Difference between revisions of "Lock"
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− | [[Lock]]s come in | + | [[Lock]]s come in three types: [[building lock]]s, [[vehicle lock]]s and [[container lock]]s. Both the first serve to control entry and exit to the building or vehicle with the lock, and can be destroyed from the inside or outside. Container locks serve to keep characters without keys from accessing the content of the container. |
When a lock is created (as the result of either a vehicle project or a separate lock project) one key appears in the maker's inventory. A key weighs 10 grams and is labeled with a number. This number also appears on the lock, and is unique to the lock. Holding the key allows a character to walk in and out of the secured room or vehicle, or lock/unlock the lock. Keys can be copied for 10 grams of [[iron]] - a [[file]] is needed to work on the project. An option is available to "tag" each key. Meaning a written label may be added to identify each individual key. | When a lock is created (as the result of either a vehicle project or a separate lock project) one key appears in the maker's inventory. A key weighs 10 grams and is labeled with a number. This number also appears on the lock, and is unique to the lock. Holding the key allows a character to walk in and out of the secured room or vehicle, or lock/unlock the lock. Keys can be copied for 10 grams of [[iron]] - a [[file]] is needed to work on the project. An option is available to "tag" each key. Meaning a written label may be added to identify each individual key. | ||
==Picking locks== | ==Picking locks== | ||
− | Lockpicking is done using a [[crowbar]]. It can be started from outside or inside a locked room or vehicle. The project takes 1 day and may succeed, in which case the lock is destroyed, or fail, in which case nothing happens. Everyone on either side of the locked door hears the initiation of the lockpicking project. | + | Lockpicking is done using a [[crowbar]]. It can be started from outside or inside a locked room or vehicle, or by trying to unlock a container without having the correct key. The project takes 1 day and may succeed, in which case the lock is destroyed, or fail, in which case nothing happens. Everyone on either side of the locked door hears the initiation of the lockpicking project. |
An abandoned lockpicking project can be canceled once it has become a year old. | An abandoned lockpicking project can be canceled once it has become a year old. |
Revision as of 10:22, 29 November 2011
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Locks come in three types: building locks, vehicle locks and container locks. Both the first serve to control entry and exit to the building or vehicle with the lock, and can be destroyed from the inside or outside. Container locks serve to keep characters without keys from accessing the content of the container.
When a lock is created (as the result of either a vehicle project or a separate lock project) one key appears in the maker's inventory. A key weighs 10 grams and is labeled with a number. This number also appears on the lock, and is unique to the lock. Holding the key allows a character to walk in and out of the secured room or vehicle, or lock/unlock the lock. Keys can be copied for 10 grams of iron - a file is needed to work on the project. An option is available to "tag" each key. Meaning a written label may be added to identify each individual key.
Picking locks
Lockpicking is done using a crowbar. It can be started from outside or inside a locked room or vehicle, or by trying to unlock a container without having the correct key. The project takes 1 day and may succeed, in which case the lock is destroyed, or fail, in which case nothing happens. Everyone on either side of the locked door hears the initiation of the lockpicking project.
An abandoned lockpicking project can be canceled once it has become a year old.
Destroying locks
Locks can be destroyed with a screwdriver. The lock must be unlocked, and the project must be started in the same room or vehicle as the lock. The project takes 3 days and (unlike lockpicking) always succeeds. Everyone on either side of the locked door hears the initiation of the lock destruction project.