Scanning

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Revision as of 01:33, 11 August 2020 by Chaos (talk | contribs) (increase accuracy)
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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:

  1. If the object blueprint has the tag Robot, techscanning applies.
  2. If the object has a TinkerItem part with CanBuild or CanDisassemble true, techscanning applies.
  3. If the object blueprint has the tag LivePlant or LiveFungus, bioscanning applies.
  4. If the object has a Combat or Brain part, and its integer property Inorganic is 0 or less, bioscanning applies.
  5. 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(favilink error!) 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 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.
  • 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 is visible in the items' 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: