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Extended Vanilla: Personal Equipment

7By 77Playmaker

A complete overhaul to the personal equipment, this mod adds several tiers and types equipments and armors that are fully customizable, and even some custom ones, like personal assembling units and backpacks. You can change almost every base parameter of all the types of equipment the mod has to offer.

Extended Vanilla: Personal Equipment

Description

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Short description of this mod(pack): =======

A complete overhaul of the vanilla personal equipment: this mod adds several tiers of armors and equipments, vanilla and custom, and allows you to organize and customize them depending on your needs. Let me explain this concept a little better.

This mod(pack) adds three types of equipment:


+ Aggro Equipment - Equipment designed for combat and defense purposes; (The vanilla armors are part of this category, with lasers and shields.) + Industrial Equipment - Equipment thought for productivity and QoL; (This includes roboports, exoskeletons, and a new type of armor.) + Hybrid Equipment - QoL & Generator equipment usable in both types of armor. (For example, the fusion reactors or the night vision equipment.)

Armor division

Furthermore, the mod is almost fully customizable: ======= + You can disable each type of equipment via startup settings: they won't be researchable and usable in the game as long as you don't re-enable them. + You can change the size of each type of equipment, both in height and width. + By editing the mod settings you can fix the maximum tier researchable of power armors; (Maybe all these tiers are too much for you and you're just here for a power armor mk3) + You can change the size of all the power armor grids respectively; (There are 4 different grid sizes that range from small to extra large) + Same thing can be done for the Mech Armor. + You can enable or disable the differentiation between Aggro and Engineering equipments. (Useful when you're playing with non-EV modpacks that don't support this feature.) + You can buff or nerf the personal roboports stats. (Building range, number of drones, etc.) + You can change the personal shields' stats via multipliers. (Max shield HP, buffer capacity, energy drain, etc.) + You can also do that to personal lasers. (Attack damage, attack speed, range, buffer capacity, energy drain, etc.)


And these are all the pieces of equipment that are introduced by the mod: ======= (The numbers below refer to base quality items.) (Vanilla items are considered in the stats listed.)

Fission reactors: + 3 brand new tiers, 4x4 size that can be changed. + Base energy generation: 1000kW, 1500kW, 3000kW.

Fusion reactors: ======= + 2 brand new tiers, 4x4 size that can be changed. + Base energy generation: 4000kW, 5000kW.

Exoskeletons: ======= + 4 brand new tiers, 2x4 size that can be changed. + Movement bonus: 20%; 40%; 60%; 80%; 100%. + Energy consumption: 250kW, 750kW, 1000kW, 1250kW, 500kW.

Roboports: ======= + 4 brand new tiers, 3x3 / 4x4 size that can be changed. + Robot count: 10; 25; 75; 125; 225; 250. (Up to 500 if the robot count setting is setted on "behemoth") + Range: 30x30; 40x40; 75x75; 100x100; 150x150; 200x200 (Can also be changed.)

Lasers: ======= + 4 brand new tiers, 3x3 / 4x4 size that can be changed. + Too many statistics to write down - this page is endless I'm sorry.

Shields: ======= + 3 brand new tiers, 2x2, 3x3, 4x4 size that can be changed. + Shield HPs: 50hp, 150hp, 500hp, 750hp, 2000hp. (Can also be changed.)


Custom equipments added by the mod: =======

Assembling units:


+ A brand new type of equipment that works like a belt immunity equipment (no more waste of grid for a 1x1 module), yeah, but is 10 times more useful, since it augments the player's crafting speed. + All modules are stackable: you can put any number you want in your grid as long as you have space. (Stats are balanced around this fact) + The stats are the following: | Mk1: +20% bonus on handcrafting speed, belt immunity, 300kW of energy consumption. | Mk2: +30% bonus on handcrafting speed, belt immunity, 500kW of energy consumption. | Mk3: +75% bonus on handcrafting speed, belt immunity, 1000kW of energy consumption. | Mk4: +150% bonus on handcrafting speed, belt immunity, 1500kW of energy consumption. + Craftings and technologies are not expensive as the other equipments, since we're talking about utility equipment.

Backpacks:


+ Another brand new type of equipment. It also works like a belt immunity equipment, for the same philosophy. + As you can imagine it is centered around expanding your inventory size. + Here are the stats for each tier: | Mk1: + 20 inventory slots, belt immunity, 50kW of energy consumption. | Mk2: + 30 inventory slots, belt immunity, 150kW of energy consumption. | Mk3: + 40 inventory slots, belt immunity, 300kW of energy consumption.


Modularity & Customization: the Extended Vanilla philosophy ======= + The modding community increases as the player base does. So in a so crowded game compatibility is the key. + And since I can't keep up with all the mods that each day get released, updated and changed, I'll let you do that as much as the code lets me do it.

Read the full description on Factorio Mod Portal →

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