diff --git a/code/__DEFINES/achievements.dm b/code/__DEFINES/achievements.dm
index 20c68c015b..0cbba32b96 100644
--- a/code/__DEFINES/achievements.dm
+++ b/code/__DEFINES/achievements.dm
@@ -35,6 +35,7 @@
#define MEDAL_HOT_DAMN "Hot Damn!"
#define MEDAL_CAYENNE_DISK "Very Important Piscis"
#define MEDAL_TRAM_SURFER "Tram Surfer"
+#define MEDAL_SPRINGLOCK "The Man Inside the Modsuit"
//Skill medal hub IDs
#define MEDAL_LEGENDARY_MINER "Legendary Miner"
diff --git a/code/__DEFINES/dcs/signals.dm b/code/__DEFINES/dcs/signals.dm
index 2b9fa902e9..cd2c735e09 100644
--- a/code/__DEFINES/dcs/signals.dm
+++ b/code/__DEFINES/dcs/signals.dm
@@ -474,6 +474,8 @@
#define COMSIG_ITEM_AFTERATTACK "item_afterattack" //from base of obj/item/afterattack(): (atom/target, mob/user, params)
#define COMSIG_ITEM_ALT_AFTERATTACK "item_alt_afterattack" //from base of obj/item/altafterattack(): (atom/target, mob/user, proximity, params)
#define COMSIG_ITEM_EQUIPPED "item_equip" //from base of obj/item/equipped(): (/mob/equipper, slot)
+/// A mob has just unequipped an item.
+#define COMSIG_MOB_UNEQUIPPED_ITEM "mob_unequipped_item"
// Do not grant actions on equip.
#define COMPONENT_NO_GRANT_ACTIONS 1
#define COMSIG_ITEM_DROPPED "item_drop" //from base of obj/item/dropped(): (mob/user)
diff --git a/code/__DEFINES/dcs/signals/signals_atom/signals_atom_movable.dm b/code/__DEFINES/dcs/signals/signals_atom/signals_atom_movable.dm
new file mode 100644
index 0000000000..be1e9b31c8
--- /dev/null
+++ b/code/__DEFINES/dcs/signals/signals_atom/signals_atom_movable.dm
@@ -0,0 +1,3 @@
+/// from base of atom/movable/Process_Spacemove(): (movement_dir)
+#define COMSIG_MOVABLE_SPACEMOVE "spacemove"
+ #define COMSIG_MOVABLE_STOP_SPACEMOVE (1<<0)
diff --git a/code/__DEFINES/dcs/signals/signals_medical.dm b/code/__DEFINES/dcs/signals/signals_medical.dm
new file mode 100644
index 0000000000..801eb6b41b
--- /dev/null
+++ b/code/__DEFINES/dcs/signals/signals_medical.dm
@@ -0,0 +1,14 @@
+/// From /datum/surgery/New(): (datum/surgery/surgery, surgery_location (body zone), obj/item/bodypart/targeted_limb)
+#define COMSIG_MOB_SURGERY_STARTED "mob_surgery_started"
+
+/// From /datum/surgery_step/success(): (datum/surgery_step/step, mob/living/target, target_zone, obj/item/tool, datum/surgery/surgery, default_display_results)
+#define COMSIG_MOB_SURGERY_STEP_SUCCESS "mob_surgery_step_success"
+
+/// From /obj/item/shockpaddles/proc/do_success(): (obj/item/shockpaddles/source)
+#define COMSIG_DEFIBRILLATOR_SUCCESS "defib_success"
+ #define COMPONENT_DEFIB_STOP (1<<0)
+
+/// From /datum/surgery/can_start(): (mob/source, datum/surgery/surgery, mob/living/patient)
+#define COMSIG_SURGERY_STARTING "surgery_starting"
+ #define COMPONENT_CANCEL_SURGERY (1<<0)
+ #define COMPONENT_FORCE_SURGERY (1<<1)
diff --git a/code/__DEFINES/dcs/signals/signals_mod.dm b/code/__DEFINES/dcs/signals/signals_mod.dm
new file mode 100644
index 0000000000..2533b69852
--- /dev/null
+++ b/code/__DEFINES/dcs/signals/signals_mod.dm
@@ -0,0 +1,35 @@
+//MODsuit signals
+/// Called when a module is selected to be the active one from on_select(obj/item/mod/module/module)
+#define COMSIG_MOD_MODULE_SELECTED "mod_module_selected"
+/// Called when a MOD deploys one or more of its parts.
+#define COMSIG_MOD_DEPLOYED "mod_deployed"
+/// Called when a MOD retracts one or more of its parts.
+#define COMSIG_MOD_RETRACTED "mod_retracted"
+/// Called when a MOD is finished toggling itself.
+#define COMSIG_MOD_TOGGLED "mod_toggled"
+/// Called when a MOD activation is called from toggle_activate(mob/user)
+#define COMSIG_MOD_ACTIVATE "mod_activate"
+ /// Cancels the suit's activation
+ #define MOD_CANCEL_ACTIVATE (1 << 0)
+/// Called when a MOD finishes having a module removed from it.
+#define COMSIG_MOD_MODULE_REMOVED "mod_module_removed"
+/// Called when a MOD finishes having a module added to it.
+#define COMSIG_MOD_MODULE_ADDED "mod_module_added"
+/// Called when a MOD is having modules removed from crowbar_act(mob/user, obj/crowbar)
+#define COMSIG_MOD_MODULE_REMOVAL "mod_module_removal"
+ /// Cancels the removal of modules
+ #define MOD_CANCEL_REMOVAL (1 << 0)
+/// Called when a module attempts to activate, however it does. At the end of checks so you can add some yourself, or work on trigger behavior (mob/user)
+#define COMSIG_MODULE_TRIGGERED "mod_module_triggered"
+ /// Cancels activation, with no message. Include feedback on your cancel.
+ #define MOD_ABORT_USE (1<<0)
+/// Called when a module activates, after all checks have passed and cooldown started.
+#define COMSIG_MODULE_ACTIVATED "mod_module_activated"
+/// Called when a module deactivates, after all checks have passed.
+#define COMSIG_MODULE_DEACTIVATED "mod_module_deactivated"
+/// Called when a module is used, after all checks have passed and cooldown started.
+#define COMSIG_MODULE_USED "mod_module_used"
+/// Called when the MODsuit wearer is set.
+#define COMSIG_MOD_WEARER_SET "mod_wearer_set"
+/// Called when the MODsuit wearer is unset.
+#define COMSIG_MOD_WEARER_UNSET "mod_wearer_unset"
diff --git a/code/__DEFINES/dcs/signals/signals_reagent.dm b/code/__DEFINES/dcs/signals/signals_reagent.dm
new file mode 100644
index 0000000000..848458f91c
--- /dev/null
+++ b/code/__DEFINES/dcs/signals/signals_reagent.dm
@@ -0,0 +1,2 @@
+///Sent by /datum/reagents/proc/reaction, used for /obj/item/mod/module/springlock
+#define COMSIG_ATOM_EXPOSE_REAGENTS "atom_expose_reagents"
diff --git a/code/__DEFINES/mod.dm b/code/__DEFINES/mod.dm
new file mode 100644
index 0000000000..0e380f9e95
--- /dev/null
+++ b/code/__DEFINES/mod.dm
@@ -0,0 +1,40 @@
+/// Default value for the max_complexity var on MODsuits
+#define DEFAULT_MAX_COMPLEXITY 15
+
+/// Default cell drain per process on MODsuits
+#define DEFAULT_CHARGE_DRAIN 5
+
+/// Default time for a part to seal
+#define MOD_ACTIVATION_STEP_TIME (2 SECONDS)
+
+/// Passive module, just acts when put in naturally.
+#define MODULE_PASSIVE 0
+/// Usable module, does something when you press a button.
+#define MODULE_USABLE 1
+/// Toggle module, you turn it on/off and it does stuff.
+#define MODULE_TOGGLE 2
+/// Actively usable module, you may only have one selected at a time.
+#define MODULE_ACTIVE 3
+
+//Defines used by the theme for clothing flags and similar
+#define CONTROL_LAYER "control_layer"
+#define HELMET_FLAGS "helmet_flags"
+#define CHESTPLATE_FLAGS "chestplate_flags"
+#define GAUNTLETS_FLAGS "gauntlets_flags"
+#define BOOTS_FLAGS "boots_flags"
+
+#define UNSEALED_LAYER "unsealed_layer"
+#define UNSEALED_CLOTHING "unsealed_clothing"
+#define SEALED_CLOTHING "sealed_clothing"
+#define UNSEALED_INVISIBILITY "unsealed_invisibility"
+#define SEALED_INVISIBILITY "sealed_invisibility"
+#define UNSEALED_COVER "unsealed_cover"
+#define SEALED_COVER "sealed_cover"
+#define CAN_OVERSLOT "can_overslot"
+
+//Defines used to override MOD clothing's icon and worn icon files in the skin.
+#define MOD_ICON_OVERRIDE "mod_icon_override"
+#define MOD_WORN_ICON_OVERRIDE "mod_worn_icon_override"
+
+/// Global list of all /datum/mod_theme
+GLOBAL_LIST_INIT(mod_themes, setup_mod_themes())
diff --git a/code/__DEFINES/traits.dm b/code/__DEFINES/traits.dm
index 920a93a906..dbacbcbda5 100644
--- a/code/__DEFINES/traits.dm
+++ b/code/__DEFINES/traits.dm
@@ -158,6 +158,18 @@
#define TRAIT_CALCIUM_HEALER "calcium_healer"
#define TRAIT_MAGIC_CHOKE "magic_choke"
#define TRAIT_CAPTAIN_METABOLISM "captain-metabolism"
+/// Like antimagic, but doesn't block the user from casting
+#define TRAIT_ANTIMAGIC_NO_SELFBLOCK "anti_magic_no_selfblock"
+/// Gives us turf, mob and object vision through walls
+#define TRAIT_XRAY_VISION "xray_vision"
+/// Gives us mob vision through walls and slight night vision
+#define TRAIT_THERMAL_VISION "thermal_vision"
+/// Gives us turf vision through walls and slight night vision
+#define TRAIT_MESON_VISION "meson_vision"
+/// Gives us Night vision
+#define TRAIT_TRUE_NIGHT_VISION "true_night_vision"
+/// Lets us scan reagents
+#define TRAIT_REAGENT_SCANNER "reagent_scanner"
#define TRAIT_ABDUCTOR_TRAINING "abductor-training"
#define TRAIT_ABDUCTOR_SCIENTIST_TRAINING "abductor-scientist-training"
#define TRAIT_SURGEON "surgeon"
@@ -213,8 +225,6 @@
#define TRAIT_AUTO_CATCH_ITEM "auto_catch_item"
#define TRAIT_CLOWN_MENTALITY "clown_mentality" // The future is now, clownman.
#define TRAIT_FREESPRINT "free_sprinting"
-#define TRAIT_XRAY_VISION "xray_vision"
-#define TRAIT_THERMAL_VISION "thermal_vision"
#define TRAIT_NO_TELEPORT "no-teleport" //you just can't
#define TRAIT_NO_INTERNALS "no-internals"
#define TRAIT_TOXIC_ALCOHOL "alcohol_intolerance"
@@ -387,3 +397,5 @@
#define STATION_TRAIT_FILLED_MAINT "station_trait_filled_maint"
#define STATION_TRAIT_EMPTY_MAINT "station_trait_empty_maint"
#define STATION_TRAIT_PDA_GLITCHED "station_trait_pda_glitched"
+/// Trait applied by MODsuits.
+#define MOD_TRAIT "mod"
diff --git a/code/_globalvars/lists/maintenance_loot.dm b/code/_globalvars/lists/maintenance_loot.dm
index cec25c0047..d02ebb659e 100644
--- a/code/_globalvars/lists/maintenance_loot.dm
+++ b/code/_globalvars/lists/maintenance_loot.dm
@@ -53,6 +53,8 @@ GLOBAL_LIST_INIT(maintenance_loot, list(
/obj/item/airlock_painter/decal/tile = 1,
/obj/item/stack/cable_coil/random = 4,
/obj/item/stack/cable_coil/random/five = 6,
+ /obj/item/mod/construction/broken_core = 5,
+ /obj/item/mod/module/springlock = 1,
/obj/item/stack/medical/suture = 1,
/obj/item/stack/rods/ten = 9,
/obj/item/stack/rods/twentyfive = 1,
diff --git a/code/_onclick/hud/radial.dm b/code/_onclick/hud/radial.dm
index 935379b721..b438afaec8 100644
--- a/code/_onclick/hud/radial.dm
+++ b/code/_onclick/hud/radial.dm
@@ -91,6 +91,8 @@ GLOBAL_LIST_EMPTY(radial_menus)
else
py_shift = 32
restrict_to_dir(NORTH) //I was going to parse screen loc here but that's more effort than it's worth.
+ else if(hudfix_method && AM.loc)
+ anchor = get_atom_on_turf(anchor)
//Sets defaults
//These assume 45 deg min_angle
diff --git a/code/datums/achievements/misc_achievements.dm b/code/datums/achievements/misc_achievements.dm
index 5ad337445b..ace74c13a8 100644
--- a/code/datums/achievements/misc_achievements.dm
+++ b/code/datums/achievements/misc_achievements.dm
@@ -171,3 +171,9 @@
desc = "Lights out, guerilla radio!"
database_id = MEDAL_TRAM_SURFER
icon = "tram_surfer"
+
+/datum/award/achievement/misc/springlock
+ name = "The Man Inside the MODsuit"
+ desc = "Ignore the warning label on a springlock MODsuit."
+ database_id = MEDAL_SPRINGLOCK
+ icon = "springlock"
diff --git a/code/datums/components/crafting/recipes/recipes_misc.dm b/code/datums/components/crafting/recipes/recipes_misc.dm
index ad37f770ed..fd72964505 100644
--- a/code/datums/components/crafting/recipes/recipes_misc.dm
+++ b/code/datums/components/crafting/recipes/recipes_misc.dm
@@ -554,6 +554,19 @@
subcategory = CAT_MISCELLANEOUS
category = CAT_MISCELLANEOUS
+/datum/crafting_recipe/mod_core
+ name = "MOD core"
+ result = /obj/item/mod/construction/core
+ tools = list(TOOL_SCREWDRIVER)
+ time = 10 SECONDS
+ reqs = list(/obj/item/stack/cable_coil = 5,
+ /obj/item/stack/rods = 2,
+ /obj/item/stack/sheet/glass = 1,
+ /obj/item/organ/heart = 1
+ )
+ subcategory = CAT_MISCELLANEOUS
+ category = CAT_MISCELLANEOUS
+
//////////////
//Banners/////
//////////////
diff --git a/code/datums/wires/mod.dm b/code/datums/wires/mod.dm
new file mode 100644
index 0000000000..b5805557ea
--- /dev/null
+++ b/code/datums/wires/mod.dm
@@ -0,0 +1,57 @@
+/datum/wires/mod
+ holder_type = /obj/item/mod/control
+ proper_name = "MOD control unit"
+
+/datum/wires/mod/New(atom/holder)
+ wires = list(WIRE_HACK, WIRE_DISABLE, WIRE_SHOCK, WIRE_INTERFACE)
+ add_duds(2)
+ ..()
+
+/datum/wires/mod/interactable(mob/user)
+ if(!..())
+ return FALSE
+ var/obj/item/mod/control/mod = holder
+ return mod.open
+
+/datum/wires/mod/get_status()
+ var/obj/item/mod/control/mod = holder
+ var/list/status = list()
+ status += "The orange light is [mod.seconds_electrified ? "on" : "off"]."
+ status += "The red light is [mod.malfunctioning ? "off" : "blinking"]."
+ status += "The green light is [mod.locked ? "on" : "off"]."
+ status += "The yellow light is [mod.interface_break ? "off" : "on"]."
+ return status
+
+/datum/wires/mod/on_pulse(wire)
+ var/obj/item/mod/control/mod = holder
+ switch(wire)
+ if(WIRE_HACK)
+ mod.locked = !mod.locked
+ if(WIRE_DISABLE)
+ mod.malfunctioning = TRUE
+ if(WIRE_SHOCK)
+ mod.seconds_electrified = MACHINE_DEFAULT_ELECTRIFY_TIME
+ if(WIRE_INTERFACE)
+ mod.interface_break = !mod.interface_break
+
+/datum/wires/mod/on_cut(wire, mend)
+ var/obj/item/mod/control/mod = holder
+ switch(wire)
+ if(WIRE_HACK)
+ if(!mend)
+ mod.req_access = list()
+ if(WIRE_DISABLE)
+ mod.malfunctioning = !mend
+ if(WIRE_SHOCK)
+ if(mend)
+ mod.seconds_electrified = MACHINE_NOT_ELECTRIFIED
+ else
+ mod.seconds_electrified = MACHINE_ELECTRIFIED_PERMANENT
+ if(WIRE_INTERFACE)
+ mod.interface_break = !mend
+
+/datum/wires/mod/ui_act(action, params)
+ var/obj/item/mod/control/mod = holder
+ if(!issilicon(usr) && mod.seconds_electrified && mod.shock(usr))
+ return FALSE
+ return ..()
diff --git a/code/game/machinery/rechargestation.dm b/code/game/machinery/rechargestation.dm
index 11ae19f7fa..1bd795e4f1 100644
--- a/code/game/machinery/rechargestation.dm
+++ b/code/game/machinery/rechargestation.dm
@@ -1,6 +1,6 @@
/obj/machinery/recharge_station
- name = "cyborg recharging station"
- desc = "This device recharges cyborgs and resupplies them with materials."
+ name = "recharging station"
+ desc = "This device recharges energy dependent lifeforms, like cyborgs, ethereals and MODsuit users."
icon = 'icons/obj/objects.dmi'
icon_state = "borgcharger0"
density = FALSE
@@ -10,7 +10,7 @@
req_access = list(ACCESS_ROBOTICS)
state_open = TRUE
circuit = /obj/item/circuitboard/machine/cyborgrecharger
- occupant_typecache = list(/mob/living/silicon/robot)
+ occupant_typecache = list(/mob/living/silicon/robot, /mob/living/carbon/human)
var/recharge_speed
var/repairs
diff --git a/code/game/machinery/suit_storage_unit.dm b/code/game/machinery/suit_storage_unit.dm
index 74a05a1e7b..ca57e8457a 100644
--- a/code/game/machinery/suit_storage_unit.dm
+++ b/code/game/machinery/suit_storage_unit.dm
@@ -10,11 +10,15 @@
var/obj/item/clothing/suit/space/suit = null
var/obj/item/clothing/head/helmet/space/helmet = null
var/obj/item/clothing/mask/mask = null
+ var/obj/item/mod/control/mod = null
var/obj/item/storage = null
var/suit_type = null
var/helmet_type = null
var/mask_type = null
+ /// What type of MOD the unit starts with when spawned.
+ var/mod_type = null
+ /// What type of additional item the unit starts with when spawned.
var/storage_type = null
state_open = FALSE
@@ -27,6 +31,8 @@
var/uv_cycles = 6
var/message_cooldown
var/breakout_time = 300
+ /// How fast it charges cells in a suit
+ var/charge_rate = 250
/obj/machinery/suit_storage_unit/standard_unit
suit_type = /obj/item/clothing/suit/space/eva
@@ -38,21 +44,50 @@
mask_type = /obj/item/clothing/mask/gas/sechailer
storage_type = /obj/item/tank/jetpack/oxygen/captain
+/obj/machinery/suit_storage_unit/captainmod
+ mask_type = /obj/item/clothing/mask/gas/sechailer
+ storage_type = /obj/item/tank/jetpack/oxygen/captain
+ mod_type = /obj/item/mod/control/pre_equipped/magnate
+
/obj/machinery/suit_storage_unit/engine
suit_type = /obj/item/clothing/suit/space/hardsuit/engine
mask_type = /obj/item/clothing/mask/breath
storage_type= /obj/item/clothing/shoes/magboots
+/obj/machinery/suit_storage_unit/enginemod
+ mask_type = /obj/item/clothing/mask/breath
+ mod_type = /obj/item/mod/control/pre_equipped/engineering
+
+/obj/machinery/suit_storage_unit/atmos
+ suit_type = /obj/item/clothing/suit/space/hardsuit/engine/atmos
+ mask_type = /obj/item/clothing/mask/breath
+ storage_type = /obj/item/watertank/atmos
+
+/obj/machinery/suit_storage_unit/atmosmod
+ mask_type = /obj/item/clothing/mask/breath
+ storage_type = /obj/item/watertank/atmos
+ mod_type = /obj/item/mod/control/pre_equipped/atmospheric
+
/obj/machinery/suit_storage_unit/ce
suit_type = /obj/item/clothing/suit/space/hardsuit/engine/elite
mask_type = /obj/item/clothing/mask/breath
storage_type= /obj/item/clothing/shoes/magboots/advance
+/obj/machinery/suit_storage_unit/cemod
+ mask_type = /obj/item/clothing/mask/breath
+ storage_type = /obj/item/clothing/shoes/magboots/advance
+ mod_type = /obj/item/mod/control/pre_equipped/advanced
+
/obj/machinery/suit_storage_unit/security
suit_type = /obj/item/clothing/suit/space/hardsuit/security
mask_type = /obj/item/clothing/mask/gas/sechailer
storage_type = /obj/item/tank/jetpack/oxygen/security
+/obj/machinery/suit_storage_unit/securitymod
+ mask_type = /obj/item/clothing/mask/gas/sechailer
+ mod_type = /obj/item/mod/control/pre_equipped/security
+
+
/obj/machinery/suit_storage_unit/hos
suit_type = /obj/item/clothing/suit/space/hardsuit/security/hos
mask_type = /obj/item/clothing/mask/gas/sechailer
@@ -63,6 +98,11 @@
mask_type = /obj/item/clothing/mask/gas
storage_type = /obj/item/watertank/atmos
+/obj/machinery/suit_storage_unit/hosmod
+ mask_type = /obj/item/clothing/mask/gas/sechailer
+ storage_type = /obj/item/tank/internals/oxygen
+ mod_type = /obj/item/mod/control/pre_equipped/safeguard
+
/obj/machinery/suit_storage_unit/mining
suit_type = /obj/item/clothing/suit/hooded/explorer/standard
mask_type = /obj/item/clothing/mask/gas/explorer
@@ -71,6 +111,16 @@
suit_type = /obj/item/clothing/suit/space/hardsuit/mining
mask_type = /obj/item/clothing/mask/breath
+/obj/machinery/suit_storage_unit/mining/evahos
+ suit_type = null
+ mask_type = /obj/item/clothing/mask/breath
+ mod_type = /obj/item/mod/control/pre_equipped/mining
+
+/obj/machinery/suit_storage_unit/medicalmod
+ mask_type = /obj/item/clothing/mask/breath/medical
+ storage_type = /obj/item/tank/internals/oxygen
+ mod_type = /obj/item/mod/control/pre_equipped/medical
+
/obj/machinery/suit_storage_unit/cmo
suit_type = /obj/item/clothing/suit/space/hardsuit/medical
mask_type = /obj/item/clothing/mask/breath
@@ -81,15 +131,29 @@
helmet_type = /obj/item/clothing/head/helmet/space/eva/paramedic
mask_type = /obj/item/clothing/mask/breath
+/obj/machinery/suit_storage_unit/cmomod
+ mask_type = /obj/item/clothing/mask/breath/medical
+ storage_type = /obj/item/tank/internals/oxygen
+ mod_type = /obj/item/mod/control/pre_equipped/rescue
+
/obj/machinery/suit_storage_unit/rd
suit_type = /obj/item/clothing/suit/space/hardsuit/rd
mask_type = /obj/item/clothing/mask/breath
+/obj/machinery/suit_storage_unit/rdmod
+ mask_type = /obj/item/clothing/mask/breath
+ mod_type = /obj/item/mod/control/pre_equipped/research
+
/obj/machinery/suit_storage_unit/syndicate
suit_type = /obj/item/clothing/suit/space/hardsuit/syndi
mask_type = /obj/item/clothing/mask/gas/syndicate
storage_type = /obj/item/tank/jetpack/oxygen/harness
+/obj/machinery/suit_storage_unit/syndicatemod
+ mask_type = /obj/item/clothing/mask/gas/syndicate
+ storage_type = /obj/item/tank/jetpack/oxygen/harness
+ mod_type = /obj/item/mod/control/pre_equipped/nuclear
+
/obj/machinery/suit_storage_unit/ert/command
suit_type = /obj/item/clothing/suit/space/hardsuit/ert
mask_type = /obj/item/clothing/mask/breath
@@ -129,6 +193,8 @@
helmet = new helmet_type(src)
if(mask_type)
mask = new mask_type(src)
+ if(mod_type)
+ mod = new mod_type(src)
if(storage_type)
storage = new storage_type(src)
update_icon()
@@ -137,6 +203,7 @@
QDEL_NULL(suit)
QDEL_NULL(helmet)
QDEL_NULL(mask)
+ QDEL_NULL(mod)
QDEL_NULL(storage)
return ..()
@@ -154,7 +221,7 @@
. += "broken"
else
. += "open"
- if(suit)
+ if(suit || mod)
. += "suit"
if(helmet)
. += "helm"
@@ -175,6 +242,7 @@
helmet = null
suit = null
mask = null
+ mod = null
storage = null
occupant = null
@@ -241,6 +309,8 @@
qdel(suit) // Delete everything but the occupant.
mask = null
qdel(mask)
+ mod = null
+ qdel(mod)
storage = null
qdel(storage)
// The wires get damaged too.
@@ -262,6 +332,9 @@
if(mask)
things_to_clear += mask
things_to_clear += mask.GetAllContents()
+ if(mod)
+ things_to_clear += mod
+ things_to_clear += mod.GetAllContents()
if(storage)
things_to_clear += storage
things_to_clear += storage.GetAllContents()
@@ -279,6 +352,20 @@
if(occupant)
dump_contents()
+/obj/machinery/suit_storage_unit/process(delta_time)
+ var/obj/item/stock_parts/cell/cell
+ if(mod)
+ if(!istype(mod))
+ return
+ if(!mod.cell)
+ return
+ cell = mod.cell
+ else
+ return
+
+ use_power(charge_rate * delta_time)
+ cell.give(charge_rate * delta_time)
+
/obj/machinery/suit_storage_unit/proc/shock(mob/user, prb)
if(!prob(prb))
var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
@@ -353,6 +440,13 @@
if(!user.transferItemToLoc(I, src))
return
mask = I
+ else if(istype(I, /obj/item/mod/control))
+ if(mod)
+ to_chat(user, span_warning("The unit already contains a MOD!"))
+ return
+ if(!user.transferItemToLoc(I, src))
+ return
+ mod = I
else
if(storage)
to_chat(user, "The auxiliary storage compartment is full!")
@@ -405,6 +499,10 @@
data["mask"] = mask.name
else
data["mask"] = null
+ if(mod)
+ data["mod"] = mod.name
+ else
+ data["mod"] = null
if(storage)
data["storage"] = storage.name
else
@@ -435,7 +533,7 @@
if("uv")
if(occupant && safeties)
return
- else if(!helmet && !mask && !suit && !storage && !occupant)
+ else if(!helmet && !mask && !mod && !suit && !storage && !occupant)
return
else
if(occupant)
@@ -447,7 +545,7 @@
if(!state_open)
return
- var/static/list/valid_items = list("helmet", "suit", "mask", "storage")
+ var/static/list/valid_items = list("helmet", "suit", "mask", "mod", "storage")
var/item_name = params["item"]
if(item_name in valid_items)
var/obj/item/I = vars[item_name]
diff --git a/code/game/objects/items.dm b/code/game/objects/items.dm
index 0dcc23f3aa..7a953089a5 100644
--- a/code/game/objects/items.dm
+++ b/code/game/objects/items.dm
@@ -399,7 +399,7 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
if(throwing)
throwing.finalize(FALSE)
if(loc == user)
- if(!allow_attack_hand_drop(user) || !user.temporarilyRemoveItemFromInventory(src))
+ if(!allow_attack_hand_drop(user) || !user.temporarilyRemoveItemFromInventory(I = src))
return
. = FALSE
@@ -428,7 +428,7 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
if(throwing)
throwing.finalize(FALSE)
if(loc == user)
- if(!user.temporarilyRemoveItemFromInventory(src))
+ if(!allow_attack_hand_drop(user) || !user.temporarilyRemoveItemFromInventory(src))
return
pickup(user)
@@ -1271,3 +1271,7 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
/obj/item/proc/update_action_buttons(status_only = FALSE, force = FALSE)
for(var/datum/action/current_action as anything in actions)
current_action.UpdateButtonIcon(status_only, force)
+
+/// Special stuff you want to do when an outfit equips this item.
+/obj/item/proc/on_outfit_equip(mob/living/carbon/human/outfit_wearer, visuals_only, item_slot)
+ return
diff --git a/code/game/objects/items/defib.dm b/code/game/objects/items/defib.dm
index f680d0034b..aea961860d 100644
--- a/code/game/objects/items/defib.dm
+++ b/code/game/objects/items/defib.dm
@@ -461,6 +461,8 @@
cooldown = TRUE
busy = FALSE
update_icon()
+ if(SEND_SIGNAL(src, COMSIG_DEFIBRILLATOR_SUCCESS) & COMPONENT_DEFIB_STOP)
+ return
if(req_defib)
defib.cooldowncheck(user)
else
@@ -514,6 +516,8 @@
cooldown = TRUE
busy = FALSE
update_icon()
+ if(SEND_SIGNAL(src, COMSIG_DEFIBRILLATOR_SUCCESS) & COMPONENT_DEFIB_STOP)
+ return
if(!req_defib)
recharge(60)
if(req_defib && (defib.cooldowncheck(user)))
@@ -632,6 +636,8 @@
defib.deductcharge(revivecost)
cooldown = 1
update_icon()
+ if(SEND_SIGNAL(src, COMSIG_DEFIBRILLATOR_SUCCESS) & COMPONENT_DEFIB_STOP)
+ return
if(req_defib)
defib.cooldowncheck(user)
else
diff --git a/code/game/objects/items/tanks/jetpack.dm b/code/game/objects/items/tanks/jetpack.dm
index dfd53b3a0d..642dc79076 100644
--- a/code/game/objects/items/tanks/jetpack.dm
+++ b/code/game/objects/items/tanks/jetpack.dm
@@ -23,6 +23,21 @@
QDEL_NULL(ion_trail)
return ..()
+/obj/item/tank/jetpack/item_action_slot_check(slot)
+ if(slot == ITEM_SLOT_BACK)
+ return TRUE
+
+/obj/item/tank/jetpack/equipped(mob/user, slot, initial)
+ . = ..()
+ if(on && slot != ITEM_SLOT_BACK)
+ turn_off(user)
+
+/obj/item/tank/jetpack/dropped(mob/user, silent)
+ . = ..()
+ if(on)
+ turn_off(user)
+
+
/obj/item/tank/jetpack/populate_gas()
if(gas_type)
air_contents.set_moles(gas_type, ((6 * ONE_ATMOSPHERE) * volume / (R_IDEAL_GAS_EQUATION * T20C)))
@@ -57,6 +72,7 @@
icon_state = "[initial(icon_state)]-on"
ion_trail.start()
RegisterSignal(user, COMSIG_MOVABLE_MOVED, .proc/move_react)
+ RegisterSignal(user, COMSIG_MOVABLE_SPACEMOVE, .proc/spacemove_react)
if(full_speed)
user.add_movespeed_modifier(/datum/movespeed_modifier/jetpack/fullspeed)
else
@@ -94,6 +110,13 @@
else
..()
+/obj/item/tank/jetpack/proc/spacemove_react(mob/user, movement_dir)
+ SIGNAL_HANDLER
+
+ if(on && (movement_dir || stabilizers))
+ return COMSIG_MOVABLE_STOP_SPACEMOVE
+
+
/obj/item/tank/jetpack/improvised
name = "improvised jetpack"
desc = "A jetpack made from two air tanks, a fire extinguisher and some atmospherics equipment. It doesn't look like it can hold much."
@@ -239,9 +262,13 @@
return
/mob/living/carbon/get_jetpack()
- var/obj/item/tank/jetpack/J = back
- if(istype(J))
- return J
+ var/obj/item/I = back
+ if(istype(I, /obj/item/tank/jetpack))
+ return I
+ else if(istype(I, /obj/item/mod/control))
+ var/obj/item/mod/control/C = I
+ for(var/obj/item/mod/module/jetpack/J in C.modules)
+ return J
/mob/living/carbon/human/get_jetpack()
var/obj/item/tank/jetpack/J = ..()
diff --git a/code/game/objects/structures/crates_lockers/closets/secure/engineering.dm b/code/game/objects/structures/crates_lockers/closets/secure/engineering.dm
index 4b405ae64a..289599efb9 100644
--- a/code/game/objects/structures/crates_lockers/closets/secure/engineering.dm
+++ b/code/game/objects/structures/crates_lockers/closets/secure/engineering.dm
@@ -32,6 +32,8 @@
new /obj/item/clothing/head/beret/ce/white(src)
new /obj/item/storage/bag/construction(src)
new /obj/item/storage/bag/material(src)
+ new /obj/item/mod/construction/armor/advanced(src)
+ new /obj/item/mod/module/rad_protection(src)
/obj/structure/closet/secure_closet/engineering_electrical
name = "electrical supplies locker"
diff --git a/code/game/objects/structures/crates_lockers/closets/secure/medical.dm b/code/game/objects/structures/crates_lockers/closets/secure/medical.dm
index babb047c8d..234750ea43 100644
--- a/code/game/objects/structures/crates_lockers/closets/secure/medical.dm
+++ b/code/game/objects/structures/crates_lockers/closets/secure/medical.dm
@@ -64,6 +64,8 @@
new /obj/item/clothing/glasses/hud/health(src)
new /obj/item/pinpointer/crew(src)
new /obj/item/sensor_device(src)
+ new /obj/item/mod/construction/armor/rescue(src)
+ new /obj/item/mod/module/health_analyzer(src)
return
/obj/structure/closet/secure_closet/CMO
diff --git a/code/game/objects/structures/crates_lockers/closets/secure/scientist.dm b/code/game/objects/structures/crates_lockers/closets/secure/scientist.dm
index 135e0685c1..a7b0153ef0 100644
--- a/code/game/objects/structures/crates_lockers/closets/secure/scientist.dm
+++ b/code/game/objects/structures/crates_lockers/closets/secure/scientist.dm
@@ -31,4 +31,4 @@
new /obj/item/circuitboard/machine/techfab/department/science(src)
new /obj/item/storage/photo_album/RD(src)
new /obj/item/clothing/suit/hooded/wintercoat/rd(src)
-
+ new /obj/item/mod/construction/armor/research(src)
diff --git a/code/game/objects/structures/crates_lockers/closets/secure/security.dm b/code/game/objects/structures/crates_lockers/closets/secure/security.dm
index d96ad3b0d6..4a19dcdb8f 100644
--- a/code/game/objects/structures/crates_lockers/closets/secure/security.dm
+++ b/code/game/objects/structures/crates_lockers/closets/secure/security.dm
@@ -17,6 +17,8 @@
new /obj/item/gun/energy/e_gun(src)
new /obj/item/door_remote/captain(src)
new /obj/item/storage/photo_album/Captain(src)
+ new /obj/item/mod/construction/armor/magnate(src)
+ new /obj/item/mod/module/holster(src)
/obj/structure/closet/secure_closet/hop
name = "\proper head of personnel's locker"
diff --git a/code/modules/cargo/packs/science.dm b/code/modules/cargo/packs/science.dm
index 125bfe2034..96d9a97b5f 100644
--- a/code/modules/cargo/packs/science.dm
+++ b/code/modules/cargo/packs/science.dm
@@ -238,3 +238,14 @@
contains = list(/obj/item/raw_anomaly_core/pyro)
crate_name = "raw pyro anomaly"
crate_type = /obj/structure/closet/crate/secure/science
+
+/datum/supply_pack/science/mod_core
+ name = "MOD core Crate"
+ desc = "Three cores, perfect for any MODsuit construction! Naturally harvested™, of course."
+ cost = CARGO_CRATE_VALUE * 3
+ access = ACCESS_ROBOTICS
+ contains = list(/obj/item/mod/construction/core,
+ /obj/item/mod/construction/core,
+ /obj/item/mod/construction/core)
+ crate_name = "MOD core crate"
+ crate_type = /obj/structure/closet/crate/secure/science
diff --git a/code/modules/mob/inventory.dm b/code/modules/mob/inventory.dm
index 203c578c2c..51659a2904 100644
--- a/code/modules/mob/inventory.dm
+++ b/code/modules/mob/inventory.dm
@@ -337,6 +337,7 @@
on_item_dropped(I)
if(I.dropped(src) == ITEM_RELOCATED_BY_DROPPED)
return FALSE
+ SEND_SIGNAL(src, COMSIG_MOB_UNEQUIPPED_ITEM, I, force, newloc, no_move, invdrop, silent)
return TRUE
//This is a SAFE proc. Use this instead of equip_to_slot()!
diff --git a/code/modules/mob/living/carbon/carbon.dm b/code/modules/mob/living/carbon/carbon.dm
index bf68b6767d..fdf51262ac 100644
--- a/code/modules/mob/living/carbon/carbon.dm
+++ b/code/modules/mob/living/carbon/carbon.dm
@@ -28,8 +28,8 @@
if(prob(40))
if(prob(25))
audible_message("You hear something rumbling inside [src]'s stomach...", \
- "You hear something rumbling.", 4,\
- "Something is rumbling inside your stomach!")
+ "You hear something rumbling.", 4,\
+ "Something is rumbling inside your stomach!")
var/obj/item/I = user.get_active_held_item()
if(I && I.force)
var/d = rand(round(I.force / 4), I.force)
@@ -625,12 +625,21 @@
if(M.name == XRAY)
sight |= (SEE_TURFS|SEE_MOBS|SEE_OBJS)
see_in_dark = max(see_in_dark, 8)
+
+ if(HAS_TRAIT(src, TRAIT_TRUE_NIGHT_VISION))
+ lighting_alpha = min(lighting_alpha, LIGHTING_PLANE_ALPHA_MOSTLY_INVISIBLE)
+ see_in_dark = max(see_in_dark, 8)
+
+ if(HAS_TRAIT(src, TRAIT_MESON_VISION))
+ sight |= SEE_TURFS
+ lighting_alpha = min(lighting_alpha, LIGHTING_PLANE_ALPHA_MOSTLY_VISIBLE)
+
if(HAS_TRAIT(src, TRAIT_THERMAL_VISION))
- sight |= (SEE_MOBS)
+ sight |= SEE_MOBS
lighting_alpha = min(lighting_alpha, LIGHTING_PLANE_ALPHA_MOSTLY_VISIBLE)
if(HAS_TRAIT(src, TRAIT_XRAY_VISION))
- sight |= (SEE_TURFS|SEE_MOBS|SEE_OBJS)
+ sight |= SEE_TURFS|SEE_MOBS|SEE_OBJS
see_in_dark = max(see_in_dark, 8)
if(see_override)
diff --git a/code/modules/mob/living/carbon/carbon_movement.dm b/code/modules/mob/living/carbon/carbon_movement.dm
index ffb8523a9e..e70b1bcc92 100644
--- a/code/modules/mob/living/carbon/carbon_movement.dm
+++ b/code/modules/mob/living/carbon/carbon_movement.dm
@@ -16,9 +16,15 @@
if(istype(T) && movement_dir && T.allow_thrust(0.01))
return 1
- var/obj/item/tank/jetpack/J = get_jetpack()
- if(istype(J) && (movement_dir || J.stabilizers) && J.allow_thrust(0.01, src))
- return 1
+ var/obj/item/I = get_jetpack()
+ if(istype(I, /obj/item/tank/jetpack))
+ var/obj/item/tank/jetpack/J = I
+ if((movement_dir || J.stabilizers) && J.allow_thrust(0.01, src))
+ return 1
+ else if(istype(I, /obj/item/mod/module/jetpack))
+ var/obj/item/mod/module/jetpack/J = I
+ if((movement_dir || J.stabilizers) && J.allow_thrust())
+ return 1
/mob/living/carbon/Moved()
. = ..()
diff --git a/code/modules/mob/living/carbon/human/inventory.dm b/code/modules/mob/living/carbon/human/inventory.dm
index d8f87cf273..2dce987449 100644
--- a/code/modules/mob/living/carbon/human/inventory.dm
+++ b/code/modules/mob/living/carbon/human/inventory.dm
@@ -308,7 +308,14 @@
if(equip_to_slot_if_possible(thing, ITEM_SLOT_BACK))
update_inv_hands()
return
- if(!SEND_SIGNAL(equipped_back, COMSIG_CONTAINS_STORAGE)) // not a storage item
+ var/datum/component/storage/storage = equipped_back.GetComponent(/datum/component/storage)
+ if(istype(equipped_back, /obj/item/mod/control))
+ var/obj/item/mod/control/C = equipped_back
+ for(var/obj/item/mod/module/storage/S in C.modules)
+ if(S.stored)
+ equipped_back = S.stored
+ storage = S.stored.GetComponent(/datum/component/storage)
+ if(!storage)
if(!thing)
equipped_back.attack_hand(src)
else
@@ -318,10 +325,11 @@
if(!SEND_SIGNAL(equipped_back, COMSIG_TRY_STORAGE_INSERT, thing, src))
to_chat(src, "You can't fit anything in!")
return
- if(!equipped_back.contents.len) // nothing to take out
- to_chat(src, "There's nothing in your backpack to take out!")
+ var/atom/real_location = storage.real_location()
+ if(!real_location.contents.len) // nothing to take out
+ to_chat(src, "There's nothing in your [equipped_back.name] to take out!")
return
- var/obj/item/stored = equipped_back.contents[equipped_back.contents.len]
+ var/obj/item/stored = real_location.contents[real_location.contents.len]
if(!stored || stored.on_found(src))
return
stored.attack_hand(src) // take out thing from backpack
diff --git a/code/modules/mob/living/silicon/ai/ai.dm b/code/modules/mob/living/silicon/ai/ai.dm
index 2e9030765a..08098b818f 100644
--- a/code/modules/mob/living/silicon/ai/ai.dm
+++ b/code/modules/mob/living/silicon/ai/ai.dm
@@ -38,8 +38,8 @@
var/can_be_carded = TRUE
var/alarms = list("Motion"=list(), "Fire"=list(), "Atmosphere"=list(), "Power"=list(), "Camera"=list(), "Burglar"=list())
var/viewalerts = 0
- var/icon/holo_icon//Female is assigned when AI is created.
- var/obj/vehicle/sealed/mecha/controlled_mech //For controlled_mech a mech, to determine whether to relaymove or use the AI eye.
+ var/icon/holo_icon //Female is assigned when AI is created.
+ var/obj/controlled_equipment //A piece of equipment, to determine whether to relaymove or use the AI eye.
var/radio_enabled = TRUE //Determins if a carded AI can speak with its built in radio or not.
radiomod = ";" //AIs will, by default, state their laws on the internal radio.
var/obj/item/pda/ai/aiPDA
@@ -99,6 +99,13 @@
var/display_icon_override
var/emote_display = "Neutral" //text string of the current emote we set for the status displays, to prevent logins resetting it.
+ var/datum/robot_control/robot_control
+ /// Station alert datum for showing alerts UI
+ var/datum/station_alert/alert_control
+ ///remember AI's last location
+ var/atom/lastloc
+ interaction_range = INFINITY
+
/mob/living/silicon/ai/Initialize(mapload, datum/ai_laws/L, mob/target_ai)
. = ..()
if(!target_ai) //If there is no player/brain inside.
@@ -173,10 +180,21 @@
GLOB.ai_list -= src
GLOB.shuttle_caller_list -= src
SSshuttle.autoEvac()
- qdel(eyeobj) // No AI, no Eye
+ QDEL_NULL(eyeobj) // No AI, no Eye
+ QDEL_NULL(spark_system)
+ QDEL_NULL(malf_picker)
+ QDEL_NULL(doomsday_device)
+ // TODO: Why these no work?
+ // QDEL_NULL(robot_control)
+ QDEL_NULL(aiMulti)
+ // QDEL_NULL(alert_control)
malfhack = null
-
- . = ..()
+ current = null
+ Bot = null
+ controlled_equipment = null
+ linked_core = null
+ apc_override = null
+ return ..()
/mob/living/silicon/ai/IgniteMob()
fire_stacks = 0
@@ -410,7 +428,7 @@
if (href_list["ai_take_control"]) //Mech domination
var/obj/vehicle/sealed/mecha/M = locate(href_list["ai_take_control"])
- if(controlled_mech)
+ if(controlled_equipment)
to_chat(src, "You are already loaded into an onboard computer!")
return
if(!GLOB.cameranet.checkCameraVis(M))
diff --git a/code/modules/mob/living/silicon/pai/pai.dm b/code/modules/mob/living/silicon/pai/pai.dm
index 6c799607be..435d1853f6 100644
--- a/code/modules/mob/living/silicon/pai/pai.dm
+++ b/code/modules/mob/living/silicon/pai/pai.dm
@@ -199,6 +199,13 @@
/mob/living/silicon/pai/restrained(ignore_grab)
. = FALSE
+/mob/living/silicon/pai/can_interact_with(atom/target)
+ if(istype(target, /obj/item/mod/control)) // A poor workaround for enabling MODsuit control
+ var/obj/item/mod/control/C = target
+ if(C.ai == src)
+ return TRUE
+ return ..()
+
// See software.dm for Topic()
/mob/living/silicon/pai/canUseTopic(atom/movable/M, be_close=FALSE, no_dextery=FALSE, no_tk=FALSE)
diff --git a/code/modules/mob/mob.dm b/code/modules/mob/mob.dm
index 507a94b613..baa4d87075 100644
--- a/code/modules/mob/mob.dm
+++ b/code/modules/mob/mob.dm
@@ -722,7 +722,7 @@ GLOBAL_VAR_INIT(exploit_warn_spam_prevention, 0)
return pick(protection_sources)
else
return src
- if((magic && HAS_TRAIT(src, TRAIT_ANTIMAGIC)) || (holy && HAS_TRAIT(src, TRAIT_HOLY)))
+ if((magic && HAS_TRAIT(src, TRAIT_ANTIMAGIC)) || (!self && magic && HAS_TRAIT(src, TRAIT_ANTIMAGIC_NO_SELFBLOCK)) || (holy && HAS_TRAIT(src, TRAIT_HOLY)))
return src
//You can buckle on mobs if you're next to them since most are dense
diff --git a/code/modules/mob/mob_helpers.dm b/code/modules/mob/mob_helpers.dm
index 90a7aae95e..cdad94cf3f 100644
--- a/code/modules/mob/mob_helpers.dm
+++ b/code/modules/mob/mob_helpers.dm
@@ -585,7 +585,7 @@ It's fairly easy to fix if dealing with single letters but not so much with comp
//Can the mob see reagents inside of containers?
/mob/proc/can_see_reagents()
- return stat == DEAD || silicon_privileges //Dead guys and silicons can always see reagents
+ return stat == DEAD || silicon_privileges || HAS_TRAIT(src, TRAIT_REAGENT_SCANNER) //Dead guys and silicons can always see reagents
/mob/proc/is_blind()
SHOULD_BE_PURE(TRUE)
diff --git a/code/modules/mod/mod_actions.dm b/code/modules/mod/mod_actions.dm
new file mode 100644
index 0000000000..ee28771ef1
--- /dev/null
+++ b/code/modules/mod/mod_actions.dm
@@ -0,0 +1,94 @@
+/datum/action/item_action/mod
+ background_icon_state = "bg_tech_blue"
+ icon_icon = 'icons/mob/actions/actions_mod.dmi'
+ check_flags = AB_CHECK_CONSCIOUS
+ var/obj/item/mod/control/mod
+ /// Whether this action is intended for the AI. Stuff breaks a lot if this is done differently.
+ var/ai_action = FALSE
+
+/datum/action/item_action/mod/New(Target)
+ ..()
+ if(!istype(Target, /obj/item/mod/control))
+ qdel(src)
+ return
+ if(ai_action)
+ background_icon_state = "bg_tech"
+
+/datum/action/item_action/mod/Grant(mob/user)
+ mod = target
+ if(ai_action && user != mod.ai)
+ return
+ else if(!ai_action && user == mod.ai)
+ return
+ return ..()
+
+/datum/action/item_action/mod/Remove(mob/user)
+ if(ai_action && mod && user != mod.ai)
+ return
+ else if(!ai_action && mod && user == mod.ai)
+ return
+ return ..()
+
+/datum/action/item_action/mod/Trigger(trigger_flags)
+ if(!IsAvailable())
+ return FALSE
+ if(mod.malfunctioning && prob(75))
+ mod.balloon_alert(usr, "button malfunctions!")
+ return FALSE
+ return TRUE
+
+/datum/action/item_action/mod/deploy
+ name = "Deploy MODsuit"
+ desc = "Deploy/Conceal a part of the MODsuit."
+ button_icon_state = "deploy"
+
+/datum/action/item_action/mod/deploy/Trigger()
+ if(!IsAvailable())
+ return FALSE
+ mod.choose_deploy(usr)
+ return TRUE
+
+/datum/action/item_action/mod/deploy/ai
+ ai_action = TRUE
+
+/datum/action/item_action/mod/activate
+ name = "Activate MODsuit"
+ desc = "Activate/Deactivate the MODsuit."
+ button_icon_state = "activate"
+
+/datum/action/item_action/mod/activate/Trigger()
+ if(!IsAvailable())
+ return FALSE
+ mod.toggle_activate(usr)
+ return TRUE
+
+/datum/action/item_action/mod/activate/ai
+ ai_action = TRUE
+
+/datum/action/item_action/mod/module
+ name = "Toggle Module"
+ desc = "Toggle a MODsuit module."
+ button_icon_state = "module"
+
+/datum/action/item_action/mod/module/Trigger()
+ if(!IsAvailable())
+ return FALSE
+ mod.quick_module(usr)
+ return TRUE
+
+/datum/action/item_action/mod/module/ai
+ ai_action = TRUE
+
+/datum/action/item_action/mod/panel
+ name = "MODsuit Panel"
+ desc = "Open the MODsuit's panel."
+ button_icon_state = "panel"
+
+/datum/action/item_action/mod/panel/Trigger()
+ if(!IsAvailable())
+ return FALSE
+ mod.ui_interact(usr)
+ return TRUE
+
+/datum/action/item_action/mod/panel/ai
+ ai_action = TRUE
diff --git a/code/modules/mod/mod_activation.dm b/code/modules/mod/mod_activation.dm
new file mode 100644
index 0000000000..660f0311d1
--- /dev/null
+++ b/code/modules/mod/mod_activation.dm
@@ -0,0 +1,246 @@
+/// Creates a radial menu from which the user chooses parts of the suit to deploy/retract. Repeats until all parts are extended or retracted.
+/obj/item/mod/control/proc/choose_deploy(mob/user)
+ if(!length(mod_parts))
+ return
+ var/list/display_names = list()
+ var/list/items = list()
+ for(var/obj/item/piece as anything in mod_parts)
+ display_names[piece.name] = REF(piece)
+ var/image/piece_image = image(icon = piece.icon, icon_state = piece.icon_state)
+ items += list(piece.name = piece_image)
+ var/pick = show_radial_menu(user, src, items, custom_check = FALSE, require_near = TRUE, tooltips = TRUE)
+ if(!pick)
+ return
+ var/part_reference = display_names[pick]
+ var/obj/item/part = locate(part_reference) in mod_parts
+ if(!istype(part) || user.incapacitated())
+ return
+ if(active || activating)
+ balloon_alert(user, "deactivate the suit first!")
+ playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
+ return
+ var/parts_to_check = mod_parts - part
+ if(part.loc == src)
+ deploy(user, part)
+ for(var/obj/item/piece as anything in parts_to_check)
+ if(piece.loc != src)
+ continue
+ choose_deploy(user)
+ break
+ else
+ conceal(user, part)
+ for(var/obj/item/piece as anything in parts_to_check)
+ if(piece.loc == src)
+ continue
+ choose_deploy(user)
+ break
+
+/// Deploys a part of the suit onto the user.
+/obj/item/mod/control/proc/deploy(mob/user, part)
+ var/obj/item/piece = part
+ if(piece == gauntlets && wearer.gloves)
+ gauntlets.overslot = wearer.gloves
+ wearer.transferItemToLoc(gauntlets.overslot, gauntlets, force = TRUE)
+ if(piece == boots && wearer.shoes)
+ boots.overslot = wearer.shoes
+ wearer.transferItemToLoc(boots.overslot, boots, force = TRUE)
+ if(wearer.equip_to_slot_if_possible(piece, piece.slot_flags, qdel_on_fail = FALSE, disable_warning = TRUE))
+ ADD_TRAIT(piece, TRAIT_NODROP, MOD_TRAIT)
+ if(!user)
+ return TRUE
+ wearer.visible_message(span_notice("[wearer]'s [piece] deploy[piece.p_s()] with a mechanical hiss."),
+ span_notice("[piece] deploy[piece.p_s()] with a mechanical hiss."),
+ span_hear("You hear a mechanical hiss."))
+ playsound(src, 'sound/mecha/mechmove03.ogg', 25, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
+ return TRUE
+ else if(piece.loc != src)
+ if(!user)
+ return FALSE
+ balloon_alert(user, "[piece] already deployed!")
+ playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
+ else
+ if(!user)
+ return FALSE
+ balloon_alert(user, "bodypart clothed!")
+ playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
+ return FALSE
+
+/// Retract a part of the suit from the user
+/obj/item/mod/control/proc/conceal(mob/user, part)
+ var/obj/item/piece = part
+ REMOVE_TRAIT(piece, TRAIT_NODROP, MOD_TRAIT)
+ if(wearer)
+ wearer.transferItemToLoc(piece, src, force = TRUE)
+ if(piece == gauntlets)
+ gauntlets.show_overslot()
+ if(piece == boots)
+ boots.show_overslot()
+ if(!user)
+ return
+ wearer.visible_message(span_notice("[wearer]'s [piece] retract[piece.p_s()] back into [src] with a mechanical hiss."),
+ span_notice("[piece] retract[piece.p_s()] back into [src] with a mechanical hiss."),
+ span_hear("You hear a mechanical hiss."))
+ playsound(src, 'sound/mecha/mechmove03.ogg', 25, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
+
+/// Starts the activation sequence, where parts of the suit activate one by one until the whole suit is on
+/obj/item/mod/control/proc/toggle_activate(mob/user, force_deactivate = FALSE)
+ if(!wearer)
+ if(!force_deactivate)
+ balloon_alert(user, "put suit on back!")
+ playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
+ return FALSE
+ if(!force_deactivate && (SEND_SIGNAL(src, COMSIG_MOD_ACTIVATE, user) & MOD_CANCEL_ACTIVATE))
+ playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
+ return FALSE
+ for(var/obj/item/part as anything in mod_parts)
+ if(!force_deactivate && part.loc == src)
+ balloon_alert(user, "deploy all parts first!")
+ playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
+ return FALSE
+ if(locked && !active && !allowed(user) && !force_deactivate)
+ balloon_alert(user, "access insufficient!")
+ playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
+ return FALSE
+ if(!cell?.charge && !force_deactivate)
+ balloon_alert(user, "suit not powered!")
+ playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
+ return FALSE
+ if(open && !force_deactivate)
+ balloon_alert(user, "close the suit panel!")
+ playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
+ return FALSE
+ if(activating)
+ if(!force_deactivate)
+ balloon_alert(user, "suit already [active ? "shutting down" : "starting up"]!")
+ playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
+ return FALSE
+ for(var/obj/item/mod/module/module as anything in modules)
+ if(!module.active || module.allowed_inactive)
+ continue
+ module.on_deactivation()
+ activating = TRUE
+ to_chat(wearer, span_notice("MODsuit [active ? "shutting down" : "starting up"]."))
+ if(ai)
+ to_chat(ai, span_notice("MODsuit [active ? "shutting down" : "starting up"]."))
+
+ if(force_deactivate)
+ seal_part(boots, seal = FALSE)
+ seal_part(gauntlets, seal = FALSE)
+ seal_part(chestplate,seal = FALSE)
+ seal_part(helmet, seal = FALSE)
+ finish_activation(on = FALSE)
+ activating = FALSE
+ to_chat(wearer, span_notice("Systems shut down. Parts unsealed. Goodbye, [wearer]."))
+ if(ai)
+ to_chat(ai, span_notice("SYSTEMS DEACTIVATED. GOODBYE: \"[ai]\""))
+ playsound(src, 'sound/machines/synth_no.ogg', 50, TRUE, SHORT_RANGE_SOUND_EXTRARANGE, frequency = 6000)
+ return TRUE
+
+ if(do_after(wearer, activation_step_time, target = wearer, required_mobility_flags = NONE))
+ to_chat(wearer, span_notice("[boots] [active ? "relax their grip on your legs" : "seal around your feet"]."))
+ playsound(src, 'sound/mecha/mechmove03.ogg', 25, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
+ seal_part(boots, seal = !active)
+ else
+ return toggle_activate_fail()
+ if(do_after(wearer, activation_step_time, target = wearer, required_mobility_flags = NONE))
+ to_chat(wearer, span_notice("[gauntlets] [active ? "become loose around your fingers" : "tighten around your fingers and wrists"]."))
+ playsound(src, 'sound/mecha/mechmove03.ogg', 25, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
+ seal_part(gauntlets, seal = !active)
+ else
+ return toggle_activate_fail()
+ if(do_after(wearer, activation_step_time, target = wearer, required_mobility_flags = NONE))
+ to_chat(wearer, span_notice("[chestplate] [active ? "releases your chest" : "cinches tightly against your chest"]."))
+ playsound(src, 'sound/mecha/mechmove03.ogg', 25, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
+ seal_part(chestplate,seal = !active)
+ else
+ return toggle_activate_fail()
+ if(do_after(wearer, activation_step_time, target = wearer, required_mobility_flags = NONE))
+ to_chat(wearer, span_notice("[helmet] hisses [active ? "open" : "closed"]."))
+ playsound(src, 'sound/mecha/mechmove03.ogg', 25, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
+ seal_part(helmet, seal = !active)
+ else
+ return toggle_activate_fail()
+ if(do_after(wearer, activation_step_time, target = wearer, required_mobility_flags = NONE))
+ to_chat(wearer, span_notice("Systems [active ? "shut down. Parts unsealed. Goodbye" : "started up. Parts sealed. Welcome"], [wearer]."))
+ if(ai)
+ to_chat(ai, span_notice("SYSTEMS [active ? "DEACTIVATED. GOODBYE" : "ACTIVATED. WELCOME"]: \"[ai]\""))
+ finish_activation(on = !active)
+ if(active)
+ playsound(src, 'sound/machines/synth_yes.ogg', 50, TRUE, SHORT_RANGE_SOUND_EXTRARANGE, frequency = 6000)
+ SEND_SOUND(wearer, sound('sound/mecha/nominal.ogg',volume=50))
+ else
+ playsound(src, 'sound/machines/synth_no.ogg', 50, TRUE, SHORT_RANGE_SOUND_EXTRARANGE, frequency = 6000)
+ else
+ return toggle_activate_fail()
+ activating = FALSE
+ return TRUE
+
+/obj/item/mod/control/proc/toggle_activate_fail()
+ seal_part(boots, seal = active)
+ seal_part(gauntlets, seal = active)
+ seal_part(chestplate,seal = active)
+ seal_part(helmet, seal = active)
+ to_chat(wearer, span_warning("[active ? "Shut down" : "Start up"] cancelled."))
+ finish_activation(on = active)
+ activating = FALSE
+ return FALSE
+
+///Seals or unseals the given part
+/obj/item/mod/control/proc/seal_part(obj/item/clothing/part, seal)
+ if(seal)
+ part.clothing_flags |= part.visor_flags
+ part.flags_inv |= part.visor_flags_inv
+ part.flags_cover |= part.visor_flags_cover
+ part.heat_protection = initial(part.heat_protection)
+ part.cold_protection = initial(part.cold_protection)
+ else
+ part.flags_cover &= ~part.visor_flags_cover
+ part.flags_inv &= ~part.visor_flags_inv
+ part.clothing_flags &= ~part.visor_flags
+ part.heat_protection = NONE
+ part.cold_protection = NONE
+ part.icon_state = "[skin]-[initial(part.icon_state)][seal ? "-sealed" : ""]"
+ part.item_state = "[skin]-[initial(part.item_state)][seal ? "-sealed" : ""]"
+ if(part == boots)
+ wearer.update_inv_shoes()
+ if(part == gauntlets)
+ wearer.update_inv_gloves()
+ if(part == chestplate)
+ wearer.update_inv_wear_suit()
+ wearer.update_inv_w_uniform()
+ if(part == helmet)
+ if(seal)
+ helmet.alternate_worn_layer = null
+ else
+ helmet.alternate_worn_layer = helmet.alternate_layer
+ wearer.update_inv_head()
+ wearer.update_inv_wear_mask()
+ wearer.update_hair()
+
+/// Finishes the suit's activation, starts processing
+/obj/item/mod/control/proc/finish_activation(on)
+ icon_state = "[skin]-control[on ? "-sealed" : ""]"
+ slowdown = on ? slowdown_active : slowdown_inactive
+ if(on)
+ for(var/obj/item/mod/module/module as anything in modules)
+ module.on_suit_activation()
+ START_PROCESSING(SSobj, src)
+ else
+ for(var/obj/item/mod/module/module as anything in modules)
+ module.on_suit_deactivation()
+ STOP_PROCESSING(SSobj, src)
+ wearer.update_equipment_speed_mods()
+ active = on
+ wearer.update_inv_back()
+
+/// Quickly deploys all the suit parts and if successful, seals them and turns on the suit. Intended mostly for outfits.
+/obj/item/mod/control/proc/quick_activation()
+ var/seal = TRUE
+ for(var/obj/item/part in mod_parts)
+ if(!deploy(null, part))
+ seal = FALSE
+ if(!seal)
+ return
+ for(var/obj/item/part in mod_parts)
+ seal_part(part, seal = TRUE)
+ finish_activation(on = TRUE)
diff --git a/code/modules/mod/mod_ai.dm b/code/modules/mod/mod_ai.dm
new file mode 100644
index 0000000000..8bc431146b
--- /dev/null
+++ b/code/modules/mod/mod_ai.dm
@@ -0,0 +1,198 @@
+/obj/item/mod/control/transfer_ai(interaction, mob/user, mob/living/silicon/ai/intAI, obj/item/aicard/card)
+ . = ..()
+ if(!.)
+ return
+ if(!open) //mod must be open
+ balloon_alert(user, "suit must be open to transfer!")
+ return
+ switch(interaction)
+ if(AI_TRANS_TO_CARD)
+ if(!ai)
+ balloon_alert(user, "no AI in suit!")
+ return
+ if(!isAI(ai))
+ balloon_alert(user, "onboard AI cannot fit in this card!")
+ return
+ balloon_alert(user, "transferring to card...")
+ if(!do_after(user, 5 SECONDS, target = src))
+ balloon_alert(user, "interrupted!")
+ return
+ if(!ai)
+ return
+ intAI = ai
+ intAI.ai_restore_power()//So the AI initially has power.
+ intAI.control_disabled = TRUE
+ intAI.radio_enabled = FALSE
+ intAI.disconnect_shell()
+ intAI.forceMove(card)
+ card.AI = intAI
+ for(var/datum/action/action as anything in actions)
+ action.Remove(intAI)
+ intAI.controlled_equipment = null
+ intAI.remote_control = null
+ balloon_alert(intAI, "transferred to a card")
+ balloon_alert(user, "AI transferred to card")
+ ai = null
+
+ if(AI_TRANS_FROM_CARD) //Using an AI card to upload to the suit.
+ intAI = card.AI
+ if(!intAI)
+ balloon_alert(user, "no AI in card!")
+ return
+ if(ai)
+ balloon_alert(user, "already has AI!")
+ return
+ if(intAI.deployed_shell) //Recall AI if shelled so it can be checked for a client
+ intAI.disconnect_shell()
+ if(intAI.stat || !intAI.client)
+ balloon_alert(user, "AI unresponsive!")
+ return
+ balloon_alert(user, "transferring to suit...")
+ if(!do_after(user, 5 SECONDS, target = src))
+ balloon_alert(user, "interrupted!")
+ return
+ if(ai)
+ return
+ balloon_alert(user, "AI transferred to suit")
+ ai_enter_mod(intAI)
+ card.AI = null
+
+/obj/item/mod/control/proc/ai_enter_mod(mob/living/silicon/ai/new_ai)
+ new_ai.control_disabled = FALSE
+ new_ai.radio_enabled = TRUE
+ new_ai.ai_restore_power()
+ new_ai.cancel_camera()
+ new_ai.controlled_equipment = src
+ new_ai.remote_control = src
+ new_ai.forceMove(src)
+ ai = new_ai
+ balloon_alert(new_ai, "transferred to a suit")
+ for(var/datum/action/action as anything in actions)
+ action.Grant(ai)
+
+/**
+ * Simple proc to insert the pAI into the MODsuit.
+ *
+ * user - The person trying to put the pAI into the MODsuit.
+ * card - The pAI card we're slotting in the MODsuit.
+ */
+
+/obj/item/mod/control/proc/insert_pai(mob/user, obj/item/paicard/card)
+ if(ai)
+ balloon_alert(user, "AI already installed!")
+ return
+ if(!card.pai || !card.pai.mind)
+ balloon_alert(user, "pAI unresponsive!")
+ return
+ balloon_alert(user, "transferring to suit...")
+ if(!do_after(user, 5 SECONDS, target = src))
+ balloon_alert(user, "interrupted!")
+ return FALSE
+ if(!user.transferItemToLoc(card, src))
+ return
+
+ card.pai.canholo = FALSE
+ ai = card.pai
+ balloon_alert(user, "pAI transferred to suit")
+ balloon_alert(ai, "transferred to a suit")
+ ai.remote_control = src
+ for(var/datum/action/action as anything in actions)
+ action.Grant(ai)
+ return TRUE
+
+/**
+ * Simple proc to extract the pAI from the MODsuit. It's the proc to call if you want to take it out,
+ * remove_pai() is there so atom_destruction() doesn't have any risk of sleeping.
+ *
+ * user - The person trying to take out the pAI from the MODsuit.
+ * forced - Whether or not we skip the checks and just eject the pAI. Defaults to FALSE.
+ * feedback - Whether to give feedback via balloon alerts or not. Defaults to TRUE.
+ */
+/obj/item/mod/control/proc/extract_pai(mob/user, forced = FALSE, feedback = TRUE)
+ if(!ai)
+ if(user && feedback)
+ balloon_alert(user, "no pAI to remove!")
+ return
+ if(!ispAI(ai))
+ if(user && feedback)
+ balloon_alert(user, "onboard AI cannot fit in this card!")
+ return
+ if(!forced)
+ if(!open)
+ if(user && feedback)
+ balloon_alert(user, "open the suit panel!")
+ return FALSE
+ if(!do_after(user, 5 SECONDS, target = src))
+ if(user && feedback)
+ balloon_alert(user, "interrupted!")
+ return FALSE
+
+ remove_pai(feedback)
+
+ if(feedback && user)
+ balloon_alert(user, "pAI removed from the suit")
+
+/**
+ * Simple proc that handles the safe removal of the pAI from a MOD control unit.
+ *
+ * Arguments:
+ * * feedback - Whether or not we want to give balloon alert feedback to the ai. Defaults to FALSE.
+ */
+/obj/item/mod/control/proc/remove_pai(feedback = FALSE)
+ if(!ispAI(ai))
+ return
+ var/mob/living/silicon/pai/pai = ai
+ var/turf/drop_off = get_turf(src)
+ if(drop_off) // In case there's no drop_off, the pAI will simply get deleted.
+ pai.card.forceMove(drop_off)
+
+ for(var/datum/action/action as anything in actions)
+ if(action.owner == pai)
+ action.Remove(pai)
+
+ if(feedback)
+ balloon_alert(pai, "removed from a suit")
+ pai.remote_control = null
+ pai.canholo = TRUE
+ pai = null
+
+#define MOVE_DELAY 2
+#define WEARER_DELAY 1
+#define LONE_DELAY 5
+#define CELL_PER_STEP (DEFAULT_CHARGE_DRAIN * 2.5)
+#define AI_FALL_TIME (1 SECONDS)
+
+/obj/item/mod/control/relaymove(mob/user, direction)
+ if((!active && wearer) || !cell || cell.charge < CELL_PER_STEP || user != ai || !COOLDOWN_FINISHED(src, cooldown_mod_move) || (wearer?.pulledby?.grab_state > GRAB_PASSIVE))
+ return FALSE
+ var/timemodifier = MOVE_DELAY * (ISDIAGONALDIR(direction) ? SQRT_2 : 1) * (wearer ? WEARER_DELAY : LONE_DELAY)
+ if(wearer && !wearer.Process_Spacemove(direction))
+ return FALSE
+ else if(!wearer && (!has_gravity() || !isturf(loc)))
+ return FALSE
+ COOLDOWN_START(src, cooldown_mod_move, movedelay * timemodifier + slowdown)
+ cell.charge = max(0, cell.charge - CELL_PER_STEP)
+ playsound(src, 'sound/mecha/mechmove01.ogg', 25, TRUE)
+ if(ismovable(wearer?.loc))
+ return wearer.loc.relaymove(wearer, direction)
+ else if(wearer)
+ ADD_TRAIT(wearer, TRAIT_MOBILITY_NOREST, MOD_TRAIT)
+ addtimer(CALLBACK(src, .proc/ai_fall), AI_FALL_TIME, TIMER_UNIQUE | TIMER_OVERRIDE)
+ var/atom/movable/mover = wearer || src
+ return step(mover, direction)
+
+#undef MOVE_DELAY
+#undef WEARER_DELAY
+#undef LONE_DELAY
+#undef CELL_PER_STEP
+#undef AI_FALL_TIME
+
+/obj/item/mod/control/proc/ai_fall()
+ if(!wearer)
+ return
+ REMOVE_TRAIT(wearer, TRAIT_MOBILITY_NOREST, MOD_TRAIT)
+
+/obj/item/mod/control/ui_state(mob/user)
+ if(user == ai)
+ return GLOB.contained_state
+ return ..()
diff --git a/code/modules/mod/mod_clothes.dm b/code/modules/mod/mod_clothes.dm
new file mode 100644
index 0000000000..1c50b1926a
--- /dev/null
+++ b/code/modules/mod/mod_clothes.dm
@@ -0,0 +1,138 @@
+/obj/item/clothing/head/helmet/space/mod
+ name = "MOD helmet"
+ desc = "A helmet for a MODsuit."
+ icon = 'icons/obj/clothing/modsuit/mod_clothing.dmi'
+ mob_overlay_icon = 'icons/mob/clothing/modsuit/mod_clothing.dmi'
+ anthro_mob_worn_overlay = 'icons/mob/clothing/modsuit/mod_clothing_anthro.dmi'
+ icon_state = "helmet"
+ item_state = "helmet"
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 25, ACID = 25, WOUND = 10)
+ body_parts_covered = HEAD
+ heat_protection = HEAD
+ cold_protection = HEAD
+ max_heat_protection_temperature = SPACE_SUIT_MAX_TEMP_PROTECT
+ min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT
+ clothing_flags = THICKMATERIAL
+ resistance_flags = NONE
+ flash_protect = 0
+ clothing_flags = NONE
+ flags_inv = HIDEFACIALHAIR
+ flags_cover = NONE
+ visor_flags = THICKMATERIAL|STOPSPRESSUREDAMAGE
+ visor_flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDESNOUT
+ visor_flags_cover = HEADCOVERSMOUTH|HEADCOVERSEYES
+ var/alternate_layer = NECK_LAYER
+ var/obj/item/mod/control/mod
+ mutantrace_variation = STYLE_MUZZLE
+
+/obj/item/clothing/head/helmet/space/mod/Destroy()
+ if(!QDELETED(mod))
+ mod.helmet = null
+ mod.mod_parts -= src
+ QDEL_NULL(mod)
+ return ..()
+
+/obj/item/clothing/suit/armor/mod
+ name = "MOD chestplate"
+ desc = "A chestplate for a MODsuit."
+ icon = 'icons/obj/clothing/modsuit/mod_clothing.dmi'
+ mob_overlay_icon = 'icons/mob/clothing/modsuit/mod_clothing.dmi'
+ anthro_mob_worn_overlay = 'icons/mob/clothing/modsuit/mod_clothing_anthro.dmi'
+ icon_state = "chestplate"
+ item_state = "chestplate"
+ blood_overlay_type = "armor"
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 25, ACID = 25, WOUND = 10)
+ body_parts_covered = CHEST|GROIN
+ heat_protection = CHEST|GROIN
+ cold_protection = CHEST|GROIN
+ max_heat_protection_temperature = SPACE_SUIT_MAX_TEMP_PROTECT
+ min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT
+ clothing_flags = THICKMATERIAL
+ flags_inv = HIDETAUR
+ visor_flags = STOPSPRESSUREDAMAGE
+ visor_flags_inv = HIDEJUMPSUIT
+ allowed = list(/obj/item/flashlight, /obj/item/tank/internals)
+ resistance_flags = NONE
+ var/obj/item/mod/control/mod
+ mutantrace_variation = STYLE_DIGITIGRADE
+
+/obj/item/clothing/suit/armor/mod/Destroy()
+ if(!QDELETED(mod))
+ mod.chestplate = null
+ mod.mod_parts -= src
+ QDEL_NULL(mod)
+ return ..()
+
+/obj/item/clothing/gloves/mod
+ name = "MOD gauntlets"
+ desc = "A pair of gauntlets for a MODsuit."
+ icon = 'icons/obj/clothing/modsuit/mod_clothing.dmi'
+ mob_overlay_icon = 'icons/mob/clothing/modsuit/mod_clothing.dmi'
+ icon_state = "gauntlets"
+ item_state = "gauntlets"
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 25, ACID = 25, WOUND = 10)
+ body_parts_covered = HANDS|ARMS
+ heat_protection = HANDS|ARMS
+ cold_protection = HANDS|ARMS
+ max_heat_protection_temperature = SPACE_SUIT_MAX_TEMP_PROTECT
+ min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT
+ clothing_flags = THICKMATERIAL
+ resistance_flags = NONE
+ var/obj/item/mod/control/mod
+ var/obj/item/clothing/overslot
+ mutantrace_variation = STYLE_NO_ANTHRO_ICON
+
+/obj/item/clothing/gloves/mod/Destroy()
+ if(!QDELETED(mod))
+ mod.gauntlets = null
+ mod.mod_parts -= src
+ QDEL_NULL(mod)
+ return ..()
+
+/// Replaces these gloves on the wearer with the overslot ones
+
+/obj/item/clothing/gloves/mod/proc/show_overslot()
+ if(!overslot)
+ return
+ if(!mod.wearer.equip_to_slot_if_possible(overslot, overslot.slot_flags, qdel_on_fail = FALSE, disable_warning = TRUE))
+ mod.wearer.dropItemToGround(overslot, force = TRUE)
+ overslot = null
+
+/obj/item/clothing/shoes/mod
+ name = "MOD boots"
+ desc = "A pair of boots for a MODsuit."
+ icon = 'icons/obj/clothing/modsuit/mod_clothing.dmi'
+ mob_overlay_icon = 'icons/mob/clothing/modsuit/mod_clothing.dmi'
+ anthro_mob_worn_overlay = 'icons/mob/clothing/modsuit/mod_clothing_anthro.dmi'
+ icon_state = "boots"
+ item_state = "boots"
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 25, ACID = 25, WOUND = 10)
+ body_parts_covered = FEET|LEGS
+ heat_protection = FEET|LEGS
+ cold_protection = FEET|LEGS
+ max_heat_protection_temperature = SPACE_SUIT_MAX_TEMP_PROTECT
+ min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT
+ clothing_flags = THICKMATERIAL
+ resistance_flags = NONE
+ item_flags = NONE
+ var/obj/item/mod/control/mod
+ var/obj/item/clothing/overslot
+ mutantrace_variation = STYLE_DIGITIGRADE
+
+/obj/item/clothing/shoes/mod/Destroy()
+ if(!QDELETED(mod))
+ mod.boots = null
+ mod.mod_parts -= src
+ QDEL_NULL(mod)
+ return ..()
+
+/// Replaces these shoes on the wearer with the overslot ones
+/obj/item/clothing/shoes/mod/proc/show_overslot()
+ if(!overslot)
+ return
+ if(!mod.wearer.equip_to_slot_if_possible(overslot, overslot.slot_flags, qdel_on_fail = FALSE, disable_warning = TRUE))
+ mod.wearer.dropItemToGround(overslot, force = TRUE)
+ overslot = null
+
+/obj/item/clothing/shoes/mod/negates_gravity()
+ return clothing_flags & NOSLIP
diff --git a/code/modules/mod/mod_construction.dm b/code/modules/mod/mod_construction.dm
new file mode 100644
index 0000000000..3fc8464b6b
--- /dev/null
+++ b/code/modules/mod/mod_construction.dm
@@ -0,0 +1,291 @@
+/obj/item/mod/construction
+ desc = "A part used in MOD construction."
+ icon = 'icons/obj/clothing/modsuit/mod_construction.dmi'
+ item_state = "rack_parts"
+
+/obj/item/mod/construction/helmet
+ name = "MOD helmet"
+ icon_state = "helmet"
+
+/obj/item/mod/construction/chestplate
+ name = "MOD chestplate"
+ icon_state = "chestplate"
+
+/obj/item/mod/construction/gauntlets
+ name = "MOD gauntlets"
+ icon_state = "gauntlets"
+
+/obj/item/mod/construction/boots
+ name = "MOD boots"
+ icon_state = "boots"
+
+/obj/item/mod/construction/core
+ name = "MOD core"
+ icon_state = "mod-core-standard"
+ desc = "Growing in the most lush, fertile areas of the planet Sprout, there is a crystal known as the Heartbloom. \
+ These rare, organic piezoelectric crystals are of incredible cultural significance to the artist castes of the Ethereals, \
+ owing to their appearance; which is exactly similar to that of an Ethereal's heart. \n\
+ Which one you have in your suit is unclear, but either way, \
+ it's been repurposed to be an internal power source for a Modular Outerwear Device."
+
+/obj/item/mod/construction/broken_core
+ name = "broken MOD core"
+ icon_state = "mod-core"
+ desc = "An internal power source for a Modular Outerwear Device. You don't seem to be able to source any power from this one, though."
+
+/obj/item/mod/construction/broken_core/examine(mob/user)
+ . = ..()
+ . += span_notice("You could repair it with a screwdriver...")
+
+/obj/item/mod/construction/broken_core/screwdriver_act(mob/living/user, obj/item/tool)
+ . = ..()
+ if(!tool.use_tool(src, user, 5 SECONDS, volume = 30))
+ return
+ new /obj/item/mod/construction/core(drop_location())
+ qdel(src)
+
+/obj/item/mod/construction/armor
+ name = "MOD armor plates"
+ desc = "Armor plates used to finish a MOD."
+ icon_state = "standard-plating"
+ var/datum/mod_theme/theme = /datum/mod_theme
+
+/obj/item/mod/construction/armor/Initialize(mapload)
+ . = ..()
+ var/datum/mod_theme/used_theme = GLOB.mod_themes[theme]
+ name = "MOD [used_theme.name] armor plates"
+ desc = "[desc] [used_theme.desc]"
+ icon_state = "[used_theme.default_skin]-plating"
+
+/obj/item/mod/construction/armor/engineering
+ theme = /datum/mod_theme/engineering
+
+/obj/item/mod/construction/armor/atmospheric
+ theme = /datum/mod_theme/atmospheric
+
+/obj/item/mod/construction/armor/advanced
+ theme = /datum/mod_theme/advanced
+
+/obj/item/mod/construction/armor/mining
+ theme = /datum/mod_theme/mining
+
+/obj/item/mod/construction/armor/medical
+ theme = /datum/mod_theme/medical
+
+/obj/item/mod/construction/armor/rescue
+ theme = /datum/mod_theme/rescue
+
+/obj/item/mod/construction/armor/security
+ theme = /datum/mod_theme/security
+
+/obj/item/mod/construction/armor/research
+ theme = /datum/mod_theme/research
+
+/obj/item/mod/construction/armor/cosmohonk
+ theme = /datum/mod_theme/cosmohonk
+
+/obj/item/mod/construction/armor/magnate
+ theme = /datum/mod_theme/magnate
+
+/obj/item/mod/paint
+ name = "MOD paint kit"
+ desc = "This kit will repaint your MODsuit to something unique."
+ icon = 'icons/obj/clothing/modsuit/mod_construction.dmi'
+ icon_state = "paintkit"
+
+#define START_STEP "start"
+#define CORE_STEP "core"
+#define SCREWED_CORE_STEP "screwed_core"
+#define HELMET_STEP "helmet"
+#define CHESTPLATE_STEP "chestplate"
+#define GAUNTLETS_STEP "gauntlets"
+#define BOOTS_STEP "boots"
+#define WRENCHED_ASSEMBLY_STEP "wrenched_assembly"
+#define SCREWED_ASSEMBLY_STEP "screwed_assembly"
+
+/obj/item/mod/construction/shell
+ name = "MOD shell"
+ icon_state = "mod-construction_start"
+ desc = "A MOD shell."
+ var/obj/item/core
+ var/obj/item/helmet
+ var/obj/item/chestplate
+ var/obj/item/gauntlets
+ var/obj/item/boots
+ var/step = START_STEP
+
+/obj/item/mod/construction/shell/examine(mob/user)
+ . = ..()
+ var/display_text
+ switch(step)
+ if(START_STEP)
+ display_text = "It looks like it's missing a MOD core..."
+ if(CORE_STEP)
+ display_text = "The core seems loose..."
+ if(SCREWED_CORE_STEP)
+ display_text = "It looks like it's missing a helmet..."
+ if(HELMET_STEP)
+ display_text = "It looks like it's missing a chestplate..."
+ if(CHESTPLATE_STEP)
+ display_text = "It looks like it's missing gauntlets..."
+ if(GAUNTLETS_STEP)
+ display_text = "It looks like it's missing boots..."
+ if(BOOTS_STEP)
+ display_text = "The assembly seems unsecured..."
+ if(WRENCHED_ASSEMBLY_STEP)
+ display_text = "The assembly seems loose..."
+ if(SCREWED_ASSEMBLY_STEP)
+ display_text = "All it's missing is external armor..."
+ . += span_notice(display_text)
+
+/obj/item/mod/construction/shell/attackby(obj/item/part, mob/user, params)
+ . = ..()
+ switch(step)
+ if(START_STEP)
+ if(!istype(part, /obj/item/mod/construction/core))
+ return
+ if(!user.transferItemToLoc(part, src))
+ balloon_alert(user, "core stuck to your hand!")
+ return
+ playsound(src, 'sound/machines/click.ogg', 30, TRUE)
+ balloon_alert(user, "core inserted")
+ core = part
+ step = CORE_STEP
+ if(CORE_STEP)
+ if(part.tool_behaviour == TOOL_SCREWDRIVER) //Construct
+ if(part.use_tool(src, user, 0, volume=30))
+ balloon_alert(user, "core screwed")
+ step = SCREWED_CORE_STEP
+ else if(part.tool_behaviour == TOOL_CROWBAR) //Deconstruct
+ if(part.use_tool(src, user, 0, volume=30))
+ core.forceMove(drop_location())
+ balloon_alert(user, "core taken out")
+ step = START_STEP
+ if(SCREWED_CORE_STEP)
+ if(istype(part, /obj/item/mod/construction/helmet)) //Construct
+ if(!user.transferItemToLoc(part, src))
+ balloon_alert(user, "helmet stuck to your hand!")
+ return
+ playsound(src, 'sound/machines/click.ogg', 30, TRUE)
+ balloon_alert(user, "helmet added")
+ helmet = part
+ step = HELMET_STEP
+ else if(part.tool_behaviour == TOOL_SCREWDRIVER) //Deconstruct
+ if(part.use_tool(src, user, 0, volume=30))
+ balloon_alert(user, "core unscrewed")
+ step = CORE_STEP
+ if(HELMET_STEP)
+ if(istype(part, /obj/item/mod/construction/chestplate)) //Construct
+ if(!user.transferItemToLoc(part, src))
+ balloon_alert(user, "chestplate stuck to your hand!")
+ return
+ playsound(src, 'sound/machines/click.ogg', 30, TRUE)
+ balloon_alert(user, "chestplate added")
+ chestplate = part
+ step = CHESTPLATE_STEP
+ else if(part.tool_behaviour == TOOL_CROWBAR) //Deconstruct
+ if(part.use_tool(src, user, 0, volume=30))
+ helmet.forceMove(drop_location())
+ balloon_alert(user, "helmet removed")
+ helmet = null
+ step = SCREWED_CORE_STEP
+ if(CHESTPLATE_STEP)
+ if(istype(part, /obj/item/mod/construction/gauntlets)) //Construct
+ if(!user.transferItemToLoc(part, src))
+ balloon_alert(user, "gauntlets stuck to your hand!")
+ return
+ playsound(src, 'sound/machines/click.ogg', 30, TRUE)
+ balloon_alert(user, "gauntlets added")
+ gauntlets = part
+ step = GAUNTLETS_STEP
+ else if(part.tool_behaviour == TOOL_CROWBAR) //Deconstruct
+ if(part.use_tool(src, user, 0, volume=30))
+ chestplate.forceMove(drop_location())
+ balloon_alert(user, "chestplate removed")
+ chestplate = null
+ step = HELMET_STEP
+ if(GAUNTLETS_STEP)
+ if(istype(part, /obj/item/mod/construction/boots)) //Construct
+ if(!user.transferItemToLoc(part, src))
+ balloon_alert(user, "boots added")
+ return
+ playsound(src, 'sound/machines/click.ogg', 30, TRUE)
+ balloon_alert(user, "You fit [part] onto [src].")
+ boots = part
+ step = BOOTS_STEP
+ else if(part.tool_behaviour == TOOL_CROWBAR) //Deconstruct
+ if(part.use_tool(src, user, 0, volume=30))
+ gauntlets.forceMove(drop_location())
+ balloon_alert(user, "gauntlets removed")
+ gauntlets = null
+ step = CHESTPLATE_STEP
+ if(BOOTS_STEP)
+ if(part.tool_behaviour == TOOL_WRENCH) //Construct
+ if(part.use_tool(src, user, 0, volume=30))
+ balloon_alert(user, "assembly secured")
+ step = WRENCHED_ASSEMBLY_STEP
+ else if(part.tool_behaviour == TOOL_CROWBAR) //Deconstruct
+ if(part.use_tool(src, user, 0, volume=30))
+ boots.forceMove(drop_location())
+ balloon_alert(user, "boots removed")
+ boots = null
+ step = GAUNTLETS_STEP
+ if(WRENCHED_ASSEMBLY_STEP)
+ if(part.tool_behaviour == TOOL_SCREWDRIVER) //Construct
+ if(part.use_tool(src, user, 0, volume=30))
+ balloon_alert(user, "assembly screwed")
+ step = SCREWED_ASSEMBLY_STEP
+ else if(part.tool_behaviour == TOOL_WRENCH) //Deconstruct
+ if(part.use_tool(src, user, 0, volume=30))
+ balloon_alert(user, "assembly unsecured")
+ step = BOOTS_STEP
+ if(SCREWED_ASSEMBLY_STEP)
+ if(istype(part, /obj/item/mod/construction/armor)) //Construct
+ var/obj/item/mod/construction/armor/external_armor = part
+ if(!user.transferItemToLoc(part, src))
+ return
+ playsound(src, 'sound/machines/click.ogg', 30, TRUE)
+ balloon_alert(user, "suit finished")
+ var/obj/item/modsuit = new /obj/item/mod/control(drop_location(), external_armor.theme)
+ qdel(src)
+ user.put_in_hands(modsuit)
+ else if(part.tool_behaviour == TOOL_SCREWDRIVER) //Construct
+ if(part.use_tool(src, user, 0, volume=30))
+ balloon_alert(user, "assembly unscrewed")
+ step = SCREWED_ASSEMBLY_STEP
+ update_icon_state()
+
+/obj/item/mod/construction/shell/update_icon_state()
+ . = ..()
+ icon_state = "mod-construction_[step]"
+
+/obj/item/mod/construction/shell/Destroy()
+ QDEL_NULL(core)
+ QDEL_NULL(helmet)
+ QDEL_NULL(chestplate)
+ QDEL_NULL(gauntlets)
+ QDEL_NULL(boots)
+ return ..()
+
+/obj/item/mod/construction/shell/handle_atom_del(atom/deleted_atom)
+ if(deleted_atom == core)
+ core = null
+ if(deleted_atom == helmet)
+ helmet = null
+ if(deleted_atom == chestplate)
+ chestplate = null
+ if(deleted_atom == gauntlets)
+ gauntlets = null
+ if(deleted_atom == boots)
+ boots = null
+ return ..()
+
+#undef START_STEP
+#undef CORE_STEP
+#undef SCREWED_CORE_STEP
+#undef HELMET_STEP
+#undef CHESTPLATE_STEP
+#undef GAUNTLETS_STEP
+#undef BOOTS_STEP
+#undef WRENCHED_ASSEMBLY_STEP
+#undef SCREWED_ASSEMBLY_STEP
diff --git a/code/modules/mod/mod_control.dm b/code/modules/mod/mod_control.dm
new file mode 100644
index 0000000000..d30b8a235e
--- /dev/null
+++ b/code/modules/mod/mod_control.dm
@@ -0,0 +1,588 @@
+/// MODsuits, trade-off between armor and utility
+/obj/item/mod
+ name = "Base MOD"
+ desc = "You should not see this, yell at a coder!"
+ icon = 'icons/obj/clothing/modsuit/mod_clothing.dmi'
+ mob_overlay_icon = 'icons/mob/clothing/modsuit/mod_clothing.dmi'
+ icon_state = "standard-control"
+ item_state = "standard-control"
+ mutantrace_variation = STYLE_NO_ANTHRO_ICON
+
+/obj/item/mod/control
+ name = "MOD control unit"
+ desc = "The control unit of a Modular Outerwear Device, a powered, back-mounted suit that protects against various environments."
+ icon_state = "control"
+ item_state = "control"
+ w_class = WEIGHT_CLASS_BULKY
+ slot_flags = ITEM_SLOT_BACK
+ strip_delay = 10 SECONDS
+ slowdown = 2
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 25, ACID = 25, WOUND = 10, RAD = 0)
+ actions_types = list(
+ /datum/action/item_action/mod/deploy,
+ /datum/action/item_action/mod/activate,
+ /datum/action/item_action/mod/module,
+ /datum/action/item_action/mod/panel,
+ /datum/action/item_action/mod/deploy/ai,
+ /datum/action/item_action/mod/activate/ai,
+ /datum/action/item_action/mod/module/ai,
+ /datum/action/item_action/mod/panel/ai,
+ )
+ resistance_flags = NONE
+ max_heat_protection_temperature = SPACE_SUIT_MAX_TEMP_PROTECT
+ min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT
+ permeability_coefficient = 0.01
+ siemens_coefficient = 0.5
+ alternate_worn_layer = BODY_FRONT_LAYER
+ /// The MOD's theme, decides on some stuff like armor and statistics.
+ var/datum/mod_theme/theme = /datum/mod_theme
+ /// Looks of the MOD.
+ var/skin = "standard"
+ /// Theme of the MOD TGUI
+ var/ui_theme = "ntos"
+ /// If the suit is deployed and turned on.
+ var/active = FALSE
+ /// If the suit wire/module hatch is open.
+ var/open = FALSE
+ /// If the suit is ID locked.
+ var/locked = FALSE
+ /// If the suit is malfunctioning.
+ var/malfunctioning = FALSE
+ /// If the suit is currently activating/deactivating.
+ var/activating = FALSE
+ /// How long the MOD is electrified for.
+ var/seconds_electrified = MACHINE_NOT_ELECTRIFIED
+ /// If the suit interface is broken.
+ var/interface_break = FALSE
+ /// How much module complexity can this MOD carry.
+ var/complexity_max = DEFAULT_MAX_COMPLEXITY
+ /// How much module complexity this MOD is carrying.
+ var/complexity = 0
+ /// Power usage of the MOD.
+ var/cell_drain = DEFAULT_CHARGE_DRAIN
+ /// Slowdown of the MOD when not active.
+ var/slowdown_inactive = 2
+ /// Slowdown of the MOD when active.
+ var/slowdown_active = 1
+ /// How long this MOD takes each part to seal.
+ var/activation_step_time = MOD_ACTIVATION_STEP_TIME
+ /// MOD cell.
+ var/obj/item/stock_parts/cell/cell
+ /// MOD helmet.
+ var/obj/item/clothing/head/helmet/space/mod/helmet
+ /// MOD chestplate.
+ var/obj/item/clothing/suit/armor/mod/chestplate
+ /// MOD gauntlets.
+ var/obj/item/clothing/gloves/mod/gauntlets
+ /// MOD boots.
+ var/obj/item/clothing/shoes/mod/boots
+ /// List of parts (helmet, chestplate, gauntlets, boots).
+ var/list/mod_parts = list()
+ /// Modules the MOD should spawn with.
+ var/list/initial_modules = list()
+ /// Modules the MOD currently possesses.
+ var/list/modules = list()
+ /// Currently used module.
+ var/obj/item/mod/module/selected_module
+ /// AI/pAI mob inhabiting the MOD.
+ var/mob/living/silicon/ai
+ /// Delay between moves as AI.
+ var/movedelay = 0
+ /// Cooldown for AI moves.
+ COOLDOWN_DECLARE(cooldown_mod_move)
+ /// Person wearing the MODsuit.
+ var/mob/living/carbon/human/wearer
+
+/obj/item/mod/control/Initialize(mapload, new_theme, new_skin)
+ . = ..()
+ if(new_theme)
+ theme = new_theme
+ theme = GLOB.mod_themes[theme]
+ slowdown_inactive = theme.slowdown_inactive
+ slowdown_active = theme.slowdown_active
+ slowdown = slowdown_inactive
+ complexity_max = theme.complexity_max
+ skin = new_skin || theme.default_skin
+ ui_theme = theme.ui_theme
+ cell_drain = theme.cell_drain
+ initial_modules += theme.inbuilt_modules
+ wires = new /datum/wires/mod(src)
+ if(length(req_access))
+ locked = TRUE
+ if(ispath(cell))
+ cell = new cell(src)
+ helmet = new /obj/item/clothing/head/helmet/space/mod(src)
+ helmet.mod = src
+ mod_parts += helmet
+ chestplate = new /obj/item/clothing/suit/armor/mod(src)
+ chestplate.mod = src
+ mod_parts += chestplate
+ gauntlets = new /obj/item/clothing/gloves/mod(src)
+ gauntlets.mod = src
+ mod_parts += gauntlets
+ boots = new /obj/item/clothing/shoes/mod(src)
+ boots.mod = src
+ mod_parts += boots
+ var/list/all_parts = mod_parts.Copy() + src
+ for(var/obj/item/piece as anything in all_parts)
+ piece.name = "[theme.name] [piece.name]"
+ piece.desc = "[piece.desc] [theme.desc]"
+ piece.armor = getArmor(arglist(theme.armor))
+ piece.resistance_flags = theme.resistance_flags
+ piece.heat_protection = NONE
+ piece.cold_protection = NONE
+ piece.max_heat_protection_temperature = theme.max_heat_protection_temperature
+ piece.min_cold_protection_temperature = theme.min_cold_protection_temperature
+ piece.permeability_coefficient = theme.permeability_coefficient
+ piece.siemens_coefficient = theme.siemens_coefficient
+ piece.icon_state = "[skin]-[initial(piece.icon_state)]"
+ piece.item_state = "[skin]-[initial(piece.item_state)]"
+ update_flags()
+ for(var/obj/item/mod/module/module as anything in initial_modules)
+ module = new module(src)
+ install(module)
+ RegisterSignal(src, COMSIG_ATOM_EXITED, .proc/on_exit)
+ movedelay = CONFIG_GET(number/movedelay/run_delay)
+
+/obj/item/mod/control/Destroy()
+ if(active)
+ STOP_PROCESSING(SSobj, src)
+ var/atom/deleting_atom
+ if(!QDELETED(helmet))
+ deleting_atom = helmet
+ helmet.mod = null
+ helmet = null
+ mod_parts -= deleting_atom
+ qdel(deleting_atom)
+ if(!QDELETED(chestplate))
+ deleting_atom = chestplate
+ chestplate.mod = null
+ chestplate = null
+ mod_parts -= deleting_atom
+ qdel(deleting_atom)
+ if(!QDELETED(gauntlets))
+ deleting_atom = gauntlets
+ gauntlets.mod = null
+ gauntlets = null
+ mod_parts -= deleting_atom
+ qdel(deleting_atom)
+ if(!QDELETED(boots))
+ deleting_atom = boots
+ boots.mod = null
+ boots = null
+ mod_parts -= deleting_atom
+ qdel(deleting_atom)
+ for(var/obj/item/mod/module/module as anything in modules)
+ module.mod = null
+ modules -= module
+ QDEL_NULL(ai)
+ QDEL_NULL(wires)
+ QDEL_NULL(cell)
+ return ..()
+
+/obj/item/mod/control/process(delta_time)
+ if(seconds_electrified > MACHINE_NOT_ELECTRIFIED)
+ seconds_electrified--
+ if((!cell || !cell.charge) && active && !activating)
+ power_off()
+ return PROCESS_KILL
+ var/malfunctioning_charge_drain = 0
+ if(malfunctioning)
+ malfunctioning_charge_drain = rand(1,20)
+ cell.charge = max(0, cell.charge - (cell_drain + malfunctioning_charge_drain)*delta_time)
+ update_cell_alert()
+ for(var/obj/item/mod/module/module as anything in modules)
+ if(malfunctioning && module.active && DT_PROB(5, delta_time))
+ module.on_deactivation()
+ module.on_process(delta_time)
+
+/obj/item/mod/control/equipped(mob/user, slot)
+ ..()
+ if(slot == ITEM_SLOT_BACK)
+ set_wearer(user)
+ else if(wearer)
+ unset_wearer()
+
+/obj/item/mod/control/dropped(mob/user)
+ . = ..()
+ if(wearer)
+ unset_wearer()
+
+/obj/item/mod/control/item_action_slot_check(slot)
+ if(slot == ITEM_SLOT_BACK)
+ return TRUE
+
+/obj/item/mod/control/allow_attack_hand_drop(mob/user)
+ var/mob/living/carbon/carbon_user = user
+ if(!istype(carbon_user) || src != carbon_user.back)
+ return ..()
+ for(var/obj/item/part in mod_parts)
+ if(part.loc != src)
+ balloon_alert(carbon_user, "retract parts first!")
+ playsound(src, 'sound/machines/scanbuzz.ogg', 25, FALSE, SILENCED_SOUND_EXTRARANGE)
+ return FALSE
+ return ..()
+
+/obj/item/mod/control/MouseDrop(atom/over_object)
+ if(src != wearer?.back || !istype(over_object, /atom/movable/screen/inventory/hand))
+ return ..()
+ for(var/obj/item/part in mod_parts)
+ if(part.loc != src)
+ balloon_alert(wearer, "retract parts first!")
+ playsound(src, 'sound/machines/scanbuzz.ogg', 25, FALSE, SILENCED_SOUND_EXTRARANGE)
+ return
+ if(!wearer.incapacitated())
+ var/atom/movable/screen/inventory/hand/ui_hand = over_object
+ if(wearer.putItemFromInventoryInHandIfPossible(src, ui_hand.held_index))
+ add_fingerprint(usr)
+ return ..()
+
+/obj/item/mod/control/attack_hand(mob/user)
+ if(seconds_electrified && cell?.charge)
+ if(shock(user))
+ return
+ if(open && loc == user)
+ if(!cell)
+ balloon_alert(user, "no cell!")
+ return
+ balloon_alert(user, "removing cell...")
+ if(!do_after(user, 1.5 SECONDS, target = src))
+ balloon_alert(user, "interrupted!")
+ return
+ balloon_alert(user, "cell removed")
+ playsound(src, 'sound/machines/click.ogg', 50, TRUE, SILENCED_SOUND_EXTRARANGE)
+ if(!user.put_in_hands(cell))
+ cell.forceMove(drop_location())
+ update_cell_alert()
+ return
+ return ..()
+
+/obj/item/mod/control/AltClick(mob/user)
+ if(seconds_electrified && cell?.charge)
+ if(shock(user))
+ return
+ if(!open)
+ for(var/obj/item/mod/module/storage/S in modules)
+ if(S.stored)
+ playsound(user, "rustle", 50, 1, -5)
+ SEND_SIGNAL(S.stored, COMSIG_TRY_STORAGE_SHOW, wearer, TRUE)
+ return
+ . = ..()
+
+/obj/item/mod/control/screwdriver_act(mob/living/user, obj/item/screwdriver)
+ . = ..()
+ if(.)
+ return TRUE
+ if(active || activating)
+ balloon_alert(user, "deactivate suit first!")
+ playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
+ return FALSE
+ balloon_alert(user, "[open ? "closing" : "opening"] panel...")
+ screwdriver.play_tool_sound(src, 100)
+ if(screwdriver.use_tool(src, user, 1 SECONDS))
+ if(active || activating)
+ balloon_alert(user, "deactivate suit first!")
+ screwdriver.play_tool_sound(src, 100)
+ balloon_alert(user, "panel [open ? "closed" : "opened"]")
+ open = !open
+ else
+ balloon_alert(user, "interrupted!")
+ return TRUE
+
+/obj/item/mod/control/crowbar_act(mob/living/user, obj/item/crowbar)
+ . = ..()
+ if(!open)
+ balloon_alert(user, "open the panel first!")
+ playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
+ return FALSE
+ if(!allowed(user))
+ balloon_alert(user, "insufficient access!")
+ playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
+ return
+ if(length(modules))
+ var/list/removable_modules = list()
+ for(var/obj/item/mod/module/module as anything in modules)
+ if(!module.removable)
+ continue
+ removable_modules += module
+ var/obj/item/mod/module/module_to_remove = tgui_input_list(user, "Which module to remove?", "Module Removal", removable_modules)
+ if(!module_to_remove?.mod)
+ return FALSE
+ uninstall(module_to_remove)
+ module_to_remove.forceMove(drop_location())
+ crowbar.play_tool_sound(src, 100)
+ return TRUE
+ balloon_alert(user, "no modules!")
+ playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
+ return FALSE
+
+/obj/item/mod/control/attackby(obj/item/attacking_item, mob/living/user, params)
+ if(istype(attacking_item, /obj/item/paicard))
+ if(!open) //mod must be open
+ balloon_alert(user, "suit must be open to transfer!")
+ return FALSE
+ insert_pai(user, attacking_item)
+ return TRUE
+ if(istype(attacking_item, /obj/item/mod/module))
+ if(!open)
+ balloon_alert(user, "open the panel first!")
+ playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
+ return FALSE
+ install(attacking_item, user)
+ return TRUE
+ else if(istype(attacking_item, /obj/item/stock_parts/cell))
+ if(!open)
+ balloon_alert(user, "open the panel first!")
+ playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
+ return FALSE
+ if(cell)
+ balloon_alert(user, "cell already installed!")
+ playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
+ return FALSE
+ attacking_item.forceMove(src)
+ cell = attacking_item
+ balloon_alert(user, "cell installed")
+ playsound(src, 'sound/machines/click.ogg', 50, TRUE, SILENCED_SOUND_EXTRARANGE)
+ update_cell_alert()
+ return TRUE
+ else if(is_wire_tool(attacking_item) && open)
+ wires.interact(user)
+ return TRUE
+ else if(istype(attacking_item, /obj/item/mod/paint))
+ if(active || activating)
+ balloon_alert(user, "suit is active!")
+ else if(paint(user, attacking_item))
+ balloon_alert(user, "suit painted")
+ else
+ balloon_alert(user, "not painted!")
+ return TRUE
+ else if(open && attacking_item.GetID())
+ update_access(user, attacking_item)
+ return TRUE
+ return ..()
+
+/obj/item/mod/control/get_cell()
+ if(open)
+ return cell
+
+/obj/item/mod/control/emag_act(mob/user)
+ locked = !locked
+ balloon_alert(user, "[locked ? "locked" : "unlocked"]")
+
+/obj/item/mod/control/emp_act(severity)
+ . = ..()
+ to_chat(wearer, span_notice("[severity > 1 ? "Light" : "Strong"] electromagnetic pulse detected!"))
+ if(!active || !wearer || . & EMP_PROTECT_CONTENTS)
+ return
+ selected_module = null
+ wearer.apply_damage(10 / severity, BURN, spread_damage=TRUE)
+ to_chat(wearer, span_danger("You feel [src] heat up from the EMP, burning you slightly."))
+ if (wearer.stat < UNCONSCIOUS && prob(10))
+ wearer.emote("scream")
+
+/obj/item/mod/control/on_outfit_equip(mob/living/carbon/human/outfit_wearer, visuals_only, item_slot)
+ if(visuals_only)
+ set_wearer(outfit_wearer) //we need to set wearer manually since it doesnt call equipped
+ quick_activation()
+
+/obj/item/mod/control/doStrip(mob/stripper, mob/owner)
+ if(active && !toggle_activate(stripper, force_deactivate = TRUE))
+ return
+ for(var/obj/item/part in mod_parts)
+ conceal(null, part)
+ return ..()
+
+/obj/item/mod/control/worn_overlays(isinhands = FALSE, icon_file)
+ . = ..()
+ if(!active)
+ return
+ for(var/obj/item/mod/module/module as anything in modules)
+ var/list/module_icons = module.generate_worn_overlay()
+ if(!length(module_icons))
+ continue
+ . += module_icons
+
+/obj/item/mod/control/proc/set_wearer(mob/user)
+ wearer = user
+ RegisterSignal(wearer, COMSIG_ATOM_EXITED, .proc/on_exit)
+ RegisterSignal(wearer, COMSIG_PROCESS_BORGCHARGER_OCCUPANT, .proc/on_borg_charge)
+ update_cell_alert()
+ for(var/obj/item/mod/module/module as anything in modules)
+ module.on_equip()
+
+/obj/item/mod/control/proc/unset_wearer()
+ for(var/obj/item/mod/module/module as anything in modules)
+ module.on_unequip()
+ UnregisterSignal(wearer, list(COMSIG_ATOM_EXITED, COMSIG_PROCESS_BORGCHARGER_OCCUPANT))
+ wearer.clear_alert("mod_charge")
+ wearer = null
+
+/obj/item/mod/control/proc/update_flags()
+ var/list/used_skin = theme.skins[skin]
+ for(var/obj/item/clothing/part as anything in mod_parts)
+ var/used_category
+ if(part == helmet)
+ used_category = HELMET_FLAGS
+ helmet.alternate_worn_layer = used_skin["HELMET_LAYER"]
+ helmet.alternate_layer = used_skin["HELMET_LAYER"]
+ if(part == chestplate)
+ used_category = CHESTPLATE_FLAGS
+ if(part == gauntlets)
+ used_category = GAUNTLETS_FLAGS
+ if(part == boots)
+ used_category = BOOTS_FLAGS
+ var/list/category = used_skin[used_category]
+ part.clothing_flags = category[UNSEALED_CLOTHING] || NONE
+ part.visor_flags = category[SEALED_CLOTHING] || NONE
+ part.flags_inv = category[UNSEALED_INVISIBILITY] || NONE
+ part.visor_flags_inv = category[SEALED_INVISIBILITY] || NONE
+ part.flags_cover = category[UNSEALED_COVER] || NONE
+ part.visor_flags_cover = category[SEALED_COVER] || NONE
+
+/obj/item/mod/control/proc/quick_module(mob/user)
+ if(!length(modules))
+ return
+ var/list/display_names = list()
+ var/list/items = list()
+ for(var/obj/item/mod/module/module as anything in modules)
+ if(module.module_type == MODULE_PASSIVE)
+ continue
+ display_names[module.name] = REF(module)
+ var/image/module_image = image(icon = module.icon, icon_state = module.icon_state)
+ items += list(module.name = module_image)
+ if(!length(items))
+ return
+ var/pick = show_radial_menu(user, src, items, custom_check = FALSE, require_near = TRUE)
+ if(!pick)
+ return
+ var/module_reference = display_names[pick]
+ var/obj/item/mod/module/selected_module = locate(module_reference) in modules
+ if(!istype(selected_module) || user.incapacitated())
+ return
+ selected_module.on_select()
+
+/obj/item/mod/control/proc/paint(mob/user, obj/item/paint)
+ if(length(theme.skins) <= 1)
+ return FALSE
+ var/list/skins = list()
+ for(var/mod_skin in theme.skins)
+ skins[mod_skin] = image(icon = icon, icon_state = "[mod_skin]-control")
+ var/pick = show_radial_menu(user, src, skins, custom_check = FALSE, require_near = TRUE)
+ if(!pick || !user.is_holding(paint))
+ return FALSE
+ skin = pick
+ var/list/skin_updating = mod_parts.Copy() + src
+ for(var/obj/item/piece as anything in skin_updating)
+ piece.icon_state = "[skin]-[initial(piece.icon_state)]"
+ update_flags()
+ wearer?.regenerate_icons()
+ return TRUE
+
+/obj/item/mod/control/proc/shock(mob/living/user)
+ if(!istype(user) || cell?.charge < 1)
+ return FALSE
+ do_sparks(5, TRUE, src)
+ var/check_range = TRUE
+ return electrocute_mob(user, cell, src, 0.7, check_range)
+
+/obj/item/mod/control/proc/install(module, mob/user)
+ var/obj/item/mod/module/new_module = module
+ for(var/obj/item/mod/module/old_module as anything in modules)
+ if(is_type_in_list(new_module, old_module.incompatible_modules) || is_type_in_list(old_module, new_module.incompatible_modules))
+ if(user)
+ balloon_alert(user, "[new_module] incompatible with [old_module]!")
+ playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
+ return
+ if(is_type_in_list(module, theme.module_blacklist))
+ if(user)
+ balloon_alert(user, "[src] doesn't accept [new_module]!")
+ playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
+ return
+ var/complexity_with_module = complexity
+ complexity_with_module += new_module.complexity
+ if(complexity_with_module > complexity_max)
+ if(user)
+ balloon_alert(user, "[new_module] would make [src] too complex!")
+ playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
+ return
+ new_module.forceMove(src)
+ modules += new_module
+ complexity += new_module.complexity
+ new_module.mod = src
+ new_module.on_install()
+ if(wearer)
+ new_module.on_equip()
+ if(user)
+ balloon_alert(user, "[new_module] added")
+ playsound(src, 'sound/machines/click.ogg', 50, TRUE, SILENCED_SOUND_EXTRARANGE)
+
+/obj/item/mod/control/proc/uninstall(module)
+ var/obj/item/mod/module/old_module = module
+ modules -= old_module
+ complexity -= old_module.complexity
+ if(active)
+ old_module.on_suit_deactivation()
+ if(old_module.active)
+ old_module.on_deactivation()
+ if(wearer)
+ old_module.on_unequip()
+ old_module.on_uninstall()
+ old_module.mod = null
+
+/obj/item/mod/control/proc/update_access(mob/user, obj/item/card/id/card)
+ if(!allowed(user))
+ balloon_alert(user, "insufficient access!")
+ playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
+ return
+ req_access = card.access.Copy()
+ balloon_alert(user, "access updated")
+
+/obj/item/mod/control/proc/update_cell_alert()
+ if(!wearer)
+ return
+ if(!cell)
+ wearer.throw_alert("mod_charge", /atom/movable/screen/alert/nocell)
+ return
+ var/remaining_cell = cell.charge/cell.maxcharge
+ switch(remaining_cell)
+ if(0.75 to INFINITY)
+ wearer.clear_alert("mod_charge")
+ if(0.5 to 0.75)
+ wearer.throw_alert("mod_charge", /atom/movable/screen/alert/lowcell, 1)
+ if(0.25 to 0.5)
+ wearer.throw_alert("mod_charge", /atom/movable/screen/alert/lowcell, 2)
+ if(0.01 to 0.25)
+ wearer.throw_alert("mod_charge", /atom/movable/screen/alert/lowcell, 3)
+ else
+ wearer.throw_alert("mod_charge", /atom/movable/screen/alert/emptycell)
+
+/obj/item/mod/control/proc/power_off()
+ balloon_alert(wearer, "no power!")
+ toggle_activate(wearer, force_deactivate = TRUE)
+
+/obj/item/mod/control/proc/on_exit(datum/source, atom/movable/part, direction)
+ SIGNAL_HANDLER
+
+ if(part.loc == src)
+ return
+ if(part == cell)
+ cell = null
+ update_cell_alert()
+ return
+ if(part.loc == wearer)
+ return
+ if(modules.Find(part))
+ uninstall(part)
+ return
+ if(mod_parts.Find(part))
+ conceal(wearer, part)
+ if(active)
+ INVOKE_ASYNC(src, .proc/toggle_activate, wearer, TRUE)
+ return
+
+/obj/item/mod/control/proc/on_borg_charge(datum/source, amount)
+ SIGNAL_HANDLER
+
+ if(!cell)
+ return
+ cell.give(amount)
diff --git a/code/modules/mod/mod_theme.dm b/code/modules/mod/mod_theme.dm
new file mode 100644
index 0000000000..135cef31b7
--- /dev/null
+++ b/code/modules/mod/mod_theme.dm
@@ -0,0 +1,854 @@
+/// Global proc that sets up all MOD themes as singletons in a list and returns it.
+/proc/setup_mod_themes()
+ . = list()
+ for(var/path in typesof(/datum/mod_theme))
+ var/datum/mod_theme/new_theme = new path()
+ .[path] = new_theme
+
+/// MODsuit theme, instanced once and then used by MODsuits to grab various statistics.
+/datum/mod_theme
+ /// Theme name for the MOD.
+ var/name = "standard"
+ /// Description added to the MOD.
+ var/desc = "A civilian class suit by Nakamura Engineering, doesn't offer much other than slightly quicker movement."
+ /// Default skin of the MOD.
+ var/default_skin = "standard"
+ /// Armor shared across the MOD pieces.
+ var/armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 25, ACID = 25, WOUND = 10, RAD = 0)
+ /// Resistance flags shared across the MOD pieces.
+ var/resistance_flags = NONE
+ /// Max heat protection shared across the MOD pieces.
+ var/max_heat_protection_temperature = SPACE_SUIT_MAX_TEMP_PROTECT
+ /// Max cold protection shared across the MOD pieces.
+ var/min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT
+ /// Permeability shared across the MOD pieces.
+ var/permeability_coefficient = 0.01
+ /// Siemens shared across the MOD pieces.
+ var/siemens_coefficient = 0.5
+ /// How much modules can the MOD carry without malfunctioning.
+ var/complexity_max = DEFAULT_MAX_COMPLEXITY
+ /// How much battery power the MOD uses by just being on
+ var/cell_drain = DEFAULT_CHARGE_DRAIN
+ /// Slowdown of the MOD when not active.
+ var/slowdown_inactive = 1.25
+ /// Slowdown of the MOD when active.
+ var/slowdown_active = 0.75
+ /// Theme used by the MOD TGUI.
+ var/ui_theme = "ntos"
+ /// List of inbuilt modules. These are different from the pre-equipped suits, you should mainly use these for unremovable modules with 0 complexity.
+ var/list/inbuilt_modules = list()
+ /// Modules blacklisted from the MOD.
+ var/list/module_blacklist = list()
+ /// List of skins with their appropriate clothing flags.
+ var/list/skins = list(
+ "standard" = list(
+ HELMET_LAYER = NECK_LAYER,
+ HELMET_FLAGS = list(
+ UNSEALED_CLOTHING = NONE,
+ SEALED_CLOTHING = THICKMATERIAL|STOPSPRESSUREDAMAGE,
+ UNSEALED_INVISIBILITY = HIDEFACIALHAIR,
+ SEALED_INVISIBILITY = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDESNOUT,
+ SEALED_COVER = HEADCOVERSMOUTH|HEADCOVERSEYES,
+ ),
+ 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,
+ ),
+ ),
+ "civilian" = list(
+ HELMET_LAYER = null,
+ HELMET_FLAGS = list(
+ UNSEALED_CLOTHING = THICKMATERIAL,
+ SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
+ UNSEALED_INVISIBILITY = HIDEFACIALHAIR|HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDESNOUT,
+ UNSEALED_COVER = HEADCOVERSMOUTH|HEADCOVERSEYES,
+ ),
+ 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,
+ ),
+ ),
+ )
+
+/datum/mod_theme/engineering
+ name = "engineering"
+ desc = "An engineer-fit suit with heat and shock resistance. Nakamura Engineering's classic."
+ default_skin = "engineering"
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 10, BIO = 100, FIRE = 100, ACID = 25, WOUND = 10, RAD = 20)
+ resistance_flags = FIRE_PROOF
+ max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT
+ siemens_coefficient = 0
+ slowdown_inactive = 1.5
+ slowdown_active = 1
+ skins = list(
+ "engineering" = list(
+ HELMET_LAYER = NECK_LAYER,
+ HELMET_FLAGS = list(
+ UNSEALED_CLOTHING = NONE,
+ SEALED_CLOTHING = THICKMATERIAL|STOPSPRESSUREDAMAGE,
+ UNSEALED_INVISIBILITY = HIDEFACIALHAIR,
+ SEALED_INVISIBILITY = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDESNOUT,
+ SEALED_COVER = HEADCOVERSMOUTH|HEADCOVERSEYES,
+ ),
+ 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,
+ ),
+ ),
+ )
+
+/datum/mod_theme/atmospheric
+ name = "atmospheric"
+ desc = "An atmospheric-resistant suit by Nakamura Engineering, offering extreme heat resistance compared to the engineer suit."
+ default_skin = "atmospheric"
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 10, BIO = 100, FIRE = 100, ACID = 75, WOUND = 10, RAD = 0)
+ resistance_flags = FIRE_PROOF
+ max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
+ slowdown_inactive = 1.5
+ slowdown_active = 1
+ skins = list(
+ "atmospheric" = list(
+ HELMET_LAYER = NECK_LAYER,
+ HELMET_FLAGS = list(
+ UNSEALED_CLOTHING = NONE,
+ SEALED_CLOTHING = THICKMATERIAL|STOPSPRESSUREDAMAGE,
+ UNSEALED_INVISIBILITY = HIDEFACIALHAIR|HIDESNOUT,
+ SEALED_INVISIBILITY = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR,
+ UNSEALED_COVER = HEADCOVERSMOUTH,
+ SEALED_COVER = HEADCOVERSEYES,
+ ),
+ 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,
+ ),
+ ),
+ )
+
+/datum/mod_theme/advanced
+ name = "advanced"
+ desc = "An advanced version of Nakamura Engineering's classic suit, shining with a white, acid and fire resistant polish."
+ default_skin = "advanced"
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 50, BIO = 100, FIRE = 100, ACID = 90, WOUND = 10, RAD = 35)
+ resistance_flags = FIRE_PROOF
+ max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
+ siemens_coefficient = 0
+ slowdown_inactive = 1
+ slowdown_active = 0.5
+ inbuilt_modules = list(/obj/item/mod/module/magboot/advanced)
+ skins = list(
+ "advanced" = list(
+ HELMET_LAYER = NECK_LAYER,
+ HELMET_FLAGS = list(
+ UNSEALED_CLOTHING = NONE,
+ SEALED_CLOTHING = THICKMATERIAL|STOPSPRESSUREDAMAGE,
+ UNSEALED_INVISIBILITY = HIDEFACIALHAIR,
+ SEALED_INVISIBILITY = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDESNOUT,
+ SEALED_COVER = HEADCOVERSMOUTH|HEADCOVERSEYES,
+ ),
+ 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,
+ ),
+ ),
+ )
+
+/datum/mod_theme/mining
+ name = "mining"
+ desc = "A high-power Nanotrasen mining suit, supporting more complexity at a bigger drain."
+ default_skin = "mining"
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 50, BIO = 100, FIRE = 100, ACID = 75, WOUND = 15, RAD = 0)
+ resistance_flags = FIRE_PROOF
+ max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT
+ cell_drain = DEFAULT_CHARGE_DRAIN * 2
+ complexity_max = DEFAULT_MAX_COMPLEXITY + 5
+ skins = list(
+ "mining" = list(
+ HELMET_LAYER = null,
+ HELMET_FLAGS = list(
+ UNSEALED_CLOTHING = THICKMATERIAL,
+ SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
+ UNSEALED_INVISIBILITY = HIDEFACIALHAIR|HIDEEARS|HIDEHAIR|HIDESNOUT,
+ SEALED_INVISIBILITY = HIDEMASK|HIDEEYES|HIDEFACE,
+ SEALED_COVER = HEADCOVERSMOUTH|HEADCOVERSEYES,
+ ),
+ 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,
+ ),
+ ),
+ )
+
+/datum/mod_theme/medical
+ name = "medical"
+ desc = "A lightweight suit by DeForest Medical Corporation, allows for easier movement."
+ default_skin = "medical"
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 10, BIO = 100, FIRE = 60, ACID = 75, WOUND = 10, RAD = 0)
+ cell_drain = DEFAULT_CHARGE_DRAIN * 1.5
+ slowdown_inactive = 1
+ slowdown_active = 0.5
+ skins = list(
+ "medical" = list(
+ HELMET_LAYER = NECK_LAYER,
+ HELMET_FLAGS = list(
+ UNSEALED_CLOTHING = NONE,
+ SEALED_CLOTHING = THICKMATERIAL|STOPSPRESSUREDAMAGE,
+ UNSEALED_INVISIBILITY = HIDEFACIALHAIR,
+ SEALED_INVISIBILITY = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDESNOUT,
+ SEALED_COVER = HEADCOVERSMOUTH|HEADCOVERSEYES,
+ ),
+ 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,
+ ),
+ ),
+ "corpsman" = list(
+ HELMET_LAYER = NECK_LAYER,
+ HELMET_FLAGS = list(
+ UNSEALED_CLOTHING = NONE,
+ SEALED_CLOTHING = THICKMATERIAL|STOPSPRESSUREDAMAGE,
+ UNSEALED_INVISIBILITY = HIDEFACIALHAIR,
+ SEALED_INVISIBILITY = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDESNOUT,
+ SEALED_COVER = HEADCOVERSMOUTH|HEADCOVERSEYES,
+ ),
+ 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,
+ ),
+ ),
+ )
+
+/datum/mod_theme/rescue
+ name = "rescue"
+ desc = "An advanced version of DeForest Medical Corporation's medical suit, designed for quick rescue of bodies from the most dangerous environments."
+ default_skin = "rescue"
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 10, BIO = 100, FIRE = 100, ACID = 100, WOUND = 10, RAD = 0)
+ resistance_flags = FIRE_PROOF|ACID_PROOF
+ max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT
+ cell_drain = DEFAULT_CHARGE_DRAIN * 1.5
+ slowdown_inactive = 0.75
+ slowdown_active = 0.25
+ inbuilt_modules = list(/obj/item/mod/module/quick_carry/advanced)
+ skins = list(
+ "rescue" = list(
+ HELMET_LAYER = NECK_LAYER,
+ HELMET_FLAGS = list(
+ UNSEALED_CLOTHING = NONE,
+ SEALED_CLOTHING = THICKMATERIAL|STOPSPRESSUREDAMAGE,
+ UNSEALED_INVISIBILITY = HIDEFACIALHAIR,
+ SEALED_INVISIBILITY = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDESNOUT,
+ SEALED_COVER = HEADCOVERSMOUTH|HEADCOVERSEYES,
+ ),
+ 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,
+ ),
+ ),
+ )
+
+/datum/mod_theme/research
+ name = "research"
+ desc = "A private military EOD suit by Aussec Armory, intended for explosive research. Bulky, but expansive."
+ default_skin = "research"
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 100, BIO = 100, FIRE = 100, ACID = 100, WOUND = 15, RAD = 0)
+ resistance_flags = FIRE_PROOF|ACID_PROOF
+ max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT
+ complexity_max = DEFAULT_MAX_COMPLEXITY + 5
+ slowdown_inactive = 2
+ slowdown_active = 1.5
+ inbuilt_modules = list(/obj/item/mod/module/reagent_scanner/advanced)
+ skins = list(
+ "research" = list(
+ HELMET_LAYER = null,
+ HELMET_FLAGS = list(
+ UNSEALED_CLOTHING = THICKMATERIAL,
+ SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
+ UNSEALED_INVISIBILITY = HIDEFACIALHAIR|HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDESNOUT,
+ UNSEALED_COVER = HEADCOVERSMOUTH|HEADCOVERSEYES,
+ ),
+ 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,
+ ),
+ ),
+ )
+
+/datum/mod_theme/security
+ name = "security"
+ desc = "An Apadyne Technologies security suit, offering shock protection and quicker speed, at the cost of carrying capacity."
+ default_skin = "security"
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 10, BIO = 100, FIRE = 75, ACID = 75, WOUND = 20, RAD = 0)
+ siemens_coefficient = 0
+ complexity_max = DEFAULT_MAX_COMPLEXITY - 5
+ slowdown_inactive = 1
+ slowdown_active = 0.5
+ skins = list(
+ "security" = list(
+ HELMET_LAYER = null,
+ HELMET_FLAGS = list(
+ UNSEALED_CLOTHING = THICKMATERIAL,
+ SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
+ UNSEALED_INVISIBILITY = HIDEFACIALHAIR|HIDEEARS|HIDEHAIR|HIDESNOUT,
+ SEALED_INVISIBILITY = HIDEMASK|HIDEEYES|HIDEFACE,
+ UNSEALED_COVER = HEADCOVERSMOUTH,
+ SEALED_COVER = HEADCOVERSEYES,
+ ),
+ 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,
+ ),
+ ),
+ )
+
+/datum/mod_theme/safeguard
+ name = "safeguard"
+ desc = "An Apadyne Technologies advanced security suit, offering greater speed and fire protection than the standard security model."
+ default_skin = "safeguard"
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 25, BIO = 100, FIRE = 100, ACID = 95, WOUND = 25, RAD = 0)
+ resistance_flags = FIRE_PROOF
+ max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT
+ siemens_coefficient = 0
+ complexity_max = DEFAULT_MAX_COMPLEXITY - 5
+ slowdown_inactive = 0.75
+ slowdown_active = 0.25
+ skins = list(
+ "safeguard" = list(
+ HELMET_LAYER = null,
+ HELMET_FLAGS = list(
+ UNSEALED_CLOTHING = THICKMATERIAL,
+ SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
+ UNSEALED_INVISIBILITY = HIDEFACIALHAIR|HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDESNOUT,
+ UNSEALED_COVER = HEADCOVERSMOUTH|HEADCOVERSEYES,
+ ),
+ 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,
+ ),
+ ),
+ )
+
+/datum/mod_theme/magnate
+ name = "magnate"
+ desc = "A fancy, very protective suit for Nanotrasen's captains. Shock, fire and acid-proof while also having a large capacity and high speed."
+ default_skin = "magnate"
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 50, BIO = 100, FIRE = 100, ACID = 100, WOUND = 20, RAD = 0)
+ resistance_flags = FIRE_PROOF|ACID_PROOF
+ max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
+ siemens_coefficient = 0
+ complexity_max = DEFAULT_MAX_COMPLEXITY + 5
+ slowdown_inactive = 0.75
+ slowdown_active = 0.25
+ skins = list(
+ "magnate" = list(
+ HELMET_LAYER = NECK_LAYER,
+ HELMET_FLAGS = list(
+ UNSEALED_CLOTHING = NONE,
+ SEALED_CLOTHING = THICKMATERIAL|STOPSPRESSUREDAMAGE,
+ UNSEALED_INVISIBILITY = HIDEFACIALHAIR,
+ SEALED_INVISIBILITY = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDESNOUT,
+ SEALED_COVER = HEADCOVERSMOUTH|HEADCOVERSEYES,
+ ),
+ 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,
+ ),
+ ),
+ )
+
+/datum/mod_theme/cosmohonk
+ name = "cosmohonk"
+ desc = "A suit by Honk Ltd. Protects against low humor environments. Most of the tech went to lower the power cost."
+ default_skin = "cosmohonk"
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 10, BIO = 100, FIRE = 60, ACID = 30, WOUND = 5, RAD = 0)
+ cell_drain = DEFAULT_CHARGE_DRAIN * 0.25
+ slowdown_inactive = 1.75
+ slowdown_active = 1.25
+ skins = list(
+ "cosmohonk" = list(
+ HELMET_LAYER = NECK_LAYER,
+ HELMET_FLAGS = list(
+ UNSEALED_CLOTHING = THICKMATERIAL,
+ SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
+ UNSEALED_INVISIBILITY = HIDEEARS|HIDEHAIR,
+ SEALED_INVISIBILITY = HIDEFACIALHAIR|HIDEMASK|HIDEEYES|HIDEFACE|HIDESNOUT,
+ SEALED_COVER = HEADCOVERSMOUTH|HEADCOVERSEYES,
+ ),
+ 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,
+ ),
+ ),
+ )
+
+/datum/mod_theme/syndicate
+ name = "syndicate"
+ desc = "A suit designed by Gorlex Marauders, offering armor ruled illegal in most of Spinward Stellar."
+ default_skin = "syndicate"
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 35, BIO = 100, FIRE = 50, ACID = 90, WOUND = 25, RAD = 0)
+ max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT
+ siemens_coefficient = 0
+ slowdown_inactive = 1
+ slowdown_active = 0.5
+ ui_theme = "syndicate"
+ inbuilt_modules = list()
+ skins = list(
+ "syndicate" = list(
+ HELMET_LAYER = NECK_LAYER,
+ HELMET_FLAGS = list(
+ UNSEALED_CLOTHING = NONE,
+ SEALED_CLOTHING = THICKMATERIAL|STOPSPRESSUREDAMAGE,
+ UNSEALED_INVISIBILITY = HIDEFACIALHAIR,
+ SEALED_INVISIBILITY = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDESNOUT,
+ SEALED_COVER = HEADCOVERSMOUTH|HEADCOVERSEYES,
+ ),
+ 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,
+ ),
+ ),
+ )
+
+/datum/mod_theme/elite
+ name = "elite"
+ desc = "An elite suit upgraded by Cybersun Industries, offering upgraded armor values."
+ default_skin = "elite"
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 55, BIO = 100, FIRE = 100, ACID = 100, WOUND = 25, RAD = 0)
+ resistance_flags = FIRE_PROOF|ACID_PROOF
+ max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
+ siemens_coefficient = 0
+ slowdown_inactive = 0.75
+ slowdown_active = 0.25
+ ui_theme = "syndicate"
+ inbuilt_modules = list()
+ skins = list(
+ "elite" = list(
+ HELMET_LAYER = null,
+ HELMET_FLAGS = list(
+ UNSEALED_CLOTHING = NONE,
+ SEALED_CLOTHING = THICKMATERIAL|STOPSPRESSUREDAMAGE,
+ UNSEALED_INVISIBILITY = HIDEFACIALHAIR,
+ SEALED_INVISIBILITY = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDESNOUT,
+ SEALED_COVER = HEADCOVERSMOUTH|HEADCOVERSEYES,
+ ),
+ 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,
+ ),
+ ),
+ )
+
+/datum/mod_theme/enchanted
+ name = "enchanted"
+ desc = "The Wizard Federation's relatively low-tech MODsuit. Is very protective, though."
+ default_skin = "enchanted"
+ armor = list(MELEE = 40, BULLET = 40, LASER = 40, ENERGY = 50, BOMB = 35, BIO = 100, FIRE = 100, ACID = 100, WOUND = 30, RAD = 0)
+ resistance_flags = FIRE_PROOF|ACID_PROOF
+ max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
+ siemens_coefficient = 0
+ complexity_max = DEFAULT_MAX_COMPLEXITY - 5
+ slowdown_inactive = 0.75
+ slowdown_active = 0.25
+ ui_theme = "wizard"
+ inbuilt_modules = list(/obj/item/mod/module/anti_magic/wizard)
+ skins = list(
+ "enchanted" = list(
+ HELMET_LAYER = null,
+ HELMET_FLAGS = list(
+ UNSEALED_CLOTHING = THICKMATERIAL,
+ SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
+ UNSEALED_INVISIBILITY = HIDEFACIALHAIR|HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDESNOUT,
+ UNSEALED_COVER = HEADCOVERSMOUTH|HEADCOVERSEYES,
+ ),
+ 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,
+ ),
+ ),
+ )
+
+/datum/mod_theme/prototype
+ name = "prototype"
+ desc = "A prototype modular suit powered by locomotives. While it is comfortable and has a big capacity, it remains very bulky and power-inefficient."
+ default_skin = "prototype"
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 50, BIO = 100, FIRE = 100, ACID = 75, WOUND = 5, RAD = 0)
+ resistance_flags = FIRE_PROOF
+ complexity_max = DEFAULT_MAX_COMPLEXITY + 10
+ slowdown_inactive = 2.5
+ slowdown_active = 2
+ ui_theme = "hackerman"
+ inbuilt_modules = list(/obj/item/mod/module/kinesis)
+ skins = list(
+ "prototype" = list(
+ HELMET_LAYER = null,
+ HELMET_FLAGS = list(
+ UNSEALED_CLOTHING = THICKMATERIAL,
+ SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
+ UNSEALED_INVISIBILITY = HIDEFACIALHAIR|HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDESNOUT,
+ UNSEALED_COVER = HEADCOVERSMOUTH|HEADCOVERSEYES,
+ ),
+ 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,
+ ),
+ ),
+ )
+
+/datum/mod_theme/responsory
+ name = "responsory"
+ desc = "A high-speed rescue suit by Nanotrasen, intended for its' emergency response teams."
+ default_skin = "responsory"
+ armor = list(MELEE = 35, BULLET = 30, LASER = 30, ENERGY = 40, BOMB = 50, BIO = 100, FIRE = 100, ACID = 90, WOUND = 15, RAD = 0)
+ resistance_flags = FIRE_PROOF
+ max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
+ siemens_coefficient = 0
+ slowdown_inactive = 0.5
+ slowdown_active = 0
+ skins = list(
+ "responsory" = list(
+ HELMET_LAYER = NECK_LAYER,
+ HELMET_FLAGS = list(
+ UNSEALED_CLOTHING = NONE,
+ SEALED_CLOTHING = THICKMATERIAL|STOPSPRESSUREDAMAGE,
+ UNSEALED_INVISIBILITY = HIDEFACIALHAIR,
+ SEALED_INVISIBILITY = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDESNOUT,
+ SEALED_COVER = HEADCOVERSMOUTH|HEADCOVERSEYES,
+ ),
+ 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,
+ ),
+ ),
+ "inquisitory" = list(
+ HELMET_LAYER = null,
+ HELMET_FLAGS = list(
+ UNSEALED_CLOTHING = THICKMATERIAL,
+ SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
+ UNSEALED_INVISIBILITY = HIDEFACIALHAIR|HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDESNOUT,
+ UNSEALED_COVER = HEADCOVERSMOUTH|HEADCOVERSEYES,
+ ),
+ 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,
+ ),
+ ),
+ )
+
+/datum/mod_theme/apocryphal
+ name = "apocryphal"
+ desc = "A high-tech, only technically legal, armored suit created by a collaboration effort between Nanotrasen and Apadyne Technologies."
+ default_skin = "apocryphal"
+ armor = list(MELEE = 80, BULLET = 80, LASER = 50, ENERGY = 60, BOMB = 100, BIO = 100, FIRE = 100, ACID = 100, WOUND = 25, RAD = 0)
+ resistance_flags = FIRE_PROOF|ACID_PROOF
+ max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
+ siemens_coefficient = 0
+ complexity_max = DEFAULT_MAX_COMPLEXITY + 10
+ skins = list(
+ "apocryphal" = list(
+ HELMET_LAYER = null,
+ HELMET_FLAGS = list(
+ UNSEALED_CLOTHING = THICKMATERIAL,
+ SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
+ UNSEALED_INVISIBILITY = HIDEEARS|HIDEHAIR,
+ SEALED_INVISIBILITY = HIDEFACIALHAIR|HIDEMASK|HIDEEYES|HIDEFACE|HIDESNOUT,
+ SEALED_COVER = HEADCOVERSMOUTH|HEADCOVERSEYES,
+ ),
+ 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,
+ ),
+ ),
+ )
+
+/datum/mod_theme/corporate
+ name = "corporate"
+ desc = "A fancy, high-tech suit for Nanotrasen's high ranking officers."
+ default_skin = "corporate"
+ armor = list(MELEE = 35, BULLET = 40, LASER = 40, ENERGY = 50, BOMB = 50, BIO = 100, FIRE = 100, ACID = 100, WOUND = 15, RAD = 0)
+ resistance_flags = FIRE_PROOF|ACID_PROOF
+ max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
+ siemens_coefficient = 0
+ slowdown_inactive = 0.5
+ slowdown_active = 0
+ skins = list(
+ "corporate" = list(
+ HELMET_LAYER = null,
+ HELMET_FLAGS = list(
+ UNSEALED_CLOTHING = THICKMATERIAL,
+ SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
+ UNSEALED_INVISIBILITY = HIDEFACIALHAIR|HIDEEARS|HIDEHAIR|HIDESNOUT,
+ SEALED_INVISIBILITY = HIDEMASK|HIDEEYES|HIDEFACE,
+ SEALED_COVER = HEADCOVERSMOUTH|HEADCOVERSEYES,
+ ),
+ 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,
+ ),
+ ),
+ )
+
+/datum/mod_theme/debug
+ name = "debug"
+ desc = "Strangely nostalgic."
+ default_skin = "debug"
+ armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 100, BIO = 100, FIRE = 100, ACID = 100, WOUND = 0, RAD = 25)
+ resistance_flags = FIRE_PROOF|ACID_PROOF
+ max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT
+ complexity_max = 50
+ slowdown_inactive = 0.5
+ slowdown_active = 0
+ skins = list(
+ "debug" = list(
+ HELMET_LAYER = null,
+ HELMET_FLAGS = list(
+ UNSEALED_CLOTHING = THICKMATERIAL,
+ SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
+ UNSEALED_INVISIBILITY = HIDEFACIALHAIR|HIDEEARS|HIDEHAIR|HIDESNOUT,
+ SEALED_INVISIBILITY = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE,
+ UNSEALED_COVER = HEADCOVERSMOUTH,
+ SEALED_COVER = HEADCOVERSEYES,
+ ),
+ 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,
+ ),
+ ),
+ )
+
+/datum/mod_theme/administrative
+ name = "administrative"
+ desc = "A suit made of adminium. Who comes up with these stupid mineral names?"
+ default_skin = "debug"
+ armor = list(MELEE = 100, BULLET = 100, LASER = 100, ENERGY = 100, BOMB = 100, BIO = 100, FIRE = 100, ACID = 100, WOUND = 100, RAD = 35)
+ resistance_flags = INDESTRUCTIBLE|LAVA_PROOF|FIRE_PROOF|UNACIDABLE|ACID_PROOF
+ max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
+ complexity_max = 1000
+ cell_drain = DEFAULT_CHARGE_DRAIN * 0
+ slowdown_inactive = 0
+ slowdown_active = 0
+ skins = list(
+ "debug" = list(
+ HELMET_LAYER = null,
+ HELMET_FLAGS = list(
+ UNSEALED_CLOTHING = THICKMATERIAL|STOPSPRESSUREDAMAGE,
+ UNSEALED_INVISIBILITY = HIDEFACIALHAIR|HIDEEARS|HIDEHAIR|HIDESNOUT,
+ SEALED_INVISIBILITY = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE,
+ UNSEALED_COVER = HEADCOVERSMOUTH|HEADCOVERSEYES,
+ ),
+ CHESTPLATE_FLAGS = list(
+ UNSEALED_CLOTHING = THICKMATERIAL|STOPSPRESSUREDAMAGE,
+ SEALED_INVISIBILITY = HIDEJUMPSUIT,
+ ),
+ GAUNTLETS_FLAGS = list(
+ UNSEALED_CLOTHING = THICKMATERIAL|STOPSPRESSUREDAMAGE,
+ ),
+ BOOTS_FLAGS = list(
+ UNSEALED_CLOTHING = THICKMATERIAL|STOPSPRESSUREDAMAGE,
+ ),
+ ),
+ )
diff --git a/code/modules/mod/mod_types.dm b/code/modules/mod/mod_types.dm
new file mode 100644
index 0000000000..565dcdc2f8
--- /dev/null
+++ b/code/modules/mod/mod_types.dm
@@ -0,0 +1,273 @@
+/obj/item/mod/control/pre_equipped
+ cell = /obj/item/stock_parts/cell/high
+ var/applied_skin
+
+/obj/item/mod/control/pre_equipped/Initialize(mapload, new_theme, new_skin)
+ new_skin = applied_skin
+ return ..()
+
+/obj/item/mod/control/pre_equipped/standard
+ initial_modules = list(
+ /obj/item/mod/module/storage,
+ /obj/item/mod/module/welding,
+ /obj/item/mod/module/flashlight,
+ )
+
+/obj/item/mod/control/pre_equipped/engineering
+ theme = /datum/mod_theme/engineering
+ initial_modules = list(
+ /obj/item/mod/module/storage,
+ /obj/item/mod/module/welding,
+ /obj/item/mod/module/rad_protection,
+ /obj/item/mod/module/flashlight,
+ /obj/item/mod/module/magboot,
+ )
+
+/obj/item/mod/control/pre_equipped/atmospheric
+ theme = /datum/mod_theme/atmospheric
+ initial_modules = list(
+ /obj/item/mod/module/storage,
+ /obj/item/mod/module/welding,
+ /obj/item/mod/module/rad_protection,
+ /obj/item/mod/module/flashlight,
+ /obj/item/mod/module/t_ray,
+ )
+
+/obj/item/mod/control/pre_equipped/advanced
+ theme = /datum/mod_theme/advanced
+ cell = /obj/item/stock_parts/cell/super
+ initial_modules = list(
+ /obj/item/mod/module/storage,
+ /obj/item/mod/module/welding,
+ /obj/item/mod/module/rad_protection,
+ /obj/item/mod/module/flashlight,
+ /obj/item/mod/module/jetpack,
+ )
+
+/obj/item/mod/control/pre_equipped/mining
+ theme = /datum/mod_theme/mining
+ cell = /obj/item/stock_parts/cell/high/plus
+ initial_modules = list(
+ /obj/item/mod/module/storage,
+ /obj/item/mod/module/welding,
+ /obj/item/mod/module/orebag,
+ /obj/item/mod/module/flashlight,
+ /obj/item/mod/module/magboot,
+ /obj/item/mod/module/drill,
+ )
+
+/obj/item/mod/control/pre_equipped/medical
+ theme = /datum/mod_theme/medical
+ initial_modules = list(
+ /obj/item/mod/module/storage,
+ /obj/item/mod/module/flashlight,
+ /obj/item/mod/module/health_analyzer,
+ /obj/item/mod/module/quick_carry,
+ )
+
+/obj/item/mod/control/pre_equipped/rescue
+ theme = /datum/mod_theme/rescue
+ cell = /obj/item/stock_parts/cell/super
+ initial_modules = list(
+ /obj/item/mod/module/storage,
+ /obj/item/mod/module/flashlight,
+ /obj/item/mod/module/health_analyzer,
+ )
+
+/obj/item/mod/control/pre_equipped/research
+ theme = /datum/mod_theme/research
+ cell = /obj/item/stock_parts/cell/super
+ initial_modules = list(
+ /obj/item/mod/module/storage,
+ /obj/item/mod/module/welding,
+ /obj/item/mod/module/flashlight,
+ /obj/item/mod/module/t_ray,
+ )
+
+/obj/item/mod/control/pre_equipped/security
+ theme = /datum/mod_theme/security
+ initial_modules = list(
+ /obj/item/mod/module/storage,
+ /obj/item/mod/module/welding,
+ /obj/item/mod/module/flashlight,
+ /obj/item/mod/module/holster,
+ )
+
+/obj/item/mod/control/pre_equipped/safeguard
+ theme = /datum/mod_theme/safeguard
+ cell = /obj/item/stock_parts/cell/super
+ initial_modules = list(
+ /obj/item/mod/module/storage,
+ /obj/item/mod/module/welding,
+ /obj/item/mod/module/flashlight,
+ /obj/item/mod/module/jetpack,
+ /obj/item/mod/module/holster,
+ )
+
+/obj/item/mod/control/pre_equipped/magnate
+ theme = /datum/mod_theme/magnate
+ cell = /obj/item/stock_parts/cell/hyper
+ initial_modules = list(
+ /obj/item/mod/module/storage,
+ /obj/item/mod/module/welding,
+ /obj/item/mod/module/holster,
+ /obj/item/mod/module/jetpack/advanced,
+ )
+
+/obj/item/mod/control/pre_equipped/traitor
+ theme = /datum/mod_theme/syndicate
+ cell = /obj/item/stock_parts/cell/super
+ initial_modules = list(
+ /obj/item/mod/module/storage,
+ /obj/item/mod/module/welding,
+ /obj/item/mod/module/flashlight,
+ /obj/item/mod/module/dna_lock,
+ /obj/item/mod/module/jetpack,
+ )
+
+/obj/item/mod/control/pre_equipped/nuclear
+ theme = /datum/mod_theme/syndicate
+ cell = /obj/item/stock_parts/cell/hyper
+ initial_modules = list(
+ /obj/item/mod/module/storage,
+ /obj/item/mod/module/welding,
+ /obj/item/mod/module/visor/thermal,
+ /obj/item/mod/module/flashlight,
+ /obj/item/mod/module/jetpack/advanced,
+ /obj/item/mod/module/holster,
+ )
+
+/obj/item/mod/control/pre_equipped/elite
+ theme = /datum/mod_theme/elite
+ cell = /obj/item/stock_parts/cell/bluespace
+ initial_modules = list(
+ /obj/item/mod/module/storage,
+ /obj/item/mod/module/welding,
+ /obj/item/mod/module/emp_shield,
+ /obj/item/mod/module/visor/thermal,
+ /obj/item/mod/module/jetpack/advanced,
+ /obj/item/mod/module/flashlight,
+ /obj/item/mod/module/holster,
+ )
+
+/obj/item/mod/control/pre_equipped/prototype
+ theme = /datum/mod_theme/prototype
+ cell = /obj/item/stock_parts/cell/high/plus
+ initial_modules = list(
+ /obj/item/mod/module/storage,
+ /obj/item/mod/module/welding,
+ /obj/item/mod/module/rad_protection,
+ /obj/item/mod/module/flashlight,
+ /obj/item/mod/module/tether,
+ )
+
+/obj/item/mod/control/pre_equipped/responsory
+ theme = /datum/mod_theme/responsory
+ cell = /obj/item/stock_parts/cell/hyper
+ initial_modules = list(
+ /obj/item/mod/module/storage,
+ /obj/item/mod/module/welding,
+ /obj/item/mod/module/emp_shield,
+ /obj/item/mod/module/flashlight,
+ /obj/item/mod/module/holster,
+ )
+ var/insignia_type = /obj/item/mod/module/insignia
+
+/obj/item/mod/control/pre_equipped/responsory/Initialize(mapload, new_theme, new_skin)
+ initial_modules.Insert(1, insignia_type)
+ return ..()
+
+/obj/item/mod/control/pre_equipped/responsory/commander
+ insignia_type = /obj/item/mod/module/insignia/commander
+
+/obj/item/mod/control/pre_equipped/responsory/security
+ insignia_type = /obj/item/mod/module/insignia/security
+
+/obj/item/mod/control/pre_equipped/responsory/engineer
+ insignia_type = /obj/item/mod/module/insignia/engineer
+
+/obj/item/mod/control/pre_equipped/responsory/medic
+ insignia_type = /obj/item/mod/module/insignia/medic
+
+/obj/item/mod/control/pre_equipped/responsory/janitor
+ insignia_type = /obj/item/mod/module/insignia/janitor
+
+/obj/item/mod/control/pre_equipped/responsory/clown
+ insignia_type = /obj/item/mod/module/insignia/clown
+
+/obj/item/mod/control/pre_equipped/responsory/chaplain
+ insignia_type = /obj/item/mod/module/insignia/chaplain
+
+/obj/item/mod/control/pre_equipped/responsory/inquisitory
+ initial_modules = list(
+ /obj/item/mod/module/storage,
+ /obj/item/mod/module/anti_magic,
+ /obj/item/mod/module/welding,
+ /obj/item/mod/module/emp_shield,
+ /obj/item/mod/module/flashlight,
+ /obj/item/mod/module/holster,
+ )
+ applied_skin = "inquisitory"
+
+/obj/item/mod/control/pre_equipped/responsory/inquisitory/commander
+ insignia_type = /obj/item/mod/module/insignia/commander
+
+/obj/item/mod/control/pre_equipped/responsory/inquisitory/security
+ insignia_type = /obj/item/mod/module/insignia/security
+
+/obj/item/mod/control/pre_equipped/responsory/inquisitory/medic
+ insignia_type = /obj/item/mod/module/insignia/medic
+
+/obj/item/mod/control/pre_equipped/responsory/inquisitory/chaplain
+ insignia_type = /obj/item/mod/module/insignia/chaplain
+
+/obj/item/mod/control/pre_equipped/apocryphal
+ theme = /datum/mod_theme/apocryphal
+ cell = /obj/item/stock_parts/cell/bluespace
+ initial_modules = list(
+ /obj/item/mod/module/storage,
+ /obj/item/mod/module/welding,
+ /obj/item/mod/module/emp_shield,
+ /obj/item/mod/module/holster,
+ /obj/item/mod/module/jetpack,
+ )
+
+/obj/item/mod/control/pre_equipped/corporate
+ theme = /datum/mod_theme/corporate
+ cell = /obj/item/stock_parts/cell/bluespace
+ initial_modules = list(
+ /obj/item/mod/module/storage,
+ /obj/item/mod/module/holster,
+ )
+
+/obj/item/mod/control/pre_equipped/debug
+ theme = /datum/mod_theme/debug
+ cell = /obj/item/stock_parts/cell/bluespace
+ initial_modules = list(
+ /obj/item/mod/module/storage,
+ /obj/item/mod/module/welding,
+ /obj/item/mod/module/flashlight,
+ /obj/item/mod/module/bikehorn,
+ /obj/item/mod/module/rad_protection,
+ /obj/item/mod/module/tether,
+ ) //one of every type of module, for testing if they all work correctly
+
+/obj/item/mod/control/pre_equipped/administrative
+ theme = /datum/mod_theme/administrative
+ cell = /obj/item/stock_parts/cell/infinite/abductor
+ initial_modules = list(
+ /obj/item/mod/module/storage,
+ /obj/item/mod/module/welding,
+ /obj/item/mod/module/quick_carry/advanced,
+ /obj/item/mod/module/magboot/advanced,
+ /obj/item/mod/module/jetpack/advanced,
+ )
+
+//these exist for the prefs menu
+/obj/item/mod/control/pre_equipped/syndicate_empty
+ theme = /datum/mod_theme/syndicate
+
+/obj/item/mod/control/pre_equipped/syndicate_empty/elite
+ theme = /datum/mod_theme/elite
+
+INITIALIZE_IMMEDIATE(/obj/item/mod/control/pre_equipped/syndicate_empty)
diff --git a/code/modules/mod/mod_ui.dm b/code/modules/mod/mod_ui.dm
new file mode 100644
index 0000000000..f119a895b3
--- /dev/null
+++ b/code/modules/mod/mod_ui.dm
@@ -0,0 +1,86 @@
+/obj/item/mod/control/ui_interact(mob/user, datum/tgui/ui)
+ ui = SStgui.try_update_ui(user, src, ui)
+ if(!ui)
+ ui = new(user, src, "MODsuit", name)
+ ui.open()
+
+/obj/item/mod/control/ui_data(mob/user)
+ var/data = list()
+ data["interface_break"] = interface_break
+ data["malfunctioning"] = malfunctioning
+ data["open"] = open
+ data["active"] = active
+ data["locked"] = locked
+ data["complexity"] = complexity
+ data["selected_module"] = selected_module?.name
+ data["wearer_name"] = wearer ? (wearer.get_authentification_name("Unknown") || "Unknown") : "No Occupant"
+ data["wearer_job"] = wearer ? wearer.get_assignment("Unknown", "Unknown", FALSE) : "No Job"
+ data["AI"] = ai?.name
+ data["is_pAI"] = ai ? ispAI(ai) : FALSE
+ data["is_user_AI"] = ai ? user == ai : FALSE
+ data["cell"] = cell?.name
+ data["charge"] = cell ? round(cell.percent(), 1) : 0
+ data["modules"] = list()
+ for(var/obj/item/mod/module/module as anything in modules)
+ var/list/module_data = list(
+ name = module.name,
+ description = module.desc,
+ module_type = module.module_type,
+ active = module.active,
+ idle_power = module.idle_power_cost,
+ active_power = module.active_power_cost,
+ use_power = module.use_power_cost,
+ complexity = module.complexity,
+ cooldown_time = module.cooldown_time,
+ cooldown = round(COOLDOWN_TIMELEFT(module, cooldown_timer), 1 SECONDS),
+ id = module.tgui_id,
+ ref = REF(module),
+ configuration_data = module.get_configuration()
+ )
+ module_data += module.add_ui_data()
+ data["modules"] += list(module_data)
+ return data
+
+/obj/item/mod/control/ui_static_data(mob/user)
+ var/data = list()
+ data["ui_theme"] = ui_theme
+ data["control"] = name
+ data["complexity_max"] = complexity_max
+ data["helmet"] = helmet?.name
+ data["chestplate"] = chestplate?.name
+ data["gauntlets"] = gauntlets?.name
+ data["boots"] = boots?.name
+ return data
+
+/obj/item/mod/control/ui_act(action, params)
+ . = ..()
+ if(.)
+ return
+ if((!allowed(usr) || !ispAI(usr)) && locked)
+ balloon_alert(usr, "insufficient access!")
+ playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
+ return
+ if(malfunctioning && prob(75))
+ balloon_alert(usr, "button malfunctions!")
+ return
+ switch(action)
+ if("lock")
+ locked = !locked
+ balloon_alert(usr, "[locked ? "locked" : "unlocked"]!")
+ if("activate")
+ toggle_activate(usr)
+ if("select")
+ var/obj/item/mod/module/module = locate(params["ref"]) in modules
+ if(!module)
+ return
+ module.on_select()
+ if("configure")
+ var/obj/item/mod/module/module = locate(params["ref"]) in modules
+ if(!module)
+ return
+ module.configure_edit(params["key"], params["value"])
+ if("remove_pai")
+ if(ishuman(usr)) // Only the MODsuit's wearer should be removing the pAI.
+ var/mob/user = usr
+ extract_pai(user)
+ return TRUE
diff --git a/code/modules/mod/modules/_module.dm b/code/modules/mod/modules/_module.dm
new file mode 100644
index 0000000000..2d008cad1c
--- /dev/null
+++ b/code/modules/mod/modules/_module.dm
@@ -0,0 +1,357 @@
+/obj/item/mod/module
+ name = "MOD module"
+ icon = 'icons/obj/clothing/modsuit/mod_modules.dmi'
+ icon_state = "module"
+ /// If it can be removed
+ var/removable = TRUE
+ /// If it's passive, togglable, usable or active
+ var/module_type = MODULE_PASSIVE
+ /// Is the module active
+ var/active = FALSE
+ /// How much space it takes up in the MOD
+ var/complexity = 0
+ /// Power use when idle
+ var/idle_power_cost = DEFAULT_CHARGE_DRAIN * 0
+ /// Power use when active
+ var/active_power_cost = DEFAULT_CHARGE_DRAIN * 0
+ /// Power use when used, we call it manually
+ var/use_power_cost = DEFAULT_CHARGE_DRAIN * 0
+ /// ID used by their TGUI
+ var/tgui_id
+ /// Linked MODsuit
+ var/obj/item/mod/control/mod
+ /// If we're an active module, what item are we?
+ var/obj/item/device
+ /// Overlay given to the user when the module is inactive
+ var/overlay_state_inactive
+ /// Overlay given to the user when the module is active
+ var/overlay_state_active
+ /// Overlay given to the user when the module is used, lasts until cooldown finishes
+ var/overlay_state_use
+ /// Icon file for the overlay.
+ var/overlay_icon_file = 'icons/mob/clothing/modsuit/mod_modules.dmi'
+ /// Does the overlay use the control unit's colors?
+ var/use_mod_colors = FALSE
+ /// What modules are we incompatible with?
+ var/list/incompatible_modules = list()
+ /// Cooldown after use
+ var/cooldown_time = 0
+ /// The mouse button needed to use this module
+ var/used_signal
+ /// If we're allowed to use this module while phased out.
+ var/allowed_in_phaseout = FALSE
+ /// If we're allowed to use this module while the suit is disabled.
+ var/allowed_inactive = FALSE
+ /// Timer for the cooldown
+ COOLDOWN_DECLARE(cooldown_timer)
+
+/obj/item/mod/module/Initialize(mapload)
+ . = ..()
+ if(module_type != MODULE_ACTIVE)
+ return
+ if(ispath(device))
+ device = new device(src)
+ ADD_TRAIT(device, TRAIT_NODROP, MOD_TRAIT)
+ RegisterSignal(device, COMSIG_PARENT_PREQDELETED, .proc/on_device_deletion)
+ RegisterSignal(src, COMSIG_ATOM_EXITED, .proc/on_exit)
+
+/obj/item/mod/module/Destroy()
+ mod?.uninstall(src)
+ if(device)
+ UnregisterSignal(device, COMSIG_PARENT_PREQDELETED)
+ QDEL_NULL(device)
+ return ..()
+
+/obj/item/mod/module/examine(mob/user)
+ . = ..()
+ if(user.hud_list[DIAG_HUD] && user.client.images & user.hud_list[DIAG_HUD])
+ . += span_notice("Complexity level: [complexity]")
+
+/// Called from MODsuit's install() proc, so when the module is installed.
+/obj/item/mod/module/proc/on_install()
+ return
+
+/// Called from MODsuit's uninstall() proc, so when the module is uninstalled.
+/obj/item/mod/module/proc/on_uninstall()
+ return
+
+/// Called when the MODsuit is activated
+/obj/item/mod/module/proc/on_suit_activation()
+ return
+
+/// Called when the MODsuit is deactivated
+/obj/item/mod/module/proc/on_suit_deactivation()
+ return
+
+/// Called when the MODsuit is equipped
+/obj/item/mod/module/proc/on_equip()
+ return
+
+/// Called when the MODsuit is unequipped
+/obj/item/mod/module/proc/on_unequip()
+ return
+
+/// Called when the module is selected from the TGUI
+/obj/item/mod/module/proc/on_select()
+ if(((!mod.active || mod.activating) && !allowed_inactive) || module_type == MODULE_PASSIVE)
+ if(mod.wearer)
+ balloon_alert(mod.wearer, "not active!")
+ return
+ if(module_type != MODULE_USABLE)
+ if(active)
+ on_deactivation()
+ else
+ on_activation()
+ else
+ on_use()
+ SEND_SIGNAL(mod, COMSIG_MOD_MODULE_SELECTED, src)
+
+/// Called when the module is activated
+/obj/item/mod/module/proc/on_activation()
+ if(!COOLDOWN_FINISHED(src, cooldown_timer))
+ balloon_alert(mod.wearer, "on cooldown!")
+ return FALSE
+ if(!mod.active || mod.activating || !mod.cell?.charge)
+ balloon_alert(mod.wearer, "unpowered!")
+ return FALSE
+ if(!allowed_in_phaseout && istype(mod.wearer.loc, /obj/effect/dummy/phased_mob))
+ //specifically a to_chat because the user is phased out.
+ to_chat(mod.wearer, span_warning("You cannot activate this right now."))
+ return FALSE
+ if(module_type == MODULE_ACTIVE)
+ if(mod.selected_module && !mod.selected_module.on_deactivation())
+ return
+ mod.selected_module = src
+ if(device)
+ if(mod.wearer.put_in_hands(device))
+ balloon_alert(mod.wearer, "[device] extended")
+ RegisterSignal(mod.wearer, COMSIG_ATOM_EXITED, .proc/on_exit)
+ else
+ balloon_alert(mod.wearer, "can't extend [device]!")
+ return
+ else
+ update_signal()
+ balloon_alert(mod.wearer, "[src] activated, alt-click to use")
+ active = TRUE
+ mod.wearer.update_inv_back()
+ return TRUE
+
+/// Called when the module is deactivated
+/obj/item/mod/module/proc/on_deactivation()
+ active = FALSE
+ if(module_type == MODULE_ACTIVE)
+ mod.selected_module = null
+ if(device)
+ mod.wearer.transferItemToLoc(device, src, TRUE)
+ balloon_alert(mod.wearer, "[device] retracted")
+ UnregisterSignal(mod.wearer, COMSIG_ATOM_EXITED)
+ else
+ balloon_alert(mod.wearer, "[src] deactivated")
+ UnregisterSignal(mod.wearer, used_signal)
+ used_signal = null
+ mod.wearer.update_inv_back()
+ return TRUE
+
+/// Called when the module is used
+/obj/item/mod/module/proc/on_use()
+ if(!COOLDOWN_FINISHED(src, cooldown_timer))
+ return FALSE
+ if(!check_power(use_power_cost))
+ return FALSE
+ if(!allowed_in_phaseout && istype(mod.wearer.loc, /obj/effect/dummy/phased_mob))
+ //specifically a to_chat because the user is phased out.
+ to_chat(mod.wearer, span_warning("You cannot activate this right now."))
+ return FALSE
+ COOLDOWN_START(src, cooldown_timer, cooldown_time)
+ addtimer(CALLBACK(mod.wearer, /mob.proc/update_inv_back), cooldown_time)
+ mod.wearer.update_inv_back()
+ return TRUE
+
+/// Called when an activated module without a device is used
+/obj/item/mod/module/proc/on_select_use(atom/target)
+ if(mod.wearer.incapacitated(ignore_grab = TRUE))
+ return FALSE
+ mod.wearer.face_atom(target)
+ if(!on_use())
+ return FALSE
+ return TRUE
+
+/// Called when an activated module without a device is active and the user alt/middle-clicks
+/obj/item/mod/module/proc/on_special_click(mob/source, atom/target)
+ SIGNAL_HANDLER
+ on_select_use(target)
+ return COMSIG_MOB_CANCEL_CLICKON
+
+/// Called on the MODsuit's process
+/obj/item/mod/module/proc/on_process(delta_time)
+ if(active)
+ if(!drain_power(active_power_cost * delta_time))
+ on_deactivation()
+ return FALSE
+ on_active_process(delta_time)
+ else
+ drain_power(idle_power_cost * delta_time)
+ return TRUE
+
+/// Called on the MODsuit's process if it is an active module
+/obj/item/mod/module/proc/on_active_process(delta_time)
+ return
+
+/// Drains power from the suit cell
+/obj/item/mod/module/proc/drain_power(amount)
+ if(!check_power(amount))
+ return FALSE
+ mod.cell.charge = max(0, mod.cell.charge - amount)
+ return TRUE
+
+/obj/item/mod/module/proc/check_power(amount)
+ if(!mod.cell || (mod.cell.charge < amount))
+ return FALSE
+ return TRUE
+
+/// Adds additional things to the MODsuit ui_data()
+/obj/item/mod/module/proc/add_ui_data()
+ return list()
+
+/// Creates a list of configuring options for this module
+/obj/item/mod/module/proc/get_configuration()
+ return list()
+
+/// Generates an element of the get_configuration list with a display name, type and value
+/obj/item/mod/module/proc/add_ui_configuration(display_name, type, value, list/values)
+ return list("display_name" = display_name, "type" = type, "value" = value, "values" = values)
+
+/// Receives configure edits from the TGUI and edits the vars
+/obj/item/mod/module/proc/configure_edit(key, value)
+ return
+
+/// Called when the device moves to a different place on active modules
+/obj/item/mod/module/proc/on_exit(datum/source, atom/movable/part, direction)
+ SIGNAL_HANDLER
+
+ if(!active)
+ return
+ if(part.loc == src)
+ return
+ if(part.loc == mod.wearer)
+ return
+ if(part == device)
+ on_deactivation()
+
+/// Called when the device gets deleted on active modules
+/obj/item/mod/module/proc/on_device_deletion(datum/source)
+ SIGNAL_HANDLER
+
+ if(source == device)
+ device = null
+ qdel(src)
+
+/// Generates an icon to be used for the suit's worn overlays
+/obj/item/mod/module/proc/generate_worn_overlay()
+ . = list()
+ if(!mod.active)
+ return
+ var/used_overlay
+ if(overlay_state_use && !COOLDOWN_FINISHED(src, cooldown_timer))
+ used_overlay = overlay_state_use
+ else if(overlay_state_active && active)
+ used_overlay = overlay_state_active
+ else if(overlay_state_inactive)
+ used_overlay = overlay_state_inactive
+ else
+ return
+ var/mutable_appearance/module_icon = mutable_appearance(overlay_icon_file, used_overlay)
+ if(!use_mod_colors)
+ module_icon.appearance_flags |= RESET_COLOR
+ . += module_icon
+
+/// Updates the signal used by active modules to be activated
+/obj/item/mod/module/proc/update_signal()
+ mod.selected_module.used_signal = COMSIG_MOB_ALTCLICKON
+ RegisterSignal(mod.wearer, mod.selected_module.used_signal, /obj/item/mod/module.proc/on_special_click)
+
+/obj/item/mod/module/anomaly_locked
+ name = "MOD anomaly locked module"
+ desc = "A form of a module, locked behind an anomalous core to function."
+ incompatible_modules = list(/obj/item/mod/module/anomaly_locked)
+ /// The core item the module runs off.
+ var/obj/item/assembly/signaler/anomaly/core
+ /// Accepted types of anomaly cores.
+ var/list/accepted_anomalies = list(/obj/item/assembly/signaler/anomaly)
+ /// If this one starts with a core in.
+ var/prebuilt = FALSE
+
+/obj/item/mod/module/anomaly_locked/Initialize(mapload)
+ . = ..()
+ if(!prebuilt || !length(accepted_anomalies))
+ return
+ var/core_path = pick(accepted_anomalies)
+ core = new core_path(src)
+ update_icon_state()
+
+/obj/item/mod/module/anomaly_locked/Destroy()
+ QDEL_NULL(core)
+ return ..()
+
+/obj/item/mod/module/anomaly_locked/examine(mob/user)
+ . = ..()
+ if(!length(accepted_anomalies))
+ return
+ if(core)
+ . += span_notice("There is a [core.name] installed in it. You could remove it with a screwdriver...")
+ else
+ var/list/core_list = list()
+ for(var/path in accepted_anomalies)
+ var/atom/core_path = path
+ core_list += initial(core_path.name)
+ . += span_notice("You need to insert \a [english_list(core_list, and_text = " or ")] for this module to function.")
+
+/obj/item/mod/module/anomaly_locked/on_select()
+ if(!core)
+ balloon_alert(mod.wearer, "no core!")
+ return
+ return ..()
+
+/obj/item/mod/module/anomaly_locked/on_process(delta_time)
+ . = ..()
+ if(!core)
+ return FALSE
+
+/obj/item/mod/module/anomaly_locked/on_active_process(delta_time)
+ if(!core)
+ return FALSE
+ return TRUE
+
+/obj/item/mod/module/anomaly_locked/attackby(obj/item/item, mob/living/user, params)
+ if(item.type in accepted_anomalies)
+ if(core)
+ balloon_alert(user, "core already in!")
+ return
+ if(!user.transferItemToLoc(item, src))
+ return
+ core = item
+ balloon_alert(user, "core installed")
+ playsound(src, 'sound/machines/click.ogg', 30, TRUE)
+ update_icon_state()
+ else
+ return ..()
+
+/obj/item/mod/module/anomaly_locked/screwdriver_act(mob/living/user, obj/item/tool)
+ . = ..()
+ if(!core)
+ balloon_alert(user, "no core!")
+ return
+ balloon_alert(user, "removing core...")
+ if(!do_after(user, 3 SECONDS, target = src))
+ balloon_alert(user, "interrupted!")
+ return
+ balloon_alert(user, "core removed")
+ core.forceMove(drop_location())
+ if(Adjacent(user) && !issilicon(user))
+ user.put_in_hands(core)
+ core = null
+ update_icon_state()
+
+/obj/item/mod/module/anomaly_locked/update_icon_state()
+ icon_state = initial(icon_state) + (core ? "-core" : "")
+ return ..()
diff --git a/code/modules/mod/modules/modules.dm b/code/modules/mod/modules/modules.dm
new file mode 100644
index 0000000000..0e0da3572b
--- /dev/null
+++ b/code/modules/mod/modules/modules.dm
@@ -0,0 +1,96 @@
+/obj/item/mod/module/anti_magic/on_suit_activation()
+ ADD_TRAIT(mod.wearer, TRAIT_ANTIMAGIC, MOD_TRAIT)
+ ADD_TRAIT(mod.wearer, TRAIT_HOLY, MOD_TRAIT)
+
+/obj/item/mod/module/anti_magic/on_suit_deactivation()
+ REMOVE_TRAIT(mod.wearer, TRAIT_ANTIMAGIC, MOD_TRAIT)
+ REMOVE_TRAIT(mod.wearer, TRAIT_HOLY, MOD_TRAIT)
+
+/obj/item/mod/module/anti_magic/wizard
+ name = "MOD magic neutralizer module"
+ desc = "The caster wielding this spell gains an invisible barrier around them, channeling arcane power through \
+ specialized runes engraved onto the surface of the suit to generate anti-magic field. \
+ The field will neutralize all magic that comes into contact with the user. \
+ It will not protect the caster from social ridicule."
+ icon_state = "magic_neutralizer"
+
+/obj/item/mod/module/anti_magic/wizard/on_suit_activation()
+ ADD_TRAIT(mod.wearer, TRAIT_ANTIMAGIC_NO_SELFBLOCK, MOD_TRAIT)
+
+/obj/item/mod/module/anti_magic/wizard/on_suit_deactivation()
+ REMOVE_TRAIT(mod.wearer, TRAIT_ANTIMAGIC_NO_SELFBLOCK, MOD_TRAIT)
+
+/obj/item/mod/module/kinesis //TODO POST-MERGE MAKE NOT SUCK ASS, MAKE BALLER AS FUCK
+ name = "MOD kinesis module"
+ desc = "A modular plug-in to the forearm, this module was presumed lost for many years, \
+ despite the suits it used to be mounted on still seeing some circulation. \
+ This piece of technology allows the user to generate precise anti-gravity fields, \
+ letting them move objects as small as a titanium rod to as large as industrial machinery. \
+ Oddly enough, it doesn't seem to work on living creatures."
+ icon_state = "kinesis"
+// module_type = MODULE_ACTIVE
+ module_type = MODULE_TOGGLE
+// complexity = 3
+ complexity = 0
+ active_power_cost = DEFAULT_CHARGE_DRAIN*0.75
+// use_power_cost = DEFAULT_CHARGE_DRAIN*3
+ removable = FALSE
+ incompatible_modules = list(/obj/item/mod/module/kinesis)
+ cooldown_time = 0.5 SECONDS
+ var/has_tk = FALSE
+
+/obj/item/mod/module/kinesis/on_activation()
+ . = ..()
+ if(!.)
+ return
+ if(mod.wearer.dna.check_mutation(TK))
+ has_tk = TRUE
+ else
+ mod.wearer.dna.add_mutation(TK)
+
+/obj/item/mod/module/kinesis/on_deactivation()
+ . = ..()
+ if(!.)
+ return
+ if(has_tk)
+ has_tk = FALSE
+ return
+ mod.wearer.dna.remove_mutation(TK)
+
+/obj/item/mod/module/insignia
+ name = "MOD insignia module"
+ desc = "Despite the existence of IFF systems, radio communique, and modern methods of deductive reasoning involving \
+ the wearer's own eyes, colorful paint jobs remain a popular way for different factions in the galaxy to display who \
+ they are. This system utilizes a series of tiny moving paint sprayers to both apply and remove different \
+ color patterns to and from the suit."
+ icon_state = "insignia"
+ removable = FALSE
+ incompatible_modules = list(/obj/item/mod/module/insignia)
+ overlay_state_inactive = "insignia"
+
+/obj/item/mod/module/insignia/generate_worn_overlay()
+ overlay_state_inactive = "[initial(overlay_state_inactive)]-[mod.skin]"
+ . = ..()
+ for(var/mutable_appearance/appearance as anything in .)
+ appearance.color = color
+
+/obj/item/mod/module/insignia/commander
+ color = "#4980a5"
+
+/obj/item/mod/module/insignia/security
+ color = "#b30d1e"
+
+/obj/item/mod/module/insignia/engineer
+ color = "#e9c80e"
+
+/obj/item/mod/module/insignia/medic
+ color = "#ebebf5"
+
+/obj/item/mod/module/insignia/janitor
+ color = "#7925c7"
+
+/obj/item/mod/module/insignia/clown
+ color = "#ff1fc7"
+
+/obj/item/mod/module/insignia/chaplain
+ color = "#f0a00c"
diff --git a/code/modules/mod/modules/modules_engineering.dm b/code/modules/mod/modules/modules_engineering.dm
new file mode 100644
index 0000000000..cc0a6812f1
--- /dev/null
+++ b/code/modules/mod/modules/modules_engineering.dm
@@ -0,0 +1,215 @@
+//Engineering modules for MODsuits
+
+///Welding Protection - Makes the helmet protect from flashes and welding.
+/obj/item/mod/module/welding
+ name = "MOD welding protection module"
+ desc = "A module installed into the visor of the suit, this projects a \
+ polarized, holographic overlay in front of the user's eyes. It's rated high enough for \
+ immunity against extremities such as spot and arc welding, solar eclipses, and handheld flashlights."
+ icon_state = "welding"
+ complexity = 1
+ incompatible_modules = list(/obj/item/mod/module/welding)
+ overlay_state_inactive = "module_welding"
+
+/obj/item/mod/module/welding/on_suit_activation()
+ mod.helmet.flash_protect = 2
+
+/obj/item/mod/module/welding/on_suit_deactivation(deleting = FALSE)
+ if(deleting)
+ return
+ mod.helmet.flash_protect = initial(mod.helmet.flash_protect)
+
+///T-Ray Scan - Scans the terrain for undertile objects.
+/obj/item/mod/module/t_ray
+ name = "MOD t-ray scan module"
+ desc = "A module installed into the visor of the suit, allowing the user to use a pulse of terahertz radiation \
+ to essentially echolocate things beneath the floor, mostly cables and pipes. \
+ A staple of atmospherics work, and counter-smuggling work."
+ icon_state = "tray"
+ module_type = MODULE_TOGGLE
+ complexity = 1
+ active_power_cost = DEFAULT_CHARGE_DRAIN * 0.5
+ incompatible_modules = list(/obj/item/mod/module/t_ray)
+ cooldown_time = 0.5 SECONDS
+ /// T-ray scan range.
+ var/range = 4
+
+/obj/item/mod/module/t_ray/on_active_process(delta_time)
+ t_ray_scan(mod.wearer, 0.8 SECONDS, range)
+
+///Magnetic Stability - Gives the user a slowdown but makes them negate gravity and be immune to slips.
+/obj/item/mod/module/magboot
+ name = "MOD magnetic stability module"
+ desc = "These are powerful electromagnets fitted into the suit's boots, allowing users both \
+ excellent traction no matter the condition indoors, and to essentially hitch a ride on the exterior of a hull. \
+ However, these basic models do not feature computerized systems to automatically toggle them on and off, \
+ so numerous users report a certain stickiness to their steps."
+ icon_state = "magnet"
+ module_type = MODULE_TOGGLE
+ complexity = 2
+ active_power_cost = DEFAULT_CHARGE_DRAIN * 0.5
+ incompatible_modules = list(/obj/item/mod/module/magboot)
+ cooldown_time = 0.5 SECONDS
+ /// Slowdown added onto the suit.
+ var/slowdown_active = 2
+
+/obj/item/mod/module/magboot/on_activation()
+ . = ..()
+ if(!.)
+ return
+ mod.boots.clothing_flags |= NOSLIP
+ ADD_TRAIT(mod.wearer, TRAIT_NOSLIPWATER, MOD_TRAIT)
+ mod.slowdown += slowdown_active
+ mod.wearer.update_gravity(mod.wearer.has_gravity())
+ mod.wearer.update_equipment_speed_mods()
+
+/obj/item/mod/module/magboot/on_deactivation(display_message = TRUE, deleting = FALSE)
+ . = ..()
+ if(!.)
+ return
+ mod.boots.clothing_flags &= ~NOSLIP
+ REMOVE_TRAIT(mod.wearer, TRAIT_NOSLIPWATER, MOD_TRAIT)
+ mod.slowdown -= slowdown_active
+ mod.wearer.update_gravity(mod.wearer.has_gravity())
+ mod.wearer.update_equipment_speed_mods()
+
+/obj/item/mod/module/magboot/advanced
+ name = "MOD advanced magnetic stability module"
+ removable = FALSE
+ complexity = 0
+ slowdown_active = 0
+
+///Emergency Tether - Shoots a grappling hook projectile in 0g that throws the user towards it.
+/obj/item/mod/module/tether
+ name = "MOD emergency tether module"
+ desc = "A custom-built grappling-hook powered by a winch capable of hauling the user. \
+ While some older models of cargo-oriented grapples have capacities of a few tons, \
+ these are only capable of working in zero-gravity environments, a blessing to some Engineers."
+ icon_state = "tether"
+ module_type = MODULE_ACTIVE
+ complexity = 3
+ use_power_cost = DEFAULT_CHARGE_DRAIN
+ incompatible_modules = list(/obj/item/mod/module/tether)
+ cooldown_time = 1.5 SECONDS
+
+/obj/item/mod/module/tether/on_use()
+ if(mod.wearer.has_gravity(get_turf(src)))
+ balloon_alert(mod.wearer, "too much gravity!")
+ playsound(src, "gun_dry_fire", 25, TRUE)
+ return FALSE
+ return ..()
+
+/obj/item/mod/module/tether/on_select_use(atom/target)
+ . = ..()
+ if(!.)
+ return
+ var/obj/item/projectile/tether = new /obj/item/projectile/tether(mod.wearer.loc)
+ tether.preparePixelProjectile(target, mod.wearer)
+ tether.firer = mod.wearer
+ playsound(src, 'sound/weapons/batonextend.ogg', 25, TRUE)
+ INVOKE_ASYNC(tether, /obj/item/projectile.proc/fire)
+ drain_power(use_power_cost)
+
+/obj/item/projectile/tether
+ name = "tether"
+ icon_state = "tether_projectile"
+ icon = 'icons/obj/clothing/modsuit/mod_modules.dmi'
+ damage = 0
+ nodamage = TRUE
+ range = 10
+ hitsound = 'sound/weapons/batonextend.ogg'
+ hitsound_wall = 'sound/weapons/batonextend.ogg'
+ suppressed = SUPPRESSED_VERY
+ hit_threshhold = LATTICE_LAYER
+ /// Reference to the beam following the projectile.
+ var/line
+
+/obj/item/projectile/tether/fire(setAngle)
+ if(firer)
+ line = firer.Beam(src, "line", 'icons/obj/clothing/modsuit/mod_modules.dmi')
+ ..()
+
+/obj/item/projectile/tether/on_hit(atom/target)
+ . = ..()
+ if(firer)
+ firer.throw_at(target, 10, 1, firer, FALSE, FALSE, null, MOVE_FORCE_NORMAL, TRUE)
+
+/obj/item/projectile/tether/Destroy()
+ QDEL_NULL(line)
+ return ..()
+
+///Radiation Protection - Protects the user from radiation, gives them a geiger counter and rad info in the panel.
+/obj/item/mod/module/rad_protection
+ name = "MOD radiation protection module"
+ desc = "A module utilizing polymers and reflective shielding to protect the user against ionizing radiation."
+ icon_state = "radshield"
+ complexity = 2
+ idle_power_cost = DEFAULT_CHARGE_DRAIN * 0.3
+ incompatible_modules = list(/obj/item/mod/module/rad_protection)
+
+/obj/item/mod/module/rad_protection/on_suit_activation()
+ mod.armor = mod.armor.modifyRating(rad = 65)
+ mod.rad_flags = RAD_PROTECT_CONTENTS|RAD_NO_CONTAMINATE
+ for(var/obj/item/part in mod.mod_parts)
+ part.armor = mod.armor
+ part.rad_flags = mod.rad_flags
+
+/obj/item/mod/module/rad_protection/on_suit_deactivation(deleting = FALSE)
+ mod.armor = mod.armor.modifyRating(rad = -65)
+ mod.rad_flags = NONE
+ for(var/obj/item/part in mod.mod_parts)
+ part.armor = mod.armor
+ part.rad_flags = mod.rad_flags
+
+///Constructor - Lets you build quicker and create RCD holograms.
+/obj/item/mod/module/constructor
+ name = "MOD constructor module"
+ desc = "This module entirely occupies the wearer's forearm, notably causing conflict with \
+ advanced arm servos meant to carry crewmembers. However, it contains the \
+ latest engineering schematics combined with inbuilt memory to help the user build walls."
+ icon_state = "constructor"
+ module_type = MODULE_USABLE
+ complexity = 2
+ idle_power_cost = DEFAULT_CHARGE_DRAIN * 0.2
+ use_power_cost = DEFAULT_CHARGE_DRAIN * 2
+ incompatible_modules = list(/obj/item/mod/module/constructor, /obj/item/mod/module/quick_carry)
+ cooldown_time = 11 SECONDS
+
+/obj/item/mod/module/constructor/on_suit_activation()
+ ADD_TRAIT(mod.wearer, TRAIT_QUICK_BUILD, MOD_TRAIT)
+
+/obj/item/mod/module/constructor/on_suit_deactivation(deleting = FALSE)
+ REMOVE_TRAIT(mod.wearer, TRAIT_QUICK_BUILD, MOD_TRAIT)
+
+///Mister - Sprays water over an area.
+/obj/item/mod/module/mister
+ name = "MOD water mister module"
+ desc = "A module containing a mister, able to spray it over areas."
+ icon_state = "mister"
+ module_type = MODULE_ACTIVE
+ complexity = 2
+ active_power_cost = DEFAULT_CHARGE_DRAIN * 0.3
+ device = /obj/item/reagent_containers/spray/mister
+ incompatible_modules = list(/obj/item/mod/module/mister)
+ cooldown_time = 0.5 SECONDS
+ /// Volume of our reagent holder.
+ var/volume = 500
+
+/obj/item/mod/module/mister/Initialize(mapload)
+ create_reagents(volume, OPENCONTAINER)
+ return ..()
+
+///Resin Mister - Sprays resin over an area.
+/obj/item/mod/module/mister/atmos
+ name = "MOD resin mister module"
+ desc = "An atmospheric resin mister, able to fix up areas quickly."
+ device = /obj/item/extinguisher/mini/nozzle/mod
+ volume = 250
+
+/obj/item/mod/module/mister/atmos/Initialize(mapload)
+ . = ..()
+ reagents.add_reagent(/datum/reagent/water, volume)
+
+/obj/item/extinguisher/mini/nozzle/mod
+ name = "MOD atmospheric mister"
+ desc = "An atmospheric resin mister with three modes, mounted as a module."
diff --git a/code/modules/mod/modules/modules_general.dm b/code/modules/mod/modules/modules_general.dm
new file mode 100644
index 0000000000..f2713d4c9c
--- /dev/null
+++ b/code/modules/mod/modules/modules_general.dm
@@ -0,0 +1,402 @@
+//General modules for MODsuits
+
+///Storage - Adds a storage component to the suit.
+/obj/item/mod/module/storage
+ name = "MOD storage containment module"
+ desc = "What amounts to a series of integrated storage compartments and specialized pockets installed across \
+ the surface of the suit, useful for storing various bits, and or bobs."
+ icon_state = "storage"
+ complexity = 3
+ incompatible_modules = list(/obj/item/mod/module/storage)
+ module_type = MODULE_USABLE
+ cooldown_time = 0.5 SECONDS
+ allowed_inactive = TRUE
+ /// Bag we have stored.
+ var/obj/item/storage/backpack/stored
+
+/obj/item/mod/module/storage/attackby(obj/item/I, mob/user, params)
+ if(!istype(I, /obj/item/storage/backpack))
+ return ..()
+ var/obj/item/storage/backpack/B = I
+ if(stored)
+ balloon_alert(user, "backpack already installed!")
+ return
+ if(!user.transferItemToLoc(B, src))
+ return
+ stored = B
+ balloon_alert(user, "backpack installed")
+ playsound(src, 'sound/machines/click.ogg', 30, TRUE)
+
+/obj/item/mod/module/storage/screwdriver_act(mob/living/user, obj/item/tool)
+ . = ..()
+ if(!stored)
+ balloon_alert(user, "no backpack!")
+ return
+ balloon_alert(user, "removing backpack...")
+ if(!do_after(user, 3 SECONDS, target = src))
+ balloon_alert(user, "interrupted!")
+ return
+ balloon_alert(user, "backpack removed")
+ stored.forceMove(drop_location())
+ if(Adjacent(user) && !issilicon(user))
+ user.put_in_hands(stored)
+ stored = null
+
+/obj/item/mod/module/storage/on_use()
+ . = ..()
+ if(!.)
+ return
+ if(!stored)
+ var/obj/item/storage/backpack/holding = mod.wearer.get_active_held_item()
+ if(!holding)
+ balloon_alert(mod.wearer, "no backpack installed!")
+ return
+ if(!istype(holding))
+ balloon_alert(mod.wearer, "it doesn't fit!")
+ return
+ if(mod.wearer.transferItemToLoc(holding, src, force = FALSE, silent = TRUE))
+ stored = holding
+ balloon_alert(mod.wearer, "backpack stored")
+ playsound(src, 'sound/weapons/revolverempty.ogg', 100, TRUE)
+ else if(mod.wearer.put_in_active_hand(stored, forced = FALSE, ignore_animation = TRUE))
+ balloon_alert(mod.wearer, "backpack retrieved")
+ playsound(src, 'sound/weapons/revolverempty.ogg', 100, TRUE)
+ else
+ balloon_alert(mod.wearer, "backpack storage full!")
+
+/obj/item/mod/module/storage/Exited(atom/movable/gone, direction)
+ . = ..()
+ if(gone == stored)
+ stored = null
+
+/obj/item/mod/module/storage/Destroy()
+ QDEL_NULL(stored)
+ return ..()
+
+///Ion Jetpack - Lets the user fly freely through space using battery charge.
+/obj/item/mod/module/jetpack
+ name = "MOD ion jetpack module"
+ desc = "A series of electric thrusters installed across the suit, this is a module highly anticipated by trainee Engineers. \
+ Rather than using gasses for combustion thrust, these jets are capable of accelerating ions using \
+ charge from the suit's charge. Some say this isn't Nakamura Engineering's first foray into jet-enabled suits."
+ icon_state = "jetpack"
+ module_type = MODULE_TOGGLE
+ complexity = 3
+ active_power_cost = DEFAULT_CHARGE_DRAIN * 0.5
+ use_power_cost = DEFAULT_CHARGE_DRAIN
+ incompatible_modules = list(/obj/item/mod/module/jetpack)
+ cooldown_time = 0.5 SECONDS
+ overlay_state_inactive = "module_jetpack"
+ overlay_state_active = "module_jetpack_on"
+ /// Do we stop the wearer from gliding in space.
+ var/stabilizers = FALSE
+ /// Do we give the wearer a speed buff.
+ var/full_speed = FALSE
+ var/datum/effect_system/trail_follow/ion/ion_trail
+
+/obj/item/mod/module/jetpack/Initialize(mapload)
+ . = ..()
+ ion_trail = new
+ ion_trail.set_up(src)
+
+/obj/item/mod/module/jetpack/Destroy()
+ QDEL_NULL(ion_trail)
+ return ..()
+
+/obj/item/mod/module/jetpack/on_activation()
+ . = ..()
+ if(!.)
+ return
+ ion_trail.start()
+ RegisterSignal(mod.wearer, COMSIG_MOVABLE_MOVED, .proc/move_react)
+ RegisterSignal(mod.wearer, COMSIG_MOVABLE_SPACEMOVE, .proc/spacemove_react, override = TRUE)
+ if(full_speed)
+ mod.wearer.add_movespeed_modifier(/datum/movespeed_modifier/jetpack/fullspeed)
+ else
+ mod.wearer.add_movespeed_modifier(/datum/movespeed_modifier/jetpack)
+
+/obj/item/mod/module/jetpack/on_deactivation(display_message = TRUE, deleting = FALSE)
+ . = ..()
+ stabilizers = FALSE
+ ion_trail.stop()
+ UnregisterSignal(mod.wearer, COMSIG_MOVABLE_MOVED)
+ mod.wearer.remove_movespeed_modifier(/datum/movespeed_modifier/jetpack/fullspeed)
+ mod.wearer.remove_movespeed_modifier(/datum/movespeed_modifier/jetpack)
+
+/obj/item/mod/module/jetpack/get_configuration()
+ . = ..()
+ .["stabilizers"] = add_ui_configuration("Stabilizers", "bool", stabilizers)
+
+/obj/item/mod/module/jetpack/configure_edit(key, value)
+ switch(key)
+ if("stabilizers")
+ stabilizers = text2num(value)
+
+/obj/item/mod/module/jetpack/proc/move_react(mob/user)
+ allow_thrust()
+
+/obj/item/mod/module/jetpack/proc/allow_thrust(use_fuel = TRUE)
+ if(!active)
+ return FALSE
+ if(!use_fuel)
+ return check_power(use_power_cost)
+ if(!drain_power(use_power_cost))
+ return FALSE
+ return TRUE
+
+/obj/item/mod/module/jetpack/proc/spacemove_react(mob/user, movement_dir)
+ SIGNAL_HANDLER
+
+ if(active && (movement_dir || stabilizers))
+ return COMSIG_MOVABLE_STOP_SPACEMOVE
+
+/obj/item/mod/module/jetpack/advanced
+ name = "MOD advanced ion jetpack module"
+ desc = "An improvement on the previous model of electric thrusters. This one achieves higher speeds through \
+ mounting of more jets and a red paint applied on it."
+ icon_state = "jetpack_advanced"
+ overlay_state_inactive = "module_jetpackadv"
+ overlay_state_active = "module_jetpackadv_on"
+ full_speed = TRUE
+
+///Eating Apparatus - Lets the user eat/drink with the suit on.
+/obj/item/mod/module/mouthhole
+ name = "MOD eating apparatus module"
+ desc = "A favorite by Miners, this modification to the helmet utilizes a nanotechnology barrier infront of the mouth \
+ to allow eating and drinking while retaining protection and atmosphere. However, it won't free you from masks, \
+ lets pepper spray pass through and it will do nothing to improve the taste of a goliath steak."
+ icon_state = "apparatus"
+ complexity = 1
+ incompatible_modules = list(/obj/item/mod/module/mouthhole)
+ overlay_state_inactive = "module_apparatus"
+ /// Former flags of the helmet.
+ var/former_flags = NONE
+ /// Former visor flags of the helmet.
+ var/former_visor_flags = NONE
+
+/obj/item/mod/module/mouthhole/on_install()
+ former_flags = mod.helmet.flags_cover
+ former_visor_flags = mod.helmet.visor_flags_cover
+ mod.helmet.flags_cover &= ~HEADCOVERSMOUTH
+ mod.helmet.visor_flags_cover &= ~HEADCOVERSMOUTH
+
+/obj/item/mod/module/mouthhole/on_uninstall(deleting = FALSE)
+ if(deleting)
+ return
+ mod.helmet.flags_cover |= former_flags
+ mod.helmet.visor_flags_cover |= former_visor_flags
+
+///EMP Shield - Protects the suit from EMPs.
+/obj/item/mod/module/emp_shield
+ name = "MOD EMP shield module"
+ desc = "A field inhibitor installed into the suit, protecting it against feedback such as \
+ electromagnetic pulses that would otherwise damage the electronic systems of the suit or it's modules. \
+ However, it will take from the suit's power to do so."
+ icon_state = "empshield"
+ complexity = 1
+ idle_power_cost = DEFAULT_CHARGE_DRAIN * 0.3
+ incompatible_modules = list(/obj/item/mod/module/emp_shield)
+
+/obj/item/mod/module/emp_shield/on_install()
+ mod.AddElement(/datum/element/empprotection, EMP_PROTECT_SELF|EMP_PROTECT_WIRES|EMP_PROTECT_CONTENTS)
+
+/obj/item/mod/module/emp_shield/on_uninstall(deleting = FALSE)
+ mod.RemoveElement(/datum/element/empprotection, EMP_PROTECT_SELF|EMP_PROTECT_WIRES|EMP_PROTECT_CONTENTS)
+
+/obj/item/mod/module/emp_shield/advanced
+ name = "MOD advanced EMP shield module"
+ desc = "An advanced field inhibitor installed into the suit, protecting it against feedback such as \
+ electromagnetic pulses that would otherwise damage the electronic systems of the suit or electronic devices on the wearer, \
+ including augmentations. However, it will take from the suit's power to do so."
+ complexity = 2
+
+/obj/item/mod/module/emp_shield/advanced/on_suit_activation()
+ mod.wearer.AddElement(/datum/element/empprotection, EMP_PROTECT_SELF|EMP_PROTECT_CONTENTS)
+
+/obj/item/mod/module/emp_shield/advanced/on_suit_deactivation(deleting)
+ mod.wearer.RemoveElement(/datum/element/empprotection, EMP_PROTECT_SELF|EMP_PROTECT_CONTENTS)
+
+///Flashlight - Gives the suit a customizable flashlight.
+/obj/item/mod/module/flashlight
+ name = "MOD flashlight module"
+ desc = "A simple pair of configurable flashlights installed on the left and right sides of the helmet, \
+ useful for providing light in a variety of ranges and colors. \
+ Some survivalists prefer the color green for their illumination, for reasons unknown."
+ icon_state = "flashlight"
+ module_type = MODULE_TOGGLE
+ complexity = 1
+ active_power_cost = DEFAULT_CHARGE_DRAIN * 0.3
+ incompatible_modules = list(/obj/item/mod/module/flashlight)
+ cooldown_time = 0.5 SECONDS
+ overlay_state_inactive = "module_light"
+ light_color = COLOR_WHITE
+ light_range = 4
+ light_power = 1
+ /// Charge drain per range amount.
+ var/base_power = DEFAULT_CHARGE_DRAIN * 0.1
+ /// Minimum range we can set.
+ var/min_range = 2
+ /// Maximum range we can set.
+ var/max_range = 5
+
+/obj/item/mod/module/flashlight/on_activation()
+ . = ..()
+ if(!.)
+ return
+ mod.set_light(light_range, light_power, light_color)
+ active_power_cost = base_power * light_range
+
+/obj/item/mod/module/flashlight/on_deactivation(display_message = TRUE, deleting = FALSE)
+ . = ..()
+ if(!.)
+ return
+ mod.set_light(0, 0)
+
+/obj/item/mod/module/flashlight/on_process(delta_time)
+ active_power_cost = base_power * light_range
+ return ..()
+
+/obj/item/mod/module/flashlight/generate_worn_overlay()
+ . = ..()
+ if(!active)
+ return
+ var/mutable_appearance/light_icon = mutable_appearance(overlay_icon_file, "module_light_on")
+ light_icon.appearance_flags = RESET_COLOR
+ light_icon.color = light_color
+ . += light_icon
+
+/obj/item/mod/module/flashlight/get_configuration()
+ . = ..()
+ .["light_color"] = add_ui_configuration("Light Color", "color", light_color)
+ .["light_range"] = add_ui_configuration("Light Range", "number", light_range)
+
+/obj/item/mod/module/flashlight/configure_edit(key, value)
+ switch(key)
+ if("light_color")
+ value = input(usr, "Pick new light color", "Flashlight Color") as color|null
+ if(!value)
+ return
+ var/list/hsl = rgb2hsl(hex2num(copytext(value,2,4)),hex2num(copytext(value,4,6)),hex2num(copytext(value,6,8)))
+ if(hsl[3] < 0.5)
+ balloon_alert(mod.wearer, "too dark!")
+ return
+ mod.set_light_color(value)
+ mod.wearer.regenerate_icons()
+ light_color = value
+ if("light_range")
+ mod.set_light_range(clamp(value, min_range, max_range))
+ light_range = clamp(value, min_range, max_range)
+
+///Dispenser - Dispenses an item after a time passes.
+/obj/item/mod/module/dispenser
+ name = "MOD burger dispenser module"
+ desc = "A rare piece of technology reverse-engineered from a prototype found in a Donk Corporation vessel. \
+ This can draw incredible amounts of power from the suit's charge to create edible organic matter in the \
+ palm of the wearer's glove; however, research seemed to have entirely stopped at burgers. \
+ Notably, all attempts to get it to dispense Earl Grey tea have failed."
+ icon_state = "dispenser"
+ module_type = MODULE_USABLE
+ complexity = 3
+ use_power_cost = DEFAULT_CHARGE_DRAIN * 2
+ incompatible_modules = list(/obj/item/mod/module/dispenser)
+ cooldown_time = 5 SECONDS
+ /// Path we dispense.
+ var/dispense_type = /obj/item/reagent_containers/food/snacks/burger/plain
+ /// Time it takes for us to dispense.
+ var/dispense_time = 0 SECONDS
+
+/obj/item/mod/module/dispenser/on_use()
+ . = ..()
+ if(!.)
+ return
+ if(dispense_time && !do_after(mod.wearer, dispense_time, target = mod))
+ balloon_alert(mod.wearer, "interrupted!")
+ return FALSE
+ var/obj/item/dispensed = new dispense_type(mod.wearer.loc)
+ mod.wearer.put_in_hands(dispensed)
+ balloon_alert(mod.wearer, "[dispensed] dispensed")
+ playsound(src, 'sound/machines/click.ogg', 100, TRUE)
+ drain_power(use_power_cost)
+ return dispensed
+
+///Longfall
+
+///Thermal Regulator - Naw.
+
+///DNA Lock - Prevents people without the set DNA from activating the suit.
+/obj/item/mod/module/dna_lock
+ name = "MOD DNA lock module"
+ desc = "A module which engages with the various locks and seals tied to the suit's systems, \
+ enabling it to only be worn by someone corresponding with the user's exact DNA profile; \
+ however, this incredibly sensitive module is shorted out by EMPs. Luckily, cloning has been outlawed."
+ icon_state = "dnalock"
+ module_type = MODULE_USABLE
+ complexity = 2
+ use_power_cost = DEFAULT_CHARGE_DRAIN * 3
+ incompatible_modules = list(/obj/item/mod/module/dna_lock)
+ cooldown_time = 0.5 SECONDS
+ /// The DNA we lock with.
+ var/dna = null
+
+/obj/item/mod/module/dna_lock/on_install()
+ RegisterSignal(mod, COMSIG_MOD_ACTIVATE, .proc/on_mod_activation)
+ RegisterSignal(mod, COMSIG_MOD_MODULE_REMOVAL, .proc/on_mod_removal)
+ RegisterSignal(mod, COMSIG_ATOM_EMP_ACT, .proc/on_emp)
+ RegisterSignal(mod, COMSIG_ATOM_EMAG_ACT, .proc/on_emag)
+
+/obj/item/mod/module/dna_lock/on_uninstall(deleting = FALSE)
+ UnregisterSignal(mod, COMSIG_MOD_ACTIVATE)
+ UnregisterSignal(mod, COMSIG_MOD_MODULE_REMOVAL)
+ UnregisterSignal(mod, COMSIG_ATOM_EMP_ACT)
+ UnregisterSignal(mod, COMSIG_ATOM_EMAG_ACT)
+
+/obj/item/mod/module/dna_lock/on_use()
+ . = ..()
+ if(!.)
+ return
+ dna = mod.wearer.dna.unique_enzymes
+ balloon_alert(mod.wearer, "dna updated")
+ drain_power(use_power_cost)
+
+/obj/item/mod/module/dna_lock/emp_act(severity)
+ . = ..()
+ if(. & EMP_PROTECT_SELF)
+ return
+ on_emp(src, severity)
+
+/obj/item/mod/module/dna_lock/emag_act(mob/user, obj/item/card/emag/emag_card)
+ . = ..()
+ on_emag(src, user, emag_card)
+
+/obj/item/mod/module/dna_lock/proc/dna_check(mob/user)
+ if(!iscarbon(user))
+ return FALSE
+ var/mob/living/carbon/carbon_user = user
+ if(!dna || (carbon_user.has_dna() && carbon_user.dna.unique_enzymes == dna))
+ return TRUE
+ balloon_alert(user, "dna locked!")
+ return FALSE
+
+/obj/item/mod/module/dna_lock/proc/on_emp(datum/source, severity)
+ SIGNAL_HANDLER
+
+ dna = null
+
+/obj/item/mod/module/dna_lock/proc/on_emag(datum/source, mob/user, obj/item/card/emag/emag_card)
+ SIGNAL_HANDLER
+
+ dna = null
+
+/obj/item/mod/module/dna_lock/proc/on_mod_activation(datum/source, mob/user)
+ SIGNAL_HANDLER
+
+ if(!dna_check(user))
+ return MOD_CANCEL_ACTIVATE
+
+/obj/item/mod/module/dna_lock/proc/on_mod_removal(datum/source, mob/user)
+ SIGNAL_HANDLER
+
+ if(!dna_check(user))
+ return MOD_CANCEL_REMOVAL
+
+///Sign Language Translator - I want, but no
diff --git a/code/modules/mod/modules/modules_maint.dm b/code/modules/mod/modules/modules_maint.dm
new file mode 100644
index 0000000000..f73969d625
--- /dev/null
+++ b/code/modules/mod/modules/modules_maint.dm
@@ -0,0 +1,157 @@
+//Maint modules for MODsuits
+
+///Springlock Mechanism - allows your modsuit to activate faster, but reagents are very dangerous.
+/obj/item/mod/module/springlock
+ name = "MOD springlock module"
+ desc = "A module that spans the entire size of the MOD unit, sitting under the outer shell. \
+ This mechanical exoskeleton pushes out of the way when the user enters and it helps in booting \
+ up, but was taken out of modern suits because of the springlock's tendency to \"snap\" back \
+ into place when exposed to humidity. You know what it's like to have an entire exoskeleton enter you?"
+ icon_state = "springlock"
+ complexity = 3 // it is inside every part of your suit, so
+ incompatible_modules = list(/obj/item/mod/module/springlock)
+
+/obj/item/mod/module/springlock/on_install()
+ mod.activation_step_time *= 0.5
+
+/obj/item/mod/module/springlock/on_uninstall(deleting = FALSE)
+ mod.activation_step_time *= 2
+
+/obj/item/mod/module/springlock/on_suit_activation()
+ RegisterSignal(mod.wearer, COMSIG_ATOM_EXPOSE_REAGENTS, .proc/on_wearer_exposed)
+
+/obj/item/mod/module/springlock/on_suit_deactivation(deleting = FALSE)
+ UnregisterSignal(mod.wearer, COMSIG_ATOM_EXPOSE_REAGENTS)
+
+///Signal fired when wearer is exposed to reagents
+/obj/item/mod/module/springlock/proc/on_wearer_exposed(atom/source, list/reagents, datum/reagents/source_reagents, methods, volume_modifier, show_message, from_gas)
+ SIGNAL_HANDLER
+
+ if(!reagents.len)
+ return
+ if(!(methods & (VAPOR|PATCH|TOUCH)))
+ return //remove non-touch reagent exposure
+ to_chat(mod.wearer, span_danger("[src] makes an ominous click sound..."))
+ playsound(src, 'sound/items/modsuit/springlock.ogg', 75, TRUE)
+ addtimer(CALLBACK(src, .proc/snap_shut), rand(3 SECONDS, 5 SECONDS))
+ RegisterSignal(mod, COMSIG_MOD_ACTIVATE, .proc/on_activate_spring_block)
+
+///Signal fired when wearer attempts to activate/deactivate suits
+/obj/item/mod/module/springlock/proc/on_activate_spring_block(datum/source, user)
+ SIGNAL_HANDLER
+
+ balloon_alert(user, "springlocks aren't responding...?")
+ return MOD_CANCEL_ACTIVATE
+
+///Delayed death proc of the suit after the wearer is exposed to reagents
+/obj/item/mod/module/springlock/proc/snap_shut()
+ UnregisterSignal(mod, COMSIG_MOD_ACTIVATE)
+ if(!mod.wearer) //while there is a guaranteed user when on_wearer_exposed() fires, that isn't the same case for this proc
+ return
+ mod.wearer.visible_message("[src] inside [mod.wearer]'s [mod.name] snaps shut, mutilating the user inside!", span_userdanger("*SNAP*"))
+ mod.wearer.emote("scream")
+ playsound(mod.wearer, 'sound/effects/snap.ogg', 75, TRUE, frequency = 0.5)
+ playsound(mod.wearer, 'sound/effects/splat.ogg', 50, TRUE, frequency = 0.5)
+ mod.wearer.client?.give_award(/datum/award/achievement/misc/springlock, mod.wearer)
+ mod.wearer.apply_damage(500, BRUTE, forced = TRUE, spread_damage = TRUE, sharpness = SHARP_POINTY) //boggers, bogchamp, etc
+ if(!HAS_TRAIT(mod.wearer, TRAIT_NODEATH))
+ mod.wearer.death() //just in case, for some reason, they're still alive
+ flash_color(mod.wearer, flash_color = "#FF0000", flash_time = 10 SECONDS)
+
+///Rave Visor - Pointless
+
+///Tanner - Maybe another time
+
+///Balloon Blower - Blows a balloon.
+/obj/item/mod/module/balloon
+ name = "MOD balloon blower module"
+ desc = "A strange module invented years ago by some ingenious mimes. It blows balloons."
+ icon_state = "bloon"
+ module_type = MODULE_USABLE
+ complexity = 1
+ use_power_cost = DEFAULT_CHARGE_DRAIN * 0.5
+ incompatible_modules = list(/obj/item/mod/module/balloon)
+ cooldown_time = 15 SECONDS
+
+/obj/item/mod/module/balloon/on_use()
+ . = ..()
+ if(!.)
+ return
+ if(!do_after(mod.wearer, 10 SECONDS, target = mod))
+ return FALSE
+ mod.wearer.adjustOxyLoss(20)
+ playsound(src, 'sound/items/modsuit/inflate_bloon.ogg', 50, TRUE)
+ var/obj/item/toy/balloon/balloon = new(get_turf(src))
+ mod.wearer.put_in_hands(balloon)
+ drain_power(use_power_cost)
+
+///Paper Dispenser - Dispenses (sometimes burning) paper sheets.
+/obj/item/mod/module/paper_dispenser
+ name = "MOD paper dispenser module"
+ desc = "A simple module designed by the bureaucrats of Torch Bay. \
+ It dispenses 'warm, clean, and crisp sheets of paper' onto a nearby table. Usually."
+ icon_state = "paper_maker"
+ module_type = MODULE_USABLE
+ complexity = 1
+ use_power_cost = DEFAULT_CHARGE_DRAIN * 0.5
+ incompatible_modules = list(/obj/item/mod/module/paper_dispenser)
+ cooldown_time = 5 SECONDS
+ /// The total number of sheets created by this MOD. The more sheets, them more likely they set on fire.
+ var/num_sheets_dispensed = 0
+
+/obj/item/mod/module/paper_dispenser/on_use()
+ . = ..()
+ if(!.)
+ return
+ if(!do_after(mod.wearer, 1 SECONDS, target = mod))
+ return FALSE
+
+ var/obj/item/paper/crisp_paper = new(get_turf(src))
+ crisp_paper.desc = "It's crisp and warm to the touch. Must be fresh."
+
+ var/obj/structure/table/nearby_table = locate() in range(1, mod.wearer)
+ playsound(get_turf(src), 'sound/machines/click.ogg', 50, TRUE)
+ balloon_alert(mod.wearer, "dispensed paper[nearby_table ? " onto table":""]")
+
+ mod.wearer.put_in_hands(crisp_paper)
+ if(nearby_table)
+ mod.wearer.transferItemToLoc(crisp_paper, nearby_table.drop_location(), silent = FALSE)
+
+ // Up to a 30% chance to set the sheet on fire, +2% per sheet made
+ if(prob(min(num_sheets_dispensed * 2, 30)))
+ if(crisp_paper in mod.wearer.held_items)
+ mod.wearer.dropItemToGround(crisp_paper, force = TRUE)
+ crisp_paper.balloon_alert(mod.wearer, "PC LOAD LETTER!")
+ crisp_paper.visible_message(span_warning("[crisp_paper] bursts into flames, it's too crisp!"))
+ crisp_paper.fire_act(1000, 100)
+
+ drain_power(use_power_cost)
+ num_sheets_dispensed++
+
+
+///Stamper - Extends a stamp that can switch between accept/deny modes.
+/obj/item/mod/module/stamp
+ name = "MOD stamper module"
+ desc = "A module installed into the wrist of the suit, this functions as a high-power stamp, \
+ able to switch between accept and deny modes."
+ icon_state = "stamp"
+ module_type = MODULE_ACTIVE
+ complexity = 1
+ active_power_cost = DEFAULT_CHARGE_DRAIN * 0.3
+ device = /obj/item/stamp/mod
+ incompatible_modules = list(/obj/item/mod/module/stamp)
+ cooldown_time = 0.5 SECONDS
+
+/obj/item/stamp/mod
+ name = "MOD electronic stamp"
+ desc = "A high-power stamp, able to switch between accept and deny mode when used."
+
+/obj/item/stamp/mod/attack_self(mob/user, modifiers)
+ . = ..()
+ if(icon_state == "stamp-ok")
+ icon_state = "stamp-deny"
+ else
+ icon_state = "stamp-ok"
+ balloon_alert(user, "switched mode")
+
+///Atrocinator - Perhaps another time
diff --git a/code/modules/mod/modules/modules_medical.dm b/code/modules/mod/modules/modules_medical.dm
new file mode 100644
index 0000000000..c7e1510152
--- /dev/null
+++ b/code/modules/mod/modules/modules_medical.dm
@@ -0,0 +1,189 @@
+//Medical modules for MODsuits
+
+#define HEALTH_SCAN "Health"
+#define WOUND_SCAN "Wound"
+#define CHEM_SCAN "Chemical"
+
+///Health Analyzer - Gives the user a ranged health analyzer and their health status in the panel.
+/obj/item/mod/module/health_analyzer
+ name = "MOD health analyzer module"
+ desc = "A module installed into the glove of the suit. This is a high-tech biological scanning suite, \
+ allowing the user indepth information on the vitals and injuries of others even at a distance, \
+ all with the flick of the wrist. Data is displayed in a convenient package on HUD in the helmet, \
+ but it's up to you to do something with it."
+ icon_state = "health"
+ module_type = MODULE_ACTIVE
+ complexity = 2
+ use_power_cost = DEFAULT_CHARGE_DRAIN
+ incompatible_modules = list(/obj/item/mod/module/health_analyzer)
+ cooldown_time = 0.5 SECONDS
+ tgui_id = "health_analyzer"
+ /// Scanning mode, changes how we scan something.
+ var/mode = HEALTH_SCAN
+ /// List of all scanning modes.
+ var/static/list/modes = list(HEALTH_SCAN, WOUND_SCAN, CHEM_SCAN)
+
+/obj/item/mod/module/health_analyzer/add_ui_data()
+ . = ..()
+ .["userhealth"] = mod.wearer?.health || 0
+ .["usermaxhealth"] = mod.wearer?.getMaxHealth() || 0
+ .["userbrute"] = mod.wearer?.getBruteLoss() || 0
+ .["userburn"] = mod.wearer?.getFireLoss() || 0
+ .["usertoxin"] = mod.wearer?.getToxLoss() || 0
+ .["useroxy"] = mod.wearer?.getOxyLoss() || 0
+
+/obj/item/mod/module/health_analyzer/on_select_use(atom/target)
+ . = ..()
+ if(!.)
+ return
+ if(!isliving(target) || !mod.wearer.can_read(src))
+ return
+ switch(mode)
+ if(HEALTH_SCAN)
+ healthscan(mod.wearer, target)
+ if(WOUND_SCAN)
+ woundscan(mod.wearer, target)
+ if(CHEM_SCAN)
+ chemscan(mod.wearer, target)
+ drain_power(use_power_cost)
+
+/obj/item/mod/module/health_analyzer/get_configuration()
+ . = ..()
+ .["mode"] = add_ui_configuration("Scan Mode", "list", mode, modes)
+
+/obj/item/mod/module/health_analyzer/configure_edit(key, value)
+ switch(key)
+ if("mode")
+ mode = value
+
+#undef HEALTH_SCAN
+#undef WOUND_SCAN
+#undef CHEM_SCAN
+
+///Quick Carry - Lets the user carry bodies quicker.
+/obj/item/mod/module/quick_carry
+ name = "MOD quick carry module"
+ desc = "A suite of advanced servos, redirecting power from the suit's arms to help carry the wounded; \
+ or simply for fun. However, Nanotrasen has locked the module's ability to assist in hand-to-hand combat."
+ icon_state = "carry"
+ complexity = 1
+ idle_power_cost = DEFAULT_CHARGE_DRAIN * 0.3
+ incompatible_modules = list(/obj/item/mod/module/quick_carry, /obj/item/mod/module/constructor)
+
+/obj/item/mod/module/quick_carry/on_suit_activation()
+ ADD_TRAIT(mod.wearer, TRAIT_QUICKER_CARRY, MOD_TRAIT)
+
+/obj/item/mod/module/quick_carry/on_suit_deactivation(deleting = FALSE)
+ REMOVE_TRAIT(mod.wearer, TRAIT_QUICKER_CARRY, MOD_TRAIT)
+
+/obj/item/mod/module/quick_carry/advanced
+ name = "MOD advanced quick carry module"
+ removable = FALSE
+ complexity = 0
+
+///Injector - No piercing syringes, replace another time
+
+///Organ Thrower
+
+///Patrient Transport
+
+///Defibrillator - Gives the suit an extendable pair of shock paddles.
+/obj/item/mod/module/defibrillator
+ name = "MOD defibrillator module"
+ desc = "A module built into the gauntlets of the suit; commonly known as the 'Healing Hands' by medical professionals. \
+ The user places their palms above the patient. Onboard computers in the suit calculate the necessary voltage, \
+ and a modded targeting computer determines the best position for the user to push. \
+ Twenty five pounds of force are applied to the patient's skin. Shocks travel from the suit's gloves \
+ and counter-shock the heart, and the wearer returns to Medical a hero. Don't you even think about using it as a weapon; \
+ regulations on manufacture and software locks expressly forbid it."
+ icon_state = "defibrillator"
+ module_type = MODULE_ACTIVE
+ complexity = 2
+ use_power_cost = DEFAULT_CHARGE_DRAIN * 25
+ device = /obj/item/shockpaddles/mod
+ overlay_state_inactive = "module_defibrillator"
+ overlay_state_active = "module_defibrillator_active"
+ incompatible_modules = list(/obj/item/mod/module/defibrillator)
+ cooldown_time = 0.5 SECONDS
+ var/defib_cooldown = 5 SECONDS
+
+/obj/item/mod/module/defibrillator/Initialize(mapload)
+ . = ..()
+ RegisterSignal(device, COMSIG_DEFIBRILLATOR_SUCCESS, .proc/on_defib_success)
+
+/obj/item/mod/module/defibrillator/Destroy()
+ UnregisterSignal(device, COMSIG_DEFIBRILLATOR_SUCCESS)
+ . = ..()
+
+/obj/item/mod/module/defibrillator/proc/on_defib_success(obj/item/shockpaddles/source)
+ drain_power(use_power_cost)
+ source.recharge(defib_cooldown)
+ return COMPONENT_DEFIB_STOP
+
+/obj/item/shockpaddles/mod
+ name = "MOD defibrillator gauntlets"
+ req_defib = FALSE
+ icon_state = "defibgauntlets0"
+ item_state = "defibgauntlets0"
+ base_icon_state = "defibgauntlets"
+
+/obj/item/mod/module/defibrillator/combat
+ name = "MOD combat defibrillator module"
+ desc = "A module built into the gauntlets of the suit; commonly known as the 'Healing Hands' by medical professionals. \
+ The user places their palms above the patient. Onboard computers in the suit calculate the necessary voltage, \
+ and a modded targeting computer determines the best position for the user to push. \
+ Twenty five pounds of force are applied to the patient's skin. Shocks travel from the suit's gloves \
+ and counter-shock the heart, and the wearer returns to Medical a hero. \
+ Interdyne Pharmaceutics marketed the domestic version of the Healing Hands as foolproof and unusable as a weapon. \
+ But when it came time to provide their operatives with usable medical equipment, they didn't hesitate to remove \
+ those in-built safeties. Operatives in the field can benefit from what they dub as 'Stun Gloves', able to apply shocks \
+ straight to a victims heart to disable them, or maybe even outright stop their heart with enough power."
+ complexity = 1
+ module_type = MODULE_ACTIVE
+ overlay_state_inactive = "module_defibrillator_combat"
+ overlay_state_active = "module_defibrillator_combat_active"
+ device = /obj/item/shockpaddles/syndicate/mod
+ defib_cooldown = 2.5 SECONDS
+
+/obj/item/shockpaddles/syndicate/mod
+ name = "MOD combat defibrillator gauntlets"
+ req_defib = FALSE
+ icon_state = "syndiegauntlets0"
+ item_state = "syndiegauntlets0"
+ base_icon_state = "syndiegauntlets"
+
+///Thread Ripper
+
+///Surgical Processor - Lets you do advanced surgeries portably.
+/obj/item/mod/module/surgical_processor
+ name = "MOD surgical processor module"
+ desc = "A module using an onboard surgical computer which can be connected to other computers to download and \
+ perform advanced surgeries on the go."
+ icon_state = "surgical_processor"
+ module_type = MODULE_ACTIVE
+ complexity = 2
+ active_power_cost = DEFAULT_CHARGE_DRAIN
+ device = /obj/item/surgical_processor/mod
+ incompatible_modules = list(/obj/item/mod/module/surgical_processor)
+ cooldown_time = 0.5 SECONDS
+
+/obj/item/surgical_processor/mod
+ name = "MOD surgical processor"
+
+/obj/item/mod/module/surgical_processor/preloaded
+ desc = "A module using an onboard surgical computer which can be connected to other computers to download and \
+ perform advanced surgeries on the go. This one came pre-loaded with some advanced surgeries."
+ device = /obj/item/surgical_processor/mod/preloaded
+
+/obj/item/surgical_processor/mod/preloaded
+ advanced_surgeries = list(
+ /datum/surgery/advanced/pacify,
+ /datum/surgery/healing/combo/upgraded/femto,
+ /datum/surgery/advanced/brainwashing,
+ /datum/surgery/advanced/bioware/nerve_splicing,
+ /datum/surgery/advanced/bioware/nerve_grounding,
+ /datum/surgery/advanced/bioware/vein_threading,
+ /datum/surgery/advanced/bioware/muscled_veins,
+ /datum/surgery/advanced/bioware/ligament_hook,
+ /datum/surgery/advanced/bioware/ligament_reinforcement
+ )
diff --git a/code/modules/mod/modules/modules_science.dm b/code/modules/mod/modules/modules_science.dm
new file mode 100644
index 0000000000..7208210b76
--- /dev/null
+++ b/code/modules/mod/modules/modules_science.dm
@@ -0,0 +1,135 @@
+//Science modules for MODsuits
+
+///Reagent Scanner - Lets the user scan reagents.
+/obj/item/mod/module/reagent_scanner
+ name = "MOD reagent scanner module"
+ desc = "A module based off research-oriented Nanotrasen HUDs, this is capable of scanning the contents of \
+ containers and projecting the information in an easy-to-read format on the wearer's display. \
+ It cannot detect flavors, so that's up to you."
+ icon_state = "scanner"
+ module_type = MODULE_TOGGLE
+ complexity = 1
+ active_power_cost = DEFAULT_CHARGE_DRAIN * 0.2
+ incompatible_modules = list(/obj/item/mod/module/reagent_scanner)
+ cooldown_time = 0.5 SECONDS
+
+/obj/item/mod/module/reagent_scanner/on_activation()
+ . = ..()
+ if(!.)
+ return
+ ADD_TRAIT(mod.wearer, TRAIT_REAGENT_SCANNER, MOD_TRAIT)
+
+/obj/item/mod/module/reagent_scanner/on_deactivation(display_message = TRUE, deleting = FALSE)
+ . = ..()
+ if(!.)
+ return
+ REMOVE_TRAIT(mod.wearer, TRAIT_REAGENT_SCANNER, MOD_TRAIT)
+
+/obj/item/mod/module/reagent_scanner/advanced
+ name = "MOD advanced reagent scanner module"
+ complexity = 0
+ removable = FALSE
+ var/explosion_detection_dist = 21
+ var/had_research_scanner = FALSE
+
+/obj/item/mod/module/reagent_scanner/advanced/on_activation()
+ . = ..()
+ if(!.)
+ return
+ had_research_scanner = mod.wearer.research_scanner
+ mod.wearer.research_scanner = TRUE
+ RegisterSignal(SSdcs, COMSIG_GLOB_EXPLOSION, .proc/sense_explosion)
+
+/obj/item/mod/module/reagent_scanner/advanced/on_deactivation(display_message = TRUE, deleting = FALSE)
+ . = ..()
+ if(!.)
+ return
+ mod.wearer.research_scanner = had_research_scanner
+ had_research_scanner = FALSE
+ UnregisterSignal(SSdcs, COMSIG_GLOB_EXPLOSION)
+
+/obj/item/mod/module/reagent_scanner/advanced/proc/sense_explosion(datum/source, turf/epicenter,
+ devastation_range, heavy_impact_range, light_impact_range, took, orig_dev_range, orig_heavy_range, orig_light_range)
+ SIGNAL_HANDLER
+ var/turf/wearer_turf = get_turf(mod.wearer)
+ if(wearer_turf.z == epicenter.z)
+ return
+ if(get_dist(epicenter, wearer_turf) > explosion_detection_dist)
+ return
+ to_chat(mod.wearer, span_notice("Explosion detected! Epicenter: [devastation_range], Outer: [heavy_impact_range], Shock: [light_impact_range]"))
+
+///Anti-Gravity - Makes the user weightless.
+/obj/item/mod/module/anomaly_locked/antigrav
+ name = "MOD anti-gravity module"
+ desc = "A module that uses a gravitational core to make the user completely weightless."
+ icon_state = "antigrav"
+ module_type = MODULE_TOGGLE
+ complexity = 3
+ active_power_cost = DEFAULT_CHARGE_DRAIN * 0.7
+ incompatible_modules = list(/obj/item/mod/module/anomaly_locked)
+ cooldown_time = 0.5 SECONDS
+ accepted_anomalies = list(/obj/item/assembly/signaler/anomaly/grav)
+
+/obj/item/mod/module/anomaly_locked/antigrav/on_activation()
+ . = ..()
+ if(!.)
+ return
+ if(mod.wearer.has_gravity())
+ new /obj/effect/temp_visual/mook_dust(get_turf(src))
+ mod.wearer.AddElement(/datum/element/forced_gravity, 0)
+ mod.wearer.update_gravity(mod.wearer.has_gravity())
+ playsound(src, 'sound/effects/gravhit.ogg', 50)
+
+/obj/item/mod/module/anomaly_locked/antigrav/on_deactivation(display_message = TRUE, deleting = FALSE)
+ . = ..()
+ if(!.)
+ return
+ mod.wearer.RemoveElement(/datum/element/forced_gravity, 0)
+ mod.wearer.update_gravity(mod.wearer.has_gravity())
+ if(deleting)
+ return
+ if(mod.wearer.has_gravity())
+ new /obj/effect/temp_visual/mook_dust(get_turf(src))
+ playsound(src, 'sound/effects/gravhit.ogg', 50)
+
+/obj/item/mod/module/anomaly_locked/antigrav/prebuilt
+ prebuilt = TRUE
+
+///Teleporter - Lets the user teleport to a nearby location.
+/obj/item/mod/module/anomaly_locked/teleporter
+ name = "MOD teleporter module"
+ desc = "A module that uses a bluespace core to let the user transport their particles elsewhere."
+ icon_state = "teleporter"
+ module_type = MODULE_ACTIVE
+ complexity = 3
+ use_power_cost = DEFAULT_CHARGE_DRAIN * 5
+ cooldown_time = 5 SECONDS
+ accepted_anomalies = list(/obj/item/assembly/signaler/anomaly/bluespace)
+ /// Time it takes to teleport
+ var/teleport_time = 3 SECONDS
+
+/obj/item/mod/module/anomaly_locked/teleporter/on_select_use(atom/target)
+ . = ..()
+ if(!.)
+ return
+ var/turf/open/target_turf = get_turf(target)
+ if(!istype(target_turf) || is_blocked_turf(target_turf) || !(target_turf in view(mod.wearer)))
+ balloon_alert(mod.wearer, "invalid target!")
+ return
+ balloon_alert(mod.wearer, "teleporting...")
+ var/matrix/pre_matrix = matrix()
+ pre_matrix.Scale(4, 0.25)
+ var/matrix/post_matrix = matrix()
+ post_matrix.Scale(0.25, 4)
+ animate(mod.wearer, teleport_time, color = COLOR_CYAN, transform = pre_matrix.Multiply(mod.wearer.transform), easing = SINE_EASING|EASE_OUT)
+ if(!do_after(mod.wearer, teleport_time, target = mod))
+ balloon_alert(mod.wearer, "interrupted!")
+ animate(mod.wearer, teleport_time*0.1, color = null, transform = post_matrix.Multiply(mod.wearer.transform), easing = SINE_EASING|EASE_IN)
+ return
+ animate(mod.wearer, teleport_time*0.1, color = null, transform = post_matrix.Multiply(mod.wearer.transform), easing = SINE_EASING|EASE_IN)
+ if(!do_teleport(mod.wearer, target_turf, asoundin = 'sound/effects/phasein.ogg'))
+ return
+ drain_power(use_power_cost)
+
+/obj/item/mod/module/anomaly_locked/teleporter/prebuilt
+ prebuilt = TRUE
diff --git a/code/modules/mod/modules/modules_security.dm b/code/modules/mod/modules/modules_security.dm
new file mode 100644
index 0000000000..098abf8015
--- /dev/null
+++ b/code/modules/mod/modules/modules_security.dm
@@ -0,0 +1,207 @@
+//Security modules for MODsuits
+
+///Cloaking - Lowers the user's visibility, can be interrupted by being touched or attacked.
+/obj/item/mod/module/stealth
+ name = "MOD prototype cloaking module"
+ desc = "A complete retrofitting of the suit, this is a form of visual concealment tech employing esoteric technology \
+ to bend light around the user, as well as mimetic materials to make the surface of the suit match the \
+ surroundings based off sensor data. For some reason, this tech is rarely seen."
+ icon_state = "cloak"
+ module_type = MODULE_TOGGLE
+ complexity = 4
+ active_power_cost = DEFAULT_CHARGE_DRAIN * 2
+ use_power_cost = DEFAULT_CHARGE_DRAIN * 10
+ incompatible_modules = list(/obj/item/mod/module/stealth)
+ cooldown_time = 5 SECONDS
+ /// Whether or not the cloak turns off on bumping.
+ var/bumpoff = TRUE
+ /// The alpha applied when the cloak is on.
+ var/stealth_alpha = 50
+
+/obj/item/mod/module/stealth/on_activation()
+ . = ..()
+ if(!.)
+ return
+ if(bumpoff)
+ RegisterSignal(mod.wearer, COMSIG_LIVING_MOB_BUMP, .proc/unstealth)
+ RegisterSignal(mod.wearer, COMSIG_HUMAN_MELEE_UNARMED_ATTACK, .proc/on_unarmed_attack)
+ RegisterSignal(mod.wearer, COMSIG_ATOM_BULLET_ACT, .proc/on_bullet_act)
+ RegisterSignal(mod.wearer, list(COMSIG_MOB_ITEM_ATTACK, COMSIG_PARENT_ATTACKBY, COMSIG_ATOM_ATTACK_HAND, COMSIG_ATOM_HULK_ATTACK, COMSIG_ATOM_ATTACK_PAW), .proc/unstealth)
+ animate(mod.wearer, alpha = stealth_alpha, time = 1.5 SECONDS)
+ drain_power(use_power_cost)
+
+/obj/item/mod/module/stealth/on_deactivation(display_message = TRUE, deleting = FALSE)
+ . = ..()
+ if(!.)
+ return
+ if(bumpoff)
+ UnregisterSignal(mod.wearer, COMSIG_LIVING_MOB_BUMP)
+ UnregisterSignal(mod.wearer, list(COMSIG_HUMAN_MELEE_UNARMED_ATTACK, COMSIG_MOB_ITEM_ATTACK, COMSIG_PARENT_ATTACKBY, COMSIG_ATOM_ATTACK_HAND, COMSIG_ATOM_BULLET_ACT, COMSIG_ATOM_HULK_ATTACK, COMSIG_ATOM_ATTACK_PAW))
+ animate(mod.wearer, alpha = 255, time = 1.5 SECONDS)
+
+/obj/item/mod/module/stealth/proc/unstealth(datum/source)
+ SIGNAL_HANDLER
+
+ to_chat(mod.wearer, span_warning("[src] gets discharged from contact!"))
+ do_sparks(2, TRUE, src)
+ drain_power(use_power_cost)
+ on_deactivation(display_message = TRUE, deleting = FALSE)
+
+/obj/item/mod/module/stealth/proc/on_unarmed_attack(datum/source, atom/target)
+ SIGNAL_HANDLER
+
+ if(!isliving(target))
+ return
+ unstealth(source)
+
+/obj/item/mod/module/stealth/proc/on_bullet_act(datum/source, obj/item/projectile/projectile)
+ SIGNAL_HANDLER
+
+ if(projectile.nodamage)
+ return
+ unstealth(source)
+
+///Magnetic Harness - Automatically puts guns in your suit storage when you drop them.
+/obj/item/mod/module/magnetic_harness
+ name = "MOD magnetic harness module"
+ desc = "Based off old TerraGov harness kits, this magnetic harness automatically attaches dropped guns back to the wearer."
+ icon_state = "mag_harness"
+ complexity = 2
+ use_power_cost = DEFAULT_CHARGE_DRAIN
+ incompatible_modules = list(/obj/item/mod/module/magnetic_harness)
+ /// Time before we activate the magnet.
+ var/magnet_delay = 0.8 SECONDS
+ /// The typecache of all guns we allow.
+ var/static/list/guns_typecache
+ /// The guns already allowed by the modsuit chestplate.
+ var/list/already_allowed_guns = list()
+
+/obj/item/mod/module/magnetic_harness/Initialize(mapload)
+ . = ..()
+ if(!guns_typecache)
+ guns_typecache = typecacheof(list(/obj/item/gun/ballistic, /obj/item/gun/energy, /obj/item/gun/grenadelauncher, /obj/item/gun/chem, /obj/item/gun/syringe))
+
+/obj/item/mod/module/magnetic_harness/on_install()
+ already_allowed_guns = guns_typecache & mod.chestplate.allowed
+ mod.chestplate.allowed |= guns_typecache
+
+/obj/item/mod/module/magnetic_harness/on_uninstall(deleting = FALSE)
+ if(deleting)
+ return
+ mod.chestplate.allowed -= (guns_typecache - already_allowed_guns)
+
+/obj/item/mod/module/magnetic_harness/on_suit_activation()
+ RegisterSignal(mod.wearer, COMSIG_MOB_UNEQUIPPED_ITEM, .proc/check_dropped_item)
+
+/obj/item/mod/module/magnetic_harness/on_suit_deactivation(deleting = FALSE)
+ UnregisterSignal(mod.wearer, COMSIG_MOB_UNEQUIPPED_ITEM)
+
+/obj/item/mod/module/magnetic_harness/proc/check_dropped_item(datum/source, obj/item/dropped_item, force, new_location)
+ SIGNAL_HANDLER
+
+ if(!is_type_in_typecache(dropped_item, guns_typecache))
+ return
+ if(new_location != get_turf(src))
+ return
+ addtimer(CALLBACK(src, .proc/pick_up_item, dropped_item), magnet_delay)
+
+/obj/item/mod/module/magnetic_harness/proc/pick_up_item(obj/item/item)
+ if(!isturf(item.loc) || !item.Adjacent(mod.wearer))
+ return
+ if(!mod.wearer.equip_to_slot_if_possible(item, ITEM_SLOT_SUITSTORE, qdel_on_fail = FALSE, disable_warning = TRUE))
+ return
+ playsound(src, 'sound/items/modsuit/magnetic_harness.ogg', 50, TRUE)
+ balloon_alert(mod.wearer, "[item] reattached")
+ drain_power(use_power_cost)
+
+///Pepper Shoulders
+
+///Holster - Instantly holsters any not huge gun.
+/obj/item/mod/module/holster
+ name = "MOD holster module"
+ desc = "Based off typical storage compartments, this system allows the suit to holster a \
+ standard firearm across its surface and allow for extremely quick retrieval. \
+ While some users prefer the chest, others the forearm for quick deployment, \
+ some law enforcement prefer the holster to extend from the thigh."
+ icon_state = "holster"
+ module_type = MODULE_USABLE
+ complexity = 2
+ incompatible_modules = list(/obj/item/mod/module/holster)
+ cooldown_time = 0.5 SECONDS
+ allowed_inactive = TRUE
+ /// Gun we have holstered.
+ var/obj/item/gun/holstered
+
+/obj/item/mod/module/holster/on_use()
+ . = ..()
+ if(!.)
+ return
+ if(!holstered)
+ var/obj/item/gun/holding = mod.wearer.get_active_held_item()
+ if(!holding)
+ balloon_alert(mod.wearer, "nothing to holster!")
+ return
+ if(!istype(holding) || holding.w_class > WEIGHT_CLASS_BULKY)
+ balloon_alert(mod.wearer, "it doesn't fit!")
+ return
+ if(mod.wearer.transferItemToLoc(holding, src, force = FALSE, silent = TRUE))
+ holstered = holding
+ balloon_alert(mod.wearer, "weapon holstered")
+ playsound(src, 'sound/weapons/revolverempty.ogg', 100, TRUE)
+ else if(mod.wearer.put_in_active_hand(holstered, forced = FALSE, ignore_animation = TRUE))
+ balloon_alert(mod.wearer, "weapon drawn")
+ playsound(src, 'sound/weapons/revolverempty.ogg', 100, TRUE)
+ else
+ balloon_alert(mod.wearer, "holster full!")
+
+/obj/item/mod/module/holster/on_uninstall(deleting = FALSE)
+ if(holstered)
+ holstered.forceMove(drop_location())
+
+/obj/item/mod/module/holster/Exited(atom/movable/gone, direction)
+ . = ..()
+ if(gone == holstered)
+ holstered = null
+
+/obj/item/mod/module/holster/Destroy()
+ QDEL_NULL(holstered)
+ return ..()
+
+///Megaphone - Lets you speak loud.
+/obj/item/mod/module/megaphone
+ name = "MOD megaphone module"
+ desc = "A microchip megaphone linked to a MODsuit, for very important purposes, like: loudness."
+ icon_state = "megaphone"
+ module_type = MODULE_TOGGLE
+ complexity = 1
+ use_power_cost = DEFAULT_CHARGE_DRAIN * 0.5
+ incompatible_modules = list(/obj/item/mod/module/megaphone)
+ cooldown_time = 0.5 SECONDS
+ /// List of spans we add to the speaker.
+ var/list/voicespan = list(SPAN_COMMAND)
+
+/obj/item/mod/module/megaphone/on_activation()
+ . = ..()
+ if(!.)
+ return
+ RegisterSignal(mod.wearer, COMSIG_MOB_SAY, .proc/handle_speech)
+
+/obj/item/mod/module/megaphone/on_deactivation(display_message = TRUE, deleting = FALSE)
+ . = ..()
+ if(!.)
+ return
+ UnregisterSignal(mod.wearer, COMSIG_MOB_SAY)
+
+/obj/item/mod/module/megaphone/proc/handle_speech(datum/source, list/speech_args)
+ SIGNAL_HANDLER
+
+ speech_args[SPEECH_SPANS] |= voicespan
+ drain_power(use_power_cost)
+
+///Criminal Capture
+
+///Mirage grenade dispenser
+
+///Projectile Dampener
+
+///Active Sonar
diff --git a/code/modules/mod/modules/modules_service.dm b/code/modules/mod/modules/modules_service.dm
new file mode 100644
index 0000000000..85ebfea132
--- /dev/null
+++ b/code/modules/mod/modules/modules_service.dm
@@ -0,0 +1,66 @@
+//Service modules for MODsuits
+
+///Bike Horn - Plays a bike horn sound.
+/obj/item/mod/module/bikehorn
+ name = "MOD bike horn module"
+ desc = "A shoulder-mounted piece of heavy sonic artillery, this module uses the finest femto-manipulator technology to \
+ precisely deliver an almost lethal squeeze to... a bike horn, producing a significantly memorable sound."
+ icon_state = "bikehorn"
+ module_type = MODULE_USABLE
+ complexity = 1
+ use_power_cost = DEFAULT_CHARGE_DRAIN
+ incompatible_modules = list(/obj/item/mod/module/bikehorn)
+ cooldown_time = 1 SECONDS
+
+/obj/item/mod/module/bikehorn/on_use()
+ . = ..()
+ if(!.)
+ return
+ playsound(src, 'sound/items/bikehorn.ogg', 100, FALSE)
+ drain_power(use_power_cost)
+
+///Microwave Beam - Microwaves items instantly.
+/obj/item/mod/module/microwave_beam
+ name = "MOD microwave beam module"
+ desc = "An oddly domestic device, this module is installed into the user's palm, \
+ hooking up with culinary scanners located in the helmet to blast food with precise microwave radiation, \
+ allowing them to cook food from a distance, with the greatest of ease. Not recommended for use against grapes."
+ icon_state = "microwave_beam"
+ module_type = MODULE_ACTIVE
+ complexity = 2
+ use_power_cost = DEFAULT_CHARGE_DRAIN * 5
+ incompatible_modules = list(/obj/item/mod/module/microwave_beam)
+ cooldown_time = 10 SECONDS
+ var/obj/machinery/microwave/microwave
+
+/obj/item/mod/module/microwave_beam/Initialize(mapload)
+ microwave = new()
+ . = ..()
+
+/obj/item/mod/module/microwave_beam/Destroy()
+ QDEL_NULL(microwave)
+ . = ..()
+
+/obj/item/mod/module/microwave_beam/on_select_use(atom/target)
+ . = ..()
+ if(!.)
+ return
+ if(!isitem(target))
+ return
+ if(!isturf(target.loc))
+ balloon_alert(mod.wearer, "must be on the floor!")
+ return
+ var/obj/item/microwave_target = target
+ var/turf/microwave_target_loc = target.loc
+ var/datum/effect_system/spark_spread/spark_effect = new()
+ spark_effect.set_up(2, 1, mod.wearer)
+ spark_effect.start()
+ mod.wearer.Beam(target,icon_state="lightning[rand(1,12)]", time = 5)
+ if(microwave_target.microwave_act(microwave))
+ playsound(src, 'sound/machines/microwave/microwave-end.ogg', 50, FALSE)
+ else
+ balloon_alert(mod.wearer, "can't be microwaved!")
+ var/datum/effect_system/spark_spread/spark_effect_two = new()
+ spark_effect_two.set_up(2, 1, microwave_target_loc)
+ spark_effect_two.start()
+ drain_power(use_power_cost)
diff --git a/code/modules/mod/modules/modules_supply.dm b/code/modules/mod/modules/modules_supply.dm
new file mode 100644
index 0000000000..e3c70fa570
--- /dev/null
+++ b/code/modules/mod/modules/modules_supply.dm
@@ -0,0 +1,229 @@
+//Supply modules for MODsuits
+
+///Internal GPS - Extends a GPS you can use.
+/obj/item/mod/module/gps
+ name = "MOD internal GPS module"
+ desc = "This module uses common Nanotrasen technology to calculate the user's position anywhere in space, \
+ down to the exact coordinates. This information is fed to a central database viewable from the device itself, \
+ though using it to help people is up to you."
+ icon_state = "gps"
+ module_type = MODULE_USABLE
+ complexity = 1
+ use_power_cost = DEFAULT_CHARGE_DRAIN * 0.2
+ incompatible_modules = list(/obj/item/mod/module/gps)
+ cooldown_time = 0.5 SECONDS
+ allowed_inactive = TRUE
+
+/obj/item/mod/module/gps/Initialize(mapload)
+ . = ..()
+ AddComponent(/datum/component/gps/item, "MOD0", state = GLOB.deep_inventory_state, overlay_state = FALSE)
+
+/obj/item/mod/module/gps/on_use()
+ . = ..()
+ if(!.)
+ return
+ attack_self(mod.wearer)
+
+///Hydraulic Clamp - Lets you pick up and drop crates.
+/obj/item/mod/module/clamp
+ name = "MOD hydraulic clamp module"
+ desc = "A series of actuators installed into both arms of the suit, boasting a lifting capacity of almost a ton. \
+ However, this design has been locked by Nanotrasen to be primarily utilized for lifting various crates. \
+ A lot of people would say that loading cargo is a dull job, but you could not disagree more."
+ icon_state = "clamp"
+ module_type = MODULE_ACTIVE
+ complexity = 3
+ use_power_cost = DEFAULT_CHARGE_DRAIN
+ incompatible_modules = list(/obj/item/mod/module/clamp)
+ cooldown_time = 0.5 SECONDS
+ overlay_state_inactive = "module_clamp"
+ overlay_state_active = "module_clamp_on"
+ /// Time it takes to load a crate.
+ var/load_time = 3 SECONDS
+ /// The max amount of crates you can carry.
+ var/max_crates = 3
+ /// The crates stored in the module.
+ var/list/stored_crates = list()
+
+/obj/item/mod/module/clamp/on_select_use(atom/target)
+ . = ..()
+ if(!.)
+ return
+ if(!mod.wearer.Adjacent(target))
+ return
+ if(istype(target, /obj/structure/closet) || istype(target, /obj/structure/bigDelivery))
+ var/atom/movable/picked_crate = target
+ if(!check_crate_pickup(picked_crate))
+ return
+ playsound(src, 'sound/mecha/hydraulic.ogg', 25, TRUE)
+ if(!do_after(mod.wearer, load_time, target = target))
+ balloon_alert(mod.wearer, "interrupted!")
+ return
+ if(!check_crate_pickup(picked_crate))
+ return
+ stored_crates += picked_crate
+ picked_crate.forceMove(src)
+ balloon_alert(mod.wearer, "picked up [picked_crate]")
+ drain_power(use_power_cost)
+ else if(length(stored_crates))
+ var/turf/target_turf = get_turf(target)
+ if(is_blocked_turf(target_turf))
+ return
+ playsound(src, 'sound/mecha/hydraulic.ogg', 25, TRUE)
+ if(!do_after(mod.wearer, load_time, target = target))
+ balloon_alert(mod.wearer, "interrupted!")
+ return
+ if(is_blocked_turf(target_turf))
+ return
+ var/atom/movable/dropped_crate = pop(stored_crates)
+ dropped_crate.forceMove(target_turf)
+ balloon_alert(mod.wearer, "dropped [dropped_crate]")
+ drain_power(use_power_cost)
+ else
+ balloon_alert(mod.wearer, "invalid target!")
+
+/obj/item/mod/module/clamp/on_suit_deactivation(deleting = FALSE)
+ if(deleting)
+ return
+ for(var/atom/movable/crate as anything in stored_crates)
+ crate.forceMove(drop_location())
+ stored_crates -= crate
+
+/obj/item/mod/module/clamp/proc/check_crate_pickup(atom/movable/target)
+ if(length(stored_crates) >= max_crates)
+ balloon_alert(mod.wearer, "too many crates!")
+ return FALSE
+ for(var/mob/living/mob in target.GetAllContents())
+ if(mob.mob_size < MOB_SIZE_HUMAN)
+ continue
+ balloon_alert(mod.wearer, "crate too heavy!")
+ return FALSE
+ return TRUE
+
+/obj/item/mod/module/clamp/loader
+ name = "MOD loader hydraulic clamp module"
+ icon_state = "clamp_loader"
+ complexity = 0
+ removable = FALSE
+ overlay_state_inactive = null
+ overlay_state_active = "module_clamp_loader"
+ load_time = 1 SECONDS
+ max_crates = 5
+ use_mod_colors = TRUE
+
+///Drill - Lets you dig through rock and basalt.
+/obj/item/mod/module/drill // TODO: Would be cooler with a built-in drill, but meh
+ name = "MOD pickaxe/drill storage module"
+ desc = "Provides a convenient storage compartment for pickaxes and drills."
+ icon_state = "drill"
+ complexity = 2
+ incompatible_modules = list(/obj/item/mod/module/drill)
+ cooldown_time = 0.5 SECONDS
+ allowed_inactive = TRUE
+ module_type = MODULE_USABLE
+ /// Pickaxe we have stored.
+ var/obj/item/pickaxe/stored
+
+/obj/item/mod/module/drill/on_use()
+ . = ..()
+ if(!.)
+ return
+ if(!stored)
+ var/obj/item/pickaxe/holding = mod.wearer.get_active_held_item()
+ if(!holding)
+ balloon_alert(mod.wearer, "nothing to store!")
+ return
+ if(!istype(holding))
+ balloon_alert(mod.wearer, "it doesn't fit!")
+ return
+ if(mod.wearer.transferItemToLoc(holding, src, force = FALSE, silent = TRUE))
+ stored = holding
+ balloon_alert(mod.wearer, "mining instrument stored")
+ playsound(src, 'sound/weapons/revolverempty.ogg', 100, TRUE)
+ else if(mod.wearer.put_in_active_hand(stored, forced = FALSE, ignore_animation = TRUE))
+ balloon_alert(mod.wearer, "mining instrument retrieved")
+ playsound(src, 'sound/weapons/revolverempty.ogg', 100, TRUE)
+ else
+ balloon_alert(mod.wearer, "mining instrument storage full!")
+
+/obj/item/mod/module/drill/on_uninstall(deleting = FALSE)
+ if(stored)
+ stored.forceMove(drop_location())
+
+/obj/item/mod/module/drill/Exited(atom/movable/gone, direction)
+ . = ..()
+ if(gone == stored)
+ stored = null
+
+/obj/item/mod/module/drill/Destroy()
+ QDEL_NULL(stored)
+ return ..()
+
+/obj/item/mod/module/orebag // TODO
+ name = "MOD mining satchel storage module"
+ desc = "Provides a convenient storage department for a mining satchel."
+ icon_state = "ore"
+ module_type = MODULE_USABLE
+ complexity = 1
+ use_power_cost = DEFAULT_CHARGE_DRAIN * 0.2
+ incompatible_modules = list(/obj/item/mod/module/orebag)
+ cooldown_time = 0.5 SECONDS
+ allowed_inactive = TRUE
+ /// Pickaxe we have stored.
+ var/obj/item/storage/bag/ore/stored
+
+/obj/item/mod/module/orebag/on_use()
+ . = ..()
+ if(!.)
+ return
+ if(!stored)
+ var/obj/item/storage/bag/ore/holding = mod.wearer.get_active_held_item()
+ if(!holding)
+ balloon_alert(mod.wearer, "nothing to store!")
+ return
+ if(!istype(holding))
+ balloon_alert(mod.wearer, "it doesn't fit!")
+ return
+ if(mod.wearer.transferItemToLoc(holding, src, force = FALSE, silent = TRUE))
+ stored = holding
+ balloon_alert(mod.wearer, "mining satchel stored")
+ playsound(src, 'sound/weapons/revolverempty.ogg', 100, TRUE)
+ RegisterSignal(mod.wearer, COMSIG_MOVABLE_MOVED, .proc/Pickup_ores)
+ else if(mod.wearer.put_in_active_hand(stored, forced = FALSE, ignore_animation = TRUE))
+ UnregisterSignal(mod.wearer, COMSIG_MOVABLE_MOVED)
+ balloon_alert(mod.wearer, "mining satchel retrieved")
+ playsound(src, 'sound/weapons/revolverempty.ogg', 100, TRUE)
+ else
+ balloon_alert(mod.wearer, "mining satchel storage full!")
+
+/obj/item/mod/module/orebag/on_uninstall(deleting = FALSE)
+ if(stored)
+ UnregisterSignal(mod.wearer, COMSIG_MOVABLE_MOVED)
+ stored.forceMove(drop_location())
+
+/obj/item/mod/module/orebag/on_equip()
+ if(stored)
+ RegisterSignal(mod.wearer, COMSIG_MOVABLE_MOVED, .proc/Pickup_ores)
+
+/obj/item/mod/module/orebag/on_unequip()
+ if(stored)
+ UnregisterSignal(mod.wearer, COMSIG_MOVABLE_MOVED)
+
+/obj/item/mod/module/orebag/Exited(atom/movable/gone, direction)
+ . = ..()
+ if(gone == stored)
+ UnregisterSignal(mod.wearer, COMSIG_MOVABLE_MOVED)
+ stored = null
+
+/obj/item/mod/module/orebag/Destroy()
+ if(stored)
+ UnregisterSignal(mod.wearer, COMSIG_MOVABLE_MOVED)
+ QDEL_NULL(stored)
+ return ..()
+
+/obj/item/mod/module/orebag/proc/Pickup_ores()
+ if(stored)
+ stored.Pickup_ores(mod.wearer)
+
+// Ash accretion looks cool, but can't be arsed to implement
+// Same with sphere transformation
diff --git a/code/modules/mod/modules/modules_visor.dm b/code/modules/mod/modules/modules_visor.dm
new file mode 100644
index 0000000000..0e44900a46
--- /dev/null
+++ b/code/modules/mod/modules/modules_visor.dm
@@ -0,0 +1,91 @@
+//Visor modules for MODsuits
+
+///Base Visor - Adds a specific HUD and traits to you.
+/obj/item/mod/module/visor
+ name = "MOD visor module"
+ desc = "A heads-up display installed into the visor of the suit. They say these also let you see behind you."
+ module_type = MODULE_TOGGLE
+ complexity = 2
+ active_power_cost = DEFAULT_CHARGE_DRAIN * 0.3
+ incompatible_modules = list(/obj/item/mod/module/visor)
+ cooldown_time = 0.5 SECONDS
+ /// The HUD type given by the visor.
+ var/hud_type
+ /// The traits given by the visor.
+ var/list/visor_traits = list()
+
+/obj/item/mod/module/visor/on_activation()
+ . = ..()
+ if(!.)
+ return
+ if(hud_type)
+ var/datum/atom_hud/hud = GLOB.huds[hud_type]
+ hud.add_hud_to(mod.wearer)
+ for(var/trait in visor_traits)
+ ADD_TRAIT(mod.wearer, trait, MOD_TRAIT)
+ mod.wearer.update_sight()
+
+/obj/item/mod/module/visor/on_deactivation(display_message = TRUE, deleting = FALSE)
+ . = ..()
+ if(!.)
+ return
+ if(hud_type)
+ var/datum/atom_hud/hud = GLOB.huds[hud_type]
+ hud.remove_hud_from(mod.wearer)
+ for(var/trait in visor_traits)
+ REMOVE_TRAIT(mod.wearer, trait, MOD_TRAIT)
+ mod.wearer.update_sight()
+
+//Medical Visor - Gives you a medical HUD.
+/obj/item/mod/module/visor/medhud
+ name = "MOD medical visor module"
+ desc = "A heads-up display installed into the visor of the suit. This cross-references suit sensor data with a modern \
+ biological scanning suite, allowing the user to visualize the current health of organic lifeforms, as well as \
+ access data such as patient files in a convenient readout. They say these also let you see behind you."
+ icon_state = "medhud_visor"
+ hud_type = DATA_HUD_MEDICAL_ADVANCED
+
+//Diagnostic Visor - Gives you a diagnostic HUD.
+/obj/item/mod/module/visor/diaghud
+ name = "MOD diagnostic visor module"
+ desc = "A heads-up display installed into the visor of the suit. This uses a series of advanced sensors to access data \
+ from advanced machinery, exosuits, and other devices, allowing the user to visualize current power levels \
+ and integrity of such. They say these also let you see behind you."
+ icon_state = "diaghud_visor"
+ hud_type = DATA_HUD_DIAGNOSTIC_ADVANCED
+
+//Security Visor - Gives you a security HUD.
+/obj/item/mod/module/visor/sechud
+ name = "MOD security visor module"
+ desc = "A heads-up display installed into the visor of the suit. This module is a heavily-retrofitted targeting system, \
+ plugged into various criminal databases to be able to view arrest records, command simple security-oriented robots, \
+ and generally know who to shoot. They say these also let you see behind you."
+ icon_state = "sechud_visor"
+ hud_type = DATA_HUD_SECURITY_ADVANCED
+
+//Meson Visor - Gives you meson vision.
+/obj/item/mod/module/visor/meson
+ name = "MOD meson visor module"
+ desc = "A heads-up display installed into the visor of the suit. This module is based off well-loved meson scanner \
+ technology, used by construction workers and miners across the galaxy to see basic structural and terrain layouts \
+ through walls, regardless of lighting conditions. They say these also let you see behind you."
+ icon_state = "meson_visor"
+ visor_traits = list(TRAIT_MESON_VISION)
+
+//Thermal Visor - Gives you thermal vision.
+/obj/item/mod/module/visor/thermal
+ name = "MOD thermal visor module"
+ desc = "A heads-up display installed into the visor of the suit. This uses a small IR scanner to detect and identify \
+ the thermal radiation output of objects near the user. While it can detect the heat output of even something as \
+ small as a rodent, it still produces irritating red overlay. They say these also let you see behind you."
+ icon_state = "thermal_visor"
+ visor_traits = list(TRAIT_THERMAL_VISION)
+
+//Night Visor - Gives you night vision.
+/obj/item/mod/module/visor/night
+ name = "MOD night visor module"
+ desc = "A heads-up display installed into the visor of the suit. Typical for both civilian and military applications, \
+ this allows the user to perceive their surroundings while in complete darkness, enhancing the view by tenfold; \
+ yet brightening everything into a spooky green glow. They say these also let you see behind you."
+ icon_state = "night_visor"
+ visor_traits = list(TRAIT_TRUE_NIGHT_VISION)
diff --git a/code/modules/projectiles/projectile.dm b/code/modules/projectiles/projectile.dm
index 6c6733627f..0aee51bb84 100644
--- a/code/modules/projectiles/projectile.dm
+++ b/code/modules/projectiles/projectile.dm
@@ -69,6 +69,8 @@
var/projectile_piercing = NONE
/// number of times we've pierced something. Incremented BEFORE bullet_act and on_hit proc!
var/pierces = 0
+ /// If objects are below this layer, we pass through them
+ var/hit_threshhold = PROJECTILE_HIT_THRESHHOLD_LAYER
/// "leftover" pixels for Range() calculation as pixel_move() was moved to simulated semi-pixel movement and Range() is in tiles.
var/pixels_range_leftover = 0
/// "leftover" tick pixels and stuff yeah, so we don't round off things and introducing tracing inaccuracy.
@@ -519,7 +521,7 @@
if(!isliving(target))
if(isturf(target)) // non dense turfs
return FALSE
- if(target.layer < PROJECTILE_HIT_THRESHHOLD_LAYER)
+ if(target.layer < hit_threshhold)
return FALSE
else if(!direct_target) // non dense objects do not get hit unless specifically clicked
return FALSE
diff --git a/code/modules/reagents/chemistry/holder.dm b/code/modules/reagents/chemistry/holder.dm
index d233866f80..77d713047a 100644
--- a/code/modules/reagents/chemistry/holder.dm
+++ b/code/modules/reagents/chemistry/holder.dm
@@ -890,6 +890,7 @@
R.reaction_turf(A, R.volume * volume_modifier, show_message, from_gas)
if("OBJ")
R.reaction_obj(A, R.volume * volume_modifier, show_message)
+ SEND_SIGNAL(A, COMSIG_ATOM_EXPOSE_REAGENTS, cached_reagents, src, method, volume_modifier, show_message, from_gas)
/datum/reagents/proc/holder_full()
if(total_volume >= maximum_volume)
diff --git a/code/modules/research/designs/mod_designs.dm b/code/modules/research/designs/mod_designs.dm
new file mode 100644
index 0000000000..8ceadeb8fb
--- /dev/null
+++ b/code/modules/research/designs/mod_designs.dm
@@ -0,0 +1,372 @@
+//MODsuit construction
+
+/datum/design/mod_shell
+ name = "MOD Shell"
+ desc = "A 'Nakamura Engineering' designed shell for a Modular Suit."
+ id = "mod_shell"
+ build_type = MECHFAB
+ materials = list(/datum/material/iron = 10000, /datum/material/plasma = 5000)
+ construction_time = 25 SECONDS
+ build_path = /obj/item/mod/construction/shell
+ category = list("MODsuit Chassis")
+
+/datum/design/mod_helmet
+ name = "MOD Helmet"
+ desc = "A 'Nakamura Engineering' designed helmet for a Modular Suit."
+ id = "mod_helmet"
+ build_type = MECHFAB
+ materials = list(/datum/material/iron = 5000)
+ construction_time = 10 SECONDS
+ build_path = /obj/item/mod/construction/helmet
+ category = list("MODsuit Chassis")
+
+/datum/design/mod_chestplate
+ name = "MOD Chestplate"
+ desc = "A 'Nakamura Engineering' designed chestplate for a Modular Suit."
+ id = "mod_chestplate"
+ build_type = MECHFAB
+ materials = list(/datum/material/iron = 5000)
+ construction_time = 10 SECONDS
+ build_path = /obj/item/mod/construction/chestplate
+ category = list("MODsuit Chassis")
+
+/datum/design/mod_gauntlets
+ name = "MOD Gauntlets"
+ desc = "'Nakamura Engineering' designed gauntlets for a Modular Suit."
+ id = "mod_gauntlets"
+ build_type = MECHFAB
+ materials = list(/datum/material/iron = 5000)
+ construction_time = 10 SECONDS
+ build_path = /obj/item/mod/construction/gauntlets
+ category = list("MODsuit Chassis")
+
+/datum/design/mod_boots
+ name = "MOD Boots"
+ desc = "'Nakamura Engineering' designed boots for a Modular Suit."
+ id = "mod_boots"
+ build_type = MECHFAB
+ materials = list(/datum/material/iron = 5000)
+ construction_time = 10 SECONDS
+ build_path = /obj/item/mod/construction/boots
+ category = list("MODsuit Chassis")
+
+/datum/design/mod_plating
+ name = "MOD External Plating"
+ desc = "External plating for a MODsuit."
+ id = "mod_plating_standard"
+ build_type = PROTOLATHE | MECHFAB
+ materials = list(/datum/material/iron = 6000, /datum/material/glass = 3000, /datum/material/plasma = 1000)
+ construction_time = 15 SECONDS
+ build_path = /obj/item/mod/construction/armor
+ category = list("MODsuit Chassis", "MODsuit Designs")
+ departmental_flags = DEPARTMENTAL_FLAG_ALL
+ research_icon = 'icons/obj/clothing/modsuit/mod_construction.dmi'
+ research_icon_state = "standard-plating"
+
+/datum/design/mod_plating/New()
+ . = ..()
+ var/obj/item/mod/construction/armor/armor_type = build_path
+ var/datum/mod_theme/theme = GLOB.mod_themes[initial(armor_type.theme)]
+ desc = "External plating for a MODsuit. [theme.desc]"
+
+/datum/design/mod_plating/engineering
+ name = "MOD Engineering Plating"
+ id = "mod_plating_engineering"
+ build_path = /obj/item/mod/construction/armor/engineering
+ materials = list(/datum/material/iron = 6000, /datum/material/gold = 2000, /datum/material/glass = 1000, /datum/material/plasma = 1000)
+ departmental_flags = DEPARTMENTAL_FLAG_ENGINEERING
+ research_icon_state = "engineering-plating"
+
+/datum/design/mod_plating/atmospheric
+ name = "MOD Atmospheric Plating"
+ id = "mod_plating_atmospheric"
+ build_path = /obj/item/mod/construction/armor/atmospheric
+ materials = list(/datum/material/iron = 6000, /datum/material/titanium = 2000, /datum/material/glass = 1000, /datum/material/plasma = 1000)
+ departmental_flags = DEPARTMENTAL_FLAG_ENGINEERING
+ research_icon_state = "atmospheric-plating"
+
+/datum/design/mod_plating/mining
+ name = "MOD Mining Plating"
+ id = "mod_plating_mining"
+ build_path = /obj/item/mod/construction/armor/mining
+ materials = list(/datum/material/iron = 6000, /datum/material/titanium = 2000, /datum/material/glass = 1000, /datum/material/plasma = 1000)
+ departmental_flags = DEPARTMENTAL_FLAG_CARGO
+ research_icon_state = "atmospheric-mining"
+
+/datum/design/mod_plating/medical
+ name = "MOD Medical Plating"
+ id = "mod_plating_medical"
+ build_path = /obj/item/mod/construction/armor/medical
+ materials = list(/datum/material/iron = 6000, /datum/material/silver = 2000, /datum/material/glass = 1000, /datum/material/plasma = 1000)
+ departmental_flags = DEPARTMENTAL_FLAG_MEDICAL
+ research_icon_state = "medical-plating"
+
+/datum/design/mod_plating/security
+ name = "MOD Security Plating"
+ id = "mod_plating_security"
+ build_path = /obj/item/mod/construction/armor/security
+ materials = list(/datum/material/iron = 6000, /datum/material/uranium = 2000, /datum/material/glass = 1000, /datum/material/plasma = 1000)
+ departmental_flags = DEPARTMENTAL_FLAG_SECURITY
+ research_icon_state = "security-plating"
+
+/datum/design/mod_plating/cosmohonk
+ name = "MOD Cosmohonk Plating"
+ id = "mod_plating_cosmohonk"
+ build_path = /obj/item/mod/construction/armor/cosmohonk
+ materials = list(/datum/material/iron = 6000, /datum/material/bananium = 2000, /datum/material/glass = 1000, /datum/material/plasma = 1000)
+ departmental_flags = DEPARTMENTAL_FLAG_SERVICE
+ research_icon_state = "cosmohonk-plating"
+
+/datum/design/mod_paint_kit
+ name = "MOD Paint Kit"
+ desc = "A paint kit for Modular Suits."
+ id = "mod_paint_kit"
+ build_type = MECHFAB
+ materials = list(/datum/material/iron = 1000, /datum/material/plastic = 500)
+ construction_time = 5 SECONDS
+ build_path = /obj/item/mod/paint
+ category = list("MODsuit Modules", "MODsuit Designs")
+
+//MODsuit modules
+
+/datum/design/module
+ name = "MOD Module"
+ build_type = PROTOLATHE | MECHFAB
+ construction_time = 1 SECONDS
+ materials = list(/datum/material/iron = 1000, /datum/material/glass = 1000)
+ build_path = /obj/item/mod/module
+ category = list("MODsuit Modules", "MODsuit Designs")
+ departmental_flags = DEPARTMENTAL_FLAG_ALL
+
+/datum/design/module/New()
+ . = ..()
+ var/obj/item/mod/module/module = build_path
+ desc = "[initial(module.desc)] It uses [initial(module.complexity)] complexity."
+
+/datum/design/module/mod_storage
+ name = "Storage Module"
+ id = "mod_storage"
+ materials = list(/datum/material/iron = 2500, /datum/material/glass = 500)
+ build_path = /obj/item/mod/module/storage
+
+/datum/design/module/mod_visor_medhud
+ name = "Medical Visor Module"
+ id = "mod_visor_medhud"
+ materials = list(/datum/material/silver = 500, /datum/material/glass = 1000)
+ build_path = /obj/item/mod/module/visor/medhud
+ departmental_flags = DEPARTMENTAL_FLAG_MEDICAL
+
+/datum/design/module/mod_visor_diaghud
+ name = "Diagnostic Visor Module"
+ id = "mod_visor_diaghud"
+ materials = list(/datum/material/gold = 500, /datum/material/glass = 1000)
+ build_path = /obj/item/mod/module/visor/diaghud
+ departmental_flags = DEPARTMENTAL_FLAG_SCIENCE
+
+/datum/design/module/mod_visor_sechud
+ name = "Security Visor Module"
+ id = "mod_visor_sechud"
+ materials = list(/datum/material/titanium = 500, /datum/material/glass = 1000)
+ build_path = /obj/item/mod/module/visor/sechud
+ departmental_flags = DEPARTMENTAL_FLAG_SECURITY
+
+/datum/design/module/mod_visor_meson
+ name = "Meson Visor Module"
+ id = "mod_visor_meson"
+ materials = list(/datum/material/uranium = 500, /datum/material/glass = 1000)
+ build_path = /obj/item/mod/module/visor/meson
+ departmental_flags = DEPARTMENTAL_FLAG_ENGINEERING
+
+/datum/design/module/mod_visor_welding
+ name = "Welding Protection Module"
+ id = "mod_welding"
+ materials = list(/datum/material/iron = 500, /datum/material/glass = 1000)
+ build_path = /obj/item/mod/module/welding
+ departmental_flags = DEPARTMENTAL_FLAG_ENGINEERING
+
+/datum/design/module/mod_t_ray
+ name = "T-Ray Scanner Module"
+ id = "mod_t_ray"
+ materials = list(/datum/material/iron = 500, /datum/material/glass = 1000)
+ build_path = /obj/item/mod/module/t_ray
+ departmental_flags = DEPARTMENTAL_FLAG_ENGINEERING
+
+/datum/design/module/mod_health_analyzer
+ name = "Health Analyzer Module"
+ id = "mod_health_analyzer"
+ materials = list(/datum/material/iron = 500, /datum/material/glass = 1000)
+ build_path = /obj/item/mod/module/health_analyzer
+ departmental_flags = DEPARTMENTAL_FLAG_MEDICAL
+
+/datum/design/module/mod_stealth
+ name = "Cloak Module"
+ id = "mod_stealth"
+ materials = list(/datum/material/iron = 1000, /datum/material/bluespace = 500)
+ build_path = /obj/item/mod/module/stealth
+ departmental_flags = DEPARTMENTAL_FLAG_SECURITY
+
+/datum/design/module/mod_jetpack
+ name = "Ion Jetpack Module"
+ id = "mod_jetpack"
+ materials = list(/datum/material/iron = 1500, /datum/material/plasma = 1000)
+ build_path = /obj/item/mod/module/jetpack
+ departmental_flags = DEPARTMENTAL_FLAG_ENGINEERING
+
+/datum/design/module/mod_magboot
+ name = "Magnetic Stabilizator Module"
+ id = "mod_magboot"
+ materials = list(/datum/material/iron = 1000, /datum/material/gold = 500)
+ build_path = /obj/item/mod/module/magboot
+ departmental_flags = DEPARTMENTAL_FLAG_ENGINEERING
+
+/datum/design/module/mod_mag_harness
+ name = "Magnetic Harness Module"
+ id = "mod_mag_harness"
+ materials = list(/datum/material/iron = 1500, /datum/material/silver = 500)
+ build_path = /obj/item/mod/module/magnetic_harness
+ departmental_flags = DEPARTMENTAL_FLAG_SECURITY
+
+/datum/design/module/mod_tether
+ name = "Emergency Tether Module"
+ id = "mod_tether"
+ materials = list(/datum/material/iron = 1000, /datum/material/silver = 500)
+ build_path = /obj/item/mod/module/tether
+ departmental_flags = DEPARTMENTAL_FLAG_ENGINEERING
+
+/datum/design/module/mod_mouthhole
+ name = "Eating Apparatus Module"
+ id = "mod_mouthhole"
+ materials = list(/datum/material/iron = 1500)
+ build_path = /obj/item/mod/module/mouthhole
+
+/datum/design/module/mod_rad_protection
+ name = "Radiation Protection Module"
+ id = "mod_rad_protection"
+ materials = list(/datum/material/iron = 1000, /datum/material/uranium = 1000)
+ build_path = /obj/item/mod/module/rad_protection
+ departmental_flags = DEPARTMENTAL_FLAG_ENGINEERING
+
+/datum/design/module/mod_emp_shield
+ name = "EMP Shield Module"
+ id = "mod_emp_shield"
+ materials = list(/datum/material/iron = 1000, /datum/material/plasma = 1000)
+ build_path = /obj/item/mod/module/emp_shield
+ departmental_flags = DEPARTMENTAL_FLAG_SCIENCE
+
+/datum/design/module/mod_flashlight
+ name = "Flashlight Module"
+ id = "mod_flashlight"
+ materials = list(/datum/material/iron = 500, /datum/material/glass = 1000)
+ build_path = /obj/item/mod/module/flashlight
+
+/datum/design/module/mod_reagent_scanner
+ name = "Reagent Scanner Module"
+ id = "mod_reagent_scanner"
+ materials = list(/datum/material/glass = 1000)
+ build_path = /obj/item/mod/module/reagent_scanner
+ departmental_flags = DEPARTMENTAL_FLAG_MEDICAL | DEPARTMENTAL_FLAG_SCIENCE
+
+/datum/design/module/mod_gps
+ name = "Internal GPS Module"
+ id = "mod_gps"
+ materials = list(/datum/material/iron = 500, /datum/material/glass = 500)
+ build_path = /obj/item/mod/module/gps
+ departmental_flags = DEPARTMENTAL_FLAG_SCIENCE | DEPARTMENTAL_FLAG_ENGINEERING | DEPARTMENTAL_FLAG_CARGO
+
+/datum/design/module/mod_constructor
+ name = "Constructor Module"
+ id = "mod_constructor"
+ materials = list(/datum/material/iron = 1000, /datum/material/titanium = 500)
+ build_path = /obj/item/mod/module/constructor
+ departmental_flags = DEPARTMENTAL_FLAG_ENGINEERING
+
+/datum/design/module/mod_quick_carry
+ name = "Quick Carry Module"
+ id = "mod_quick_carry"
+ materials = list(/datum/material/iron = 1000, /datum/material/titanium = 500)
+ build_path = /obj/item/mod/module/quick_carry
+ departmental_flags = DEPARTMENTAL_FLAG_MEDICAL
+
+/datum/design/module/mod_bikehorn
+ name = "Bike Horn Module"
+ id = "mod_bikehorn"
+ materials = list(/datum/material/plastic = 500, /datum/material/iron = 500)
+ build_path = /obj/item/mod/module/bikehorn
+ departmental_flags = DEPARTMENTAL_FLAG_SERVICE
+
+/datum/design/module/mod_microwave_beam
+ name = "Microwave Beam Module"
+ id = "mod_microwave_beam"
+ materials = list(/datum/material/iron = 1000, /datum/material/uranium = 500)
+ build_path = /obj/item/mod/module/microwave_beam
+ departmental_flags = DEPARTMENTAL_FLAG_SERVICE
+
+/datum/design/module/mod_clamp
+ name = "Crate Clamp Module"
+ id = "mod_clamp"
+ materials = list(/datum/material/iron = 2000)
+ build_path = /obj/item/mod/module/clamp
+ departmental_flags = DEPARTMENTAL_FLAG_CARGO
+
+/datum/design/module/mod_drill
+ name = "Drill Module"
+ id = "mod_drill"
+ materials = list(/datum/material/silver = 1000, /datum/material/iron = 2000)
+ build_path = /obj/item/mod/module/drill
+ departmental_flags = DEPARTMENTAL_FLAG_CARGO
+
+/datum/design/module/mod_orebag
+ name = "Ore Bag Module"
+ id = "mod_orebag"
+ materials = list(/datum/material/iron = 1500)
+ build_path = /obj/item/mod/module/orebag
+ departmental_flags = DEPARTMENTAL_FLAG_CARGO
+
+/datum/design/module/mod_dna_lock
+ name = "DNA Lock Module"
+ id = "mod_dna_lock"
+ materials = list(/datum/material/diamond = 500, /datum/material/glass = 1000)
+ build_path = /obj/item/mod/module/dna_lock
+
+/datum/design/module/mister_atmos
+ name = "Resin Mister Module"
+ id = "mod_mister_atmos"
+ materials = list(/datum/material/glass = 1000, /datum/material/titanium = 1500)
+ build_path = /obj/item/mod/module/mister/atmos
+ departmental_flags = DEPARTMENTAL_FLAG_ENGINEERING
+
+/datum/design/module/mod_holster
+ name = "Holster Module"
+ id = "mod_holster"
+ materials = list(/datum/material/iron = 1500, /datum/material/glass = 500)
+ build_path = /obj/item/mod/module/holster
+ departmental_flags = DEPARTMENTAL_FLAG_SECURITY
+
+/datum/design/module/surgicalprocessor
+ name = "Surgical Processor Module"
+ id = "mod_surgicalprocessor"
+ materials = list(/datum/material/titanium = 250, /datum/material/glass = 1000, /datum/material/silver = 1500)
+ build_path = /obj/item/mod/module/surgical_processor
+ departmental_flags = DEPARTMENTAL_FLAG_MEDICAL
+
+/datum/design/module/defibrillator
+ name = "Defibrillator Module"
+ id = "mod_defib"
+ materials = list(/datum/material/titanium = 250, /datum/material/diamond = 1000, /datum/material/silver = 1500)
+ build_path = /obj/item/mod/module/defibrillator
+ departmental_flags = DEPARTMENTAL_FLAG_MEDICAL
+
+//MODsuit anomalock modules
+/datum/design/module/mod_antigrav
+ name = "Anti-Gravity Module"
+ id = "mod_antigrav"
+ materials = list(/datum/material/iron = 2500, /datum/material/glass = 2000, /datum/material/uranium = 2000)
+ build_path = /obj/item/mod/module/anomaly_locked/antigrav
+ departmental_flags = DEPARTMENTAL_FLAG_SCIENCE
+
+/datum/design/module/mod_teleporter
+ name = "Teleporter Module"
+ id = "mod_teleporter"
+ materials = list(/datum/material/iron = 2500, /datum/material/glass = 2000, /datum/material/bluespace = 2000)
+ build_path = /obj/item/mod/module/anomaly_locked/teleporter
+ departmental_flags = DEPARTMENTAL_FLAG_SCIENCE
diff --git a/code/modules/research/machinery/protolathe.dm b/code/modules/research/machinery/protolathe.dm
index 684f27ccad..4057503e09 100644
--- a/code/modules/research/machinery/protolathe.dm
+++ b/code/modules/research/machinery/protolathe.dm
@@ -15,7 +15,8 @@
"Weapons",
"Ammo",
"Firing Pins",
- "Computer Parts"
+ "Computer Parts",
+ "MODsuit Designs"
)
production_animation = "protolathe_n"
allowed_buildtypes = PROTOLATHE
diff --git a/code/modules/research/machinery/techfab.dm b/code/modules/research/machinery/techfab.dm
index f93560ed10..110b6c037c 100644
--- a/code/modules/research/machinery/techfab.dm
+++ b/code/modules/research/machinery/techfab.dm
@@ -26,7 +26,8 @@
"Subspace Telecomms",
"Research Machinery",
"Misc. Machinery",
- "Computer Parts"
+ "Computer Parts",
+ "MODsuit Designs"
)
console_link = FALSE
production_animation = "protolathe_n"
diff --git a/code/modules/research/techweb/nodes/mod_nodes.dm b/code/modules/research/techweb/nodes/mod_nodes.dm
new file mode 100644
index 0000000000..9cad736db0
--- /dev/null
+++ b/code/modules/research/techweb/nodes/mod_nodes.dm
@@ -0,0 +1,124 @@
+/datum/techweb_node/mod_basic
+ id = "mod"
+ starting_node = TRUE
+ display_name = "Basic Modular Suits"
+ description = "Specialized back mounted power suits with various different modules."
+ design_ids = list(
+ "mod_shell",
+ "mod_helmet",
+ "mod_chestplate",
+ "mod_gauntlets",
+ "mod_boots",
+ "mod_plating_standard",
+ "mod_storage",
+ "mod_welding",
+ "mod_mouthhole",
+ "mod_flashlight",
+ )
+
+/datum/techweb_node/mod_advanced
+ id = "mod_advanced"
+ display_name = "Advanced Modular Suits"
+ description = "More advanced modules, to improve modular suits."
+ prereq_ids = list("mod", "robotics")
+ design_ids = list(
+ "mod_plating_mining",
+ "mod_visor_diaghud",
+ "mod_gps",
+ "mod_reagent_scanner",
+ "mod_clamp",
+ "mod_drill",
+ "mod_orebag",
+ )
+ research_costs = list(TECHWEB_POINT_TYPE_GENERIC = 2500)
+
+/datum/techweb_node/mod_engineering
+ id = "mod_engineering"
+ display_name = "Engineering Modular Suits"
+ description = "Engineering suits, for powered engineers."
+ prereq_ids = list("mod_advanced", "engineering")
+ design_ids = list(
+ "mod_plating_engineering",
+ "mod_visor_meson",
+ "mod_t_ray",
+ "mod_magboot",
+ "mod_tether",
+ "mod_constructor",
+ "mod_mister_atmos",
+ )
+ research_costs = list(TECHWEB_POINT_TYPE_GENERIC = 2500)
+
+/datum/techweb_node/mod_advanced_engineering
+ id = "mod_advanced_engineering"
+ display_name = "Advanced Engineering Modular Suits"
+ description = "Advanced Engineering suits, for advanced powered engineers."
+ prereq_ids = list("mod_engineering", "adv_engi")
+ design_ids = list(
+ "mod_plating_atmospheric",
+ "mod_jetpack",
+ "mod_rad_protection",
+ "mod_emp_shield",
+ )
+ research_costs = list(TECHWEB_POINT_TYPE_GENERIC = 3500)
+
+/datum/techweb_node/mod_medical
+ id = "mod_medical"
+ display_name = "Medical Modular Suits"
+ description = "Medical suits for quick rescue purposes."
+ prereq_ids = list("mod_advanced", "biotech")
+ design_ids = list(
+ "mod_plating_medical",
+ "mod_visor_medhud",
+ "mod_health_analyzer",
+ "mod_quick_carry",
+ "mod_dna_lock",
+ )
+ research_costs = list(TECHWEB_POINT_TYPE_GENERIC = 2500)
+
+/datum/techweb_node/mod_advanced_medical
+ id = "mod_advanced_medical"
+ display_name = "Advanced Medical Modular Suits"
+ description = "Advanced medical suits for quicker rescue purposes."
+ prereq_ids = list("mod_medical", "adv_biotech")
+ design_ids = list(
+ "mod_defib",
+ "mod_surgicalprocessor",
+ )
+ research_costs = list(TECHWEB_POINT_TYPE_GENERIC = 3500)
+
+/datum/techweb_node/mod_security
+ id = "mod_security"
+ display_name = "Security Modular Suits"
+ description = "Security suits for space crime handling."
+ prereq_ids = list("mod_advanced", "sec_basic")
+ design_ids = list(
+ "mod_plating_security",
+ "mod_visor_sechud",
+ "mod_stealth",
+ "mod_mag_harness",
+ "mod_holster",
+ )
+ research_costs = list(TECHWEB_POINT_TYPE_GENERIC = 2500)
+
+/datum/techweb_node/mod_entertainment
+ id = "mod_entertainment"
+ display_name = "Entertainment Modular Suits"
+ description = "Powered suits for protection against low-humor environments."
+ prereq_ids = list("mod_advanced", "clown")
+ design_ids = list(
+ "mod_plating_cosmohonk",
+ "mod_bikehorn",
+ "mod_microwave_beam",
+ )
+ research_costs = list(TECHWEB_POINT_TYPE_GENERIC = 2500)
+
+/datum/techweb_node/mod_anomaly
+ id = "mod_anomaly"
+ display_name = "Anomalock Modular Suits"
+ description = "Modules for modular suits that require anomaly cores to function."
+ prereq_ids = list("mod_advanced", "anomaly_research")
+ design_ids = list(
+ "mod_antigrav",
+ "mod_teleporter",
+ )
+ research_costs = list(TECHWEB_POINT_TYPE_GENERIC = 2500)
diff --git a/code/modules/surgery/surgery.dm b/code/modules/surgery/surgery.dm
index a4eafc4b01..9e39ec58e8 100644
--- a/code/modules/surgery/surgery.dm
+++ b/code/modules/surgery/surgery.dm
@@ -68,6 +68,15 @@
var/obj/item/surgical_processor/SP = locate() in R.module.modules
if(SP)
advanced_surgeries |= SP.advanced_surgeries
+ else
+ var/obj/item/surgical_processor/SP
+ for(var/obj/item/surgical_processor/processor in user.held_items)
+ SP = processor
+ break
+ if(!SP)
+ SP = locate(/obj/item/surgical_processor) in get_turf(user)
+ if(SP)
+ advanced_surgeries |= SP.advanced_surgeries
var/turf/T = get_turf(patient)
var/obj/structure/table/optable/table = locate(/obj/structure/table/optable, T)
diff --git a/code/modules/vehicles/mecha/_mecha.dm b/code/modules/vehicles/mecha/_mecha.dm
index de5628dc05..f4ffda302e 100644
--- a/code/modules/vehicles/mecha/_mecha.dm
+++ b/code/modules/vehicles/mecha/_mecha.dm
@@ -817,7 +817,7 @@
mecha_flags &= ~SILICON_PILOT
AI.forceMove(card)
card.AI = AI
- AI.controlled_mech = null
+ AI.controlled_equipment = null
AI.remote_control = null
to_chat(AI, "You have been downloaded to a mobile storage device. Wireless connection offline.")
to_chat(user, "Transfer successful: [AI.name] ([rand(1000,9999)].exe) removed from [name] and stored within local memory.")
@@ -856,7 +856,7 @@
mecha_flags |= SILICON_PILOT
moved_inside(AI)
AI.cancel_camera()
- AI.controlled_mech = src
+ AI.controlled_equipment = src
AI.remote_control = src
AI.mobility_flags = ALL //Much easier than adding AI checks! Be sure to set this back to 0 if you decide to allow an AI to leave a mech somehow.
if(interaction == AI_MECH_HACK)
@@ -1083,7 +1083,7 @@
AI.linked_core = null
return
to_chat(AI, "Returning to core...")
- AI.controlled_mech = null
+ AI.controlled_equipment = null
AI.remote_control = null
mob_container = AI
newloc = get_turf(AI.linked_core)
diff --git a/code/modules/vehicles/mecha/mech_fabricator.dm b/code/modules/vehicles/mecha/mech_fabricator.dm
index bbbfa7f1bd..29cc88a563 100644
--- a/code/modules/vehicles/mecha/mech_fabricator.dm
+++ b/code/modules/vehicles/mecha/mech_fabricator.dm
@@ -57,6 +57,8 @@
"Exosuit Equipment",
"Exosuit Ammunition",
"Cyborg Upgrade Modules",
+ "MODsuit Chassis",
+ "MODsuit Modules",
"Cybernetics",
"Implants",
"Control Interfaces",
diff --git a/code/modules/vehicles/mecha/mecha_wreckage.dm b/code/modules/vehicles/mecha/mecha_wreckage.dm
index b9f299731a..70c543fbde 100644
--- a/code/modules/vehicles/mecha/mecha_wreckage.dm
+++ b/code/modules/vehicles/mecha/mecha_wreckage.dm
@@ -35,7 +35,7 @@
AI.death() //The damage is not enough to kill the AI, but to be 'corrupted files' in need of repair.
AI.forceMove(src) //Put the dead AI inside the wreckage for recovery
add_overlay(mutable_appearance('icons/obj/projectiles.dmi', "green_laser")) //Overlay for the recovery beacon
- AI.controlled_mech = null
+ AI.controlled_equipment = null
AI.remote_control = null
/obj/structure/mecha_wreckage/Destroy()
diff --git a/icons/mob/actions/actions_mod.dmi b/icons/mob/actions/actions_mod.dmi
new file mode 100644
index 0000000000..84fcbc00db
Binary files /dev/null and b/icons/mob/actions/actions_mod.dmi differ
diff --git a/icons/mob/clothing/modsuit/mod_clothing.dmi b/icons/mob/clothing/modsuit/mod_clothing.dmi
new file mode 100644
index 0000000000..f8dba0a006
Binary files /dev/null and b/icons/mob/clothing/modsuit/mod_clothing.dmi differ
diff --git a/icons/mob/clothing/modsuit/mod_clothing_anthro.dmi b/icons/mob/clothing/modsuit/mod_clothing_anthro.dmi
new file mode 100644
index 0000000000..a18800875c
Binary files /dev/null and b/icons/mob/clothing/modsuit/mod_clothing_anthro.dmi differ
diff --git a/icons/mob/clothing/modsuit/mod_modules.dmi b/icons/mob/clothing/modsuit/mod_modules.dmi
new file mode 100644
index 0000000000..1001ae77d2
Binary files /dev/null and b/icons/mob/clothing/modsuit/mod_modules.dmi differ
diff --git a/icons/obj/clothing/modsuit/mod_clothing.dmi b/icons/obj/clothing/modsuit/mod_clothing.dmi
new file mode 100644
index 0000000000..41ebc1a2ba
Binary files /dev/null and b/icons/obj/clothing/modsuit/mod_clothing.dmi differ
diff --git a/icons/obj/clothing/modsuit/mod_construction.dmi b/icons/obj/clothing/modsuit/mod_construction.dmi
new file mode 100644
index 0000000000..5e46b5f85c
Binary files /dev/null and b/icons/obj/clothing/modsuit/mod_construction.dmi differ
diff --git a/icons/obj/clothing/modsuit/mod_modules.dmi b/icons/obj/clothing/modsuit/mod_modules.dmi
new file mode 100644
index 0000000000..037e7fe696
Binary files /dev/null and b/icons/obj/clothing/modsuit/mod_modules.dmi differ
diff --git a/icons/obj/defibrillators.dmi b/icons/obj/defibrillators.dmi
index a4dc9e65e3..8871d5b049 100644
Binary files a/icons/obj/defibrillators.dmi and b/icons/obj/defibrillators.dmi differ
diff --git a/sound/items/modsuit/atrocinator_step.ogg b/sound/items/modsuit/atrocinator_step.ogg
new file mode 100644
index 0000000000..deda85ac35
Binary files /dev/null and b/sound/items/modsuit/atrocinator_step.ogg differ
diff --git a/sound/items/modsuit/ballin.ogg b/sound/items/modsuit/ballin.ogg
new file mode 100644
index 0000000000..e69de29bb2
diff --git a/sound/items/modsuit/ballout.ogg b/sound/items/modsuit/ballout.ogg
new file mode 100644
index 0000000000..f911f1a6a6
Binary files /dev/null and b/sound/items/modsuit/ballout.ogg differ
diff --git a/sound/items/modsuit/flamethrower.ogg b/sound/items/modsuit/flamethrower.ogg
new file mode 100644
index 0000000000..447245d50b
Binary files /dev/null and b/sound/items/modsuit/flamethrower.ogg differ
diff --git a/sound/items/modsuit/inflate_bloon.ogg b/sound/items/modsuit/inflate_bloon.ogg
new file mode 100644
index 0000000000..9b030d66ce
Binary files /dev/null and b/sound/items/modsuit/inflate_bloon.ogg differ
diff --git a/sound/items/modsuit/loader_charge.ogg b/sound/items/modsuit/loader_charge.ogg
new file mode 100644
index 0000000000..61d5531f72
Binary files /dev/null and b/sound/items/modsuit/loader_charge.ogg differ
diff --git a/sound/items/modsuit/loader_launch.ogg b/sound/items/modsuit/loader_launch.ogg
new file mode 100644
index 0000000000..513118f3c6
Binary files /dev/null and b/sound/items/modsuit/loader_launch.ogg differ
diff --git a/sound/items/modsuit/magnetic_harness.ogg b/sound/items/modsuit/magnetic_harness.ogg
new file mode 100644
index 0000000000..3d19fccc56
Binary files /dev/null and b/sound/items/modsuit/magnetic_harness.ogg differ
diff --git a/sound/items/modsuit/rewinder.ogg b/sound/items/modsuit/rewinder.ogg
new file mode 100644
index 0000000000..2587562dc1
Binary files /dev/null and b/sound/items/modsuit/rewinder.ogg differ
diff --git a/sound/items/modsuit/springlock.ogg b/sound/items/modsuit/springlock.ogg
new file mode 100644
index 0000000000..8d0013d263
Binary files /dev/null and b/sound/items/modsuit/springlock.ogg differ
diff --git a/sound/items/modsuit/tem_shot.ogg b/sound/items/modsuit/tem_shot.ogg
new file mode 100644
index 0000000000..50905b95f1
Binary files /dev/null and b/sound/items/modsuit/tem_shot.ogg differ
diff --git a/sound/items/modsuit/time_anchor_set.ogg b/sound/items/modsuit/time_anchor_set.ogg
new file mode 100644
index 0000000000..457f8e6dba
Binary files /dev/null and b/sound/items/modsuit/time_anchor_set.ogg differ
diff --git a/sound/mecha/hydraulic.ogg b/sound/mecha/hydraulic.ogg
new file mode 100644
index 0000000000..3281ed2dc0
Binary files /dev/null and b/sound/mecha/hydraulic.ogg differ
diff --git a/sound/weapons/revolverempty.ogg b/sound/weapons/revolverempty.ogg
new file mode 100644
index 0000000000..81ddb1e2e0
Binary files /dev/null and b/sound/weapons/revolverempty.ogg differ
diff --git a/tgstation.dme b/tgstation.dme
index 53647d584f..3cf87032ec 100644
--- a/tgstation.dme
+++ b/tgstation.dme
@@ -80,6 +80,7 @@
#include "code\__DEFINES\menu.dm"
#include "code\__DEFINES\misc.dm"
#include "code\__DEFINES\mobs.dm"
+#include "code\__DEFINES\mod.dm"
#include "code\__DEFINES\monkeys.dm"
#include "code\__DEFINES\move_force.dm"
#include "code\__DEFINES\movement.dm"
@@ -159,7 +160,11 @@
#include "code\__DEFINES\dcs\signals.dm"
#include "code\__DEFINES\dcs\signals\signals_painting.dm"
#include "code\__DEFINES\dcs\signals\signals_screentips.dm"
+#include "code\__DEFINES\dcs\signals\signals_medical.dm"
+#include "code\__DEFINES\dcs\signals\signals_mod.dm"
+#include "code\__DEFINES\dcs\signals\signals_reagent.dm"
#include "code\__DEFINES\dcs\signals\signals_subsystem.dm"
+#include "code\__DEFINES\dcs\signals\signals_atom\signals_atom_movable.dm"
#include "code\__DEFINES\dcs\signals\signals_atom\signals_atom_movement.dm"
#include "code\__DEFINES\dcs\signals\signals_mob\signals_mob_living.dm"
#include "code\__DEFINES\mapping\maploader.dm"
@@ -819,6 +824,7 @@
#include "code\datums\wires\emitter.dm"
#include "code\datums\wires\explosive.dm"
#include "code\datums\wires\microwave.dm"
+#include "code\datums\wires\mod.dm"
#include "code\datums\wires\mulebot.dm"
#include "code\datums\wires\particle_accelerator.dm"
#include "code\datums\wires\r_n_d.dm"
@@ -2968,6 +2974,26 @@
#include "code\modules\mob\living\simple_animal\slime\slime.dm"
#include "code\modules\mob\living\simple_animal\slime\slime_mobility.dm"
#include "code\modules\mob\living\simple_animal\slime\subtypes.dm"
+#include "code\modules\mod\mod_actions.dm"
+#include "code\modules\mod\mod_activation.dm"
+#include "code\modules\mod\mod_ai.dm"
+#include "code\modules\mod\mod_clothes.dm"
+#include "code\modules\mod\mod_construction.dm"
+#include "code\modules\mod\mod_control.dm"
+#include "code\modules\mod\mod_theme.dm"
+#include "code\modules\mod\mod_types.dm"
+#include "code\modules\mod\mod_ui.dm"
+#include "code\modules\mod\modules\_module.dm"
+#include "code\modules\mod\modules\modules.dm"
+#include "code\modules\mod\modules\modules_engineering.dm"
+#include "code\modules\mod\modules\modules_general.dm"
+#include "code\modules\mod\modules\modules_maint.dm"
+#include "code\modules\mod\modules\modules_medical.dm"
+#include "code\modules\mod\modules\modules_science.dm"
+#include "code\modules\mod\modules\modules_security.dm"
+#include "code\modules\mod\modules\modules_service.dm"
+#include "code\modules\mod\modules\modules_supply.dm"
+#include "code\modules\mod\modules\modules_visor.dm"
#include "code\modules\modular_computers\laptop_vendor.dm"
#include "code\modules\modular_computers\computers\_modular_computer_shared.dm"
#include "code\modules\modular_computers\computers\item\computer.dm"
@@ -3381,6 +3407,7 @@
#include "code\modules\research\designs\medical_designs.dm"
#include "code\modules\research\designs\mining_designs.dm"
#include "code\modules\research\designs\misc_designs.dm"
+#include "code\modules\research\designs\mod_designs.dm"
#include "code\modules\research\designs\nanite_designs.dm"
#include "code\modules\research\designs\power_designs.dm"
#include "code\modules\research\designs\smelting_designs.dm"
@@ -3450,6 +3477,7 @@
#include "code\modules\research\techweb\nodes\mecha_nodes.dm"
#include "code\modules\research\techweb\nodes\medical_nodes.dm"
#include "code\modules\research\techweb\nodes\misc_nodes.dm"
+#include "code\modules\research\techweb\nodes\mod_nodes.dm"
#include "code\modules\research\techweb\nodes\nanites_nodes.dm"
#include "code\modules\research\techweb\nodes\robotics_nodes.dm"
#include "code\modules\research\techweb\nodes\syndicate_nodes.dm"
diff --git a/tgui/packages/tgui/interfaces/MODpaint.js b/tgui/packages/tgui/interfaces/MODpaint.js
new file mode 100644
index 0000000000..9a329688eb
--- /dev/null
+++ b/tgui/packages/tgui/interfaces/MODpaint.js
@@ -0,0 +1,151 @@
+import { useBackend } from '../backend';
+import { Box, Stack, Section, ByondUi, Slider, Flex, Button } from '../components';
+import { Window } from '../layouts';
+import { capitalize } from 'common/string';
+
+const colorToMatrix = (param) => {
+ switch (param) {
+ case 'red':
+ return [
+ 1, 0, 0, 0, 0.25, 0.5, 0, 0, 0.25, 0, 0.5, 0, 0, 0, 0, 1, 0, 0, 0, 0,
+ ];
+ case 'yellow':
+ return [
+ 0.5, 0.5, 0, 0, 0.5, 0.5, 0, 0, 0.25, 0.25, 0.5, 0, 0, 0, 0, 1, 0, 0, 0,
+ 0,
+ ];
+ case 'green':
+ return [
+ 0.5, 0.25, 0, 0, 0, 1, 0, 0, 0, 0.25, 0.5, 0, 0, 0, 0, 1, 0, 0, 0, 0,
+ ];
+ case 'teal':
+ return [
+ 0.25, 0.25, 0.25, 0, 0, 0.5, 0.5, 0, 0, 0.5, 0.5, 0, 0, 0, 0, 1, 0, 0,
+ 0, 0,
+ ];
+ case 'blue':
+ return [
+ 0.25, 0, 0.25, 0, 0, 0.5, 0.25, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0,
+ ];
+ case 'purple':
+ return [
+ 0.5, 0, 0.5, 0, 0.25, 0.5, 0.25, 0, 0.5, 0, 0.5, 0, 0, 0, 0, 1, 0, 0, 0,
+ 0,
+ ];
+ }
+};
+
+const displayText = (param) => {
+ switch (param) {
+ case 'r':
+ return 'Red';
+ case 'g':
+ return 'Green';
+ case 'b':
+ return 'Blue';
+ }
+};
+
+export const MODpaint = (props, context) => {
+ const { act, data } = useBackend(context);
+ const { mapRef, currentColor } = data;
+ const [
+ [rr, rg, rb, ra],
+ [gr, gg, gb, ga],
+ [br, bg, bb, ba],
+ [ar, ag, ab, aa],
+ [cr, cg, cb, ca],
+ ] = currentColor;
+ const presets = ['red', 'yellow', 'green', 'teal', 'blue', 'purple'];
+ const prefixes = ['r', 'g', 'b'];
+ return (
+
+
+
+
+ {[0, 1, 2].map((row) => (
+
+ {[0, 1, 2].map((col) => (
+
+
+
+ {`${displayText(prefixes[col])}:`}
+
+
+
+ `${value}%`}
+ onDrag={(e, value) => {
+ let retColor = currentColor;
+ retColor[row * 4 + col] = value / 100;
+ act('transition_color', { color: retColor });
+ }}
+ />
+
+
+ ))}
+
+ ))}
+
+
+
+
+ {presets.map((preset) => (
+
+
+
+
+
+
+
+
+
+
+
+
+ );
+};
diff --git a/tgui/packages/tgui/interfaces/MODsuit.js b/tgui/packages/tgui/interfaces/MODsuit.js
new file mode 100644
index 0000000000..81e604c579
--- /dev/null
+++ b/tgui/packages/tgui/interfaces/MODsuit.js
@@ -0,0 +1,766 @@
+import { useBackend, useLocalState } from '../backend';
+import { Button, ColorBox, LabeledList, ProgressBar, Section, Collapsible, Box, Icon, Stack, Table, Dimmer, NumberInput, Flex, AnimatedNumber, Dropdown } from '../components';
+import { Window } from '../layouts';
+
+const ConfigureNumberEntry = (props, context) => {
+ const { name, value, module_ref } = props;
+ const { act } = useBackend(context);
+ return (
+
+ act('configure', {
+ 'key': name,
+ 'value': value,
+ 'ref': module_ref,
+ })}
+ />
+ );
+};
+
+const ConfigureBoolEntry = (props, context) => {
+ const { name, value, module_ref } = props;
+ const { act } = useBackend(context);
+ return (
+
+ act('configure', {
+ 'key': name,
+ 'value': !value,
+ 'ref': module_ref,
+ })}
+ />
+ );
+};
+
+const ConfigureColorEntry = (props, context) => {
+ const { name, value, module_ref } = props;
+ const { act } = useBackend(context);
+ return (
+ <>
+