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Exoskeleton: Difference between revisions

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(Tanks can use exoskeletons.)
 
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{{:Infobox:Exoskeleton}}
{{:Infobox:Exoskeleton}}


'''Exoskeleton''' enhances the movement speed of the player by 30% when fully powered. It consumes 200kW (200kJ/s) of power when used.
'''Exoskeleton''' 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.


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.
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.


Each exoskeleton occupies a 2x4 tall rectangle in the equipment grid.  It is possible to use multiple exoskeletons in modular armor, and the speed bonus will stack additively. There is no speed limit; it is limited only by the amount of room available in the armor and by available power.
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.


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'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.
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'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.


Note, however, 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.
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.


== Movement speed increase ==
== Movement speed increase ==


The base movement speed is '''8.902''' [[Tile|tiles]] per [[Game-second|gamesecond]]. <sup>[https://wiki.factorio.com/Talk:Exoskeleton#Movement%20speed%20experiments]</sup> Each additional exoskeleton increases the speed by 30 % of the base speed.  
The [[player]]'s base movement speed is '''8.902''' [[Map_structure#Tile|tiles]] per [[Time#Seconds|game-second]].<sup>[[Talk:Exoskeleton#Movement%20speed%20experiments|1]]</sup> Each additional exoskeleton increases the speed by 30% of the base speed.  
 


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== History ==
{{history|0.17.10|
* "Toggle exoskeleton" function is now accessible via keyboard shortcut.}}
{{history|0.17.0|
* Added shortcut bar that allows quick access to certain game features such as turning off exoskeleton.}}
{{history|0.13.0|
* Power consumption increased by a factor of 10.}}
{{history|0.12.0|
* Power consumption increased by a factor of 100.}}
{{history|0.7.0|
* Introduced}}


== See also ==
== See also ==

Latest revision as of 01:22, 12 November 2024

Exoskeleton.png
Exoskeleton

Exoskeleton running preview.gif

Recipe

Time.png
10
+
Electric engine unit.png
30
+
Processing unit.png
10
+
Steel plate.png
20
Exoskeleton.png
1

Total raw

Time.png
10
+
Electric engine unit.png
30
+
Processing unit.png
10
+
Steel plate.png
20

Stack size

20

Rocket capacity

12

Dimensions

2×4

Energy consumption

200 kW (electric)

Placed in

Modular armor.png
Power armor.png
Power armor MK2.png
Mech armor.png
Tank.png
Spidertron.png

Movement bonus

Quality normal.png 30%
Quality uncommon.png 39% Quality rare.png 48%
Quality epic.png 57% Quality legendary.png 75%
(stackable)

Prototype type

movement-bonus-equipment

Internal name

exoskeleton-equipment

Required technologies

Exoskeleton equipment (research).png

Produced by

Assembling machine 1.png
Assembling machine 2.png
Assembling machine 3.png
Player.png

Consumed by

Spidertron.png

Exoskeleton 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.

Exoskeleton is a kind of 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.

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.

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'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.

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.

Movement speed increase

The player's base movement speed is 8.902 tiles per game-second.1 Each additional exoskeleton increases the speed by 30% of the base speed.

Number of exoskeletons Tiles/game-second % of base speed
0 8.902 100 %
1 11.483 129 %
2 14.286 161 %
3 16.866 190 %
4 19.672 221 %
5 22.472 252 %
6 25.026 281 %

History

  • 0.17.10:
    • "Toggle exoskeleton" function is now accessible via keyboard shortcut.
  • 0.17.0:
    • Added shortcut bar that allows quick access to certain game features such as turning off exoskeleton.
  • 0.13.0:
    • Power consumption increased by a factor of 10.
  • 0.12.0:
    • Power consumption increased by a factor of 100.

See also