Equipment modules
Equipment modules can be added to modular armor, power armor, power armor MK2 and mech armor and give the player various bonuses.
The only vehicles that can make use of equipment modules are the tank and the spidertron.
Bonuses given by equipment modules stack and can be combined with each other to suit the wearer's personal preferences. Modules take up a certain amount of space in armor and some consume energy.
Modules will remain in the armor even if it is removed, stored or dropped on the ground. Vehicles with equipment can be picked up and re-placed with their equipment intact (though their inventories will be emptied). Modules will only function when the armor is equipped or the vehicle is placed, and modules will not recharge or deplete otherwise.
Equipment modules can be used by placing them in the grid that opens by right clicking the armor.
All modules have their own technology that must be researched before they can be crafted.
Power generation
If some equipment modules needs power, then the equipment grid will need at least one of these:
Item | Equipment slots taken |
---|---|
Portable solar panel | 1×1 |
Portable fission reactor | 4×4 |
Portable fusion reactor | 4×4 |
Power storage
These equipment modules store power generated by the above for later use.
Item | Equipment slots taken |
---|---|
Personal battery | 1×2 |
Personal battery MK2 | 1×2 |
Personal battery MK3 | 1×2 |
Construction robot control
Allows the player or vehicle to deploy construction robots, using items stored in the player or vehicle's inventory:
Item | Equipment slots taken |
---|---|
Personal roboport | 2×2 |
Personal roboport MK2 | 2×2 |
Combat modifiers
These modules deal damage or mitigate it in some way.
Item | Equipment slots taken |
---|---|
Discharge defense | 2×2 |
Energy shield | 2×2 |
Energy shield MK2 | 2×2 |
Personal laser defense | 2×2 |
Utility
Item | Equipment slots taken |
---|---|
Belt immunity equipment | 1×1 |
Nightvision | 2×2 |
Exoskeleton | 2×4 |
Toolbelt equipment | 3×1 |