MODsuits: Difference between revisions
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==Anomaly-Locked Modules== | ==Anomaly-Locked Modules== | ||
Modules that are locked and don't function without an [[ | Modules that are locked and don't function without an [[Guide to Ordnance#Implosion_Compressor_and_Anomaly_Refining|anomaly core]]. | ||
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Latest revision as of 23:46, 12 April 2025
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 intellicard 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 core and the cell, use a screwdriver on the pack and then use 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 6 printable armors in total:
For MODsuits with alternate appearances, use a paint kit on the completed suit to change between them!
Station MODsuit Themes
Standard MODsuit
A civilian class suit by Nakamura Engineering, doesn't offer much other than slightly quicker movement.
Engineering MODsuit
An engineer-fit suit with heat and shock resistance. Nakamura Engineering's classic.
Atmospheric MODsuit
An atmospheric-resistant suit by Nakamura Engineering, offering extreme heat resistance compared to the engineer suit.
Advanced MODsuit
An advanced version of Nakamura Engineering's classic suit, shining with a white, acid and fire resistant polish.
This is a unique MODsuit that belong to the Chief Engineer.
Base Armor
Template:Tablemodsuit Cell Drain: 5
Maximum Complexity: 15
Inbuilt Modules
- Advanced Magboots
Loader MODsuit
An unsealed experimental motorized harness manufactured by Scarborough Arms for quick and efficient munition supplies.
This is a unique MODsuit that belong to Cargo Technicians and the Quartermaster.
Base Armor
Template:Tablemodsuit Cell Drain: 5
Maximum Complexity: 10
Inbuilt Modules
- Hydraulic Clamp
- Loader Module
- Magnet Module
Mining MODsuit
A Nanotrasen mining suit for on-site operations, fit with accreting ash armor and a sphere form.
This MODsuit design is only available throught the Mining Equipment Vendor.
Comes with a unique Ash Accretion module that grant increased armor when stepping on non station turf.
Medical MODsuit
A lightweight suit by DeForest Medical Corporation, allows for easier movement.
Rescue MODsuit
An advanced version of DeForest Medical Corporation's medical suit, designed for quick rescue of bodies from the most dangerous environments.
Research MODsuit
A private military EOD suit by Aussec Armory, intended for explosive research. Bulky, but expansive.
This is a unique MODsuit that belongs to the Research Director.
Security MODsuit
An Apadyne Technologies security suit, offering quicker speed at the cost of carrying capacity.
Safeguard MODsuit
An Apadyne Technologies advanced security suit, offering greater speed and fire protection than the standard security model.
This is a unique MODsuit that belong to the Head of Security.
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.
This is a unique MODsuit that belong to the Captain.
Cosmohonk MODsuit
A suit by Honk Ltd. Protects against low humor environments. Most of the tech went to lower the power cost.
Offstation MODsuit Themes
Syndicate MODsuit
A suit designed by Gorlex Marauders, offering armor ruled illegal in most of Spinward Stellar.
Elite Syndicate MODsuit
An elite suit upgraded by Cybersun Industries, offering upgraded armor values.
Base Armor
Template:Tablemodsuit Cell Drain: 5
Maximum Complexity: 15
Inbuilt Modules
- Elite Armor Booster
Enchanted MODsuit
The Wizard Federation's relatively low-tech MODsuit. Is very protective, though.
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.
Newly issued Nanotrasen IDs are not backwards compatible with this suit!
CentCom MODsuit Themes
Responsory MODsuit
A high-speed rescue suit by Nanotrasen, intended for its' emergency response teams.
Apocryphal MODsuit
A high-tech, only technically legal, armored suit created by a collaboration effort between Nanotrasen and Apadyne Technologies.
Corporate MODsuit
A fancy, high-tech suit for Nanotrasen's high ranking officers.
Debug MODsuit
Strangely nostalgic.
Administrative MODsuit
A suit made of adminium. Who comes up with these stupid mineral names?
Modules
Customize your modsuit with MODULES! To attach a module to the suit, you must first open the panel with a screwdriver, then apply the module.
Storage Modules
Visor Modules
Anomaly-Locked Modules
Modules that are locked and don't function without an anomaly core.
Other Printable Modules
Maintenance Modules
These modules cannot be printed, and must be unearthed from the bowels of maintenance.
Unprintable Modules
These modules cannot be printed from the exosuit fabricator, and instead either come with prebuilt MODsuits (or may be purchasable from a Syndicate uplink).
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.
- The orange light controls shocks, shocking the user when they try to use it. Can be set with the multitool and reset with 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 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.