## About The Pull Request
/tg/ added modsuit based ear protection for all combat-rated suits, this
adds that to ours.
## Why It's Good For The Game
parity is good and cool
## Proof Of Testing
works on my machine
## Changelog
🆑
add: adds the Hearing Protection Module to Skyrat-added MODsuits
/🆑
## About The Pull Request
"I'm going to extend my break" - Me, 2 days ago
"Hey I should start cleaning up the Skyrat modular folder" - Me, Today
I yet again fall victim to my own hubris
Left out some BUBBER TODOs, feel free to do these if you find them
manageable
## Why It's Good For The Game
We made some old mistakes with some edits (Like commenting out ruins
instead of making them unpickable for the ruin system) (This I fixed,
admins can now bus them in!)
We also made a lot of edits to Skyrat code, a lot of which can be
cleanly merged into their code now
## Proof Of Testing
If it compiles, it works.
Unlike my modularization PR from a year ago this is less fuckupable
## Changelog
N/A, not player facing
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## About The Pull Request
All security-grade modsuits (security, safeguard, magnate, blueshield,
ERT, etc) have been outfitted with armour booster modules, built in and
non-removable.
"But wait, Yakumo, that's a huge buff, isn't it?"
haha no
In """"compensation"""" for this built-in module, I have halved the
armour values on all applicable modsuits, and moved said values to the
armour booster modules. Every modsuit has its own specific booster with
the moved armour values built in.
Also almost all of them don't get the speed boost, because it's just a
poor copy of the syndicate one. I made an exception for the HoS MOD
however because the secoff modsuits were recently buffed to have almost
the same armour (we love power creep)

Contains an early pull of
https://github.com/tgstation/tgstation/pull/80680
## Why It's Good For The Game
EVA combat is incredibly goofy right now. Armour on MODsuits was
originally stripped out severely because having armour in already awful
space combat was a little bit shit, and modsuits aren't supposed to be a
be-all-end-all of protective drip. Except the Syndicate who got shafted
by having dogshit armour in space, because most of their armour is in
the armour booster.
Now everyone is on the same playing field again. Want to have actual
armour in a MODsuit? You're gonna have to sacrifice your EVA capability
to do so. No more free rides, and the syndicate is a respective threat
in comparison in the same EVA environment again.
## Changelog
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🆑
add: Security, HoS, Captain, Blueshield, and Centcom roles have had
armour booster modules built into their modsuits. Most do not reduce the
slowdown of your suit (except the HoS one)
balance: Armour values in said modsuits have been halved across the
board, with the lost values moved to the armour boosters.
balance: Effectively, armour in EVA combat is severely nerfed for
everyone except the syndicate who already had armour boosters.
/🆑
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---------
Co-authored-by: projectkepler-RU <99981766+projectkepler-ru@users.noreply.github.com>
Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>
## About The Pull Request
Security modsuit armor got buffed to be identical to the blueshield
armor.

Removes the jetpack, upgraded cell, and projectile dampener from the
blueshield modsuit and gives it back. Also sets its complexity to
default capacity (15 complexity)
## Why It's Good For The Game
Upon review of the security modsuit, it's extremely weak and barely
touched when all the other armor overrides buff everything else
significantly. There should be a little more of a fighting chance inside
space for security.
Also the blueshield modsuit is a great feature, it just needed some
balancing to focus it more around saving people from space. It's
stripped down roundstart, but it has 15 complexity.
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑 The Sharkening
balance: Nerfs the blueshield modsuit and gives it back
balance: Security modsuit buffed ( melee = 40, bullet = 30, laser = 30,
energy = 40, bomb = 50, bio = 100, fire = 100, acid = 100, wound = 10
/🆑
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icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
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repository rules located on the main README.md on this project. -->
---------
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
Co-authored-by: projectkepler-RU <99981766+projectkepler-ru@users.noreply.github.com>
* Adds a new unique modsuit for Blueshields,
stored inside of their locker.
* Update mod_types.dm
Cleaned up indentations.
* Update mod_types.dm
More indentation cleaning
* Update mod_types.dm
More indentation cleaning
* Update mod_types.dm
Indentation cleaning
* Update modsuit_armour.dm
Nerf of Bullet and Laser armor from 40 to 30, each.
* Update mod_theme.dm
Nerf of bullet and laser armor from 40 to 30, each.
* Delete modular_skyrat/modules/blueshield/code/modsuit/theme.dm
This file was obsolete, and is being removed to keep things clean.
* Praetorian Modsuit modularization changes
* Renamed file path for praetorian hardlight theme
* Delete code/modules/mod/mod_theme.dm
Code was added to new modular file as requested
* Update console_tgui.dm
Renamed file path from praetorian to blueshield
* Delete modular_skyrat/modules/modsuit_armour/modsuit_armour.dm
Code moved to modular file, deleted to clean bloat
* Praetorian Modsuit modularization changes
* Update mod_theme.dm
Moved code over to modular file
* Update mod_theme.dm
Moved code over to modular file
* Update modsuit_armour.dm
Code moved to it's own modular file
* Update modular_skyrat/modules/blueshield/code/modsuit/mod_theme.dm
makes it look proper
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Updated sprites, namely the helmet+visor and chest
* Secondary sprite fix on chest
* Praetorian modsuit - digitigrade sprite fix
* fixed missing sprite in mod.dmi
---------
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Adds a new unique modsuit for Blueshields,
stored inside of their locker.
* Update mod_types.dm
Cleaned up indentations.
* Update mod_types.dm
More indentation cleaning
* Update mod_types.dm
More indentation cleaning
* Update mod_types.dm
Indentation cleaning
* Update modsuit_armour.dm
Nerf of Bullet and Laser armor from 40 to 30, each.
* Update mod_theme.dm
Nerf of bullet and laser armor from 40 to 30, each.
* Delete modular_skyrat/modules/blueshield/code/modsuit/theme.dm
This file was obsolete, and is being removed to keep things clean.
* Praetorian Modsuit modularization changes
* Renamed file path for praetorian hardlight theme
* Delete code/modules/mod/mod_theme.dm
Code was added to new modular file as requested
* Update console_tgui.dm
Renamed file path from praetorian to blueshield
* Delete modular_skyrat/modules/modsuit_armour/modsuit_armour.dm
Code moved to modular file, deleted to clean bloat
* Praetorian Modsuit modularization changes
* Update mod_theme.dm
Moved code over to modular file
* Update mod_theme.dm
Moved code over to modular file
* Update modsuit_armour.dm
Code moved to it's own modular file
* Update modular_skyrat/modules/blueshield/code/modsuit/mod_theme.dm
makes it look proper
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Updated sprites, namely the helmet+visor and chest
* Secondary sprite fix on chest
---------
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>