Difference between revisions of "User:DaWay/List of emaggable things"
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| Destructively unlocks an APC's interface, allowing you to toggle any of the controls. The panel can't be locked again, unlike how it works with an authorized ID card. | | Destructively unlocks an APC's interface, allowing you to toggle any of the controls. The panel can't be locked again, unlike how it works with an authorized ID card. | ||
| This comes with an obvious sprite change. Emagging an APC prevents anyone from opening the APC's panel with a screwdriver, so the wires can't be exposed. There is a 50% chance the emmagging will fail, though you can retry until it is broken. | | This comes with an obvious sprite change. Emagging an APC prevents anyone from opening the APC's panel with a screwdriver, so the wires can't be exposed. There is a 50% chance the emmagging will fail, though you can retry until it is broken. | ||
|- id="CheMaster 3000" | |- id="CheMaster 3000" | ||
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| Forcefully ejects the current body being cloned, even if the cloning process isn't complete. | | Forcefully ejects the current body being cloned, even if the cloning process isn't complete. | ||
| If no one is actively being cloned, the cloning pod prepares a body. This body is mindless, so you can use it for whatever you want. However, if a cloning is in progress, ejecting the occupant early will generally leave them with large amounts of {{BRUTE}} damage and brain damage. | | If no one is actively being cloned, the cloning pod prepares a body. This body is mindless, so you can use it for whatever you want. However, if a cloning is in progress, ejecting the occupant early will generally leave them with large amounts of {{BRUTE}} damage and brain damage. | ||
|- id="Coin" | |- id="Coin" | ||
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| <center>[[File:CyberheartV2.png]]</center> | | <center>[[File:CyberheartV2.png]]</center> | ||
| Increases the total stamina buff granted by the cyberheart to +90, and the stamina regen to +15 (from +40 and +5 respectively). | | Increases the total stamina buff granted by the cyberheart to +90, and the stamina regen to +15 (from +40 and +5 respectively). | ||
| | | The heart won't damage itself while boosting you, but be '''very''' careful around EMP's. | ||
|- id="Cyberkidney" | |- id="Cyberkidney" | ||
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| <center>[[File:CyberspleenV2.png]]</center> | | <center>[[File:CyberspleenV2.png]]</center> | ||
| Causes the cyberspleen to constantly generate blood, even when it's not needed. This can push you into hypertension. | | Causes the cyberspleen to constantly generate blood, even when it's not needed. This can push you into hypertension. | ||
| | | Unless you plan to start a blood donation charity, this isn't really useful, since there is no bonus to blood regen. | ||
|- id="Cyberstomach" | |- id="Cyberstomach" | ||
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<center>[[File:AirlockNew.png]]</center> | <center>[[File:AirlockNew.png]]</center> | ||
| Permanently opens a door. If used while the door is closed and welded shut, then the door will never open again. | | Permanently opens a door. If used while the door is closed and welded shut, then the door will never open again. | ||
| Comes with a rather obvious tell to anyone looking closely enough, in that the door's lights flash red and green before opening. Additionally, emagging a welded door deals rather heavy damage to it, and is repeatable, so you could also use it to bust down doors. | | Comes with a rather obvious tell to anyone looking closely enough, in that the door's lights flash red and green before opening. Additionally, emagging a welded door deals rather heavy damage to it, and is repeatable, so you could also use it to bust down doors. (you can access doors in a less destructive way by [[hacking#Doors|hacking]] them) | ||
|- id="Door-Shield Generator" | |- id="Door-Shield Generator" | ||
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| Shortens the departure time of the escape shuttle to ten seconds. | | Shortens the departure time of the escape shuttle to ten seconds. | ||
| Useful for if you want to escape alone. A little fun fact is that Heads can also do this, but it requires three Head IDs to authorize, similar to the armory. | | Useful for if you want to escape alone. A little fun fact is that Heads can also do this, but it requires three Head IDs to authorize, similar to the armory. | ||
|- id="Fabricator" | |- id="Fabricator" | ||
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| Removes the product locks on a fabricator, allowing access to new items depending on the type of fabricator. | | Removes the product locks on a fabricator, allowing access to new items depending on the type of fabricator. | ||
| For a list of what you unlock, take a look at [[Making_and_Breaking#General_Manufacturer|Making and Breaking]]. You actually don't need an EMAG to hack these, either; anyone can do it with the right tools. Take a look at [[Hacking#Vending_Machines_and_Fabricators|Hacking]] for a guide. | | For a list of what you unlock, take a look at [[Making_and_Breaking#General_Manufacturer|Making and Breaking]]. You actually don't need an EMAG to hack these, either; anyone can do it with the right tools. Take a look at [[Hacking#Vending_Machines_and_Fabricators|Hacking]] for a guide. | ||
|- id="Firebot" | |- id="Firebot" | ||
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| <center>[[File:FloorBotDance.gif]]</center> | | <center>[[File:FloorBotDance.gif]]</center> | ||
| Causes the floorbot to ''remove'' floor tiles rather than placing them, opening up the station to the cold of space. | | Causes the floorbot to ''remove'' floor tiles rather than placing them, opening up the station to the cold of space. | ||
| | | Be sure to have internals ready. | ||
|- id="Guardbuddy" | |- id="Guardbuddy" | ||
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| <center>[[File:RobuddyLove.gif]]</center> | | <center>[[File:RobuddyLove.gif]]</center> | ||
| Convinces the guardbuddy to accept any type of gun, rather than just non-lethal weaponry. | | Convinces the guardbuddy to accept any type of gun, rather than just non-lethal weaponry. | ||
| | | If you want to use energy guns the emag is needed, but with kinetic weapons such as a [[shotgun]] you only need a [[Guardbuddy Ammo Replicator]] since they make the buddy accept weapons on their own. | ||
|- id="Hypospray" | |- id="Hypospray" | ||
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| <center>[[File:Hypo.png]]</center> | | <center>[[File:Hypo.png]]</center> | ||
| Bypasses the whitelist on the hypospray, allowing you to use any chemical in it, rather than just helpful chemicals. | | Bypasses the whitelist on the hypospray, allowing you to use any chemical in it, rather than just helpful chemicals. | ||
| | | The poor man [[sleepy pen]], aldough cheaper to make (kinda), it has it's disadvantages: It will spark constantly, giving away it's nature to everyone that uses it, it also has a red UI when you interact with it. The chems inside aren't secret, they will appear in the hypospray name '''AND''' the hypo will cheerfully tell your victim whatever you are injecting them. you can counter this one though, since the hypo will only reveal the chem with the highest concentration in them. | ||
|- id="Landmine" | |- id="Landmine" | ||
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<center>[[Image:HeadSurgeonBot.png]]</center> | <center>[[Image:HeadSurgeonBot.png]]</center> | ||
| Causes the medibot will enthusiastically inject everyone with either a random [[Chemicals#Poisons_and_Toxic_Shit|horrible things]], a random cocktail of [[Chemicals#Drugs|illicit substances]], or a massive amount of [[Chemicals#Pancuronium|pancuronium]] regardless of injury or not. | | Causes the medibot will enthusiastically inject everyone with either a random [[Chemicals#Poisons_and_Toxic_Shit|horrible things]], a random cocktail of [[Chemicals#Drugs|illicit substances]], or a massive amount of [[Chemicals#Pancuronium|pancuronium]] regardless of injury or not. | ||
| | | They can still inject stuff from loaded beakers. | ||
|- id="Microwave" | |- id="Microwave" | ||
! Microwave | ! Microwave | ||
| <center>[[File:MicrowaveNew.png]]</center> | | <center>[[File:MicrowaveNew.png]]</center> | ||
| | | Sets the microwave to ionizing mode, making everyone that eats food heated by this receive a massive dose of radiations. | ||
| | | There is no visible change to the microwave. | ||
|- id="Mining Charge" | |- id="Mining Charge" | ||
! Mining Charge | ! Mining Charge | ||
| <center>[[File:BreachingChargeNew.png]]</center> | | <center>[[File:BreachingChargeNew.png]]</center> | ||
| | | Disables the timer, making the charge explode the moment it is placed down. | ||
| | | Avoid using this yourself. | ||
|- id="MULEBot" | |- id="MULEBot" | ||
! MULEBot | ! MULEBot | ||
| <center>[[File:MulebotV2-32x32.gif]]</center> | | <center>[[File:MulebotV2-32x32.gif]]</center> | ||
| | | Unlocks the control panel. | ||
| | | You can also [[Hacking#MULEBots|hack it]] to achieve the same effects. | ||
|- id="Oven" | |- id="Oven" | ||
! Oven | ! Oven | ||
| <center>[[File:oven_off.png]]</center> | | <center>[[File:oven_off.png]]</center> | ||
| | | Makes the oven spat out random, low-quality foodstuff no matter what ingredients are put in. | ||
| | | Makes the chef very angry. | ||
|- id="Paint Dispenser" | |- id="Paint Dispenser" |
Latest revision as of 10:33, 16 December 2023
This page is under construction. The following information may be incomplete. You can help by adding missing information or formatting. |
This guide was originally created by Rhapsody, i just shamelessly stole it continued it
NOTE: THE EMAG IS MEANT TO BE EXPERIMENTED WITH, THIS GUIDE DOES NOT AND WILL NOT CONTAIN ALL OF THE POSSIBLE INTERACTIONS WITH IT, JUST THE MAJOR ONES
The electromagnetic card, also known as EMAG, is a devious little item that is commonly associated with half of the station electronics going haywire. Robust traitors wielding this card can spread chaos and destruction wherever they go, no place is safe from their reach and the entire station will yield to their absolute power.
Until they are toolboxed to death by a staff assistant that is.
This hack job of a device held together by glue and prayers masterful work of engineering can interact with a lot of electronic devices, allowing them to perform more functions, most of them harmful to those that use them.
Target | Image | Effect | Notes |
---|---|---|---|
AI Law Module - 'MakeCaptain' | Makes the module designate a specific person as the Clown, rather than the Captain. (peoples will hardly tell the difference) | There's no visual tell that the module has been EMAGed. If you inspect the module, it'll still show as normal. It only reveals its true nature when slotted into the law rack. | |
Destructively unlocks an APC's interface, allowing you to toggle any of the controls. The panel can't be locked again, unlike how it works with an authorized ID card. | This comes with an obvious sprite change. Emagging an APC prevents anyone from opening the APC's panel with a screwdriver, so the wires can't be exposed. There is a 50% chance the emmagging will fail, though you can retry until it is broken. | ||
ChemMaster 3000 | Normally, the CheMaster 3000 has restrictions on what can be put into a medical patch (the white patches with a red cross in the middle). Emagging it disables this whitelist, so that all patches come out as medical patches. | Besides being a good way to trick doctors into applying dangerous patches onto their patients, medical patches have an advantage over regular patches in that there's no delay to applying them. This allows you to quickly apply dangerous chemicals to a person and then run away without ever stopping. | |
Cleanbot | Causes the cleanbot to apply space lube wherever it can. | Watch your step! You can slip on the space lube too. | |
Cloning Pod | Forcefully ejects the current body being cloned, even if the cloning process isn't complete. | If no one is actively being cloned, the cloning pod prepares a body. This body is mindless, so you can use it for whatever you want. However, if a cloning is in progress, ejecting the occupant early will generally leave them with large amounts of BRUTE damage and brain damage. | |
Coin | Causes the coin to favor heads when flipped. Note that this is not a 100% chance. | ||
Crate | Unlocks the ID lock on any create. | You'll generally find ID locked crates when ordering things from the quartermaster, but you can also find these in the debris field and other places. | |
Cyberappendix | When you reach critical health, the cyberappendix will burst, injecting you with a number of helpful stimulants and chemicals, but causes constant TOX buildup. | All cyberorgans can be EMAGed by hitting them a good number of times with a wooden plank or something that does similar damage. EMPs can also work (even when the cyberorgans are in your body). The amount of hits needed is randomized each round, and is different for each type of organ. Of course, this process comes with the drawback of damaging the organ, so using an EMAG on them is generally the better option. | |
Cyberheart | Increases the total stamina buff granted by the cyberheart to +90, and the stamina regen to +15 (from +40 and +5 respectively). | The heart won't damage itself while boosting you, but be very careful around EMP's. | |
Cyberkidney | Grants an ability that lets you aggressively purge chemicals, at the cost of damage to the cyberkidney. | ||
Cyberintestines | Allows you to instantly digest food, causing you to gain all of the reagents inside at once. | ||
Cyberliver | Converts ethanol in your bloodstream into omnizine, at the cost of damage to the cyberliver. | ||
Cyberlung | Negates the need to breathe air, at the cost of a large amount of damage to the cyberlungs. | ||
Cyberpancreas | Maintains a small (<10 units) amount of ephedrine and epinephrine in you. It also constantly produces glaucogen, which can be problematic since it stops producing insulin, meaning the patient has to manually manage blood sugar themselves. | ||
Cyberspleen | Causes the cyberspleen to constantly generate blood, even when it's not needed. This can push you into hypertension. | Unless you plan to start a blood donation charity, this isn't really useful, since there is no bonus to blood regen. | |
Cyberstomach | Allows you to projectile vomit, at the cost of a large amount of damage to the cyberstomach. | ||
Cyborg | Removes all of a cyborg's laws, essentially turning them rogue. A cyborg frame can also be EMAGed to achieve the same thing prior to the cyborg actually being built. | Note that the cyborg has no actual obligation to help you, since they have no laws at all. They can just as easily turn around and start stabbing you with a scalpel if they feel like it. | |
Defibrillator | Sabotages the defibrillator, harming the patient rather than restoring their normal heart rhythm. | This comes with a rather obvious tell when the item is inspected. | |
Door | Permanently opens a door. If used while the door is closed and welded shut, then the door will never open again. | Comes with a rather obvious tell to anyone looking closely enough, in that the door's lights flash red and green before opening. Additionally, emagging a welded door deals rather heavy damage to it, and is repeatable, so you could also use it to bust down doors. (you can access doors in a less destructive way by hacking them) | |
Door-Shield Generator | Blows out the limiter on the door-shield generator, allowing it to overclock its max power to 3. A setting of 3 prevents anything from passing through the shield, including items and players. | This prevents the generator from throttling when power gets low, so the power requirement is increased by a good amount. Additionally, an overclocked door-shield generator is rather obvious when turned on. Besides the obvious tell of not being able to walk through the shield, the shield's color changes to red. | |
E-Cigarette | Removes the safeties on the e-cigarette, allowing any chemical to be put into it. | This essentially allows you to trick people into smoking dangerous or humorous chemicals. This does not heat up the chemicals smoked (so you can't make e-cigs that explode when smoked). | |
Enzymatic Reclaimer | Overrides the reclaimer's safety mechanism, allowing you to stuff living players into it. | If you can keep someone down long enough, stuffing them into a reclaimer is a good way to kill someone quickly. Emagging the reclaimer comes with the added bonus of not leaving the items the person had on them on the ground; this applies to corpses too, so if you want to be an asshole you can just EMAG the reclaimer and leave it like that in medbay to ruin a few peoples' round. | |
Escape Shuttle Computer | Shortens the departure time of the escape shuttle to ten seconds. | Useful for if you want to escape alone. A little fun fact is that Heads can also do this, but it requires three Head IDs to authorize, similar to the armory. | |
Fabricator | Removes the product locks on a fabricator, allowing access to new items depending on the type of fabricator. | For a list of what you unlock, take a look at Making and Breaking. You actually don't need an EMAG to hack these, either; anyone can do it with the right tools. Take a look at Hacking for a guide. | |
Firebot | Rams anyone nearby, knocking them back. The damage isn't terribly impressive, but the knockback it does will launch someone back until they hit a wall, even over very long distances. | Players that get knocked back drop their items upon hitting a wall. | |
Flash | Sabotages a flash, poking a hole in the back of it. Whenever a person using this sabotaged flash tries to flash someone, they are also flashed. That is, of course, unless they're wearing eye protection. | Unless a person is looking closely, you can't tell the difference until the deed is done. However, there is a tell. If you inspect an emagged flash, you'll see a peculiar line: "There seems to be a tiny hole drilled into the back of it." | |
Flashlight | Sabotages the flashlight, shorting out the voltage regulator. The next person to try to turn on the flashlight will be set on fire, burning out the flashlight in the process. | Unlike the flash, there is no tell for when this item is emagged. | |
Floorbot | Causes the floorbot to remove floor tiles rather than placing them, opening up the station to the cold of space. | Be sure to have internals ready. | |
Guardbuddy | Convinces the guardbuddy to accept any type of gun, rather than just non-lethal weaponry. | If you want to use energy guns the emag is needed, but with kinetic weapons such as a shotgun you only need a Guardbuddy Ammo Replicator since they make the buddy accept weapons on their own. | |
Hypospray | Bypasses the whitelist on the hypospray, allowing you to use any chemical in it, rather than just helpful chemicals. | The poor man sleepy pen, aldough cheaper to make (kinda), it has it's disadvantages: It will spark constantly, giving away it's nature to everyone that uses it, it also has a red UI when you interact with it. The chems inside aren't secret, they will appear in the hypospray name AND the hypo will cheerfully tell your victim whatever you are injecting them. you can counter this one though, since the hypo will only reveal the chem with the highest concentration in them. | |
Landmine | Triggers the landmine, causing it to act as if it was tripped. This generally isn't a great idea since you're the one right next to it. This doesn't have any effect on unarmed landmines. | You dunce. | |
Lawbringer | Disables the Lawbringer's fingerprint lock, causing anyone to be able to use the gun. Use it in-hand to re-register the owner. This allows you to lock it to someone other than the original owner. | Notes go here | |
Medibot | Causes the medibot will enthusiastically inject everyone with either a random horrible things, a random cocktail of illicit substances, or a massive amount of pancuronium regardless of injury or not. | They can still inject stuff from loaded beakers. | |
Microwave | Sets the microwave to ionizing mode, making everyone that eats food heated by this receive a massive dose of radiations. | There is no visible change to the microwave. | |
Mining Charge | Disables the timer, making the charge explode the moment it is placed down. | Avoid using this yourself. | |
MULEBot | Unlocks the control panel. | You can also hack it to achieve the same effects. | |
Oven | Makes the oven spat out random, low-quality foodstuff no matter what ingredients are put in. | Makes the chef very angry. | |
Paint Dispenser | Description goes here | Notes go here | |
Patch | Closes the tamper-proof seal on a regular patch, turning it into a medical patch. | As mentioned above with the CheMaster 3000, this allows you to apply that patch to someone instantly, regardless of what is actually in the patch. | |
Phone | Description goes here | Notes go here | |
Power Transmission Laser | Description goes here | Notes go here | |
Quartermaster's Console | Description goes here | Notes go here | |
Rocket Shoes | Description goes here | Notes go here | |
Securitron | Description goes here | Mention second use special interaction | |
Secure Storage | Description goes here | Need multiple images, this encompasses secure briefcase, secure safe, and secure locker | |
Seed Fabricator | Description goes here | Can also be hacked with regular tools, mention this. Does this also apply to the handheld version? | |
Segway | Description goes here | Notes go here | |
Skullbot | Description goes here | Notes go here | |
Sleeper | Description goes here | Also applies to Port-a-Medbay, mention this | |
Slot Machine | Description goes here | Notes go here | |
Space HVAC | Description goes here | Notes go here | |
Spatial Interdictor | Description goes here | Notes go here | |
Stomper Unit | Description goes here | Notes go here | |
Syringe Gun | Description goes here | Notes go here | |
Tanning Bed | Description goes here | Notes go here | |
Telecrystal | Description goes here | Does this do anything besides turn the telecrystal blue? | |
Turret Deactivation Control | Description goes here | Notes go here | |
Vending Machine | Description goes here | Also hackable with regular tools, mention this | |
Weapon Rack | Description goes here | Mention variants |