From 0ea4eec5dd2122c6704216971eb1249276297867 Mon Sep 17 00:00:00 2001 From: historia <[not public]> Date: Fri, 19 Jun 2026 18:20:26 -0400 Subject: shop fixes, 'toggle' completely removed, movement speed increased --- data/help/science.yaml | 16 ++++++++-------- 1 file changed, 8 insertions(+), 8 deletions(-) (limited to 'data/help/science.yaml') diff --git a/data/help/science.yaml b/data/help/science.yaml index 7681310..e34aa6e 100644 --- a/data/help/science.yaml +++ b/data/help/science.yaml @@ -1,14 +1,14 @@ name: "science" category: "Skills" description: | - Science is the skill that powers mods — powerful modules that + Science is the skill that powers modules — powerful programs that can be triggered for combat, teleportation, item processing, and enchanting. Key concepts: - - Mods are triggered with 'trigger ' or 'cast ' - - Every mod costs a combination of junk items - - All mods also cost 1 scrap metal, UNLESS you have a deck + - Modules are triggered with 'trigger ' + - Every module costs a combination of junk items + - All modules also cost 1 scrap metal, UNLESS you have a deck equipped - Wielding a deck (science weapon) removes the scrap requirement @@ -17,16 +17,16 @@ description: | Junk types: solarjunk, hydrojunk, ecojunk, biojunk (from scavenging) - chaosjunk, deathjunk, bloodjunk (combat mod components) + chaosjunk, deathjunk, bloodjunk (combat module components) lawjunk (transport), cosmicjunk (enchantment) naturejunk (processing) Decks: basic deck, solar deck, hydro deck, eco deck, bio deck Advanced versions of each elemental deck also exist. - Combat: Use 'trigger ' or set 'autocast ' + Combat: Use 'trigger ' or set 'autotrigger ' then 'attack ' - Type 'mods' to see all mods you can currently use. + Type 'mods' to see all modules you can currently use. - See also: trigger, autocast, mods, scavenging + See also: trigger, autotrigger, mods, scavenging -- cgit v1.2.3