Search found 346 matches: belt immunity

Searched query: +belt +immunity

by SirSmuggler
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

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.
IIRC the combat tab allso holds everything that goes in an equipmentgrid, combat related or not. Belt immunity, roboports and nightvision comes to mind.
by Hurkyl
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 ...
by Hurkyl
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 ...
by Tesse11ation
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 ...
by Tesse11ation
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 ...
by thedoh
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 ...
by SaucePants
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 ...
by schinni
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 ...
by Tesse11ation
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 ...
by silverwyrm
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.
by Tinyboss
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 ...
by Tinyboss
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

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 :D
That is so obviously right, I can't believe nobody has suggested it. Yes!
by feng
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 :D
by Drundia
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.
by macdjord
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 ...
by Byrnorthil
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.
by macdjord
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.
by Drundia
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

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.
Battery is 20 MJ which is 200 seconds of 100 kW draw. Certainly longer than Nauvis night.
by Tinyboss
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.

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