Hacking

From Space Station 14 Wiki
Engineer.png Stub

Looks like the article engineers are still writing this page. This page is a stub, meaning it is incomplete and/or lacking information.


A skill that you can use to grant yourself illicit access to pieces of technology, or apply unintended side effects to pieces of technology.

Preparation

Gear

The gear that you should probably prepare before hacking.

  • Screwdriver - In order to access the maintenance panel, you must first obtain a screwdriver.
  • 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.
  • Wire Cutter - Allows you to cut the wires, allowing for more long-term hacking. Can also reverse effects of the multitool.
  • Insulated Gloves - In order to not immediately get zapped by pulsing/cutting power wires you need insulated gloves.
  • 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 of hacking starts with using a Screwdriver to open the Panel on the object. You can then use either a MultiTool or Wire-Cutter to tamper with the object. To cover your tracks, you can then close the Panel with a Screwdriver. 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 HoP.

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, 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.

Wires per Object

  • Most Doors - There are 6 wires for normal doors: one goes to bolt, one goes to blit (bolt light), one goes to timr (timer), one goes to safe, two go to power.
  • High Security Doors - Double the lights as most doors
  • Vending machine - one goes to ACC (access), plus others.

Whenever you interact with a wire 1 of 5 things will happen:

  • Bolt toggle

The door bolts lock the door, making it un-toggleable until unbolted, meaning you can keep a door open or shut.

  • Blit toggle

If disabled then the bolt lights will not come on. These are the lights at the top of the door

  • Timr toggle

If disabled the timer for opening / closing the door when the power is on will not activate. The door will instead stay open / closed but people can still open / close manually (unlike if the door was bolted).

  • Safe toggle

Safe is the function that keeps the door open when somebody is standing in it, disabling it will allow the door to close on a person (only if the timer is enabled)

  • Power toggle

Determines whether power is getting to the door. If the door is unpowered, you can open it with a crowbar unless the bolts are down.

  • Access toggle

Determines whether staff need access to the device or not. If you disable Access on a Vending Machine then anyone can access items from it.

Messages

  • 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!".

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.