Hacking & Servers
Server fields
Every server (except home) has:
| Field | Meaning |
|---|---|
hostname | Unique identifier used to target it |
ip | Cosmetic IP address |
securityLevel | Displayed security rating (currently cosmetic/flavor — not used in the hack formula itself) |
money | Current money available to steal |
maxMoney | Ceiling that money regenerates back toward |
hackDifficulty | Denominator in the success-chance formula — higher = harder to hack |
requiredHackingSkill | Minimum hacking level to attempt a hack at all |
connections | Hostnames this server links to (used for the Network Map visualization) |
home itself has money: 0, maxMoney: 0, requiredHackingSkill: 1 — it isn't a hacking target.
Hack success chance
hackChance = min(0.9, (player.hacking / server.hackDifficulty) * debuffMultiplier)
- Capped at 90% no matter how far your hacking level outpaces the server's difficulty.
debuffMultiplieris1normally, or1 - hackDebuffPercent/100while a boss-fight hack debuff is active (see Boss Fights).- If
player.hacking < server.requiredHackingSkill, the hack fails immediately with no roll at all (0% — the skill check happens before the chance check).
On a successful hack
- You steal 10% of the server's current money, floored to a whole number:
stolen = floor(server.money * 0.1). - That amount is deducted from the server and added to your money.
- You gain a flat 10 hacking XP.
- The server is put on a hack cooldown (see below) — you can't hack the *same* server again until it expires.
On a failed hack
- Nothing is deducted, no XP, no cooldown is applied (cooldowns are only set on success).
Hack cooldown
After a successful hack on a server, that server enters a cooldown before it can be hacked again (by you). The cooldown length is a *global* setting, not per-server:
hackCooldownMs = max(500, floor(4000 * 0.8^cooldownReductionResearchLevel))
- Base cooldown: 4000 ms (4s).
- Reduced 20% per level of the "Hack Cooldown Reduction" research (see Research), down to a floor of 500 ms.
- Only one hack (script or manual) can be in flight against a given server at a time regardless of cooldown — a second attempt while one is already resolving is rejected outright.
Server money regeneration
Servers regenerate money automatically over time, independent of hacking:
every serverRegenIntervalTicks ticks:
server.money = min(server.money + server.maxMoney * 0.20, server.maxMoney)
- Restores 20% of
maxMoneyper cycle (not 20% of current money), capped atmaxMoney. - Regen interval starts at 1800 ticks (30 minutes) and is reduced by the "Server Reload Time" research:
max(600, 1800 - 60 * researchLevel)ticks, i.e. down to a floor of 10 minutes. - This keeps running even while you're offline (see Offline Progress).
Accessibility
A server shows as accessible (green) on the Network Map when your current hacking level meets its requiredHackingSkill; otherwise it shows as locked (red). This is purely a level check — money and difficulty don't factor into whether you're allowed to attempt the hack, only into your odds and your take.