Myco-Alarm: Difference between revisions
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|attribute=Stackable | |attribute=Stackable | ||
|source=5 x Researching {{Research|MycoAlarm}} | |source=5 x Researching {{Research|MycoAlarm}} | ||
|dismantle=3{{AP}} | |dismantle=3 {{AP}} | ||
|dismantled={{Item|Scrap Metal|16}} | |dismantled={{Item|Scrap Metal|16}} | ||
|beta=yes | |beta=yes | ||
Revision as of 08:16, 26 April 2026
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| Myco-Alarm | ||
| Rings when | ||
| Attribute | Stackable | |
|---|---|---|
| Source | 5 x Researching | |
| Repair | - | |
| Dismantle | 3 |
|
The Myco goes off when a Mush tries to get in on the action.
The myco-alarm detects high concentrations of mycotoxine. If the Mush decides to attack, the alarm will sound.
The Myco-Alarm can help protect the crew from hostile
Mush interference. It creates a public message (“BRIIIIIIIIIIIIIIIIIIIIIIIIIINNNNNGGGGG!!!!”) if a Mush uses one of the following actions while in the same room as it:[1]
- Spike
- Mutate
- Infectious Cuddles (see
Schrödinger)
Fungal Kitchen
Trapper
Transfer
Nightmarish
Bacterophiliac
Radio Pirate
It does not detect extraction of
spores.
The alarm must be dropped on the room (aka, dropped in a shelf) to work. It will not function if it is in a character's inventory.
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- ↑ https://gitlab.com/eternaltwin/mush/mush/-/blob/develop/Api/src/Action/Enum/ActionEnum.php#L235
function isDetectedByMycoAlarm()
