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Equipment modules

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Revision as of 11:40, 26 March 2016 by Forwald (talk | contribs)
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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 their usefulness greatly depends on player choice, there are no specific best modules, although some are made obsolete by later versions.

Basic Exoskeleton Equipment

Basic exoskeleton equipment

Batteries

Battery MK1

Battery MK1

Battery MK2

Battery MK2

Portable Power Supply

Portable solar panel

Equipment modules

Recipe

Time.png
10
+
Advanced circuit.png
2
+
Solar panel.png
1
+
Steel plate.png
5

Total raw

Time.png
57.75
+
Copper plate.png
37.5
+
Iron plate.png
19
+
Plastic bar.png
4
+
Steel plate.png
10

Recipe

Time.png
10
+
Advanced circuit.png
2
+
Solar panel.png
1
+
Steel plate.png
5

Total raw

Time.png
83.5
+
Copper plate.png
89
+
Iron plate.png
38
+
Plastic bar.png
8
+
Steel plate.png
10

Stack size

20

Dimensions

1×1

Placed in

Modular armor.png
Power armor.png
Power armor MK2.png
Spidertron.png

Power output

30 kW electric

Prototype type

solar-panel-equipment

Internal name

solar-panel-equipment

Required technologies

Portable solar panel (research).png

Produced by

Assembling machine 1.png
Assembling machine 2.png
Assembling machine 3.png
Player.png

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.

See also

Portable fusion reactor

Equipment modules

Recipe

Time.png
10
+
Low density structure.png
50
+
Processing unit.png
200

Total raw

Time.png
1k
+
Copper plate.png
1k
+
Plastic bar.png
250
+
Processing unit.png
200
+
Steel plate.png
100

Recipe

Time.png
10
+
Low density structure.png
50
+
Processing unit.png
200

Total raw

Time.png
1k
+
Copper plate.png
1k
+
Plastic bar.png
1.5k
+
Processing unit.png
200
+
Steel plate.png
100

Stack size

20

Dimensions

4×4

Placed in

Modular armor.png
Power armor.png
Power armor MK2.png
Spidertron.png

Power output

750 kW electric

Prototype type

generator-equipment

Internal name

fusion-reactor-equipment

Required technologies

Portable fusion reactor (research).png

Produced by

Assembling machine 1.png
Assembling machine 2.png
Assembling machine 3.png
Player.png

Consumed by

Spidertron.png

Portable fusion reactors are advanced power generating modules for modular armor, power armor, power armor MK2 and the spidertron. They generate 750kW of power, equivalent to 25 portable solar panels, 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.

Portable fusion reactors are essential items for power armor and power armor MK2, as running the many other modules in these armors would take far too many solar panels to be practical.

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.

History

  • 0.13.0:
    • Power production increased by a factor of 10.
  • 0.12.0:
    • Power production increased by a factor of 100.

See also

Energy Shields

Energy shield

Equipment modules

Recipe

Time.png
10
+
Advanced circuit.png
5
+
Steel plate.png
10

Total raw

Time.png
57.5
+
Copper plate.png
25
+
Iron plate.png
10
+
Plastic bar.png
10
+
Steel plate.png
10

Recipe

Time.png
10
+
Advanced circuit.png
5
+
Steel plate.png
10

Total raw

Time.png
75
+
Copper plate.png
60
+
Iron plate.png
20
+
Plastic bar.png
20
+
Steel plate.png
10

Stack size

20

Dimensions

2×2

Energy consumption

240 kW (electric)

Placed in

Modular armor.png
Power armor.png
Power armor MK2.png
Spidertron.png

Energy capacity

120 kJ (electric)

Shield hitpoints

50

Energy per hitpoint

20 kJ (electric)

Maximum recharge speed

360

Prototype type

energy-shield-equipment

Internal name

energy-shield-equipment

Required technologies

Energy shield equipment (research).png

Produced by

Assembling machine 1.png
Assembling machine 2.png
Assembling machine 3.png
Player.png

Consumed by

Energy shield MK2.png

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.

The purple energy shield bar below the health bar.

History

  • 0.13.0:
    • Power consumption increased by a factor of 10.
  • 0.12.0:
    • Power consumption increased by a factor of 100.

See also

Energy shield MK2

Equipment modules

Recipe

Time.png
10
+
Energy shield.png
10
+
Low density structure.png
5
+
Processing unit.png
5

Total raw

Time.png
685
+
Copper plate.png
350
+
Iron plate.png
100
+
Plastic bar.png
125
+
Processing unit.png
5
+
Steel plate.png
110

Recipe

Time.png
10
+
Energy shield.png
10
+
Low density structure.png
5
+
Processing unit.png
5

Total raw

Time.png
860
+
Copper plate.png
700
+
Iron plate.png
200
+
Plastic bar.png
350
+
Processing unit.png
5
+
Steel plate.png
110

Stack size

20

Dimensions

2×2

Energy consumption

360 kW (electric)

Placed in

Modular armor.png
Power armor.png
Power armor MK2.png
Spidertron.png

Energy capacity

180 kJ (electric)

Shield hitpoints

150

Energy per hitpoint

30 kJ (electric)

Maximum recharge speed

360

Prototype type

energy-shield-equipment

Internal name

energy-shield-mk2-equipment

Required technologies

Energy shield MK2 equipment (research).png

Produced by

Assembling machine 1.png
Assembling machine 2.png
Assembling machine 3.png
Player.png

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.

The purple energy shield bar below the health bar.

History

  • 0.13.0:
    • Power consumption increased by a factor of 10.
  • 0.12.0:
    • Power consumption increased by a factor of 100.

See also

Vision Equipment

Equipment modules

Nightvision preview.png

Recipe

Time.png
10
+
Advanced circuit.png
5
+
Steel plate.png
10

Total raw

Time.png
57.5
+
Copper plate.png
25
+
Iron plate.png
10
+
Plastic bar.png
10
+
Steel plate.png
10

Recipe

Time.png
10
+
Advanced circuit.png
5
+
Steel plate.png
10

Total raw

Time.png
75
+
Copper plate.png
60
+
Iron plate.png
20
+
Plastic bar.png
20
+
Steel plate.png
10

Stack size

20

Dimensions

2×2

Energy consumption

10 kW (electric)

Placed in

Modular armor.png
Power armor.png
Power armor MK2.png
Spidertron.png

Energy capacity

120 kJ (electric)

Prototype type

night-vision-equipment

Internal name

night-vision-equipment

Required technologies

Nightvision equipment (research).png

Produced by

Assembling machine 1.png
Assembling machine 2.png
Assembling machine 3.png
Player.png

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

  • 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.

See also

Personal Defense Equipment

Personal laser defense

Equipment modules

Personal laser defense anim.gif

Recipe

Time.png
10
+
Laser turret.png
5
+
Low density structure.png
5
+
Processing unit.png
20

Total raw

Time.png
335
+
Battery.png
60
+
Copper plate.png
250
+
Iron plate.png
100
+
Plastic bar.png
25
+
Processing unit.png
20
+
Steel plate.png
110

Recipe

Time.png
10
+
Laser turret.png
5
+
Low density structure.png
5
+
Processing unit.png
20

Total raw

Time.png
460
+
Battery.png
60
+
Copper plate.png
500
+
Iron plate.png
200
+
Plastic bar.png
150
+
Processing unit.png
20
+
Steel plate.png
110

Stack size

20

Range

15

Shooting speed

1.5/s

Damage

30 laser

Dimensions

2×2

Energy consumption

75 kW (electric)

Placed in

Modular armor.png
Power armor.png
Power armor MK2.png
Spidertron.png

Energy capacity

220 kJ (electric)

Prototype type

active-defense-equipment

Internal name

personal-laser-defense-equipment

Required technologies

Personal laser defense (research).png

Boosting technologies

Laser shooting speed (research).png
Energy weapons damage (research).png

Produced by

Assembling machine 1.png
Assembling machine 2.png
Assembling machine 3.png
Player.png

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

  • 0.13.0:
    • Power consumption increased by a factor of 10.
  • 0.12.0:
    • Power consumption increased by a factor of 100.

See also

[[Discharge defense]

Equipment modules

Discharge defense preview.gif

Recipe

Time.png
10
+
Laser turret.png
10
+
Processing unit.png
5
+
Steel plate.png
20

Total raw

Time.png
460
+
Battery.png
120
+
Copper plate.png
300
+
Iron plate.png
200
+
Processing unit.png
5
+
Steel plate.png
220

Recipe

Time.png
10
+
Laser turret.png
10
+
Processing unit.png
5
+
Steel plate.png
20

Total raw

Time.png
710
+
Battery.png
120
+
Copper plate.png
800
+
Iron plate.png
400
+
Processing unit.png
5
+
Steel plate.png
220

Stack size

20

Range

10

Shooting speed

0.4/s

Damage

100 electric

Area of effect size

8

Dimensions

2×2

Energy consumption

800 kW (electric)

Placed in

Modular armor.png
Power armor.png
Power armor MK2.png
Spidertron.png

Energy capacity

4040 kJ (electric)

Prototype type

active-defense-equipment

Internal name

discharge-defense-equipment

Required technologies

Discharge defense (research).png

Produced by

Assembling machine 1.png
Assembling machine 2.png
Assembling machine 3.png
Player.png

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.

See also