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A skill that you can use to grant yourself illicit access to pieces of technology, or apply unintended side effects to pieces of technology.
Tools
The gear that you should probably prepare before hacking.
- Insulated Gloves - In order to not immediately get zapped. Hackables have power lines, and cutting/pulsing these without gloves can and will harm you. It's possible(?) to hack without them, but it will be slow, painful, and you'll need ointment.
- Screwdriver - In order to access the maintenance panel, you must first obtain a screwdriver. A necessary tool.
- Wirecutters - Allows you to cut and mend the wires, allowing for more long-term hacking. Can also reverse effects of the multitool.
- Multitool - Allows you to pulse the wires. Also very good for learning which wire does which. Needed to unbolt the door if the bolts go down.
- Crowbar - Allows you to forcibly open a door. Works when the power is out or you've hacked away the power.
Hacking
Multiple powered devices are hackable. Doors and vending machines are the most common to hack.
The process for starting to hack something is a very simple process:
- Screwdriver in hand, click on the object to open its maintenance panel and expose the wiring.
- With a multitool , wirecutters or empty hands, click on the object to access the wiring.
- Pulse wires using the multitool or cut wires with the wirecutters .
- Screwdriver the object again to shut its maintenance panel.
Remember, if you are trying to hack to get into unauthorised places or getting unauthorised objects you can potentially be sent to the brig, demoted, or even banned. If you are an Engineer, you may be asked by an authorised person to get into certain areas or get certain objects in an emergency situation but generally the right call (if you are not an antag) is to ask the relevant person first or the relevant Head of Staff.
Wires
In order to hack an object, you need to figure out what wire does what by pulsing it with a multitool or cutting it with a wirecutter. The wire cutters make a semi permanent change (but you can reverse it by repairing the broken wire). Multi Tool effects are temporary when the power is on (and the timer controls this).
Above each wire there is a light. The lights indicate whether each item is ON or OFF. If the lights are big circles it means that item is ON. A smaller light means that item is OFF.
To note is that all the wires for every objects are randomized at the start of the shift.
Hackables
Airlocks
Every types of airlocks is hackable. Normal airlock have 8 wires. Two of them go to power. 8 Wires: POWR_1, POWR_2, LOG, BOLT, BLIT, TIMR, SAFE, AIA.
High Security Doors follow the same logic as normal airlocks except they have additional steps to get the maintaince panel open.
Ouputs: Airlocks
DOOR STATUS (ON = Open, OFF = when finishes closing)
Inputs: Airlocks
- OPEN
- CLOSE
- TOGGLE
- HOLD
- turns off automatic closing
- DOOR BOLT
- ON = door gets bolted, sound "Pip-TuDu"
- OFF = door gets unbolted, sound "Pup-TuDu"
Name | ON/TRUE State | OFF/FALSE State | Usage |
---|---|---|---|
POWR : Cycle Power | Door is turned in powered down state | Door is normal operation |
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LOG : Logging | normal operation | does not log people(?) |
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BOLT : Door's Bolt | door is set in a un-toggleable state until unbolted | normal operation |
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BLIT : Bolt's Lights | normal operation | bolt lights will not come on if power is on |
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TIMR : Timer | normal operation, delay is present | the timer that automatically closes the door when the power is on will not activate |
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SAFE : Safety | normal operation | allows the door to close on a person, dealing high blunt damage |
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AIA : AI Access | normal operation | no door control for AI(?) |
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Air Alarm
Station flooded with plasma and all of the Atmos Techs and CE are incompetent and/or dead? Best to take matters into your own hands. Air Alarms only have 3 wires, each going to one feature.
Ouputs: Air Alarm
None
Inputs: Air Alarm
None
Name | ON/TRUE State | OFF/FALSE State | Usage |
---|---|---|---|
POWR : Cycle Power | normal operation | Air Alarm is turned OFF | Determines whether power is getting to the air alarm. If the air alarm is unpowered, it's not going to do much.
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NETW : Network | normal operation | (Unknown) |
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AIA : AI Access | normal operation | no Air Alarm control for AI (?) |
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Vending Machines
The only thing worth hacking. Vending machines have 7 wires. 2 wires can't be cut for some vending machines.
Ouputs: Vending Machines
None
Inputs: Vending Machines
None
Name | ON/TRUE State | OFF/FALSE State | Usage |
---|---|---|---|
POWR : Cycle Power | normal operation | Vending Machine is turned OFF | Determines whether power is getting to the vending machine. If the vending machine is unpowered, no one can buy from it.
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ACC : Access control | normal operation, restricts access | normal operation, all access | Determines whether the vending machine checks for the appropriate access level of the person ID card. If you disable Access then anyone can access the vending machine and dispense items from it.
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LOG: Logging | normal operation | does not log people(?) | Something for Detectives.. a data trail.
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MNGR : Manager | Blinking, Normal operation. Contraband is hidden. | Contraband is visible | Toggles illegal/rare goods availability on/off. If the icon is blinking, it's toggled on.
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VEND : Vending | normal operation | Vending Machine can't vend | When pulsed, will make the machine dispense an item by firing in a random direction.
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SPKR : Speaker | normal operation | quiet operation | Snipping the SPKR wire stops all speech from the vending machine.
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Tips
- When you shift click on an object, it will tell you whether the Panel is open or closed. If it is closed, you need a Screwdriver to open it.
- Using a crowbar on a powered door will give you a message "the powered motors block you efforts".
- If the bolts are down then the door will give you a message "the airlock bolts prevent it from being forced!".
- Remember to close the Panel when you're finished doing whatever it is you needed to do.
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