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DisclaimerEdit

DISCLAIMER: THERE IS NO OFFICIAL WAY TO MOD HACKNET AS OF NOW. THE MODDING YOU WILL BE DOING INVOLVES GOING INTO THE GAME'S FILES AND CHANGING THEM TO CREATE A MOD. PLEASE BACK-UP YOUR GAME IF YOU HAVE NOT DONE SO.\

What we're going to be doingEdit

Hacknet - Part 2 - Adding Security Last time  we  added security for our custom computer. And last time, I said that part 3 would be about adding files, eosDevices, and linking computers. So, let's get into that.

Our code last timeEdit

Last time, our code at the end looked something like this:

<?xml version="1.0" encoding="UTF-8" ?>

<Computer id="myFirstComputer" name="myfirstcomputer.com" security="4" type="4" ip="48.222.1.865">

<firewall level="3" solution="SECURITY"/>

<trace time = "60" />

<proxy time="25" />

<admin type="basic" resetPassword="false" isSuper = "false"/>

<account username = "MyFirstAdmin" password="adminsecure" type = "0"/>

<adminPass pass="adminsecure" />

<portsForCrack val="2" />

<ports>80, 22, 21, 1433</ports>

<addWebServer name="My First Computer Home" url="Content/My Own Computer/HelloWorld.html" />

</Computer>

If you don't know what all this code means, then I recommend going to the first tutorial here.

Now, the computer seems very lonely. Which is why we're going to add a second computer to connect with.

Adding a Second ComputerEdit

We'll just create another XML file, this time, titled "SecondComputer.xml" inside the same folder. It will have some simple code:

<?xml version="1.0" encoding="UTF-8" ?>
<Computer id="secondComputer" name="SecondComputer" security="2" type="1" ip="128.158.1111.2"> 

<admin type="basic" resetPassword="false" isSuper = "false"/>

<account username = "regularAdmin" password="adminsecure" type = "0"/>

<adminPass pass="adminsecure" /> 
<portsForCrack val="1" />

<ports>80, 22, 21, 1433</ports>
</Computer>

And we have our second computer. Now it's time to add it into BootList.txt:

#MyOwnComputer 
Content/My Own Computer/MyVeryFirstComputer.xml 
#Now we add this xml file:
Content/My Own Computer/SecondComputer.xml

Now, we have a second computer. Let's go back and link it up in the first computer.

Linking the ComputersEdit

We're going to use the dlink tag. What does this do? dlink is for linking two computers together, but only one way. There's no two way tag, so if you want computers to discover each other, you'll have to use two dlink tags, one on each computer.

In this case, I want the player to only be able to discover the second computer (SecondComputer.xml) by scanning from the first computer (MyVeryFirstComputer.xml), but I don't want the first computer to be discoverable by having the player scan the second computer. So I will use the dlink tag in the first computer, right under the addWebServer tag of MyVeryFirstComputer.xml (Be sure not to put it into SecondComputer.xml):

<addWebServer name="My First Computer Home" url="Content/My Computer/HelloWorld.html" />
<dlink comp="secondComputer" />
</Computer>

Wait, what was that "comp" attribute?

Well, if you'll look at every single computer's code in hacknet, they all have, under the Computer tag, an "id" attribute. This attribute allows the computers to find each other. So when hacknet loads the computers, it will connect them together by their id.

Now, try to see if scanning the first computer works!

Adding Files Edit

So, let's add a file to our second computer. We do this with the <file> tag:

 <?xml version="1.0" encoding="UTF-8" ?>
<Computer id="secondComputer" name="SecondComputer" security="2" type="1" ip="128.158.1111.2"> 

<admin type="basic" resetPassword="false" isSuper = "false"/>

<account username = "regularAdmin" password="adminsecure" type = "0"/>

<adminPass pass="adminsecure" /> 
<portsForCrack val="1" />
<file directory="home/privateStuff" name="secret.txt">I MADE A FILE!</file>
<ports>80, 22, 21, 1433</ports>
</Computer>

So, for the file tag, first we have two attributes. First is directory, which, you guessed it, says where the directory of the file is. You have the option to put the file anywhere, you just have to name the directory. Add a '/' and you can create your own folder, as shown above. The next is the Name attribute. This just shows what your file is called. It won't actually change how your file acts in any way. Next, inside of your file tag, you can insert text, so when the player opens it, they'll get what you wrote in between the tag. However, you can't really mention the player's username directly, or make files appear encrypted. This is changed through # signs. Inside a file tag, if you include # signs, you can change the way the file appears. Here's how it works:

Let's say you wanted to add some random binary code, to make the file appear to be full of gibberish, and show the player's name. In our second computer, we would add:

<?xml version="1.0" encoding="UTF-8" ?>
<Computer id="secondComputer" name="SecondComputer" security="2" type="1" ip="128.158.1111.2"> 

<admin type="basic" resetPassword="false" isSuper = "false"/>

<account username = "regularAdmin" password="adminsecure" type = "0"/>

<adminPass pass="adminsecure" /> 
<portsForCrack val="1" />
<file directory="home/privateStuff" name="secret.txt">I MADE A FILE!</file>
<file directory="home" name="readme.md.docx">
This is of utmost urgency, #PLAYERNAME# @ #PLAYER_IP#, you must #BINARY# </file>
<ports>80, 22, 21, 1433</ports>
</Computer>

So, what did we do? Well, we created a file in the home directory titled "readme.md.docx". It shows: The player's name (accessed through #PLAYERNAME#), the player's IP (accessed through #PLAYER_IP#), and a random string of binary (accessed through #BINARY#). There are a whole lot more of these that change the way the file is treated in Hacknet. Here's a table:

Name Description
#BINARY# Inserts 2000 random characters of binary code.
#PLAYERNAME# Inserts the player's name
#PLAYER_IP# Inserts the player's ip
#SSH_CRACK# Makes the file act as an SSHCrack.exe file
#FTP_CRACK# Makes the file act as an FTPBounce.exe file
#WEB_CRACK# Makes the file act as a WebServerWorm.exe file
#SMTP_CRACK# Makes the file act as an SMTPOverflow.exe file
#SQL_CRACK# Makes the file act as an SQLBufferOverflow.exe file
#WHITE_THEME# Makes the file act as a white theme.
#GREEN_THEME# Makes the file act as a green theme.
#YELLOW_THEME# Makes the file act as a yellow theme.
#TEAL_THEME# Makes the file act as a teal theme.

Now, we've added some files, let's add an encrypted file. Back to our second computer, where we add:

<?xml version="1.0" encoding="UTF-8" ?>
<Computer id="secondComputer" name="SecondComputer" security="2" type="1" ip="128.158.1111.2"> 

<admin type="basic" resetPassword="false" isSuper = "false"/>

<account username = "regularAdmin" password="adminsecure" type = "0"/>

<adminPass pass="adminsecure" /> 
<portsForCrack val="1" />
<file directory="home/privateStuff" name="secret.txt">I MADE A FILE!</file>
<file directory="home" name="readme.md">
This is of utmost urgency, #PLAYERNAME# @ #PLAYER_IP#, you must #BINARY# </file>
<encryptedFile path="home/privateStuff" name="encrypted.dec" extension=".docx" ip="192.168.1.1" header="This is super secret." pass="banana">#PLAYER_NAME#, how did you decrypt this?</encrypedFile>
<ports>80, 22, 21, 1433</ports>
</Computer>

Alright. We've got a lot of attributes in this one. Let's break them down. Extension: If you want to add an extension on top of your decrypted file, that does this. IP: I honestly can't tell what this is for. I believe this is just used for the local ip, so put 192.168.1.1 for now. Header: The header for your encrypted file to access. Pass: The password you need to access your secret file. Now, if you run decypher.exe (if you have it) with the password, and congrats! You're now reading a super secret encrypted file.

(There will be more added to this tutorial later)

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