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Equipment modules: Difference between revisions

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(Created page with "== Armor == {{:Armor}} == Armor Modules == Once you have any modular armor you gain access to various general purpose enhancements, which can be free added or removed...")
 
(Armor no longer has durability in vanilla)
 
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== [[Armor]] ==
{{Languages}}
{{:Armor}}
{{Disambiguation}}


== [[Armor Modules]] ==
Equipment modules can be added to [[modular armor]], [[power armor]] and [[power armor MK2]] and give the player various bonuses.
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]]===
The only vehicle that can make use of equipment modules is the [[spidertron]].
{{:Basic exoskeleton equipment}}


===[[Batteries]]===
Bonuses given by equipment modules stack and can be combined with each other to suit the wearer's personal preferences.
====[[Battery MK1]]====
Modules take up a certain amount of space in armor and some consume energy.
{{:Battery MK1}}


====[[Battery MK2]]====
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.
{{:Battery MK2}}


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


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


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

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: