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<!DOCTYPE html><html lang="en"><head><meta charset="utf-8"><base href="../../../"><link rel="stylesheet" href="dmdoc.css"><title>code/modules/mod/adding_new_mod.md - Space Station 13</title></head><body><header><a href="index.html">Space Station 13</a> - <a href="index.html#modules">Modules</a> - <a href="index.html#types">Types</a></header><main><h1>code/modules/mod/adding_new_mod.md <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mod/adding_new_mod.md"><img src="git.png" width="16" height="16" title="code/modules/mod/adding_new_mod.md"></a></h1><table class="summary" cellspacing="0"><tr><td colspan="2"><h2 id="introduction">Introduction</h2>
<p>This is a step by step guide for creating a MODsuit theme, skin and module.</p>
<h2 id="theme">Theme</h2>
<p>This is pretty simple, we go <a href="./mod_theme.dm">here</a> and add a new definition, let's go with a Psychologist theme as an example. <br />
Their names should be like model names or use similar adjectives, like &quot;magnate&quot; or simply &quot;engineering&quot;, so we'll go with &quot;psychological&quot;. <br />
After that, it's good to decide what company is manufacturing the suit, and a basic description of what it offers, we'll write that down in the desc. <br />
So, let's our suit should be a low-power usage with lowered module capacity. We'd go with something like this.</p>
<pre><code class="language-dm">/datum/mod_theme/psychological
name = &quot;psychological&quot;
desc = &quot;A DeForest Medical Corporation power-saving psychological suit, limiting its' module capacity.&quot;
</code></pre>
<p>For people that want to see additional stuff, we add an extended description with some more insight into what the suit does. We also set the default skin to usually the theme name, like so.</p>
<pre><code class="language-dm">/datum/mod_theme/psychological
name = &quot;psychological&quot;
desc = &quot;A DeForest Medical Corporation power-saving psychological suit, limiting its' module capacity.&quot;
extended_desc = &quot;DeForest Medical Corporation's prototype suit, based off the work of \
Nakamura Engineering. The suit has been modified to save power compared to regular suits, \
for operating at lower power levels, keeping people sane. As consequence, the capacity \
of the suit has decreased, not being able to fit many modules at all.&quot;
default_skin = &quot;psychological&quot;
</code></pre>
<p>Next we want to set the statistics, you can view them all in the theme file, so let's just grab our relevant ones, armor, charge and capacity and set them to what we establilished. <br />
Currently crew MODsuits should be lightly armored in combat relevant stats.</p>
<pre><code class="language-dm">/datum/mod_theme/psychological
name = &quot;psychological&quot;
desc = &quot;A DeForest Medical Corporation power-saving psychological suit, limiting its' module capacity.&quot;
extended_desc = &quot;DeForest Medical Corporation's prototype suit, based off the work of \
Nakamura Engineering. The suit has been modified to save power compared to regular suits, \
for operating at lower power levels, keeping people sane. As consequence, the capacity \
of the suit has decreased, not being able to fit many modules at all.&quot;
default_skin = &quot;psychological&quot;
armor_type = /datum/armor/modtheme_psychological
complexity_max = DEFAULT_MAX_COMPLEXITY - 7
charge_drain = DEFAULT_CHARGE_DRAIN * 0.5
</code></pre>
<p>Now we have a basic theme, it lacks a skin which will be covered in the next section, and an item, which we will add right now. <br />
Let's go into <a href="./mod_types.dm">here</a>. It's as simple as adding a new suit type with the appropriate modules you want.</p>
<pre><code class="language-dm">/obj/item/mod/control/pre_equipped/psychological
theme = /datum/mod_theme/psychological
initial_modules = list(
/obj/item/mod/module/storage,
/obj/item/mod/module/flashlight,
)
</code></pre>
<p>This will create our psychological suit, equipped with a storage and flashlight modules by default. We might also want to make it craftable, in which case we go <a href="./mod_construction.dm">here</a> and set this.</p>
<pre><code class="language-dm">/obj/item/mod/construction/armor/psychological
theme = /datum/mod_theme/psychological
</code></pre>
<p>After that we put it in the techweb or whatever other source we want. Now our suit is almost ready, it just needs a skin.</p>
<h2 id="skin">Skin</h2>
<p>So, now that we have our theme, we want to add a skin to it (or another theme of our choosing). Let's start with a basis.</p>
<pre><code class="language-dm">/datum/mod_theme/psychological
name = &quot;psychological&quot;
desc = &quot;A DeForest Medical Corporation power-saving psychological suit, limiting its' module capacity.&quot;
extended_desc = &quot;DeForest Medical Corporation's prototype suit, based off the work of \
Nakamura Engineering. The suit has been modified to save power compared to regular suits, \
for operating at lower power levels, keeping people sane. As consequence, the capacity \
of the suit has decreased, not being able to fit many modules at all.&quot;
default_skin = &quot;psychological&quot;
armor_type = /datum/armor/modtheme_psychological
complexity_max = DEFAULT_MAX_COMPLEXITY - 7
charge_drain = DEFAULT_CHARGE_DRAIN * 0.5
skins = list(
&quot;psychological&quot; = list(
HELMET_LAYER = null,
HELMET_FLAGS = list(
),
CHESTPLATE_FLAGS = list(
),
GAUNTLETS_FLAGS = list(
),
BOOTS_FLAGS = list(
),
),
)
</code></pre>
<p>We now have a psychological skin, this will apply the psychological icons to every part of the suit. Next we'll be looking at the flags. Boots, gauntlets and the chestplate are usually very standard, we set their thickmaterial and pressureproofness while hiding the jumpsuit on the chestplate. On the helmet however, we'll actually look at its' icon. <br />
For example, if our helmet's icon covers the full head (like the research skin), we want to do something like this.</p>
<pre><code class="language-dm"> HELMET_LAYER = null,
HELMET_FLAGS = list(
UNSEALED_CLOTHING = SNUG_FIT|THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE|BLOCK_GAS_SMOKE_EFFECT,
UNSEALED_INVISIBILITY = HIDEFACIALHAIR|HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDESNOUT,
UNSEALED_COVER = HEADCOVERSMOUTH|HEADCOVERSEYES|PEPPERPROOF,
),
</code></pre>
<p>Otherwise, with an open helmet that becomes closed (like the engineering skin), we'd do this.</p>
<pre><code class="language-dm"> HELMET_LAYER = NECK_LAYER,
HELMET_FLAGS = list(
UNSEALED_CLOTHING = SNUG_FIT,
SEALED_CLOTHING = THICKMATERIAL|STOPSPRESSUREDAMAGE,
UNSEALED_INVISIBILITY = HIDEFACIALHAIR,
SEALED_INVISIBILITY = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDESNOUT,
SEALED_COVER = HEADCOVERSMOUTH|HEADCOVERSEYES|PEPPERPROOF,
),
</code></pre>
<p>There are specific cases of helmets that semi-cover the head, like the cosmohonk, apocryphal and whatnot. You can look at these for more specific suits. So let's say our suit is an open helmet design, and also add an alternate skin with a closed helmet called psychotherapeutic. It'd look something like this.</p>
<pre><code class="language-dm">/datum/mod_theme/psychological
name = &quot;psychological&quot;
desc = &quot;A DeForest Medical Corporation power-saving psychological suit, limiting its' module capacity.&quot;
extended_desc = &quot;DeForest Medical Corporation's prototype suit, based off the work of \
Nakamura Engineering. The suit has been modified to save power compared to regular suits, \
for operating at lower power levels, keeping people sane. As consequence, the capacity \
of the suit has decreased, not being able to fit many modules at all.&quot;
default_skin = &quot;psychological&quot;
armor_type = /datum/armor/modtheme_psychological
complexity_max = DEFAULT_MAX_COMPLEXITY - 7
charge_drain = DEFAULT_CHARGE_DRAIN * 0.5
skins = list(
&quot;psychological&quot; = list(
HELMET_LAYER = NECK_LAYER,
HELMET_FLAGS = list(
UNSEALED_CLOTHING = SNUG_FIT,
SEALED_CLOTHING = THICKMATERIAL|STOPSPRESSUREDAMAGE,
UNSEALED_INVISIBILITY = HIDEFACIALHAIR,
SEALED_INVISIBILITY = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDESNOUT,
SEALED_COVER = HEADCOVERSMOUTH|HEADCOVERSEYES|PEPPERPROOF,
),
CHESTPLATE_FLAGS = list(
UNSEALED_CLOTHING = THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
SEALED_INVISIBILITY = HIDEJUMPSUIT,
),
GAUNTLETS_FLAGS = list(
UNSEALED_CLOTHING = THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
),
BOOTS_FLAGS = list(
UNSEALED_CLOTHING = THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
),
&quot;psychotherapeutic&quot; = list(
HELMET_LAYER = null,
HELMET_FLAGS = list(
UNSEALED_CLOTHING = SNUG_FIT|THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
UNSEALED_INVISIBILITY = HIDEFACIALHAIR|HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDESNOUT,
UNSEALED_COVER = HEADCOVERSMOUTH|HEADCOVERSEYES|PEPPERPROOF,
),
CHESTPLATE_FLAGS = list(
UNSEALED_CLOTHING = THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
SEALED_INVISIBILITY = HIDEJUMPSUIT,
),
GAUNTLETS_FLAGS = list(
UNSEALED_CLOTHING = THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
),
BOOTS_FLAGS = list(
UNSEALED_CLOTHING = THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
),
),
)
</code></pre>
<p>Thus we finished our codeside. Now we go to the icon files for the suits and simply add our new skin's icons. <br />
Now our suit is finished. But let's say we want to give it an unique module.</p>
<h2 id="module">Module</h2>
<p>So, for our psychological suit, let's say we want a module that heals the brain damage of everyone in range. <br />
As it's a medical module, we'll put it <a href="modules/modules_medical.dm">here</a>. Let's start with the object definition.</p>
<pre><code class="language-dm">/obj/item/mod/module/neuron_healer
name = &quot;MOD neuron healer module&quot;
desc = &quot;A module made experimentally by DeForest Medical Corporation. On demand it releases waves \
that heal neuron damage of everyone nearby, getting their brains to a better state.&quot;
icon_state = &quot;neuron_healer&quot;
</code></pre>
<p>As we want this effect to be on demand, we probably want this to be an usable module. There are four types of modules:</p>
<ul>
<li>Passive: These have a passive effect.</li>
<li>Togglable: You can turn these on and off.</li>
<li>Usable: You can use these for a one time effect.</li>
<li>Active: You can only have one selected at a time. It gives you a special click effect.</li>
</ul>
<p>As we have an usable module, we want to set a cooldown time. All modules are also incompatible with themselves, have a specific power cost and complexity varying on how powerful they are, so let's update our definition, and also add a new variable for how much brain damage we'll heal.</p>
<pre><code class="language-dm">/obj/item/mod/module/neuron_healer
name = &quot;MOD neuron healer module&quot;
desc = &quot;A module made experimentally by DeForest Medical Corporation. On demand it releases waves \
that heal neuron damage of everyone nearby, getting their brains to a better state.&quot;
icon_state = &quot;neuron_healer&quot;
module_type = MODULE_USABLE
complexity = 3
use_power_cost = DEFAULT_CHARGE_DRAIN
incompatible_modules = list(/obj/item/mod/module/neuron_healer)
cooldown_time = 15 SECONDS
var/brain_damage_healed = 25
</code></pre>
<p>Now, we want to override the on_use proc for our new effect. We want to make sure the use checks passed from parent. You can read about most procs and variables by reading <a href="modules/_module.dm">this</a></p>
<pre><code class="language-dm">/obj/item/mod/module/neuron_healer/on_use()
. = ..()
if(!.)
return
</code></pre>
<p>After this, we want to put our special code, a basic effect of healing all mobs nearby for their brain damage and creating a beam to them.</p>
<pre><code class="language-dm">/obj/item/mod/module/neuron_healer/on_use()
. = ..()
if(!.)
return
for(var/mob/living/carbon/carbon_mob in range(5, src))
if(carbon_mob == mod.wearer)
continue
carbon_mob.adjustOrganLoss(ORGAN_SLOT_BRAIN, -brain_damage_healed)
mod.wearer.Beam(carbon_mob, icon_state = &quot;plasmabeam&quot;, time = 1.5 SECONDS)
playsound(src, 'sound/effects/magic.ogg', 100, TRUE)
drain_power(use_power_cost)
</code></pre>
<p>We now have a basic module, we can add it to the techwebs to make it printable ingame, and we can add an inbuilt, advanced version of it for our psychological suit. We'll give it more healing power, no complexity and make it unremovable.</p>
<pre><code class="language-dm">/obj/item/mod/module/neuron_healer/advanced
name = &quot;MOD advanced neuron healer module&quot;
complexity = 0
brain_damage_healed = 50
</code></pre>
<p>Now we want to add it to the psychological theme, which is very simple, finishing with this:</p>
<pre><code class="language-dm">/datum/mod_theme/psychological
name = &quot;psychological&quot;
desc = &quot;A DeForest Medical Corporation power-saving psychological suit, limiting its' module capacity.&quot;
extended_desc = &quot;DeForest Medical Corporation's prototype suit, based off the work of \
Nakamura Engineering. The suit has been modified to save power compared to regular suits, \
for operating at lower power levels, keeping people sane. As consequence, the capacity \
of the suit has decreased, not being able to fit many modules at all.&quot;
default_skin = &quot;psychological&quot;
armor_type = /datum/armor/modtheme_psychological
complexity_max = DEFAULT_MAX_COMPLEXITY - 7
charge_drain = DEFAULT_CHARGE_DRAIN * 0.5
inbuilt_modules = list(/obj/item/mod/module/neuron_healer/advanced)
skins = list(
&quot;psychological&quot; = list(
HELMET_LAYER = NECK_LAYER,
HELMET_FLAGS = list(
UNSEALED_CLOTHING = SNUG_FIT,
SEALED_CLOTHING = THICKMATERIAL|STOPSPRESSUREDAMAGE,
UNSEALED_INVISIBILITY = HIDEFACIALHAIR,
SEALED_INVISIBILITY = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDESNOUT,
SEALED_COVER = HEADCOVERSMOUTH|HEADCOVERSEYES|PEPPERPROOF,
),
CHESTPLATE_FLAGS = list(
UNSEALED_CLOTHING = THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
SEALED_INVISIBILITY = HIDEJUMPSUIT,
),
GAUNTLETS_FLAGS = list(
UNSEALED_CLOTHING = THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
),
BOOTS_FLAGS = list(
UNSEALED_CLOTHING = THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
),
&quot;psychotherapeutic&quot; = list(
HELMET_LAYER = null,
HELMET_FLAGS = list(
UNSEALED_CLOTHING = SNUG_FIT|THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
UNSEALED_INVISIBILITY = HIDEFACIALHAIR|HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDESNOUT,
UNSEALED_COVER = HEADCOVERSMOUTH|HEADCOVERSEYES|PEPPERPROOF,
),
CHESTPLATE_FLAGS = list(
UNSEALED_CLOTHING = THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
SEALED_INVISIBILITY = HIDEJUMPSUIT,
),
GAUNTLETS_FLAGS = list(
UNSEALED_CLOTHING = THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
),
BOOTS_FLAGS = list(
UNSEALED_CLOTHING = THICKMATERIAL,
SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
),
),
)
</code></pre>
<h2 id="ending">Ending</h2>
<p>This finishes this hopefully easy to follow along tutorial. You should now know how to make a basic theme, a skin for it, and a module.</p></td></tr></table></main><footer>paradise.dme <a href="https://github.com/ParadiseSS13/Paradise/tree/8a8a00a2a9bec485351e5f219982b7315d3504fa">8a8a00a</a> (master) — <a href="https://github.com/SpaceManiac/SpacemanDMM/blob/master/crates/dmdoc/README.md">dmdoc 1.11.0</a></footer></body></html>
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<!DOCTYPE html><html lang="en"><head><meta charset="utf-8"><base href="../../../"><link rel="stylesheet" href="dmdoc.css"><title>code/modules/mod/mod_construction.dm - Space Station 13</title></head><body><header><a href="index.html">Space Station 13</a> - <a href="index.html#modules">Modules</a> - <a href="index.html#types">Types</a></header><main><h1>code/modules/mod/mod_construction.dm <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mod/mod_construction.dm"><img src="git.png" width="16" height="16" title="code/modules/mod/mod_construction.dm"></a></h1><table class="summary" cellspacing="0"><tr><th>/<a href="obj.html">obj</a>/<a href="obj/item.html">item</a>/mod/construction/plating/rescue</th><td>I want to add a way to get the rarer modsuit types, that is limited. A low chance for traders to have plating for it seems interesting</td></tr><tr><th>/<a href="obj.html">obj</a>/<a href="obj/item.html">item</a>/mod/construction/plating/safeguard</th><td>Continued from above, none of these are steal objectives, and only the CE or RD one comes pre-installed with modules. You are getting the protection / speed / looks of these hardsuits, but no special modules.</td></tr><tr><th>/<a href="obj.html">obj</a>/<a href="obj/item.html">item</a>/mod/construction/plating/advanced</th><td>This may be a bad idea. I think this is an interesting idea. And you still need robotics to build it, and traders can charge as much for it as they want. Also with ones like the CE modsuit, it is the flagship mod. That means it is sold a lot.</td></tr><tr><th>/<a href="obj.html">obj</a>/<a href="obj/item.html">item</a>/mod/construction/plating/research</th><td>Don't think people will want the RD one though, it is as slow as shit. Anyway, here it is. Surely this will not end poorly.</td></tr></table></main><footer>paradise.dme <a href="https://github.com/ParadiseSS13/Paradise/tree/8a8a00a2a9bec485351e5f219982b7315d3504fa">8a8a00a</a> (master) — <a href="https://github.com/SpaceManiac/SpacemanDMM/blob/master/crates/dmdoc/README.md">dmdoc 1.11.0</a></footer></body></html>
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<!DOCTYPE html><html lang="en"><head><meta charset="utf-8"><base href="../../../"><link rel="stylesheet" href="dmdoc.css"><title>code/modules/mod/mod_control.dm - Space Station 13</title></head><body><header><a href="index.html">Space Station 13</a> - <a href="index.html#modules">Modules</a> - <a href="index.html#types">Types</a></header><main><h1>code/modules/mod/mod_control.dm <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mod/mod_control.dm"><img src="git.png" width="16" height="16" title="code/modules/mod/mod_control.dm"></a></h1><table class="summary" cellspacing="0"><tr><th>/<a href="obj.html">obj</a>/<a href="obj/item.html">item</a>/mod</th><td>MODsuits, trade-off between armor and utility</td></tr></table></main><footer>paradise.dme <a href="https://github.com/ParadiseSS13/Paradise/tree/8a8a00a2a9bec485351e5f219982b7315d3504fa">8a8a00a</a> (master) — <a href="https://github.com/SpaceManiac/SpacemanDMM/blob/master/crates/dmdoc/README.md">dmdoc 1.11.0</a></footer></body></html>
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<!DOCTYPE html><html lang="en"><head><meta charset="utf-8"><base href="../../../"><link rel="stylesheet" href="dmdoc.css"><title>code/modules/mod/mod_core.dm - Space Station 13</title></head><body><header><a href="index.html">Space Station 13</a> - <a href="index.html#modules">Modules</a> - <a href="index.html#types">Types</a></header><main><h1>code/modules/mod/mod_core.dm <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mod/mod_core.dm"><img src="git.png" width="16" height="16" title="code/modules/mod/mod_core.dm"></a></h1><table class="summary" cellspacing="0"><tr><th>/<a href="obj.html">obj</a>/<a href="obj/item.html">item</a>/<a href="obj/item/mod/core.html">mod/core</a>/infinite</th><td>Admin only.</td></tr></table></main><footer>paradise.dme <a href="https://github.com/ParadiseSS13/Paradise/tree/8a8a00a2a9bec485351e5f219982b7315d3504fa">8a8a00a</a> (master) — <a href="https://github.com/SpaceManiac/SpacemanDMM/blob/master/crates/dmdoc/README.md">dmdoc 1.11.0</a></footer></body></html>
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<!DOCTYPE html><html lang="en"><head><meta charset="utf-8"><base href="../../../"><link rel="stylesheet" href="dmdoc.css"><title>code/modules/mod/mod_link.dm - Space Station 13</title></head><body><header><a href="index.html">Space Station 13</a> - <a href="index.html#modules">Modules</a> - <a href="index.html#types">Types</a></header><main><h1>code/modules/mod/mod_link.dm <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mod/mod_link.dm"><img src="git.png" width="16" height="16" title="code/modules/mod/mod_link.dm"></a></h1><table class="summary" cellspacing="0"><tr><th><a href="datum/mod_link.html">/datum/mod_link</a></th><td>A MODlink datum, used to handle unique functions that will be used in the MODlink call.</td></tr><tr><th><a href="datum/mod_link_call.html">/datum/mod_link_call</a></th><td>A MODlink call datum, used to handle the call between two MODlinks.</td></tr></table></main><footer>paradise.dme <a href="https://github.com/ParadiseSS13/Paradise/tree/8a8a00a2a9bec485351e5f219982b7315d3504fa">8a8a00a</a> (master) — <a href="https://github.com/SpaceManiac/SpacemanDMM/blob/master/crates/dmdoc/README.md">dmdoc 1.11.0</a></footer></body></html>
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<!DOCTYPE html><html lang="en"><head><meta charset="utf-8"><base href="../../../"><link rel="stylesheet" href="dmdoc.css"><title>code/modules/mod/mod_theme.dm - Space Station 13</title></head><body><header><a href="index.html">Space Station 13</a> - <a href="index.html#modules">Modules</a> - <a href="index.html#types">Types</a></header><main><h1>code/modules/mod/mod_theme.dm <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mod/mod_theme.dm"><img src="git.png" width="16" height="16" title="code/modules/mod/mod_theme.dm"></a></h1><table class="summary" cellspacing="0"><tr><th>/proc/<a href="global.html#proc/setup_mod_themes">setup_mod_themes</a></th><td>Global proc that sets up all MOD themes as singletons in a list and returns it.</td></tr><tr><th><a href="datum/mod_theme.html">/datum/mod_theme</a></th><td>MODsuit theme, instanced once and then used by MODsuits to grab various statistics.</td></tr><tr><th>/<a href="datum.html">datum</a>/<a href="datum/mod_theme.html">mod_theme</a>/standard</th><td>We don't want the civilian skin to apply to all modsuits, that causes issues.</td></tr><tr><th>/<a href="obj.html">obj</a>/<a href="obj/item.html">item</a>/mod/armor/mod_theme_responsory</th><td>This has no slowdown active, and no variation between levels. I am ASSUMING this will be gamma only.</td></tr><tr><th>/<a href="obj.html">obj</a>/<a href="obj/item.html">item</a>/mod/armor/mod_theme_administrative</th><td>considering this should not be used, it's getting just DS armor, not infinity in everything.</td></tr></table></main><footer>paradise.dme <a href="https://github.com/ParadiseSS13/Paradise/tree/8a8a00a2a9bec485351e5f219982b7315d3504fa">8a8a00a</a> (master) — <a href="https://github.com/SpaceManiac/SpacemanDMM/blob/master/crates/dmdoc/README.md">dmdoc 1.11.0</a></footer></body></html>
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<!DOCTYPE html><html lang="en"><head><meta charset="utf-8"><base href="../../../"><link rel="stylesheet" href="dmdoc.css"><title>code/modules/mod/mod_types.dm - Space Station 13</title></head><body><header><a href="index.html">Space Station 13</a> - <a href="index.html#modules">Modules</a> - <a href="index.html#types">Types</a></header><main><h1>code/modules/mod/mod_types.dm <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mod/mod_types.dm"><img src="git.png" width="16" height="16" title="code/modules/mod/mod_types.dm"></a></h1><table class="summary" cellspacing="0"><tr><th>/<a href="obj.html">obj</a>/<a href="obj/item.html">item</a>/<a href="obj/item/mod/control.html">mod/control</a>/<a href="obj/item/mod/control/pre_equipped.html">pre_equipped</a>/mining/vendor</th><td>visit robotics.</td></tr><tr><th>/<a href="obj.html">obj</a>/<a href="obj/item.html">item</a>/<a href="obj/item/mod/control.html">mod/control</a>/<a href="obj/item/mod/control/pre_equipped.html">pre_equipped</a>/mining/asteroid</th><td>The asteroid skin, as that one looks more space worthy / older. Good for space ruins.</td></tr><tr><th>/<a href="obj.html">obj</a>/<a href="obj/item.html">item</a>/<a href="obj/item/mod/control.html">mod/control</a>/<a href="obj/item/mod/control/pre_equipped.html">pre_equipped</a>/<a href="obj/item/mod/control/pre_equipped/responsory.html">responsory</a>/inquisitory</th><td>Diffrent look, as well as magic proof. It's perfect for inqusitors. Or if you want to give your ERT a fancy look. At this time, the other ones are unused, and frankly I don't like the idea of antimagic gamma.</td></tr></table></main><footer>paradise.dme <a href="https://github.com/ParadiseSS13/Paradise/tree/8a8a00a2a9bec485351e5f219982b7315d3504fa">8a8a00a</a> (master) — <a href="https://github.com/SpaceManiac/SpacemanDMM/blob/master/crates/dmdoc/README.md">dmdoc 1.11.0</a></footer></body></html>
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<!DOCTYPE html><html lang="en"><head><meta charset="utf-8"><base href="../../../../"><link rel="stylesheet" href="dmdoc.css"><title>code/modules/mod/modules/_modules.dm - Space Station 13</title></head><body><header><a href="index.html">Space Station 13</a> - <a href="index.html#modules">Modules</a> - <a href="index.html#types">Types</a></header><main><h1>code/modules/mod/modules/_modules.dm <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mod/modules/_modules.dm"><img src="git.png" width="16" height="16" title="code/modules/mod/modules/_modules.dm"></a></h1><table class="summary" cellspacing="0"><tr><th><a href="obj/item/mod/module.html">/obj/item/mod/module</a></th><td>MOD Module - A special device installed in a MODsuit allowing the suit to do new stuff.</td></tr><tr><th><a href="obj/item/mod/module/anomaly_locked.html">/obj/item/mod/module/anomaly_locked</a></th><td>Anomaly Locked - Causes the module to not function without an anomaly.</td></tr></table></main><footer>paradise.dme <a href="https://github.com/ParadiseSS13/Paradise/tree/8a8a00a2a9bec485351e5f219982b7315d3504fa">8a8a00a</a> (master) — <a href="https://github.com/SpaceManiac/SpacemanDMM/blob/master/crates/dmdoc/README.md">dmdoc 1.11.0</a></footer></body></html>
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<!DOCTYPE html><html lang="en"><head><meta charset="utf-8"><base href="../../../../"><link rel="stylesheet" href="dmdoc.css"><title>code/modules/mod/modules/module_kinesis.dm - Space Station 13</title></head><body><header><a href="index.html">Space Station 13</a> - <a href="index.html#modules">Modules</a> - <a href="index.html#types">Types</a></header><main><h1>code/modules/mod/modules/module_kinesis.dm <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mod/modules/module_kinesis.dm"><img src="git.png" width="16" height="16" title="code/modules/mod/modules/module_kinesis.dm"></a></h1><table class="summary" cellspacing="0"><tr><th><a href="obj/item/mod/module/anomaly_locked/kinesis.html">/obj/item/mod/module/anomaly_locked/kinesis</a></th><td>Kinesis - Gives you the ability to move and launch objects.</td></tr></table></main><footer>paradise.dme <a href="https://github.com/ParadiseSS13/Paradise/tree/8a8a00a2a9bec485351e5f219982b7315d3504fa">8a8a00a</a> (master) — <a href="https://github.com/SpaceManiac/SpacemanDMM/blob/master/crates/dmdoc/README.md">dmdoc 1.11.0</a></footer></body></html>
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<!DOCTYPE html><html lang="en"><head><meta charset="utf-8"><base href="../../../../"><link rel="stylesheet" href="dmdoc.css"><title>code/modules/mod/modules/module_pathfinder.dm - Space Station 13</title></head><body><header><a href="index.html">Space Station 13</a> - <a href="index.html#modules">Modules</a> - <a href="index.html#types">Types</a></header><main><h1>code/modules/mod/modules/module_pathfinder.dm <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mod/modules/module_pathfinder.dm"><img src="git.png" width="16" height="16" title="code/modules/mod/modules/module_pathfinder.dm"></a></h1><table class="summary" cellspacing="0"><tr><th><a href="obj/item/mod/module/pathfinder.html">/obj/item/mod/module/pathfinder</a></th><td>Pathfinder - Can fly the suit from a long distance to an implant installed in someone.</td></tr></table></main><footer>paradise.dme <a href="https://github.com/ParadiseSS13/Paradise/tree/8a8a00a2a9bec485351e5f219982b7315d3504fa">8a8a00a</a> (master) — <a href="https://github.com/SpaceManiac/SpacemanDMM/blob/master/crates/dmdoc/README.md">dmdoc 1.11.0</a></footer></body></html>
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<!DOCTYPE html><html lang="en"><head><meta charset="utf-8"><base href="../../../../"><link rel="stylesheet" href="dmdoc.css"><title>code/modules/mod/modules/modules_antag.dm - Space Station 13</title></head><body><header><a href="index.html">Space Station 13</a> - <a href="index.html#modules">Modules</a> - <a href="index.html#types">Types</a></header><main><h1>code/modules/mod/modules/modules_antag.dm <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mod/modules/modules_antag.dm"><img src="git.png" width="16" height="16" title="code/modules/mod/modules/modules_antag.dm"></a></h1><table class="summary" cellspacing="0"><tr><th><a href="obj/item/mod/module/armor_booster.html">/obj/item/mod/module/armor_booster</a></th><td>Armor Booster - Grants your suit more armor and speed in exchange for EVA protection. Also acts as a welding screen.</td></tr><tr><th>/<a href="obj.html">obj</a>/<a href="obj/item.html">item</a>/<a href="obj/item/mod/module.html">mod/module</a>/insignia</th><td>Insignia - Gives you a skin specific stripe.</td></tr><tr><th>/<a href="obj.html">obj</a>/<a href="obj/item.html">item</a>/<a href="obj/item/mod/module.html">mod/module</a>/noslip</th><td>Anti Slip - Prevents you from slipping on water.</td></tr><tr><th><a href="obj/item/mod/module/power_kick.html">/obj/item/mod/module/power_kick</a></th><td>Power kick - Lets the user launch themselves at someone to kick them.</td></tr><tr><th><a href="obj/item/mod/module/plate_compression.html">/obj/item/mod/module/plate_compression</a></th><td>Plate Compression - Compresses the suit to normal size</td></tr><tr><th><a href="obj/item/mod/module/stealth.html">/obj/item/mod/module/stealth</a></th><td>Cloaking - Lowers the user's visibility, can be interrupted by being touched or attacked.</td></tr><tr><th>/<a href="obj.html">obj</a>/<a href="obj/item.html">item</a>/<a href="obj/item/mod/module.html">mod/module</a>/status_readout</th><td>Status Readout - Puts a lot of information including health, nutrition, fingerprints, temperature to the suit TGUI.</td></tr><tr><th>/<a href="obj.html">obj</a>/<a href="obj/item.html">item</a>/<a href="obj/item/mod/module.html">mod/module</a>/ert_camera</th><td>Camera Module - Puts a camera in the modsuit that the ERT commander can see</td></tr><tr><th>/<a href="obj.html">obj</a>/<a href="obj/item.html">item</a>/<a href="obj/item/mod/module.html">mod/module</a>/chameleon</th><td>Chameleon - lets the suit disguise as any item that would fit on that slot.</td></tr><tr><th><a href="obj/item/mod/module/energy_shield.html">/obj/item/mod/module/energy_shield</a></th><td>Energy Shield - Gives you a rechargeable energy shield that nullifies attacks.</td></tr><tr><th>/<a href="obj.html">obj</a>/<a href="obj/item.html">item</a>/<a href="obj/item/mod/module.html">mod/module</a>/anti_magic</th><td>Magic Nullifier - Protects you from magic.</td></tr></table></main><footer>paradise.dme <a href="https://github.com/ParadiseSS13/Paradise/tree/8a8a00a2a9bec485351e5f219982b7315d3504fa">8a8a00a</a> (master) — <a href="https://github.com/SpaceManiac/SpacemanDMM/blob/master/crates/dmdoc/README.md">dmdoc 1.11.0</a></footer></body></html>
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<!DOCTYPE html><html lang="en"><head><meta charset="utf-8"><base href="../../../../"><link rel="stylesheet" href="dmdoc.css"><title>code/modules/mod/modules/modules_engineering.dm - Space Station 13</title></head><body><header><a href="index.html">Space Station 13</a> - <a href="index.html#modules">Modules</a> - <a href="index.html#types">Types</a><a href="code/modules/mod/modules/modules_engineering.html#define">Define Details</a></header><main><h1>code/modules/mod/modules/modules_engineering.dm <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mod/modules/modules_engineering.dm"><img src="git.png" width="16" height="16" title="code/modules/mod/modules/modules_engineering.dm"></a></h1><table class="summary" cellspacing="0"><tr><th>/<a href="obj.html">obj</a>/<a href="obj/item.html">item</a>/<a href="obj/item/mod/module.html">mod/module</a>/welding</th><td>Welding Protection - Makes the helmet protect from flashes and welding.</td></tr><tr><th><a href="obj/item/mod/module/t_ray.html">/obj/item/mod/module/t_ray</a></th><td>T-Ray Scan - Scans the terrain for undertile objects.</td></tr><tr><th><a href="obj/item/mod/module/magboot.html">/obj/item/mod/module/magboot</a></th><td>Magnetic Stability - Gives the user a slowdown but makes them negate gravity and be immune to slips.</td></tr><tr><th>/<a href="obj.html">obj</a>/<a href="obj/item.html">item</a>/<a href="obj/item/mod/module.html">mod/module</a>/rad_protection</th><td>Radiation Protection - Gives the user rad info in the ui, currently</td></tr><tr><th>/<a href="obj.html">obj</a>/<a href="obj/item.html">item</a>/<a href="obj/item/mod/module.html">mod/module</a>/tether</th><td>Emergency Tether - Shoots a grappling hook projectile in 0g that throws the user towards it.</td></tr><tr><th><a href="code/modules/mod/modules/modules_engineering.html#define/EXTINGUISHER">EXTINGUISHER</a></th><td>Atmos water tank module</td></tr></table><h2 id="define">Define Details</h2><h3 id="define/EXTINGUISHER"><aside class="declaration">#define </aside>EXTINGUISHER <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mod/modules/modules_engineering.dm#L165"><img src="git.png" width="16" height="16" title="code/modules/mod/modules/modules_engineering.dm 165"></a></h3><p>Atmos water tank module</p></main><footer>paradise.dme <a href="https://github.com/ParadiseSS13/Paradise/tree/8a8a00a2a9bec485351e5f219982b7315d3504fa">8a8a00a</a> (master) — <a href="https://github.com/SpaceManiac/SpacemanDMM/blob/master/crates/dmdoc/README.md">dmdoc 1.11.0</a></footer></body></html>
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<!DOCTYPE html><html lang="en"><head><meta charset="utf-8"><base href="../../../../"><link rel="stylesheet" href="dmdoc.css"><title>code/modules/mod/modules/modules_general.dm - Space Station 13</title></head><body><header><a href="index.html">Space Station 13</a> - <a href="index.html#modules">Modules</a> - <a href="index.html#types">Types</a></header><main><h1>code/modules/mod/modules/modules_general.dm <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mod/modules/modules_general.dm"><img src="git.png" width="16" height="16" title="code/modules/mod/modules/modules_general.dm"></a></h1><table class="summary" cellspacing="0"><tr><th><a href="obj/item/mod/module/storage.html">/obj/item/mod/module/storage</a></th><td>Storage - Adds a storage component to the suit.</td></tr><tr><th><a href="obj/item/mod/module/jetpack.html">/obj/item/mod/module/jetpack</a></th><td>Ion Jetpack - Lets the user fly freely through space using battery charge.</td></tr><tr><th>/<a href="obj.html">obj</a>/<a href="obj/item.html">item</a>/<a href="obj/item/mod/module.html">mod/module</a>/emp_shield</th><td>EMP Shield - Protects the suit from EMPs.</td></tr><tr><th><a href="obj/item/mod/module/flashlight.html">/obj/item/mod/module/flashlight</a></th><td>Flashlight - Gives the suit a customizable flashlight.</td></tr><tr><th><a href="obj/item/mod/module/dispenser.html">/obj/item/mod/module/dispenser</a></th><td>Dispenser - Dispenses an item after a time passes.</td></tr><tr><th><a href="obj/item/mod/module/thermal_regulator.html">/obj/item/mod/module/thermal_regulator</a></th><td>Thermal Regulator - Regulates the wearer's core temperature.</td></tr><tr><th>/<a href="obj.html">obj</a>/<a href="obj/item.html">item</a>/<a href="obj/item/mod/module.html">mod/module</a>/plasma_stabilizer</th><td>Plasma Stabilizer - Prevents plasmamen from igniting in the suit</td></tr></table></main><footer>paradise.dme <a href="https://github.com/ParadiseSS13/Paradise/tree/8a8a00a2a9bec485351e5f219982b7315d3504fa">8a8a00a</a> (master) — <a href="https://github.com/SpaceManiac/SpacemanDMM/blob/master/crates/dmdoc/README.md">dmdoc 1.11.0</a></footer></body></html>
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<!DOCTYPE html><html lang="en"><head><meta charset="utf-8"><base href="../../../../"><link rel="stylesheet" href="dmdoc.css"><title>code/modules/mod/modules/modules_maint.dm - Space Station 13</title></head><body><header><a href="index.html">Space Station 13</a> - <a href="index.html#modules">Modules</a> - <a href="index.html#types">Types</a></header><main><h1>code/modules/mod/modules/modules_maint.dm <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mod/modules/modules_maint.dm"><img src="git.png" width="16" height="16" title="code/modules/mod/modules/modules_maint.dm"></a></h1><table class="summary" cellspacing="0"><tr><th><a href="obj/item/mod/module/springlock.html">/obj/item/mod/module/springlock</a></th><td>Springlock Mechanism - allows your modsuit to activate faster, but reagents are very dangerous.</td></tr><tr><th>/<a href="obj.html">obj</a>/<a href="obj/item.html">item</a>/<a href="obj/item/mod/module.html">mod/module</a>/balloon</th><td>Balloon Blower - Blows a balloon.</td></tr><tr><th>/<a href="obj.html">obj</a>/<a href="obj/item.html">item</a>/<a href="obj/item/mod/module.html">mod/module</a>/stamp</th><td>Stamper - Extends a stamp that can switch between accept/deny modes.</td></tr></table></main><footer>paradise.dme <a href="https://github.com/ParadiseSS13/Paradise/tree/8a8a00a2a9bec485351e5f219982b7315d3504fa">8a8a00a</a> (master) — <a href="https://github.com/SpaceManiac/SpacemanDMM/blob/master/crates/dmdoc/README.md">dmdoc 1.11.0</a></footer></body></html>
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<!DOCTYPE html><html lang="en"><head><meta charset="utf-8"><base href="../../../../"><link rel="stylesheet" href="dmdoc.css"><title>code/modules/mod/modules/modules_medical.dm - Space Station 13</title></head><body><header><a href="index.html">Space Station 13</a> - <a href="index.html#modules">Modules</a> - <a href="index.html#types">Types</a></header><main><h1>code/modules/mod/modules/modules_medical.dm <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mod/modules/modules_medical.dm"><img src="git.png" width="16" height="16" title="code/modules/mod/modules/modules_medical.dm"></a></h1><table class="summary" cellspacing="0"><tr><th>/<a href="obj.html">obj</a>/<a href="obj/item.html">item</a>/<a href="obj/item/mod/module.html">mod/module</a>/injector</th><td>Injector - Gives the suit an extendable large-capacity piercing syringe.</td></tr><tr><th>/<a href="obj.html">obj</a>/<a href="obj/item.html">item</a>/<a href="obj/item/mod/module.html">mod/module</a>/defibrillator</th><td>Defibrillator - Gives the suit an extendable pair of shock paddles.</td></tr><tr><th>/<a href="obj.html">obj</a>/<a href="obj/item.html">item</a>/<a href="obj/item/mod/module.html">mod/module</a>/analyzer</th><td>Health Analyzer - Gives the suit an extendable health analyzer, able to be upgraded</td></tr></table></main><footer>paradise.dme <a href="https://github.com/ParadiseSS13/Paradise/tree/8a8a00a2a9bec485351e5f219982b7315d3504fa">8a8a00a</a> (master) — <a href="https://github.com/SpaceManiac/SpacemanDMM/blob/master/crates/dmdoc/README.md">dmdoc 1.11.0</a></footer></body></html>
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<!DOCTYPE html><html lang="en"><head><meta charset="utf-8"><base href="../../../../"><link rel="stylesheet" href="dmdoc.css"><title>code/modules/mod/modules/modules_science.dm - Space Station 13</title></head><body><header><a href="index.html">Space Station 13</a> - <a href="index.html#modules">Modules</a> - <a href="index.html#types">Types</a></header><main><h1>code/modules/mod/modules/modules_science.dm <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mod/modules/modules_science.dm"><img src="git.png" width="16" height="16" title="code/modules/mod/modules/modules_science.dm"></a></h1><table class="summary" cellspacing="0"><tr><th>/<a href="obj.html">obj</a>/<a href="obj/item.html">item</a>/<a href="obj/item/mod/module.html">mod/module</a>/reagent_scanner</th><td>Reagent Scanner - Lets the user scan reagents.</td></tr><tr><th><a href="obj/item/mod/module/anomaly_locked/teleporter.html">/obj/item/mod/module/anomaly_locked/teleporter</a></th><td>Teleporter - Lets the user teleport to a nearby location.</td></tr></table></main><footer>paradise.dme <a href="https://github.com/ParadiseSS13/Paradise/tree/8a8a00a2a9bec485351e5f219982b7315d3504fa">8a8a00a</a> (master) — <a href="https://github.com/SpaceManiac/SpacemanDMM/blob/master/crates/dmdoc/README.md">dmdoc 1.11.0</a></footer></body></html>
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<!DOCTYPE html><html lang="en"><head><meta charset="utf-8"><base href="../../../../"><link rel="stylesheet" href="dmdoc.css"><title>code/modules/mod/modules/modules_security.dm - Space Station 13</title></head><body><header><a href="index.html">Space Station 13</a> - <a href="index.html#modules">Modules</a> - <a href="index.html#types">Types</a></header><main><h1>code/modules/mod/modules/modules_security.dm <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mod/modules/modules_security.dm"><img src="git.png" width="16" height="16" title="code/modules/mod/modules/modules_security.dm"></a></h1><table class="summary" cellspacing="0"><tr><th><a href="obj/item/mod/module/holster.html">/obj/item/mod/module/holster</a></th><td>Holster - Instantly holsters any not huge gun.</td></tr><tr><th>/<a href="obj.html">obj</a>/<a href="obj/item.html">item</a>/<a href="obj/item/mod/module.html">mod/module</a>/<a href="obj/item/mod/module/dispenser.html">dispenser</a>/mirage</th><td>Mirage grenade dispenser - Dispenses grenades that copy the user's appearance.</td></tr><tr><th>/<a href="mob.html">mob</a>/<a href="mob/living.html">living</a>/<a href="mob/living/simple_animal.html">simple_animal</a>/<a href="mob/living/simple_animal/hostile.html">hostile</a>/illusion/mirage</th><td>It's just standing there, menacingly</td></tr><tr><th>/<a href="obj.html">obj</a>/<a href="obj/item.html">item</a>/<a href="obj/item/mod/module.html">mod/module</a>/active_sonar</th><td>Active Sonar - Displays a hud circle on the turf of any living creatures in the given radius</td></tr><tr><th><a href="obj/item/mod/module/anomaly_locked/firewall.html">/obj/item/mod/module/anomaly_locked/firewall</a></th><td>Firewall. Deployable dropwall that lights projectiles on fire.</td></tr><tr><th>/<a href="obj.html">obj</a>/<a href="obj/item.html">item</a>/<a href="obj/item/mod/module.html">mod/module</a>/<a href="obj/item/mod/module/anomaly_locked.html">anomaly_locked</a>/vortex_shotgun</th><td>Vortex arm mounted shotgun. Fucks up reality in front of it, very power draining. Compeating with the vortex arm and stealth armor after all</td></tr><tr><th><a href="obj/item/mod/module/anomaly_locked/cryogrenade.html">/obj/item/mod/module/anomaly_locked/cryogrenade</a></th><td>Cryogrenade. Freezes foes in place, cools them</td></tr><tr><th>/<a href="obj.html">obj</a>/<a href="obj/item.html">item</a>/<a href="obj/item/mod/module.html">mod/module</a>/<a href="obj/item/mod/module/dispenser.html">dispenser</a>/smoke</th><td>Smoke Grenade Module, its tacticool.</td></tr></table></main><footer>paradise.dme <a href="https://github.com/ParadiseSS13/Paradise/tree/8a8a00a2a9bec485351e5f219982b7315d3504fa">8a8a00a</a> (master) — <a href="https://github.com/SpaceManiac/SpacemanDMM/blob/master/crates/dmdoc/README.md">dmdoc 1.11.0</a></footer></body></html>
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<!DOCTYPE html><html lang="en"><head><meta charset="utf-8"><base href="../../../../"><link rel="stylesheet" href="dmdoc.css"><title>code/modules/mod/modules/modules_service.dm - Space Station 13</title></head><body><header><a href="index.html">Space Station 13</a> - <a href="index.html#modules">Modules</a> - <a href="index.html#types">Types</a></header><main><h1>code/modules/mod/modules/modules_service.dm <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mod/modules/modules_service.dm"><img src="git.png" width="16" height="16" title="code/modules/mod/modules/modules_service.dm"></a></h1><table class="summary" cellspacing="0"><tr><th>/<a href="obj.html">obj</a>/<a href="obj/item.html">item</a>/<a href="obj/item/mod/module.html">mod/module</a>/bikehorn</th><td>Bike Horn - Plays a bike horn sound.</td></tr></table></main><footer>paradise.dme <a href="https://github.com/ParadiseSS13/Paradise/tree/8a8a00a2a9bec485351e5f219982b7315d3504fa">8a8a00a</a> (master) — <a href="https://github.com/SpaceManiac/SpacemanDMM/blob/master/crates/dmdoc/README.md">dmdoc 1.11.0</a></footer></body></html>
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<!DOCTYPE html><html lang="en"><head><meta charset="utf-8"><base href="../../../../"><link rel="stylesheet" href="dmdoc.css"><title>code/modules/mod/modules/modules_supply.dm - Space Station 13</title></head><body><header><a href="index.html">Space Station 13</a> - <a href="index.html#modules">Modules</a> - <a href="index.html#types">Types</a></header><main><h1>code/modules/mod/modules/modules_supply.dm <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mod/modules/modules_supply.dm"><img src="git.png" width="16" height="16" title="code/modules/mod/modules/modules_supply.dm"></a></h1><table class="summary" cellspacing="0"><tr><th>/<a href="obj.html">obj</a>/<a href="obj/item.html">item</a>/<a href="obj/item/mod/module.html">mod/module</a>/gps</th><td>Internal GPS - Extends a GPS you can use.</td></tr><tr><th><a href="obj/item/mod/module/clamp.html">/obj/item/mod/module/clamp</a></th><td>Hydraulic Clamp - Lets you pick up and drop crates.</td></tr><tr><th>/<a href="obj.html">obj</a>/<a href="obj/item.html">item</a>/<a href="obj/item/mod/module.html">mod/module</a>/drill</th><td>Drill - Lets you dig through rock and basalt.</td></tr><tr><th>/<a href="obj.html">obj</a>/<a href="obj/item.html">item</a>/<a href="obj/item/mod/module.html">mod/module</a>/orebag</th><td>Ore Bag - Lets you pick up ores and drop them from the suit.</td></tr></table></main><footer>paradise.dme <a href="https://github.com/ParadiseSS13/Paradise/tree/8a8a00a2a9bec485351e5f219982b7315d3504fa">8a8a00a</a> (master) — <a href="https://github.com/SpaceManiac/SpacemanDMM/blob/master/crates/dmdoc/README.md">dmdoc 1.11.0</a></footer></body></html>
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<!DOCTYPE html><html lang="en"><head><meta charset="utf-8"><base href="../../../../"><link rel="stylesheet" href="dmdoc.css"><title>code/modules/mod/modules/modules_visor.dm - Space Station 13</title></head><body><header><a href="index.html">Space Station 13</a> - <a href="index.html#modules">Modules</a> - <a href="index.html#types">Types</a></header><main><h1>code/modules/mod/modules/modules_visor.dm <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mod/modules/modules_visor.dm"><img src="git.png" width="16" height="16" title="code/modules/mod/modules/modules_visor.dm"></a></h1><table class="summary" cellspacing="0"><tr><th><a href="obj/item/mod/module/visor.html">/obj/item/mod/module/visor</a></th><td>Base Visor - Adds a specific HUD and traits to you.</td></tr></table></main><footer>paradise.dme <a href="https://github.com/ParadiseSS13/Paradise/tree/8a8a00a2a9bec485351e5f219982b7315d3504fa">8a8a00a</a> (master) — <a href="https://github.com/SpaceManiac/SpacemanDMM/blob/master/crates/dmdoc/README.md">dmdoc 1.11.0</a></footer></body></html>