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	<id>https://wiki.factorio.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=SnailsAttack</id>
	<title>Official Factorio Wiki - User contributions [en]</title>
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	<updated>2026-08-21T02:20:01Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.factorio.com/index.php?title=Exoskeleton&amp;diff=216725</id>
		<title>Exoskeleton</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Exoskeleton&amp;diff=216725"/>
		<updated>2025-12-17T09:17:34Z</updated>

		<summary type="html">&lt;p&gt;SnailsAttack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Exoskeleton}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exoskeleton&#039;&#039;&#039; enhances the movement speed of the [[player]] by 30% when fully powered. It consumes 200kW (200kJ/s) of power when used. They can be toggled on and off in the [[shortcut bar]], assuming the player is wearing one.&lt;br /&gt;
&lt;br /&gt;
Exoskeleton is a kind of [[Equipment modules|equipment module]]. It can be used by placing it in the grid that opens by right clicking the armor. Exoskeletons can also be placed into the equipment grid of vehicles like the [[spidertron]] and the [[tank]] to increase their movement speed. Exoskeletons also increase the flying speed of the [[mech armor]]{{SA}}.&lt;br /&gt;
&lt;br /&gt;
Each exoskeleton occupies a 2×4 tall rectangle in the equipment grid.  It is possible to use multiple exoskeletons, and the speed bonus will stack additively. There is no speed limit; it is limited only by the amount of room available in the equipment grid and by available power.&lt;br /&gt;
&lt;br /&gt;
Exoskeletons have a 56kJ internal electricity storage, visible as a charging bar.  With no power, this will sustain them for less than a second.  As the available power approaches 200kW, the charging bar will both drain more slowly and have a larger minimum size.  The exoskeleton will provide a full speed bonus until the charging bar hits the minimum size, at which point the exoskeleton&#039;s speed bonus drops to what it can maintain.  At 200kW or greater, the charging bar does not shrink and the speed bonus remains at maximum.&lt;br /&gt;
&lt;br /&gt;
Note that exoskeletons are below shields in armor charging priority, and if the shields are damaged at all, exoskeletons will rapidly run dry and will not resume their full speed until the shields are fully charged. This makes them fairly useless for quick getaways.&lt;br /&gt;
&lt;br /&gt;
Exoskeletons do not have a passive energy consumption; they only consume equipment grid energy when the player or vehicle is actually moving.&lt;br /&gt;
&lt;br /&gt;
== Movement speed increase ==&lt;br /&gt;
&lt;br /&gt;
The [[player]]&#039;s base movement speed is &#039;&#039;&#039;8.902&#039;&#039;&#039; [[Map_structure#Tile|tiles]] per [[Time#Seconds|game-second]].&amp;lt;sup&amp;gt;[[Talk:Exoskeleton#Movement%20speed%20experiments|1]]&amp;lt;/sup&amp;gt; Each additional exoskeleton increases the speed by 30% of the base speed. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Number of exoskeletons&lt;br /&gt;
! Tiles/game-second&lt;br /&gt;
! % of base speed&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 8.902&lt;br /&gt;
| 100 %&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 11.483&lt;br /&gt;
| 129 %&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 14.286&lt;br /&gt;
| 161 %&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 16.866&lt;br /&gt;
| 190 %&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 19.672&lt;br /&gt;
| 221 %&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| 22.472&lt;br /&gt;
| 252 %&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| 25.026&lt;br /&gt;
| 281 %&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.17.10|&lt;br /&gt;
* &amp;quot;Toggle exoskeleton&amp;quot; function is now accessible via keyboard shortcut.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Added shortcut bar that allows quick access to certain game features such as turning off exoskeleton.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Power consumption increased by a factor of 10.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Power consumption increased by a factor of 100.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Modular armor]]&lt;br /&gt;
* [[Equipment modules]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Equipment}}&lt;/div&gt;</summary>
		<author><name>SnailsAttack</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Belt_immunity_equipment&amp;diff=216724</id>
		<title>Belt immunity equipment</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Belt_immunity_equipment&amp;diff=216724"/>
		<updated>2025-12-17T09:16:48Z</updated>

		<summary type="html">&lt;p&gt;SnailsAttack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}{{:Infobox:Belt immunity equipment}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;belt immunity equipment&#039;&#039;&#039;, once inserted into [[modular armor]] or a vehicle with an equipment grid, grants the [[player]] or vehicle the ability to be on [[transport belt]]s without being moved around by them.&lt;br /&gt;
&lt;br /&gt;
The belt immunity equipment constantly consumes 100kW of power from the equipment grid regardless of whether the player or vehicle is on a belt.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Equipment}}&lt;/div&gt;</summary>
		<author><name>SnailsAttack</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Energy_shield&amp;diff=216723</id>
		<title>Energy shield</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Energy_shield&amp;diff=216723"/>
		<updated>2025-12-17T09:15:54Z</updated>

		<summary type="html">&lt;p&gt;SnailsAttack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Energy shield}}&lt;br /&gt;
The &#039;&#039;&#039;energy shield&#039;&#039;&#039; generates a basic protective shield that can absorb a small amount of [[damage]].&lt;br /&gt;
&lt;br /&gt;
[[Equipment modules]] can be used by placing them in the grid that opens by right clicking the armor.&lt;br /&gt;
&lt;br /&gt;
The shield is effectively an extension of HP and has to be brought to 0 for the character to suffer any actual HP damage. Like actual HP, it benefits from the damage reduction attributes of its armor. All damage is split equally between shields, allowing all shields to recharge simultaneously. Energy shields are largely obsoleted by the [[Energy shield MK2]], which offers a vastly increased HP buffer at the cost of demanding more energy per HP.&lt;br /&gt;
&lt;br /&gt;
A shield&#039;s maximum recharge rate is based on its energy draw divided by the energy cost per shield point. At 240kW costing 20KJ per shield point, the energy shield MK1 recharges 12 HP per second and takes 4 seconds to recharge from 0 to 50HP. The overall energy demand is extremely high and will stress the suit&#039;s [[Portable_solar_panel|solar panels]] and [[Portable_fusion_reactor|fusion reactor]], so use [[Personal battery|batteries]] to maintain your shields under fire.&lt;br /&gt;
&lt;br /&gt;
Mk1 shields have an internal energy buffer of 120kJ, which effectively provide an additional hidden 6HP of shielding and add an extra .5 seconds to fully recharge.&lt;br /&gt;
&lt;br /&gt;
Energy shields do not have a passive energy consumption; they only consume equipment grid energy when required to recharge the shield.&lt;br /&gt;
&lt;br /&gt;
[[File:energy_shield_bar.png|thumb|400px|none|The purple energy shield bar below the health bar.]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Power consumption increased by a factor of 10.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Power consumption increased by a factor of 100.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also == &lt;br /&gt;
&lt;br /&gt;
* [[Modular armor]]&lt;br /&gt;
* [[Equipment modules]]&lt;br /&gt;
* [[Energy shield MK2]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Equipment}}&lt;/div&gt;</summary>
		<author><name>SnailsAttack</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Personal_roboport&amp;diff=216722</id>
		<title>Personal roboport</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Personal_roboport&amp;diff=216722"/>
		<updated>2025-12-17T09:14:45Z</updated>

		<summary type="html">&lt;p&gt;SnailsAttack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Personal roboport}}&lt;br /&gt;
The &#039;&#039;&#039;personal roboport&#039;&#039;&#039; allows the [[player]] to act as a mobile [[roboport]] when this item is placed in their equipped armor or the [[spidertron]]. It can be toggled on or off via a button in the [[shortcut bar]] or with {{Keybinding|alt|F}}. The roboport&#039;s internal energy buffer must be 20% full to allow [[construction robot]]s to deploy. They are also used to create the upgraded version of itself, the [[personal roboport MK2]], which provide a higher robot limit.&lt;br /&gt;
&lt;br /&gt;
Personal roboports do not have a passive energy consumption; they only consume equipment grid energy when required to recharge a construction robot that has returned after deployment.&lt;br /&gt;
&lt;br /&gt;
If the personal roboport is disabled via the shortcut bar while any of the player&#039;s robots already out of the inventory and performing a task, they will continue to finish their tasks before returning to the player.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Personal roboports handle [[construction robot]]s only, not [[logistic robot]]s. If a [[blueprint]] is used, construction robots will construct only what can be built using supplies that the player has on hand.&lt;br /&gt;
* Just like other robots, if a personal robot runs out of energy it will reduce its speed but continue its attempt to catch up with the player.&lt;br /&gt;
* Equipping more than one personal roboport allows more personal construction robots to operate at once, operate further from the player, and more robots can be recharged at a time.&lt;br /&gt;
* Each personal roboport allows an additional 10 active robots, additional range, and 2 charging ports.&lt;br /&gt;
* The internal energy buffer of the roboport has a capacity of 35 MJ, or almost as much as two [[Personal battery|personal batteries]].&lt;br /&gt;
* The total range of N personal roboports can be calculated with the following equation, which is then rounded to the nearest integer: &amp;lt;code&amp;gt;sqrt(N × 30 × 30)&amp;lt;/code&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ Scaling Personal Roboport&lt;br /&gt;
|-&lt;br /&gt;
! Equipped roboports !! Available robots !! Activation distance !! Recharge ports&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 10 || 30×30 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 20 || 42×42 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 30 || 52×52 || 6&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 40 || 60×60 || 8&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 50 || 67×67 || 10&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 60 || 73×73 || 12&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 70 || 79×79 || 14&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 80 || 85×85 || 16&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 90 || 90×90 || 18&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.17.10|&lt;br /&gt;
* &amp;quot;Toggle personal roboport&amp;quot; function is now accessible via keyboard shortcut.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Added shortcut bar that allows quick access to certain game features such as turning off personal roboport.&lt;br /&gt;
* Changed personal roboports so they won&#039;t send construction robots if you&#039;re driving in a vehicle that they can&#039;t keep up with or if in a train in automatic mode.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Changed power consumption from 200kW per recharge slot to 1MW per slot.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Equipment}}&lt;/div&gt;</summary>
		<author><name>SnailsAttack</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Portable_fission_reactor&amp;diff=216720</id>
		<title>Portable fission reactor</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Portable_fission_reactor&amp;diff=216720"/>
		<updated>2025-12-17T09:11:09Z</updated>

		<summary type="html">&lt;p&gt;SnailsAttack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Portable fission reactor}}&lt;br /&gt;
&#039;&#039;&#039;Portable fission reactors&#039;&#039;&#039; are advanced power generating modules for [[modular armor]], [[power armor]], [[power armor MK2]] and the [[spidertron]].  They generate 750kW of power continuously, equivalent to the peak output of 25 [[portable solar panel]]s, while taking up only a 4×4 area in the equipment grid.&lt;br /&gt;
&lt;br /&gt;
Portable fission reactors are an unlimited source of energy and require nothing to power them.&lt;br /&gt;
&lt;br /&gt;
Portable fission reactors are essential items for power armor and power armor MK2, as running the many other modules in these armors would take far too many solar panels to be practical.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced.&lt;br /&gt;
** Functionally a replacement for the 1.1.110 [[portable fusion reactor]].&lt;br /&gt;
** All portable fusion reactors crafted before 2.0.7 have been turned into portable fission reactors.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Modular armor]]&lt;br /&gt;
* [[Power armor]]&lt;br /&gt;
* [[Power armor MK2]]&lt;br /&gt;
* [[Portable solar panel]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Equipment}}&lt;/div&gt;</summary>
		<author><name>SnailsAttack</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Portable_solar_panel&amp;diff=216719</id>
		<title>Portable solar panel</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Portable_solar_panel&amp;diff=216719"/>
		<updated>2025-12-17T09:10:14Z</updated>

		<summary type="html">&lt;p&gt;SnailsAttack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Portable solar panel}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Portable solar panels&#039;&#039;&#039; are the basic power generating units for [[modular armor]] and the [[spidertron]], and provide up to 30kW of power during the daytime.&lt;br /&gt;
&lt;br /&gt;
Portable solar panels exhibit the same daylight-to-power curve as the [[solar panel]] entity, and therefore the average output of one portable solar panel is 21kW, or 70% of its peak output. The output is affected by quality and the wearer&#039;s location (i.e. which planet they&#039;re on/orbiting).&lt;br /&gt;
&lt;br /&gt;
Portable solar panels can be used to slowly recharge [[energy shield]]s out of combat, but are nearly useless for [[personal laser defense]] or [[exoskeleton]], even with a large number of [[personal battery|batteries]].&lt;br /&gt;
&lt;br /&gt;
Portable solar panels are 1×1 in size and are therefore primarily used in [[modular armor]], which has a 5×5 grid that cannot usefully hold a much more powerful 4×4 [[portable fission reactor]] or {{SA}}[[portable fusion reactor]]. (It could store one, but there would be no room for anything to use the power.)&lt;br /&gt;
&lt;br /&gt;
The more advanced armors should almost always use portable fusion reactors instead.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* Portable solar panels have [[Modular_armor_(research)|Modular armor]] as pre-requisite.&lt;br /&gt;
* Portable solar panel power output changed from 10kW to 30kW, recipe tweaked to require less Solar panels but more Advanced circuits.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Power production increased by a factor of 10.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Power production increased by a factor of 100.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Modular armor]]&lt;br /&gt;
* [[Portable fusion reactor]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Equipment}}&lt;/div&gt;</summary>
		<author><name>SnailsAttack</name></author>
	</entry>
</feed>