See Decay Modus.
The Crossword Modus is a Fetch Modus invented by Sorceror Nobody. Items captchalogued into this modus are not represented by Captchalogue Cards within the modus, although they can still be manifested as cards for use with the Alchemiter, Punch Designix, etc. Instead, their names are rendered as components of a crossword.
The crossword grid has a certain size limit, item limit and core word. Items can be added only if they join onto an existing word, which means that the first item captchalogued has to be able to intersect the core word. As the array of intersecting words expands with added items, the boundaries of the grid will shift to accomodate it until the size limit is reached in the direction of expansion (up/down or left/right). Consequently, a filled grid need not have the core word in the middle of it, as the captchalogued items could be placed to expand the grid predominately in one direction. That said, it is often prudent to keep the core word approximately in the centre, as this lends itself to a more stable structure.
When an item is ejected from the Sylladex, any items that rely entirely on that word to be anchored to the core word are also ejected, in a manner similar to Rose Lalonde ejecting the root item in her Tree Modus. However, if the connected words are also connected to the core via other intersections, they will not be ejected. In essence, this encourages the user to make the crossword as interconnected as possible, to maximise the control that they have over ejection of their items.
The user has relatively little control over what the modus decides to name captchalogued items. In particular, the modus has a tendency to insist on full names for things that might otherwise be abbreviated (e.g. refusing to allow "PLAYSTATIONPORTABLE" to be rendered as "PSP"), which can lead to frustration when the name exceeds the size limits of the grid. On the other hand, the modus is sometimes very flexible about terminology (e.g. allowing either "MOBILEPHONE" or "CELLPHONE").
Nothing with a name shorter than three letters can be Captchalogued. Then again, examples of things with names that short are not exactly easy to come by, so it's never really cropped up as an issue.
The initial state of Sorceror Nobody's Crossword Modus is as follows:
- Size limit: 16 x 16
- Item limit: 16 items
- Core word: C O R E
The Crossword Modus has a couple of unique settings. For example, a frequent set of irritations, which naturally are the ones enabled by default, are the automatic sorting options. The "Prioritise First Letter" and "Prioritise Core Word" are particularly annoying, especially when combined with "Detect Collisions" being switched off. For instance, prior to Sorceror Nobody working out what his modus actually was, he captchalogued a BISCUIT, and then attempted to captchalogue a COOKIE. The BISCUIT was ejected.
The reason for this is that, when captchalogued, the biscuit automatically intersected CORE on the C, because that was the only letter that the two words have in common. Next, when the COOKIE was captchalogued, it prioritised intersecting the core word by the first letter that they shared, namely the C, which meant that the BISCUIT had to be ejected to make room. Without the automatic sorting options active, and with "Detect Collisions" active, the COOKIE can be placed elsewhere to avoid this issue.
Sorceror Nobody was thoroughly disappointed that PLAYSTATIONPORTABLE is more than 16 letters long, but did at least take some comfort in the fact that the modus permitted NINTENDODS, quite possibly because nobody outside Nintendo is 100% certain on what the DS actually stands for. Dual Screen? Developer System? It truly is a mystery that not even the capricious and trollishly-inclined Crossword Modus can solve... which is something to be thankful for, quite frankly.
The Crossword modus is less infuriating, though still maintains a token level of inconvenience. Rather than the grid expanding (up to its limit) when objects are added, the core word (and anything attached to it) is simply shifted around as new objects are added. While the grid size limit is still 16x16, there is no object limit beyond the difficulty in cramming more and more things into a finite grid.
No behavioural options have yet been shown explicitly, though the non-ejection of one object when attempting to captchalogue another implies that collision detection is active. At the current time, the modus appears to be operating on its own choices of where an added word should go. However, unlike the description given above, the modus doesn't exert absolute control over object names in Snarkstuck. There are still limitations, but it is possible to adjust object names to rearrange the grid.
The Hanoi Modus is a Fetch Modus used by Sorceror Nobody. Items captchalogued into this modus are assigned to discs of increasing size, which slide onto one of three poles, as in the well-known Tower of Hanoi puzzle. These discs can be moved from one pole to another according to the rules of the puzzle, which are that larger discs cannot be placed on top of smaller discs (consecutivity of sizes is not a requirement), and only one disc may be moved at a time.
To captchalogue an item, there must be at least one empty pole. This is because each successive addition is placed on what becomes the new biggest disc, and the biggest disc has to be at the bottom of a stack. Consequently, if all three poles are already occupied, the items already stored in the modus must be rearranged to clear a pole.
To retrieve an item, it must be contained in the top disc of one of the three poles, which means that the more items are captchalogued, the more likely it is that several discs will have to be moved to get at items stored on larger discs underneath several smaller ones. Consequently, it is somewhat difficult to optimise the modus for efficiency of item retrieval, unless one plans out the captchalogue order and disc distributions in advance. Naturally, such planning is pretty much a waste of time, since the Tower of Hanoi is not actually very complicated.