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Equipment modules: Difference between revisions

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(Armor no longer has durability in vanilla)
(Added SA tags, corrected toolbelt dimentions, alphabetised, deleted discharge remote)
 
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{{Disambiguation}}
{{Disambiguation}}


Equipment modules can be added to [[modular armor]], [[power armor]] and [[power armor MK2]] and give the player various bonuses.
Equipment modules can be added to [[modular armor]], [[power armor]], [[power armor MK2]] and [[mech armor]]{{SA}} and give the player various bonuses.


The only vehicle that can make use of equipment modules is the [[spidertron]].
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.
Bonuses given by equipment modules stack and can be combined with each other to suit the wearer's personal preferences.
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The following modules are available:
The following modules are available:


* {{imagelink|Exoskeleton}}
 
* {{imagelink|Belt immunity equipment}}
 
* {{imagelink|Personal battery}}
{|class="wikitable" style="text-align: left;"
* {{imagelink|Personal battery MK2}}
! Item !! Equipment slots taken
* {{imagelink|Discharge defense}}
|-
* {{imagelink|Energy shield}}
| {{imagelink|Belt immunity equipment}} || 1x1
* {{imagelink|Energy shield MK2}}
|-
* {{imagelink|Nightvision}}
| {{imagelink|Portable solar panel}} || 1x1
* {{imagelink|Personal laser defense}}
|-
* {{imagelink|Personal roboport}}
| {{imagelink|Discharge defense}} || 2X2
* {{imagelink|Personal roboport MK2}}
|-
* {{imagelink|Portable fusion reactor}}
| {{imagelink|Energy shield}} || 2x2
* {{imagelink|Portable solar panel}}
|-
| {{imagelink|Energy shield MK2}} || 2x2
|-
| {{imagelink|Nightvision}} || 2x2
|-
| {{imagelink|Personal battery}} || 2x2
|-
| {{imagelink|Personal battery MK2}} || 2x2
|-
| {{imagelink|Personal battery MK3|space-age=yes}} || 2x2
|-
| {{imagelink|Personal laser defense}} || 2x2
|-
| {{imagelink|Personal roboport}} || 2x2
|-
| {{imagelink|Personal roboport MK2}} || 2x2
|-
| {{imagelink|Exoskeleton}} || 2x3
|-
| {{imagelink|Toolbelt equipment|space-age=yes}} || 3x1
|-
| {{imagelink|Portable fission reactor}} || 4x4
|-
| {{imagelink|Portable fusion reactor|space-age=yes}} || 4x4
|}

Latest revision as of 10:01, 9 December 2024

Electronics (research).png
Multiple pages share the title or description of "Equipment modules".
They are listed below.

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. Modules will only function when the armor is equipped and 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. The following modules are available:


Item Equipment slots taken
Belt immunity equipment.png
Belt immunity equipment
1x1
Portable solar panel.png
Portable solar panel
1x1
Discharge defense.png
Discharge defense
2X2
Energy shield.png
Energy shield
2x2
Energy shield MK2.png
Energy shield MK2
2x2
Nightvision.png
Nightvision
2x2
Personal battery.png
Personal battery
2x2
Personal battery MK2.png
Personal battery MK2
2x2
Personal battery MK3.png
Personal battery MK3
2x2
Personal laser defense.png
Personal laser defense
2x2
Personal roboport.png
Personal roboport
2x2
Personal roboport MK2.png
Personal roboport MK2
2x2
Exoskeleton.png
Exoskeleton
2x3
Toolbelt equipment.png
Toolbelt equipment
3x1
Portable fission reactor.png
Portable fission reactor
4x4
Portable fusion reactor.png
Portable fusion reactor
4x4