In other languages: Čeština Deutsch Français 日本語 한국어 Polski Русский Українська 简体中文

Equipment modules: Difference between revisions

From Official Factorio Wiki
Jump to navigation Jump to search
Fixed personal battery size
Alfonse (talk | contribs)
Broke the equipment modules down into broad categories.
 
Line 16: Line 16:
The following modules are available:
The following modules are available:


== Power generation ==


If some equipment modules needs power, then the equipment grid will need at least one of these:


{|class="wikitable" style="text-align: left;"
{|class="wikitable" style="text-align: left;"
! Item !! Equipment slots taken  
! Item !! Equipment slots taken  
|-
|-
| {{imagelink|Belt immunity equipment}} || 1x1  
| {{imagelink|Portable solar panel}} || 1x1
|-
| {{imagelink|Portable fission reactor}}  || 4x4
|-
|-
| {{imagelink|Portable solar panel}} || 1x1
| {{imagelink|Portable fusion reactor|space-age=yes}} || 4x4
|}
 
== Power storage ==
 
These store power generated by the above for later use. These are handy for being able to intermittently run high-power-consumption modules:
 
{|class="wikitable" style="text-align: left;"
! Item !! Equipment slots taken
|-
|-
| {{imagelink|Personal battery}} || 1x2
| {{imagelink|Personal battery}} || 1x2
Line 30: Line 42:
|-
|-
| {{imagelink|Personal battery MK3|space-age=yes}} || 1x2  
| {{imagelink|Personal battery MK3|space-age=yes}} || 1x2  
|}
== Construction robot control ==
Allows the player or vehicle to deploy [[construction robot]]s, using items stored in the player or vehicle's inventory:
{|class="wikitable" style="text-align: left;"
! Item !! Equipment slots taken
|-
| {{imagelink|Personal roboport}} || 2x2
|-
| {{imagelink|Personal roboport MK2}} || 2x2
|}
== Combat modifiers ==
These modules deal damage or mitigate it in some way.
{|class="wikitable" style="text-align: left;"
! Item !! Equipment slots taken
|-
|-
| {{imagelink|Discharge defense}} || 2X2  
| {{imagelink|Discharge defense}} || 2X2  
Line 36: Line 68:
|-
|-
| {{imagelink|Energy shield MK2}} || 2x2  
| {{imagelink|Energy shield MK2}} || 2x2  
|-
| {{imagelink|Nightvision}} || 2x2
|-
|-
| {{imagelink|Personal laser defense}} || 2x2  
| {{imagelink|Personal laser defense}} || 2x2  
|}
== Miscellaneous ==
{|class="wikitable" style="text-align: left;"
! Item !! Equipment slots taken
|-
|-
| {{imagelink|Personal roboport}} || 2x2
| {{imagelink|Belt immunity equipment}} || 1x1
|-
|-
| {{imagelink|Personal roboport MK2}} || 2x2  
| {{imagelink|Nightvision}} || 2x2  
|-
|-
| {{imagelink|Exoskeleton}} || 2x3
| {{imagelink|Exoskeleton}} || 2x3
|-
|-
| {{imagelink|Toolbelt equipment|space-age=yes}} || 3x1  
| {{imagelink|Toolbelt equipment|space-age=yes}} || 3x1  
|-
| {{imagelink|Portable fission reactor}}  || 4x4
|-
| {{imagelink|Portable fusion reactor|space-age=yes}} || 4x4
|}
|}

Latest revision as of 21:58, 3 January 2025

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:

Power generation

If some equipment modules needs power, then the equipment grid will need at least one of these:

Item Equipment slots taken
Portable solar panel
1x1
Portable fission reactor
4x4
Portable fusion reactor
4x4

Power storage

These store power generated by the above for later use. These are handy for being able to intermittently run high-power-consumption modules:

Item Equipment slots taken
Personal battery
1x2
Personal battery MK2
1x2
Personal battery MK3
1x2

Construction robot control

Allows the player or vehicle to deploy construction robots, using items stored in the player or vehicle's inventory:

Item Equipment slots taken
Personal roboport
2x2
Personal roboport MK2
2x2

Combat modifiers

These modules deal damage or mitigate it in some way.

Item Equipment slots taken
Discharge defense
2X2
Energy shield
2x2
Energy shield MK2
2x2
Personal laser defense
2x2

Miscellaneous

Item Equipment slots taken
Belt immunity equipment
1x1
Nightvision
2x2
Exoskeleton
2x3
Toolbelt equipment
3x1