Power Armor MK11 was originally designed to help jump start a Pyanodon 2.0 run by giving the player a starter suit with a `20x20` 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, MK11 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: 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.