-
-
Notifications
You must be signed in to change notification settings - Fork 682
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Modsuits. In 2027. #11340
base: master
Are you sure you want to change the base?
Modsuits. In 2027. #11340
Conversation
You missed flash_protect in /obj/item/clothing/glasses/chameleon/flashproof |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
that should be all
TM RESULTS TODO
|
Perhaps add each module's Complexity/Compatibility to the fabrication description, but not 100% important |
BeeStation-Hornet/code/modules/research/designs/mechfabricator_designs.dm Lines 990 to 993 in 7487204
It is already so, the unfortunate thing is that mechfabricator's don't seem to support descriptions, so you cannot see them as you can on the protolathe/techfabs. Inducer Tooltip No tooltip for mechfabs |
Damn, thats really annoying tbh... Could put it in abbreviated form next to their name but idk |
Bug report time! Modsuit panell doesn't autoupdate. |
Interacting with the modsuit to open the inventory also does actions to it. Such as placing items in it or pressing it inhand. |
Modsuit AI's should be able to make the person the modsuit is active on stand up, if they are dead. |
About The Pull Request
Title. This be modsuits, beware all ye who enter.
PREREQUISITES, BY GOD THESE NEED TO BE MERGED BEFORE:
Ports:
MODsuit additions (exhaustive, not really necessary to list them all, but to credit all authors)
Why It's Good For The Game
This only took 20+ hours and a year & a half-worth of pre-reqs.
If you want to see my best assessment of all the work that went into this, uh here you go.
Why its good? uh great question.
Testing Photographs and Procedure
Screenshots&Videos
Suit Up
dreamseeker_VTamkb7wGL.mp4
Suit Release
dreamseeker_c29M7Vw62m.mp4
Suit up & Module menu demonstration
dreamseeker_p0ef7p6AdZ.mp4
During equip, the segmented pieces cleanly equip themselves over clothing. Shoes, gloves, suit and hat do not need to be removed.
dreamseeker_G5MKM7HV11.mp4
Kinesis
dreamseeker_JfAwr2zmJL.mp4
Changelog
🆑 rkz, Fikou, MrMelbert, MTandi, Zonespace27, HatterHat, san7890, dawsonkeyes, mc-oofert, tralezab, SmArtKar, coiax, Ryll/Shaps
add: modsuits
tweak: all ERT have been converted to use modsuits
tweak: all antagonists that had hardsuits (Nukies, Spacewizard, Uplink Traitors) have been converted to use modsuits
add: adds a loader modsuit for cargo to use. It is not spaceproof and has very little module support, but is good for hauling crates
code: adds unit test to confirm all outfits apply correctly
del: deletes antagonist, ERT, and head of staff hardsuits
refactor: refactored wizard casting to check a clothing flag, instead of a var
tweak: captain's backpack now fits on both MODsuits & suit storage slots
/:cl: