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

Equipment modules: Difference between revisions

From Official Factorio Wiki
Jump to navigation Jump to search
mNo edit summary
(Armor no longer has durability in vanilla)
 
(17 intermediate revisions by 11 users not shown)
Line 1: Line 1:
== [[Armor Modules]] ==
{{Languages}}
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]] their usefulness greatly depends on player choice, there are no specific ''best'' modules, although some are made obsolete by later versions.
{{Disambiguation}}


===[[Basic Exoskeleton Equipment]]===
Equipment modules can be added to [[modular armor]], [[power armor]] and [[power armor MK2]] and give the player various bonuses.
{{:Basic exoskeleton equipment}}


===[[Batteries]]===
The only vehicle that can make use of equipment modules is the [[spidertron]].
====[[Battery MK1]]====
{{:Battery MK1}}


====[[Battery MK2]]====
Bonuses given by equipment modules stack and can be combined with each other to suit the wearer's personal preferences.
{{:Battery MK2}}
Modules take up a certain amount of space in armor and some consume energy.


===[[Portable Power Supply]]===
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.
====[[Portable solar panel]]====
{{:Portable solar panel}}


====[[Portable fusion reactor]]====
Equipment modules can be used by placing them in the grid that opens by right clicking the armor.
{{:Portable fusion reactor}}


===[[Energy Shields]]===
All modules have their own [[technologies|technology]] that must be [[research|researched]] before they can be crafted.
====[[Energy shield]]====
The following modules are available:
{{:Energy shield}}


====[[Energy shield MK2]]====
* {{imagelink|Exoskeleton}}
{{:Energy shield MK2}}
* {{imagelink|Belt immunity equipment}}
 
* {{imagelink|Personal battery}}
===[[Vision Equipment]]===
* {{imagelink|Personal battery MK2}}
{{:Night vision}}
* {{imagelink|Discharge defense}}
 
* {{imagelink|Energy shield}}
===[[Personal Defense Equipment]]===
* {{imagelink|Energy shield MK2}}
====[[Personal laser defense]]====
* {{imagelink|Nightvision}}
{{:Personal laser defense}}
* {{imagelink|Personal laser defense}}
 
* {{imagelink|Personal roboport}}
====[[Discharge defense]====
* {{imagelink|Personal roboport MK2}}
{{:Discharge defense}}
* {{imagelink|Portable fusion reactor}}
* {{imagelink|Portable solar panel}}

Latest revision as of 14:26, 27 October 2021

Electronics (research).png
Multiple pages share the title or description of "Equipment modules".
They are listed below.

Equipment modules can be added to modular armor, power armor and power armor MK2 and give the player various bonuses.

The only vehicle that can make use of equipment modules is 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: