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!
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.
- Print out helmet, chestplate, gauntlets, boots, MOD shell, and armor from the Exosuit Fabricator.
- Order MOD core from Cargo OR find a broken MOD core in maintenance and repair it with a screwdriver.
- 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 armor to assembly.
- Open modsuit panel with screwdriver.
- Insert cell.
- Close modsuit panel with screwdriver.
The chosen armor determines the suit's look, environmental protections, and potentially modules. There are currently 4 printable armors in total:
Standard Armor
Engineering Armor
Atmos Armor
Medical Armor
For MODsuits with alternate appearances, use a paint kit on the completed suit to change between them!
A civilian class suit by Nakamura Engineering, doesn't offer much other than slightly quicker movement.
Base Armor
Melee
|
Ballistic
|
Laser
|
Energy
|
Bomb
|
Biological
|
Fire
|
Acid
|
Wounds
|
0
|
0
|
0
|
0
|
0
|
100
|
25
|
25
|
10
|
Cell Drain: 5
Maximum Complexity: 15
Alternate Skins:
Civilian
An engineer-fit suit with heat and shock resistance. Nakamura Engineering's classic.
Base Armor
Melee
|
Ballistic
|
Laser
|
Energy
|
Bomb
|
Biological
|
Fire
|
Acid
|
Wounds
|
0
|
0
|
0
|
0
|
10
|
100
|
100
|
25
|
10
|
Cell Drain: 5
Maximum Complexity: 15
An atmospheric-resistant suit by Nakamura Engineering, offering extreme heat resistance compared to the engineer suit.
Base Armor
Melee
|
Ballistic
|
Laser
|
Energy
|
Bomb
|
Biological
|
Fire
|
Acid
|
Wounds
|
0
|
0
|
0
|
0
|
10
|
100
|
100
|
75
|
10
|
Cell Drain: 5
Maximum Complexity: 15
An advanced version of Nakamura Engineering's classic suit, shining with a white, acid and fire resistant polish.
Base Armor
Melee
|
Ballistic
|
Laser
|
Energy
|
Bomb
|
Biological
|
Fire
|
Acid
|
Wounds
|
0
|
0
|
0
|
0
|
50
|
100
|
100
|
90
|
10
|
Cell Drain: 5
Maximum Complexity: 15
Inbuilt Modules
A high-power Nanotrasen mining suit, supporting more complexity at a bigger drain.
Base Armor
Melee
|
Ballistic
|
Laser
|
Energy
|
Bomb
|
Biological
|
Fire
|
Acid
|
Wounds
|
0
|
0
|
0
|
0
|
50
|
100
|
100
|
75
|
15
|
Cell Drain: 10
Maximum Complexity: 20
A lightweight suit by DeForest Medical Corporation, allows for easier movement.
Base Armor
Melee
|
Ballistic
|
Laser
|
Energy
|
Bomb
|
Biological
|
Fire
|
Acid
|
Wounds
|
0
|
0
|
0
|
0
|
10
|
100
|
60
|
75
|
10
|
Cell Drain: 7
Maximum Complexity: 15
An advanced version of DeForest Medical Corporation's medical suit, designed for quick rescue of bodies from the most dangerous environments.
Base Armor
Melee
|
Ballistic
|
Laser
|
Energy
|
Bomb
|
Biological
|
Fire
|
Acid
|
Wounds
|
0
|
0
|
0
|
0
|
10
|
100
|
100
|
100
|
10
|
Cell Drain: 7
Maximum Complexity: 15
Inbuilt Modules
A private military EOD suit by Aussec Armory, intended for explosive research. Bulky, but expansive.
Base Armor
Melee
|
Ballistic
|
Laser
|
Energy
|
Bomb
|
Biological
|
Fire
|
Acid
|
Wounds
|
0
|
0
|
0
|
0
|
100
|
100
|
100
|
100
|
15
|
Cell Drain: 5
Maximum Complexity: 20
Inbuilt Modules
A suit designed by Gorlex Marauders, offering armor ruled illegal in most of Spinward Stellar.
Base Armor
Melee
|
Ballistic
|
Laser
|
Energy
|
Bomb
|
Biological
|
Fire
|
Acid
|
Wounds
|
0
|
0
|
0
|
0
|
35
|
100
|
50
|
90
|
25
|
Cell Drain: 5
Maximum Complexity: 15
Inbuilt Modules
An elite suit upgraded by Cybersun Industries, offering upgraded armor values.
Base Armor
Melee
|
Ballistic
|
Laser
|
Energy
|
Bomb
|
Biological
|
Fire
|
Acid
|
Wounds
|
0
|
0
|
0
|
0
|
55
|
100
|
100
|
100
|
25
|
Cell Drain: 5
Maximum Complexity: 15
Inbuilt Modules
Strangely nostalgic.
Base Armor
Melee
|
Ballistic
|
Laser
|
Energy
|
Bomb
|
Biological
|
Fire
|
Acid
|
Wounds
|
50
|
50
|
50
|
50
|
10
|
100
|
100
|
100
|
0
|
Cell Drain: 5
Maximum Complexity: 50
A suit made of adminium. Who comes up with these stupid mineral names?
Base Armor
Melee
|
Ballistic
|
Laser
|
Energy
|
Bomb
|
Biological
|
Fire
|
Acid
|
Wounds
|
50
|
50
|
50
|
50
|
10
|
100
|
100
|
100
|
0
|
Cell Drain: 0
Maximum Complexity: 1000
Customize your modsuit with MODULES! To attach a module to the suit, you must first open the panel with a screwdriver.
MOD Storage Module
|
Cell Drain
- Idle: 0
- Active: 0
- On Use: 0
Complexity: 3
|
Description
|
A module using nanotechnology to fit a storage inside of the MOD.
|
|
MOD Expanded Storage Module
|
Cell Drain
- Idle: 0
- Active: 0
- On Use: 0
Complexity: 3
|
Description
|
A module using nanotechnology to fit a storage inside of the MOD.
|
|
MOD Syndicate Storage Module
|
Cell Drain
- Idle: 0
- Active: 0
- On Use: 0
Complexity: 3
|
Description
|
A module using nanotechnology to fit a storage inside of the MOD.
|
|
MOD Bluespace Storage Module
|
Cell Drain
- Idle: 0
- Active: 0
- On Use: 0
Complexity: 3
|
Description
|
A module using nanotechnology to fit a storage inside of the MOD.
|
|
MOD Medical Visor Module
|
Cell Drain
- Idle: 0
- Active: 5
- On Use: 0
Complexity: 2
|
Description
|
A module installed to the helmet, allowing access to different views.
|
|
MOD Diagnostic Visor Module
|
Cell Drain
- Idle: 0
- Active: 5
- On Use: 0
Complexity: 2
|
Description
|
A module installed to the helmet, allowing access to different views.
|
|
MOD Security Visor Module
|
Cell Drain
- Idle: 0
- Active: 5
- On Use: 0
Complexity: 2
|
Description
|
A module installed to the helmet, allowing access to different views.
|
|
MOD Meson Visor Module
|
Cell Drain
- Idle: 0
- Active: 5
- On Use: 0
Complexity: 2
|
Description
|
A module installed to the helmet, allowing access to different views.
|
|
MOD Thermal Visor Module
|
Cell Drain
- Idle: 0
- Active: 5
- On Use: 0
Complexity: 2
|
Description
|
A module installed to the helmet, allowing access to different views.
|
|
MOD Night Visor Module
|
Cell Drain
- Idle: 0
- Active: 5
- On Use: 0
Complexity: 2
|
Description
|
A module installed to the helmet, allowing access to different views.
|
|
MOD Welding Protection Module
|
Cell Drain
- Idle: 0
- Active: 0
- On Use: 0
Complexity: 2
|
Description
|
A welding mask installed onto the helmet, giving it welding protection when powered.
|
|
MOD T-Ray Scan Module
|
Cell Drain
- Idle: 0
- Active: 15
- On Use: 0
Complexity: 2
|
Description
|
A module scanning the station for pipes and wires underneath.
|
|
MOD Health Analyzer Module
|
Cell Drain
- Idle: 0
- Active: 0
- On Use: 25
Complexity: 2
|
Description
|
A module with a microchip health analyzer to instantly scan vitals at a range.
|
|
MOD Prototype Cloaking Module
|
Cell Drain
- Idle: 0
- Active: 50
- On Use: 100
Complexity: 4
|
Description
|
A module using prototype cloaking technology to hide the user from plain sight.
|
|
MOD Ion Jetpack Module
|
Cell Drain
- Idle: 0
- Active: 10
- On Use: 40
Complexity: 3
|
Description
|
A module that runs a micro-jetpack using a MOD's power cell.
|
|
MOD Magnetic Stability Module
|
Cell Drain
- Idle: 0
- Active: 10
- On Use: 0
Complexity: 2
|
Description
|
A module granting magnetic stability to the wearer, protecting them from forces pushing them away.
|
|
MOD Holster Module
|
Cell Drain
- Idle: 0
- Active: 0
- On Use: 20
Complexity: 2
|
Description
|
A module that can instantly holster a gun inside the MOD.
|
|
MOD Emergency Tether Module
|
Cell Drain
- Idle: 0
- Active: 0
- On Use: 50
Complexity: 3
|
Description
|
A module that can shoot an emergency tether to pull yourself towards an object in 0-G.
|
|
MOD Eating Apparatus Module
|
Cell Drain
- Idle: 0
- Active: 0
- On Use: 0
Complexity: 1
|
Description
|
A module that enables eating with the MOD helmet.
|
|
MOD Radiation Protection Module
|
Cell Drain
- Idle: 10
- Active: 0
- On Use: 0
Complexity: 2
|
Description
|
A module that lets the MOD scan for radiation and protects the user from it.
|
|
MOD EMP Shield Module
|
Cell Drain
- Idle: 10
- Active: 0
- On Use: 0
Complexity: 1
|
Description
|
A module that shields the MOD from EMPs, taking a power cost for that.
|
|
MOD Flashlight Module
|
Cell Drain
- Idle: 0
- Active: 10
- On Use: 0
Complexity: 1
|
Description
|
A module granting the MOD a light source.
|
|
MOD Reagent Scanner Module
|
Cell Drain
- Idle: 0
- Active: 15
- On Use: 0
Complexity: 1
|
Description
|
A module that enables internal reagent scanners in the MOD.
|
|
MOD Burger Dispenser Module
|
Cell Drain
- Idle: 0
- Active: 0
- On Use: 50
Complexity: 3
|
Description
|
A module that dispenses burgers.
|
|
MOD Internal GPS Module
|
Cell Drain
- Idle: 0
- Active: 5
- On Use: 0
Complexity: 1
|
Description
|
A module that extends a GPS.
|
|
MOD Constructor Module
|
Cell Drain
- Idle: 3
- Active: 0
- On Use: 50
Complexity: 2
|
Description
|
A module that lets you scan the surrounding environment for construction holograms and speeds up wall construction time.
Incompatible with: Quick-Carry
|
|
MOD Quick Carry Module
|
Cell Drain
- Idle: Undefined
- Active: Undefined
- On Use: Undefined
Complexity: Undefined
|
Description
|
A module that redirects power to arms, allowing for quicker carrying.
Incompatible with: Constructor
|
|
MOD Longfall Module
|
Cell Drain
- Idle: 0
- Active: 0
- On Use: 100
Complexity: 1
|
Description
|
A module that stops fall damage from happening to the user, converting into kinetic charge.
|
|
MOD Thermal Regulator Module
|
Cell Drain
- Idle: 0
- Active: 5
- On Use: 0
Complexity: 2
|
Description
|
A module that lets you set a temperature to keep your body at.
|
|
MOD Injector Module
|
Cell Drain
- Idle: 0
- Active: 5
- On Use: 0
Complexity: 1
|
Description
|
A module that extends a piercing injector.
|
|
MOD Circuit Adapter Module
|
Cell Drain
- Idle: 5
- Active: 0
- On Use: 0
Complexity: 3
|
Description
|
A module that adapts an integrated circuit to a MODsuit.
|
|
MOD Hydraulic Clamp Module
|
Cell Drain
- Idle: 0
- Active: 0
- On Use: 25
Complexity: 3
|
Description
|
A specialized clamp system that allows the MODSuit to pick up crates.
|
|
MOD Bike Horn Module
|
Cell Drain
- Idle: 0
- Active: 0
- On Use: 25
Complexity: 1
|
Description
|
A bike horn for honking.
|
|
MOD Drill Module
|
Cell Drain
- Idle: 0
- Active: 0
- On Use: 50
Complexity: 2
|
Description
|
A specialized drilling system that allows the MODsuit to pierce the heavens.
|
|
MOD Ore Bag Module
|
Cell Drain
- Idle: 0
- Active: 0
- On Use: 45
Complexity: 2
|
Description
|
A specialized drilling system that allows the MODsuit to pierce the heavens.
|
|
MOD Microwave Beam Module
|
Cell Drain
- Idle: 0
- Active: 0
- On Use: 50
Complexity: 2
|
Description
|
A hand-mounted microwave beam to cook your food to perfection.
|
|
MOD Organ Thrower Module
|
Cell Drain
- Idle: 0
- Active: 0
- On Use: 50
Complexity: 2
|
Description
|
An arm mounted organ launching device to automatically insert organs into open bodies.
|
|
MOD Pathfinder Module
|
Cell Drain
- Idle: 0
- Active: 0
- On Use: 100
Complexity: 2
|
Description
|
A module linked to an implant, able to find the user and attach itself onto them. To inject the implant, hit someone with it.
|
|
MOD DNA Lock Module
|
Cell Drain
- Idle: 0
- Active: 0
- On Use: 100
Complexity: 2
|
Description
|
A module that locks the MODsuit's activation to the wearer's DNA. Shorted out by EMPs.
|
|
MOD Armor Booster Module
|
Cell Drain
- Idle: 0
- Active: 5
- On Use: 0
Complexity: 0
|
Description
|
A module that uses the suit's power to boost armor. To increase efficiency, some parts of the armor are retracted.
|
|
MOD Energy Shield Module
|
Cell Drain
- Idle: 10
- Active: 0
- On Use: 25
Complexity: 3
|
Description
|
A module creating an energy shield around the user.
|
|
https://hackmd.io/@tgstation/SypLCs4jU
https://github.com/tgstation/tgstation/pull/59109
Themes: https://github.com/Fikou/tgstation/blob/gitpullupstreammaster/code/modules/mod/mod_theme.dm
Modules: https://github.com/Fikou/tgstation/blob/gitpullupstreammaster/code/modules/mod/modules/modules.dm