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Equipment modules: Difference between revisions

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{{Disambiguation}}


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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]].


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


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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.


''Armor Modules'' may include:
Equipment modules can be used by placing them in the grid that opens by right clicking the armor.


*[[Basic exoskeleton equipment]]
All modules have their own [[technologies|technology]] that must be [[research|researched]] before they can be crafted.
*[[Battery MK1]]
The following modules are available:
*[[Battery MK2]]
 
*[[Portable solar panel]]
* {{imagelink|Exoskeleton}}
*[[Portable fusion reactor]]
* {{imagelink|Belt immunity equipment}}
*[[Energy shield]]
* {{imagelink|Personal battery}}
*[[Energy shield MK2]]
* {{imagelink|Personal battery MK2}}
*[[Night vision]]
* {{imagelink|Discharge defense}}
*[[Personal laser defense]]
* {{imagelink|Energy shield}}
*[[Discharge defense]]
* {{imagelink|Energy shield MK2}}
* {{imagelink|Nightvision}}
* {{imagelink|Personal laser defense}}
* {{imagelink|Personal roboport}}
* {{imagelink|Personal roboport MK2}}
* {{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: