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Equipment modules: Difference between revisions

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Equipment modules can be added to [[modular armor]] and [[power armor]] and give the player various bonuses. Bonuses 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.


All modules have their own technology that must be [[research|researched]] before they can be crafted. The following modules are available:


== Quick summary ==
* [[Basic exoskeleton equipment]]
Once the player has any modular armor they gain access to various general purpose enhancements, which can be free added or removed from any armor which supports modules. While all of them are capable of fitting in even the [[Basic modular armor]] their usefulness greatly depends on player choice, there are no specific ''best'' modules. Additionally, multiple modules of the same type will stack their effects.
* [[Battery MK1]]
 
* [[Battery MK2]]
----
* [[Portable solar panel]]
 
* [[Portable fusion reactor]]
''Armor Modules'' may include:
* [[Energy shield]]
 
* [[Energy shield MK2]]
*[[Basic exoskeleton equipment]]
* [[Night vision]]
*[[Battery MK1]]
* [[Personal laser defense]]
*[[Battery MK2]]
* [[Discharge defense]]
*[[Portable solar panel]]
*[[Portable fusion reactor]]
*[[Energy shield]]
*[[Energy shield MK2]]
*[[Night vision]]
*[[Personal laser defense]]
*[[Discharge defense]]

Revision as of 20:46, 18 January 2017


Equipment modules can be added to modular armor and power armor and give the player various bonuses. Bonuses 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.

All modules have their own technology that must be researched before they can be crafted. The following modules are available: