Tunnet
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An Overview and some tips for Tunnet!
By Hawk_v3
A first attempt at a guide!

It's not going to be perfect.
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Networking Overview and Limitations
Updates for v1.1.1

Addressing
Tunnet uses a very simplified version of networking.

In brief- For every mainframe, 0.*.0.0, Tunnet has four sub zones.

For Mainframe 0.1.0.0, the sub-zones would be

0.1.0.*
0.1.1.*
0.1.2.*
and
0.1.3.*

Each of these sub-zones has up to four endpoints, in the form of 0 - 3.

A complete endpoint address, for example, might be 0.1.2.1.

Packets

A packet is a message. It has a sender, a receiver and a subject.

Typically this format is:
Sender: 0.2.3.2
Receiver: 0.1.2.2
Subject: "Tunnet Guide Page 1"

You can pause the entire network with R, and step forward one unit of time with F. This allows you to follow a packet through and watch everything that happens to it slowly.

A wire can only contain one packet going in each direction. If two packets try to go down the same wire the same way, one of them at random will collide, and be dropped with a Fizzle. Unconnected wires will ALSO cause a Fizzle. In both cases the packet is deleted.

Special Flags.
TTL: Time To Live. After how many hops does the packet delete itself? Endpoints, Filters(?) decrement this. Relays and Hubs don't.
Confidential: If any Endpoint receives this packet except the intended receiver, delete itself.

Ports
In Tunnet, the Mainframe, and some endpoints, send out packets for the rest of your endpoints to receive, so- How do we connect them?

With ports! Each computer has a port to connect to.

And we interact with these ports with repeaters, hubs and filters.

Relays

A relay is just an extension like laying more wire.
It has two ports, 0 and 1.
Anything going into repeater port 0 comes out of port 1. And anything going in port 1 comes out of port 0.

Upgrade: Relay Deluxe- Every sixth relay will be a bright light. NB: This appears to calculate based on number of hops to the last other relay light, or a machine.

Hubs

A hub is a three way connector, with three ports, 0, 1 and 2. It has two different rules on how it handles packets.
  • 0 -> 1 -> 2 -> 0
  • 0-> 2 -> 1 -> 0

In other words, it either sends the packet one port clockwise, or one port counterclockwise. You can change this just by clicking on it.

Filters

Filters have two ports, 0 and 1.
They can act on rules with packets, inspecting them and making decisions.
They have five options.
Port.
Direction.
Criteria.
Address.
Action.

Port:
This can either be 0 or 1. Which port is the rule being run on? Whichever port is not selected will act like a repeater, just letting the packet through. This port is the side you want to filter, and is the Inbound Port to the filter. The other becomes the Outbound Port.

Direction:
Is the filter inspecting the Receiver Address below(Destination), or the Sender Address below (Source) on the Inbound port?

Criteria:
Matches, or Different. If the Address below is matched, do the action, or if the Address below is different, do the action.

Address:
Address starts as *.*.*.*, which means "Any Address." With the initial purchase you can only set one of the * to a number. With the second upgrade, you can set any or all of the four *s.

Action:
If the rule matches, what happens?
Send the packet back, in other words, if the filtered port is 0, send the packet out of port 0.
or
Drop the packet. This essentially just deletes the packet.

With the first upgrade, with the Send Back action, you now have an option on how to handle packet collisions. Inbound is the port you set in the Port section
Drop Inbound- Drop the packet on the Inbound port, send the packet on the Outbound port.
Drop Outbound- Drop the packet on Outbound, send the packet on Inbound.
Send Back Outbound- Send the packet on Outbound back into the subnet.

A special note, brought to my attention by SamuraiJones:
"Filters decrease the TTL, but only on the port that's filtered. If they go through the unfiltered port, TTL doesn't decrease."
The original source is DragonFax:
https://gtm.steamproxy.vip/app/2286390/discussions/0/4029096764568858280/


Antenna


The packet received on 0 is sent to the closest antenna- Which then comes out of the receiving antenna's 0 wire. You can see the antenna's ID, and the ID of those in range.

If anyone has a better understanding of how these work, please let me know. I don't use them much.

Tester


There are plenty of upgrades to this one, so I'll just explain the modes on the fully upgraded Tester. It has a pretty decent bulletpoint list for each option.

Single Mode
Address: *.*.*.*
Destination: *.*.*.*
Send.

Sends a packet from the Address you set the tester to, to the Destination computer you choose, when you click SEND. Drops any packet not sent to it.

Repeat Mode
Address: *.*.*.*
Destination: *.*.*.*
Frequency: 1/1; 1/2; 1/4; 1/8; 1/16

Sends a packet from the Address you set the tester to, to the Destination computer you choose, at the frequency sent. 1/1 is a Packet every tick. 1/16 is a Packet every 16 ticks. Drops any packet not sent to it.

Spoof Mode
Address: 0.0.0.0 - 3.3.3.3
Destination: 0.0.0.0 - 3.3.3.3

Pretends to be the endpoint you set. It logs the packets addressed to it, and forwards other packets, decrementing their TTL counter. Destination doesn't seem to be used.

Snoop Mode
Address: *.*.*.*
Destination: *.*.*.*

Logs any packets on the address set, including if left at *.*.*.*, every packet it sees. Forwards every packet it recieves. Does not decrement TTL counter.
Tips!
Network Layout

While you can send a packet to every machine there is in one great big hub-and-repeater loop, this takes time. Time means you earn less money.

A good start to this is to have a dug out space near your Mainframe where you can set up filters for the Sub-zones of *.*.X.*. As those machines tend to be in the same direction near the Mainframe, you can run a repeater line out that way without carrying packets not meant for that section, which would otherwise be massively slowed down by heading through that area.

On top of this, there's a lot of distance between mainframes, checking that only the packets intended for the right Zone, *.X.*.* will save your network a lot of time, too.

There are better ways to optimise this, but the goal of this guide is not to hand you all the solutions, but to help you think if needed.

Viruses, DDOS and Hackers.

To fix Virus infected endpoints, or DDOS infected endpoints, you need the antivirus program.

DDOS is caused by Hackers taking over an endpoint and sending out packets that then infect the machine they're addressed to- If they get there.

To deal with them, the only way I've found so far is to filter out any packets they send.

Dwellers

I'd advise you find out the other Dwellers yourself, partly because this section is incomplete, but also it's fun to learn the story yourself. Even then, these are just reference notes, not detailing any interactions.


0.0.*.* specific.
Cook
Sells: Battery

Scientist
Notes: Gives information and access to the AV Program when you proceed far enough.

General:
Supermarket Worker
Sells: Battery, Screws, Scrap, Seeds, Corn, Oil
Buys items.

Farmer
Sells: Corn
Trades: Corn for Seeds.

Fisherman
Notes: You can borrow a magnet from them.

Soldier
Sells: Magnets, once you get the Student their item.

Student
Wants: A toy Teddy.

Bored Club Worker
Notes: Used in the Scoutmaster/Grandad chain.

Hermit
Trade: Oil for Corn

Granny
Trade: Teddy for Oil

Grandad
Needs: Battery

DJ
Trade: Speaker for CD

Hot Tub Pair
Notes: Once you have The Code, they will accept you as one of them. Useful for the Villa.

Workshop Worker
Trade: Magnet for Speaker
29 Comments
Jack-O-Lantern 21 May, 2024 @ 4:04am 
The 0.b.2.2 endpoint will react only if it gets a DDoS attempt from a packet that was not meant for it. Then it will send the law enforcement shutdown packets back through the line to the hacked endpoint. Once the hacker is dealt with, the endpoint will be shutdown and you will have to restart it with the AV tool. Be sure to reconnect the affected endpoint to your network before you use the AV tool so you can clean up your network in one go. After that, cleanup the relays used to direct connect to the 0.b.2.2 endpoint and reconnect that endpoint back to the network as well. You've just dehackified that network :D
Jack-O-Lantern 21 May, 2024 @ 4:04am 
I've figured out how to handle hackers, it is mentioned in the in game field guide that any end point with the ip 0.b.2.2 responds to DDoS attacks. The only problem is you cannot automate this. If a hacker is on an endpoint and it sends an attack to any 0.b.2.2 address, the endpoint won't respond properly and it won't trigger the proper response, becoming a DDoS'd endpoint. To take care of hackers, you need to keep watch for any DDoS attacks which you can see on your map. When you see one of your network nodes is being attacked, don't use the AV just yet. Use the infected endpoints to your advantage and check uninfected endpoints to find the hacker easier. Once you've located the hacker, direct connect the endpoint to any 0.b.2.2 endpoint and let the hacker start sending it's packets. You'll have to disconnect the 0.b.2.2 endpoint as well so it's just connected directly to the affected endpoint. Continued on next comment.
hOtaRcticsTunt 19 May, 2024 @ 5:52am 
What's the difference between green and red signals?
FUS 26 Apr, 2024 @ 5:22am 
If you press E on a seized endpoint your character will explicitly comment that you can use an antivirus on it to reopen it, but the hacker might come back, implying that as long as it's seized he won't. One of the shelters got swated in my game and I haven't seen him since.
Commodore Schlippy 25 Apr, 2024 @ 7:49pm 
@FUS

I'm pretty sure that the hackers just appear at a new endpoint when you let the military base crack down on them. Better to just have a filter in front of their endpoint that checks on the port that the hacker sends to if its their origin and nix it, packets are TTL'ed if its just passing through a filter. (Or use a hub with an open port, but be warned implementation is user defined.)


Correction on what OP said, it's *.2.*.*, the first address space is used for the sub-sector puzzles.
FUS 17 Apr, 2024 @ 2:17pm 
You can make the hacker go away if you re-route the packets he sends to Military Outpost's endpoint. It'll send [LAW ENFORCEMENT] packets back, seising hacker's endpoint and preventing him from appearing again, so long as that endpoint isn't re-enabled with an antivirus.
Hawk_v3  [author] 9 Apr, 2024 @ 9:58am 
@Jesus

1: As Schlippy says, Endpoints bounce any traffic not meant for them and decrement the TTL counter (which is not on all packets). When TTL = 0 and an endpoint attempts to bounce it OR if Secure is set and the wrong endpoint receives it, the packet is deleted. You only start seeing these in the 2.*.*.* area and beyond.

2: Mainframes mostly send, but definitely do receive, traffic.

3: A Hub makes the following moves (or reversed if switched). 0 -> 1. 1 -> 2. 2 -> 0. Your mainframe on 0 will receive packets only if they come in on port 2.

Do NOT leave a leg of a hub disconnected, this will just fizzle packets.

Two-Way communication is very much a thing.
Commodore Schlippy 4 Apr, 2024 @ 3:25pm 
@Jesus
I had a little trouble figuring this out too, its not so complicated once you understand what you're looking at.
1) Endpoints bounce any traffic not meant for them, even the mainframe. This does mean that technically speaking you could keep a packet in forever moving hell, but each packet has a "Life" value determines how many times it can be read. I have no idea how to see the life value, but its not super high, so be careful with filters.
2) Mainframes generally always produce traffic moreso than send it, but that's the rule not the exception. Mainframes totally can be the endpoint of a piece of traffic. Endpoints can even send traffic to other endpoints sometimes, which is an interesting behavior.
3) You will come to love and hate HUBs moreso than any other packet moving device in this game. There is a very handy chart in the right hand chamber from the mainframe you start near (I wanna say 0.0.0.2? I could be wrong on that.) Study this chart closely and it'll make sense.
Jesus The Astronaut! 31 Mar, 2024 @ 12:03pm 
Help me out, please! Some things I don't understand:

1) do endpoints "bounce traffic" that isn't intended for them and keep the packets alive?

2) are mainframes "outgoing only"? Do endpoints send traffic with the mainframe as the final destination

3) if a hub is connected to a mainframe on port 0 doesn't that effectively mean that the traffic will not be able to return to the mainframe once it's been sent out?

Having a hard time figuring out if I should be worrying about two-way communication, or if I should simply be dropping off traffic from the mainframe to the endpoints and not worrying about how the endpoints should be able to "respond"
Herby247 19 Mar, 2024 @ 5:27am 
@Tombot this confused me for a while - I think a clear explanation in the guide would be very helpful! Otherwise this has been great for explaining the mechanics.