise that aliens can sense.&lt;br /&gt;
* '''Target: Patrol AI, Stationary AI, Drone AI, or Organism Aliens''' shows stealthy aliens. Target is required with their detectors to mark them.&lt;br /&gt;
&lt;br /&gt;
== Shields ==&lt;br /&gt;
* '''yTech, Movement, Sound, Heat or Chemistry''' shield your technology or citizens in a way that prevents alien detection.&lt;br /&gt;
* '''Shield: Bio Mist or Tech Bombs''' prevent destructive alien fields from forming.&lt;br /&gt;
* '''Shield: Invisibility Cloak''' prevent aliens from seeing citizens.&lt;br /&gt;
&lt;br /&gt;
== Speed ==&lt;br /&gt;
* '''Speed: 125%, 250% or 400%''' allow the object to move faster by the noted percentage.&lt;br /&gt;
* '''Speed: Normalize Speed''' causes a citizen's speed to be set based on a uniform speed.&lt;br /&gt;
&lt;br /&gt;
== Distraction, EMP, Kill ==&lt;br /&gt;
* '''Patrol AI, Stationary AI, Drone AI, Organisms''' identifies the type of alien that can be affected.&lt;br /&gt;
* '''Distract, Stun or Kill''' only works if the alien is visible (aka marked):&lt;br /&gt;
** '''Distract''' causes marked aliens to investigate another location.&lt;br /&gt;
** '''Stun''' causes marked aliens to become inoperable for 30 seconds.&lt;br /&gt;
** '''Kill''' causes marked aliens to terminate their operation.&lt;br /&gt;
*** ''Suggested Mod'' killed aliens can be harvested.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
* '''Transport Waypoint''' allows you to add a point on the guideway connecting your city's buildings to the Chamber. (Note: This device does not use a crystal and does not appear on any blueprint listing.)&lt;br /&gt;
* '''Visual: Camera''' creates a camera on a waypoint so that you can monitor the area that falls within its radius.&lt;br /&gt;
* '''Miscellaneous: Guideway''' allows you to extend a waypoint to any location within its radius, including over rivers.&lt;br /&gt;
* '''Miscellaneous: Artificial Wall''' trick aliens into believing there is a wall there when there isn't.&lt;br /&gt;
&lt;br /&gt;
== Time ==&lt;br /&gt;
* tbd (2 planned)&lt;/div&gt;</summary>
		<author><name>70.73.140.22</name></author>
		
	</entry>
	<entry>
		<id>https://crystal.elenesski.info/index.php?title=Main_Page&amp;diff=52</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://crystal.elenesski.info/index.php?title=Main_Page&amp;diff=52"/>
		<updated>2023-01-20T20:25:55Z</updated>

		<summary type="html">&lt;p&gt;70.73.140.22: /* Crystal Game &amp;quot;Official&amp;quot; Wiki */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Crystal Game &amp;quot;Official&amp;quot; Wiki =&lt;br /&gt;
&lt;br /&gt;
This is the &amp;quot;official&amp;quot; game page for &amp;quot;Crystal&amp;quot; created by Elenesski Games. &lt;br /&gt;
* [[New Game Options]] - Tells you all about the &amp;quot;Default Game Settings&amp;quot; and what they manipulate.&lt;br /&gt;
* [[Core Devices]] - Lists all the components available to build any of the 215,000 game devices.&lt;br /&gt;
** '''Very Important Note:''' The &amp;quot;Core Devices&amp;quot; page contains many game SPOILERS!&lt;br /&gt;
* [[Known Changes]] - Identifies things we want to do in the future but need to get through Alpha first.&lt;br /&gt;
&lt;br /&gt;
== Alpha ==&lt;br /&gt;
* [https://docs.google.com/document/d/1do0R7uBSTxwsHR5IsQz6SZpRxFl7-RV6EhsaJUg2HG4/edit?usp=sharing Google Document Link] - &amp;quot;Crystal&amp;quot; v0.7 Playtesting Guide&lt;/div&gt;</summary>
		<author><name>70.73.140.22</name></author>
		
	</entry>
	<entry>
		<id>https://crystal.elenesski.info/index.php?title=Core_Devices&amp;diff=51</id>
		<title>Core Devices</title>
		<link rel="alternate" type="text/html" href="https://crystal.elenesski.info/index.php?title=Core_Devices&amp;diff=51"/>
		<updated>2023-01-20T07:33:33Z</updated>

		<summary type="html">&lt;p&gt;70.73.140.22: /* Core Device Formulas */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Core Device Formulas =&lt;br /&gt;
These are the 49 devices implemented in Crystal (Alpha v0.7). Some device formulas are specific to drones, while the rest can be used for waypoints. Blueprints allow you to combine two to four formulas, and there are about 165,000 custom blueprints for waypoints. There are three different types of drones, and each type has about 15,000 custom blueprints for each drone, or 45,000 custom drone blueprints. (~215,000 devices total)&lt;br /&gt;
&lt;br /&gt;
As of Dec 18, 2022, all of these devices have been tested and implemented for Alpha.&lt;br /&gt;
&lt;br /&gt;
== Drones ==&lt;br /&gt;
* '''Player Specific'''&lt;br /&gt;
** '''Drone: Player''' is a drone with a built-in camera that can move freely from the chamber.&lt;br /&gt;
** '''Player: Mod 3x Height''' modifies a player drone enabling the player to zoom further away from the street.&lt;br /&gt;
* '''Followers Specific'''&lt;br /&gt;
** '''Drone: Follower''' is a drone that can follow a player drone. Once attached, this creates a constellation. Constellations can be saved as a pattern to be recreated in a future &amp;quot;time thread&amp;quot;. &lt;br /&gt;
** '''Drone: Harvester Follower''' is the same as a regular follower, except this drone can harvest &amp;quot;up to five&amp;quot; crystals, hardware and batteries from any residential block. The harvester cannot carry keys or time crystals.&lt;br /&gt;
** '''Logistics: Supply Depot''' increases the number of objects a harvester can carry by five. The depot must be within the harvester's radius.&lt;br /&gt;
&lt;br /&gt;
== Scanners ==&lt;br /&gt;
* '''Alien Dectors: yTech, Movement, Sound, Heat, and Chemical''' allows you to detect aliens with these to determine what to shield against.&lt;br /&gt;
* '''Alien: Bio Mist''' detects areas deadly to citizens.&lt;br /&gt;
* '''Alien: Tech Bombs''' detects areas where your equipment will malfunction and self-destruct.&lt;br /&gt;
* '''Your: yTech Noise, Citizen Movement/Sound/Heat/Chemistry''' shows your noise that aliens can sense.&lt;br /&gt;
* '''Target: Patrol AI, Stationary AI, Drone AI, or Organism Aliens''' shows stealthy aliens. Target is required with their detectors to mark them.&lt;br /&gt;
&lt;br /&gt;
== Shields ==&lt;br /&gt;
* '''yTech, Movement, Sound, Heat or Chemistry''' shield your technology or citizens in a way that prevents alien detection.&lt;br /&gt;
* '''Shield: Bio Mist or Tech Bombs''' prevent destructive alien fields from forming.&lt;br /&gt;
* '''Shield: Invisibility Cloak''' prevent aliens from seeing citizens.&lt;br /&gt;
&lt;br /&gt;
== Speed ==&lt;br /&gt;
* '''Speed: 125%, 250% or 400%''' allow the object to move faster by the noted percentage.&lt;br /&gt;
* '''Speed: Normalize Speed''' causes a citizen's speed to be set based on a uniform speed.&lt;br /&gt;
&lt;br /&gt;
== Distraction, EMP, Kill ==&lt;br /&gt;
* '''Patrol AI, Stationary AI, Drone AI, Organisms''' identifies the type of alien that can be affected.&lt;br /&gt;
* '''Distract, Stun or Kill''' only works if the alien is visible (aka marked):&lt;br /&gt;
** '''Distract''' causes marked aliens to investigate another location.&lt;br /&gt;
** '''Stun''' causes marked aliens to become inoperable for 30 seconds.&lt;br /&gt;
** '''Kill''' causes marked aliens to terminate their operation.&lt;br /&gt;
*** ''Suggested Mod'' killed aliens can be harvested.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
* '''Transport Waypoint''' allows you to add a point on the guideway connecting your city's buildings to the Chamber. (Note: This device does not use a crystal and does not appear on any blueprint listing.)&lt;br /&gt;
* '''Visual: Camera''' creates a camera on a waypoint so that you can monitor the area that falls within its radius.&lt;br /&gt;
* '''Miscellaneous: Guideway''' allows you to extend a waypoint to any location within its radius, including over rivers.&lt;br /&gt;
* '''Miscellaneous: Artificial Wall''' trick aliens into believing there is a wall there when there isn't.&lt;br /&gt;
&lt;br /&gt;
== Time ==&lt;br /&gt;
* tbd (2 planned)&lt;/div&gt;</summary>
		<author><name>70.73.140.22</name></author>
		
	</entry>
	<entry>
		<id>https://crystal.elenesski.info/index.php?title=Known_Changes&amp;diff=50</id>
		<title>Known Changes</title>
		<link rel="alternate" type="text/html" href="https://crystal.elenesski.info/index.php?title=Known_Changes&amp;diff=50"/>
		<updated>2023-01-20T07:32:03Z</updated>

		<summary type="html">&lt;p&gt;70.73.140.22: Created page with &amp;quot;= Pathway to Release = * v0.7 - Alpha - Test the game's core functions. * v0.8 - Beta - Graphics overall, complete the opening video and two cut scenes. * v0.9 - Steam Early A...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Pathway to Release =&lt;br /&gt;
* v0.7 - Alpha - Test the game's core functions.&lt;br /&gt;
* v0.8 - Beta - Graphics overall, complete the opening video and two cut scenes.&lt;br /&gt;
* v0.9 - Steam Early Access - Prepare game for release&lt;br /&gt;
* v0.9.xx - Early Access Releases (as needed).&lt;br /&gt;
&lt;br /&gt;
= Known Changes =&lt;br /&gt;
* '''Ability to program a player drone pathway''' - So that you don't have to continuously jump between drones to control them.&lt;/div&gt;</summary>
		<author><name>70.73.140.22</name></author>
		
	</entry>
	<entry>
		<id>https://crystal.elenesski.info/index.php?title=Main_Page&amp;diff=49</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://crystal.elenesski.info/index.php?title=Main_Page&amp;diff=49"/>
		<updated>2023-01-20T07:26:56Z</updated>

		<summary type="html">&lt;p&gt;70.73.140.22: /* Crystal Game &amp;quot;Official&amp;quot; Wiki */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Crystal Game &amp;quot;Official&amp;quot; Wiki =&lt;br /&gt;
&lt;br /&gt;
This is the &amp;quot;official&amp;quot; game page for &amp;quot;Crystal&amp;quot; created by Elenesski Games. &lt;br /&gt;
* [[New Game Options]] - Tells you all about the &amp;quot;Default Game Settings&amp;quot; and what they manipulate.&lt;br /&gt;
* [[Core Devices]] - Lists all of the devices implemented in the game.&lt;br /&gt;
** '''Very Important Note:''' The &amp;quot;Core Devices&amp;quot; page contains many game SPOILERS!&lt;br /&gt;
* [[Known Changes]] - Identifies things we want to do in the future but need to get through Alpha first.&lt;br /&gt;
&lt;br /&gt;
== Alpha ==&lt;br /&gt;
* [https://docs.google.com/document/d/1do0R7uBSTxwsHR5IsQz6SZpRxFl7-RV6EhsaJUg2HG4/edit?usp=sharing Google Document Link] - &amp;quot;Crystal&amp;quot; v0.7 Playtesting Guide&lt;/div&gt;</summary>
		<author><name>70.73.140.22</name></author>
		
	</entry>
	<entry>
		<id>https://crystal.elenesski.info/index.php?title=Main_Page&amp;diff=48</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://crystal.elenesski.info/index.php?title=Main_Page&amp;diff=48"/>
		<updated>2023-01-20T07:24:17Z</updated>

		<summary type="html">&lt;p&gt;70.73.140.22: /* Crystal Game &amp;quot;Official&amp;quot; Wiki */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Crystal Game &amp;quot;Official&amp;quot; Wiki =&lt;br /&gt;
&lt;br /&gt;
This is the &amp;quot;official&amp;quot; game page for &amp;quot;Crystal&amp;quot; created by Elenesski Games. Important Note: &amp;quot;Core Devices&amp;quot; contains many SPOILERS!&lt;br /&gt;
&lt;br /&gt;
* [[New Game Options]] - Tells you all about the &amp;quot;Default Game Settings&amp;quot; and what they manipulate.&lt;br /&gt;
* [[Core Devices]] - Lists all of the devices implemented in the game.&lt;br /&gt;
* [[Known Changes]] - Identifies things we want to do in the future but need to get through Alpha first.&lt;br /&gt;
&lt;br /&gt;
== Alpha ==&lt;br /&gt;
* [https://docs.google.com/document/d/1do0R7uBSTxwsHR5IsQz6SZpRxFl7-RV6EhsaJUg2HG4/edit?usp=sharing Google Document Link] - &amp;quot;Crystal&amp;quot; v0.7 Playtesting Guide&lt;/div&gt;</summary>
		<author><name>70.73.140.22</name></author>
		
	</entry>
	<entry>
		<id>https://crystal.elenesski.info/index.php?title=Core_Devices&amp;diff=47</id>
		<title>Core Devices</title>
		<link rel="alternate" type="text/html" href="https://crystal.elenesski.info/index.php?title=Core_Devices&amp;diff=47"/>
		<updated>2023-01-20T07:22:36Z</updated>

		<summary type="html">&lt;p&gt;70.73.140.22: /* Scanners */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Core Device Formulas =&lt;br /&gt;
These are the 49 devices implemented in Crystal (Alpha v0.7). Some device formulas are specific to drones, while the rest can be used for waypoints. Blueprints allow you to combine two to four formulas, and there are about 165,000 custom blueprints for waypoints. There are three different types of drones, and each type has about 15,000 custom blueprints for each drone, or 45,000 custom drone blueprints.&lt;br /&gt;
&lt;br /&gt;
As of Dec 18, 2022, all of these devices have been tested and implemented for Alpha.&lt;br /&gt;
&lt;br /&gt;
== Drones ==&lt;br /&gt;
* '''Player Specific'''&lt;br /&gt;
** '''Drone: Player''' is a drone with a built-in camera that can move freely from the chamber.&lt;br /&gt;
** '''Player: Mod 3x Height''' modifies a player drone enabling the player to zoom further away from the street.&lt;br /&gt;
* '''Followers Specific'''&lt;br /&gt;
** '''Drone: Follower''' is a drone that can follow a player drone. Once attached, this creates a constellation. Constellations can be saved as a pattern to be recreated in a future time thread. &lt;br /&gt;
** '''Drone: Harvester Follower''' is the same as a regular follower, except this drone can harvest &amp;quot;up to five&amp;quot; crystals, hardware and batteries from any residential block. The harvester cannot carry keys or time crystals.&lt;br /&gt;
** '''Logistics: Supply Depot''' increases the number of objects a harvester can carry by five. The depot must be within the harvester's radius.&lt;br /&gt;
&lt;br /&gt;
== Scanners ==&lt;br /&gt;
* '''Alien Dectors: yTech, Movement, Sound, Heat, and Chemical''' allows you to detect aliens with these to determine what to shield against.&lt;br /&gt;
* '''Alien: Bio Mist''' detects areas deadly to citizens.&lt;br /&gt;
* '''Alien: Tech Bombs''' detects areas where your equipment will malfunction and self-destruct.&lt;br /&gt;
* '''Your: yTech Noise, Citizen Movement/Sound/Heat/Chemistry''' shows your noise that aliens can sense.&lt;br /&gt;
* '''Target: Patrol AI, Stationary AI, Drone AI, or Organism Aliens''' shows stealthy aliens. Target is required with their detectors to mark them.&lt;br /&gt;
&lt;br /&gt;
== Shields ==&lt;br /&gt;
* '''yTech, Movement, Sound, Heat or Chemistry''' shield your technology or citizens in a way that prevents alien detection.&lt;br /&gt;
* '''Shield: Bio Mist or Tech Bombs''' prevent destructive alien fields from forming.&lt;br /&gt;
* '''Shield: Invisibility Cloak''' prevent aliens from seeing citizens.&lt;br /&gt;
&lt;br /&gt;
== Speed ==&lt;br /&gt;
* '''Speed: 125%, 250% or 400%''' allow the object to move faster by the noted percentage.&lt;br /&gt;
* '''Speed: Normalize Speed''' causes a citizen's speed to be set based on a uniform speed.&lt;br /&gt;
&lt;br /&gt;
== Distraction, EMP, Kill ==&lt;br /&gt;
* '''Patrol AI, Stationary AI, Drone AI, Organisms''' identifies the type of alien that can be affected.&lt;br /&gt;
* '''Distract, Stun or Kill''' only works if the alien is visible (aka marked):&lt;br /&gt;
** '''Distract''' causes marked aliens to investigate another location.&lt;br /&gt;
** '''Stun''' causes marked aliens to become inoperable for 30 seconds.&lt;br /&gt;
** '''Kill''' causes marked aliens to terminate their operation.&lt;br /&gt;
*** ''Suggested Mod'' killed aliens can be harvested.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
* '''Transport Waypoint''' allows you to add a point on the guideway connecting your city's buildings to the Chamber. (Note: This device does not use a crystal and does not appear on any blueprint listing.)&lt;br /&gt;
* '''Visual: Camera''' creates a camera on a waypoint so that you can monitor the area that falls within its radius.&lt;br /&gt;
* '''Miscellaneous: Guideway''' allows you to extend a waypoint to any location within its radius, including over rivers.&lt;br /&gt;
* '''Miscellaneous: Artificial Wall''' trick aliens into believing there is a wall there when there isn't.&lt;br /&gt;
&lt;br /&gt;
== Time ==&lt;br /&gt;
* tbd (2 planned)&lt;/div&gt;</summary>
		<author><name>70.73.140.22</name></author>
		
	</entry>
	<entry>
		<id>https://crystal.elenesski.info/index.php?title=Core_Devices&amp;diff=46</id>
		<title>Core Devices</title>
		<link rel="alternate" type="text/html" href="https://crystal.elenesski.info/index.php?title=Core_Devices&amp;diff=46"/>
		<updated>2023-01-20T07:21:11Z</updated>

		<summary type="html">&lt;p&gt;70.73.140.22: /* Scanners */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Core Device Formulas =&lt;br /&gt;
These are the 49 devices implemented in Crystal (Alpha v0.7). Some device formulas are specific to drones, while the rest can be used for waypoints. Blueprints allow you to combine two to four formulas, and there are about 165,000 custom blueprints for waypoints. There are three different types of drones, and each type has about 15,000 custom blueprints for each drone, or 45,000 custom drone blueprints.&lt;br /&gt;
&lt;br /&gt;
As of Dec 18, 2022, all of these devices have been tested and implemented for Alpha.&lt;br /&gt;
&lt;br /&gt;
== Drones ==&lt;br /&gt;
* '''Player Specific'''&lt;br /&gt;
** '''Drone: Player''' is a drone with a built-in camera that can move freely from the chamber.&lt;br /&gt;
** '''Player: Mod 3x Height''' modifies a player drone enabling the player to zoom further away from the street.&lt;br /&gt;
* '''Followers Specific'''&lt;br /&gt;
** '''Drone: Follower''' is a drone that can follow a player drone. Once attached, this creates a constellation. Constellations can be saved as a pattern to be recreated in a future time thread. &lt;br /&gt;
** '''Drone: Harvester Follower''' is the same as a regular follower, except this drone can harvest &amp;quot;up to five&amp;quot; crystals, hardware and batteries from any residential block. The harvester cannot carry keys or time crystals.&lt;br /&gt;
** '''Logistics: Supply Depot''' increases the number of objects a harvester can carry by five. The depot must be within the harvester's radius.&lt;br /&gt;
&lt;br /&gt;
== Scanners ==&lt;br /&gt;
* '''Alien Dectors: yTech, Movement, Sound, Heat, and Chemical''' allows you to detect aliens with these to determine what to shield against.&lt;br /&gt;
* '''Alien: Bio Mist''' detects areas deadly to citizens.&lt;br /&gt;
* '''Alien: Tech Bombs''' detects areas deadly to equipment.&lt;br /&gt;
* '''Your: yTech Noise, Citizen Movement/Sound/Heat/Chemistry''' shows your noise that aliens can sense.&lt;br /&gt;
* '''Target: Patrol AI, Stationary AI, Drone AI, or Organism Aliens''' shows stealthy aliens. Target is required with their detectors to mark them.&lt;br /&gt;
&lt;br /&gt;
== Shields ==&lt;br /&gt;
* '''yTech, Movement, Sound, Heat or Chemistry''' shield your technology or citizens in a way that prevents alien detection.&lt;br /&gt;
* '''Shield: Bio Mist or Tech Bombs''' prevent destructive alien fields from forming.&lt;br /&gt;
* '''Shield: Invisibility Cloak''' prevent aliens from seeing citizens.&lt;br /&gt;
&lt;br /&gt;
== Speed ==&lt;br /&gt;
* '''Speed: 125%, 250% or 400%''' allow the object to move faster by the noted percentage.&lt;br /&gt;
* '''Speed: Normalize Speed''' causes a citizen's speed to be set based on a uniform speed.&lt;br /&gt;
&lt;br /&gt;
== Distraction, EMP, Kill ==&lt;br /&gt;
* '''Patrol AI, Stationary AI, Drone AI, Organisms''' identifies the type of alien that can be affected.&lt;br /&gt;
* '''Distract, Stun or Kill''' only works if the alien is visible (aka marked):&lt;br /&gt;
** '''Distract''' causes marked aliens to investigate another location.&lt;br /&gt;
** '''Stun''' causes marked aliens to become inoperable for 30 seconds.&lt;br /&gt;
** '''Kill''' causes marked aliens to terminate their operation.&lt;br /&gt;
*** ''Suggested Mod'' killed aliens can be harvested.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
* '''Transport Waypoint''' allows you to add a point on the guideway connecting your city's buildings to the Chamber. (Note: This device does not use a crystal and does not appear on any blueprint listing.)&lt;br /&gt;
* '''Visual: Camera''' creates a camera on a waypoint so that you can monitor the area that falls within its radius.&lt;br /&gt;
* '''Miscellaneous: Guideway''' allows you to extend a waypoint to any location within its radius, including over rivers.&lt;br /&gt;
* '''Miscellaneous: Artificial Wall''' trick aliens into believing there is a wall there when there isn't.&lt;br /&gt;
&lt;br /&gt;
== Time ==&lt;br /&gt;
* tbd (2 planned)&lt;/div&gt;</summary>
		<author><name>70.73.140.22</name></author>
		
	</entry>
	<entry>
		<id>https://crystal.elenesski.info/index.php?title=Core_Devices&amp;diff=45</id>
		<title>Core Devices</title>
		<link rel="alternate" type="text/html" href="https://crystal.elenesski.info/index.php?title=Core_Devices&amp;diff=45"/>
		<updated>2023-01-20T07:20:05Z</updated>

		<summary type="html">&lt;p&gt;70.73.140.22: /* Speed */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Core Device Formulas =&lt;br /&gt;
These are the 49 devices implemented in Crystal (Alpha v0.7). Some device formulas are specific to drones, while the rest can be used for waypoints. Blueprints allow you to combine two to four formulas, and there are about 165,000 custom blueprints for waypoints. There are three different types of drones, and each type has about 15,000 custom blueprints for each drone, or 45,000 custom drone blueprints.&lt;br /&gt;
&lt;br /&gt;
As of Dec 18, 2022, all of these devices have been tested and implemented for Alpha.&lt;br /&gt;
&lt;br /&gt;
== Drones ==&lt;br /&gt;
* '''Player Specific'''&lt;br /&gt;
** '''Drone: Player''' is a drone with a built-in camera that can move freely from the chamber.&lt;br /&gt;
** '''Player: Mod 3x Height''' modifies a player drone enabling the player to zoom further away from the street.&lt;br /&gt;
* '''Followers Specific'''&lt;br /&gt;
** '''Drone: Follower''' is a drone that can follow a player drone. Once attached, this creates a constellation. Constellations can be saved as a pattern to be recreated in a future time thread. &lt;br /&gt;
** '''Drone: Harvester Follower''' is the same as a regular follower, except this drone can harvest &amp;quot;up to five&amp;quot; crystals, hardware and batteries from any residential block. The harvester cannot carry keys or time crystals.&lt;br /&gt;
** '''Logistics: Supply Depot''' increases the number of objects a harvester can carry by five. The depot must be within the harvester's radius.&lt;br /&gt;
&lt;br /&gt;
== Scanners ==&lt;br /&gt;
* '''Alien: yTech Detectors, Movement Detectors, Sound Detectors, Heat Detectors, Chemical Detectors''' allows you to detect aliens with these to determine what to shield against.&lt;br /&gt;
* '''Alien: Bio Mist''' detects areas deadly to citizens.&lt;br /&gt;
* '''Alien: Tech Bombs''' detects areas deadly to equipment.&lt;br /&gt;
* '''Your: yTech Noise, Citizen Movement/Sound/Heat/Chemistry''' shows your noise that aliens can sense.&lt;br /&gt;
* '''Target: Patrol AI, Stationary AI, Drone AI, or Organism Aliens''' shows stealthy aliens. Target is required with their detectors to mark them.&lt;br /&gt;
&lt;br /&gt;
== Shields ==&lt;br /&gt;
* '''yTech, Movement, Sound, Heat or Chemistry''' shield your technology or citizens in a way that prevents alien detection.&lt;br /&gt;
* '''Shield: Bio Mist or Tech Bombs''' prevent destructive alien fields from forming.&lt;br /&gt;
* '''Shield: Invisibility Cloak''' prevent aliens from seeing citizens.&lt;br /&gt;
&lt;br /&gt;
== Speed ==&lt;br /&gt;
* '''Speed: 125%, 250% or 400%''' allow the object to move faster by the noted percentage.&lt;br /&gt;
* '''Speed: Normalize Speed''' causes a citizen's speed to be set based on a uniform speed.&lt;br /&gt;
&lt;br /&gt;
== Distraction, EMP, Kill ==&lt;br /&gt;
* '''Patrol AI, Stationary AI, Drone AI, Organisms''' identifies the type of alien that can be affected.&lt;br /&gt;
* '''Distract, Stun or Kill''' only works if the alien is visible (aka marked):&lt;br /&gt;
** '''Distract''' causes marked aliens to investigate another location.&lt;br /&gt;
** '''Stun''' causes marked aliens to become inoperable for 30 seconds.&lt;br /&gt;
** '''Kill''' causes marked aliens to terminate their operation.&lt;br /&gt;
*** ''Suggested Mod'' killed aliens can be harvested.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
* '''Transport Waypoint''' allows you to add a point on the guideway connecting your city's buildings to the Chamber. (Note: This device does not use a crystal and does not appear on any blueprint listing.)&lt;br /&gt;
* '''Visual: Camera''' creates a camera on a waypoint so that you can monitor the area that falls within its radius.&lt;br /&gt;
* '''Miscellaneous: Guideway''' allows you to extend a waypoint to any location within its radius, including over rivers.&lt;br /&gt;
* '''Miscellaneous: Artificial Wall''' trick aliens into believing there is a wall there when there isn't.&lt;br /&gt;
&lt;br /&gt;
== Time ==&lt;br /&gt;
* tbd (2 planned)&lt;/div&gt;</summary>
		<author><name>70.73.140.22</name></author>
		
	</entry>
	<entry>
		<id>https://crystal.elenesski.info/index.php?title=Core_Devices&amp;diff=44</id>
		<title>Core Devices</title>
		<link rel="alternate" type="text/html" href="https://crystal.elenesski.info/index.php?title=Core_Devices&amp;diff=44"/>
		<updated>2023-01-20T07:17:54Z</updated>

		<summary type="html">&lt;p&gt;70.73.140.22: /* Miscellaneous */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Core Device Formulas =&lt;br /&gt;
These are the 49 devices implemented in Crystal (Alpha v0.7). Some device formulas are specific to drones, while the rest can be used for waypoints. Blueprints allow you to combine two to four formulas, and there are about 165,000 custom blueprints for waypoints. There are three different types of drones, and each type has about 15,000 custom blueprints for each drone, or 45,000 custom drone blueprints.&lt;br /&gt;
&lt;br /&gt;
As of Dec 18, 2022, all of these devices have been tested and implemented for Alpha.&lt;br /&gt;
&lt;br /&gt;
== Drones ==&lt;br /&gt;
* '''Player Specific'''&lt;br /&gt;
** '''Drone: Player''' is a drone with a built-in camera that can move freely from the chamber.&lt;br /&gt;
** '''Player: Mod 3x Height''' modifies a player drone enabling the player to zoom further away from the street.&lt;br /&gt;
* '''Followers Specific'''&lt;br /&gt;
** '''Drone: Follower''' is a drone that can follow a player drone. Once attached, this creates a constellation. Constellations can be saved as a pattern to be recreated in a future time thread. &lt;br /&gt;
** '''Drone: Harvester Follower''' is the same as a regular follower, except this drone can harvest &amp;quot;up to five&amp;quot; crystals, hardware and batteries from any residential block. The harvester cannot carry keys or time crystals.&lt;br /&gt;
** '''Logistics: Supply Depot''' increases the number of objects a harvester can carry by five. The depot must be within the harvester's radius.&lt;br /&gt;
&lt;br /&gt;
== Scanners ==&lt;br /&gt;
* '''Alien: yTech Detectors, Movement Detectors, Sound Detectors, Heat Detectors, Chemical Detectors''' allows you to detect aliens with these to determine what to shield against.&lt;br /&gt;
* '''Alien: Bio Mist''' detects areas deadly to citizens.&lt;br /&gt;
* '''Alien: Tech Bombs''' detects areas deadly to equipment.&lt;br /&gt;
* '''Your: yTech Noise, Citizen Movement/Sound/Heat/Chemistry''' shows your noise that aliens can sense.&lt;br /&gt;
* '''Target: Patrol AI, Stationary AI, Drone AI, or Organism Aliens''' shows stealthy aliens. Target is required with their detectors to mark them.&lt;br /&gt;
&lt;br /&gt;
== Shields ==&lt;br /&gt;
* '''yTech, Movement, Sound, Heat or Chemistry''' shield your technology or citizens in a way that prevents alien detection.&lt;br /&gt;
* '''Shield: Bio Mist or Tech Bombs''' prevent destructive alien fields from forming.&lt;br /&gt;
* '''Shield: Invisibility Cloak''' prevent aliens from seeing citizens.&lt;br /&gt;
&lt;br /&gt;
== Speed ==&lt;br /&gt;
* '''Speed: 125%, 250% or 400%''' allow the object to move faster by the noted percentage.&lt;br /&gt;
* '''Speed: Normalize Speed''' causes citizens to permanently normalize to the same slow speed.&lt;br /&gt;
&lt;br /&gt;
== Distraction, EMP, Kill ==&lt;br /&gt;
* '''Patrol AI, Stationary AI, Drone AI, Organisms''' identifies the type of alien that can be affected.&lt;br /&gt;
* '''Distract, Stun or Kill''' only works if the alien is visible (aka marked):&lt;br /&gt;
** '''Distract''' causes marked aliens to investigate another location.&lt;br /&gt;
** '''Stun''' causes marked aliens to become inoperable for 30 seconds.&lt;br /&gt;
** '''Kill''' causes marked aliens to terminate their operation.&lt;br /&gt;
*** ''Suggested Mod'' killed aliens can be harvested.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
* '''Transport Waypoint''' allows you to add a point on the guideway connecting your city's buildings to the Chamber. (Note: This device does not use a crystal and does not appear on any blueprint listing.)&lt;br /&gt;
* '''Visual: Camera''' creates a camera on a waypoint so that you can monitor the area that falls within its radius.&lt;br /&gt;
* '''Miscellaneous: Guideway''' allows you to extend a waypoint to any location within its radius, including over rivers.&lt;br /&gt;
* '''Miscellaneous: Artificial Wall''' trick aliens into believing there is a wall there when there isn't.&lt;br /&gt;
&lt;br /&gt;
== Time ==&lt;br /&gt;
* tbd (2 planned)&lt;/div&gt;</summary>
		<author><name>70.73.140.22</name></author>
		
	</entry>
	<entry>
		<id>https://crystal.elenesski.info/index.php?title=New_Game_Options&amp;diff=43</id>
		<title>New Game Options</title>
		<link rel="alternate" type="text/html" href="https://crystal.elenesski.info/index.php?title=New_Game_Options&amp;diff=43"/>
		<updated>2023-01-20T07:15:52Z</updated>

		<summary type="html">&lt;p&gt;70.73.140.22: /* Maximum Families */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Basic Creation Settings =&lt;br /&gt;
== Maximum Families ==&lt;br /&gt;
Specifies the maximum number of people found in buildings by identifying how many families have to be generated into the world. The higher the number, the more challenging the game will be to sneak the increased number of citizens past guards. '''Default: 4000'''&lt;br /&gt;
&lt;br /&gt;
The number of families will be based on the number of buildings considered &amp;quot;residential&amp;quot; (green blocks by default), and this is directly impacted by the districting map you select when creating the map.&lt;br /&gt;
&lt;br /&gt;
== Time of Day ==&lt;br /&gt;
Specifies what time of day the alien lockdown starts. It occurs at 8 am the following morning, so a player gets between 8 and 32 hours of lead time. '''Default: 12:00am (32 hours to go)'''&lt;br /&gt;
&lt;br /&gt;
If you start the game around midnight, most of your citizens will be home. About 4 hours after midnight and about 2 hours before midnight, your citizens can be anywhere in the city based on who they are and their schedule. In the middle of the day, all the students will be in class, and parents will be at work or out shopping, and so on.&lt;br /&gt;
&lt;br /&gt;
= IRQ Settings =&lt;br /&gt;
Each action you make that influence's the alien invasion has '''Impact'''. This impact accumulates throughout the time thread, producing the alien's total '''Rage'''. At any time, the number of aliens (drones) that are dispatched is: &lt;br /&gt;
     '''TotalUnits = Requested_Units ^ 1+(Rage/Quotient)'''&lt;br /&gt;
&lt;br /&gt;
== Carry Over ==&lt;br /&gt;
Between Time Loops, how much of the Alien's Rage carries through when you &amp;quot;Remember.&amp;quot; The starting &amp;quot;Rage&amp;quot; is the average of the &amp;quot;Rolling Average&amp;quot; of &amp;quot;Remembers,&amp;quot; up to the maximum.  &lt;br /&gt;
&lt;br /&gt;
'''Default: 50%''' If you set the value at 100% or more, then once the alien's rage begins, it becomes explosive. 70% is a hard game, while 90% is very challenging. These games force you to be careful in every round and carefully consider forgetting if you have a particularly disastrous time thread. Set to 0% for an easy game.&lt;br /&gt;
&lt;br /&gt;
Imagine a Rage of 20 and a rolling average of 3. If you cause no additional alien rage in subsequent rounds, this is how long it takes for the rage to dissipate completely with different amounts of Carry Over.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto; border: 1px solid black;&amp;quot;&lt;br /&gt;
|+ Sample Effects of Different Carryovers&lt;br /&gt;
|-&lt;br /&gt;
! 90% || 80% || 70% || 60% || 50% || 25% || 10% || Calculation Sample&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 20 || 20 || 20 || 20 || 20 || 20 || Starting Rage&lt;br /&gt;
|-&lt;br /&gt;
| 18 || 16 || 14 || 12 || 10 || 5 || 2 || Round 1 = 90% (20) = 18&lt;br /&gt;
|-&lt;br /&gt;
| 17 || 14 || 11 || 9 || 7 || 3 || 1 || Round 2 = 90% (20,18) = 17&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 12 || 8 || 6 || 4 || 1 ||  || Round 3 = 90% (20,18,17) = 15&lt;br /&gt;
|-&lt;br /&gt;
| 14 || 10 || 6 || 4 || 2 ||  ||  || Round 4 = 90% (18,17,15) = 14&lt;br /&gt;
|-&lt;br /&gt;
| 13 || 8 || 4 || 3 || 1 ||  ||  || Round 5 = 90% (17,15,14) = 13&lt;br /&gt;
|-&lt;br /&gt;
| 12 || 7 || 3 || 2 ||  ||  ||  || Round 6 = 90% (15,14,13) = 12&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 6 || 2 || 1 ||  ||  ||  || Round 7 = 90% (14,13,12) = 11&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 5 || 1 ||  ||  ||  ||  || Round 8 = 90% (13,12,11) = 10&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 4 || 1 ||  ||  ||  ||  || Round 9 = 90% (12,11,10) = 9&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 3 ||  ||  ||  ||  ||  || Round 10 = 90% (11,10,9) = 8&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 2 ||  ||  ||  ||  ||  || Round 11 = 90% (10,9,8) = 7&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 2 ||  ||  ||  ||  ||  || Round 12 = 90% (9,8,7) = 6&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 1 ||  ||  ||  ||  ||  || Round 13 = 90% (8,7,6) = 5&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 1 ||  ||  ||  ||  ||  || Round 14 = 90% (7,6,5) = 4&lt;br /&gt;
|-&lt;br /&gt;
| 4 ||  ||  ||  ||  ||  ||  || Round 15 = 90% (6,5,4) = 4&lt;br /&gt;
|-&lt;br /&gt;
| 3 ||  ||  ||  ||  ||  ||  || Round 16 = 90% (5,4,4) = 3&lt;br /&gt;
|-&lt;br /&gt;
| 3 ||  ||  ||  ||  ||  ||  || Round 17 = 90% (4,4,3) = 3&lt;br /&gt;
|-&lt;br /&gt;
| 2 ||  ||  ||  ||  ||  ||  || Round 18 = 90% (4,3,3) = 2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rolling Average ==&lt;br /&gt;
Identifies how many &amp;quot;Remembered&amp;quot; time threads are averaged together to produce the alien's current rage. '''Default: 3'''&lt;br /&gt;
&lt;br /&gt;
== Quotient ==&lt;br /&gt;
Identifies how much the rage counts towards the alien generation. A high quotient means there is little influence. '''Default: 30'''&lt;br /&gt;
&lt;br /&gt;
= Real-Time Spawner =&lt;br /&gt;
This controls the spawner whenever an alien detects you in the city.&lt;br /&gt;
&lt;br /&gt;
== Spawner Delay ==&lt;br /&gt;
Identifies how quickly a specific alien can request AI. This is to prevent flooding of AI into the area. '''Default: 50s'''&lt;br /&gt;
&lt;br /&gt;
== Alien Lifetime ==&lt;br /&gt;
Once the alien arrives at the destination, it's the number of seconds it looks before leaving to return to the portal to despawn. '''Default: 30s'''&lt;br /&gt;
&lt;br /&gt;
The actual duration will be longer. It periodically decides if it's exceeded the time limit before returning to the portal to despawn.&lt;br /&gt;
&lt;br /&gt;
== Spawning Frequency ==&lt;br /&gt;
The speed alien AI is spawned from the portal. '''Default: 0.25s'''&lt;br /&gt;
&lt;br /&gt;
Used to manage propagation rates on older hardware.&lt;/div&gt;</summary>
		<author><name>70.73.140.22</name></author>
		
	</entry>
	<entry>
		<id>https://crystal.elenesski.info/index.php?title=Main_Page&amp;diff=42</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://crystal.elenesski.info/index.php?title=Main_Page&amp;diff=42"/>
		<updated>2023-01-20T07:14:16Z</updated>

		<summary type="html">&lt;p&gt;70.73.140.22: /* Crystal Game &amp;quot;Official&amp;quot; Wiki */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Crystal Game &amp;quot;Official&amp;quot; Wiki =&lt;br /&gt;
&lt;br /&gt;
This is the &amp;quot;official&amp;quot; game page for &amp;quot;Crystal&amp;quot; created by Elenesski Games. &lt;br /&gt;
&lt;br /&gt;
* [[New Game Options]] - Tells you all about the &amp;quot;Default Game Settings&amp;quot; and what they manipulate.&lt;br /&gt;
* [[Core Devices]] - Lists all of the devices implemented in the game.&lt;br /&gt;
* [[Known Changes]] - Identifies things we want to do in the future, but need to get through Alpha first.&lt;br /&gt;
&lt;br /&gt;
== Alpha ==&lt;br /&gt;
* [https://docs.google.com/document/d/1do0R7uBSTxwsHR5IsQz6SZpRxFl7-RV6EhsaJUg2HG4/edit?usp=sharing Google Document Link] - &amp;quot;Crystal&amp;quot; v0.7 Playtesting Guide&lt;/div&gt;</summary>
		<author><name>70.73.140.22</name></author>
		
	</entry>
	<entry>
		<id>https://crystal.elenesski.info/index.php?title=Main_Page&amp;diff=6</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://crystal.elenesski.info/index.php?title=Main_Page&amp;diff=6"/>
		<updated>2022-12-16T02:36:36Z</updated>

		<summary type="html">&lt;p&gt;70.73.140.22: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Crystal Game &amp;quot;Official&amp;quot; Wiki =&lt;br /&gt;
&lt;br /&gt;
This is the &amp;quot;official&amp;quot; game page for &amp;quot;Crystal&amp;quot; created by Elenesski Games. &lt;br /&gt;
&lt;br /&gt;
== New Game ==&lt;br /&gt;
* [[New Game Options]] - Tells you all about the &amp;quot;Other Game Settings.&amp;quot;&lt;/div&gt;</summary>
		<author><name>70.73.140.22</name></author>
		
	</entry>
	<entry>
		<id>https://crystal.elenesski.info/index.php?title=New_Game_Options&amp;diff=5</id>
		<title>New Game Options</title>
		<link rel="alternate" type="text/html" href="https://crystal.elenesski.info/index.php?title=New_Game_Options&amp;diff=5"/>
		<updated>2022-12-16T02:35:33Z</updated>

		<summary type="html">&lt;p&gt;70.73.140.22: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Basic Creation Settings =&lt;br /&gt;
== Maximum Families ==&lt;br /&gt;
Specifies the maximum number of people found in buildings by identifying how many families have to be generated into the world. The higher the number, the more challenging the game will be to sneak increasing numbers past guards. '''Default: 2500'''&lt;br /&gt;
&lt;br /&gt;
== Time of Day ==&lt;br /&gt;
Specifies what time of day the alien lockdown starts. It occurs at 8 am the following morning, so a player gets between 8 and 32 hours of lead time. '''Default: 12:00am (32 hours to go)'''&lt;br /&gt;
&lt;br /&gt;
= IRQ Settings =&lt;br /&gt;
== Carry Over ==&lt;br /&gt;
Between Time Loops, how much of the Alien's Rage carries through when you &amp;quot;Remember&amp;quot;. Set to 0% for an easy game. '''Default: 10%'''&lt;br /&gt;
&lt;br /&gt;
== Quotient ==&lt;br /&gt;
Identifies how much the rage counts towards the alien generation. A high quotient means there is little influence. '''Default: 30'''&lt;br /&gt;
&lt;br /&gt;
= Real Time Spawner =&lt;br /&gt;
== Spawner Delay ==&lt;br /&gt;
Identifies how quickly a specific alien can request AI. '''Default: 50s'''&lt;br /&gt;
&lt;br /&gt;
== Alien Lifetime ==&lt;br /&gt;
Once the alien arrives at the destination, it's the number of seconds it looks before leaving to return to the portal to despawn. '''Default: 30s'''&lt;br /&gt;
&lt;br /&gt;
== Spawning Frequency ==&lt;br /&gt;
The speed alien AI is spawned from the portal. '''Default: 0.25s'''&lt;/div&gt;</summary>
		<author><name>70.73.140.22</name></author>
		
	</entry>
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