Power Armor MK11 was originally designed to help jump start a Pyanodon 2.0 run by giving the player a starter suit with a `10x10` armor grid, a `7500MW` reactor, a high-rate personal laser, a `5000`-bot roboport, adjustable movement speed, and built-in teleport tools for players, saved spots, train stops, map tags, Teleport to Ping, and direct map-click travel. Build for Megabase movement with ease.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Version: 2.8.2
Date: 2026-09-26
Info:
- First Factorio 2.1 release. Same code as 1.8.2, which continues the Factorio 2.0 line.
Changes:
- Added Nullius compatibility: the starter kit now swaps the Nullius chassis (with its equipment intact) into your inventory and equips MK11, so the reactor, laser, roboport, and speed controls work from the start.
- Gave an MK11 suit the starter loadout the first time it is worn with an empty grid, once per suit, so a suit that ended up in the inventory still gets its reactor.
- Kept the MK11 speed bonus in effect when another mod (such as Nullius) recalculates running speed on armor, equipment, or body changes, and stopped clearing that mod's own speed bonus when MK11 is taken off.
- Loaded after Nullius when it is installed so the MK11 armor and speed changes take priority.
- Added Factorio 2.1 support: 2.8.x releases are for Factorio 2.1, 1.8.x releases continue for Factorio 2.0 with the same features.
- Returned the player from map view on every MK11 teleport, since Factorio 2.1 no longer exits remote view when a player is teleported.
Version: 1.8.2
Date: 2026-09-26
Changes:
- Added Nullius compatibility: the starter kit now swaps the Nullius chassis (with its equipment intact) into your inventory and equips MK11, so the reactor, laser, roboport, and speed controls work from the start.
- Gave an MK11 suit the starter loadout the first time it is worn with an empty grid, once per suit, so a suit that ended up in the inventory still gets its reactor.
- Kept the MK11 speed bonus in effect when another mod (such as Nullius) recalculates running speed on armor, equipment, or body changes, and stopped clearing that mod's own speed bonus when MK11 is taken off.
- Loaded after Nullius when it is installed so the MK11 armor and speed changes take priority.
- Added Factorio 2.1 support: 2.8.x releases are for Factorio 2.1, 1.8.x releases continue for Factorio 2.0 with the same features.
- Returned the player from map view on every MK11 teleport, since Factorio 2.1 no longer exits remote view when a player is teleported.
Version: 1.8.1
Date: 2026-07-02
Changes:
- Added the MK11 Enable Teleport Search setting so the Train Stop and Map Tag search scan can be turned off for megabase performance.
- Made the setting available per-player and as a server-wide startup master switch; when the startup setting is off, no player can re-enable the search.
- Skipped the every-surface train stop and map tag scan entirely, and hid the search rows, when the search is disabled.
- Applied the per-player setting immediately by rebuilding the panel when it changes, instead of waiting for the next panel open.
Version: 1.8.0
Date: 2026-06-13
Changes:
- Added a Teleport Forward control and a Forward > panel button so you can step back through the points you used Teleport Back from, mirroring the Teleport Back history.
- Renamed the Teleport Back button to < Back to keep the teleport row compact alongside the new Forward > button.
- Cleared the forward teleport history whenever you make any other teleport, so Forward > only returns through positions you actually stepped back from.
- Replaced the train stop and map tag dropdowns with type-to-filter search lists so the controls stay usable on maps with hundreds of stations and tags.
- Fixed train stop search missing many stations by matching all train-stop entities instead of only the base prototype.
- Made the MK11 panel draggable and remembered its position so toggling settings no longer snaps it back to a fixed spot.
- Made the search result buttons more compact so more destinations fit at once.
Version: 1.7.8
Date: 2026-05-18
Changes:
- Increased the MK11 armor inventory bonus from 300 slots to 1000 slots.
- Replaced the custom MK11 Ping flow with an unbound hotkey for teleporting to the latest GPS ping seen in chat.
- Changed Teleport Back to step through the last five teleport origins instead of only remembering one location.
Version: 1.7.7
Date: 2026-05-09
Changes:
- Added readable names for all MK11 controls in Factorio's keyboard controls settings.
- Added an unbound MK11 Teleport Back control so players can assign a key for returning to the previous teleport location.
Version: 1.7.6
Date: 2026-05-09
Changes:
- Increased the MK11 armor inventory bonus from 80 slots to 300 slots.
Version: 1.7.5
Date: 2026-05-08
Changes:
- Reduced the MK11 equipment grid from 20x20 to 10x10 to lower equipment-grid overhead.
Version: 1.7.4
Date: 2026-05-08
Changes:
- Disabled the pending starter-kit scheduler when there are no queued grants.
- Throttled pending starter-kit retries to once every 5 seconds and limited each run to one eligible player.
Version: 1.7.3
Date: 2026-05-08
Changes:
- Removed the periodic all-player UI refresh that rebuilt MK11 panel dropdowns and scanned surfaces every second.
- Reduced the pending starter-kit retry loop from every tick to twice per second to lower idle runtime cost.
Version: 1.7.2
Date: 2026-05-04
Changes:
- Enabled MK11 flight whenever Factorio's space travel feature flag is active, allowing compatibility with Space Age or optional feature-flag providers.
- Added optional support for Enable all Feature Flags so flight can work when Space Age is owned but disabled.
Version: 1.7.1
Date: 2026-05-03
Changes:
- Added Space Age mech armor-style flight to Power Armor MK11 when the Space Age expansion is active.
- Added an optional Space Age dependency so MK11 flight loads after the expansion without making Space Age required.
Version: 1.7.0
Date: 2026-04-05
Changes:
- Added teleport tools to the MK11 Power Armor Settings panel for jumping to starting area, online players, saved personal spots, and back to your pre-teleport location.
- Added saved teleport spot management with a <Save Here> destination, compact save and rename/delete popups, and safer nearby landing placement.
- Added recent teleport destinations near the top of the destination dropdown so your last successful jumps are easier to revisit.
- Replaced GPS tag teleporting with MK11 Ping support using Alt+Ctrl+Shift+Left Click, a Teleport to MK11 Ping control, and a console message when the ping is set.
- Added instant teleport to the pointed world or map location using Alt+Ctrl+Shift+Right Click, while keeping Teleport Back support.
- Split train-stop travel into its own separate alphabetized dropdown so it stays separate from the main teleport destination list.
- Added a separate Map Tag teleport row with its own dropdown, Go button, and independent recent list.
- Added a Help button and popup with MK11 usage notes, teleport shortcuts, and where to find startup and per-player mod settings.
- Updated the upper-right MK11 live status display to better match the vanilla FPS/UPS HUD style and positioning while keeping the optional FPS/UPS space reservation toggle.
Version: 1.6.3
Date: 2026-04-05
Changes:
- Added thumbnail.png to the mod root for mod portal and in-game list display support.
Version: 1.6.2
Date: 2026-04-05
Changes:
- Bumped the iteration line to 1.6.2 for the next round of iteration work.
- Removed the MK11 roboport construction radius startup setting and kept the live roboport radius control in the suit settings panel.
- Changed the default movement speed preset shortcut from Alt plus mouse wheel to Ctrl plus mouse wheel.
- Added a per-player mod setting to choose whether speed preset scrolling uses Ctrl plus mouse wheel or Alt plus mouse wheel.
- Moved Night Vision and Belt Immunity into suit-managed controls instead of exposing them as normal craft and research unlocks.
- Prevented suit-managed Night Vision and Belt Immunity toggles from returning hidden support items into player inventory.
- Discarded any removed hidden support item immediately during toggle changes so the suit controls no longer leak items into player inventory.
- Hid the internal Night Vision and Belt Immunity support equipment in the armor grid and scrubbed any leaked support items from player inventories and cursor state.
Version: 1.6.1
Date: 2026-04-05
Changes:
- Forked the project into version 1.6.1 for post-release iteration before the next public publish.
- Replaced the floating MK11 button with a proper shortcut-bar button.
- Renamed the control panel and shortcut text to MK11 Power Armor Settings.
- Added a compact live status summary inside the panel and an optional upper-right status overlay.
- Added a Speedy 2000 percent preset between Traveler and FAFB.
- Switched speed preset hotkeys from Alt+S to Alt plus mouse-wheel up and down for faster and slower preset stepping.
- Added quick speed preset buttons for Builder, Traveler, Speedy, and FAFB.
- Added a Reserve FPS/UPS space toggle because Factorio 2.0 does not expose the vanilla FPS/UPS visibility state to mods.
- Added quick roboport radius buttons for 90, 150, and 300.
- Added the Night Vision MK11 toggle back into the MK11 Power Armor Settings panel.
- Increased the live movement speed slider cap to +4000 percent and snapped it to 100 percent steps.
- Fixed roboport variant detection so the live radius slider no longer keeps spawning extra MK11 roboports.
- Added Belt Immunity MK11 and Personal Roboport radius controls to the MK11 panel.
- Added live roboport radius swapping through MK11 roboport variants.
- Added an in-game MK11 control panel for live movement speed tuning.
- Removed leftover auto-equip modules from new-player starting inventory so starter grants only auto-install the suit modules and hand out bots.
Version: 1.6.0
Date: 2026-04-04
Changes:
- Changed the default Personal Roboport MK11 radius setting from 150 to 90 tiles.
- Published the production release of Power Armor MK11 for Factorio 2.0.
- Added Power Armor MK11 with a 20x20 equipment grid and black-and-green MK11 icon styling.
- Added 1x1 MK11 equipment variants for the fission reactor, exoskeleton, belt immunity, night vision, and personal roboport.
- Set Exoskeleton MK11 to +200 percent movement bonus per unit.
- Set Fission Reactor MK11 to 7500MW output in a 1x1 footprint.
- Set Personal Roboport MK11 to 5000 robot capacity, 500 charging stations, fast charging, and configurable radius.
- Added startup settings for bot speed multiplier, roboport construction radius, and starting bot count.
- Reduced construction and logistic robot energy_per_move and energy_per_tick to 0W and increased their speed using the configurable multiplier.
- Added automatic starter-kit grants for new players and the /mk11 command for re-granting the kit.
- Starter armor now auto-installs the reactor, belt immunity, night vision, roboport, and 4 exoskeletons, with 16 extra exoskeletons granted in inventory.