Extended Vanilla: Personal Equipment


A complete overhaul to the ordinary personal vanilla equipment, this mod(pack) adds several tiers and types of armors, roboports, exoskeletons, lasers, shields, fusion reactors, and custom equipments, like personal assembling units and backpacks, that boost your crafting speed and inventory. Compatible with Krastorio 2 and jetpack from Earendel, the mod is fully customizable. (See the mod page for more details.)

Content
a month ago
0.15 - 1.1
22.7K
Combat Armor

Changelog

Version: 6.3.0
Date: 2024.04.24
  Thoughts & News:
    - Updates on exoskeletons this time. I've balanced them in a similar way to fusion reactors.
    - I've also added some fresh new settings to allow you to customize them.
  Balancing:
    - Now all exoskeletons stack by 20. (As the vanilla mk1.)
    - Exoskeletons recipes now have a reasonable time requirement to craft:
      - Exoskeleton mk2: 0.5s -> 15s.
      - Exoskeleton mk3: 0.5s -> 20s.
      - Exoskeleton mk4: 0.5s -> 25s.
      - Exoskeleton mk5: 0.5s -> 30s.
        (For reference the vanilla exoskeleton takes 10s to craft.)
    - Recipes and technologies were changed:
      - Less intermediates are required to craft the exoskeletons, therefore making the equipment more
        accessible in the mid game.
      - But the higher tiers now require more modules, so costs differ significantly from one tier to another.
      - Technologies were balanced accordingly to the new recipes and philosophy.
        (An equal, but augmented, amount is now required to craft.)
        (Time requirements now respect the 30-45-60 standard.)
    - Power consumption of each tier of equipment was balanced around the now balanced fusion reactors:
      - Exoskeleton mk1: from 150kW to 375kW. (1 reactor mk1 can sustain 2 exoskeletons mk1: +40% speed.)
      - Exoskeleton mk2: from 400kW to 750kW. (1 reactor mk2 can sustain 2 exoskeletons mk2: +80% speed.)
      - Exoskeleton mk3: from 750kW to 1000kW. (1 reactor mk3 can sustain 2 exoskeletons mk3: +120% speed.)
      - Exoskeleton mk4: from 1000kW to 1250kW. (1 reactor mk4 can sustain 2.4 exoskeletons mk4: +192% speed.)
      - Exoskeleton mk5: from 300kW to 500kW. (1 reactor mk5 can sustain 8 exoskeletons mk5: +800% speed.)
        (In the late game 1 reactor mk6 can sustain 12 exoskeletons mk5 without batteries: +1200% bonus speed.)
        (Yes I'm willingly leaving you a potentially insanely - and broken - equipment combination, enjoy.)
  Modding:
    - Now you can set the width and height of all the tiers of exoskeleton equipments.
    - Now you can modify the movement speed bonus given from each tier of exoskeletons with a multiplier.
      (Without the need of thinking about the energy requirements.)
      (I've spent an hour on making sure that the exoskeleton mk2 would not be more powerful than the other tiers.)
Version: 6.2.1
Date: 2024.04.23
  Modding:
    - Fixed a game crash that would occour if you had both Krastorio 2 and Ev Refining installed.
      (Other than this mod. - Thanks to 2003risa's report on the portal.)
Version: 6.2.0
Date: 2024.04.21
  Thoughts & News:
    - Continuing on the balancing and code polishment trend, this update is focused on fusion reactors.
    - I decided to change the original balancement approach on technologies focused on different amounts of science packs requirement,
      returning on a more vanilla equal amount approach.
    - The mk2, mk3 and mk4 recipes were pretty easy, and many times it was possible to skip multiple tiers due to the same requirement
      of science packs. I've tried to make the process a little more difficult and resource draining: let's see how it goes.
    - As many requested both on discord and on the discussion page, it is possible to modify width, lenght and power via settings.
      This let me apply a more reasonable balancement on the reactors: all those size changes between each tier could create
      a lot of confusion while organizing the power armor grid imo.
      (Now all the reactors have the same size.)
    - Hope you'll appreciate the changes that I'm making to the pack, and for the rest... ejoy the changelog of version 6.2.0!
  Modding:
    - Fixed a bug that would make you crash when changing the equipment recipe difficulty to "Hard".
    - Now the recipe difficulty setting changes the fusion reactors recipes.
    - That's why I decided to delete the fusion reactors' "expensive mode" recipes.
    - Vanilla fusion reactor changes are applied only if Krastorio2 and SE are not installed.
      (Less changes overlaps -> Game loads faster.)
  Balancing:
    - Power armor mk6 technology: 1500 science packs needed -> 2000 science packs needed.
    - All fusion reactors items now stack by 20 as the original vanilla one. (Default request amount: from 1 to 5)
    - All fusion reactors recipes were changed: they are sligtly more difficult in each stage of the mid to late game.
      (Reactors are really powerful equipments, especially if you think that with each tier less space is required
      to power up the same, or even more, pieces of equipment.)
    - The code was pretty messy, so messy that, at the time, I forgot to set some reasonable time requirements on all the craftings.
      That's why the recipes were set on a 0.5s time requirement.
      Maybe it is time to fix this issue, shall we? The new crafting times are the following:
      - Fusion reactor mk2 equipment: 14s required.
      - Fusion reactor mk3 equipment: 18s required.
      - Fusion reactor mk4 equipment: 22s required.
      - Fusion reactor mk5 equipment: 26s required.
      - Fusion reactor mk6 equipment: 30s required.
    - Technologies were changed around the new recipes:
      - The mk2 and mk3 equipments slightly need more science packs to research, but...
      - The mk4, mk5 and mk6 technologies now require an EQUAL amount of science packs.
        (Ex. 1 automation, 1 logistic, 1 chemical, etc. - In other words thousands and thousands less packs are needed.)
    - Now all fusion reactor equipments are 4 by 4. (A new setting lets you change this parameter.)
    - Fusion reactor energy generation were changed as it follows: (Also this thing can be changed via settings.)
      - Fusion reactor mk2 equipment: 750kW -> 1.0MW.
      - Fusion reactor mk3 equipment: 1.00MW -> 2.0MW.
      - Fusion reactor mk4 equipment: 1.25MW -> 3.0MW.
      - Fusion reactor mk5 equipment: 1.25MW -> 4.0MW.
      - Fusion reactor mk6 equipment: 2.50MW -> 6.0MW.
      (Until now a few small reactors could power up an entire 20x20 late game grid.)
      (To be honest this thing had to be adjusted a bit to make sense.)
      (Still I decided to add some new settings to let you decide if these nerfs are too much or too little.)
  Locale updates:
    - (IT) Updated the italian locale file. Now the mod is completely playable in italian.
      (Aggiornato il file locale per le traduzioni in italiano. Ora questa mod è completamente giocabile in italiano.)
      (A sbrega fio pt2 esportiamo un po' di made in italy pure qua. xD)
Version: 6.1.2
Date: 2024.04.13
  Modding:
    - Updated the changelog file: categories were reduced and unified through all the file itself.
      (And I hope I've been able to reduce the sentences and grammar errors also... but anyway-)
  Compatibility:
    - (SE + K2) Removed conflict that made the game crash when trying to play. (Thanks to Tharlock from discord.)
Version: 6.1.1
Date: 2024.04.12
  Modding:
    - Fixed multiple bugs that made you crash when disabling power armors. (Thanks to DoctorZee from discord.)
Version: 6.1.0
Date: 2024.04.12
  Features:
    - Now that the mods were unified into one, I'm extending the recipe difficulty setting to all the types of equipment.
      (And the setting is now divided into 3 categories: easy, normal & hard.)
    - A major number of recipes (and technologies) will be balanced around which types of equipment are enabled.
  Balancing:
    - All the (vanilla) power armor recipes were changed. (Technologies were balanced accordingly to the required items.)
    - All armor technologies require the same amount of all the science packs needed to complete the technologies themselves.
      (1 automation, 1 logistic, 1 chemical... times 200, 400, ex.)
    - Changes to vanilla recipes apply only if K2, AAI & SE are not installed.
  Modding:
    - Now power armor mk6 is correctly displayed on the character. (Thanks to tuongle3997 from the mod portal for the report.)
    - Power armors are now correctly ordered in the inventory.
    - These vanilla equipments can now be inserted into industrial armors again:
      - Vanilla utility equipments. (Nightvision, belt immunity equipment, solar panels.)
      - Tier 1 equipments. (Reactors, exoskeletons, roboports mk1 & mk2.)
Version: 6.0.4
Date: 2024.04.11
  Modding:
    - Fixed a bug that made you crash when playing with the jetpack mod and power armors disabled.
    - Fixed a bug that made you crush if you tried to load a save that used a version of the mod older than v5.0.0.
      (Also thanks to joshissac and snakeanarchy from the mod portal.)
    - Recipes were migrated properly from v5.0.0 to v6.0.0.
      (Thanks to DoctorZee, s0nycz3kkm, SolidSnake745, 30-Days Free Trial, Tharlock for the all the reports and support
      on discord - Love you guys.)
Version: 6.0.3
Date: 2024.04.08
  Compatibility:
    - A series of equipment, as anti-matter reactors, can now be inserted into the higher tiers of power armors.
      (This was caused due to the Krastorio "universal equipment" classification of some types of equipment.)
Version: 6.0.2
Date: 2024.04.07
  Compatibility:
    - (Krastorio 2) Antimatter reactor equipment can now be inserted into industrial armors.
    - (Krastorio 2) Lasers and submachine lasers can now be inserted into the power armors.
  Modding:
    - Fixed a bug that would turn up the equipment division for the roboports when the setting is disabled.
      (And viceversa disable the division when the setting is enabled.)
    - Fixed a bug that would make you crush if you disabled the equipment division.
      (Thanks to Zolfried from discord for reporting this issue.)
    - Now when equipment division is turned off instead of adding at each different equipment the category "ind_armor"
      the industrial armor grids are modified to accept equipments from the "armor" category.
      This should remove many conflicts could emerge when playing with different mods that add equipments to this grid category.
Version: 6.0.1
Date: 2024.04.06
  Modding:
    - Fixed a bug that made you crash when trying to change armors that had a backpack equipment inside.
      (Forgot to change an "i" with an "f" while coding the control.lua lmao - I hate when these thing happen.)
Version: 6.0.0
Date: 2024.04.05
  Features:
    - Added a new type of equipment for power armors: personal backpacks.
      (See the dedicated section.)
  Personal Backpack Equipment:
    - It is a simple yet useful utility type of equipment (especially in long, heavy modded runs): it expands your inventory size.
      (And all tiers work like a belt immunity equipment.)
    - They'll work as long as they're in the inventory, but they'll also drain a small amount of energy.
      (Your exoskeletons transport you and all that stuff in your inventory everywhere you go: Newton's II law guys.)
    - The (base) stats and details are the following: (You can edit the bonus inventory size via settings.)
      - Personal backpack equipment mk1: 2x2 / 50kW / 10 bonus inventory size.
      - Personal backpack equipment mk2: 2x3 / 150kW / 20 bonus inventory size.
      - Personal backpack equipment mk3: 2x4 / 300kW / 30 bonus inventory size.
  Compatibility:
    - (Krastorio 2) This compatibility took me quite some time to finish: hope you'll appreciate it.
    - (Krastorio 2) Fusion reactors added by this mod won't be available for now with Krastorio.
      I need some time to work on the textures and think how to play around the Krastorio division between
      portable nuclear, fusion and anti-matter reactors. Still equipment grids are large and all the Ev equipments
      energy consumptions are thought around these 3 types of reactors and their power generation.
    - (Krastorio 2) All the Krastorio equipments similar to their Ev counterparts were deleted: no more duplicates.
      (This thing is noticeable only if you introduce this mod into an existing run.)
      (You won't lose the already crafted equipment, but you won't be able to craft more of these.)
    - (Krastorio 2) Ev Personal laser equipment with K2 become an hybrid between the two Krastorio minigun and sniper variants.
      (Range, dps and charge are less than the minigun, but more than the sniper, and mk5 stands
      alone in the endgame as the best laser defense you can get.)
    - (Krastorio 2) Tech trees are now optimized around the Krastorio playthrough and krastorio tech cards.
    - (Krastorio 2) All recipes are now balanced around K2 mid to late-game intermediates.
  Balancing:
    - I know many of you could get frustated when loading a save and seeing part of the inventory on the ground,
      so I want to warn you: BONUS INVENTORY SIZE IS GETTING SLIGHTLY NERFED.
    - Due to the introduction of the backpack equipment, all that extra inventory space needs to be sligtly adjusted to make sense:
      - Power armor mk3 bonus inventory size: 50 --> 40
      - Power armor mk4 bonus inventory size: 60 --> 50
      - Power armor mk5 bonus inventory size: 70 --> 60
      - Power armor mk6 bonus inventory size: 80 --> 70
        (If you notice now every tier of armor, vanilla included, gives you an extra 10 spaces by each tier.)
    - Same happened for the industrial armors: (Now armors of the same level give you the same amount of extra inventory.)
      - Industrial armor mk1 bonus inventory size: 40 --> 30
      - Industrial armor mk2 bonus inventory size: 60 --> 50
      - Industrial armor mk3 bonus inventory size: 80 --> 70
  Modding:
    - Sick and tired to see that there are so many mods that add so many "power-armor-mk942" prototypes always using the same names,
      thing that always leads to problems, crashes and conflicts, I've changed all the prototypes added by this mod.
      (Exception made for the custom equipments - Seriously I'm tired to see game crashes due to a stupid problem like this.)
    - Due to this change of denomination, the outdated "separated" mods of Ev armor equipment could crash while this mod is active.
      (If for some reason you still were using them. Love you all, but I can't stand seeing these problems any longer.)
  Compatibility:
    - (Ev refining) In the following updates HDPE, a reinforced alloy of plastics and steel, will be used more in this mod recipes.
      and more craftings that require this intermediate. (Changes only apply as optional dependences if the two mods are found togheter.)
    - (Jetpack) Added support for Earendel's jetpack mod: it can be inserted in any type of armor of any level.
    - (Krastorio 2) The mod is completely compatible with Krastorio 2.
      (Didn't think it would take so much time to do this.)
Version: 5.0.2
Date: 2024.01.14
  Balancing:
    - Personal Unit Mk3 equipment, crafting speed: from 75% to 80%
    - Personal Unit Mk4 equipment, crafting speed: from 150% to 200%
Version: 5.0.1
Date: 2024.01.08
  Balancing:
    - Personal Unit Mk3 equipment: requires now 2 mk2 equipments instead of 4.
    - Personal Unit Mk3 equipment: changed the number of processing units required.
    - Personal Unit Mk4 equipment: requires now 2 mk3 equipments instead of 4.
    - Personal Unit Mk4 equipment: changed the number of processing units required.
  Modding:
    - Fixed personal assembling unit mk4 recipe: now it requires the mk3 tier instead of the mk2.
    - Fixed a bug that lead to crash when removing or inserting an armor that had some personal assembling units inside.
  Locale updates:
    - Translated the mod into Spanish (es/ES).
      (Thanks to Danne0 on Discord, really appreciated.)
Version: 5.0.0
Date: 2024.01.08
  Major features:
    - One mod to rule 'em all we could say: all the Ev armor related mods were merged in this one, forging what now
      is called "Extended Vanilla: Personal equipment". The other mods will still be playable and downloadable
      (fusion reactors, roboports, exoskeletons, etc.) but only this mod will be updated from now on.
    - This merge allowed me to clear up some things in the code (more will come), add many new settings for you
      to use, and introduce some types of equipment that I didn't know where to put (sincerely, a mod made only for "utility"
      equipment is not worth it). Furthermore, there was no sense in having 6 different mods on equipment and
      only 2 on the rest of the game.
    - THIS THING DOESN'T CHANGE THE FACT that you can enable/disable everything you want/don't want to have
      in your playthroughs: armors, fusion reactors, roboports, exoskeletons, etc. can be individually disabled from the settings menu
      (yeah you can even run the game with my mod enabled without adding a single piece of equipment if you want)
    - If you didn't understand make sure to open the startup settings tab, there I've described everything in detail.
  Features:
    - Now that all the equipments were merged togheter, I was able to polish a bit the setting dependences and add some new ones:
      - You can now customize the number of drones and construction range of each tier of roboports.
      - You can now change the crafting difficulty of each piece of equipment between normal or hard. (still polishing things here)
      - Some things in equipment division were adjusted.
      - All the other mod settings were transferred in this mod and more are coming.
        (Let me know if you have some ideas reguarding this argument)
    - A new type of equipment is coming to the game: the personal assembling unit. I've dedicated a section of this changelog for them.
      (More types of equipment on other character features, like ex. range, will come in the future.)
  Personal assembling unit:
    - A brand new type of equipment that works like a belt immunity equipment (no more waste of grid for a 1x1 module), yeah,
      but is 10 times more useful, since it augments the player's crafting speed.
    - ALL MODULES ARE STACKABLE: you can put any number you want in your grid as long as you have space.
      (The stats are balanced around this property.)
    - The stats are the following:
      - Mk1: +20% bonus on handcrafting speed, belt immunity, 300kW of energy consumption.
      - Mk2: +30% bonus on handcrafting speed, belt immunity, 500kW of energy consumption.
      - Mk3: +75% bonus on handcrafting speed, belt immunity, 1000kW of energy consumption.
      - Mk4: +150% bonus on handcrafting speed, belt immunity, 1500kW of energy consumption.
    - Craftings and technologies are not as expensive as the other of the mod, since we're talking about utility equipment here.
      (Some balancements may come on these and on armors.)
  Modding:
    - Changed some prototype names, polished some different named paths (as icons), and many other annoying modding things.
      (More will come in the next updates.)
    - I'd like to work on cross mod compatibility with other equipment mods, so tell me what you want me to fix.
Version: 4.2.0
Date: 2023.02.16
  Thoughts & News:
    - Hi guys, it's been a while, time to give you some new fresh updates! :D
  Features:
    - Added a setting that allows you to change the grid size of all tiers of armor.
      You can now choose to nerf all the armors by a 2x2 slots or buff them to be bigger than ever.
      (If you want me to implement this feature for EACH armor tier just ask.)
    - Added the "Maximum armor tier researchable" setting: now you can make the highest tiers of armor
      unresearchable if you think they're too OP.
      For example, you only want to play with the power armor mk3 because the other tiers are too much for you?
      Fine, you only need to set the setting value to 3, and the other tiers will not be researchable in your run.
      (If you're updating an old world that presented an older version of this mod, modify the setting values ONLY AFTER
      you updated the world you want to load, otherwise you'll create errors due to a wrong application of the migrations file.)
Version: 4.1.0
Date: 2021.10.31
  Thoughts & News:
    - As many players recently have requested, I've introduced a way to switch the amor differentiations.
      Indeed, now you'll be able to decide, at the start of the game, if every type of equipment can be installed
      on every type of armor or not.
    - This should make the mod pack more versatile both if you want to play a normal vanilla playthrough or a modded one.
      (Ex. I want to put the equipment of [name of the mod] in these power and industrial armors.)
    - The thought behind this update is always the same: every decision is up to you.
      (I'm planning to make every spec of every armor customizable now that I learned the setting prototype.)
  Features:
    - Added a startup setting button that allows you to implement or not the armor and equipment differentiation.
  Locale updates:
    - Updated the ENG locale to make it similar to the vanilla ones;
    - Added support for italian: now the mod is playable in this language.
      (Aggiunto supporto per l'italiano: ora potete giocare questa mod in questo linguaggio - A sbrega fioi.)
  Other:
    - Tweaked the changelog file so that's clean also on the mod page.
Version: 4.0.0
Date: 2021.10.06
  Thoughts & News:
    - Incredible, but real, I've returned modding Factorio, and, well, decided to change many things...
      There were tot problems in the mods dedicated to armor:
      1. The code: Ugly, really, in some cases. For example, Ev: fusion reactors was completely rewrited, as
          I didn't updated its code for I think 3 years;
      2. The textures: Nearly all textures were updated to match to the latest 1.0 ones, as I saw there has
          been an update both on equipments and technologies;
      3. The balances: I decided to change many things, if not everything, and this changelog will treat
          everything in detail.
      (For the exact numerical changes, if you're that curious, I've kept track of every modify I made while
      coding, so now you can see them by opening the prototypes files.)
  Big Features:
    - From this version, the way you organise your inventory and equipment will change.
      I've differentiated the types of equipment (For details, see the mod portal) in three main categories.
      The first two ones, "Aggro" and "Engineering" have different equipments for different uses, while the
      third one groups some "Hybrid" equipments that can be installed in both types of armor.
  Extended Vanilla / Power Armors:
    - Changed all the item textures and updated the ones of the equipment and technologies to match the latest
      ones: now also the tech sprites match the custom textures of the fusion reactors;
    - Rebalanced the tech prerequisites, science packs needed and time required;
      (Now researches take much less time to make and science packs are balanced not on the amount but based on the utility
      of the equipment and the probable stage of the game in which you are when you can research the equipment itself.)
    - Introduced 3 new tiers of a brand new armor: the industrial armor and rebalanced resistances around this major update;
      (Buff to all aggro armor resistences.)
    - Rebalanced the types of ingredients needed and their amount;
    - Updated en / it locales to make similar to the vanilla ones;
    - Furthermore optimised the cross-mod recipe optimisaiton (Started in v3.2.2).
  Extended Vanilla / Roboports:
    - Changed all the item textures and updated the ones of the equipment and technologies to match the latest ones:
      now also the tech sprites match the custom textures of the fusion reactors;
    - Rebalanced the tech prerequisites, science packs needed and time required;
      (Now researches take much less time to make and science packs are balanced not on the amount but based on the utility
      of the equipment and the probable stage of the game in which you are when you can research the equipment itself.)
    - Rebalanced the types of ingredients needed and their amount;
    - Rebalanced the specs of each tier of roboports (Almost buffed all tiers);
    - Fixed the size of the equipment as it "was too big to make sense", since when I first created the roboports I
      didn't know about the buffs consecutive roboports obtain when put togheter.
      (Thanks to CerulanLumina's report: it helped a lot.)
  Extended Vanilla / Exoskeletons:
    - Changed all the item textures and updated the ones of the equipments and technologies to match the latest ones;
    - Rebalanced the tech prerequisites, science packs needed and time required;
      (Now researches take much less time to make and science packs are balanced not on the amount but based on the utility
      of the equipment and the probable stage of the game in which you are when you can research the equipment itself.)
    - Rebalanced the types of ingredients needed and their amount: now they are more easy to make, but need to be stacked
      in order to obtain an insane movement speed.
      (Seriously, before this version you couldn't control yourself
      with more than 2 Exoskeletons MK5 equipment in the inventory.)
  Extended Vanilla / Fusion Reactors:
    - Changed all the item textures and updated the ones of the equipment and technologies to match the latest ones:
      now also the tech sprites match the custom textures of the fusion reactors;
      (Tell me how do you feel these textures and if you'd like to see something similar also on the other equipment.)
    - Rebalanced the tech prerequisites, science packs needed and time required;
      (Now researches take much less time to make and science packs are balanced not on the amount but based on the utility
      of the equipment and the probable stage of the game in which you are when you can research the equipment itself.)
    - Rebalanced the types of ingredients needed and their amount;
    - Updated en / it locales to match the vanilla ones;
    - Buffed the production rates of some fusion reactors. (Mk3 & Mk6.)
Version: 3.3.1
Date: 2020.12.10
  Modding:
    - Fixed a graphic bug that made the game crash.
Version: 3.3.0
Date: 2020.12.06
  Features:
    - Updated to 1.1!
Version: 3.2.4
Date: 2020.11.15
  Thoughts & News:
    - "Finding some time to play Factorio, I decided to see the impact of the Ev modpack in the game
      and eventually fix some things that were difficult to balance without playing the game in the first person.
      During these days, I've found the power armor craftings a little expensive (Both in a matter of time - 78h
      to craft the Mk4 - and of resources - 100k+ of iron and copper needed to prepare an armor LOL), so I'd like to fix these problems
      with this patch.
      I'll reduce a bit their cost, but I'd like to maintain the highest tiers (Mk5 and Mk6) as the overkill
      choices of the very late game: only the player that will continue to expand their factories to a megabase
      level will be able to achieve these powerful tiers quickly.."
  Balancing:
    - Changed the amount of shields needed to craft the greatest tiers of armors: (Needs my mod Extended Vanilla: Defence Equipments)
      - Mk4: From 15 to 8 Energy shields Mk3 required;
      - Mk5: From 10 to 5 Energy shields Mk4 required;
      - Mk6: From 5 to 3 Energy shields Mk5 required;
    - Reduced the amount of modules required in all the tiers of armors;
    - Reduced the amount of low density structures required in all the tiers of armors;
    - Reduced the amount of processing units needed in the lower tiers of armor and augmented this requirement in the highest.
Version: 3.2.3
Date: 2020.10.18
  Modding:
    - Fixed the Power Armor Mk5-6's craftings: now you need the Mk4 and Mk5 in order to craft them.
Version: 3.2.2
Date: 2020.10.04
  Balancing:
    - Now, if Ev: Fusion Reactors or Ev: Personal Defence are installed, the technologies and recipes
      of the armors will adapt to the fusion reactors' and shields' tiers:
        - Power Armor Mk3: If installed, requires Fusion Reactor Mk2 to craft
        - Power Armor Mk4: If installed, requires Fusion Reactor Mk3 to craft and Energy shield Mk3
        - Power Armor Mk5: If installed, requires Fusion Reactor Mk4 to craft and Energy shield Mk4
        - Power Armor Mk6: If installed, requires Fusion Reactor Mk5 to craft and Energy shield Mk5
    - If BOTH these mods are installed, the other ingredients will be required in minor quantities;
      This includes:
        - Speed, Effectivity and Productivity Modules;
        - Low density structures;
        - Electric engine unit;
        - Processing units.
Version: 3.2.1
Date: 2020.10.03
  Modding:
    - Fixed some errors in the changelog.
Version: 3.2.0
Date: 2020.10.03
  Modding:
    - Adapted the icon and technology textures to the 1.0 ones;
    - Changed their colors to easily match them with the other ev mods.
  Balancing:
    - Changed all the armor recipes, they now request more resources and take more time to craft;
    - Reduced the technology research times:
      - Power Armor Mk3: From 60 to 45;
      - Power Armor Mk4: From 80 to 60;
      - Power Armor Mk5: From 90 to 75;
      - Power Armor Mk6: From 150 to 90.
    - Changed some tech prerequisites due to the recipe changes.
  Locale updates:
    - Translated the mod into Spanish (es/ES).
Version: 3.1.1
Date: 2020.09.26
  Modding:
    - Since the game itself allows you to "paint" your character and the armor is considered as a character's texture, 
      I won't create some new textures only to distinguish an armor tier from another, as this would cause troubles 
      when played in multiplayer (If wearing the same tier of armor, all the players would look the same and so 
      you wouldn't be able to distinguish a player from another).
Version: 3.1.0
Date: 2020.09.25
  Thoughts & News:
    - Tomorrow I'll fix the visual appearance of the armors in the game (currently, as Zaflis 
      has reported on the comment section, the armors aren't displayed on the character when worn.)
  Balancing:
    - Rebalanced the resistances for each type of damage in all the tiers:
      - Mk3: Buffed the damage decrease - Nerfed the damage reduction in percentage;
      - Mk4: Buffed the damage decrease - Nerfed the damage reduction in percentage;
      - Mk3: Nerfed the damage decrease - Buffed the damage reduction in percentage;
      - Mk4: Nerfed the damage decrease - Buffed the damage reduction in percentage.
    - Buffed the amor inventory size bonus (now you won't need to worry too much):
      - Mk3: 40 (+5)
      - Mk4: 50 (+10)
      - Mk5: 60 (+15)
      - Mk6: 70 (+20)
    - Rebalanced the vanilla armor grids:
      - Modular Armor: From 5x5 to 6x6
      - Power Armor mk1: From 7x7 to 8x8
      - Power Armor Mk2: From 8x8 to 10x10
Version: 3.0.2
Date: 2020.08.29
  Thoughts & News:
    - Fixed and ordered the changelog file: now you can see it directly from the in-game parsec.
Version: 3.0.1
Date: 2020.08.24
  Modding:
    - The mod dependences were updated.
Version: 3.0.0
Date: 2020.08.23
  Features:
    - Updated to the latest version of the game (1.0.0).
  Balancing:
    - Changed the grid sizes in each tier, since they were excessively too large.
    - Mk2: 8x8; Mk3: 10x10; Mk4: 12x12; Mk5: 16x16; Mk6: 20x20.
  Thoughts & News:
    - Tell me in the comments or the dedicated pages on the Discord server (link in the modpage) 
      what do u think and if you want the old "broken" ones :D
Version: 2.4.2
Date: 2019.06.12
  Thoughts & News:
    - Finally added the changelog's file to allow you to better understanding what's going on
      here since the dedicated section on the bottom of the mod page was very annoying :D
  Compatibility:
    - Fixed the crash with AAI Industries mod (Thanks to triktor).
Version: 2.4.0
Date: 2019.06.10
  Major Features:
    - Added a new brand mk6 armour.
  Modding:
    - Fixed several bugs.
    - Rebalanced all the craftings.
    - Rebalanced all the techs.
    - Changed all the prerequisites:
    - Rebalanced the type and the amount of science packs needed.
    - Changed the power armor's texture.
Version: 2.3.0
Date: 2019.??.??
  Modding:
    - Fixed some bugs.
Version: 2.2.2
Date: 2019.??.??
  Features:
    - Updated to 0.17.
  Thoughts & News:
    - Hi guys, have you been waiting for my return? I hope so because I'll start updating all my mods,
      except for Fp ones, that are too complex and huge for be updated: if I wanted to update them i
      would need to rewrite all the technology locales (that have changed a LOT in 0.17, starting with
      science packs and how names are given to each tech) and not only if I tell you that entities 
      have changed too (another big problem)... But don't worry, I'm preparing a new modpack,
      called RealFactory, that will take the place that FactorioPlus mods have left, for more info,
      see the modpage on the forum and be sure to enter in my discord page.
Version: 2.2.1
Date: 2019.??.??
  Major Features:
    - Added a new brand mk6 armour.
  Retro-Compatibility:
    - Updated the newest version for 0.15.
Version: 2.1.1
Date: 2019.??.??
  Major Features:
    - Added 3 new tiers of power-armors that are very, very big, but balanced for the normal vanilla game.
Version: 2.1.0
Date: 2018.??.??
  Features:
    - Updated the Personal Roboport Mk3 mod compatibility.
Version: 2.0.1
Date: 2018.??.??
  Thoughts & News:
    - Now all my mods have a copyright. (See the mod page.)
Version: 2.0.0
Date: 2018.??.??
  Features:
    - Upgraded to 0.16 and fixed some bugs.
Version: 1.1.0
Date: 2018.??.??
  Balancing:
    - Nerfed power armor Mk2 equipment's grid: 13x13 -> 12x12.
Version: 1.0.1
Date: 2017.??.??
  Modding:
    - Any power armor mod made by me now requires this mod to be installed.
      This to balance the power armors to the modded equipment.
      (ex: since the roboport Mk3 is 3x3 wide, it's better if every armor grid is a multiple of 3).
Version: 1.0.0
Date: 2017.??.??
  First Release:
    - These are some of my thoughts, updated and wrote down through the years, as sometimes the changelog file also
      needs to be kept fresh and updated.
    - Released in the latest versions of 0.15, this was one of the first mods I made and currently the most successful one.
    - In those years I hardly understood how the lua programming worked, but still I tried and I'm trying my best 
      in learning it on my own, since I would have started studying informatics only a year after this mod's first release.
    - It was an easy yet interesting point to start from: I just needed to replicate a few things while coding (tech, grid and items)
      to create A LOT of interesting tools and equipments and, well, all that happened after that is now part of history, and is wrote here. ;D
    - I really thank everyone that has decided, and is still deciding, after all these years,
      to follow me in this awelsome journey on this incredible game.
  Last updates:
    - Message from the future, isn't it? ;D)
    - Updated message from 2024.04.13, isn't it? ;D)