Power Armor MK3+


Bigger, better power armors; with a bigger grid (14x14)/(20x20) and larger inventory bonus (+50)/(+60), also adds various equipment and alternatives to light and heavy armor with inventory bonus (+10)/(+20). Compatible with Base Game and Space Age DLC.

Content
4 months ago
0.14 - 2.0
208K
Combat Armor

i Mech armor integration?

8 months ago

Would it be possible to integrate new armors with the Mech armor? Mainly because of the Mech armor's innate ability to fly over things when needed, without the need for the jetpack?

8 months ago

I'll probably add a Mech armor MK2 at some point, I'm more focused on rebalancing the mod right now though. Consider leaving some feedback on the other thread, if you like.

8 months ago

That's great to hear! Will do.

8 months ago

Thanks! It's actually pretty hard to get feedback for some reason.

7 months ago

I wish I could help with feedback, but I'm waiting on just the last few other mods to be updated before continuing with my save.

Thanks for updating this mod though. I don't know for certain why getting feedback is so difficult, but I would proffer it's a number of things.

  • Factorio mods are obtainable from within the game, so commenting here would require a web based login which is a minor hassle, but a hassle none the less. Some people may not even come to this site at all.
  • Some people can't be bothered to post :o(
  • Some people may be hesitant to critique to avoid internet drama, or have been burned in the past with content creators not taking kindly to criticism. "If you don't like the mod, then don't download it." sort of thing.
  • English may not be a players first language.
  • Mods have been around for Factorio, and other games, for a long, long time and maybe people take them for granted.

I actually don't know :o) but it is a great shame. Modding can be kinda thankless. As a general feedback from me, I would go with making things pretty/very expensive, so it's something to work towards. Have it be a meaningful goal to aim for. Mech Armour MK2(TM) with some decent stat/function upgrades sounds awesome, but requiring a lot of resources and from the different planets (you said you were considering this, which I think is a really good idea). Maybe even introducing a higher Quality requirement option (not everyone likes Quality though).

I can't really say though, as I've not tried your update, but the missing mod updates I require shrinks week by week, so I'm getting there.

Thanks again for your work.

7 months ago

[ The Factorio website automatically changes dashes used for bullet points, into little gear icons. That's so cool :o) ]

7 months ago

Yeah I kinda figured, I usually only get people posting when something's broken, lol. And yeah I did increase the cost and difficulty of a few things, like mk4 armor needing to be made in space and in a cryogenic plant, mk3 armor is still pre-space though.

7 months ago

Well, "It crashed" is still feedback... kinda ;o)

And yes, the mk4 in space and needing a cryo plant seems like a good use of Space Age. I'm looking forward to getting back into it all.

7 months ago

Nice to hear, hope you enjoy!

5 months ago

I've added an option to the settings that will change the MK4 power armor into a flying mech armor, please note that this is currently experimental, at least in multiplayer. Please report any issues, and have fun with it!

4 months ago

Hey, do you think it would be possible to have it so that Power Armor Mk4 is Mech Armor when you're using a mod that enables space age flags? like from the mod "Enable All Feature Flags" by notnotmelon or "Mech Armor" by Xorimuth. I've been using Power Armor MK3 for years on an older save (No SA, but I own SA) and love the mod but really am missing Mech Armor flying functionality.

4 months ago

Actually, I went into the mod really quick, did a few code edits to reference the sounds provided by Mech Armor mod by Xorimuth and disabled space-age requirement and it seems to be working, It is quite jank I imagine, but my edit is working as of rn :) Hope to see an official update in the future to do this.

4 months ago

Not sure exactly what you mean, but I assume you mean having the armor be mech in vanilla, yet requiring SA without having it enabled?

4 months ago

Essentially yes. I'm playing an old save from 1.1 on 2.0 with Quality and Elevated Rails enabled but not Space Age. The option still exists to enable Mech Armor for Power Armor Mk4 but it won't work because Space Age isn't loaded.

But there are some mods that enable Mech Armor in the game without the Space Age expansion being loaded like "Mech Armor" by Xorimuth. It would be nice to have Power Armor MK4 be flying mech armor if you have the space_travel_required flag enabled. Players still have to purchase Space Age to get access to those flags.

I did a hacky solution to what I'm asking for, I went into data-updates.lua and edited it from

if settings.startup["pam3-ma2"].value and mods["space-age"] then
local simulations = require("space-age.prototypes.factoriopedia-simulations")
data.raw["armor"]["pamk3-pamk4"].factoriopedia_simulation = simulations.factoriopedia_mech_armor
data.raw["armor"]["pamk3-pamk4"].provides_flight = true
data.raw["armor"]["pamk3-pamk4"].takeoff_sound = {filename = "space-age/sound/entity/mech-armor/mech-armor-takeoff.ogg", volume = 0.2, aggregation = {max_count = 2, remove = true}}
data.raw["armor"]["pamk3-pamk4"].landing_sound = {filename = "space-age/sound/entity/mech-armor/mech-armor-land.ogg", volume = 0.3, aggregation = {max_count = 2, remove = true, count_already_playing = true}}
data.raw["armor"]["pamk3-pamk4"].flight_sound = {sound={filename = "space-age/sound/entity/mech-armor/mech-armor-flight.ogg", volume = 0.2}}

to

if settings.startup["pam3-ma2"].value then
data.raw["armor"]["pamk3-pamk4"].factoriopedia_simulation = simulations.factoriopedia_mech_armor
data.raw["armor"]["pamk3-pamk4"].provides_flight = true
data.raw["armor"]["pamk3-pamk4"].takeoff_sound = {filename = "Power Armor MK3/sound/mech-armor-flight.ogg", volume = 0.2, aggregation = {max_count = 2, remove = true}}
data.raw["armor"]["pamk3-pamk4"].landing_sound = {filename = "Power Armor MK3/sound/mech-armor-land.ogg", volume = 0.3, aggregation = {max_count = 2, remove = true, count_already_playing = true}}
data.raw["armor"]["pamk3-pamk4"].flight_sound = {sound={filename = "Power Armor MK3/sound/mech-armor-flight.ogg", volume = 0.2}}

so, basically I created a "sound" folder and uploaded the sounds from mech armor into that folder and changed the filename for the sounds to reference the sound folder I just created and removed the "space-age" requirement but an official implementation would be to have it see if you have space_travel_required flag.

This way you can have Flying Power Armor MK4 if you have that space_travel_required flag enabled but it doesn't require space-age itself to be loaded. I realize it represents more work to service the few of us that are playing Factorio 2.0 without space-age loaded but space-age purchased.

Sorry if I'm hard to understand, English isn't my first language.

4 months ago
(updated 4 months ago)

I imagine that probably works fine. I might have considered doing something like that myself, but I don't really want to include SA only content for a mod that works fine without SA installed. The MK3 battery was kinda fine, I already had one in the mod after all, but I feel like making SA content available like that would go against Wube's policy on modding since SA came out.

If I ever hear from Wube that it's fine then I might reconsider, but I doubt that's going to happen any time soon. Also, unless I'm mistaken, using the SA feature flags would mark the mod as SA only, and I want the mod to be available to everyone, for as long as possible.

eg: https://forums.factorio.com/viewtopic.php?t=115981

4 months ago

If you ever do make stuff that specifically builds on SA content for this mod, you could split it out as an official addon for the mod requiring this one and space age as dependencies.

4 months ago

I mean I kinda already do have SA content, specifically the option to change the MK4 power armor into a flying mech armor, it's just currently locked to SA only, and can't be enabled without SA active. I might have to make a mod that simply enables feature flags so those that own SA but don't have it enabled, like ChurchTheHunter, can use the option in vanilla.

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