IIRC the combat tab allso holds everything that goes in an equipmentgrid, combat related or not. Belt immunity, roboports and nightvision comes to mind.0Navis0 wrote: Fri Jan 03, 2025 8:57 pm There are some buildings in logistic tab which move nothing like the soils. The combat tabs contains only weapons and defenses.
Search found 346 matches: belt immunity
Searched query: +belt +immunity
- Tue Jun 03, 2025 9:48 am
- Forum: Ideas and Suggestions
- Topic: Radar should be moved to logistic tab
- Replies: 7
- Views: 1036
Re: Radar should be moved to logistic tab
- Sun May 18, 2025 9:50 am
- Forum: Ideas and Suggestions
- Topic: Disable tile speed increase for Mech Armor
- Replies: 2
- Views: 242
Re: Disable tile speed increase for Mech Armor
... the toggle for exoskeletons)
Always flying mode for Mech Armor
Tile immunity equipment which, like belt immunity equipment, renders you impervious to walking speed bonuses
Settings menu toggle.
Now that I've thought about it more, "always flying mode" combines with the first and third bullets. So ...
Always flying mode for Mech Armor
Tile immunity equipment which, like belt immunity equipment, renders you impervious to walking speed bonuses
Settings menu toggle.
Now that I've thought about it more, "always flying mode" combines with the first and third bullets. So ...
- Sun May 18, 2025 4:52 am
- Forum: Ideas and Suggestions
- Topic: Disable tile speed increase for Mech Armor
- Replies: 2
- Views: 242
Disable tile speed increase for Mech Armor
... the toggle for exoskeletons)
Always flying mode for Mech Armor
Tile immunity equipment which, like belt immunity equipment, renders you impervious to walking speed bonuses
Settings menu toggle.
Why?
When wearing Mech Armor, you get walking speed bonuses while walking but not when flying. This ...
Always flying mode for Mech Armor
Tile immunity equipment which, like belt immunity equipment, renders you impervious to walking speed bonuses
Settings menu toggle.
Why?
When wearing Mech Armor, you get walking speed bonuses while walking but not when flying. This ...
- Sat Feb 08, 2025 3:50 pm
- Forum: Ideas and Suggestions
- Topic: Night vision goggles should take up 1x1 slot instead of 2x2
- Replies: 4
- Views: 458
Night vision goggles should take up 1x1 slot instead of 2x2
... up 1x1 slot in your modular/power/mech armor, instead of 2x2.
What?
Belt immunity and portable solar panels are the only equipment in the game that take up a 1x1 armor slot. This often leads to a situation where despite having portable fission/fusion reactors, if you're using belt immunity, the ...
What?
Belt immunity and portable solar panels are the only equipment in the game that take up a 1x1 armor slot. This often leads to a situation where despite having portable fission/fusion reactors, if you're using belt immunity, the ...
- Sat Feb 08, 2025 3:40 pm
- Forum: Ideas and Suggestions
- Topic: Add button in toolbar to manually toggle belt immunity and NVGs
- Replies: 0
- Views: 186
Add button in toolbar to manually toggle belt immunity and NVGs
... personal roboport and exoskeleton equipment. So why not also do this for belt immunity and night vision goggles?
What?
Anyone who's played Factorio to the point of getting modular armor has probably messed around with belt immunity and night vision goggles. It's inevitable that at some point, you ...
What?
Anyone who's played Factorio to the point of getting modular armor has probably messed around with belt immunity and night vision goggles. It's inevitable that at some point, you ...
- Fri Dec 20, 2024 10:54 pm
- Forum: Not a bug
- Topic: [2.0.28] Duping Spidertron Equipment
- Replies: 4
- Views: 678
[2.0.28] Duping Spidertron Equipment
... portable fission reactors, 8 legendary exoskeletons, 5 legendary toolbelt equipment, 1 (common) belt immunity equipment, 1 uncommon personal battery mk3.
Notably, the spiders do NOT have the ghosted shields, personal roboports nor any of the other 5 personal batteries.
What is interesting is that ...
Notably, the spiders do NOT have the ghosted shields, personal roboports nor any of the other 5 personal batteries.
What is interesting is that ...
- Sun Dec 15, 2024 5:18 pm
- Forum: Ideas and Suggestions
- Topic: Early Quality Wood?
- Replies: 5
- Views: 1087
Early Quality Wood?
... want to. There could be an optional QoL armor grid module ( similar to Belt Immunity or Night Vision ) that could be crafted for harvesting wood and other resources that gives you that Quality percentage chance. Then people could choose to engage or not engage with it by crafting and using that ...
- Fri Dec 13, 2024 1:17 pm
- Forum: Ideas and Suggestions
- Topic: [Suggestion] Toggle for spidetron legs anchor on belts
- Replies: 0
- Views: 125
[Suggestion] Toggle for spidetron legs anchor on belts
... DR
Implement a way to disable spidetron legs from anchoring on moving belts.
What?
As of now, spidetron legs will anchor to moving belts after around 5 in-game seconds, behaving like if they were equipped with belt immunity.
Although functional for preventing unexpected spidetron movement ...
Implement a way to disable spidetron legs from anchoring on moving belts.
What?
As of now, spidetron legs will anchor to moving belts after around 5 in-game seconds, behaving like if they were equipped with belt immunity.
Although functional for preventing unexpected spidetron movement ...
- Wed Dec 11, 2024 12:55 am
- Forum: Ideas and Suggestions
- Topic: [2.0.23] Night vision goggles have no quality bonus
- Replies: 2
- Views: 534
[2.0.23] Night vision goggles have no quality bonus
... equipment grid item gets some kind of bonus for higher quality, even belt immunity has a lower power consumption on higher qualities.
NVGs (night vision goggles) give no bonus to anything on higher qualities - even power consumption - meaning upgrading them is pointless. The only reason you would ...
NVGs (night vision goggles) give no bonus to anything on higher qualities - even power consumption - meaning upgrading them is pointless. The only reason you would ...
- Mon Dec 02, 2024 10:31 pm
- Forum: Ideas and Suggestions
- Topic: Better speed control for player with exoskeleton
- Replies: 5
- Views: 997
Better speed control for player with exoskeleton
... feature, or be added as a separate equipment grid item similar to the belt immunity equipment - e.g. "exoskeleton governor". It would be a good fit for fulgora or vulcanus as a mid-game QoL item, or on Aquilo as a late game treat.
- Mon Dec 02, 2024 8:02 pm
- Forum: Ideas and Suggestions
- Topic: Replace exoskeleton toggle with a configurable speed limit
- Replies: 6
- Views: 809
Replace exoskeleton toggle with a configurable speed limit
... does.
Paved ground bonuses would not increase speed beyond the limit. Belts (maybe?) should--belt immunity equipment is available if we don't want that.
Why?
My late game armor with half a dozen legendary exoskeletons is amazing for zipping around a large base or exploring new territory. But it's ...
Paved ground bonuses would not increase speed beyond the limit. Belts (maybe?) should--belt immunity equipment is available if we don't want that.
Why?
My late game armor with half a dozen legendary exoskeletons is amazing for zipping around a large base or exploring new territory. But it's ...
- Wed Nov 27, 2024 7:51 pm
- Forum: Ideas and Suggestions
- Topic: Reduce Belt Immunity power draw and/or make it cost power only when on a belt
- Replies: 9
- Views: 1265
Re: Reduce Belt Immunity power draw and/or make it cost power only when on a belt
That is so obviously right, I can't believe nobody has suggested it. Yes!feng wrote: Tue Nov 26, 2024 10:46 pm I would like to see a belt immunity mk2 that only activates when running AGAINST a belt direction or standing on a belt and is disabled when running along belt direction![]()
- Tue Nov 26, 2024 10:46 pm
- Forum: Ideas and Suggestions
- Topic: Reduce Belt Immunity power draw and/or make it cost power only when on a belt
- Replies: 9
- Views: 1265
Re: Reduce Belt Immunity power draw and/or make it cost power only when on a belt
I would like to see a belt immunity mk2 that only activates when running AGAINST a belt direction or standing on a belt and is disabled when running along belt direction 

- Tue Nov 26, 2024 10:42 pm
- Forum: Ideas and Suggestions
- Topic: Reduce Belt Immunity power draw and/or make it cost power only when on a belt
- Replies: 9
- Views: 1265
Re: Reduce Belt Immunity power draw and/or make it cost power only when on a belt
The sad part about Belt Immunity is that you can't disable it. Exoskeleton doesn't use energy when not moving and can be disabled at any time, but somehow Belt Immunity is always active.
- Tue Nov 26, 2024 7:00 pm
- Forum: Ideas and Suggestions
- Topic: Reduce Belt Immunity power draw and/or make it cost power only when on a belt
- Replies: 9
- Views: 1265
Re: Reduce Belt Immunity power draw and/or make it cost power only when on a belt
+1
Perhaps not necessarily a 10x reduction, but something to make it worth using at green tier. Right away when you unlock it, it's the only thing you can spend power on at all, but as soon as you unlock roboports it's in your interests not to use it until power armor.
I'd say 10kW makes sense ...
- Tue Nov 26, 2024 4:59 pm
- Forum: Ideas and Suggestions
- Topic: Reduce Belt Immunity power draw and/or make it cost power only when on a belt
- Replies: 9
- Views: 1265
Re: Reduce Belt Immunity power draw and/or make it cost power only when on a belt
+1
Perhaps not necessarily a 10x reduction, but something to make it worth using at green tier. Right away when you unlock it, it's the only thing you can spend power on at all, but as soon as you unlock roboports it's in your interests not to use it until power armor.
Perhaps not necessarily a 10x reduction, but something to make it worth using at green tier. Right away when you unlock it, it's the only thing you can spend power on at all, but as soon as you unlock roboports it's in your interests not to use it until power armor.
- Tue Nov 26, 2024 7:50 am
- Forum: Ideas and Suggestions
- Topic: Reduce Belt Immunity power draw and/or make it cost power only when on a belt
- Replies: 9
- Views: 1265
Re: Reduce Belt Immunity power draw and/or make it cost power only when on a belt
Im always amazed that people use this thing at all.
- Mon Nov 25, 2024 11:46 pm
- Forum: Ideas and Suggestions
- Topic: Reduce Belt Immunity power draw and/or make it cost power only when on a belt
- Replies: 9
- Views: 1265
Re: Reduce Belt Immunity power draw and/or make it cost power only when on a belt
... equivalent to 136 seconds of full dark.
Still, while this means running Belt Immunity in a modular armour isn't [literally impossible[/i], I think my point still holds: needing 5 solar panels and 2/3rds of a battery just to power one item is a bit much.
Still, while this means running Belt Immunity in a modular armour isn't [literally impossible[/i], I think my point still holds: needing 5 solar panels and 2/3rds of a battery just to power one item is a bit much.
- Mon Nov 25, 2024 8:47 pm
- Forum: Ideas and Suggestions
- Topic: Reduce Belt Immunity power draw and/or make it cost power only when on a belt
- Replies: 9
- Views: 1265
Re: Reduce Belt Immunity power draw and/or make it cost power only when on a belt
Battery is 20 MJ which is 200 seconds of 100 kW draw. Certainly longer than Nauvis night.macdjord wrote: Mon Nov 25, 2024 10:55 amBut far worse, covering that 100kW draw through Nauvis's night would demand 226kJ of battery capacity - more than 11 Mk1 personal batteries.
- Mon Nov 25, 2024 3:50 pm
- Forum: Ideas and Suggestions
- Topic: Reduce Belt Immunity power draw and/or make it cost power only when on a belt
- Replies: 9
- Views: 1265
Re: Reduce Belt Immunity power draw and/or make it cost power only when on a belt
+1, agree completely. 10kW, at most, would be good. Just a token amount to keep it from being free, which might be jarring. But it should not be any amount that calls for sacrifices of more functional equipment like roboports, legs, and defenses.