Scanning
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There are three types of scanning in the game: bioscanning, techscanning, and structural scanning. Each type provides insight into a category of creature and/or object.
The rules for which type of scanning apply to a given thing are:
- If the object blueprint has the tag
Robot
, techscanning applies. - If the object has a
TinkerItem
part withCanBuild
orCanDisassemble
true, techscanning applies. - If the object blueprint has the tag
LivePlant
orLiveFungus
, bioscanning applies. - If the object has a
Combat
orBrain
part, and its integer propertyInorganic
is 0 or less, bioscanning applies. - Otherwise, structural scanning applies.
Bioscanning
Bioscanning makes the AV, DV, and HP of biological creatures visible when looking at them. It generally allows a player with analgesia to compensate for it by looking at themselves.
Items that provide bioscanning:
Structural scanning
Structural scanning makes the AV, DV, and HP of low-tech inanimate objects and non-robotic inorganic creatures visible when looking at them.
Items that provide structural scanning:
Techscanning
Techscanning performs a number of functions:
- The AV, DV, and HP of robots and high-tech objects is visible when looking at them.
- Artifacts are treated as identified. (If you lose techscanning, any artifacts you do not have your own knowledge of will no longer be identified.)
- The percentage charge level of energy cells and some other power storage systems is visible in their display names.
- The names and operational statuses of various technological components of items and creatures are visible in their descriptions.
- If an item capable of receiving broadcast power is currently unable to do so due to atmospheric or orbital phenomena, this fact and the reason for it are visible in the item's description.
Items that provide techscanning:
Tips
This section is opinion-based. Your mileage may vary.
- Techscanning is useful when interacting with merchants, because you'll be able to see what all of the merchant's weird artifacts are.