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[PR] Hacking a manufacturer is permanent and causes malfunctions
#8
(01-18-2026, 08:31 AM)Chasu Wrote: Inofficial feedback thread for PR #25632.
No official feedback thread was opened at the time of writing.[/color]
Taken from the PR itself:
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About the PR
Hacked fabricators cannot have their maintenance panel closed.
Hacking a fabricator to show the extended recipe list now cannot be repaired without replacing the entire fabricator.
Hacked fabricators now also malfunction irreparably.
Emags will also cause the fabricator to malfunction, but don't require you to open the panel to do so, reducing the chance of getting caught (although opening the panel will prevent it being closed again).
For reference malfunctioning fabricators:
  • Shred inserted blueprints (75% chance)
  • Take longer to print things
  • Consume more power
  • Every so often may flip out with any of the following effects:
    • Eject a random item inserted (materials, disks)(15%)(Only if not printing)
    • Delete random items from the queue (20% overall, 33% per item (does not include first item in queue))
    • Pause current print (5%) (Only if printing)
    • Double active power consumption (9.5%) (Only if printing)
    • Set speed to a random amount (10%)
    • Electrify itself for 5 seconds (5%)

Why is this needed?
Currently theres no downside to just hacking a manufacturer at roundstart, hacking should be something non-antags only need to do in emergencies, or that antags use to obtain contraband.
Having the fabricator permanently visibly hacked gives security a chance to investigate for example, why the HoP would hack their own fabricator (its to print a sec radio) or why the general fabricator in tool storage is hacked (the chaplain was printing more .22 ammo)

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This change does not affect vendors or the botany seed fabricator.

I personally am in favor of this, mainly due to in-universe reasons (employees shouldn't jailbreak their hardware), but have seen a player remark that robotics could be negatively affected by this. Should definitely be TMed first, though.

Correct me if I'm wrong, but doesn't the wire that control the expanded inventory also increase manufacturing speed? This is a huge quality of life for, well, anyone that uses manufacturers a lot. Roboticists, Engineers, Mechanics. I feel like losing this is a pretty major loss compared to what it's apparently trying to fix, it's not like anyone's printing AEX with this, and I've never heard of a chaplain absolutely ruining around with .22 bullets of all things.

I guess a solution is simply separate the two wires, but making it "permanently busted" means you can't test for wires the usual and only way. I dunno, I'm just not very sold on this change.

(01-18-2026, 10:11 AM)JORJ949 Wrote: Hacking a manufacturer does not brick it, just makes it a bit more of a hassle to use. Also the two reasons you want to keep it (speeding up, printing normal stuff) I do acknowledge are reasons against this and are things I want to change, by making speeding up obtainable some other way e.g. an upgrade obtainable somewhere and printing normal stuff to just, not be locked behind hacking. You currently can't really add more contraband to a manufacturer because of the prevalence of just hacking them roundstart. Crew should not have a reason to be hacking these unless its absolutely necessary based on the current state of the round.
I really don't think quality of life should be kept behind an "upgrade obtainable somewhere", especially a piece of QoL as universal as the manufacturers. QoL should not be a limited resource that people have to fight over and makes certain roles with better access to places for finding upgrades more preferrable. 

"Doesn't brick it" also feels like a hyge understatement, the effects listed are pretty harsh, and can too easily be used to impact how the crew functions, and from my opinion way easier than a chaplain with a few extra .22 can.

I just don't think this change is very good, or very thought out well. I don't understand why crew shouldn't be doing this roundstart. Is it part of the RP escalation rules? It's not like printing stuff means you're immediately going on a murder rampage. Okay, so maybe it's because you're wrecking NT property. What about the people that make rooms and and modify their bars to look how they want and such? Or the engineers scrambling a pipeline to make a new setup, or the mechanics adding new machines to the insides of the station? Malicious or not, these are kind of no different from hacking or jailbreaking or modifying a system to make it work better for personal projects. Were they supposed to AFK for 30 minutes before starting to do anything?

This very specific mention of "crew shouldnt do this roundstart" makes me can't help but feel like this is kind of a rage PR because whoever made it didnt like that a chaplain smoked em at 20 minutes one round. Which I get it, it sucks, but I don't think is justification for messing with such a universal QoL.
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RE: Inofficial manufacturer change PR feedback thread - by tamakona - 01-18-2026, 01:22 PM

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