Post by Shard on Mar 11, 2018 13:25:46 GMT -5
Engineering-Style Tech by Shard
(OGP class on 3/26/2017)
Shard
Ok, so beginning Engineering style Tech. First off, a disclaimer - What I teach is based on my experience. So, my methods might not be the best approach. And they almost never are the only approach. They're just what I've learned and worked with.
Shard
To begin with, Tech is an alternate/advanced form of energy manipulation, depending on who you speak with. It is typically known as being what a group known as Omnimancers use for their work, though there are many outside the group who also work with it. Tech is, in essence, using specific forms of energy in arrangements that interact with the laws of reality to create a result naturally as opposed to via direct will. One of the benefits of Tech that will help everyone is that it is heavily based on the subconscious - even if you do not use it as your primary form of magic, your subconscious can learn a great deal by interacting with different forms of tech and materials, leading even programmed constructs to being more effective. So though this is somewhat complex, it is still recommended to at least be aware of it. Tech tends to be more durable, and will last until something actively removes it, unlike typical constructs, which slowly degrade if not given attention to maintain them. The reason behind this is that most constructs are created via programming, actively forcing energy against its natural state and holding it through will. Tech instead designs something that naturally holds shape and acts to produce the result without forcing anything against its nature.
Shard
Naturally, there are downsides. As an example, if you create a psiball and pump energy into it, it typically expands as you put more and more into it. With the Tech version, a basic hollow container, you rapidly reach the limit of how much it can compress, and your container fails. In some cases, this can be quite impressive, similar to a water heater exploding. There are no automatic safety features, because everything must be designed. Due to this, it is important that one considers the exact goals of the design as well as everything that could possibly go wrong. Due to working based on natural properties, Tech requires a solid understanding of physics, as well as being able to determine and comprehend the differences between physical and nonphysical physics (some physical laws are suggestions at best when outside the physical) in order to determine how to reach your goals. Likewise, needing to plan out and consider everything leads to potentially extremely long design times - I have several projects where the development time is measured in months, though admittedly those are abnormal.
Shard
Now many may see all these downsides and assume this method of working is pointless, but it also has a great deal of benefits as well. Programmed constructs can have the programming torn out, rapidly reverting to nothing, while Tech just ignores such attempts, lacking programming to take. Multiple components doing different tasks means you can optimize each component for the one function it performs, leading to much greater potency in that one aspect while other components take up other tasks. Materials are another major bonus, as once you have a design, you can upgrade it quite easily when you find new material, which can lead to huge improvements -- an iron shovel will bite into the dirt easier than a wooden one, for instance. And despite the long development time, once you make a blueprint of something, creating what you have designed can be incredibly rapid, especially if you make use of tech that creates things. Another much larger advantage is that tech does not degrade rapidly at all. You may get things like rust happening, but for the most part, if you make something and ignore it for six months, it will still be there when you look for it again.
Shard
A quick example would be the difference between a psiball (random floating energy) and the tech version. To make a psiball, you simply project energy and will it to be a ball. In this example, your will 'be a ball' programs the energy to maintain a ball shape, but your attention is required to maintain that 'unnatural' state. For a tech version, you would do something like take a durable material (typically metals are common for beginner tech) and shape it into a container, sealing all sides, except one point, where you would then attach a valve or screw cap, also made of the same durable energy. To be safe, it would be a good idea to put a small hole in it and attach a plug connected to a strong spring, such that when pressure becomes too high it pushes the plug out and vents pressure until the spring can push the plug back in. You would then insert any energy inside and seal the cap or shut off the input valve.
Shard
If anyone would like to give it a try, this is a good spot to test out programmed tech - try making a psiball and filling it with energy. Then try making one and programming it to be a hollow soap bubble and fill it with the same amount of energy. Repeat with a balloon, and you will quickly see the value of different materials. And you can probably imagine what happens if you forget a relief valve on a highly durable one and overfill it.
Shard
Any questions so far, or anyone trying the little test?
Marcus
Where do you get the different types of materials to build the tech with? Metals vs balloon?
Jaystar2242
How do we produce these different materials?
Xeraxir [Lynxion]
How important is it for the conscious mind to interpret new constructs when scanning them in the subconscious picking up information from it?
Shard
The materials will be covered in a bit, but to start off with, it is easier to find them or trade with others for them, alternatively, work with programmed materials, which massively weakens them, but still shows a noticeable effect. I have something set up in the #tech room where you can feed programmed materials in and it will spit out the same thing as an actual material that isn't just programmed to act that way.
Xeraxir [Lynxion]
Also, rather than just a relief valve, why not a set of constructs that replicate as needed and create materials to improve durability and high pressure containers to get past the capacity limit? And, how do we get past said limit?
Shard
The conscious mind helps, but the subconscious is what does the sensing to begin with, so even if you do not consciously understand something, you can still gain value from it. I highly advise looking at everything you feel safe looking at.
Shard
And that is a more advanced method, in regards to self-reinforcing. It is much easier at the start to just vent excess energy and stop intake. As to going beyond the limit - denser materials tend to hold more force, you can set up support structures, use thicker walls, etc. It may be worth taking a look at submarine design, as they are built to resist very high pressures (albeit in the opposite direction) which may help with understanding how to deal with high amounts of force.
Xeraxir [Lynxion]
Idea: nano constructs that take the energy and constantly compress it as it is accumulated from the relief valve to create denser materials?
Shard
nods That is one of many things you can do, or have them floating in the energy inside the container and constantly reinforcing from the inside.
Shard
Any other questions on what has been covered so far, or should I continue?
Jaystar2242
I don't have anymore right now.
Shard
Ok, moving on then.
Shard
Within tech, all but the most basic will contain large numbers of individual components, which tend to be grouped together into subcomponents. As an example, if you are making a large shield, you may end up using dozens of energy collectors pumping into dozens of batteries. You can combine the idea or concept of a shell+valve into that of 'basic battery' and a funnel+pipe into 'energy collector' to create two basic components. You can then combine the pipe end of 'energy collector' into the valve of 'basic battery' and put that into a concept of 'basic power system' for future use. Later on, you could design a piece of tech and instead of going through the steps one by one, you could simply put the concept of 'basic power system' and link it to the rest of your design. This will lead to being able to rapidly assemble larger tech from previous components, massively reducing time required to develop new tech as long as you have the proper components predesigned. This ability to 'zoom in' and 'zoom out' is very helpful at all levels of tech development as you can 'zoom in' to look at smaller components/subcomponents/energy itself and alter them to be a better fit. You can 'zoom out' and instead of being overwhelmed by details, you can look at the general picture and arrange things based on function, then zoom back in to ensure everything connects up properly. As an example, you could make a few dozen basic batteries, align them with a pulse generator, then zoom in and add a power switch, add one-way valves so the energy doesn't backflow, remove the valve in front of each battery in favor of having them all directly linked with a single input valve, etc. With practice, you can rapidly adapt previous components to any setup you choose to work with in the future.
Shard
As an example of simple vs nonsimple... There are pieces of tech as simple as shovels, very easy to understand just with a glance. There are also pieces of tech similar to dragline excavators, and even more complex. You need blueprints and understanding of what is going on to understand those. This is where the value of zooming in/out and condensing components into concepts comes in - you can rapidly alter or look at any part without the rest getting in the way, the only time it even might be a problem is when building the tech.
Shard
Another benefit of the ability to store and use large components/subcomponent assemblies is that as you upgrade your energetic materials, you can simply update the concept you keep in your mind, and from then on as you use it, it will apply the newer materials, leading to the ability to rapidly improve all copies of an individual design by simply recasting them. Likewise, it is possible to create a tech that examines other tech looking for one version of a component and cuts it out and replaces it with an updated form, allowing automatic updates. On a similar note, tech degrades due to the outside reality, similar to iron rusting in the rain, but does not dissipate like fog, meaning that as long as a piece of tech is maintained, it will remain, even if the creator does not focus on it. This means that it is very possible to have a piece of tech that maintains other tech automatically including multiple copies keeping each other functional continually without any attention from the creator. (I have some that I haven't touched in multiple years and still functions flawlessly, for example)
Shard
Any questions on that, aside from how to cast/create the tech once the design is completed?
Jaystar2242
So Tech focuses on a lot of smaller details, on E.M. you can focus on an idea and your energy can compensate for lack of detail, but in Tech you want to thoroughly plan out everything first correct?
Shard
In this method of Tech, correct. There are other methods that work more similarly to standard EM, which I had no idea of until I joined this group.
Shard
Both have the same goal, completion of a task. The way they go about it is the exact opposite - EM takes the task and goes downward to solve it by making whatever is needed. Tech, in this form, involves taking a task and designing components to take care of every aspect of the task from the ground up. It takes far longer, but you can break it down and reuse those components elsewhere in the future almost instantly, and they maintain their power even when you have no connection to them, while standard EM rapidly loses strength when you have no connection to it, as you are brute-forcing things into working instead of creating them in such a way as to work smoothly.
Jaystar2242
Okay, thank you.
Shard
Were there any other questions at this point? I thought I saw some other people typing earlier.
Marcus
I was going to type "Nope" but then I thought if I stay silent, that would be best
Shard
Ok, continuing on then.
Shard
The typical way to cast tech is to first design it as a blueprint of sorts, then project energy into the blueprint, matching each type of energy as you go to assemble each component. One thing I have noticed is that when you keep focus on the blueprint, the energy seems to 'snap' into the correct configurations very easily, even if they are complex. The energy can either be naturally located (typically in the astral) and stored, or to be more user-friendly, energy can be processed through a converter to change from one form to another. Due to the massive advantages, it is recommended to learn to convert energy from type to type as quickly as possible. It is possible as well to use energy that has been programmed into a certain form, but this significantly reduces the benefits, so it is best as a temporary measure before having an energy conversion tech. A handy trick for blueprint construction is to make a simple assembler tech that draws energy from the local area, converts it, and then builds a blueprint it contains before deconstructing itself. This lets you create any size of tech with the same amount of effort.
Shard
A few warnings - as mentioned before, things are not done automatically, and thus you end up with some situations that may be somewhat dangerous. A simple energy storage can turn into a bomb if you don't put pressure relief or shutoff into it and it keeps filling without end. Shields can be stuck on permanently and not listen to you if you don't have controls put into them. Energy transfer can refuse to stop. Always add multiple shutoff methods to each tech, no matter how simple and harmless it appears. Likewise, anything that holds energy should be given a pressure relief valve. Additionally, tech can be incredibly potent. Just because it isn't designed to be a weapon doesn't mean it can't fuck you up. Within the first day of messing with tech, I made a simple raw energy transfer beam, and it cleaved through my best shield I had spent months on instantly like it wasn't even there. Be careful to consider the possible results of your actions, and keep in mind that something harmless to you may have potent effect on others.
Shard
A few practical examples - instead of using a shield, try coating yourself in armor instead and observe the difference. If you want to test defenses, set up a dummy with them and link up a dozen full energy storage tech pieces to a basic laser design. If you want to heal faster, try inputting life/healing energy into yourself with an automated pump (requires careful tuning) and/or build toolsets to directly work on the problem. If you want to hide something, cover it in an armor shell that bends light around it (since multiple things can exist at the same spot in the astral, you can literally cover something completely in fiberoptics that go around it in every direction, leading to a primitive but potent cloak) and for an extremely useful one - energy conversion can be done similar to nanotech - moving 'atoms' around to change 'molecules' will change the properties of the energy you are altering, without it being programming. This also opens up experimenting with materials, which will be the next class I do.
Shard
And I am done other than questions at this point.
Jaystar2242
So the materials are not so much something you yourself create but rather things you find in the Astral or using a conversion Tech?
Shard
You can make them yourself, but that will be covered in the next class I do, as it is quite a bit more advanced. Basically at that point you go into manipulating individual molecules (or the energetic equivalent) or even down to atom level or deeper. Then you arrange them into different forms and test them. Sometimes you get surprising results, like my flexible crystalline energy.
Jaystar2242
Okay. Thank you.
Helio Sideras
There are also materials available in #tech pins
Shard
Also, anyone who wants a piece of tech that can convert energy from one form to another, I will have a bunch of them later on, though I still recommend making your own as well.
Marcus
How can I practice this from the beginning? What is "Step 1"?
Shard
And as mentioned, I set up a pillar-like tech in the center of the space linked to the #tech room that can convert programmed energy into energy naturally in the state it is programmed as. Just insert programmed energy and it will spit it back out as a natural form of it.
Marcus
I can make a psiball but I don't know if I can make a psiball made of metal, or with a metal casing
Helio Sideras
Sure you can
Helio Sideras
Just visualize the psiball as a metal rather than just as energy
Shard
Step one would be visualizing a component. In the most basic case, an empty metal canister. Then add a valve to it. If you can remember a cup in front of you when you close your eyes and move your view around it, you are able to do it with just a tiny tweak.
Helio Sideras
Use the HUD
72CORE
can earth energy be cooked into metal?
Helio Sideras
Yes deriving energy is one method of gathering materials
Shard
That would be a form of conversion, though the degree is much easier to manage than most. Try putting it into somewhere with a ton of heat and pressure.
Helio Sideras
Sorry to co opt there shard
Shard
No worries, you are also a tech worker, and share other perspectives.
Shard
IMO it is best if people learn all the possible paths, as each one can reinforce the others.
Helio Sideras
I have a material deriving machine and blueprints for it in #tech pins
Shard
I suppose something to take away here is that when I say conversion, I mean something like total atomic reassembly, but it can also be as simple as taking earth, sifting for metal ore, and then smelting it. One of these is more flexible, one of these is much easier. I recommend starting with the easier options and working your way up over time. Additionally, my methods can be quite harmful if controlled poorly or misunderstood.
tostono
In your opinion, what's the best way for people to determine if what they are doing is just their own work, or if other facilitation tech is working with it?
Shard
I am unable to answer that one, as the last time I did my own work was many years ago. I would say the best way would be improving senses and examining your own systems for anything acting without your intent for it to do so.
(OGP class on 3/26/2017)
Shard
Ok, so beginning Engineering style Tech. First off, a disclaimer - What I teach is based on my experience. So, my methods might not be the best approach. And they almost never are the only approach. They're just what I've learned and worked with.
Shard
To begin with, Tech is an alternate/advanced form of energy manipulation, depending on who you speak with. It is typically known as being what a group known as Omnimancers use for their work, though there are many outside the group who also work with it. Tech is, in essence, using specific forms of energy in arrangements that interact with the laws of reality to create a result naturally as opposed to via direct will. One of the benefits of Tech that will help everyone is that it is heavily based on the subconscious - even if you do not use it as your primary form of magic, your subconscious can learn a great deal by interacting with different forms of tech and materials, leading even programmed constructs to being more effective. So though this is somewhat complex, it is still recommended to at least be aware of it. Tech tends to be more durable, and will last until something actively removes it, unlike typical constructs, which slowly degrade if not given attention to maintain them. The reason behind this is that most constructs are created via programming, actively forcing energy against its natural state and holding it through will. Tech instead designs something that naturally holds shape and acts to produce the result without forcing anything against its nature.
Shard
Naturally, there are downsides. As an example, if you create a psiball and pump energy into it, it typically expands as you put more and more into it. With the Tech version, a basic hollow container, you rapidly reach the limit of how much it can compress, and your container fails. In some cases, this can be quite impressive, similar to a water heater exploding. There are no automatic safety features, because everything must be designed. Due to this, it is important that one considers the exact goals of the design as well as everything that could possibly go wrong. Due to working based on natural properties, Tech requires a solid understanding of physics, as well as being able to determine and comprehend the differences between physical and nonphysical physics (some physical laws are suggestions at best when outside the physical) in order to determine how to reach your goals. Likewise, needing to plan out and consider everything leads to potentially extremely long design times - I have several projects where the development time is measured in months, though admittedly those are abnormal.
Shard
Now many may see all these downsides and assume this method of working is pointless, but it also has a great deal of benefits as well. Programmed constructs can have the programming torn out, rapidly reverting to nothing, while Tech just ignores such attempts, lacking programming to take. Multiple components doing different tasks means you can optimize each component for the one function it performs, leading to much greater potency in that one aspect while other components take up other tasks. Materials are another major bonus, as once you have a design, you can upgrade it quite easily when you find new material, which can lead to huge improvements -- an iron shovel will bite into the dirt easier than a wooden one, for instance. And despite the long development time, once you make a blueprint of something, creating what you have designed can be incredibly rapid, especially if you make use of tech that creates things. Another much larger advantage is that tech does not degrade rapidly at all. You may get things like rust happening, but for the most part, if you make something and ignore it for six months, it will still be there when you look for it again.
Shard
A quick example would be the difference between a psiball (random floating energy) and the tech version. To make a psiball, you simply project energy and will it to be a ball. In this example, your will 'be a ball' programs the energy to maintain a ball shape, but your attention is required to maintain that 'unnatural' state. For a tech version, you would do something like take a durable material (typically metals are common for beginner tech) and shape it into a container, sealing all sides, except one point, where you would then attach a valve or screw cap, also made of the same durable energy. To be safe, it would be a good idea to put a small hole in it and attach a plug connected to a strong spring, such that when pressure becomes too high it pushes the plug out and vents pressure until the spring can push the plug back in. You would then insert any energy inside and seal the cap or shut off the input valve.
Shard
If anyone would like to give it a try, this is a good spot to test out programmed tech - try making a psiball and filling it with energy. Then try making one and programming it to be a hollow soap bubble and fill it with the same amount of energy. Repeat with a balloon, and you will quickly see the value of different materials. And you can probably imagine what happens if you forget a relief valve on a highly durable one and overfill it.
Shard
Any questions so far, or anyone trying the little test?
Marcus
Where do you get the different types of materials to build the tech with? Metals vs balloon?
Jaystar2242
How do we produce these different materials?
Xeraxir [Lynxion]
How important is it for the conscious mind to interpret new constructs when scanning them in the subconscious picking up information from it?
Shard
The materials will be covered in a bit, but to start off with, it is easier to find them or trade with others for them, alternatively, work with programmed materials, which massively weakens them, but still shows a noticeable effect. I have something set up in the #tech room where you can feed programmed materials in and it will spit out the same thing as an actual material that isn't just programmed to act that way.
Xeraxir [Lynxion]
Also, rather than just a relief valve, why not a set of constructs that replicate as needed and create materials to improve durability and high pressure containers to get past the capacity limit? And, how do we get past said limit?
Shard
The conscious mind helps, but the subconscious is what does the sensing to begin with, so even if you do not consciously understand something, you can still gain value from it. I highly advise looking at everything you feel safe looking at.
Shard
And that is a more advanced method, in regards to self-reinforcing. It is much easier at the start to just vent excess energy and stop intake. As to going beyond the limit - denser materials tend to hold more force, you can set up support structures, use thicker walls, etc. It may be worth taking a look at submarine design, as they are built to resist very high pressures (albeit in the opposite direction) which may help with understanding how to deal with high amounts of force.
Xeraxir [Lynxion]
Idea: nano constructs that take the energy and constantly compress it as it is accumulated from the relief valve to create denser materials?
Shard
nods That is one of many things you can do, or have them floating in the energy inside the container and constantly reinforcing from the inside.
Shard
Any other questions on what has been covered so far, or should I continue?
Jaystar2242
I don't have anymore right now.
Shard
Ok, moving on then.
Shard
Within tech, all but the most basic will contain large numbers of individual components, which tend to be grouped together into subcomponents. As an example, if you are making a large shield, you may end up using dozens of energy collectors pumping into dozens of batteries. You can combine the idea or concept of a shell+valve into that of 'basic battery' and a funnel+pipe into 'energy collector' to create two basic components. You can then combine the pipe end of 'energy collector' into the valve of 'basic battery' and put that into a concept of 'basic power system' for future use. Later on, you could design a piece of tech and instead of going through the steps one by one, you could simply put the concept of 'basic power system' and link it to the rest of your design. This will lead to being able to rapidly assemble larger tech from previous components, massively reducing time required to develop new tech as long as you have the proper components predesigned. This ability to 'zoom in' and 'zoom out' is very helpful at all levels of tech development as you can 'zoom in' to look at smaller components/subcomponents/energy itself and alter them to be a better fit. You can 'zoom out' and instead of being overwhelmed by details, you can look at the general picture and arrange things based on function, then zoom back in to ensure everything connects up properly. As an example, you could make a few dozen basic batteries, align them with a pulse generator, then zoom in and add a power switch, add one-way valves so the energy doesn't backflow, remove the valve in front of each battery in favor of having them all directly linked with a single input valve, etc. With practice, you can rapidly adapt previous components to any setup you choose to work with in the future.
Shard
As an example of simple vs nonsimple... There are pieces of tech as simple as shovels, very easy to understand just with a glance. There are also pieces of tech similar to dragline excavators, and even more complex. You need blueprints and understanding of what is going on to understand those. This is where the value of zooming in/out and condensing components into concepts comes in - you can rapidly alter or look at any part without the rest getting in the way, the only time it even might be a problem is when building the tech.
Shard
Another benefit of the ability to store and use large components/subcomponent assemblies is that as you upgrade your energetic materials, you can simply update the concept you keep in your mind, and from then on as you use it, it will apply the newer materials, leading to the ability to rapidly improve all copies of an individual design by simply recasting them. Likewise, it is possible to create a tech that examines other tech looking for one version of a component and cuts it out and replaces it with an updated form, allowing automatic updates. On a similar note, tech degrades due to the outside reality, similar to iron rusting in the rain, but does not dissipate like fog, meaning that as long as a piece of tech is maintained, it will remain, even if the creator does not focus on it. This means that it is very possible to have a piece of tech that maintains other tech automatically including multiple copies keeping each other functional continually without any attention from the creator. (I have some that I haven't touched in multiple years and still functions flawlessly, for example)
Shard
Any questions on that, aside from how to cast/create the tech once the design is completed?
Jaystar2242
So Tech focuses on a lot of smaller details, on E.M. you can focus on an idea and your energy can compensate for lack of detail, but in Tech you want to thoroughly plan out everything first correct?
Shard
In this method of Tech, correct. There are other methods that work more similarly to standard EM, which I had no idea of until I joined this group.
Shard
Both have the same goal, completion of a task. The way they go about it is the exact opposite - EM takes the task and goes downward to solve it by making whatever is needed. Tech, in this form, involves taking a task and designing components to take care of every aspect of the task from the ground up. It takes far longer, but you can break it down and reuse those components elsewhere in the future almost instantly, and they maintain their power even when you have no connection to them, while standard EM rapidly loses strength when you have no connection to it, as you are brute-forcing things into working instead of creating them in such a way as to work smoothly.
Jaystar2242
Okay, thank you.
Shard
Were there any other questions at this point? I thought I saw some other people typing earlier.
Marcus
I was going to type "Nope" but then I thought if I stay silent, that would be best
Shard
Ok, continuing on then.
Shard
The typical way to cast tech is to first design it as a blueprint of sorts, then project energy into the blueprint, matching each type of energy as you go to assemble each component. One thing I have noticed is that when you keep focus on the blueprint, the energy seems to 'snap' into the correct configurations very easily, even if they are complex. The energy can either be naturally located (typically in the astral) and stored, or to be more user-friendly, energy can be processed through a converter to change from one form to another. Due to the massive advantages, it is recommended to learn to convert energy from type to type as quickly as possible. It is possible as well to use energy that has been programmed into a certain form, but this significantly reduces the benefits, so it is best as a temporary measure before having an energy conversion tech. A handy trick for blueprint construction is to make a simple assembler tech that draws energy from the local area, converts it, and then builds a blueprint it contains before deconstructing itself. This lets you create any size of tech with the same amount of effort.
Shard
A few warnings - as mentioned before, things are not done automatically, and thus you end up with some situations that may be somewhat dangerous. A simple energy storage can turn into a bomb if you don't put pressure relief or shutoff into it and it keeps filling without end. Shields can be stuck on permanently and not listen to you if you don't have controls put into them. Energy transfer can refuse to stop. Always add multiple shutoff methods to each tech, no matter how simple and harmless it appears. Likewise, anything that holds energy should be given a pressure relief valve. Additionally, tech can be incredibly potent. Just because it isn't designed to be a weapon doesn't mean it can't fuck you up. Within the first day of messing with tech, I made a simple raw energy transfer beam, and it cleaved through my best shield I had spent months on instantly like it wasn't even there. Be careful to consider the possible results of your actions, and keep in mind that something harmless to you may have potent effect on others.
Shard
A few practical examples - instead of using a shield, try coating yourself in armor instead and observe the difference. If you want to test defenses, set up a dummy with them and link up a dozen full energy storage tech pieces to a basic laser design. If you want to heal faster, try inputting life/healing energy into yourself with an automated pump (requires careful tuning) and/or build toolsets to directly work on the problem. If you want to hide something, cover it in an armor shell that bends light around it (since multiple things can exist at the same spot in the astral, you can literally cover something completely in fiberoptics that go around it in every direction, leading to a primitive but potent cloak) and for an extremely useful one - energy conversion can be done similar to nanotech - moving 'atoms' around to change 'molecules' will change the properties of the energy you are altering, without it being programming. This also opens up experimenting with materials, which will be the next class I do.
Shard
And I am done other than questions at this point.
Jaystar2242
So the materials are not so much something you yourself create but rather things you find in the Astral or using a conversion Tech?
Shard
You can make them yourself, but that will be covered in the next class I do, as it is quite a bit more advanced. Basically at that point you go into manipulating individual molecules (or the energetic equivalent) or even down to atom level or deeper. Then you arrange them into different forms and test them. Sometimes you get surprising results, like my flexible crystalline energy.
Jaystar2242
Okay. Thank you.
Helio Sideras
There are also materials available in #tech pins
Shard
Also, anyone who wants a piece of tech that can convert energy from one form to another, I will have a bunch of them later on, though I still recommend making your own as well.
Marcus
How can I practice this from the beginning? What is "Step 1"?
Shard
And as mentioned, I set up a pillar-like tech in the center of the space linked to the #tech room that can convert programmed energy into energy naturally in the state it is programmed as. Just insert programmed energy and it will spit it back out as a natural form of it.
Marcus
I can make a psiball but I don't know if I can make a psiball made of metal, or with a metal casing
Helio Sideras
Sure you can
Helio Sideras
Just visualize the psiball as a metal rather than just as energy
Shard
Step one would be visualizing a component. In the most basic case, an empty metal canister. Then add a valve to it. If you can remember a cup in front of you when you close your eyes and move your view around it, you are able to do it with just a tiny tweak.
Helio Sideras
Use the HUD
72CORE
can earth energy be cooked into metal?
Helio Sideras
Yes deriving energy is one method of gathering materials
Shard
That would be a form of conversion, though the degree is much easier to manage than most. Try putting it into somewhere with a ton of heat and pressure.
Helio Sideras
Sorry to co opt there shard
Shard
No worries, you are also a tech worker, and share other perspectives.
Shard
IMO it is best if people learn all the possible paths, as each one can reinforce the others.
Helio Sideras
I have a material deriving machine and blueprints for it in #tech pins
Shard
I suppose something to take away here is that when I say conversion, I mean something like total atomic reassembly, but it can also be as simple as taking earth, sifting for metal ore, and then smelting it. One of these is more flexible, one of these is much easier. I recommend starting with the easier options and working your way up over time. Additionally, my methods can be quite harmful if controlled poorly or misunderstood.
tostono
In your opinion, what's the best way for people to determine if what they are doing is just their own work, or if other facilitation tech is working with it?
Shard
I am unable to answer that one, as the last time I did my own work was many years ago. I would say the best way would be improving senses and examining your own systems for anything acting without your intent for it to do so.