Clothing and Accessories: Difference between revisions
imported>Tohg7. m →Tackling Gloves: yet further revision |
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Having a jumpsuit is extremely important. Without a jumpsuit, you will not have an ID slot, a belt slot, or any pocket slots. The jumpsuit is also useful in identifying your department at a glance, and so can be used as part of a disguise. | Having a jumpsuit is extremely important. Without a jumpsuit, you will not have an ID slot, a belt slot, or any pocket slots. The jumpsuit is also useful in identifying your department at a glance, and so can be used as part of a disguise. | ||
In addition, jumpsuits now have a full suite of [[Suit sensors|sensors]] that can be toggled and adjusted by right-clicking on it. They can give out data to the bridge including your location, your health, and your mortality. Some jumpsuits made to be practical will offer minor protection, which will be noted in their description. For example, the | In addition, jumpsuits now have a full suite of [[Suit sensors|sensors]] that can be toggled and adjusted by right-clicking on it. They can give out data to the bridge including your location, your health, and your mortality. Some jumpsuits made to be practical will offer minor protection, which will be noted in their description. For example, the [[Medical Doctor]]'s jumpsuit has minor projections against biohazards, while the [[Head of Security]]'s suit will have a small amount of protection from blunt trauma. [[Plasmaman]] jumpsuits prevent plasmamen from being on fire when worn with a plasmaman helmet. | ||
A bit different from the others is the prisoner's jumpsuit. In addition to its distinctive color, its suit sensors are always on maximum. | A bit different from the others is the prisoner's jumpsuit. In addition to its distinctive color, its suit sensors are always on maximum. | ||
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|usedfor = Spacewalks, firefighting, surviving viral outbreaks | |usedfor = Spacewalks, firefighting, surviving viral outbreaks | ||
|strategy = Wearing this with a space helmet will protect you from the coldness of space. Significantly slows down the wearer.<br>'''(Spaceproof)''' | |strategy = Wearing this with a space helmet will protect you from the coldness of space. Significantly slows down the wearer.<br>'''(Spaceproof)''' | ||
|description = A suit that protects against cold and low pressure environments, but doesn't offer the melee and electric protection of | |description = A suit that protects against cold and low pressure environments, but doesn't offer the melee and electric protection of MODsuits. Offers minor fire, radiation and acid protection. | ||
}} | }} | ||
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}} | }} | ||
{{anchor|Armored | {{anchor|Armored Greatcoat}} | ||
{{Item | {{Item | ||
|bgcolor1 = #E9FFBE | |bgcolor1 = #E9FFBE | ||
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|foundin = [[Engineering]], tech storage, and ordered by [[quartermaster|Cargo]] | |foundin = [[Engineering]], tech storage, and ordered by [[quartermaster|Cargo]] | ||
|usedfor = To stop you from being shocked | |usedfor = To stop you from being shocked | ||
|strategy = Trade your old gloves in for these, if you're not worried about [[ | |strategy = Trade your old gloves in for these, if you're not worried about [[Infections|disease]]. These handy yellow gloves, often reffered to as just insuls, are much coveted by [[Assistant|certain members]] of the [[crew]]. While not as stylish as black gloves, they hide your fingerprints just as well and also protect the wearer from electric shock when [[hacking]] and manipulating [[cable Coils|power cables]]. Washing gloves with a yellow crayon will name them insulated gloves, but they will not protect you from shocks. Throw these gloves in a washing machine with a crayon to change the glove's distinct colour and name so you are not accosted for wearing them. If you are a masochist, you can cut someone's insuls into useless fingerless insuls [[File:IGlovesCut.png]] with [[wirecutters]] and watch them cry. Keep in mind, your large fingers will keep you from firing ranged weapons while wearing these. | ||
|description = These gloves will protect the wearer from electric shock - whether by [[Hacking]] or delaminating [[Supermatter|Supermatter Engine]]. | |description = These gloves will protect the wearer from electric shock - whether by [[Hacking]] or delaminating [[Supermatter|Supermatter Engine]]. | ||
}} | }} | ||
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If you hit a carbon mob, the game will roll a die (from 3- to +3) and tally modifiers for both the tackler and target based on their status (dwarves and the developmentally clumsy are easier to tackle and worse at landing tackles, while giants have bonuses for both for example. Neutral rolls will see both parties take some stamina damage and a few seconds of knockdown, with favorable rolls for a certain party reducing their knockdown time and adding a bit of paralyzing to the loser. Generally, tackling is a disarming tactic and works better if you have backup to protect you and seize the opportunity you created while you're picking yourself up from the ground, rather than a solo tool. If you're a giant or have the special bruiser gloves, though, you can rely on them more for solo takedowns (as long as you don't miss!) | If you hit a carbon mob, the game will roll a die (from 3- to +3) and tally modifiers for both the tackler and target based on their status (dwarves and the developmentally clumsy are easier to tackle and worse at landing tackles, while giants have bonuses for both for example. Neutral rolls will see both parties take some stamina damage and a few seconds of knockdown, with favorable rolls for a certain party reducing their knockdown time and adding a bit of paralyzing to the loser. Generally, tackling is a disarming tactic and works better if you have backup to protect you and seize the opportunity you created while you're picking yourself up from the ground, rather than a solo tool. If you're a giant or have the special bruiser gloves, though, you can rely on them more for solo takedowns (as long as you don't miss!) | ||
There are certain things you can do to shift the odds of getting a better tackle or making someone weaker to your tackles such as making them clumsy (-2), a dwarf (-2), injuring them so they have less than half health (-1), getting them slightly drunk (-1) or putting multiple wound types on their legs (-0.5 for each wound). On your part, what you can do to increase your odds of getting a good tackle is having gigantism (+2), having wings (+2), wearing riot armor (+2), or being so drunk that you look like a drunken mess or have blurry vision (+1). Things you can do to defend yourself against tackles better is by being fat (+1), wearing a modsuit or firesuit (+1) or by wagging your tail as a lizard (+1). To increase your odds of getting up before someone else does after an average tackle, it's recommended to be on nicotine, synaptizine, meth, ephedrine, pump-up or anything that reduces stuns. | There are certain things you can do to shift the odds of getting a better tackle or making someone weaker to your tackles such as making them clumsy (-2), a dwarf (-2), injuring them so they have less than half health (-1), getting them slightly drunk or blurry-drunk (-1 and -3 respectively) or putting multiple wound types on their legs (-0.5 for each wound). On your part, what you can do to increase your odds of getting a good tackle is having gigantism (+2), having wings (+2), wearing riot armor (+2), or being so drunk that you look like a drunken mess or have blurry vision (+1). | ||
Things you can do to defend yourself against tackles better is by being fat (+1), Having no jumpsuit (+2) wearing a modsuit or firesuit (+1) or by wagging your tail as a lizard (+1). To increase your odds of getting up before someone else does after an average tackle, it's recommended to be on nicotine, synaptizine, meth, ephedrine, pump-up or anything that reduces stuns. | |||
Simply put, all negative defense modifiers you have contribute to the tackler's power while adding to your weakness, on top of their own postive modifiers | |||
If, instead, you launch yourself into a dense non-mob, you'll roll a die from 1-100 for what you suffer. The ill effects range from a brief knockdown and negligible brute and stamina damage, to concussions and brain damage, to outright paralyzation in the worst cases. Remember to wear a helmet before you decide to randomly launch yourself headfirst into a wall! | If, instead, you launch yourself into a dense non-mob, you'll roll a die from 1-100 for what you suffer. The ill effects range from a brief knockdown and negligible brute and stamina damage, to concussions and brain damage, to outright paralyzation in the worst cases. Remember to wear a helmet before you decide to randomly launch yourself headfirst into a wall! | ||
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|name = Gorilla Gloves | |name = Gorilla Gloves | ||
|image = BGloves.png | |image = BGloves.png | ||
|foundin = [[Supply_crates|Supply crates]] | |foundin = [[Supply_crates|Supply crates]], Head of Security's locker | ||
|usedfor = Tackling | |usedfor = Tackling | ||
|strategy = Tackle. | |strategy = Tackle. | ||
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|usedfor = Ghetto tackling. | |usedfor = Ghetto tackling. | ||
|strategy = Tackle. | |strategy = Tackle. | ||
|description = Weaker, uses more stamina, and has a longer self-knockdown than normal grapple gloves, but can be crafted with a pair of fingerless gloves and some [[General_items#Sticky_Tape|sticky tape]]. | |description = Weaker, uses more stamina, gives a -1 to tackles and has a longer self-knockdown than normal grapple gloves, but can be crafted with a pair of fingerless gloves and some [[General_items#Sticky_Tape|sticky tape]]. Mothpeople love these! | ||
}} | }} | ||
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|name = Backpack | |name = Backpack | ||
|image = Backpack.png | |image = Backpack.png | ||
|foundin = [[Dorms]] lockers, normal crew members may spawn wearing one | |foundin = [[Dorms]] lockers, normal crew members may spawn wearing one, can also be crafted using cloth | ||
|usedfor = Storing unneeded crap | |usedfor = Storing unneeded crap | ||
|strategy = You're going to want this. It's used for storing stuff, but, keep in mind that a backpack cannot store everything, such as toolboxes and other backpacks. But can generally store everything else. You also have a limited storage space. | |strategy = You're going to want this. It's used for storing stuff, but, keep in mind that a backpack cannot store everything, such as toolboxes and other backpacks. But can generally store everything else. You also have a limited storage space. | ||
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|name = Satchel | |name = Satchel | ||
|image = GSatchel.png | |image = GSatchel.png | ||
|foundin = [[Dorms]] lockers, normal crew members may spawn wearing one | |foundin = [[Dorms]] lockers, normal crew members may spawn wearing one, can also be crafted using cloth | ||
|usedfor = Storing unneeded crap | |usedfor = Storing unneeded crap | ||
|strategy = Functionally identical to the backpack, but it looks more fashionable. | |strategy = Functionally identical to the backpack, but it looks more fashionable. | ||
|description = You put this on your back slot and put items into it. Most jobs have their own variety of satchel. The [[File:Satchel.png]] Leather Satchel works the same as any satchel or backpack. | |description = You put this on your back slot and put items into it. Most jobs have their own variety of satchel. The [[File:Satchel.png]] Leather Satchel works the same as any satchel or backpack. | ||
}} | |||
{{anchor|Messenger Bag}} | |||
{{Item | |||
|bgcolor1 = #D3C5FF | |||
|bgcolor2 = #C4B2FF | |||
|name = Messenger Bag | |||
|image = Messenger_bag.png | |||
|foundin = Normal crew members may spawn wearing one, can also be crafted using cloth | |||
|usedfor = Storing unneeded crap | |||
|strategy = Functionally identical to the backpack and the satchel, but looks different. | |||
|description = You put this on your back slot and put items into it. Most jobs have their own variety of messenger bag. | |||
}} | }} | ||
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|usedfor = Propelling yourself in space | |usedfor = Propelling yourself in space | ||
|strategy = Put it on your back and switch it on to maneuver in space or low-gravity areas. | |strategy = Put it on your back and switch it on to maneuver in space or low-gravity areas. | ||
|description = The jet pack is a backpack slot item filled with either Carbon Dioxide or Oxygen. | |description = The jet pack is a backpack slot item filled with either Carbon Dioxide or Oxygen. Unlike traditional jet packs, it is actually a cold gas thruster and not a jet engine. This item allows one to maneuver in a frictionless environment by firing either an expendable gas or a precious air supply out the back. Two black jetpacks filled with CO2 spawn in [[EVA]]. [[Syndicate guide|Syndicate operatives]] start with compact Oxygen-filled harnesses. The [[Captain]] has a unique oxygen-filled jetpack. | ||
For proper use of a jetpack, remember these simple rules: | For proper use of a jetpack, remember these simple rules: | ||
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Hardsuits can be upgraded to have an integrated jetpack, which works with a gas tank in the suit storage slot. Advanced hardsuits start off with one of these installed. | Hardsuits can be upgraded to have an integrated jetpack, which works with a gas tank in the suit storage slot. Advanced hardsuits start off with one of these installed. | ||
MODsuits can be upgraded to have an Ion Jetpack. | |||
Void Jet Packs may also be found in [REDACTED], which are filled with oxygen. | Void Jet Packs may also be found in [REDACTED], which are filled with oxygen. | ||
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.b = Binary (For AI and cyborgs) | .b = Binary (For AI and cyborgs) | ||
.a = Alien | .a = Alien | ||
.i = Nearby Intercom | |||
.i = Intercom | |||
.h = AI Holopad (For AI) | .h = AI Holopad (For AI) | ||
.o = AI Private (For AI) | .o = AI Private (For AI) | ||
.l = Left Hand | .l = Left Hand Radio | ||
.r = Right Hand | .r = Right Hand Radio | ||
.t = Syndicate/Traitor (For when you have a Syndicate encryption key) | .t = Syndicate/Traitor (For when you have a Syndicate encryption key) | ||
<br> | <br> | ||
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Head of Personnel's headset:<br> | Head of Personnel's headset:<br> | ||
''.c - command | ''.c - command, .v - service'' | ||
Head of Security's headset:<br> | Head of Security's headset:<br> | ||
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Chief Medical Officer's headset:<br> | Chief Medical Officer's headset:<br> | ||
''.c - command, .m - medical'' | ''.c - command, .m - medical'' | ||
Quartermasters's headset:<br> | |||
''.c - command, .u - supply, '' | |||
}} | }} | ||
Latest revision as of 11:21, 27 August 2024
Clothing is what keeps you warm in the winter, let alone in the dead of space. Below are the objects which you can wear.
Short guide to clothes
Inventory
Your character has the following slots that are always available:
- Jumpsuit
- External suit
- Back
- Mask
- Shoes
- Gloves
- Ears
- Glasses
- Hat
Jumpsuit unlocks for you:
- Belt
- Pockets
- ID slot
An external suit unlocks external suit storage.
Contents of your pockets are not visible to others, but if someone tries to empty them you do not get a message unless you move. Pockets can hold tiny and small items. They can also hold mining satchels, despite being normal-sized items.
If you have a storage item in one of your slots, you can click on it to open it. If you want to take it to your hand, drag it to the hand slot with your mouse. You can also drag an item to your character on the map to open it. This will work with a pill bottle in your pocket, for example, or if you have something in your hands.
Damage protection
There are several types of damage in the game. Various pieces of clothing offer protection for the body parts they cover.
- Melee
- Bullet
- Laser
- Energy
- Bomb
- Biological
- Radiation
- Fire
- Acid
Temperature protection
Some pieces of clothing offer protection from high/low temperatures. High-temperature protection is needed when everything is on fire. Low-temperature protection is needed when you are in space or very close to being in space. Items only protect the body parts they cover.
Protection Tags
Clothing and armor may have the phrase "It has a tag listing its protection classes" when examined. The tag will display a damage type and a roman numeral (I-X) indicating in tenths (rounded up) how protected it is from that damage type. Essentially, you can get a basic grasp of its actual protection values by multiplying the numeral by ten. For example, examining a Body Armor's protection classes (with the true values in parenthesis) would look like this:
PROTECTION CLASS
ARMOR (I-X)
EXPLOSIVE III (25)
BULLET III (30)
ENERGY IV (40)
LASER III (30)
MELEE IV (35)
DURABILITY
FIRE V (50)
ACID V (50)
Jumpsuits
Having a jumpsuit is extremely important. Without a jumpsuit, you will not have an ID slot, a belt slot, or any pocket slots. The jumpsuit is also useful in identifying your department at a glance, and so can be used as part of a disguise. In addition, jumpsuits now have a full suite of sensors that can be toggled and adjusted by right-clicking on it. They can give out data to the bridge including your location, your health, and your mortality. Some jumpsuits made to be practical will offer minor protection, which will be noted in their description. For example, the Medical Doctor's jumpsuit has minor projections against biohazards, while the Head of Security's suit will have a small amount of protection from blunt trauma. Plasmaman jumpsuits prevent plasmamen from being on fire when worn with a plasmaman helmet.
A bit different from the others is the prisoner's jumpsuit. In addition to its distinctive color, its suit sensors are always on maximum.
You can wash a jumpsuit in a washing machine with a crayon to paint it.
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Headgear
Different kinds of hats for various purposes.
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Masks
Different masks can provide you with oxygen, filter out bad gases and germs, hide your identity or make you look cool.
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Bodywear
These items can be worn over your jumpsuit, giving your protection, or just to dress up nicely.
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Hardsuits
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Hardsuits are coldproof (if powered), pressure-proof, protect from electric arcs (especially when worn with yellow gloves!) and come with a built-in helmet that can be toggled on/off.
Most are flash proof and offer a bit of protection from brute damage, heat and radiation. All types of spacesuits will only keep you warm if its internal cell has power. Charge a spacesuit by keeping it in suit storage or by replacing the cell.
Cell replacement and thermal settings:
- The cell cover can be toggled by alt+clicking (press the button) or using a crowbar (just pry it open) on the suit.
- With the cover open you can remove the cell by using the suit in hand or ctrl+clicking the suit.
- With the cover open you can also use a screwdriver to set the thermal regulator's temperature. The normal range is 20 c to 45 c.
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Shoes
Shoes can look stylish, and they can also help you not go all John McClane on the glass shards.
Certain shoes and boots can be used to store items - for example a knife or an esword.
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Gloves
Can be used to hide fingerprints and protection from certain objects. You can wash gloves with a crayon to change their color.
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Tackling Gloves
These let you tackle people by enabling throw mode and clicking. Results are random.
Click expand for detailed explanation.
Tackles can be launched by equipping the appropriate gloves, enabling throw mode, and clicking on your target with an empty hand (assuming you're standing and not pulling anything). You will throw yourself at what you clicked, with special results if you hit a carbon/human mob, or any other dense thing failing that.
If you hit a carbon mob, the game will roll a die (from 3- to +3) and tally modifiers for both the tackler and target based on their status (dwarves and the developmentally clumsy are easier to tackle and worse at landing tackles, while giants have bonuses for both for example. Neutral rolls will see both parties take some stamina damage and a few seconds of knockdown, with favorable rolls for a certain party reducing their knockdown time and adding a bit of paralyzing to the loser. Generally, tackling is a disarming tactic and works better if you have backup to protect you and seize the opportunity you created while you're picking yourself up from the ground, rather than a solo tool. If you're a giant or have the special bruiser gloves, though, you can rely on them more for solo takedowns (as long as you don't miss!)
There are certain things you can do to shift the odds of getting a better tackle or making someone weaker to your tackles such as making them clumsy (-2), a dwarf (-2), injuring them so they have less than half health (-1), getting them slightly drunk or blurry-drunk (-1 and -3 respectively) or putting multiple wound types on their legs (-0.5 for each wound). On your part, what you can do to increase your odds of getting a good tackle is having gigantism (+2), having wings (+2), wearing riot armor (+2), or being so drunk that you look like a drunken mess or have blurry vision (+1).
Things you can do to defend yourself against tackles better is by being fat (+1), Having no jumpsuit (+2) wearing a modsuit or firesuit (+1) or by wagging your tail as a lizard (+1). To increase your odds of getting up before someone else does after an average tackle, it's recommended to be on nicotine, synaptizine, meth, ephedrine, pump-up or anything that reduces stuns.
Simply put, all negative defense modifiers you have contribute to the tackler's power while adding to your weakness, on top of their own postive modifiers
If, instead, you launch yourself into a dense non-mob, you'll roll a die from 1-100 for what you suffer. The ill effects range from a brief knockdown and negligible brute and stamina damage, to concussions and brain damage, to outright paralyzation in the worst cases. Remember to wear a helmet before you decide to randomly launch yourself headfirst into a wall!
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Eyewear
These items can be worn over your eyes, providing protection, visual information or other things
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Backwear
Different kinds of things which go on your back. Most people will wear a backpack, satchel or dufflebag at all times.
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Belts
Belts are a type of containers that can only hold specific items. They are to not be confused with belt slot of character's inventory. Belts that exist in the game are:
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Earpieces
These little devices are issued to every crew member upon arrival on the station. Every job, no matter how insignificant, gets some form of headset. In order to talk to the station with it simply type say ;(your text here).
Different branches of the station get a unique headset with its own private channel. In order to use this channel type in say .h (your text here). And your message will be broadcast to others with the same type of headset. Note that this does not work on the basic model. You can tell the basic model by its black coloring and lack of label.
All headsets are equipped with a standard encryption key used for the common channel. Screwdrivers can be used to remove the encryption keys and use them in a different headset. All department headsets come with two keys. Use your headset in hand to manually enable or disable keys, or change your default channel.
Here is a list of channels and how to access them. Examining your headset also shows you all possible channels. # and . can be used instead of :
.c = Command .s = Security .e = Engineering .u = Supply .m = Medical .n = Science .v = Service
Using .h will connect you with your default department's channel.
Other uses:
.b = Binary (For AI and cyborgs) .a = Alien .i = Nearby Intercom .h = AI Holopad (For AI) .o = AI Private (For AI) .l = Left Hand Radio .r = Right Hand Radio .t = Syndicate/Traitor (For when you have a Syndicate encryption key)
See Radio channels.
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