MODsuits

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What are 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!

Using a MODsuit

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, if it's equipped with a Storage Module. Deploy each part of the suit, and then activate it.

Charging a MODsuit.

If your MODsuit is operating on a standard core, enter a cyborg charger while wearing the suit to recharge it's cell. Eventually, you can also change it's cell.

If your MODsuit is operating on a plasma core, which is a standard for mining MODsuits, insert plasma sheets into the control unit.

Pre-Equipped MODsuits

Item location Default Modules
Standard MODsuit
Can be built by robotics N/A
Engineering MODsuit
Engineering Suit Storage, can be built by robotics
  • Storage
  • Welding Protection
  • Radiation Detection
  • Flashlight
  • Magnetic Stability
  • Emergency Tether
Atmospheric MODsuit
Atmospherics Suit Storage, can be built by robotics
  • Storage
  • Welding Protection
  • Radiation Detection
  • Flashlight
  • T-Ray
Advanced MODsuit
Chief Engineer's Office, can be bought from Sol Traders
  • Advanced Magnetic Stability
  • Expanded Storage
  • Welding Protection
  • Radiation Detection
  • Flashlight
  • Advanced Ion Jetpack
Loader MODsuit
Can be ordered from cargo
  • Loader Clamp
  • Loader Arms
  • Loader Magner
  • Expanded Storage
  • Flashlight
  • Stamper
Mining MODsuit
Mining Equipment Vendor
  • Ash Armor
  • Sphere Transform
  • Storage
  • Internal GPS
  • Ore Bag
  • Hydraullic Clamp
Medical MODsuit
Medbay Suit Storage, can be built by robotics
  • Storage
  • Flashlight
  • Injector
Rescue MODsuit
Paramedic's office, Chief Medical Officer's Office, can be bought from Sol Traders
  • Expanded Storage
  • Flashlight
  • Injector
  • Defibrillator
Research MODsuit
Research Director's Office, can be bought from Sol Traders
  • Reagent Scanner
  • Expanded Storage
  • Welding Protection
  • Flashlight
  • T-Ray
Security MODsuit
Armory, can be built by robotics
  • Storage
  • Flashlight
  • Mirage Grenade
  • Ion Jetpack
Safeguard MODsuit
Head of Security's Office, can be bought from Sol Traders
  • Expanded Storage
  • Flashlight
  • Mirage Grenade
  • Advanced Ion Jetpack
  • Holster
Magnate MODsuit
Captain's Office
  • Expanded Storage
  • Advanced Ion Jetpack
Cosmohonk MODsuit
Can be built by robotics N/A
Syndicate MODsuit
Syndicate Uplink, Nuclear Operative Uplink
  • Armor Booster
  • Syndicate Storage
  • EMP Shield
  • Ion Jetpack for Traitors OR Advanced Ion Jetpack for Nuclear Operatives
  • Flashlight
  • No-Slip
Syndicate Elite MODsuit
Syndicate Uplink, Nuclear Operative Uplink
  • Armor Booster
  • Syndicate Storage
  • EMP Shield
  • Status Readout
  • Advanced Ion Jetpack
  • Flashlight
  • No-Slip
Prototype MODsuit
Space Ruins
  • Prototype Kinesis
  • Storage
  • Welding Protection
  • Radiation Detection
  • Flashlight
  • Emergency Tether
Responsory MODsuit
Emergency Response Team
  • Insignia
  • Syndicate Storage
  • Welding Protection
  • EMP Shield
  • Status Readout
  • Flashlight
  • Advanced Magnetic Stability
  • Advanced Ion Jetpack
  • Role-Specific Module:


Commander - Power Kick
Security - Mirage Grenade
Engineering - Kinesis
Medical - Defibrillator
Janitor - Hydraulic Clamp
Inquisitor - Power Kick

Apocryphal MODsuit
Death Squad
  • Bluespace Storage
  • Welding Protection
  • EMP Shield
  • Advanced Ion Jetpack
  • Status Readout

Apocryphal Officer MODsuit Only:

  • Power Kick
Corporate MODsuit
Central Command
  • Bluespace Storage
  • EMP Shield
  • Status Readout
  • Kinesis Plus
Debug and Administrative MODsuits
N/A
  • Bluespace Storage
  • Welding Protection
  • Flashlight
  • Radiation Detection
  • Bike Horn
  • Injector

Building a MODsuit

  1. Print out helmet, chestplate, gauntlets, boots, MOD shell, and armor from the Exosuit Fabricator.
  2. Order a MOD core from Cargo OR find a broken MOD core in maintenance and repair it with a screwdriver. Keep in mind, Robotics Lab also starts with one.
  3. Add core to shell.
  4. Screwdriver core to shell.
  5. Add helmet to assembly.
  6. Add chestplate to assembly.
  7. Add gauntlets to assembly.
  8. Add boots to assembly.
  9. Wrench assembly.
  10. Screwdriver assembly.
  11. Add external plating to assembly.
  12. Open modsuit panel with screwdriver.
  13. Insert a power cell.
  14. Close modsuit panel with screwdriver.

Plating Types

NOTE: The stats can be plugged into this formula to get the percentage of damage blocked. For instance, a score of 200 on melee means 80% of damage blocked for melee.

Item Complexity Melee Bullet Laser Energy Bomb Rad Fire Cell Drain Slowdown Other Traits In-Built Modules Alternate Skins
Standard MODsuit

15 15 5 5 5 0 25 33 5 0.75 civilian

Engineering MODsuit

15 20 5 5 5 30 150 IMMUNE 5 0.75 shock-proof and heat resistant
Atmospheric MODsuit

12 20 5 5 5 15 15 IMMUNE 10 0.75 extreme heat resistance
Advanced MODsuit

12 35 10 10 10 50 IMMUNE IMMUNE 7.5 0.45 Acid and Fire resistant, shock-proof
Loader MODsuit
10 20 5 5 5 10 0 25 5 0
Mining MODsuit
12 30 5 5 5 50 50 50 10 0.5 ash-proof asteroid mining

Medical MODsuit

15 10 5 5 5 10 0 75 10 0.45 corpsman

Rescue MODsuit

15 20 20 5 5 10 50 150 7.5 0.25
Research MODsuit

20 30 30 5 5 IMMUNE 75 75 5 1
Security MODsuit

12 25 20 20 5 25 0 150 5 0.45 shock-proof
Safeguard MODsuit

15 30 25 25 15 40 25 IMMUNE 5 0.25 shock-proof
Magnate MODsuit
20 50 50 50 15 15 50 IMMUNE 5 0.25 shock-proof
Cosmohonk MODsuit

15 5 5 5 5 5 0 75 1.25 1.25
Syndicate MODsuit
15 15 in EVA mode
40 in combat mode
20 in EVA mode
50 in combat mode
5 in EVA mode
20 in combat mode
5 in EVA mode
20 in combat mode
35 50 50 5 0.5 in EVA mode
0 in combat mode
Syndicate Elite MODsuit
15 50 in EVA mode
75 in combat mode
45 in EVA mode
75 in combat mode
35 in EVA mode
50 in combat mode
10 in EVA mode
25 in combat mode
60 150 IMMUNE 5 0.5 in EVA mode
0 in combat mode
Prototype MODsuit
20 20 5 10 10 50 50 150 10 0.95
Responsory MODsuit
15 40 25 25 20 25 IMMUNE 200 5 0
Apocryphal MODsuit
25 200 200 50 50 IMMUNE IMMUNE IMMUNE 5 0.75
Corporate MODsuit
15 200 200 50 50 IMMUNE IMMUNE IMMUNE 5 0
Debug MODsuit
50 200 200 50 50 IMMUNE IMMUNE IMMUNE 5 0
Administrative MODsuit
1000 200 200 50 50 IMMUNE IMMUNE IMMUNE 0 0

Modsuit Maintenance

Exchanging the Power Cell

  1. Use Screwdriver on the MODsuit central controller.
  2. Use Wrench.
  3. Re-insert the MODsuit core.
  4. Insert the Power Cell.
  5. Use Screwdriver.

Fixing Wiring

MODsuits wiring can malfunction after MODsuit is damaged by EMPs.
Possible Malfunctions include:

  • Lack of response from the MODsuits functions.
  • The User Interface becoming Dysfunctional until fixed.

In order to fix the wiring:

  1. Use a Screwdriver to expose the wiring.
  2. Hack using a Multitool or Wirecutters.
  3. Use a Screwdriver to hide the wires again when done.
  • Do note the wire order in every single MODsuit is different.
Wire Effects Pulsing Cutting Mending
Shock / Electrify

(Orange Light)

Delivers an electrical shock to the person hacking the MODsuit. Toggles shock mode for up to 30 seconds. Toggles the Orange Light. Will shock anyone hacking the MODsuit until repaired. Returns normal operation.
Disable

(Red Light)

Malfunctions the MODsuit, making it sometimes unresponsive to button presses. Malfunctions the MODsuit until the wire is cut and mended. Toggles the Red Light. Malfunctions the MODsuit until the wires mended. Returns the MODsuit to normal functionality.
ID Lock

(Green Light)

Toggles the ID Lock on a MODsuit. Toggles the ID Lock. Toggles the Green Light. None None
Interface Functionality

(Yellow Light)

Toggles the MODsuits User Interface functionality on a MODsuit. Toggles the User Interfaces Functionality. Toggles the Yellow Light. Breaks the User Interfaces Functionality until the wire is mended. Restores the User Interface Functionality.
Dud Wires The remaining two wires in the MODsuit are duds and have no effect. None None None

Upgrading the MODsuit

Module Addition:

  1. Use Screwdriver on the MODsuit central controller.
  2. Insert modules of your choosing.
  3. Use Screwdriver.

Module Removal:

  1. Use Screwdriver on the MODsuit central controller.
  2. Use Crowbar to take the modules out.
  3. Use Screwdriver.

Modules

Module power drain is based on MODsuit's power drain.
For example, standard MODsuit drain value is 5. Keeping a visor on drains at a rate of 5•0.3.

Printable Modules

Module Complexity Passive Cell Drain Active Cell Drain On-Use Cell Drain Required Tech Levels Description
Storage Module
3 0 0 0 N/A
Extended Storage Module
3 0 0 0 6 Materials
5 Power
6 Engineering
2 EM Spectrum
2 Illegal
Medical Visor Module
1 0 0.3 0 5 Materials
4 Biotech
4 Data Theory
Diagnostic Visor Module
1 0 0.3 0 5 Materials
4 Engineering
4 Biotech
4 Data Theory
Security Visor Module
1 0 0.3 0 5 Materials
4 Biotech
4 Data Theory
3 Combat
Meson Visor Module
1 0 0.3 0 4 Materials
4 Biotech
4 Data Theory
Welding Protection Module
1 0 0 0 4 Materials
5 Engineering
4 Biotech
4 Plasma
T-Ray Scanner Module
1 0 0.5 0 2 Materials
2 Engineering
Cloak Module
4 0 2 10 7 Combat
6 EM Spectrum
3 Illegal
Ion Jetpack Module
3 0 0.5 1 7 Materials
7 Engineering

7 EM Spectrum
Magnetic Stabilizator Module
2 0 0.5 0 4 Materials
5 Engineering
4 EM Spectrum
Radiation Protection Module
0 0.1 0 0 4 Materials
4 EM Spectrum
5 Combat
EMP Shield Module
1 0.3 0 0 6 EM Spectrum
7 Combat
3 Illegal
Flashlight Module
1 0 0.3 0 2 Engineering
2 EM Spectrum
2 Plasma
Emergency Tether Module
1 0 0 1 4 Materials
5 Engineering
4 EM Spectrum
Reagent Scanner Module
1 0 0.2 0 2 Engineering
2 EM Spectrum
2 Plasma
Internal GPS Module
1 0 0 0.2 2 Materials
2 Bluespace
Thermal Regulator Module
1 0 0.3 0 3 Materials
2 EM Spectrum
3 Plasma
Injector Module
1 0 0.3 0 6 Materials
4 Biotech
5 EM Spectrum
Defibrillator Module
2 0 0 200 7 Materials
7 Biotech
6 Power
Bike Horn Module
1 0 0 1 3 Materials
3 Data Theory
Waddle Module
1 0.2 0 0 3 Materials
3 Data Theory
Crate Clamp Module
3 0 0 1 3 Materials
3 Data Theory
Drill Module
2 0 0 1 6 Materials
5 Engineering
5 Power
Ore Bag Module
1 0 0 0.2 2 Materials
3 Engineering
2 Power
DNA Lock Module
2 0 0 3 6 Materials
6 Engineering
5 Power
2 Illegal
Holster Module
2 0 0 0 2 Materials
3 Engineering
2 Power
Active Sonar Module
2 0 0 4 6 Materials
5 Engineering
5 Power
Pathfinder Module
2 0 0 200 6 Materials
5 Engineering
5 Power
Plasma Stabilizer Module
1 0.3 0 0 2 Materials
3 Engineering
2 Power
Status Readout Module
1 0 0 0.1 5 Materials
6 Biotech
5 Power
2 Illegal

Anomaly-Powered Modules

Module Complexity Passive Cell Drain Active Cell Drain On-Use Cell Drain Required Tech Levels Description
Teleporter Module
3 0 0 5 5 Engineering
6 Plasma
7 Bluespace
5 Combat
Requires bluespace anomaly core to function.
Kinesis Module
3 0 0 3 5 Engineering
6 Plasma
7 Bluespace
5 Combat
Requires gravitational anomaly core to function.

Illegal Modules

Module Required Tech Levels
Syndicate Storage Module
7 Materials
7 Power
7 Engineering
4 Illegal
Plate Compression Module
6 Materials
6 Engineering
5 Power
2 Illegal

Maintenance Modules

Modules, that can be found in Maintenance.

Module Complexity Passive Cell Drain Active Cell Drain On-Use Cell Drain Description
Springlock Module
3 0 0 0
Balloon Blower Module
1 0 0 0.5
Stamper Module
1 0 0.3 0

Syndicate Modules

Module Complexity Passive Cell Drain Active Cell Drain On-Use Cell Drain Description
Armor Booster Module
0

Uplink Modules

Modules that can be obtained through Syndicate Uplink.

Module Complexity Passive Cell Drain Active Cell Drain On-Use Cell Drain Telecrystal Cost Description
Thermal Visor Module
1 0 0.3 0 15 TC Lets you see living beings through walls. Also provides night vision.
Night Visor Module
1 0 0.3 0 5 TC Lets you see clearer in the dark.
Plate Compression Module
2 0 0 0 10 TC A module that lets the suit compress into a smaller size. Not compatible with storage modules, you will have to take that module out first.
Anti-Slip Module
1 0.1 0 0 5 TC A module preventing the user from slipping on water. Already installed in the uplink modsuits.
Heavily Modified Springlock Module
0 0 0 5 TC A module that spans the entire size of the MOD unit, sitting under the outer shell. This mechanical exoskeleton pushes out of the way when the user enters and it helps in booting up, but was taken out of modern suits because of the springlock's tendency to "snap" back into place when exposed to humidity. You know what it's like to have an entire exoskeleton enter you?

This version of the module has been modified to allow for near instant activation of the MODsuit. Useful for quickly getting your MODsuit on/off, or for taking care of a target via a tragic accident. It is hidden as a DNA lock module. It will block retraction for 10 seconds by default to allow you to follow up with smoke, but you can multitool the module to disable that.

Hidden Holster Module
1 0 0 0 5 TC A holster module disguised to look like a tether module. Gun not included.

Other Modules

Modules obtainable via other means, as well as ones you cannot obtain.

Module Complexity Passive Cell Drain Active Cell Drain On-Use Cell Drain Location Description
Prototype Kinesis Module
0 0 0 5 Can be found on the Prototype MODsuit.
Kinesis Module Plus
0 0 0 3 Pre-Equipped on Prototype MODsuit.
Insignia Module
0 0 0 0 Pre-Equipped on Responsory MODsuit.
Power Kick Module
0 0 0 0 Pre-Equipped on commander and inquisitory Responsory MODsuits. Pre-Equipped on Apocryphal MODsuit. Inside of Metroid Bundle. Can be bought from Sol Traders.
Advanced Cloaking Module
4 0 1 5 ADMIN SPAWN ONLY
Camera Module
1 0 0 0 Pre-Equipped on Responsory MODsuit.
Advanced Magnetic Stability Module
0 0 0.5 0 Pre-Equipped on Advanced, Responsory, Apocryphal, Corporate and Administrative MODsuits.
MOD Magnet Module
0 Pre-Equipped on Loader MODsuit.