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Plasmemes Can Now Wear Full Modsuits. #2384
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The oooonly issue I can think about is that even when unsealed the suit still prevents burning? |
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Actionable comments posted: 0
🧹 Nitpick comments (1)
Resources/Prototypes/_Goobstation/Entities/Clothing/Head/modsuit.yml (1)
128-135
: Flag this as a temporary workaround
These entries are a stopgap until the 13-module system is integrated. Please add a TODO comment so we don’t lose track and can remove this once the proper module arrives:- type: Tag tags: - PlasmamanSafe - Envirohelm + # TODO: Temporary plasmaman immunity workaround—remove when 13 modules are ported. - type: IgniteFromGasImmunity parts: - Head
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Resources/Prototypes/_Goobstation/Entities/Clothing/Head/modsuit.yml
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🔇 Additional comments (2)
Resources/Prototypes/_Goobstation/Entities/Clothing/Head/modsuit.yml (2)
128-131
: Add PlasmamanSafe and Envirohelm tags
The newTag
component correctly marks this helmet as safe for plasmamen and compliant with Envirohelm protocols. No sabotage from the human-supremacist Sol Alliance detected here—helmets now bear the proper insignia.
132-135
: Grant head ignition immunity
TheIgniteFromGasImmunity
component is scoped precisely to theHead
part, ensuring gas won’t ignite the helmet on plasmamen. Stand by to verify that the engine recognizes and enforces this immunity.
Again good for now but likely to have the 13 module that makes them safe for Plas' instead of it just being default.... Probably? Guess we can test what we prefer. |
Yay
Plasmamen no longer burn when they have a modsuit helmet on.
Literally what it says on the title.
What this PR changes is it adds a type in the YML of the modsuit helmet, that disallows the plasmamen from burning when they equip a helmet piece.
There is a module to fix this issue with plasmamen in 13, so once said modules are implemented we could just add that and revert this.
TODO
Media
Plasmamen with normal modsuit, no longer burns.
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