## About The Pull Request
### Suit Storage
Makes the suit storage of the various suits consistent across one
another. Now, all the mining suits use a single list which is easier to
maintain.
**The affected suit list is as follows;**
Explorer Suits (and therefore Syndicate Explorer Suits), Goliath Cloaks,
Bone Armor, Drake Armor, Godslayer Armor, Berserker Armor, Mining
MODsuits, H.E.C.K. Suit.
**The list of holdable items is as follows;**
Flashlights, Proto-Kinetic Accelerators, Advanced Mining Scanners /
Mining Scanners, Pickaxes, Upgraded Resonators / Resonators, Ore Bags,
Air Tanks, Spears, special monster organs like Regenerative Cores,
Knives, Proto-Kinetic Crushers, Cleaving Saws (the one that Blood-Drunk
Miners drop), Grappling Guns and Climbing Hooks.
~~It probably doesn't matter too terribly much because you know only air
tanks are going in that slot 95% of the time~~
### Bone Armor and Goliath Cloaks
Bone armor and goliath cloaks both have the same armor values,
environmental protections and coverage as the explorer suit (bone armor
includes the feet due to the sprite physically covering the feet, which
is not a terribly significant balancing point but worth mentioning).
They use the armor plate component to improve the parts of bone armor.
However, they use bone talismans instead of goliath hide to be upgraded.
Goliath cloaks come fully upgraded. You'll see why in a second.
Their recipes are slightly different. Goliath cloaks take nine hides
(I'm so sorry this is for consistency I promise you can't use the
upgrade system with something that deletes its own armor values like
this) and three sinew. Bone armor takes three goliath hides and 6 bone.
### Berserker Armor
Berserker armor can now be improved to the same armor value as drake
armor by using a full suit on both the body and the helmet of the
berserker armor. (Each drake makes two suits, so you need to use up both
suits).
Instead of an armor boost, rage now halves incoming brute damage. Fuck
you, Bubblegum!
### Minor Mining MODsuit Tweak and other armor value changes
The base value for the armor is now 20, rather than 15, so that when it
reaches max ash accretion it has equivalent armor to a fully upgraded
explorer suit. This is only a value difference of 5, but it always
annoyed me seeing it.
All the above mentioned suits also now have a value of about 10 wound
armor. This is because miners do actually experience wounding on
lavaland. Some of the armors had this wound armor. Some didn't. Now they
all do. I don't believe this to have been a deliberate design choice,
but rather, an oversight. Iunno, someone who keeps track of this please
tell me otherwise.
Upgraded suits get a prefix to show they are upgraded. Now, never doubt
whether the miner you are fighting is in a baseline explorer suit or a
riot suit level improved explorer suit ever again!
### Berserker Armor actually covers up clothing/hair underneath properly
and other minor stuff
This is why I started this PR by the way. This one fix. I expand the
scope of my horizons so broadly when I really sit down and PR, don't I?
H.E.C.K. and Berserker helmets can be used for internals.
## Why It's Good For The Game
There is a great deal of inconsistency with regards to the various
lavaland armor you can find and use. Some armors were wildly inferior to
others and only really having value for aesthetic. Some just seemed to
have oversights that didn't seem quite right. And most importantly, the
actual storage list for mining suits in general were not only
inconsistent in of themselves, but were also not being updated as time
goes on.
Bringing them all into line allows for miners to have a bit of freedom
of choice when it comes to appearance, without it becoming a balancing
sticking point nor a detriment to their effectiveness. It is also much
easier to maintain one list than six or seven lists.
Assuming that the baseline of the explorer suit is a-okay for someone to
possess, goliath cloaks and bone armor should now feel more like
fashionable choices rather than, in some cases, being either a worse or
better choice to take (its bone armor, bone armor is the best of these,
its really good generalist armor). I don't care what effect it has on
the ashlander economy. Neither should you.
The minor tweaks and fixes are just stuff that annoyed me for autism
reasons or were oversights due to changes to the items in question or
the game around it. I doubt anyone but me cares very much about these
minor differences, but I like consistency.
## Changelog
🆑
balance: The various mining related suits now have consistent suit
storage. Try putting a knife into your explorer suit's suit storage
today!
balance: Bone armor work similarly to explorer suits, with similar armor
values and options to upgrade their parts. However, they use bone
talismans instead of goliath hides to upgrade. Magic? Just believing
really strongly that the drake is hitting you slightly less hard because
of the talismans? You be the judge.
balance: Goliath cloaks come fully upgraded. However...
balance: The recipes for bone armor and goliath cloaks are slightly
different. Particularly goliath cloaks, which need a lot more dead
goliaths to make. Sorry.
balance: Mining MODsuits achieve at maximum ash accretion the same
amount of melee armor as an upgraded explorer suit.
balance: These various suits also consistently have wound armor.
fix: Berserker armor properly hides underclothing and hair.
balance: Berserker armor pieces can absorb drake armor to gain their
enhanced protection. Become the warrior of Khorne you've always wanted
to be.
balance: Berserker rage now halves brute damage rather than just adding
Melee Armor to you and your squishy body.
qol: Berserker and H.E.C.K. helmets can be used for internals.
/🆑
## About The Pull Request
Patches up some things that were lacking post #82905
- Some missing (un)seal messages
- a missed direct use of the mod_parts list
EDIT: Also fixes the modsuit painter, and makes sure modsuits can still
be set to use custom dmi files via
`MOD_ICON_OVERRIDE`/`MOD_WORN_ICON_OVERRIDE`
Fixes#83442
## Changelog
🆑
fix: some missing modsuit (un)sealing messages should no longer be
missing
fix: MOD circuit adapter core deployed parts output should work again
fix: Modsuit painter works again
/🆑
## About The Pull Request
see #70061 but i almost finished it, i only need to go through every
single module and assign it a fitting part
## Changelog
🆑
refactor: modsuits have been refactored if you see bugs report them
fix: admin cargo tech modsuit outfit now works correctly
/🆑
---------
Co-authored-by: Andrew <mt.forspam@gmail.com>
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## About The Pull Request
Clowns will now start with a box of 24 random long balloons and a
skillchip in their noggin allowing them to create balloon animals by
combining two of them of different colour together. Owners of the
skillchip also gain access to crafting recepies of balloon mallets,
vests, helmets and tophats, all created from long balloons. A crate of
long balloons, with a box of balloons inside, can be bought at cargo, in
case the clown runs out. I might edit this once I wake up, its 3 in the
morning right now.
Oh also, resprited how balloons look in inventory.

## Why It's Good For The Game
Balloon animals funny.
Silly features are my favourite kind of features, and this one's
open-ended too.
Someone on the coder chat recommended someone would do it that one time,
here it goes.
## Changelog
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🆑
add: Added long balloon box to the clown's starting inventory, and a
skill-chip of long lost honk-motherian knowledge to their brain.
add: Added long balloons. Consequently, added balloon animals to make
from such balloons. Also, balloon top hat, vest, helmet, and a mallet.
Don't ask about the mallet.
add: A long balloons box harvested fresh from the farms on the clown
planet will be able to be shipped in a crate to the cargo department
near you!
add: As per requests; water balloons can now be printed at service
lathe, and entertainment modsuit can now blow long balloons!
image: Balloons will now have an unique sprite when in the inventory,
compared when to on the ground.
/🆑
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---------
Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
## About The Pull Request
Originally part of the other blackmarket PR, but it seemed a tad awkward
to have it mandatorily installed on mobs rescued from the holding
facility.
But yeah, this PR adds a neck item that causes the wearer's death with a
5 seconds countdown when triggered, which can be bought from the market
uplinks. The box comes with a yellow button to trigger it, but it can
also hold a signaler (which the wearer cannot tamper) if you wish to use
assemblies. Take note that, upon being worn, the item cannot be removed
by any mean beside beheading iirc (so HARS should counter it), and
fire/acid if you have a ton of patience because of its high armor
values.
## Why It's Good For The Game
More mean and evilish stuff to populate the black market with.
## Changelog
🆑
add: Added a collar bomb to the black market.
add: Added a possible kit to the special syndie bundle B, which also has
uses these collars.
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
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## About The Pull Request
### Riot Armor and Helmets (including SWAT armor and plate armor;
partially includes Syndicate modsuits and other suits with a module)
TRAIT_SHOVE_KNOCKDOWN_BLOCKED is now called
TRAIT_BRAWLING_KNOCKDOWN_BLOCKED. This is possessed by riot suits, SWAT
suits and now **plate armor**. Not the chaplain variety, because fuck
them I guess. (this was apparently deliberate so don't complain to me,
okay?)
Anyone with this trait is now unable to be knocked down by;
- Pure RNG on blunt objects attacks to the chest (Probability is
otherwise altered by melee armor already)
- Unarmed punches, both RNG and deterministic
- Bodies thrown at them. Instead, dealing stamina damage and causing
them to become staggered.
A new trait called TRAIT_HEAD_INJURY_BLOCKED, which protects from
various head injury related effects. This is possessed by riot helmets,
SWAT helmets, plate helmets, hardhats and applied to MODsuits with armor
boosters activated/the infiltrator suit while active.
The trait is also granted to anyone wearing a modsuit with the Head
Protection module installed. This can be printed from round start, and
comes pre-installed into all the engineering modsuits, security moduits,
research modsuit and magnate modsuit. (I had to bump up the security
modsuit complexity a bit to put it in iunno if we have a policy about
that)
Anyone with this trait is protected against:
- Bottle smashes to the head.
- RNG Blunt force trauma to the head by blunt objects (Probability is
otherwise altered by melee armor already)
- Partially protects against getting your spine snapped during a bad
tackle (this used to be a check ONLY for the riot helmet or hardhat)
### Bottle Smash
The bottle smash's chance of a knockdown is based on the force and
knockdown duration of the bottle, altered by relevant head melee armor.
It's no longer basically guaranteed due to weird math that would
determine whether or not you were knocked down only if your armor
exceeded certain values or not.
### Misc Changes
Any instance that would check either for riot armor or riot helmets
instead checks for the new traits.
## Why It's Good For The Game
People weren't particularly happy with the possibility of getting
ownzoned by a naked assistant or random toolbox-wielding tider while in
dedicated melee protection armor as a result of pure RNG jank. [There
was a whole thread here about
it](https://tgstation13.org/phpBB/viewtopic.php?f=83&t=35645) with
regards to unarmed combat.
If you're in riot gear, you should feel like you can confidently combat
improvised/blunt weapons at a cost of general protection from the more
serious dangers to your wellbeing (AKA lead poisoning or heatstroke. Get
it....it's bullets and lasers...)
For some reason, bottle smash knockdowns, despite using the values
just...conveniently don't get blocked by armor except for extreme
values? If at all? I felt like this was really weird for something with
such a hefty and fairly powerful knockdown effect, particularly one you
can lob at someones head at range. I remember, way back when I first
started playing, that this was a feature that used to stun, and one I
used a lot to get cheap kills. The amount of bullshit stuns I got on
people with it still haunt me to this day. It hasn't improved in the
current era, despite being a knockdown, simply because any knockdown
still takes several seconds to exit. An arbitrarily low knockdown is
still a several second one. It's time to bring this in line with similar
equipment.
Rather than using flat values that are _clearly_ meant to be only
applicable to riot armor the decade ago that the code was written, let's
use traits instead. That's way better than relying on magic numbers that
may become irrelevant when the code around it changes, which anyone
touching that code may not even be aware existed.
Since we're using a trait, we can actually allow modsuits to
occasionally fill defensive niches that aren't strictly armor values.
Handy.
## 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
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🆑
balance: Nanotrasen, in direct response to the increasing danger posed
by wannabe martial artists and rioters in the fringes of the Spinward
Sector, have upgraded the impact dampeners found in their riot armor.
Staff have also started to rediscover the value of medieval armor; it
isn't particularly easy to topple a knight in a suit of plate with just
your fists.
balance: Melee-focused armor is now more able to protect you from
various RNG-based knockdowns, such as critical hits from punches (as
well as the ones applied through the staggered status), shoves, critical
hits with a blunt weapon to the chest, and body throws.
balance: Melee-focused helmets also protect you from head injuries, such
as bottle smashes, accidentally hitting something dense during a tackle,
and critical hits from a blunt weapon to the head.
balance: Bottlesmash knockdowns are less reliable in general.
add: A new module, the Safety-First Head Protection module, protects you
from head trauma! Available in most modsuits expected to take hits to
the head often. And from roundstart exofabricators.
/🆑
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## About The Pull Request
I wanted to add the ability to shove people with shields by
right-clicking your target, just like how it works barehanded.
This also required a solid refactor of disarm code, effectively bringing
down the core of it to `mob/living` from `mob/living/carbon` or
`mob/living/carbon/human`. This also means you can shove simple mobs
inside closets, bins and on tables.
Xenos and borgs are pretty much immune to regular disarms, but using a
shield will work (borgs and royal xenos are immune to the knockdown).
The riot shield armor has been balanced. It now tanks melee attacks
pretty well, but will break against bullets in just about 2 to 4 hits
depending on the bullet damage. I've always found the lack of sturdiness
of the riot shields for what they're supposed to be good for a bit
detrimental.
Because I've refactored an item flag into a trait, I've had to add a new
MOD module that grants protection from shove knockdown and staggering;
found pre-installed in the administrative MODsuit, but I've also added
it to the black market to make it cooler.
You can bash people with the strobe shield on combat mode.
## Why It's Good For The Game
Currently, shields are simply items that take a held slot in return of
some block chance without being anything special, save for the strobe
shield's integrated flash I guess, but are also a botherance as most
crumple under the duress of less than half a dozen attacks. Meanwhile
swords and other weapons with blok chance just don't care.
TL;DR, I want them a bit more remarkable, and flexible as a tool.
Of course, this ended up in a larger refactor because the right-click /
disarm code was inconsistent.
## Changelog
🆑
add: Shields (and pillows) can be used to shove people around the same
way barehanded right-clicking does. Xenos and borgs can actually be
moved this way.
add: Added a new MODsuit module, the bulwark module, which prevents
knockdown and staggering from shoving, and getting pushed away by thrown
objects. Inbuilt for the safeguard MODsuit, but one might also it in the
black market.
refactor: Disarming has been refactored. You can now shove simple
critters onto tables and into bins and closets
balance: Shields now take their own armor values and the armor
penetration of the attack they blocked when damaged. This means shields
are a bit sturdier now.
balance: Riot shields can tank a lot more damage against melee weapons,
but less against bullets.
qol: strobe shields can now be used to bash people while combat mode is
on.
/🆑
## About The Pull Request
What it says on the tin.
## Why It's Good For The Game
A) This messes with hotkey muscle memory quite significantly. Unless you
have something in suit storage when you go to put a magazine back into
your other storage (like your belt), you may accidentally place it into
your suit storage.
B) This may be why people think magnetic holsters are bad/don't work.
Operatives sometimes hotswap half clips, and what might happen during a
particularly intense combat is that they inadvertently put the magazine
they just pulled from their gun into their suit storage because they're
hotkeying; denying them their magnetic holster's major upside. Snapping
their guns back into their storage and away from prying assistant hands.
C) It serves no tactical purpose to put a bullet into your suit storage
over the gun itself. Priority should always be to the belt storage.
## Changelog
🆑
qol: To avoid poor magazine discipline, most combat-ready personnel have
instructed _not_ to put magazines into the gun loops on their armor
vests.
/🆑
## About The Pull Request
This PR gives operative MODsuits access to "jump jets".
This is an activated module (starts pinned) with a 30 second cooldown
which removes your personal gravity for 5 seconds and (if possible)
pushes you upwards by one z level. In combination with your regular
jetpack this allows you to fly over gaps, and (most importantly) out of
pits such as you may inadvertently find yourself wandering into on
Icebox.
I have a few other changes I want to make specifically targetted at the
experience of Icebox station destruction causing people to fall several
z levels and get trapped, but this is the first one.
You have to stand still for 1 second to activate the jump jet. This is
because jetpack movement without gravity is actually usually faster than
an operative will walk, and I don't want them to just toggle it as a
sprint button while running around. If people find other tactical uses
for this though I think that's cool.
This module currently isn't available to crew on the tech web, although
maybe someone could add it later if they wanted to. It's not quite so
useful if you don't _also_ have a jetpack though.
I bumped the available complexity of the suits I attached it to up by
the complexity cost of this module so it's not taking up previously
available space.
## Why It's Good For The Game
It's funny when the whole ops team falls in a hole after an explosion
they caused and gets stuck in there fighting Snow Legions but they
should probably have some method for dealing with that.
It also lets them pop back up from the tram hole, a risky proposition
because any flying mob hit by the tram dies almost instantly.
## Changelog
🆑
add: Operative MODsuits now have an attached "jump jet" which sends you
upwards and allows you to use your jetpack under gravity for a few
seconds, perfect for navigating the pits and valleys of Icebox Station.
/🆑
## About The Pull Request
A pact made with `@Kapu1178`
Small changes you should not care about:
RD MODsuit outfit (admin only) no longer has a beret that blocks the
activation of the suit
The beret used by death squad officers no longer is blocked from being
put on a hat stabilizer module
Admins can now Shear matrices of objects in Modify Transform
Multitool buffers have been a little refactored to use a setter proc
that saves them from causing hard dels
Cooler stuff:
A revival and remake of [Nobody Wants To Learn Matrix
Math](https://github.com/tgstation/tgstation/pull/59103), this time with
additional tooling for quick matrix calculations.

The MODLink system, available through every MODsuit and MODLink scryers
(a neck item obtainable from advanced modsuit research or
charliestation)
Let's you make a holographic call with any other MODLink user, where you
can chat in realtime and see what's up with em


## Why It's Good For The Game
Adds a fun way for the crew to communicate with each other that can be
done in real-time with relative privacy compared to radio.
## Changelog
🆑 Fikou, Armhulen, Sheets (+rep for Mothblocks and Potato)
fix: RD MODsuit outfit (admin only) no longer has a beret that blocks
the activation of the suit
fix: The beret used by death squad officers no longer is blocked from
being put on a hat stabilizer module
admin: Admins can now Shear matrices of objects in Modify Transform
admin: Admins now have access to Test Matrices in the VV dropdown, an
all-in-one tool for editing transforms.
add: MODLink system, available through scryers (from RnD and Charlie
Station) and through MODsuits. Lets you call people with holographs!
/🆑
## About The Pull Request
gives them FIRE_PROOF resistance flag
like every modsuit has that flag anyway
## Why It's Good For The Game
dropping your entire modsuits contents while fighting bad
fixes#77690
## Changelog
🆑
fix: you can no longer destroy syndicate modsuits by just being on fire
/🆑
## About The Pull Request
renames plasmaman helmet exempt flag to stackable helmet exempt. hat
stabilizer now cares about this instead of letting you stack eva helmets
on top of modsuit helmets
improves some code that dripped in quality when i was on break
kinesis has some tweaks
previously it used to stun for a set amount of time - i think this is
because the creator couldnt figure out how to stop movement while being
held? this is changed, now as long as youre holding someone they are
immobilized
you can cancel your kinesis without throwing or moving out of range by
using right click on the click catcher
adds an admin version of kinesis just for the admin suit. it can grab
(almost) ANYTHING and config menu lets you enable phasing, which makes
it so the atom you grabbed phases through everything. pick up that can.
## Why It's Good For The Game
its fun
## Changelog
🆑
balance: hat stabilizer module can now hold what plasmaman helmets can
hold
qol: kinesis module can be stopped without launching an object with
right click
balance: kinesis module stuns last until the kinesis stops
add: admin suit has a version of kinesis that can pick up anything at
any range and can be configured to make grabbed mobs phase through walls
:)
/🆑
## About The Pull Request
Fixes multiple typoes in the interdyne MODsuit's description.
## Why It's Good For The Game
typoes and bad grammar are bad
## Changelog
🆑
spellcheck: fixed the interdyne modsuit's typoes
/🆑
## About The Pull Request
Adds separate, Interdyne-brand Modsuits for Intrudyne pirates.
Incredibly fast and more techy, including among other things an organ
thrower module (which is, based on flavour text, Interdyne tech). To
balance this, they discharge dramatically fast, encouraging fast get-in
get-out approach.
Sprite itself is mostly a combination of medical and syndicate suits,
with labcoat bits for extra stylishness and evil feel. The colour
pallete was enterily borrowed from Interdyne Pharmaceutics container
sprite and Interdyne-produced E-surgery tools.



Lorewise, I borrowed a random idea from cyberpunk lore video I once
watched and is now blurred for me now, upon seeing retrieval suits.
Originally made by conjuction of Cybersun and Intrudyne, combining
mechanics with supersoldier treatment for speed, allegadely for rapid
response and retrieval off corpses. [By the way, it would be funny if
someone coded an event where after cap's death on Revs or Cult, a bunch
of guys in these suits would show up with sole goal of recovering the
body and escaping with it (plus maybe some side syndicate objective)]
Aaanyway, obviously, the rapid speed plays into a lot of
Intrudyne-related tactics for the shady side of things as well. Much
like a scalpel, their attacks are supposed to be fast, clean and
precise.
## Why It's Good For The Game
Consistency thing, mostly. It doesn't make much sense that a medical
corp would use their competitors tools when they could develop a
counter. Also ties with organ thrower module, why would they have made
it, if they didn't have modsuits for it?
## Changelog
🆑
add: Added Interdyne ModSuits for Interdyne pirates.
/🆑
---------
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
## About The Pull Request
Reduced the cost of a lot of MODules.
Pathfinder 2 -> 1
Tether 3 -> 1
Temperature Regulator 2 -> 1
DNA lock 2 -> 1
Health analyzer 2 -> 1
Sonar 2 -> 1
Microwave beam 2 -> 1
Drill 2 -> 1
All visors (including NV and thermals) 2 -> 1
Circuit Adapter 2 -> 1
The Mining MODsuit has had its complexity increased to 15 and now starts
with the eating apparatus module, with a total base complexity of 10/15
now.
The Prototype MODsuit's active slowdown has been decreased from 1.5 (!)
to 1.
## Why It's Good For The Game
> Reduced the cost of a lot of MODules.
There's lots of cute little MODules here, and they are all despite their
'small' cost far too expensive for them to ever be used. The small
little cost adds up, when you consider that two 2-complexity modules
cost FOUR, which is more than most good modules (that are 3), especially
when storage modules take up 3 complexity already. Think about it like
genetics, imagine if geladikinesis cost 40 instability. It'd be
pointless and just make it not used.
> Pathfinder 2 -> 1
Pathfinder is a little buggy, a bit janky, and still just a commodity,
so this might let captains keep it for themselves more often when
they're kitting out their MOD.
> Tether 3 -> 1
Tether costing 3 complexity is ABSURD. That's as much as the actual ion
jetpacks, and that's for something which you can replace completely with
a fire extinguisher, not even including the tiny 4 tiles tethering
range.
> Temperature Regulator 2 -> 1
This is vital for spacewalking, I really don't know why it's this
expensive. Hell it should be the norm, but whatevs.
> DNA lock 2 -> 1
Nobody's ever going to use this if it can just be EMPed and broken...
especially when it costs 2 complexity, which is the same cost as defibs,
surgical processor, holster, criminal capture..
> Health analyzer 2 -> 1
This is just a health analyzer. A small item that you're paying for the
privilege of being able to have it in your janksuit. It really shouldn't
cost 2 complexity, nobody ever takes this.
> Sonar 2 -> 1
I don't think there's much of a reason for sonar to be 2 complexity. You
might think it's nuts, but sonar really isn't that useful as it's a
windup with a screen-only range. Making it 1 might let it be seen ingame
at some point.
> Microwave beam 2 -> 1
Despite the cool name this just fries food. I don't think that should be
expensive!
> Drill 2 -> 1
The drill module is mostly redundant when by the time you get it,
chances are you have a plasma cutter already which is usually better, if
not as space-efficient. There's also the dumb issue with drilling into
gibtonite which instantly blows it up.
> All visors (including NV and thermals) 2 -> 1
Similarly to the health analyzer, chances are if you HAVE the module you
don't actually *need* it as you're already.. that job.
Additionally, and this is also part of the reason for the NV, thermal,
and even the health analyzer modules, is that traitors/nukies now have
to balance MOD economy alongside TC count, and I can't tell you just how
frustrating it is to buy something and be told I don't have enough
complexity to put it into the MODsuit. I already spent the damn TC!
> Circuit Adapter 2 -> 1
This thing seems pretty useless. All it can really do is open and close
your modsuit, which like, wow okay. No need for it to be expensive.
> The Mining MODsuit has had its complexity increased to 15 and now
starts with the eating apparatus module, with a total base complexity of
10/13 now.
The complexity increase is because for some reason the MODsuit is
already filled to the brim by default, which means that actually
interacting with robotics in any way is thoroughly disincentivized as
you'd need to take so many modules out to do so that it makes the
purchase and interaction pointless. Now you CAN go and ask robotics for
anything you need, though there isn't much a miner would want and value
enough to trek across the station, for now.
Also, it starts with the eating apparatus because it really looked like
it should! The flavor text even talks about miners, it's strange for
that to be there if miners won't use it. It'll also encourage it to
actually be bought more by allowing you to eat through it.
> The Prototype MODsuit's active slowdown has been decreased from 1.5
(!) to 1.
1.5 is a lot, A LOT, of slowdown. For such an incredibly rare mod, it
completely kills the damn thing, even for the charlie station crew! You
can't fight xenos with 1.5 slowdown! Having Kinesis isn't enough of a
reason to cripple it so thoroughly and pointlessly. It's 0.4 now, which
is a nice middleground between 'fast' suits like the medical and
security ones, and the 'slow' ones like civilian, engineering, science.
## Changelog
🆑
balance: Reduced the complexity cost of a lot of MODules.
balance: Pathfinder 2 -> 1
balance: Tether 3 -> 2
balance: Temperature Regulator 2 -> 1
balance: DNA lock 2 -> 1
balance: Health analyzer 2 -> 1
balance: Sonar 2 -> 1
balance: Microwave beam 2 -> 1
balance: Drill 2 -> 1
balance: All visors (including NV and thermals) 2 -> 1
balance: Circuit Adapter 2 -> 1
balance: The Mining MODsuit has had its complexity increased to 13 and
now starts with the eating apparatus module, with a total base
complexity of 10/13 now.
balance: The Prototype MODsuit's active slowdown has been decreased from
1.5 (!) to 1.
spellcheck: Fixed a type on the energy net module.
/🆑
## About The Pull Request
Read the title. An equivalent 'activation_step_time' variable has been
added to the mod theme datum to accomplish that.
## Why It's Good For The Game
Why do we have to wait over 10 seconds for a debug suit to activate or
deactivate on top of everything else that comes with coding,
programming, bugfixing etc? It now takes about 2 seconds to do so, which
should be enough to notice the effects of modules such as the springlock
anyway. The admin one takes 0.5 seconds, as it's by all means a better
debug suit.
## Changelog
🆑
admin: The Debug and Admin MODsuits now take a lot less time to
(de)activate. 2 and 0.5 seconds respectively, compared to the default of
10s.
/🆑
---------
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
## About The Pull Request

Bottles have varied volumes - some of them hold 30, some 50, while
having the same sprite. And the size is comparable with small beaker, so
it was a bit weird that it can hold only 30 units. Now the default
bottle volume is 50, consistently.
Test tubes are the new 30u container that replaces bottles created in
chem master (but not condi master) and pandemic.
For better management of test tubes, this PR also adds a rack that can
be crafted from 1 wooden plank. The rack stores up to 10 test tubes and
can pick them up and drop quickly similar to how the pill bottle works
with pills.

## Why It's Good For The Game
Consistent volume for the bottle sprite instead of some being 30, some
50.
Essential attribute for chemical lab, good company for Chem Separator.
## Changelog
🆑 MTandi, coiledlamb
add: Added test tubes and racks for them
balance: All 30u bottles now have 50u volume and chem master/pandemic
spawn tubes instead of bottles
/🆑
## About The Pull Request
like the title says, this PR allows miners to attach their funny little
proto-kinetic accelerator to their hard-earned modsuit
## Why It's Good For The Game
this is probably an oversight, but if not, it's a really weird design
choice. if you can attach a crusher to it, there's no reason you
wouldn't be able to attach a PKA. a very dumb inconvenience imo
## Changelog
🆑
balance: PKAs can now be attached to mining MODsuits.
/🆑
## About The Pull Request
cleans up some modsuit code i dont like about their modules
removes mod theme blacklists, they are unused and weve not needed them
at all so far
adds support for premade suits to have modules they pin by default
the default pins currently are:
advanced suit: jetpack
loader suit: clamp, magnet, hydraulic arms
mining suit: sphere transformation
safeguard suit: jetpack
magnate suit: advanced jetpack
traitor suit: armor booster, jetpack
elite traitor suit: armor booster, advanced jetpack
nukie suit: armor booster, advanced jetpack
elite nukie suit: armor booster, advanced jetpack
spetsnaz pyro suit: armor booster, advanced jetpack, flamethrower
prototype suit: tether, kinesis
apocryphal suit: jetpack
chrono suit: timestopper, rewinder, timeline jumper, kinesis plus,
timeline eradication
ninja suit: advanced stealth, star dispenser, emp pulse, weapon recall,
adrenaline boost, energy net
## Why It's Good For The Game
quickens some stuff up
## Changelog
🆑
qol: some modsuits now have some modules pinned by default
/🆑
* Core internals refactor. Add open/close_internals procs to /obj/item/tank. Add open/close_internals, can_breathe_internals, and invalid_internals procs to /mob/living/carbon. Fixed bug in human_stripping.dm preventing changing internals for breathing tube users. Fixed bug in /obj/item/tank/toggle_internals that was auto-adjusting non-internals masks. Fixed bug in slements/strippable that caused two mobs to breathe from the same internals.
* Reconfigures the Infiltrator armor set into the Infiltrator modsuit. Comes with a brain agony demoralizer device, and makes it literally impossible to examine you.
* Adds a base modsuit chestplate allow list, cutting down on copy paste
* Allows Jetpacks to work while equipped to a de-hardcoded slot_flags list
* Allows the Captain's jetpack to fit on space suits and MODsuits by default
* Makes the Captain's jetpack fit on the Suit storage slot.
* Reworks and resprites the metal hydrogen fireaxe
* Move the fireaxe icons around to fix the conflict.
Also kills the folder I made for items, as a previous PR splitting DMIs did that already.
* Deletes a DMI that I forgot to remove
* Makes condiments their own subtype, fixes geese, prepares for merging
* Fixes geese checking drink type instead of edible foodtype to eat gross food.
* Renames foodtype var on drinks to drink_types to prevent above from happening again because it KEEPS HAPPENING. DRINKS AREN'T FOOD!
* Makes Condiments their own subtype of reagent_containers because they don't make any use of being a subtype of food, at all.
* Starts moving things from food to /food/drink subtype in preparation for merging /food/drink with /drink
* fully removes Food subtype
* /reagent_containers/drinks are now /reagent_containers/cup - This is so it's no longer confused with eachother.
* /food/drinks is now /reagent_containers/cup/drinks, so we can keep their special abilities.
* Fixes a LOT of errors with food, which are STILL checking the reagent_containers, despite ACTUAL food being refactored away from it a long time ago.
This doesn't compile yet, but I do want to make sure my progress is well tracked.
* remove copypaste code, changes soda cans
* Removes most copy paste code between the two drinks, moving most stuff to parent whenever needed.
* Made soda cans their own subtype since they didn't share anything with glass bottles anyways.
* Fixes more problems with food/drinks, especially with geese. Geese really were just broken this whole time and no one said a word...
* Removes a snowflake signal, now that both drink types share a common one.
* Adds everything to the .dme
Currently my goal is to get this all compiling, then remove isGlass var by making glass be all glass ones only.
* Moves all icons into a single drinks dmi
I'm not that great at icon stuff, hopefully I didn't forget/break anything.
* Turns juices into their own subtype
This allows us to let them check for type in molotov, to both get rid of a use of isGlass, and so non-glass non-cartons don't show up as 'carton'.
* fixes compile issues, adds updatepaths
* a better updatepaths
* updates the damn maps now
* properly names the updatepath
* how did that get there
* i suck at handling merge conflicts
* how am i this bad
* code improvement and soda fix
* more fixes
* Don't be a timer
Ports from old food bottles to trans the reagents, rather than add a timer to.
* Merge conflicts and fixes bottle smashing
* Bottle smashing is now consistently functional regardless of how much liquid they have in them, when before it would spill first, then smash on the second hit.
* runs updatepaths again
Why It's Good For The Game
Ninja code is pretty bad, I think it's best to move away into nice modular stuff instead.
Changelog
cl Fikou, PositiveEntropy, Nerevar, InfraRedBaron
refactor: the ninja space suit is now a modsuit
fix: fixes dash beams not working
/cl
refactors our disease code a tiny bit
removes permeability_coefficient variable from clothing, it decided how much stuff like chems or disease passed through your clothes, while BIO armor only decided how much you could spread diseases yourself, making it pretty much laughable
permeability_coefficient is now fully rolled into bio armor, so your bio protecting stuff will now protect you from other biological hazards like blobs
Allows for MODsuit control units to be worn on slots that isn't the bag slot and actually work.
So far no MODsuits will actually use this, but I would like to add one in the future, I'm just not motivated to do the MODsuit itself, so I'm adding the support for it at least to see if it would be approved.
Lawyer tie modsuit will be real in 2023.
This doesn't really change the game much so I don't know how much I actually have to explain here.
* part 1
* Merge branch 'master' of https://github.com/tgstation/tgstation into magnet-holster
* modsuit module update: replacement of holster and pepper spray, nerf to clamp
* fixes
* this for some reason renders shit badly
* h
* test
* handles deleting as an arg, hopefully fixing the runtimes
* dusk to dawn
* fucking idiot
* you too
* slight speedup
* stiupid
* less capsaicin
* Apply suggestions from code review
use the typecache
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
* Update code/modules/mod/modules/_module.dm
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
* w
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
headcoder wanted me to do it so lets go
every modsuit now has some amount of armor, this armor is pretty minor (ranging from 5 to 20) and department-dependant (engineers have more laser armor due to having to deal with emitters and whatnot, security suits have more bullet armor etc)
the wound armor values got nerfed for some of the suits
cc @tralezab as person with space armor opinions
adds a list of allowed suit storage items to every modsuit, instead of every (other than loader and mining) having the default of a flashlight and internals tank
Pyro bundle was broken as when you brought it you would get modsuit and pyro backpack forcing you to either use armor or use backpack without fire protection(which modsuit has). Thanks to Fikou work it became a module
Anti-Tider on the other hand is rarely used(i have never seen it used when i was playing sec or observing) and needed a little buff so now it will also became a module while i will make normal Anti-Tider stream wider(still working on it).
makes dropkey deactivate device modules
fixes speed potion being fucky
fixes doubled up balloon alerts
makes some cell code better i think
makes the gps module open the gps tgui for you, instead of putting a gps in your hand
the loader suit can now hold mailbags
Reworks the mining modsuit.
The suit is no longer cold-proof (this can be mitigated by using module space for thermal regulators)
The suit fits less modules than standard suits, but cant burn in lava.
In suit storage it can carry ore bags, resonators and kinetic crushers.
It features a storage, gps, ore bag, drill, clamp and by default comes with a plasma core, being recharged with plasma ore rather than by power cell.
Features two new modules:
Ash Accretion, it gathers dust from basalt (or snow) you walk on to create a layer of ash around the suit, acting as armor and a speed up that quickly drains when you walk on other terrain.
Sphere Transform, turns you into a fast moving ball that can travel past lava, you cannot use your hands when in this form, but you can launch aoe mining bombs to attack or mine
deletes the elite armor booster module, instead the elite syndie suit has some armor by default, with the rest being filled by the standard armor booster
makes welding protection a part of armor booster, removes it from nukie suits since they have armor booster
adds new towering sprites, here you can see the space mode and combat mode