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Power armor: Difference between revisions

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{{Languages}}
{{Languages}}
{{:Infobox:Power armor}}
{{:Infobox:Power armor}}
'''Power armor''' provides yet another increase in inventory and defense over [[Modular armor]], in addition to a larger 7x7 grid for [[equipment modules]]. Access the equipment grid by right-clicking on the armor.
'''Power armor''' provides yet another increase in inventory and defense over [[modular armor]], in addition to a larger 6×8 grid for [[equipment modules]]. Access the equipment grid by right-clicking on the armor.


Unfortunately as a combat suit it suffers from being at the same tech level as the [[Tank]] while being considerably more difficult to produce. The Tank's extreme combat endurance, powerful main cannon and relative ease of production makes it the weapon of choice for the mid game Engineer. Combat oriented players may skip Power Armor entirely, as the simple [[Modular armor]] is sufficient to provide support from inside a tank.
Equipping the armor adds 20 slots to the [[player]]'s inventory. As with all modular armor, taking off the armor will remove the inventory bonus, and any items in the extra inventory slots will prevent the player from unequipping the armor.


Power armor remains useful around the base for its inventory bonus, ability to equip large quantities of [[Personal roboport]]s and power them with the potent [[Portable fusion reactor]]. It is surpassed by the final development of [[Power armor MK2]].
== Gallery ==
<gallery widths=190px heights=310px>
File:Power armor GUI.png|The equipment grid of the armor.
</gallery>


== History ==
== History ==
{{history|2.0.7|
* Power armor equipment grid resized from 7x7 to 6x8 to be a bit more practical.
* Excess inventory now prevents removing the armor rather than spilling items onto the ground.}}


{{history|0.13.0|
{{history|0.13.0|
* Armors have inventory size bonuses.
* Inventory size bonus of 20.
* Can be swapped with other power armors.}}
* Can be swapped with other power armors.}}


Line 19: Line 25:
* Changed recipe of power armor}}
* Changed recipe of power armor}}


{{history|0.1.0|
{{history|0.7.0|
* Introduced}}  
* Introduced}}


==See also==
==See also==
* [[Armor]]
* [[Armor]]
* [[Modular armor]]
** [[Modular armor]]
* [[Power armor MK2]]
** [[Power armor MK2]]
* [[Damage|Damage & resistances]]
* [[Equipment modules]]
* [[Resistances]]


{{CombatNav}}
{{CombatNav}}
{{C|Armor}}
{{C|Armor}}

Latest revision as of 10:10, 19 February 2025

Power armor

Recipe

20
+
20
+
40
+
40
1

Total raw

20
+
20
+
40
+
40

Resistances

Acid: 0/60%
Explosion: 40/40%
Fire: 0/60%
Physical: 8/30%

Inventory size bonus

20
26 32
38 50

Equipment grid size

6×8
7×9 8×10
9×11 11×13

Stack size

1

Durability

Infinite

Prototype type

armor

Internal name

power-armor

Accepted equipment

Required technologies

Produced by

Power armor provides yet another increase in inventory and defense over modular armor, in addition to a larger 6×8 grid for equipment modules. Access the equipment grid by right-clicking on the armor.

Equipping the armor adds 20 slots to the player's inventory. As with all modular armor, taking off the armor will remove the inventory bonus, and any items in the extra inventory slots will prevent the player from unequipping the armor.

Gallery

History

  • 2.0.7:
    • Power armor equipment grid resized from 7x7 to 6x8 to be a bit more practical.
    • Excess inventory now prevents removing the armor rather than spilling items onto the ground.
  • 0.13.0:
    • Inventory size bonus of 20.
    • Can be swapped with other power armors.
  • 0.12.0:
    • Power armors now generate and consume 100 times more power.
  • 0.11.12:
    • Changed recipe of power armor

See also