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PowerSuit Logo PowerSuit Modules

Modpack link

Expand your equipment options with a PowerSuit! Customize your Suit with flight options, shields, mobile workbenches, and much more. You pick which mods and Modules to install, so the balance is to your preference.

Check out the PowerSuit Modules suite of mods!

Modpack BaseMod SuitRegulation PowerGeneration Mobility Flight PioneerProtection Special Logistic

Version Support

Singleplayer compatibility: full Multiplayer compatibility: full

For game version compatibility info, check the Ficsit.app compatibility info - click the rocket and flask icons.

Multiplayer Compatible!

Multiplayer Compatibility Notes

The mod is designed with Multiplayer in mind, but you are more likely to encounter bugs there due to the extra layers of complication it adds. See the 'Multiplayer Compatibility Notes' section below, and please report any bugs you encounter.

Also see the "Known Bugs and Mod Incompatibilities" section.

Please report any issues to me (Robb#6731) on the Nog's Mods Discord.

  • Clients may have to re-equip the suit upon login for some suit functions to work.
  • The "Storage Compartment" module can only be interacted with by the host.
  • Settings that clients select in their own Mod Options (that differ from the host) may or may not work on a case by case basis. I have designed things with the client in mind, but have not done much testing with these yet.
  • (Unconfirmed in Update 4, 5, and 6) If a client logs out with radioactive items in their inventory or in a radioactive area, their 'ghost' player could die to radiation while they are offline.
Known Bugs and Mod Incompatibilities

Also check the 'Multiplayer Compatibility Notes' section, and the GitHub Issues page.

Mod Incompatibilities

If you try to use these mods at the same time as PowerSuit, something will not work as expected.

  • Stack Overflow can cause the Logistic Modules to behave unusually.
  • Infinity Dynamic Inventory Slot will cause significant lag when using the Mobile Auto-Crafting functionality of the mobile workbench modules.
  • Level Up. The suit and LevelUp stats applications conflict with each other. The mods will not crash when used at the same time, but speccing into movement speed or resistances and the like will result in weird behavior if you try to use modules that do the same thing.
  • Auto Get Loot. Seems to spawn something mid-air that you collide with, interrupting flight.

Major

  • Flight sounds are not yet implemented (this is really complex, and a half baked solution will make it worse, sorry)

Minor

  • Modules that grant allowed fuels will sometimes add them to the wrong end of the allowed fuels list. Re-equip your suit after installing to correct this. Remember that the slot ordering in the suit controls which fuel-granting modules are placed first in the list.
  • In-place swapping of modules inside the suit can cause the stats of the modules to be double-counted until you re-equip the suit. This was a result of partially fixing a crash, but I don't have time to fully fix this right now.
  • Flight starts 'early,' if you have any additional jumps via mods such as Double Jump

Introduction

Originally the go-to mod for additional equipment slots, this mod adds a whole bunch of modular equipment items for use in your multiplayer-compatible PowerSuit, inspired by Factorio's Power Armor system. The mod introduces 4 different Suits in which Modules can be installed, the first of which is accessible as soon as you get Blade Runners.

Please leave suggestions and report issues either on the Nog's Mods Discord or as a Github issue.

You can either install the specific Module mods you want to use, or play the intended PowerSuit Modules experience by installing the Modpack!

Feature Overview

  • Customize the function of your PowerSuit to your liking. There is no 'perfect' setup - you get to decide what is important to you.
  • Work with R&D to develop 60+ modules to install across 7 new reseach trees as you progress through the tiers of Satisfactory!
  • Combine the effects of multiple equipment items into one convenient, cost-balanced, customizable, and multiplayer-compatible package!
  • Manage the Power and Fuel usage of your suit with a variety of power generation and storage options.
  • Reward early exploration by allowing crafting some modules earlier in progression by scavenging Drop Pod crash site resources.
  • Get access to limited early game flight with the BioSuit Biofuel Suit and ThrustBoots Thrust Boots Module as soon as you get Blade Runners and Steel.
  • Harness DirtyReactor nuclear power before T7 to power your suit, albeit with some risk to the user.
  • Power-slide like a champ with with the rocket-assisted SLIDE S.L.I.D.E Module.
  • Further augment your GreenLegs ground and AirSpeed air movement speed, among other abilities, with additional modules.
  • Protect yourself from enemies (and your fellow pioneers) with a variety of BlastPlating protective modules and Shield shields.
  • See clearly at night with the NightVision Night Vision Module.
  • Access craft benches on the go with the MobileWorkbench Mobile Workstation Modules.
  • NeverDie Teleport to the HUB (and automatically avoid your death, keeping your inventory!) from anywhere at a balanced cost that gets cheaper late game.
  • Challenge your factory skills with an optional late-game crafting loop focused on managing catalyst items.
  • And much, much more!

Check out the mod in action!

Check out LK Aice's playlists of mod spotlights below, in English or German. Thanks!

EnglishVideo GermanVideo

Check out direwolf20 trying out the mod in his Let's Play: (videos slightly out of date)

direwolf20 1 direwolf20 2 direwolf20 3

Outdated Videos

The mod has changed drastically since the below videos were released, but you may still find them valuable to watch:

Check out an old version of the mod on the Update 4 Launch Stream!

Update 4 Launch Stream - Modding Segment

Thank you Random Gamer and TotalXclipse!

Here are some videos of Random Gamer exploring the mod in his singleplayer series.

Newer Random Gamer Video

Random Gamer Video

Even older videos:

TotalXclipse

TotalXclipse Video

Random Gamer

Random Gamer Video

FAQ - please read if you have an issue!

Click to Expand
  • Why is X not working?
    • Check the 'Known Bugs and Mod Incompatibilities' collapsible section at the top of the page, then keep reading the FAQ. If you still haven't found it, ask on the Nog's Mods discord (linked above).
  • How do I get started with the mod?
    • Keep reading below the FAQ section.
  • Where do I craft Modules and Suits?
    • You can craft them at the 'Fabrication Station,' a new crafting station that is unlocked by the T2 milestone 'PowerSuit Fabrication'
  • None of the milestones are appearing in the H.U.B. !
    • Only milestones for Suits appear in the H.U.B, as all Modules and crafting components are found in research trees in the MAM.
  • Why is the Suit not letting me install module _____?
    • If the suit blocks you from installing a module, you likely have a conflicting module installed. Read the module's descriptions to find out why this might be the case. You can't install modules while the suit is rebooting, but you can remove them.
  • Can I rebind what keys the suit uses?
    • Yes! With the power of the SML3 keybind system, it is now possible. You can find them on the base game Keybindings screen. If you want to add overlapping keybinds (which the game does not normally allow you to do) you edit your GameUserSettings.ini file, which can be found at ...\AppData\Local\FactoryGame\Saved\Config\WindowsNoEditor. If the keybinds aren't showing up in the list for some reason, make sure that you don't have them listed in your Input.ini file, which is known to prevent them from appearing.
  • Some of the mod's recipes use Somersloops, but I don't want to use them up from my world!
    • Coffee Stain has said that these items will be story related and likely will not be given use until Update 1.0, which is quite a ways in the future. I will re-evaluate the mod recipes once Somersloops are given a real use in base game.
    • If you would like to conserve your save's Somersloops, you can purchase Synchronized Somerslink Regulators from the AWESOME shop once you have unlocked them.
    • A late-game production chain allows you to produce Stable Somersloops out of renewable resources.
    • Note that recipes involving Somersloop products often return the Somersloop in another form - the Somersloop is not used up. It's a catalyst item.
  • Why are the sounds so loud?
    • You can configure the mod's volume levels (or disable sound outright) from the mod settings, accessible on the main menu Mods section.
  • Why do I crash on launch?
    • This mod depends on other mods to be installed, and you are probably missing them. Use the Mod Manager to install, it will download them all for you automatically.
  • Why is everything so complicated?
    • I wanted to provide as much information as possible in the module descriptions, which can make them seem a bit daunting. It's really quite simple at the core, though. Modules consume fuel and power, and sometimes speed you up or slow you down, or give you other benefits or abilities. You have to use other modules to offset power and fuel costs, or to speed you back up again. Please feel free to contact me with any suggestions or questions.
  • Why my suit keep saying ERR_SUIT_POWER_EXHAUSTED and turning off?
    • You're running out of Suit power! Consider adding modules that increase Capacity and Power Generation, or removing some of your more power-hungry modules.
  • This module isn't working!
    • This mod is still actively in development. Please check the Known Bugs and Multiplayer Compatibility Notes sections at the top of this page, as well as the Github issues page, to see if it has already been reported. If not, please send a message on the Nog's Mods Discord to let me know, or post an issue on Github.
  • Why can I craft the Radiation Absorbing Generator before I have access to nuclear processing and the Hazmat Suit?
    • This is an intended feature. Perhaps there's another way to protect yourself from the radiation damage you take crafting the module?
  • Why is everything so cheap/expensive/overpowered/weak?
    • I tried to balance the recipe costs and functionality of these modules according to my tastes, but I'm open to suggestions - contact me on the modding Discord, or the Nog's Mods Discord. Feel free to create a mod of your own to overwrite my mod's requirements for these items. ContentLib makes it as simple as writing a JSON file to do so.

Getting Started

Installation Instructions - Coming Prepared

PowerSuit Modules consists of multiple sub-mods as opposed to one monolithic mod.

  • Install this individual mod if you want to manually select which other sub-mods to install. Otherwise, install the All Modules Modpack to grab all of them in one click!
  • More sub-mods will be released in the future, potentially with modules that offer content for your other favorite mods!
  • All sub-mods are linked from the top of the mod page (click the images!)

Modpack Install the All Modules Modpack here!

To install, use Satisfactory Mod Manager. You can also see and download specific versions in the "Versions" tab on this Satisfactory Mod Repository page.

After installing this, you can select to show all 'Enabled' mods (not 'Installed') in the Mod Manager, which causes all dependency mods to be listed as well.

Opening the Door

The mod opens up once you have access to Caterium and Quartz, so go out scouting and find some! Once you have some, find the T2 milestone 'PowerSuit Fabrication,' where you can work with R&D to develop the Biofuel Suit and the Fabrication Station.

Each module is crafted from a BaseModuleComponent Module Base Component and a handful of other components. New modules are unlocked in the MAM (more info on that below) and crafted in the Fabrication Station.

Fabrication Station

It might look a little familiar to some of you long-time Pioneers. After all, R&D does not waste.

You can craft Module Base Components with just Iron-tier components, but it is costly to do so. If you wait until T3-4 when you have access to Steel-tier components, you can unlock a cheaper recipe in the MAM.

Do note that each Module Base Component requires a Power Shard to craft, but there are some alternate recipes you can unlock later that don't need Power Shards. Power Shards are renewable via Lizard Doggos, and other mods if you chose to install them.

Module Basics

You can find out what modules are available, and what you'll need to craft them, by exploring the MAM.

All modules have extensive descriptions of what they do in their item descriptions!

By the power of MAM Enhancer, you can view what modules are going to do before you unlock them! Simply select a MAM node in the tree, and MAM Enhancer will display a description of the node on the right, as well as allow you to view tooltips of the items you need to submit, or click on them to open them in your Item Codex.

Each MAM Node is priced so that its unlock cost closely matches the cost of crafting the module.

Modules can be unlocked in roughly any order as long as you have the requisite items.

If you want to see a module's description again, you can always come back to the MAM, search it in the Item Codex (O by default) or Quick Search (U by default). You can also hover over the output item icon once the recipe is selected in the Fabrication Station.

MAM Screenshot

Installing Modules

Once you equip your PowerSuit, a new section will appear in your main inventory below your hand slots, as well as a panel on the right (the 'Overview' tab). You can install modules by dragging them into the new slots like you would a container. Note that Shift clicking is not supported yet. If the suit blocks you from installing a module, you likely have a conflicting module installed. Read your modules' descriptions to find out why this might be the case.

Install Modules

Suit Interface Tabs

Once you're wearing a suit, your inventory screen gains a new panel on the right with 3 tabs - 'Overview', 'Stats', and 'Extended'.

Overview

In the Overview tab, you can view status displays and quick settings for the modules you have installed.

If the tab is empty, you do not have any modules in your suit that support this. Once you have, this tab will open by default instead of the Stats tab.

Overview tab

Stats

In the Stats tab, you can view your suit stats at a glance, as well as in detail via their internal property names, which is helpful for debugging. Note that not all suit abilities are possible to display here.

Hover over various parts of the display to get more information on them.

Stats tab

Suit Popup Window

Selecting the Extended tab, or pressing 'PowerSuit: Open Suit UI' (Right Alt by default) will open the suit's custom window, and also reveal the 'Configs' tab.

This window can be repositioned via dragging, and resized via the bottom right corner.

Resize window functionality

Extended

In the Extended tab, you can view and modify the extended settings of modules, or interact with them in a way that requires keyboard input, or more space than is present on the inventory screen.

If the tab is empty, you do not have any modules equipped in your suit that offer said settings.

Extended tab

Configs

The Suit UI also offers the Configs tab.

In the Configs tab, you can view and edit the Mod Configuration options for all PowerSuit family mods you have installed in your game.

Note that you can also access this from the pause menu ('Mod Configs' section) and from the 'Mods' list on the Main Menu.

You may need to re-equip worn suits for some config changes to take effect.

Remember that configs should match for most options in multiplayer!

Configs tab

Suit Usage and Controls

Once you unlock the Biofuel Suit, you will receive a message in your in-game Inbox from R&D in the Tutorials section (default O to open, then click 'Tutorials'). This message has information about the controls. See the directions in this mod page's FAQ for rebinding keys.

You can activate or configure the properties of various modules from the 'Overview' and 'Extended' tabs.

Overview tab

Handheld Controllers

All suits, even those not capable of flight, will give you handheld hoverpack controllers with useful suit information. If you don't want this, you can turn it off in the PowerSuit mod config.

Below is an image that labels what portions of the controllers correspond to what suit information.

Controllers Labelled

If you start to Overdraw your suit (explained further below) the screens will get a red warning background and the Overdraw bar will increase until your suit shorts.

Overdraw

Tooltips

All Suits and some Modules will show additional information when you hover over their item tooltips.

Suits will display what item is currently in their internal fuel buffer, as well was what modules are installed.

Suit tooltip

The Gas Mask and Hazmat Suit modules will show how much of their current filter is remaining before they need to refuel.

Suit HUD

The suit HUD tells you a lot of information about your suit and your player at a glance.

If you'd like, you can edit the mod configuration options to reposition it on your screen and change how transparent it is.

SuitHUDOverview

A couple of extra details on the non-trivial portions:

  • The Shield, Power, and Fuel bars (from top to bottom) correspond to the percentage values to their left, and will display ---% when the suit can't hold any.
  • The Fuse Indicator will be green when the suit is operating as normal, orange when Overdrawing, and red when Rebooting
  • The Intensity of Change indicators are arrows that show how much their respective stat is currently changing. The more significant the change, the more chevrons.
  • The Suit Mode Indicators inform you of the following:
    • Airplane: You are currently flying
    • Fuel Pump: Appears when your suit is low on Suit Fuel. If this remains showing and your suit is not re-fueling, you probably lack the items required for refueling. See the Fuel section for more info.
    • Shield: If this icon is flashing, your shield is currently on recharge cooldown.
    • Weight: If shown, your suit is in Gravity Flight Mode. See the Flight section for more info.
    • Two Feathers: If shown, your suit is in Frictionless Flight Override Mode. See the Flight section for more info.

Suit Concepts

Power

PowerGeneration SuitRegulation The Power Generation and Suit Regulation sub mods contain modules that help manage your Suit Power and Fuel.

Power is electrical energy essential for the operation of most modules. Modules will generally either consume or generate power.

Your suit stores Power like a battery - the total it can store is determined by the Power Capacity stat. Your suit HUD, handheld controllers, and the Stats suit tab will show you how much Power Capacity you have. The Stats suit tab also displays exactly the current net rate of change of your suit's stored power - positive is a profit, negative is a loss.

A small amount of Power is passively produced by your suit for free, but you must install additional modules to generate or store more at a time.

Some modules will generate power for free, others will require certain special conditions to be met, and some will consume Suit Fuel (see below) to generate power.

Overdraw and Fuse

If your suit runs out of power, you will enter Overdraw. The HUD's Fuse Indicator light will turn orange, a warning sound will play, your handheld controllers will gain a red warning background, and their Overdraw progress bar will begin to increase. While Overdrawing, you can consume an unlimited amount of power, but if you are still out of power when the Overdraw progress bar reaches the maximum, your suit will have to Reboot.

Overdraw

Rebooting

When your suit begins to reboot, most of your installed Modules will cease to function, and you must wait for the suit to recover before you can use them. This is certainly not advantageous while flying, or while in a dangerous environment, so consider investing in modules that increase your Power Capacity or Power Generation.

The amount of time left in a reboot is displayed in your Suit HUD and handheld controllers via a progress bar. When the bar is full, the reboot is complete.

When your suit is Rebooting, you can not install any new modules, you can only uninstall them. If you're stuck in a reboot loop, take out some of the power-hungry modules to analyze what you need to modify to avoid the reboot loop in the future.

Rebooting

Fuel

You Suit can also hold Suit Fuel. Although your Suit will attempt to hold a buffer of Suit Fuel at all times, it does not consume any Suit Fuel on its own - specific Modules require it to operate. Examples of this include the Integrated Jetpack, Fuel Runners, and Bio Burner modules.

Note that Suit Fuel is not limited to only base-game Packaged Fuel - your Suit can refuel by consuming any of the items it supports, which can be viewing in the Suit Stats section. Some Modules can grant your suit access to additional fuel item options (for example, the Integrated Jetpack allows all suits to use Packaged Fuel), or even generate Suit Fuel for you without consuming any items.

You can find a comparion of the different kinds of fuels suits can use (assuming access to all tech tiers) here.

Allowed Fuels

Your Suit will consume items from your inventory to refuel itself while you are on the ground. After consuming an item, the fuel will transfer into your suit's fuel tank in accordance with its Fuel Transfer Speed. This ensures that none of the potential fuel energy of the item is wasted. When fuel is transferring, the wheel on the UI will spin. The background fill of the wheel shows how much of the last consumed item remains before another is consumed. You can also see how much remains in the buffer by looking at the suit's item tooltip.

Suit Tooltip

Note that the accepted fuels listed here are the ones the suit unlocks by default. The true list (which could have been modified by Modules) is found in the suit stats section.

Suit tooltip

Flight Note: Your suit can refuel mid-air if you have a MidAirRefuel Mid-Air Refueling Module from the Flight sub mod installed.

Note that different suits have different Fuel Transfer Speeds and Fuel Efficiency values, which can also be further modified by Modules.

Fuel Transfer Speed defines how quickly your suit's Fuel tank will refill from the items it consumes. Sometimes Modules or suits will affect this value by some fixed fuel quantity in MJ per second, and others will affect the percentage of your suit's fuel capacity that can be moved per second (scales well with larger fuel tanks).

Fuel Efficiency is a special bonus that changes how much effective Suit Fuel you get out of the items your suit consumes. Higher Fuel Efficiency means each fuel item will give you more Suit Fuel than its listed value, leading to less fuel item consumption. Lower fuel efficiency can result in increased fuel item consumption.

Fuel Recovery Period

If you entirely drain your suit of Suit Fuel, and a module is still trying to consume fuel, the suit will enter a 5-second fuel recovery period to allow suit functions to refill the fuel tanks.

During this period, all fuel consuming modules will cease to function, a (mod options configurable) sound will play at the start of the timeframe, and the suit UI will notify you of the fuel shortage through various indicators:

  • Handheld controllers have blinking out of fuel indicators
  • A notice is displayed above the suit item slots in the inventory screen
  • Suit HUD displays a blinking out of fuel icon. A gray progress bar indicates how much time remains in the recovery period.
  • Suit HUD's fuse indicator turns yellow

Once fuel is obtained again, the fuel-starved modules will resume functioning again.

If you don't obtain more fuel, the warnings will continue displaying until fuel is obtained.

Shield

PioneerProtection The Pioneer Protection sub mod offers modules that grant you Shield.

Shield can be thought of as a special health bar that will be taken from before your actual Health. Shields can only absorb certain kinds of damage by default - for example, radiation damage is not stopped by shields.

When your shield takes damage, it will begin to recharge again after a delay.

Flight

The PowerSuit Modules: Flight sub-mod offers a number of balanced flight options. Below are descriptions of their functions and flight controls.

Flight modules These modules are only available when you have the Flight sub mod installed.

Having any PowerSuit Flight Module equipped will fix the base-game bug of drifting while hovering at very small horizontal speeds.

Flight Modules

Most Flight Modules consume Suit Fuel, which your suit will refill when you are on the ground. The kind of accepted Fuel depends on the suit and what modules you have installed. Hover over the Accepted Fuels region of the suit inventory to find out what fuels your Suit (and thus Flight Module can run on.)

Review the different types of flight below in the 'Flight Controls' section.

  • ThrustBoots Thrust Boots Module
    • Consumes Suit Fuel and Power
    • Thrust Flight with Friction
    • Your first flight opportunity, this limited module allows for some extra mobility, but is nowhere near as good as a jetpack.
    • This flight module will cap your horizontal speed as you fly, so don't expect to be zooming around with this one.
  • Jetpack Integrated Jetpack Module
    • Consumes Suit Fuel and Power
    • Frictionless Thrust Flight
    • The PowerSuit equivalent of the vanilla Jetpack.
    • Your flight range is determined by your suit's fuel tank size, which this module also increases.
  • HoverJetpack Hover Jetpack Module
    • Consumes Suit Fuel and Power
    • Hover Flight with Friction
    • The original PowerSuit jetpack - we had hover flight before it was cool!
    • A weaker version of the Hover Pack that is accessible at the same tech tier as the Jetpack.
  • Hoverpack Integrated Hoverpack Module
    • Consumes exclusively Power
    • Hover Flight with Friction
    • The PowerSuit equivalent of the vanilla Hover Pack.
    • Does not connect to your base's electric grid. That feature is coming in future versions.
  • MultiFlight Adaptive Flight Module
    • Consumes exclusively Power
    • Frictionless Thrust Flight OR Hover Flight with Friction
    • Allows you to swap between Thrust and Hover flight on the fly (ba dun tss).
    • Use your 'PowerSuit: Toggle Gravity Flight' keybind (G by default) to toggle between flight modes

Flight Controls

There are two types of flight that modules can grant. Don't worry - you're already familiar with them from the base game.

  • Jetpack ThrustBoots MultiFlight Thrust Flight (also called Gravity Flight)
    • Similar to the vanilla Jetpack
    • Hold space to ascend. You will fall to the ground when not pressing space.
    • Press 'PowerSuit Accelerate' (Shift by default) for a boost.
    • You can speed up your fall by holding crouch.
  • Hoverpack HoverJetpack MultiFlight Hover Flight
    • Similar to the vanilla Hover Pack
    • Hold space to ascend. You will not descend until you press your crouch key.
    • Press 'PowerSuit Accelerate' (Shift by default) for a boost.
    • In order to descend, you must press your crouch key.
    • Double-tap crouch to instantly stop flying.

To help understand the types of flight, think of the base-game Jetpack versus the Hover Pack. A Jetpack has Gravity Flight, but a Hover Pack has Hover Flight.

There are two flight friction behaviors to consider as well:

  • Jetpack MultiFlight Frictionless Flight
    • Similar to the vanilla Jetpack
    • When you stop pressing the movement keys, you will keep your horizontal momentum, continuing to move through the air. This is great for if you've just shot yourself out of a Hypertube Cannon, but not so great for precise building.
  • Hoverpack ThrustBoots HoverJetpack MultiFlight Friction Flight
    • Similar to the vanilla Hover Pack
    • When you stop pressing the movement keys, you will be gradually brought to a stop mid-air, losing your horizontal momentum.

To help understand the flight friction behaviors, think of the base-game Jetpack versus the Hover Pack. A Jetpack has Frictionless Flight, but a Hover Pack has Friction Flight, because it slows you to a stop.

Consider using other modules to change the flight behavior and speed of your suit.

  • Modules exist to increase your speed while flying.
  • The MidAirRefuel Mid-Air Refueling module enables refueling while still flying.
  • The ConfigDampen Air Resistance Regulator module enables modifying flight friction intensity, or removing it entirely, configurable on-the-go.

[Advanced] Somersloop Crafting Loop

Unlocking some of the more advanced modules on offer requires exploring the unusual properties of Somersloops.

If you are having trouble with the Somerslink Regulator crafting chain, look here for tips and more info.

Click to Expand (Spoilers for late-game mod content!)

Loop Diagram

This is a diagram showing how items flow in the Somersloop crafting chain in the mod.

You can view this in-game by holding the keybind mentioned in the tooltip while hovering over a Somersloop-related item in your inventory.

Somersloop chain

Tips

  • Note that recipes involving Somersloop products often return the Somersloop in another form - the Somersloop is not used up. It's a catalyst item. It changes form when used in recipes, and other recipes must be used to change it back.
    • For example, you can produce unlimited Entangled Particles with only one Somerslink Regulator. Simply use a Particle Accelerator to Overcharge the Depleted regulator that the Entangled Particles recipe produces.
  • Check the diagram above for some tips as to how the recipes fit together.
  • If you would like to conserve your world's Somersloops, you can purchase Synchronized Somerslink Regulators from the AWESOME shop once you have unlocked them.
  • A late-game production loop allows you to produce Stable Somersloops, and thus the rest of the Somersloop products, out of renewable resources.
  • You can produce a Depleted Somerslink Regulator by using a Spatial Tear Generator Module from the Fresh from R&D mod. There is also a machine-based recipe on offer, but using the Module is much more resource efficient.

Mod Configuration

You can configure a number of properties of the mod to your liking using the SML Configs system, accessible from the main menu, or from the suit popup 'Configs' tab, available by pressing 'PowerSuit: Open Suit UI' (Right Alt by default). Here is a sampling of the config options:

Config screenshot

You may need to re-equip worn suits for some config changes to take effect.

Remember that configs should match on host and client for most options in multiplayer!

Translations

Are you interested in helping to translate the mod to your native language? It could take a while until I figure out how to get these packed into the mod correctly, but if you'd like, you can join the Crowdin here and start translating. Contact me on the Nog's Mods Discord if you have any questions, or if you'd like me to add a language other than the ones currently listed.

Further Ramblings

I did my best to balance these modules recipes with respect to when you can obtain them. I am actively looking for feedback on this - please contact me if you have suggestions.

If you disagree with my balance decisions, and are interested in making your own recipes (or other tweaks) for these modules, I suggest you check out the ContentLib mod. With ContentLib, writing your own recipes is as simple is as putting a JSON file in the right folder. And with a bit more knowledge, you can write JSON CDOs to modify the properties of any module to your liking.

Most modules make use of the 'Attachment Actor' system, a PowerSuit extension of the usual attachments used by the base game. This allows installed Modules to execute custom Blueprint (or C++) logic to interface with the suit and the world. This is great, because it means that modules can do a ton of fun stuff that they couldn't before. But it was also a ton of work to get everything brought over from SML2, as I had to rewrite a significant bit of logic that used to be built into the suit. Despite this added complexity, a lot of the heavy lifting to make this mod possible is still done in the PowerSuit mod itself.

If you're interested in seeing what's possible with the mod or making some modules of your own, I suggest you check out the source code, as both this mod and the base PowerSuit mod are open source. Feel free to contact Nog or I on Discord. I would be happy to assist you in developing your own Modules, and you are free to depend on this mod if you want to make use of some of the additional module utilities I have developed.

For developers: All of my MAM tree nodes are automatically generated and populated from item recipes via the tool I wrote for NogsBPs. Let me know if you want more info on how to do this yourself.

Special Thanks

Please let me know if I forgot to add you to this list.

  • Nog for writing the original PowerSuit mod, working with me to debug it and the Modules mod, and tolerating my endless questions.
  • Micheal for contributing high quality sounds to the mod, and implementing many of them too! He's a professional audio engineer - check out his portfolio here.
  • Deantendo#4265 for the very snazzy mod icon, which I have since mutilated adapted to make the icons for the sub-mods.
  • Panakotta for the examples of ADA Messages and the BP code to send them to players.
  • RNGesus Prime, NotoriousRNG, Reika, K14M, ko5o01gg AKA Dakotka, StromE, and WillLMR for testing and balance feedback.
  • direwolf20, LK Aice, Random Gamer and TotalXclipse for making mod spotlights.
  • TwoTwoEleven for help debugging the display of the in-game mod icon back in SML2.

Assorted Credits

  • The Coffee Stain Studios time machine for the Fabrication Station base model.
  • Base image for the Remote Access module icon (it was edited further) from GameIcons.net
  • Rabbit and Turtle icons for Shield Reconfigurators from Freepik

Updates and Patch Notes

I am quite a busy person, and it may take me a while to update the mod if it breaks. Please be patient when the game updates and please report any issues you encounter on the Discord or GitHub, both linked above. Feel free to contact me on Discord with any questions, suggestions, or comments you may have.

Past Patch Notes

Find them here (could be out of date) or by clicking View on a version in the versions tab on the SMR page.

Future Update Plans (in no particular order)

Click to Expand
  • My secret list of surprises on my Trello
  • Create ADA messages for the new MAM Tree milestones
    • My old ones for the HUB no longer fit because of how the categories are broken down now
  • Finish modules marked as WIP
    • Balance suggestions greatly appreciated
  • Give everything Resource Sink point values
  • Continue to evaluate balance of existing modules
    • Ensure that you can't get too ridiculously overpowered or make power management a complete non-issue
  • Finish figuring out how to pack localization stuff.
  • More modules!
    • Damage resistance against enemies, but I think shields already fulfill this role pretty well.
    • Fuel backup system for when the suit runs out of power
    • Fun late game modules like out-of-bounds damage immunity
    • Fuel efficiency increaser
    • Sliding Generator
  • A separate sub-mod that introduces cheat modules

Won't Add

Click to Expand

Remember - this mod and the base PowerSuit mod are open source, and you're totally free to create your own modules with these as inspiration.

  • 3D models for any modules
    • I don't plan to make custom models for the modules any time soon. They don't really have much of a reason to be moving around on conveyors or on the ground anyways.
    • I may need some icons made in the future, though. If you would like to contribute models/icons for them, I would greatly appreciate it.

Hey, you read all the way to the bottom. Thanks! I appreciate that you care about what all I have to say. Have fun with the mod.

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armormodules's Issues

[Suggestion] update for sml v 3.1.1

Hello, I used your Power Suit modules mod before update 4. I would like to continue using it again but unfortunately it is not in the list of compatible mods for version 3.1.1. Will your mod be updated for the current version of the game?

Hud Disappears when switching hand item

Describe the bug
When having multiple handheld items equipped the HUD disappears. I only managed to make it reappear when un- and reequipping the power armor. Switching back to the original handheld item does not help and only shows the empty item panel.

To Reproduce
Steps to reproduce the behavior:

  1. Have multiple handheld items equipped.
  2. Equip power armor (you now should have the HUD overlaying the handheld item panel)
  3. Scroll (or otherwise change your handheld item)
  4. The HUD is now gone
  5. Only way to restore hud (that I found) is to reequip the power armor - draining fuel unneccessarily if the Armor has a fuel burner equipped.

Expected behavior
Changing the Handheld item does not remove the HUD.
Or at least the Handheld item which had the hud in the first place shows it again when selected.

Multiplayer?
Not tested.

Screenshots
Available by request. But repro should be easy.

Additional context
If this needs to be placed in Nog's repo, please tell me. But since this mod's custom HUD is affected I decided to just place this here for now.

If you crashed, please attach your crash generated by the launcher to this report.
No Crash.

Issue with the Right-Alt shortcut.

Describe the bug

Hello, ever since the last update 1.3.0 I have not been able to either get in the configuration of the modules from the pockets screen, or the Right-Alt key.

To Reproduce

Steps to reproduce the behavior. If it involves content from other mods, be sure to state what.

Expected behavior

Expect to be able to configure the modules.

Multiplayer?

If you're playing in multiplayer, pleaste state if it affects host or clients, etc.

Screenshots or Videos

If applicable, add screenshots or a video to help explain your problem. I suggest Streamable as video uploading service and ShareX as an image/video capture tool, if you need one.

Other Mods

image

Additional context

Add any other context about the problem here.

If you crashed, please attach your crash generated by the launcher to this report.

Hold to Sprint

When not enabling the "Hold to sprint" option under the game settings, the powersuit recognises sprinting as walking and as such does not consume energy. I would expect the powersuit to respect that setting, allowing the shift key to toggle between walking and sprinting.

Sounds please

Describe the bug

iยดm using powersuit with allpak mod the only sound that is working is when powersuit reboots, no sound for overdraw no sound for thruster when using jetpak ohh the one sound that also work is the jump thuster module and switching between moduls
tried most variants wite

To Reproduce

errr nah trying to GET sound

Expected behavior

sound plese? dying becaus i don hear when fuel is out
A clear and concise description of what you expected to happen.
when i press thruster (space) i expect to get the appropriate sound

Multiplayer?

nope single

Other Mods

empty hands

What other mods do you have installed? Set your SMM to Show 'Enabled' mode, which lists all mods, including dependencies, and put a screenshot here. Alternatively, export and attach your SMM profile, or simply list what mods you have installed.

Additional context

Add any other context about the problem here.

If you crashed, please attach your crash generated by the launcher to this report.

smm

Small Visual Bug in Inventory

Describe the bug

When modules are in your inventory, they have a light blue background. When they are moved to a different location, their background turns white and any item that you put in the slot where it came from will get that light blue background. This is fixed upon closing and reopening your inventory, but you can repeat the bug.

To Reproduce

Move a module in your inventory, and put any item into the slot it came from.

Expected behavior

The blue background should move with the module, not just stick around and affect other items after the module has moved.

Multiplayer?

If you're playing in multiplayer, please state if it affects host or clients, etc.

Screenshots or Videos

If applicable, add screenshots or a video to help explain your problem. I suggest Streamable as video uploading service and ShareX as an image/video capture tool, if you need one.

Other Mods

What other mods do you have installed? Set your SMM to Show 'Enabled' mode, which lists all mods, including dependencies, and put a screenshot here. Alternatively, export and attach your SMM profile, or simply list what mods you have installed.

Additional context

Add any other context about the problem here.

If you crashed, please attach your crash generated by the launcher to this report.

[Info] Radiation sticking around after crafting things

Bug Description

When crafting using radioactive ingredients at a Fabrication Station, or disposing of radioactive crafting ingredients, there will be 'ghost radiation' stuck around, either at a container, the craft bench, or following you around everywhere. You will still be irradiated even if there is nothing radioactive near you nor in your inventory.

Explanation

This is a problem with the base game, and is already extensively documented on their bug report site.

If you want to play around with this more yourself, use the console command ShowDebug Radiation to get more information on sources of radiation in the world. I suggest using NogsLevel for your testing so as to avoid a giant list of every uranium node and deposit in the world during your testing.

Temporary Fix

To fix the issue, if you encounter it, simply reload your save. Keep in mind that this also causes some containers that should have been emitting radiation, but were not previously, to update their status.

[Suggestion] Move Biofuel based suit to Tier 4

I've started a new game and started researching the Biofuel based suit. But in order to build the suit itself you require integrated blade runners which requires 50 motors. Motors are Tier 4 advanced steel. The suit itself is in Tier 2.

In order to start early with the Biofuel suit I'd suggest replacing motors with Modular frames.

[Suggestion] Emergency Automatic Activation of Redeployable Parachute module.

The parachute module cant really be used with any powered flight module because of control conflicts. It would be nice if there was an automatic emergency mode where if the suit runs out of energy / fuel / overheats mid flight or for some reason encounters a problem the parachute module should automatically engage when the player gets within Xmeters of the ground if they are falling faster than a safe speed

Integrated blade runners yeet player into space

Describe the bug

Integrated blade runners launch player with absurd vertical speed if bumped on top of some mobs.

To Reproduce

  1. Equip Powersuit (tested with Biofuel suit).
  2. Equip Integrated Blade Runners.
  3. Jump on top of Hog/Spitter/Doggo to get bumped off.
  4. Get launched to space causing immediate death, mostly without even a death crate spawning.

Expected behavior

Get a small bump.

Screenshots or Videos

https://youtu.be/VBGlDrhu7kI
(Tested in Doggo cave, so died crashing in cave walls, not to top world border).

Other Mods

-Power suit
-Modpack: All PowerSuit Modules
-Refined Power
-Faster Manual Crafting
-Mk++
-Fluid AWESOME Sink
-Covered Conveyor Belt
-Smart!
-X3 Better Vehicles & Drones [MP]
-X3 Roads [MP]
-Pak Utility Mod
-Inventory Slots +150

Additional context

Never happens without any Blade Runners or with vanilla Blade Runners. Seems not to happen on Space Whales.

Nightvision Module Flickering in Multiplayer

Current version: PowerSuit Modules 1.1.0
Satisfactory version: CL#131382

Issue: During the transition from night to day, the nightvision fading to normal light effect will constantly cycle. Only the host is experiencing this, other players connected to the host do not.

Details: The visual transition effect from bright to normal will start to cycle rapidly, starting at full brightness fading to normal, then abruptly going back to full brightness again, repeating endlessly. This will continue even when the power suit or the nightvision module are removed. Additionally, on rare occasions, the night vision effect will persist even during daylight hours causing excessively high brightness. The issues stop when the game is quit and reloaded. Edit: The day/night cycle length has not been changed from default or adjusted in any way.

Other information: Tested with all other mods removed and added one at a time to check for mod conflicts, the issues persisted even when it was only PowerSuit v0.3.1 and PowerSuit Modules v1.1.0

If you need any additional information, let me know what I need to pass on. I will do my best to respond as soon as possible.

suit can go into its own storage compartment

Describe the bug

When body equipment stored in storage compartment (e.g., a jetpack), shift-clicking the body equipment will swap it with your current suit. The suit ends up in its own storage compartment.

To Reproduce

  1. Get a jetpack and a power suit
  2. Install storage compartment
  3. Equip power suit
  4. Put jetpack in storage compartment
  5. Shift-click on jetpack in storage compartment
  6. poof goes the jetpack

Expected behavior

The the current suit should not be allowed in its own storage compartment. There are a handful of strategies to disable (e.g. shift-clicking from storage compartment does not equip/swap, but rather moves into main inventory), but I don't know what's feasible--esp. given the main inventory can be full. Perhaps drop the equipment on the ground if there is no room in inventory. Or drop the suit on the ground if it was to be swapped into its storage compartment.

(it may have actually dropped on the ground, and this has already been fixed, but I didn't see it)

Multiplayer?

No

Other Mods

Yes; will post if you cannot reproduce

[Suggestion] Still some issues with Biofuel module costs.

[#7] Previously reported an issue with the biosuit itself but even though that is now sensible to its tier to build it's still unusable at tier 2 for a couple of reasons:

Module Base Component
All versions of this require heavy modular frames. Which aren't craftable until tier 4.

Integrated Blade Runners:
In addition to the module base component requirement, these still want 50 motors.

Thrust Boots Module:
Module base component requirements.
Precision thrusters require pipes, which are tier 3.

Bio Reactor Module:
Module base component requirements.
Steel pipes.

Suggestion:
I love that I can have these two this early in the game. Obviously without the boots there is no reason for this suit to exist as I can just use the blade runners on their own.

If the requirements must stay this way, maybe just move these milestone to tier 4?

Also I suggest making the boots use the fuel a little more aggressively. I feel like I can get too much lift out of these (especially when combined with the speed of the runners) and expected them to really just help me fall safely and basically bunny hop longer distances, not necessarily be able to climb as much as I can.

No possibility to change the default keys.

Firstly I just want to say, Nice Mod and great work! I am looking forward to using this around the map whilst exploring :-)

As the title says...In my case, I would like to be able to change the thrust key from being the space bar, the reason being is that I do not use the default keys in any of my games, I always use the arrow keys and the surrounding keys for various other commands, this makes it incompatible with my gaming style to be able to use the thrust boots in the suit.

Is there a config that can be changed or are you working on the mod using user defined keys?

Regards.

M.

Update 6 Support

Describe the bug

Game crashed after launching the game

To Reproduce

Steps to reproduce the behavior. If it involves content from other mods, be sure to state what.
Game crashed everytime when mod PowerSuit Modules Modpack: All Modules is enable in Satisfactory Mod Manager

Expected behavior

A clear and concise description of what you expected to happen.

Multiplayer?

no

Screenshots or Videos

image

Other Mods

Enable
image
Disable
image


If Mod from the list are disable the Game launch and run properly

Additional context

Add any other context about the problem here.

If you crashed, please attach your crash generated by the launcher to this report.
image

FactoryGame.log

Powersuit Module/Inventory Slot modification via ContentLib Question

Hello, I'm attempting to alter the number of slots in the power armors with a ContentLib json file.

So far I'm dialed in on this property/reference in /ArmorModules/Suits/[SUIT]/Equip_[SUIT] using the Content Inspector mod:

"Module":
{
	"JS_Class": "/Script/PowerSuit.EquipmentModuleComponent",
	"JS_Object": "/ArmorModules/Suits/Mk1/Equip_PowerSuitMK1.Default__Equip_PowerSuitMK1_C:EquipmentModule"
},

This seems to refer to a script or constructor or something and when I check the EquipmentModuleComponent in /Scripts/Powersuit/EquipmentModuleComponent I see that there is an "InventorySlots" property (the tooltips in-game refer to the module slots as inventory slots?) so it looks like that would be the value to modify. I'm seeing suit specific properties and values like fuel type in the "mCostToUse" property however I cannot seem to find specific module/inventory counts in the Equip_Powersuit files to modify.

Anyways thanks for your assistance!

EDIT: I notice a lot of the properties in the Equip_Powersuit file are listed in the PowerSuit UI Stats tab under Details in a list however the total inventory slots for modules is listed separately below the suit-specific flags.

Hover Module Ascension bug

Describe the bug
The new Hover Module has an issue related to ascending. When holding the space bar to ascend in hover mode, it occasionally has reduced vertical speed, up to half the expected speed. Sometimes it snaps out of it by itself, at other times I have to let go of the throttle and restart the movement for it to readjust. Rebooting the game did not appear to have any effect.

Edit: Another version I've experienced after some more playing is basically a complete loss of thrust. When I hold the space bar to ascend, it starts slowly descending after some sputtering, as if you're trying to fly whilst heavily overloaded. It only occurs whilst trying to ascend; whilst hovering and moving horizontally it's perfectly fine.

To Reproduce
Unknown. I think it might be related to repeatedly interacting with controls, as one normally would when moving about, but I haven't been able to consistently reproduce. The reduction seems to vary between 10% and 50% vertical speed. Sometimes it slowly builds from use to use, at other times it just goes straight to -50% vertical speed.

Edit: It's broken more than half of the time right now, with the power reduction varying, but I haven't been able to figure out what actually caused it in the first place. Initially, it worked as normal, but not long after some testing with the hover and 'vanilla' module, as well as both at the same time, it started having this issue.

Expected behaviour
Consistent maximum ascension speed.

Multiplayer?
Experienced as Single player, in a private session. Unknown if present in Multiplayer.

Screenshots
Video clip displaying the issue, with repeated full power -> full stop -> full power cycles experiencing varying ascension speeds.
https://youtu.be/Blq1y1P3GFI

Additional context
Mk2 suit
Equipped modules:

  • Hover module
  • Integrated Blade Runners
  • Integrated Gas Mask
  • Medium Health regen
  • 2x Bioreactor

[Suggestion]Update integrated hazmat suit tooltip to indicate it doesn't protect against toxic gas

Please read the Future Update Plans and Won't Add section of the mod page before continuing

inthazmattooltip

The integrated Hazmat Suit doesn't protect against toxic gas like the vanilla one does. This seems reasonable, as in vanilla you can't equip both, but you can with PowerSuit. Unfortunately, the vanilla behaviour led me to expect the powersuit module to work the same way. The tooltip currently doesn't mention toxic gas directly, but it does reference 'air filtration', which reinforced my expectation that it would protect against toxic gas.

If it's not too much trouble, adding a bit to the tooltip like

Note: does not protect against toxic gas, only radiation.

would prevent other players from making the same assumption.

Fuel/Integrated blade runners permanently stop working after suit runs out of power

Description
The Fuel/Integrated blade runners stop working when MK1/MK2 suit reaches 0 charge without rebooting properly.

To Reproduce
1- Equip MK1/MK2 suit with fuel/integrated blade runners + jetpack + some fuel;
2- Fly around until the jetpack runs out of fuel and drains all power from the suit.
3 - Land before the suit reboots (orange power icon reaches 100%).
4 - The reboot sequence is interrupted as the jetpack stops drawing too much power
3- After this, sprint speed will be capped at base speed + 0.1 m/s , even when on 100% charge. Fuel runners continue to consume fuel without providing additional sprint speed. The suit/module needs to be removed and equipped again to fix this.

Expected behavior
1- The reboot sequence should probably not be interrupted
2- The runners should work normally after charge is restored.

Multiplayer?
Not tested.

Additonal notes
This doesn't happen with the Biofuel suit. Tested with the MK1 and MK2 suit on two different saves.

Radiation Intensity display stuck at 0%

Describe the bug

The Radiation Intensity reading from the Integrated Hazmat Suit always says 0%.

To Reproduce

  1. Equip the Integrated Hazmat Suit and ensure it has filters
  2. Craft an Unstable Somersloop (or probably pick up any radioactive item) and keep it in your inventory

Expected behavior

Radiation Intensity display should increase. Instead it stays at 0%, even though the filter is depleting and the vanilla Radiation Level display is shown.

Multiplayer?

Haven't tried multiplayer.

Screenshots or Videos

Can add screenshot if needed.

Other Mods

Mod Name                         Mod Reference                Version
Any Route For Any Vehicle        UniversalVehiclePaths        1.0.3
Blocks                           Blocks                       3.0.5
Circuitry - Logic gates & More   FicsitWiremod                0.12.20
Community Basic Tracks           CommunityBasicTracks         1.0.2
Community Railway Set            CommunityRailwaySet          1.0.4
Community Road Network           CommunityRoadNetwork         1.0.3
Dependency To Blueprint Download FileSystemLibrary            1.0.1
DI Common Lib                    DI_Common                    3.8.0
DI FunctionsLibrary              DI_FunctionsLibrary          3.8.0
DI More Lights                   DI_More_Lights               3.8.0
DI Power Indicators              DI_Power_Indicators          3.8.0
Factory Props                    Factory_Prop_Mod             1.3.0
Fire Smoke and Water             FireSmokeWater               1.0.2
Hotterbars - Hotbar keybinds     KeybindableHotbar            1.0.1
Infinite Nudge                   InfiniteNudge                1.1.0
Infinite Zoop                    InfiniteZoop                 1.6.8
Item Spawner                     ItemSpawner                  2.0.0
Linear Motion                    LinearMotion                 2.0.24
MAM Enhancer                     MAMTips                      1.3.1
MiniMap                          MiniMap                      1.0.13
Modpack: All PowerSuit Modules   ArmorModules__Modpack_All    2.2.0
No Early Access Mark             NoEarlyAccess                1.0.3
No New Label                     NoNewLabel                   1.0.1
No Portable Miners - Redux       NPMRedux                     1.0.2
Organized Crates                 OrganizedCrates              2.0.4
PowerSuit                        PowerSuit                    1.3.0
PowerSuit Logistic Modules       LogisticModules              1.1.0
PowerSuit Modules                ArmorModules                 4.2.0
PSM: Flight                      ArmorModules_Flight          2.1.0
PSM: Fresh from R&D              ArmorModules_Special         2.1.0
PSM: Mobility                    ArmorModules_Mobility        2.2.0
PSM: Pioneer Protection          ArmorModules_Defense         2.1.0
PSM: Power Generation            ArmorModules_PowerGeneration 2.2.0
PSM: Suit Regulation             ArmorModules_SuitRegulation  2.1.0
Skin It - Five Vehicle Skins     VehiclesVariety              1.0.1
Speedometer                      Velocimeter                  2.0.2
Structural Solutions             SS_Mod                       1.1.22
TFIT - Ficsit Information Tool   TFIT                         2.2.0
Transformers Explorer            TransformersExplorer         1.0.3
Unrestricted Icons               UnrestrictedIcons            1.0.1
Upside Down Foundations More     UpsideDownFoundations        1.0.9
Vehicle Path Viewer              ShowSplinePath               1.1.2
Zip-Strips                       ZipStrips                    1.0.4

Additional context

Playing on Artix Linux, if that matters.

Thruster modules will sometimes stop working after out of fuel unless re-equipped

Describe the bug

(Horizontal) Thruster modules can stop providing their speed bonus once the wearer is out of fuel. Functionality restored by re-equipping

To Reproduce

https://discord.com/channels/555424930502541343/555516979260293132/1262498024635236362

Expected behavior

Once out of fuel, thruster module speed bonuses cease. Once fuel is restored they start working again.

Multiplayer?

Singleplayer

Screenshots or Videos

https://discord.com/channels/555424930502541343/555516979260293132/1262498024635236362

Other Mods

Unknown

Additional context

None

Build Module doesn't request for consecutive builds

I have the Build Module from Logistics in my suit, as well as a range extender. I have more than enough power. However, when I go to build something I don't have enough inventory for, if I build one and then try to build again without exiting build mode, the module requests enough for the first one, but it doesn't request the required items for the second and subsequent ones. I have to hit escape or switch blueprints really quick. This happens for vanilla buildings as well as mod buildings. It also happens if I have enough for several builds and then run out of parts without exiting or swapping build like I mentioned before. Happens with no other mods installed, too.

Overdraw Alarm Sounds and will not turn off without restarting the game.

Describe the bug

Suit starts to overdraw, I go straight to the ground to make adjusments. Alarm does not shot off, even if I remove the suit and place it in a container. Must restart game. The issue is repeatable, even with different configs. Had some of Nogs mods installed in the suit, thought that was the prob. Removed them and restarted the game. Same thing happens. Also, there is no config screen, just the tab. Click it and the inventory UI closes, with nothing else opening.

To Reproduce

explained above.

Expected behavior

A clear and concise description of what you expected to happen.

Multiplayer?

I'm in single player game.

Screenshots or Videos

If applicable, add screenshots or a video to help explain your problem. I suggest Streamable as video uploading service and ShareX as an image/video capture tool, if you need one.

Other Mods

What other mods do you have installed? Set your SMM to Show 'Enabled' mode, which lists all mods, including dependencies, and put a screenshot here. Alternatively, export and attach your SMM profile, or simply list what mods you have installed.

Additional context

Add any other context about the problem here.

If you crashed, please attach your crash generated by the launcher to this report.

Dying when using a HyperTube.

Describe the bug
When i use a HyperTube with the HyperTube accelerator module installed, it will cause my player to die.

To Reproduce
Steps to reproduce the behavior:

  1. Hop into a Multiplayer Game as Guest
  2. Install the module
  3. Go in and boost.
  4. You should die.

Expected behavior
I would like to survive.

Multiplayer?
Works as Host, not as Guest.

Screenshots
I can make a Video later.

Additional context
Might be a Game Bug when going to fast but i'm not sure.

Mobile HUB access does not allow milestone selection or item submission

Describe the bug

Opening the mobile HUB connection seems to open a broken UI that can't be interacted with

https://discord.com/channels/771801486828896258/771802747976286239/1190591447305572402

To Reproduce

  1. Equip the Mobile Research Module
  2. Build a HUB if there isn't one yet
  3. Open the HUB connection
  4. Interaction is not possible

Expected behavior

Ability to select hub milestones to view their details and to submit items

Multiplayer?

  • Affects both host and client

Screenshots or Videos

Other Mods

No other mods. The issue is still there if Nog's Research is installed

Logistic Modules: Incompatibility with Stack Overflow mod

Describe the bug

Logistics Subscribe Module has been installed, Many items have been selected as subscribed too with levels set (Many which are above current held inventory levels), module loops at "Looking for sources" even if standing beside a container which contains the requested items. Sufficient power is available and module is enabled, have tried adding contains to the filtered list and removing them from the filtered list without effect.

To Reproduce

Equip a power suit with logistics subscribe module, place requested items in an industrial storage container and subscribe to the items, module will be unable to find a source

Expected behavior

Module will retrieve requested items from an available storage.

Multiplayer?

Single player game, Update 7 early access stream (Non experimental) - SMM 3.4.1 - Logistics Module 1.0.1 - All Powersuit Modules 2.0.0

Other Mods

attached
Update 6 Mods.zip
FactoryGame.log

PowerSuit Logistic Modules: Pocket Dimension Duplication

Describe the bug

Telling a Pocket Dimension to keep more stacks in your inventory than you have in the pocket dimension will create free duplicate items/ full stacks.

To Reproduce

Equip a Pocket Dimension (Only tested with mk2) into a PowerSuit, Have only one stack of any test item in your inventory, doesn't need to be full. Equipment works too. Set the PD filter to that stack, turn the PD off, Move the stack to the PD, increase amount to be in inventory, turn the PD on. It will put as many full stacks of that item as you set in the amount.

Expected behavior

Expect the PD to return to my inventory only the items I currently have in storage.

Other Mods

PowerSuit Logistic Modules
PowerSuit
Modpack: All PowerSuit Modules
PSM: Mobility
PSM: Fresh from R&D
PSM: Pioneer Protection
PSM: Flight
PSM: Power Generation
PSM: Suit Regulation
PowerSuit Modules
Refined Power
Modular UI
RefinedRDLib
Faster Manual Crafting
Underground Belts
MAM Enhancer
Smart!
MallLib
Micro Manage
Small Storage Container
Full Health Regeneration
Storage Teleporter

Additional context

Not crashing, just cheaty without cheats enabled. Running on latest official version of everything according to SMM.

Duplicate milestones in Tier 2

Describe the bug
The Armor Module Crafting Components and Armor Module Alternate Recipes are listed multiple times in the Tier 2 milestones.

To Reproduce
Start New game
Go to Hub Tier 2
Research Biofuel Powersuit milestone
Open Hub again and observe the many times (7x?) listed of the components and recipes for the suit.

Expected behavior
Only to be listed once for both, after the Biofuel suit is researched.

Screenshots
Milestone bug

No Base Module in Workbench

I can't make a base module because there isn't an option in the workbench to do that.

Describe the bug
A clear and concise description of what the bug is.

To Reproduce
Steps to reproduce the behavior:

Expected behavior
A clear and concise description of what you expected to happen.

Multiplayer?
If you're playing in multiplayer, if it affects host or clients, etc.

Screenshots
If applicable, add screenshots or a video to help explain your problem.

Additional context
Add any other context about the problem here.

If you crashed, please attach your crash generated by the launcher to this report.

[Suggestion] Add early game parachute module

In early game stage when you've just got the power suite it would be nice to have an access to use at the same time parachute and power suite, until you will be able to get any kind of flight mode.

Multiplayer clients must sometimes re-equip the suit to see its UI and modify installed modules

Describe the bug

Multiplayer clients must sometimes re-equip the suit to see its UI and modify installed modules

https://discord.com/channels/771801486828896258/771802747976286239/1190797527990157422

To Reproduce

  1. Be a multiplayer client
  2. Equip a suit
  3. Disconnect from the game still wearing the suit
  4. Join the game again
  5. The suit will sometimes not have any UI, but you can still use it to fly/run/etc.
  6. Take the suit off and put it back on again
  7. UI appears again

Expected behavior

Ability to see suit UI and edit modules upon logging in

Multiplayer?

Only affects multiplayer clients

Screenshots or Videos

image

Other Mods

No other mods required to cause the crash

Additional context

Reported by Segaja on Discord

Night Vision Module generates power

Describe the bug
When the Night Vision Module is equipped, it adds 5MWs to the suit's power balance.

To Reproduce
Steps to reproduce the behavior: Equip the Night Vision Module

Expected behavior
The Night Vision Module should deduct 5MWs from the suit's power balance.

Multiplayer?
Only tested in Single Player.

Screenshots
FactoryGame-Win64-Shipping_UEOvHPrcGD

[Issue building mod] TEST Has Foliage Idenifier in AssetRegistry.umap causes Alpakit build to fail

LogInit: Display: LogBlueprint: Warning: [AssetLog] D:\Creatives\SatisfactoryUnrealProject\Plugins\ArmorModules-master\Content\Debug\NeverPack\AssetRegistry.umap: [Compiler] Input pin  Identifier  specifying non-default value no longer exists on node  TEST Has Foliage Identifier . Please refresh node or reset pin to default value to remove pin.

Hello again! When I build the mod I get this error pointing to nodes in what appears to be some sort of debug test level. When I follow these instructions and refresh the nodes the errors resolve and the plugin builds, but oddly enough the mesh for the Equipment Bench buildable no longer works and turns into a single items of smart plating and also a single set of blade runners floating in mid-air. Otherwise everything works fine. Thanks!

Modules get deleted when player dies while wearing biofuel power suit

Describe the bug
A clear and concise description of what the bug is.
Any installed module on the biofuel power suit get deleted if a player dies while using the suit
To Reproduce
Steps to reproduce the behavior:
Create a biofuel power suit
Install modules
Die
Retrieve items from death crate
Open modules inventory of biofuel power suit

Expected behavior
A clear and concise description of what you expected to happen.
Modules not to be deleted if player dies

Multiplayer?
If you're playing in multiplayer, if it affects host or clients, etc.
Playing in a world that was previously used for multiplayer but the other players quit playing prior to me unlocking the power suit milestone and all the subsequently required milestones for the modules. Affects host don't know if it affects clients also

HUD Is wrongly placed over another HUD element

Describe the bug
HUD Is wrongly placed over another HUD element

To Reproduce
No clue? I do have a 2k monitor with resolution set to 2k.

Expected behavior
HUD element above.

Screenshots
image

Additional context
I do load multiple mods, no clue whether that could be an issue. Nothing that mods the HUD though.

suit modules broken

Describe the bug

suit modules get deleted after putting in suit expander modules and will delete any new modules going in

Expected behavior

suit modules should work together as intended with no issues

Multiplayer?

no

Screenshots or Videos

Other Mods

Mod Name Mod Reference Version
Additional 300 Inventory Slots Additional_300_Inventory_Slots 5.0.5
Additional 500 Inventory Slots Additional500InventorySlots 1.0.4
All Nodes Pure AllNodesPure 1.0.2
AntiRadiation Box forTransport BoxedUranium 2.0.2
Area Actions AreaActions 1.6.7
Awesome Points x100 HundredTimesAwesomePoints 1.0.1
Belt and Miner Renewed bamrenew 1.1.11
Big Storage Tank and MegaPump BigStorageTank 2.0.3
Blueprint Designer Plus KBlueprintDesignPlus 1.0.2
Build Gun Utilities BuildGunUtilities 1.7.0
Buildable Resource Nodes Redux BuildableResourceNodesRedux 2.0.1
Cable Choices + AB_CableMod 0.3.5
Construction Preferences ConstructionPreferences 1.3.5
Conveyor Wall Hole WallHoleConveyor 2.0.5
Daisy Chain Everything DaisyChainEverything 1.0.2
Destructible Deposits DestructibleDeposits 1.0.4
Destructible Gas Pillars DestructibleGasPillars 1.0.1
Doors Anywhere DoorsAnywhere 1.0.2
Double Freight Car DoubleCargoWagon 1.0.1
Duplicators Duplicator 1.0.9
Easy Refinery EasyRefinery 2.0.1
EasyAlt Recipes EasyAltRecipes 1.1.5
Efficient Resources Cheat EfficientResources 2.0.3
Expanded Hover Range HoverPackPoleRange 1.0.4
Explorer with Turrets TurretCar 1.0.3
Feld Artillerie TrueNukes 1.1.0
Flex Splines FlexSplines 1.0.10
Floor Hole Ceiling Logistics FloorHole 2.0.21
Fluid AWESOME Sink Redux FluidResourceSinkRedux 1.0.1
Fluid Extras AB_FluidExtras 0.9.0
Fluid Sink and more FluidSink 1.0.9
Geothermal Generator Mk+ GeothermalMk 1.3.1
Geothermal MK0 GeothermalMK0 2.0.3
Gravity Gravity 1.0.1
Hover Pack Extensions HoverPackExtensions 0.3.1
HyperTunnels HyperTunnels 1.0.3
Industrial Evolution MkPlus 1.2.8
Industrial Evolution: Libs MkPlusLibs 1.0.3
Industrial Evolution: Lite MkPlusLite 1.1.4
Infinite Storage Container InfiniteStorage 3.0.1
Infinite Zoop InfiniteZoop 1.5.15
Inventory Slots 50+ InventorySpace2 2.0.1
Item Spawner ItemSpawner 1.0.23
Just Pause JustPause 1.1.0
Just Stackable Power Pole JustStackablePole 1.0.0
Kyris Blueprint Function Library KBFL 1.15.6
Kyris Decor Library KDecoLib 2.3.2
Kyris Private Code Library KPrivateCodeLib 1.10.0
Kyris User Interface Library KUI 1.10.0
Linear Motion LinearMotion 2.0.22
Lower Space Whale-Thing Health NukeTheWhales 1.0.0
MAM Enhancer MAMTips 1.1.0
Manta Raise MantaRaise 1.0.0
Marcio Common Libs MarcioCommonLibs 1.1.4
Microwave Power MicrowavePower 0.7.10
MinerMk5 MinerMk5 1.4.1
Mk++ MK22k20 5.1.5
Mob Spawners MobSpawners 2.0.1
Modpack: All PowerSuit Modules ArmorModules__Modpack_All 2.0.0
Modular Load Balancers LoadBalancers 1.7.11
Modular UI ModularUI 2.0.13
More Swatch Slots MoreSwatchSlots 1.2.1
No New Label NoNewLabel 1.0.0
Pak Utility Mod UtilityMod 0.7.1
Personal Drones PersonalDrones 1.0.13
Pimp My Factory PimpMyFactory 1.1.2
Pipe Tuner PipeTuner 1.0.2
Pneumatic Fracking Machine PneumaticFrackingMachine 1.2.0
Power Control Room PowerControlRoom 1.0.14
PowerSuit PowerSuit 1.2.1
PowerSuit Logistic Modules LogisticModules 1.0.1
PowerSuit Modules ArmorModules 4.1.1
Production Multipliers ProductionMultipliers 0.3.7
Progressive Trains And Drones CheapTrains 3.3.0
PSM: Flight ArmorModules_Flight 2.0.0
PSM: Fresh from R&D ArmorModules_Special 2.0.1
PSM: Mobility ArmorModules_Mobility 2.1.0
PSM: Pioneer Protection ArmorModules_Defense 2.0.0
PSM: Power Generation ArmorModules_PowerGeneration 2.1.0
PSM: Suit Regulation ArmorModules_SuitRegulation 2.0.0
Refined Power RefinedPower 3.1.11
RefinedRDLib RefinedRDLib 1.0.18
Remove All Annoyances RemoveAllAnnoyances 1.1.4
Road Tool RoadSplineTool 1.0.5
RSS2 / Really Simple Signs RSS 1.6.5
Satisfactory Helper SatisfactoryHelper 2.0.5
Simple Underground UndergroundWorld 1.0.2
SkyUI SkyUI 1.0.3
Small Refinery SmallRefinery 1.0.2
SnapOn DirectToSplitter 1.0.8
Soft Clearance for Everything UniversalSoftClearance 1.0.3
Space Market 2 SpaceMarket2 1.0.2
Stackable Machines StackableMachines 1.0.2
Structural Solutions SS_Mod 1.1.17
Super (Alternate) Recipes AlternateRecipes 1.1.0
TeleJump TeleJump 1.0.5
ThousandContainersCheat ThousandContainersCheat 1.0.1
Throughput Counter and Limiter CounterLimiter 1.1.0
Turrets Turrets 1.0.2
Wall Conveyor Supports WallConveyorSupports 1.1.1
Wall Pipe Supports WallPipeSupports 2.1.3
Water Pools+ WaterPoolsPlus 1.0.1
X3 Splitter / Merger Pole [MP] x3_splitter_merger_pole 1.1.

Additional context

suit flight enhancing modules randomly stop working while they are stacked

[Suggestion] Toggle between JetPack and HoverPack

I can't add both JetPack and HoverPack to the suit at the same time. I'm guessing that's not a bug since the controls would get confusing. But the modules don't show up in my inventory short cuts. Its a pain to find the module from the many slots in my inventory (especially when its expanded with mods). It would be nice if I could just equip both the JetPack and HoverPack and then just toggle between the two through some key binding or other way.

Fuel type consumption changes [Suggestion]

Having only briefly used the Mk1 suit with the Jetpack/flight module, I ran into something of an annoyance: It prioritizes Solid Biofuel over Turbofuel if both are present on load. It will first consume the initial charge it still had stored, after which it seems to revert to the first viable fuel, preferring Bio rods over Fuel, turbo or normal.
To get it to use liquid fuel again, I first have to remove the solid biofuel, empty the current charge, and once it switched over, pick up the biofuel again.

Edit: this seems to be temporary to boot, as it goes right back to biofuel rods as soon as the current turbofuel charge runs out.

The main issue, in this case, stems from the chainsaw needing that type of fuel, as it can't run on liquid fuel, making it pretty annoying when the jetpack chugs all of it.

Would it be possible to make it prefer the most potent fuel, or make it ignore the biofuel rods altogether?

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