User:Liljackrabbit25/Sandbox: Difference between revisions
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<div style="float:right">[[File:Modsuit ui.png|600px]]</div> | <div style="float:right">[[File:Modsuit ui.png|600px]]</div> | ||
=MODsuits= | =MODsuits= | ||
Modular Outerwear Devices, AKA MODsuits, are customizable hardsuits that support a variety of modules to assist the wearer. To manufacture and use one of these, you'll need to visit both [[Cargo]] and [[Robotics]] to gather up all the parts, put all of the parts together, extend each part of the armor and activate the suit! | Modular Outerwear Devices, AKA MODsuits, are customizable hardsuits that support a variety of modules to assist the wearer. To manufacture and use one of these, you'll need to visit both [[Cargo]] and [[Roboticist|Robotics]] to gather up all the parts, put all of the parts together, extend each part of the armor and activate the suit! | ||
To use a MODsuit, place it on your backpack slot, where your satchel/backpack would normally go. You can also place items into the MODsuit as you would place them into a backpack, as long as it has a storage module. Activating the suit no longer requires deploying all of its parts, but certain modules will require certain parts to be deployed, or the entire suit to be deployed to function. | To use a MODsuit, place it on your backpack slot, where your satchel/backpack would normally go. You can also place items into the MODsuit as you would place them into a backpack, as long as it has a [[storage module]]. Activating the suit no longer requires deploying all of its parts, but certain modules will require certain parts to be deployed, or the entire suit to be deployed to function. | ||
Not to be left out, [[AI]]s that have been placed in an [[InteliCard|intelicard]] can be mounted on the suit to control the user's movement and modules in case the user becomes incapacitated. To insert the intellicard, open up the MODsuit with a screwdriver and apply the card to the suit. | Not to be left out, [[AI]]s that have been placed in an [[InteliCard|intelicard]] [[File:icard.png]] can be mounted on the suit to control the user's movement and modules in case the user becomes incapacitated. To insert the intellicard, open up the MODsuit with a screwdriver [[File:screwdriver tool.png|32px]] and apply the card to the suit. | ||
To charge your MODsuit's cell, enter a [[Machines#Cyborg_Recharging_Station|cyborg charger]] [[File:CyborgRecharger.png]] while wearing the suit. | To charge your MODsuit's cell, enter a [[Machines#Cyborg_Recharging_Station|cyborg charger]] [[File:CyborgRecharger.png]] while wearing the suit. | ||
To extract the cell, use a <b>screwdriver</b> [[File:screwdriver_tool.png|32px]] on the pack and then use an empty hand and <b>left click</b> [[File:leftclick.png|16px]] to remove the cell. | To extract the cell, use a <b>screwdriver</b> [[File:screwdriver_tool.png|32px]] on the pack and then use an empty hand and <b>left click</b> [[File:leftclick.png|16px]] to remove the cell[[File:Power_cell.png]]. | ||
Similarly, to extract the core use a <b>screwdriver</b> [[File:screwdriver_tool.png|32px]] followed by a <b>wrench</b> [[File:Wrench.png|32px]]. | Similarly, to extract the core use a <b>screwdriver</b> [[File:screwdriver_tool.png|32px]] followed by a <b>wrench</b> [[File:Wrench.png|32px]]. | ||
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# [[File:Modcore.gif]] Order a MOD core from [[Cargo]] '''OR''' find a broken MOD core in maintenance and repair it with a screwdriver [[File:screwdriver_tool.png|32px]] '''OR''' craft one with an ethereal heart. | # [[File:Modcore.gif]] Order a MOD core from [[Cargo]] '''OR''' find a broken MOD core in maintenance and repair it with a screwdriver [[File:screwdriver_tool.png|32px]] '''OR''' craft one with an ethereal heart. | ||
# [[File:Modconstruction.png]] Add core to shell. | # [[File:Modconstruction.png]] Add core to shell. | ||
# [[File:Screwdriver_tool.png]] Screwdriver core to shell. | # [[File:Screwdriver_tool.png|32px]] Screwdriver core to shell. | ||
# [[File:Modhelm.png]] Add helmet to assembly. | # [[File:Modhelm.png]] Add helmet to assembly. | ||
# [[File:Modchestplate.png]] Add chestplate to assembly. | # [[File:Modchestplate.png]] Add chestplate to assembly. | ||
# [[File:Modgauntlet.png]] Add gauntlets to assembly. | # [[File:Modgauntlet.png]] Add gauntlets to assembly. | ||
# [[File:Modboots.png]] Add boots to assembly. | # [[File:Modboots.png]] Add boots to assembly. | ||
# [[File:Wrench.png]] Wrench assembly. | # [[File:Wrench.png|32px]] Wrench assembly. | ||
# [[File:Screwdriver_tool.png]] Screwdriver assembly. | # [[File:Screwdriver_tool.png|32px]] Screwdriver assembly. | ||
# [[File:Standard armor.png]] Add external plating to assembly. | # [[File:Standard armor.png]] Add external plating to assembly. | ||
# [[File:Screwdriver_tool.png]] Open | # [[File:Screwdriver_tool.png|32px]] Open MODsuit panel with screwdriver. | ||
# [[File:Power_cell.png]] Insert cell. | # [[File:Power_cell.png]] Insert cell. | ||
# [[File:Screwdriver_tool.png]] Close | # [[File:Screwdriver_tool.png|32px]] Close MODsuit panel with screwdriver. | ||
==Customization== | ==Customization== | ||
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=Modules= | =Modules= | ||
MODsuits can be customized to fit specific purposes by adding '''MODULES!'''<br> | |||
To insert modules into a MODsuit, first open the panel of the MODsuit using a screwdriver [[File:screwdriver tool.png|32px]], followed by insertion of the module [[File:Large storage.png]]. | |||
Modules can drain the cell of your MODsuit based off of 3 different scenarios: | |||
*Idle (Drain just by existing in the suit) | |||
*Active (Drain by physically toggling the module on) | |||
*On-Use (Drain from using the module once, for modules which don't toggle on/off) | |||
Modules also take up complexity in the suit, different suit types having different amounts of max complexity. | |||
Some modules may be incompatible with specific other modules, meaning they can't be inserted into the same MODsuit. All modules are incompatible with themself (Only one per suit) unless stated otherwise! | |||
==Storage Modules== | ==Storage Modules== | ||
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== | ==Maintenance Modules== | ||
=Wires= | =Wires= | ||
MODsuits have a few things controlled by wires, in the case of an EMP or other need you can access them by screwdrivering the panel and then using a multitool or wirecutters. | MODsuits have a few things controlled by wires, in the case of an EMP or other need, you can access them by screwdrivering [[File:screwdriver tool.png|32px]] the panel and then using a multitool [[File:multitool.png|32px]] or wirecutters [[File:wirecutters.png|32px]].<br> | ||
* The orange light controls shocks, shocking the user when they try to use it. | [[Roboticist]]s have a skillchip allowing them to see which wire controls which light. | ||
* The red light controls malfunction, causing the active module to randomly shut off, the suit to randomly lose power and buttons to randomly not work. Must be reset by mending with wirecutters. | * The orange light controls shocks, shocking the user when they try to use it. The light will activate when pulsed with a multitool [[File:multitool.png|32px]] and can be reset by cutting and mending the wire using wirecutters [[File:wirecutters.png|32px]]. | ||
* The green light controls locking the suit, pulsing will change the lock status and cutting will reset the required access. | * The red light controls malfunction, causing the active module to randomly shut off, the suit to randomly lose power and buttons to randomly not work. Must be reset by cutting and mending with wirecutters [[File:wirecutters.png|32px]]. | ||
* The yellow light controls status of the interface, it can be pulsed or mended if the interface is broken. | * The green light controls locking the suit, pulsing [[File:multitool.png|32px]] will change the lock status and cutting [[File:wirecutters.png|32px]] will reset the required access. | ||
* The yellow light controls status of the interface, it can be pulsed [[File:multitool.png|32px]] or mended [[File:wirecutters.png|32px]] if the interface is broken. | |||
Revision as of 04:46, 8 July 2026
MODsuits
Modular Outerwear Devices, AKA MODsuits, are customizable hardsuits that support a variety of modules to assist the wearer. To manufacture and use one of these, you'll need to visit both Cargo and Robotics to gather up all the parts, put all of the parts together, extend each part of the armor and activate the suit!
To use a MODsuit, place it on your backpack slot, where your satchel/backpack would normally go. You can also place items into the MODsuit as you would place them into a backpack, as long as it has a storage module. Activating the suit no longer requires deploying all of its parts, but certain modules will require certain parts to be deployed, or the entire suit to be deployed to function.
Not to be left out, AIs that have been placed in an intelicard
can be mounted on the suit to control the user's movement and modules in case the user becomes incapacitated. To insert the intellicard, open up the MODsuit with a screwdriver
and apply the card to the suit.
To charge your MODsuit's cell, enter a cyborg charger
while wearing the suit.
To extract the cell, use a screwdriver
on the pack and then use an empty hand and left click
to remove the cell
.
Similarly, to extract the core use a screwdriver
followed by a wrench
.
To update your MODsuit's access, use a screwdriver
on your suit and swipe your ID
on it.
Construction
- Print out helmet, chestplate, gauntlets, boots, MOD shell, and armor from the Exosuit Fabricator.
Order a MOD core from Cargo OR find a broken MOD core in maintenance and repair it with a screwdriver
OR craft one with an ethereal heart.
Add core to shell.
Screwdriver core to shell.
Add helmet to assembly.
Add chestplate to assembly.
Add gauntlets to assembly.
Add boots to assembly.
Wrench assembly.
Screwdriver assembly.
Add external plating to assembly.
Open MODsuit panel with screwdriver.
Insert cell.
Close MODsuit panel with screwdriver.
Customization
The chosen plating determines the suit's look, and protections. There are currently 9 printable armors in total:
For MODsuits with alternate appearances, use a paint kit
on the completed suit to change between them!
Station MODsuit Themes
![]() Civilian MODsuit |
A light-weight civilian suit that offers unmatched ease of movement but no protection from the vacuum of space.
Cell Drain: 50 Maximum Complexity: 12 Deployed Slowdown: Undefined
|
![]() Portable MODsuit |
A one-piece three-piece suit designed for maximum negotiating power. Provides no meaningful protection.
Cell Drain: 25 Maximum Complexity: 10 Deployed Slowdown: Undefined
|
![]() Tarkon MODsuit |
A Tarkon Industries general protection suit, designed for port security and general EVA situations.
Cell Drain: 75 Maximum Complexity: 20 Deployed Slowdown: Undefined
|
![]() Engineering MODsuit |
An engineer-fit suit with heat and shock resistance. Nakamura Engineering's classic.
Cell Drain: 50 Maximum Complexity: 15 Deployed Slowdown: Undefined
|
![]() Atmospheric MODsuit |
An atmospheric-resistant suit by Nakamura Engineering, offering extreme heat resistance compared to the engineer suit.
Cell Drain: 50 Maximum Complexity: 15 Deployed Slowdown: Undefined
|
![]() Advanced MODsuit |
An advanced version of Nakamura Engineering's classic suit, shining with a white, acid and fire resistant polish.
Cell Drain: 50 Maximum Complexity: 15 Deployed Slowdown: Undefined
|
![]() Mining MODsuit |
A Nanotrasen mining suit for on-site operations, fit with accreting ash armor and a sphere form.
Cell Drain: 100 Maximum Complexity: 13 Deployed Slowdown: Undefined
|
![]() Loader MODsuit |
An unsealed experimental motorized harness manufactured by Scarborough Arms for quick and efficient munition supplies.
Cell Drain: 50 Maximum Complexity: 10 Deployed Slowdown: Undefined
|
![]() Rescue MODsuit |
An advanced version of DeForest Medical Corporation's medical suit, designed for quick rescue of bodies from the most dangerous environments.
Cell Drain: 75 Maximum Complexity: 15 Deployed Slowdown: Undefined
|
![]() Research MODsuit |
A private military EOD suit by Aussec Armory, intended for explosive research. Bulky, but expansive.
Cell Drain: 50 Maximum Complexity: 20 Deployed Slowdown: Undefined
|
![]() Security MODsuit |
An Apadyne Technologies security suit, offering quicker speed at the cost of carrying capacity.
Cell Drain: 50 Maximum Complexity: 13 Deployed Slowdown: Undefined
|
![]() Safeguard MODsuit |
An Apadyne Technologies advanced security suit, offering greater speed and fire protection than the standard security model.
Cell Drain: 50 Maximum Complexity: 10 Deployed Slowdown: Undefined
|
![]() Magnate MODsuit |
A fancy, very protective suit for Nanotrasen's captains. Shock, fire and acid-proof while also having a large capacity and high speed.
Cell Drain: 50 Maximum Complexity: 20 Deployed Slowdown: Undefined
|
![]() Cosmohonk MODsuit |
A suit by Honk Ltd. Protects against low humor environments. Most of the tech went to lower the power cost.
Cell Drain: 12.5 Maximum Complexity: 15 Deployed Slowdown: Undefined
|
Offstation MODsuit Themes
![]() Syndicate MODsuit |
A suit designed by Gorlex Marauders, offering armor ruled illegal in most of Spinward Stellar.
Cell Drain: 50 Maximum Complexity: 20 Deployed Slowdown: Undefined
|
![]() Elite MODsuit |
An elite suit upgraded by Cybersun Industries, offering upgraded armor values.
Cell Drain: 50 Maximum Complexity: 19 Deployed Slowdown: Undefined
|
![]() Infiltrator MODsuit |
A specialized infiltration suit, developed by the Roseus Galactic Actors Guild to strike fear and awe into the hearts of the public.
Cell Drain: 50 Maximum Complexity: 15 Deployed Slowdown: Undefined
|
![]() Enchanted MODsuit |
The Wizard Federation's relatively low-tech MODsuit. Is very protective, though.
Cell Drain: 50 Maximum Complexity: 15 Deployed Slowdown: Undefined
|
![]() Prototype MODsuit |
A prototype modular suit powered by locomotives. While it is comfortable and has a big capacity, it remains very bulky and power-inefficient.
Cell Drain: 100 Maximum Complexity: 20 Deployed Slowdown: Undefined
|
CentCom MODsuit Themes
![]() Apocryphal MODsuit |
A high-tech, only technically legal, armored suit created by a collaboration effort between Nanotrasen and Apadyne Technologies.
Cell Drain: 50 Maximum Complexity: 25 Deployed Slowdown: Undefined
|
![]() Corporate MODsuit |
A fancy, high-tech suit for Nanotrasen's high ranking officers.
Cell Drain: 50 Maximum Complexity: 15 Deployed Slowdown: Undefined
|
![]() Debug MODsuit |
Strangely nostalgic.
Cell Drain: 50 Maximum Complexity: 50 Deployed Slowdown: Undefined
|
![]() Administrative MODsuit |
A suit made of adminium. Who comes up with these stupid mineral names?
Cell Drain: 0 Maximum Complexity: 1000 Deployed Slowdown: Undefined
|
Modules
MODsuits can be customized to fit specific purposes by adding MODULES!
To insert modules into a MODsuit, first open the panel of the MODsuit using a screwdriver
, followed by insertion of the module
.
Modules can drain the cell of your MODsuit based off of 3 different scenarios:
- Idle (Drain just by existing in the suit)
- Active (Drain by physically toggling the module on)
- On-Use (Drain from using the module once, for modules which don't toggle on/off)
Modules also take up complexity in the suit, different suit types having different amounts of max complexity.
Some modules may be incompatible with specific other modules, meaning they can't be inserted into the same MODsuit. All modules are incompatible with themself (Only one per suit) unless stated otherwise!
Storage Modules
General Modules
Medical Modules
Engineering Modules
Constructor Module
Cell Drain
- Idle: 10
- Active: 0
- On-Use: 100
Additional Information
- Complexity: 2
- Cooldown Time: 11 Seconds
- Incompatible Modules: Quick Carry Module
Description:
This module entirely occupies the wearer's forearm, notably causing conflict with advanced arm servos meant to carry crewmembers. However, it functions as an extremely advanced construction hologram scanner, as well as containing the latest engineering schematics combined with inbuilt memory to help the user build walls.
Science Modules
Security Modules
Maintenance Modules
Wires
MODsuits have a few things controlled by wires, in the case of an EMP or other need, you can access them by screwdrivering
the panel and then using a multitool
or wirecutters
.
Roboticists have a skillchip allowing them to see which wire controls which light.
- The orange light controls shocks, shocking the user when they try to use it. The light will activate when pulsed with a multitool
and can be reset by cutting and mending the wire using wirecutters
. - The red light controls malfunction, causing the active module to randomly shut off, the suit to randomly lose power and buttons to randomly not work. Must be reset by cutting and mending with wirecutters
. - The green light controls locking the suit, pulsing
will change the lock status and cutting
will reset the required access. - The yellow light controls status of the interface, it can be pulsed
or mended
if the interface is broken.

































