LBH is a neoplasm (tumor/cancer), he escapes death and has, for some reason, found a way to escape any forms of induced dead. (So he can't be killed by other cells nor the narrative.)
PIDW SJ is anoikis, he dies because there are no other cells around him that tell him to live. His conection with YQY is severed, and as its the main source of his signal to keep living, he comits apoptosis.
PIDW YQY is necrosis. he dies due to external damage, and his death isn't clean, infecting neighbouring tissue and causing more death in its wake. He would like to be apoptosis, he thinks he is apoptosis (a very organised way to die) but he is not. His death is messy and infects everything it touches.
PIDW NYY is apoptosis. She grows into a very good, meek woman, and in LBG's harem, she shrinks into herself and as she's obedient, if you tell her to, she would die in a very clean and orderly way, not causing many issues.
PIDW Haitang is also apoptosis. Her death wouldn't be loud, even if she would fight it more. She cannot bear the metabolites that have accumulated in her, she cannot bear the errors, and dies.
SVSS Haitang, though, is autophagy. Autophagy in cells is also associated with stress and neurodegenerative diseases. She realizes that there was osmething poisonous she didn't prevent, and she goes insane, her mind devouring herself and leading her towards death.
PIDW LQG is mitotic catastrophe. He notices that something went wrong, and if he doesnt die he will endanger others. Therefore he stops himself and kills himself. Just like cells noticing their mitosis is going wrong.
SJ in SVSS is autophagy - he dies, but his body is repurposed and reused by the body (the narrative), as everything he left enough got broken down and made into usable blocks with which to build new cells (SY's future.)
GYX - Fas Ligand induced death, he had to die for thr sake of the plot (the body narrative had to have him killed)
SXY is entosis. Another cell developed inside of her, and thus she the cell inside of her should have been killed by her organism (or OPM's poison). She sacrificed herself so that the internal cell could survive.
TLJ is pyroptosis, he is killed by inflammation (being attacked by righteous cultivators, then shackled). His new body is rejecting him, inflamation is making him disintegrate.
SY is parthanatos - his body accumulates qi (apoptosis inducing factors from the mitochondrium) and he dies due to overabundance of it. (Shizun explosion.)
ZZL is extrinsic apoptosis, clean death, but induced by outside forces. Other cells recognised him as malformed and he had to die.
OPM is a neoplasm, he can't die normally, so he dies because he gets a letal mutation in his DNA <3. He doesn't deserve an actual cell death name /jk
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As most journeys do, mine started with discomfort. It started with an itching in the soul of my feet, a desire to move and to see a new horizon that I'd never seen before.
Up to that point, I'd only known the run between Audaerne X (we called it Rime) and Avenod VIII (Vesper). The contract between two of the Gallente megacorps involved some complicated exchange of goods which required some fancy mechanical parts and... look, I can already see your eyes glazing over so I'll cut to the chase. I hated it doing it far more than you hate hearing about it, but a capsuleer's gotta eat. So, I did it, for a while. At some point I got tired of it, and that's how I found myself in the back room of that bar.
I'm not going to tell you the recruiter's name, but he hired me to do a job. He said he needed a capsuleer for this particular task, and wasn't picky as to the details. The job was easy - take a sealed cargo container from Point A to Point B, drop it off, collect the bounty - but that job led to more, and to more. That job led to a lifestyle. That job led me to where I am now. Then, ironically, that job led me back to Audaerne, to the space station orbiting a moon over the very planet I once did shuttle runs from. Only now, I was piloting something a bit fancier than a shuttle. I was piloting... this.
My Pacifier took me places, and it took me there fast. It purred like a kitten when I wanted it to, and disappeared into the shadows when I wanted it to. I never used it for combat, but that wasn't what it was built for. When I needed that, I had other options. Like...
The beginning of my career with the Corporation was a wild ride. Those three ships, together, taught - and are still teaching - me what it really means to be a capsuleer. In between assignments, I would be given hints and clues, leads on Cosmic Signatures that would need to be scanned and possibly explored as they would lead to whole star systems of their own... and those were adventures unto themselves, things I will never forget.
If a cell suffers damage or stress it can, as a way to maintain health of the tissue, trigger its own death. In searching for factors controlling such life-or-death decisions, researchers sometimes study gut epithelial cells, which are continuously shedding and replacing themselves. The image shows intestinal epithelium from flies, in which a factor called Diedel has been found to maintain attachment of epithelial cells (red membranes, blue nuclei) to the underlying basal lamina (green) preventing their detachment-induced death (a process called anoikis). Indeed, the intestinal cells of control flies (top) and of those expressing wild type Diedel (middle) appear normal, while those expressing mutated Diedel (bottom) are disorganised and detaching. Because cancer cells have a habit of becoming resistant to anoikis – enabling their spread around the body (metastases), identification of Diedel and other anoikis factors could provide insight into how to kill the cells that refuse to kill themselves.
Written by Ruth Williams
Image adapted from work by Mohamed Mlih and Jason Karpac
Department of Molecular and Cellular Medicine, Texas A&M University, College of Medicine, Bryan, TX, USA
Image originally published with a Creative Commons Attribution 4.0 International (CC BY 4.0)
Published in PLOS Biology, May 2022
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Pushing through a crowd can be a slow, frustrating process. But for certain forms of cancer, feeling the squeeze triggers more determined movement, or metastasis. Here micro-computed tomography scans reveal healthy tissue lost in mice lungs after an eight-week invasion of previously-squeezed cancer cells (bottom) compared to non-squeezed cells (top). To investigate this, scientists passed breast cancer cells through a confined space multiple times, recreating the mechanical stresses found in living tissues. The confined cells adapt – making special proteins that prevent self-destruction via anoikis, a sort of safety mechanism that switches on when cells become detached from tissues. Bolstered by the effects of the squeeze, the breast cancer cells spread more aggressively. Using chemicals that ‘re-sensitise’ metastatic cells to anoikis may provide a new route to treating human cancers.
Written by John Ankers
Image from work by Deborah Fanfone and colleagues
Cancer Research Center of Lyon (CRCL), INSERM 1052, CNRS, Lyon, France
Image originally published with a Creative Commons Attribution 4.0 International (CC BY 4.0)
Published in eLife, March 2022
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When I was told that a space station had gone missing, I was incredulous. That seems like a rather strange and improbably thing to just happen. It wasn't even a small station like an Athanor or a Raitaru, or even a Keepstar, but a Gallente Main Science Station. The prospect that something that large could just... disappear... was a mystery too enticing to pass up.
I was given the contract, and I headed out into the black to pursue a few leads.
When you make shuttle runs in Gallente space, you meet... people. You make contacts. Some of those people ask whether you'd be willing to ferry small volumes of restricted goods through customs for large amounts of ISK. And, sometimes, you have bills to pay, so you say yes. When you do that a few times, you start to form a relationship with "your" contact, and get comfortable enough with them that you can call on them if you need them. That was my first step.
His name was Dreven, and he operated out of a Serpentis asteroid mining base in a hidden sector of space inside the Eytjangard system. I set a meeting with him, docked and had a discussion.
Before he would tell me anything, he needed something from me. Rival Serpentis factions had been expanding into nearby sectors of space in Audaerne and Augnais, and they needed to be pruned back so that his compatriots could flourish properly.
Now, ordinarily I would be somewhat hesitant to get involved, especially with helping the Serpentis... but the "help" in this case involved destroying Serpentis assets, promoting infighting, and overall making a mess of things. Who was I to interrupt them when they were committing an error? Before long, I'd located the bases that were near the coordinates he gave me. The results were, well...
My favor having been completed, Dreven told me what he knew. It wasn't much, but it was enough. The station disappeared around the time the gates to Zarzakh activated. He did not know why, but knew that there was a contract for it within the Serpentis, that they were tasked with eliminating the security from around the station and blockading it from all persons for a period of time. As far as actionable information wasconcerned, he was less fruitful. But, I did manage something. I took the documentation he provided and ran it past a decryption and signal analysis expert, and discovered a potential source for the seemingly random signals that were used to communicate information about the contract. Although they were encrypted and bounced through multiple steps, the signals all came from system J100447 in Anoikis. It contained a Sleeper Data Sanctuary, apparently, from which all communications regarding the contract originated.
The location was marked on my map, but there is a substantial difference between wanting to get to a destination in Anoikis and actually getting there. It took weeks of searching wormhole after wormhole, mapping chains of them in my Pacifier, until I found it. Then, having found it, I went there to see if the Sleepers really were sleeping.
They were not.
I readied myself for battle, and fought the Sleepers until they relented. It wasn't easy, but it was worthwhile. Searching the wreckage, I found the Data I was looking for. It gave me the final location of the station, which for whatever reason had been relocated - wholesale - to Anoikis. The only stations of that size class I'd thus far seen in Anoikis were in Thera, but if the Sleepers were experimenting with moving other stations into new systems... well, the implications could be staggering. Jovian space could be its own new region of space, competing with the other four for dominance but clearly having the advantage in many respects.
Still, having the theoretical information and seeing the station for myself were not the same thing. I wanted to put eyes on it before I could truly call the contract complete. That would take tracking down yet another Wormhole system. I did, but that again took weeks.
After diligent searching, and after hacking through the defenses around the station so that I could safely record data about its disposition and status, I had finally achieved my objective. I'd found the station, a Gallente science station, for some reason now located in the heart of Anoikis.
I have watched a LOT of YouTube videos and read articles about Probe scanning. Most of them boil down to the same four or five tips. Here are a few I have not seen.
Change your Keybinds
Arrange your Screen
Know how Scan Strength interacts with Sig Levels
Know how Scan Deviation informs Results
Scan with a Plan
Details below the cut
1. Change your Keybinds
EVE's default keybinds - like most MMORPGs - for most things, suck. They are created without ergonomics in mind, and are instead matters of convenience for the design team. So, change them! I'm going to list mine, but if you prefer a different setup that achieves the same effect then use that instead.
My keybindings are such that my keyboard's left arrow key reduces my probe scanning radius, my right arrow key increases it, my up arrow key initiates a probe scan, and my down arrow key initiates a D-scan. That way, I can quickly tap left-left-up-down whenever I want to reduce my probe scanning range by two steps, then do a probe and D-scan (I always do a D-scan whenever I probe scan to optimize situational awareness). By changing it to the arrow keys from Ctrl+Mousewheel, it means that I don't need to move my hand from where it already is or use both hands in order to finish that task, making left-left-up-down far easier than Ctrl+MousewheelDownx2-V-B, which is what you would need to do using the default keybindings. I reserve my mouse - and thus my right hand - exclusively for adjusting where my probes are located in space. My left hand is for controlling the scanning radius and initiating probe and/or D-scans (the latter of which I try to at least every 15-30 seconds in J-space, and having my finger already on the key that does that makes doing so much more convenient).
Again, if the arrow keys don't work for you, don't use them! Find a system that is ideal for you and stick with it. But, like many systems in EVE, the default keybindings for probe scanning are more a hurdle to overcome than an aid in playing properly, so (IMO) they should be done away with as soon as possible. Find a workflow that works for you, and makes probe scanning convenient. Once you do, you will find that you do it more and find it to be far less taxing.
2. Arrange your screen.
Related to my last point, EVE's default visual setup for probe scanning is terrible. It is mostly designed to make EVE look as pretty as possible, but has the effect (similar to the autopilot mechanic) of getting a lot of new explorers blown up by gankers. So, change it as soon as you can.
The things you need to be able to see all at once (in rough order of importance) are:
The solar system map (essential for probe scanning)
The probe scanner window (essential for probe scanning)
The D-scan window (for off-grid situational awareness)
Local Chat (for off-grid situation awareness in K-space)
The Overview window (for on-grid situational awareness)
The Locations window (assuming you use it for Safes)
I also try to keep all of those things visible while my ship is still visible in space in the background, because I never want to not be looking at my ship. I do not want to be in a fight and not know it, taking damage and unaware I'm even in a fight. There are certain ships (the Curse, an Amarr Cruiser) that will not appear on D-scan because they have that specific benefit. That means that in places without Local chat, you will only detect them if you use Combat Probes or if you are on-grid with them (or they you). So, it is worthwhile to keep your Overview visible and your ship visible lest you get a nasty surprise. Also, regularly hit D-scan to check for someone deploying Combat Probes or for other concerning signs in your area.
That last item, the Locations window, is really only there for people who - like me - use it often for Safes and Pings. If something raises an alarm bell in you, align your ship to a secondary safe point and wait. If need be, warp away immediately at the first sign of on-grid trouble. If you don't use Locations, then that item can be ignored, but you really should be using locations for reasons (again, related to EVE's clunky mechanics) we'll get into later.
3. Know how Scan Strength interacts with Sig Levels
A lot of people will talk to you about strength "thresholds" or about maximizing your scan strength, and those are things worth knowing/doing. However, that is not what this point is about.
Instead of talking about where you ought to go, lets talk about where you are. Whatever level of scan strength you currently have is a number, and whatever number that is means something. You should figure out what that something is. What I mean by that is:
At what scan probe radius can you successfully scan down a difficulty 1 signature? Difficulty 2? 3? 4? 5? For the highest strength ones, are there things you can do - such as manually adjusting your scan probe formation to be tighter, by holding Ctrl and moving with your mouse the arrows that appear on screen - to give you just that little bit of extra strength you need, to enable you to scan down that level of signature?
Now that you know that, apply that knowledge backwards to other points in the scanning process. At what radius can you identify the difficulty and/or type of a difficulty 1 cosmic signature (that is, at what radius can you scan them to 25%)? 2? 3? 4? 5? Think about what you are doing, so that you can do it better.
Given that, you ought to be able to get some idea, when you scan a system at a given probe radius, of the difficulty of the signatures that are identified by that scan. Here is an example.
I know that at 4 AU, I cannot successfully scan down any signatures at all. But, I can identify the difficulty and type of difficulty 1 signatures, I can identify the difficulty of difficulty 2 signatures, and I can identify neither the difficulty nor the type - but perhaps the location - of signatures that are difficulty 3, 4 or 5. At 2 AU I can scan down difficulty 1 signatures, identify the type of difficulty 2 and 3 signatures, and identify the difficulty of difficulty 4 signatures. At 1 AU I can scan down Difficulty 1 and 2 signatures. At 0.5 AU I can scan down Difficulty 1-3 Signatures. At 0.25 AU I can scan down Difficulty 1-4 Signatures, and with some fiddling I can even scan down difficulty 5 signatures. I have learned all of that through experimentation and testing in the field, using my own fit and my probes and scanning down signatures "in the wild" rather than theorycrafting or mathing the problem out on the back of a napkin. That is how you should do it, too. Math and theorycraft are great, but nobody really knows the formulas/systems we're working from except CCP, so they are all speculative at this point.
If I perform a probe scan at 4 AU (the default) and identify 1 Difficulty 1 Combat signature, 1 Difficulty 1 Wormhole, 2 Difficulty 2 Signatures and 1 other Signature, then I know that of those 5 Signatures then the 1 Other is Difficulty 3+ and the other four are Difficulty 1 or 2. That means I can then reset my probe distance to 1 AU, rescan the four identified locations, and I ought to identify all of them. That leaves only the Difficulty 3+ signature. I can then either reset my probe distance to 2 AU and rescan it to see what result I get, knowing that if I get type and difficulty then it is difficulty 3, just difficulty is difficulty 4, and neither means it is difficulty 5... or I can scan at 1 AU and do similar, based on the information I know I will receive at that level for those kinds of signatures. In all probability sticking with 1 AU is the better option, as it will enable me to step all the way down to 0.25 AU if I need to do that, since generally I can make two steps down in scan distance and still catch the signature. That is not true for everyone, though, as we will get into in the next point. It is far more useful to get practical experience, and besides the point of the game is to play it not talk about playing it.
4. Know How Scan Deviation Informs Results
Scan deviation is one of the most poorly understood mechanics in this area of the game. I don't claim to understand it either, because no one really does and CCP isn't talking, but I will present my best understanding of it here.
First of all lets look at how deviation is presented in the game.
Now, notable in this image are three things - Base Scan Range, Sensor Strength, and Maximum Deviation. What that tells me is that probe scanning works like this (and bear in mind, this is me speculating):
Your Scan range creates a bubble of size X=([Chosen Scan Range]/Base Scan range). Within this bubble your Sensor Strength is X*Base Sensor Strength. Also Within this Bubble, the Maximum Deviation of any results you get from the Hypothetical True Value is X*Base Maximum Deviation. That has a lot of practical implications. For instance:
Say you encounter this scenario, where your signature is in a "soft sphere". That is to say, it is an ~8 AU sphere and you have not scanned it yet. The signature could be anywhere inside that sphere (and strictly inside that sphere, since you have not scanned it yet and thus your probe scan deviation is irrelevant), potentially. Your goal in this scenario should be to eliminate any areas of the sphere where the actual signature might not be located, and then cover as much of the rest as possible with as low of a probe radius as is necessary. Places the signature will not be located are locations >5 AU from a Celestial, excepting in Shattered Wormhole systems.
Next is a "hard sphered" or an "eggshell" signature. It looks like this.
When you scan a signature and only one of your probes pings on it, you get this sphere. That means that it can be anywhere in this area, theoretically, but practically the fact that only one of your probes detected it means that there is only a very small area it can potentially be in. If you are using the default "tight" probe formation then your probes are arranged as shown above. Looking at this, you can see that each of the outer probes has only a small sliver on the outside where only that one probe's scanning area is present. That area - plus a radius around it equal to X*[Base Deviation] - is the only area you are concerned with.
That means, when I get this result I ask myself which probe it corresponds to, then look at the area that only that probe scans, recenter my formation on that area and reduce my radius to the smallest it can be to cover 95+% of that area.
Next is a circle, which looks like this.
A circle happens when two probes - and only two probes - get a positive ping on a cosmic signature. The reason it looks like a circle is shown in this figure.
When two spheres overlap, they make a circle.
However, I want you to look back at that probe formation again. Where on that probe formation do two probes' scanning area overlap, but no others overlap with them? There are no complete, unbroken circles to be found, because the inner 180-240 degrees of the circle always overlap with the scanning area of other probes.
That means, practically, that whenever you get a circle result on a scan then you can assume that the true location is in the 1/3 arc of the circle that is farthest from the location of your current scan, with a fuzzy area of uncertainty around it equal to X*[Base Deviation]. Thus, your next move should be to recenter your probe formation in the middle of that area, bring the scan distance down until you cover 95+% of it, and scan it again.
Next is two boxes, which look like this.
This happens when three probes - and again, only three probes - get a positive ping on the cosmic signature. It happens because three overlapping spheres look like this.
However - and I'm sure I'm sounding like a broken record at this point - you can tell quite a lot about this by the probes that get a no ping, as well as the ones that get a positive ping. As the first picture's text says, there is one ping - the one farther from your original scanning location - that is far more likely to be the true location than the other. Think of this whole thing as an arrow, with the heat map for likelihood increasing as you get closer to the farther location, and with that same region of fuzziness/uncertainty around it equal to X*[Base Deviation].
Above that we have a point in space, which is what happens when four or more probes ping on a signal. Now, I'm not going to detail that as the way you should respond to that ought to be obvious. Bear in mind, though, that the same caveat regarding uncertainty holds true here as it does for the previous results - whatever scan deviation you have, defines the sphere within which the true results fall.
But, with all of those results in mind, what does "X*[Base Deviation]" mean in practical terms? Lets do some math to demonstrate.
The base, unmodified Max Deviation for a Scan Probe scanning at 0.25 AU, per the above, is 0.125 AU. That means that when scanning at 4 AU its Max Deviation is 2 AU. That is why dropping more than one scanning step (say, from 4 AU to 1 AU) is inadvisable for beginners - you are dropping within the range of uncertainty and will miss out on some percentage of signals as a result. Once you bring down that Max Deviation below 0.0625 AU, or something close to it, then you can safely drop two scanning steps without missing out on any signals as a result.
That also means that you can define a bubble around your results mathematically. If you routinely scan first at 4 AU, and your Deviation is 0.1 AU, then the bubble of uncertainty around all of your signals - regardless of what result you get - is ~1.6 AU in radius. So, no matter whether it is an eggshell or a point in space, you have that same region of fuzzy uncertainty around it. If you scan again at a smaller radius and get a positive hit, that region gets smaller in proportion to the decrease.
All that in mind, scanning starts to seem like a daunting task. So...
5. Scan with a Plan
You don't have to have all of these things in mind when you are out there scanning. In fact, you really shouldn't the vast majority of the time. The fun of the game is in playing the game, so do that, but all of this information is geared to help you do that more effectively.
To that end, have a plan before you head out scanning. Things might not go to plan, but you should have one regardless. What I usually do is set a destination system, scan everything between [x] and [y], then on my way back explore all the wormholes, hack all the sites, and so on. Once I get back I switch to my combat ship, then go back through all the combat sites I scanned down, all the Wormholes with useful combat sites, and then by the time I get to my destination I am usually quite laden with loot and ready to turn around and head back to the barn.
Or, I get my exploration ship ready for a nullsec run, load up with a Needlejack filament, a Pochven Ingress and Egress filament, and then head out.
When I am scanning systems or Wormholes I generally have a set plan. If it's a wormhole I mark my Entrance/Exit, align to a Warpto, Launch probes if Safe, Cloak, Warp, Create the Safe, then turn around and Warp to it. While that is happening I scan the system at 4 AU, then all of the identified signatures at 1 AU, and then I scan the celestials around which there are clusters of signatures at 4 AU, then again I scan the identified signatures at 1 AU. If there are lone signatures remaining I scan them at 8 AU, then 2 AU, then 0.5 AU. If there are problems I resolve them as best I can with the knowledge above.
If I am in a low or nullsec system I make sure to have Local and D-scan visible as well as staying cloaked as much as possible. If you can't cloak for whatever reason (such as being an Alpha clone), then it is almost as good to have a cap-stable MWD fit with a top speed of at least 2.5 km/sec. That will prevent people from Combat Probing you most of the time, though they will be able to detect that you are in system. J-space does not have Local chat (mostly), but the same rules otherwise apply.
Your specific workflow for probe scanning is going to look different to mine, because your scan strength, deviation, fit, preferences, etc are all going to be different to mine. Making your workflow look like mine is less important than creating your own workflow that works for you, and that feels right for you, and that you find fun and rewarding day to day. Because, absent that, EVE becomes nothing more than a second job. Nobody needs that.
Going in with a plan will take that much more cognitive load off of you, enabling you to enjoy the pretty space vistas, phat loot, and explosion pr0n that is EVE online that much more. Regardless of how much ISK you make, how efficient your trip is, yadda yadda yadda, the enjoyment is ultimately the point, so optimizing for that ought to be your #1 goal.
I hope these tips help, and if you made it all the way to the end then fucking wow! well done! This "brief" guide turned out to be way longer than I anticipated, lol.