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Modsuits. In 2027. #11340

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Tsar-Salat
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@Tsar-Salat Tsar-Salat commented Aug 18, 2024

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.

image

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:

@Dejaku51
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You missed flash_protect in /obj/item/clothing/glasses/chameleon/flashproof

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@Dejaku51 Dejaku51 left a comment

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that should be all

code/modules/wiremod/shell/module.dm Show resolved Hide resolved
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@Tsar-Salat Tsar-Salat requested a review from Dejaku51 January 14, 2025 19:15
@Dejaku51 Dejaku51 added the Test Merged This PR is currently in rotation label Jan 14, 2025
@Dejaku51 Dejaku51 removed the Test Merged This PR is currently in rotation label Jan 14, 2025
@Tsar-Salat
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Tsar-Salat commented Jan 15, 2025

TM RESULTS TODO

  • fix mesons
  • fix examinate
  • check modsuit charging
  • more limits on miner ball form
  • add id and area limiting to loader modsuits, add to cargo supply

@ro5490
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ro5490 commented Jan 15, 2025

Perhaps add each module's Complexity/Compatibility to the fabrication description, but not 100% important

@Tsar-Salat
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Perhaps add each module's Complexity/Compatibility to the fabrication description, but not 100% important

/datum/design/module/New()
. = ..()
var/obj/item/mod/module/module = build_path
desc = "[initial(module.desc)] It uses [initial(module.complexity)] complexity."

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

Screenshot 2025-01-15 103651

No tooltip for mechfabs

Screenshot 2025-01-15 103719

@ro5490
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ro5490 commented Jan 15, 2025

Perhaps add each module's Complexity/Compatibility to the fabrication description, but not 100% important

/datum/design/module/New()
. = ..()
var/obj/item/mod/module/module = build_path
desc = "[initial(module.desc)] It uses [initial(module.complexity)] complexity."

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

Screenshot 2025-01-15 103651

No tooltip for mechfabs

Screenshot 2025-01-15 103719

Damn, thats really annoying tbh... Could put it in abbreviated form next to their name but idk

@XeonMations
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Bug report time!

Modsuit panell doesn't autoupdate.

@XeonMations
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Interacting with the modsuit to open the inventory also does actions to it. Such as placing items in it or pressing it inhand.

@XeonMations
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image

@XeonMations
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XeonMations commented Jan 15, 2025

image
Are all modsuits supposed to be locked to tier 5? The rest of the tech tree is bellow tier 5.

@XeonMations
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image

The chameleon module, when active doesn't show the new backpack icon on the mob.

@XeonMations
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Modsuit AI's should be able to make the person the modsuit is active on stand up, if they are dead.

@Tsar-Salat
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image

I removed it from the design pool already.

@Tsar-Salat
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image

The chameleon module, when active doesn't show the new backpack icon on the mob.

It would be helpful if you showed the rear.

@XeonMations
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image
The chameleon module, when active doesn't show the new backpack icon on the mob.

It would be helpful if you showed the rear.

In the picture i set the modsuit to appear as if i were wearing a satchel, which should be on my character's side.

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9 participants