* modsuit nominal sound no longer plays when youre deaf (#65402)
* modsuit nominal sound no longer plays when youre deaf
* stupid
* modsuit nominal sound no longer plays when youre deaf
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* fixes mod plating being called armor in some places (#65314)
* saucy jack
* wario
* fixes mod plating being called armor in some places
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* mod clamp can carry wrapped crates + mod activation not affected by do after slowdowns + radial icons highlight on extended pieces (#65193)
* mod clamp can carry wrapped crates + mod activation not affected by do after slowdowns + radial icons highlight on extended pieces
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* adds allowed suit storage items to every modsuit theme (#65000)
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
* adds allowed suit storage items to every modsuit theme
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* Changes Loader Mod core text to include "non-airtight" (#64856)
Changes the Loader modcore text to better explain that it is not airtight or a sealed environment.
* Changes Loader Mod core text to include "non-airtight"
Co-authored-by: Doctor Pope <84367152+Dr-Pope@users.noreply.github.com>
* Pepper spray module for sec modsuits, Atmos resin module and nukie pyro bundle flamethrower made into module (#64934)
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).
* Pepper spray module for sec modsuits, Atmos resin module and nukie pyro bundle flamethrower made into module
Co-authored-by: Cursed <47064429+Amrabol@users.noreply.github.com>
* Fixes modsuit charging and sphere transformation in 0 gravity (#64857)
Handles modsuit borg recharging on the standard core itself instead of the modsuit modsuit, as it should.
* fixes modsuit charging
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* Mining MODsuit Rework (#64688)
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
* Mining MODsuit Rework
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* Fixes harddels in pinned module code, cleans up a musty pattern that I want to die (#64674)
* Please stop typecasting target, noooooooooooooooooo
* Fixes harddels in pinned module code
The logic for pinned modules was intentionally hanging references to the
mob that pinned the action button. I have depression.
The pinned_to list also was never fully cleared, but that would have
just exasperated the issue. I've converted its use of mobs to refs, and
its use of the module var into something better managed
(Friendly reminder that actions will persist in your nightmares forever
unless they are manually qdel'd, this code wasn't doing that.
Also cleaned up how the pinned_to list is managed, hopefully it's a bit
more action centered now
* Fixes harddels in pinned module code, cleans up a musty pattern that I want to die
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* elite nukie suit improvements (#64668)
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
* elite nukie suit improvements
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* MODsuit Action Circuit Component (+ MODsuit circuit module fixes) (#63755)
This makes several small changes to the MODsuit circuit module:
Adds the MODsuit Action component. When selected, the circuit module opens a radial menu with which to select an action component to trigger.
Due to its similarity to the BCI Action component, both it and the BCI Action component have been made subtypes of an abstract equipment_action component that implements their shared functionality.
Renames the MOD component to the MOD circuit adapter core component.
Changes the "selected module" port on the MOD circuit adapter core to a string port, for consistency with the corresponding input port.
The circuit in the circuit module can be removed. Consequentually, the circuit module no longer comes with a pre-installed circuit.
The "Toggle Suit" signal port on the MOD circuit adapter core can now activate the modsuit.
Makes the circuit module printable in the component printer, for consistency.
Moves the circuit module's code to modules/wiremod, for consistency.
BCI action component properly typechecks the shell it's inserted in.
Co-authored-by: Watermelon914 <37270891+Watermelon914@ users.noreply.github.com>
* MODsuit Action Circuit Component (+ MODsuit circuit module fixes)
Co-authored-by: Y0SH1M4S73R <legoboyo@earthlink.net>
* Traitor Roboticists can now purchase the Springlock MODsuit Module from the uplink. (#64224)
Lets them upgrade their suit to be much stronger, while coming at a risk, or place it in other suits to sabotage them.
* Traitor Roboticists can now purchase the Springlock MODsuit Module from the uplink, due to being the man behind the slaughter.
Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
* fixes mod devices permanently fucking up (#64237)
if you couldnt equip a device, it would drop it on the ground and fuck up being a nodrop item, fixes that
fixes the modsuit outfits not having internal slots set
adds feedback to not being able to turn on a module due to suit not being active
* fixes mod devices permanently fucking up
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* Sign Language translation glove changes (Plasmamen & MODsuits) (#64090)
Swaps the check for the gloves for people with the tongue-tied trait into a check for a clothing-based trait.
Makes a variant of the radio gloves for plasmamen, so they can be forced to use their hands too.
Makes a MODsuit mod that lets you sign over comms when your modsuit is activated.
* Sign Language translation glove changes (Plasmamen & MODsuits)
Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com>
* MOD update: Modular Cores
* Fixing all dem conflicts
* Okay now it's going to compile too
* Fixing some Trigger() (they triggered me)
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Adds a springlock death achievement (#63987)
* Adds a springlock death achievement
* The man inside the MODsuit
* Update code/datums/achievements/misc_achievements.dm
Co-authored-by: ShizCalev <ShizCalev@ users.noreply.github.com>
* Reviewssssss
* Resprites the man inside the modsuit
* Adds your stupid fucking newline
* removes invisidixel
Co-authored-by: ShizCalev <ShizCalev@ users.noreply.github.com>
* Adds a springlock death achievement
Co-authored-by: Time-Green <timkoster1@hotmail.com>
Co-authored-by: ShizCalev <ShizCalev@ users.noreply.github.com>
* Adds warm (hot) (very hot) paper dispenser maintenance MOD (#63845)
Adds a paper dispenser mod to the maintenance MOD loot pile.
The paper dispensed has a small chance to burst into flames with every paper made.
* Adds warm (hot) (very hot) paper dispenser maintenance MOD
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Fixing modsuits
* Bringing in the digi and muzzled MODsuit sprites!
* Fixed the muzzled helmet and removed a duplicate icon_state in head_muzzled.dmi
* Finally adds Digi and Muzzled MODsuit variants, courtesy of Halcyon!
Co-authored-by: Gandalf2k15 <9026500+Gandalf2k15@users.noreply.github.com>
* modsuit update: you can now pin modules to your action buttons (#63745)
* modsuit update: you can now pin modules to your action buttons
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* modsuit works with speed potions + ai movement fix + file sortage (#63670)
modsuit examining now tells you about wire panels
fixes being able to remove stuff with the dna lock
fixes 63650
fixes 63633
sorts module files
* modsuit works with speed potions + ai movement fix + file sortage
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* [Ready] MODsuits
* we dont need to add these people as codeowners, goodness gracious
* have to remove this because upstream
* part 1 of these fixes
* EEEE
* Update peacekeeper_clothing.dm
* E
* E
* Auto stash before merge of "upstream-merge-59109" and "origin/upstream-merge-59109"
* E
* Update expeditionary_trooper.dm
* more removal
* nice
* modsuti modstui modusuti
* fixes
* E
* ITS MODsuit not HARDSUIT
* more hardsuit references
* MODSUIT NOT HARSUITEDSA
* Maps
* More ,map
* oop
* e
* oo aa
* 0
* ting tang
* Update modsuit_tailsprites.dm
* hi fikou
* bs tech update
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>