Difference between revisions of "Hacking"

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==Gear==
==Gear==
*Insulated Gloves
To hack things succesfully, you will need to secure a few items first. Not all of these are essential, specially for some kinds of hacking, but having the full set can be pretty helpful:
*Screwdriver
*Wirecutters
*Multitool
*Crowbar


The multitool is optional depending on what you're doing, but it makes things easier. The crowbar you need if you want to get through a door.
*Screwdriver: Any hackable item needs to have its internals first exposed by using the screwdriver.
*Multitool: Although you can cut wires with the wirecutter, there are a few functions you can't get without the multitool, like getting the door bolts to go up.
*Wirecutters: Wirecutters have a somewhat different effect in wires than the multitool. Although they are more plentifull, they can sometimes put the hacked item in a situation that can't be fixed without a multitool. Still, some things, like electrifying a door permanently, are impossible without the cutters.
*Insulated Gloves: Many items may be hacked to shock whoever use it, or even stand near it. If you trigger this by mistake, and you don't have insulated glove, you may be out for a while.
*Crowbar: Crowbars are good for getting powered down airlocks open, although they aren't really necessary for hacking.
*Remote Signaling Device: After you open their cover with the screwdriver, you can attach the device to an airlock cable, which will trigger its cable if that cable is used. Note that the airlock is opened, the door open cable triggers, even if it is opened by normal means.


==Wires==
==Wires==
Wires all control different functions of an object, for instance in a door, one will control electrification, another for bolts, etc. These are randomized each round, but are the same across all doors for that round.
Wires all control different functions of an object, for instance in a door, one will control electrification, another for bolts, etc. These are randomized each round, but are the same across all doors for that round.


Possible wire functions in a door:
==Doors==
*Electrify
 
*Main power
There are 7 possible wire functions on a door:
*Backup power
 
*ID Scan (Door won't open for anyone but the AI or a borg)
{| class="wikitable"
*Bolts
|-
*AI control
! Function !! Explanation !! Effect When Pulsed !! Effect When Cut
*Door Open - One wire seems to attempt to open the door, but I've never had a door actually open when this wire is pulsed. Maybe if ID scan and AI control were disabled?
|-
| Main Power || This provides power to the door. A door without power won't open by itself, but it can be opened with a crowbar, if it isn't bolted. The test-light is an indicator if an arilock has power or not. || Power fails for a minute or so. || Main power is cut until cable is mended.
|-
| Backup Power || It will pick up the slack if the main power fails, coming online again after about 10 seconds. Note that both power sources depend on the APC supplying them with energy. || The backup power fails for a minute or so. Note that if the primary power is online, the test light won't even blink. || The backup power is cut until the cables are mended.
|-
| ID Scan || This is the id scan functionality of an airlock. If it is offline in a restricted door, it won't open for anyone, except robots and AI. If it is offline in a public door, the airlock won't open if handled, but will still open if you try to walk against them. || The Id refused lights blinks. || The ID scanner will go offline until the cables are mended.
|-
| Door Open || This wire controls the opening of the door. || If the door is public, it opens immediately. If it isn't, it will only open if the ID Scan is offline. || The door won't open anymore.
|-
| Bolts || This controls the door bolts. A bolted airlock will remain closed or open until it is unbolted, and not even the crowbar is enough to move it. It is clear from the hacking interface if the bolts are up or not. Note that the bolts can fall if the door has no power, but they can't be retacted in that state! || It toggles the bolts, either raising or dropping them. || The bolts drop. Mending the cable will do nothing. This is one of the main reasons a multitool is necessary for hacking.
|-
| AI Control || This cable asserts that cyborgs and the AI have access to the door implicitly. If this is disabled, the AI can do nothing to the door, and cyborgs will need ot interact with it, like humans. The AI control light shows whether this is on or off. || The AI control goes offline for a few seconds || The AI control goes offline until the cable is mended.
|-
| Electrify || Electrified doors will shock people that try to open or interact with it in anyway, unless they are using insulated gloves. || The door becomes electrified for a few seconds (around 30). || The door becomes electrified until the wires are mended.
|}
 
You may notice, however, that doors have 9 cables. Two of the cables don't seem to really do anything, being there only to increase the challenge of hacking.
 
===Quick Guide===


==Doors==
Before you go after whatever door you actually want to hack through, you need to find a door that you can break without anyone minding too much, just go into maint and pick one. <br />
Before you go after whatever door you actually want to hack through, you need to find a door that you can break without anyone minding too much, just go into maint and pick one. <br />



Revision as of 21:43, 17 September 2012

Gear

To hack things succesfully, you will need to secure a few items first. Not all of these are essential, specially for some kinds of hacking, but having the full set can be pretty helpful:

  • Screwdriver: Any hackable item needs to have its internals first exposed by using the screwdriver.
  • Multitool: Although you can cut wires with the wirecutter, there are a few functions you can't get without the multitool, like getting the door bolts to go up.
  • Wirecutters: Wirecutters have a somewhat different effect in wires than the multitool. Although they are more plentifull, they can sometimes put the hacked item in a situation that can't be fixed without a multitool. Still, some things, like electrifying a door permanently, are impossible without the cutters.
  • Insulated Gloves: Many items may be hacked to shock whoever use it, or even stand near it. If you trigger this by mistake, and you don't have insulated glove, you may be out for a while.
  • Crowbar: Crowbars are good for getting powered down airlocks open, although they aren't really necessary for hacking.
  • Remote Signaling Device: After you open their cover with the screwdriver, you can attach the device to an airlock cable, which will trigger its cable if that cable is used. Note that the airlock is opened, the door open cable triggers, even if it is opened by normal means.

Wires

Wires all control different functions of an object, for instance in a door, one will control electrification, another for bolts, etc. These are randomized each round, but are the same across all doors for that round.

Doors

There are 7 possible wire functions on a door:

Function Explanation Effect When Pulsed Effect When Cut
Main Power This provides power to the door. A door without power won't open by itself, but it can be opened with a crowbar, if it isn't bolted. The test-light is an indicator if an arilock has power or not. Power fails for a minute or so. Main power is cut until cable is mended.
Backup Power It will pick up the slack if the main power fails, coming online again after about 10 seconds. Note that both power sources depend on the APC supplying them with energy. The backup power fails for a minute or so. Note that if the primary power is online, the test light won't even blink. The backup power is cut until the cables are mended.
ID Scan This is the id scan functionality of an airlock. If it is offline in a restricted door, it won't open for anyone, except robots and AI. If it is offline in a public door, the airlock won't open if handled, but will still open if you try to walk against them. The Id refused lights blinks. The ID scanner will go offline until the cables are mended.
Door Open This wire controls the opening of the door. If the door is public, it opens immediately. If it isn't, it will only open if the ID Scan is offline. The door won't open anymore.
Bolts This controls the door bolts. A bolted airlock will remain closed or open until it is unbolted, and not even the crowbar is enough to move it. It is clear from the hacking interface if the bolts are up or not. Note that the bolts can fall if the door has no power, but they can't be retacted in that state! It toggles the bolts, either raising or dropping them. The bolts drop. Mending the cable will do nothing. This is one of the main reasons a multitool is necessary for hacking.
AI Control This cable asserts that cyborgs and the AI have access to the door implicitly. If this is disabled, the AI can do nothing to the door, and cyborgs will need ot interact with it, like humans. The AI control light shows whether this is on or off. The AI control goes offline for a few seconds The AI control goes offline until the cable is mended.
Electrify Electrified doors will shock people that try to open or interact with it in anyway, unless they are using insulated gloves. The door becomes electrified for a few seconds (around 30). The door becomes electrified until the wires are mended.

You may notice, however, that doors have 9 cables. Two of the cables don't seem to really do anything, being there only to increase the challenge of hacking.

Quick Guide

Before you go after whatever door you actually want to hack through, you need to find a door that you can break without anyone minding too much, just go into maint and pick one.

On your Test Door.

  • Screwdriver
  • Multitool/Wirecutters
  • Pulse or cut all the wires, noting which one controls what. All you really need to know is bolts, but if you can figure out the main power wire, you can hack the door in a "cleaner" way - after 30 seconds or so the backup power will come online and nobody will be the wiser.
  • Done.

On your Target Door

  • Screwdriver
  • Pulse/Cut either all the wires EXCEPT bolts, or just main power, depending on how much you know about the wires and what you're planning to do.
  • Crowbar
  • Optional - Crowbar again to close
  • Optional - Screwdriver again to close the maintenance hatch

Note: Doors that are operational, but have a maintenance hatch that is open cannot be "bumped" or clicked to open, even with the correct access. You need to grab your ID and use it on the door for it to open. lots of people don't know that so grab a screwdriver and go wild

Vending Machines and Autolathes

You need a multitool to hack vendors and autolathes without screwing them up

  • Screwdriver
  • Multitool (Trying to use the multitool itself on the thing will just result in you hitting it, click with an empty hand and the window with the wires will pop up underneath the regular menu, then switch to the multitool again)
  • Pulse wires until they're all green, blinking, or on
  • Screwdriver
  • Look at the menu to make sure the extra items are showing up
  • You can use wirecutters to get the extra items, but usually this results in the machine running really slowly and electrocuting anyone touching it so don't do this unless you're desperate

You can also cut wires to make vending machines launch products at people, and/or electrocute them! For extra fun, forcefeed someone a lot of booze and then cut all the wires in the limeaid vendor!