Equipment modules: Difference between revisions
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== [[Armor Modules]] == | == [[Armor Modules]] == | ||
Once you have any modular armor you gain access to various general purpose enhancements, which can be free added or removed from any armor. While all of them are capable of fitting in even the [[Basic modular armor/ru]] their usefulness greatly depends on player choice, there are no specific ''best'' modules, although some are made obsolete by later versions. | Once you have any modular armor you gain access to various general purpose enhancements, which can be free added or removed from any armor. While all of them are capable of fitting in even the [[Basic modular armor/ru]] their usefulness greatly depends on player choice, there are no specific ''best'' modules, although some are made obsolete by later versions. |
Revision as of 11:35, 26 March 2016
Armor Modules
Once you have any modular armor you gain access to various general purpose enhancements, which can be free added or removed from any armor. While all of them are capable of fitting in even the Basic modular armor/ru their usefulness greatly depends on player choice, there are no specific best modules, although some are made obsolete by later versions. Armor Modules
Basic Exoskeleton Equipment
Batteries
Battery MK1
Battery MK2
Portable Power Supply
Portable solar panel
Equipment modules |
Portable solar panels are the basic power generating units for modular armor and the spidertron. They provide only a small amount of power, and only during the daytime.
Portable solar panels can be used to slowly recharge energy shields out of combat, but are nearly useless for personal laser defense or exoskeleton, even with a large number of batteries.
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 fusion reactor. (It could store one, but there would be no room for anything to use the power.)
The more advanced armors should almost always use portable fusion reactors instead.
History
- 0.17.0:
- Portable solar panels have Modular armor as pre-requisite.
- Portable solar panel power output changed from 10kW to 30kW, recipe tweaked to require less Solar panels but more Advanced circuits.
- 0.13.0:
- Power production increased by a factor of 10.
- 0.12.0:
- Power production increased by a factor of 100.
- 0.7.0:
- Introduced
See also
Portable fusion reactor
Equipment modules |
Recipe |
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+ + + + + + → | |||||||||||||
Total raw |
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+ + + + + + | |||||||||||||
Stack size |
20 |
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Dimensions |
4×4 |
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Placed in |
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Power output |
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Prototype type |
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Internal name |
fusion-reactor-equipment |
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Required technologies |
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Produced by |
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Space Age expansion exclusive feature.
This article is about the new equipment introduced in Space Age. For the base game reactor equipment, see Portable fission reactor.
Portable fusion reactors are advanced power generating modules for equipment grids, and the most powerful one in Space Age. They generate 2.5 MW of power, equivalent roughly 83.3 portable solar panels or 3.3 portable fission reactors, while taking up only a 4×4 area in the equipment grid.
Portable fusion reactors are an unlimited source of energy and require nothing to power them.
Trivia
- The model is a reference to the movie Back to the Future, specifically the "Mr. Fusion" item on the back of the DeLorean. The "Mr. Fusion" is itself a riff on "Mr. Coffee," as the prop was a modified coffee maker.
- The portable fusion reactor is the only item in base game Factorio to become DLC exclusive content.
History
- 2.0.7:
- Crafting recipe overhauled.
- Power production increased from 750 kW to 2.5 MW.
- Portable fusion reactors are now Space Age exclusive content.
- Portable fission reactor was introduced to replace its previous position in the tech tree.
- All portable fusion reactors crafted before 2.0.7 have been turned into portable fission reactors.
- 0.13.0:
- Power production increased from 75 kW to 750 kW.
- 0.12.0:
- Power production increased from 750 W to 75 kW
- 0.7.0:
- Introduced
See also
Energy Shields
Energy shield
Equipment modules |
Recipe |
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+ + → | |||||||||||||
Total raw |
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+ + + + | |||||||||||||
Stack size |
20 |
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Dimensions |
2×2 |
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Energy consumption |
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Placed in |
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Energy capacity |
120 kJ (electric) |
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Shield hitpoints |
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Energy per hitpoint |
20 kJ (electric) |
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Maximum recharge speed |
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Prototype type |
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Internal name |
energy-shield-equipment |
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Required technologies |
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Produced by |
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Consumed by |
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The energy shield generates a basic protective shield that can absorb a small amount of damage.
Equipment modules can be used by placing them in the grid that opens by right clicking the armor.
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.
A shield'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's solar panels and fusion reactor, so use batteries to maintain your shields under fire.
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.
History
- 0.13.0:
- Power consumption increased by a factor of 10.
- 0.12.0:
- Power consumption increased by a factor of 100.
- 0.7.0:
- Introduced
See also
Energy shield MK2
Equipment modules |
Recipe |
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+ + + → | |||||||||||||
Total raw |
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+ + + + + | |||||||||||||
Stack size |
20 |
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Dimensions |
2×2 |
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Energy consumption |
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Placed in |
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Energy capacity |
180 kJ (electric) |
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Shield hitpoints |
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Energy per hitpoint |
20 kJ (electric) |
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Maximum recharge speed |
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Prototype type |
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Internal name |
energy-shield-mk2-equipment |
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Required technologies |
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Produced by |
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The energy shield MK2 generates a stronger protective shield around the character, absorbing some damage.
The shield is effectively an extension of HP and has to be brought to 0 for the character to suffer any actual HP or armor damage. Like actual HP, it benefits from the armor's damage resistance. A cheaper version of it is the energy shield.
A shield's maximum recharge rate is based on its energy draw divided by the energy cost per shield point. At 360kW costing 30KJ per shield point, the energy shield MK2 recharges 12 HP per second and takes 12.5 seconds to recharge from 0 to 150 HP. All damage is split equally between shields, allowing all shields to recharge simultaneously.
The maximum shield recharge rate is limited by the suit's energy supply. A portable fusion reactor will only sustain 2 MK2 shields under fire (or 3 MK1 shields) while portable solar panels are only good for a few recharges per day. Because of the high energy demand, it can be useful to complement shields with modular batteries, as they will maintain shield recharge under fire.
The Energy Shield Mk2 has an internal energy buffer of 180kW, which effectively adds a hidden 6HP and additional .5 seconds to recharge.
History
- 0.13.0:
- Power consumption increased by a factor of 10.
- 0.12.0:
- Power consumption increased by a factor of 100.
- 0.7.0:
- Introduced
See also
Vision Equipment
Equipment modules |
Recipe |
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+ + → | |
Total raw |
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+ + + + | |
Stack size |
20 |
Dimensions |
2×2 |
Energy consumption |
10 kW (electric) |
Placed in |
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Energy capacity |
120 kJ (electric) |
Prototype type |
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Internal name |
night-vision-equipment |
Required technologies |
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Produced by |
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Nightvision is a kind of equipment module. It can be used by placing it in the grid that opens by right clicking the armor.
Having nightvision in the armor during the night changes the standard vision at night to be brighter with a gray overlay that drains non-lit areas of color. Unlike other items such as exoskeletons or shields, equipping multiple night vision units has no effect. Nightvision turns off and requires no energy during the day time.
Nightvision require a suit energy supply to function. Unfortunately its complementary tech portable solar panel does not provide energy at night, and the Nightvision's internal buffer of 120 kJ will quickly drain in a few seconds. Getting initial use out of Nightvision requires charging a modular battery to stay online over night.
History
- 2.0.22:
- Effect changed to look less orange.
- 2.0.7:
- Effect changed from grayscale to a more contrasty one.
- 0.13.0:
- Power consumption increased by a factor of 10.
- 0.12.0:
- Power consumption increased by a factor of 100.
- 0.11.17:
- Moved the night vision tint color into the night vision equipment prototype.
- 0.9.1:
- Show energy consumption in the tooltip.
- 0.9.0:
- Green color of night vision is less dense.
- 0.7.0:
- Introduced
See also
Personal Defense Equipment
Personal laser defense
Equipment modules |
Recipe |
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+ + + → | |||||||||||||
Total raw |
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+ + + + + + | |||||||||||||
Stack size |
20 |
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Range |
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Shooting speed |
1.5/s |
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Damage |
10 laser |
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Dimensions |
2×2 |
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Energy consumption |
75 kW (electric) |
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Placed in |
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Energy capacity |
220 kJ (electric) |
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Prototype type |
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Internal name |
personal-laser-defense-equipment |
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Required technologies |
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Boosting technologies |
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Produced by |
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The Personal laser defense is a module that can be inserted into modular armor and the spidertron, it provides a basic laser defense system.
It automatically targets and fires at nearby enemies, and, unlike hand-held weapons, doesn't slow the player down when firing. It consumes power after it fires (to recharge), so it doesn't necessarily need personal batteries. Stacking multiple personal laser defenses in the modular armor provides more lasers to attack at once. Each shot costs 50kJ of energy; as the shooting speed increases through upgrades, so does the power required to keep firing.
The personal laser defense will fire at enemies nearby even if the player is inside a vehicle.
History
- 2.0.7:
- Nerfed personal laser defense damage output to 1/3 its previous output.
- 0.13.0:
- Power consumption increased by a factor of 10.
- 0.12.0:
- Power consumption increased by a factor of 100.
- 0.7.0:
- Introduced
See also
[[Discharge defense]
Equipment modules |
Recipe |
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+ + + → | |||||||||||||
Total raw |
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+ + + + + | |||||||||||||
Stack size |
20 |
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Range |
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Shooting speed |
0.4/s |
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Damage |
100 electric |
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Area of effect size |
8 |
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Dimensions |
2×2 |
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Energy consumption |
800 kW (electric) |
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Placed in |
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Energy capacity |
4040 kJ (electric) |
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Prototype type |
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Internal name |
discharge-defense-equipment |
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Required technologies |
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Produced by |
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The discharge defense provides an emergency self defense system when it is inserted into modular armor and the spidertron. When triggered by left-clicking with the discharge defense remote it pushes back, stuns, and damages enemies around the player.
History
- 0.15.0:
- Decreased the size of Discharge defense equipment from 3×3 to 2×2.
- 0.13.0:
- Power consumption increased by a factor of 10.
- 0.12.0:
- Power consumption increased by a factor of 100.
- 0.7.3:
- Now only damages enemies
- Damage tripled
- Smaller cooldown
- Smaller power consumption.
- 0.7.0:
- Introduced