Myco-Alarm: Difference between revisions
Jump to navigation
Jump to search
Removed beta test notif |
mNo edit summary |
||
| Line 30: | Line 30: | ||
{{Navbox Items}} | {{Navbox Items}} | ||
[[Category:Item]] | [[Category:Item]] | ||
[[Category:Breakable | [[Category:Breakable Items]] | ||
[[Category:Instruments]] | [[Category:Instruments]] | ||
{{Language|en|fr=Myco-alarme}} | {{Language|en|fr=Myco-alarme}} | ||
Revision as of 18:04, 8 May 2026
| ||
| 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.
| ||||||||||||||||||||||||||||||||
- ↑ https://gitlab.com/eternaltwin/mush/mush/-/blob/develop/Api/src/Action/Enum/ActionEnum.php#L235
function isDetectedByMycoAlarm()
