Adds a suite of personal defense equipment for your armor grid. Weapons automatically engage most vulnerable nearby enemies, reloads from ammunition your inventory, and sleep when combat is over to minimize server load.
Small changes concerning balance, gameplay, or graphics.
Version: 2.2.0
Date: 2026-06-17
Features:
- Personal resistance modules added.
Version: 2.1.67
Date: 2026-06-16
Changes:
- PAWS modules now use a dedicated equipment category and are added only to personal armor
equipment grids. As a result the tooltip / Factoriopedia "can be inserted into" list no longer
lists vehicles (cars, tanks, spidertrons, etc.) -- PAWS modules now show as belonging to
personal armor only. Existing categories on each armor grid are preserved, so other equipment
is unaffected. (Runtime insertion into vehicles was already blocked; this aligns what the
tooltip shows with that behaviour.)
Version: 2.1.66
Date: 2026-06-16
Features:
- The "/paws-diag" command now also runs an armor-compatibility audit. It scans every armor type
in the loaded game and reports which armor equipment grids accept PAWS modules and which do not,
so you can confirm at a glance whether any armor cannot take PAWS modules.
Version: 2.1.65
Date: 2026-06-15
Features:
- Added a read-only "/paws-diag" console command. It lists every PAWS equipment grid the mod is
tracking and reports whether each is active (the armor you are wearing) or inactive, with the
reason, plus the modules it contains. Useful for confirming only worn armor fires.
Version: 2.1.64
Date: 2026-06-15
Bugfixes:
- PAWS weapons now only fire from the armor you are actively wearing. Modules in a second set of
armor carried in your inventory (or stored elsewhere) no longer activate during combat.
Changes:
- PAWS modules can no longer be installed in a vehicle's equipment grid (cars, tanks,
spidertrons, trains, etc.). Such insertions are rejected and the module is returned to you.
Version: 2.1.63
Date: 2026-06-11
Features:
- Added Personal Artillery Remote equipment module.
Version: 2.1.44
Date: 2026-06-10
Bugfixes:
- Fixed crash on load when Krastorio2 is active. constants.lua used the data-stage global
mods[] which is not available at runtime; replaced with script.active_mods[].
Changes:
- Added Krastorio2 as an optional dependency. This ensures PAWS reads weapon ranges and
other prototype values after Krastorio2 has finished its data-stage modifications,
so equipment stats (e.g. gun turret range, rocket launcher range) correctly reflect
any changes Krastorio2 makes to the base prototypes.
Version: 2.1.41
Date: 2026-06-04
Features:
- Added Personal Capsule Launcher Defense Equipment. Occupies a 1x2 armor grid slot.
- Throws slowdown capsules at groups of mobile enemies (biters, spitters). A throw only
occurs when at least the configured minimum number of unslowed enemies are within the
slowdown cloud's area of effect. Slowing always takes priority over barraging.
- Builds up charges over time, then fires a poison capsule barrage at the most
poison-vulnerable worm in range when enough charges are stored to kill it. Spawners are
correctly excluded (they are immune to poison). Previously barraging a worm suppresses
re-targeting it for the full 20-second poison cloud duration.
- Targets the stationary enemy with the lowest poison resistance first. Tiebreak within
10% of the best resistance score uses lowest current HP.
- Capsule quality affects throw range and (for poison capsules) total damage per capsule,
matching wiki-confirmed values. The highest-quality capsule in inventory is always used.
- Module quality increases check frequency: Normal 1/s, Uncommon 1.25/s, Rare ~1.5/s,
Epic 2/s, Legendary 3/s. Higher quality modules build charges faster.
- Charges reset to zero when the player leaves combat.
- Unlocks with Military 3 + Modular Armor research.
- Per-player settings:
* Minimum slowdown group size (default 3, range 1–20).
* Poison overkill buffer % (default 20%, range 0–100%). Extra damage above the worm's
max health sent in each barrage to compensate for worm regeneration.
- Global setting: disable capsule launcher server-wide.
Version: 2.1.31
Date: 2026-06-04
Features:
- Added Personal Grenade Thrower Defense Equipment. Throws grenades and cluster grenades from
your inventory at the most explosion-vulnerable enemy in range. Holds fire until a minimum
cluster of enemies is within the blast radius to avoid wasting AoE on isolated targets.
Supports quality grenades. Unlocks with Military 2 + Modular Armor research.
- Grenade thrower occupies a 1x2 armor grid slot (portrait orientation).
- Minimum cluster size (default 4), minimum safe firing distance (default 8 tiles), and
AoE-aware ammo selection are all player-configurable per-character settings.
- AoE-aware ammo selection prefers cluster grenades over basic grenades when enemies are
grouped, scoring the expected blast damage to all enemies in the scatter radius.
Version: 2.1.21
Date: 2026-05-31
Features:
- Added Personal Mine Layer Defense Equipment. Automatically places land mines at your feet
when charging enemies are detected close enough to be caught by the arming timer (2 seconds).
Only targets melee units that will physically charge the player: biters and equivalent modded
units. Spitters, worms, and spawners are correctly excluded. Prefers the highest-damage mine
in your inventory; supports quality mines. Unlocks with Land Mine + Modular Armor research.
- Mine layer equipment quality reduces placement cooldown: Normal 1 s, Uncommon 0.8 s,
Rare 0.65 s, Epic 0.5 s, Legendary 0.33 s. The land-mine arm time (2 s) is a base-game
value and is not affected by equipment quality.
Changes:
- Mine layer occupies a 1x1 armor grid slot (compact module, unlike the 2x2 weapon modules).
Version: 2.1.15
Date: 2026-05-30
Bugfixes:
- Fixed personal gun turret tooltip and targeting range not reflecting overhaul mod changes
to the base gun turret (e.g. Krastorio 2 realistic weapons sets range to 25). Range is now
synced from the final gun turret prototype in data-final-fixes so all mods are accounted for.
Version: 2.1.14
Date: 2026-05-30
Bugfixes:
- Fixed gun turret not targeting enemies with small flat physical resistance (e.g. small
spitters). Ammo is now loaded before the targeting scan so resistance scoring uses real
bullet damage rather than a fallback value that could falsely mark targets as immune.
Changes:
- Adjusted research science pack requirements for all five weapons to better fit overhaul
mod progressions (Krastorio 2 + Space Exploration).
- Added data-final-fixes pass to re-assert intended science pack requirements after overhaul
mods have completed their own technology modifications.
Version: 2.1.13
Date: 2026-05-28
Changes:
- All weapons now skip fully-immune targets. Previously only the flamethrower had this
behaviour. Relevant for modded enemies such as explosive biters with 100 percent
explosion resistance. No effect on vanilla enemies.
- String and tooltip pass: updated equipment descriptions, technology descriptions,
and setting text across all weapons for clarity and consistency.
Version: 2.1.12
Date: 2026-05-27
Features:
- Added Personal Rocket Launcher Defense Equipment.
- Added per-player Flamethrower Minimum Firing Distance setting.
Version: 2.1.2
Date: 2026-05-23
Bugfixes:
- Fixed crash on inserting the Personal Combat Shotgun Defense Equipment into armor grid.
The "paws-disable-shotgun" mod setting was defined in constants and locale but was
accidentally omitted from settings.lua, causing a nil-index crash at runtime.
Version: 2.1.1
Date: 2026-05-22
Features:
- Added Personal Flamethrower Defense Equipment. Propane and propane accessories not included.
Version: 1.9.0
Date: 2026-05-20
Features:
- Added Personal Combat Shotgun Defense Equipment. Fires a spread of shells at the most
vulnerable target in range; nearby enemies also take stray pellet damage. Uses shotgun
shells from your inventory (10 shots per item). Compatible with bullet-trails mod for
an 8-beam fan visual. Unlocks with Military 3 + Modular Armor research.
- Added optional dependency on incendiary-arsenal mod (ammo type detection coming soon).
- Smart targeting now scores multi-type ammo correctly: damage is summed across all types
(physical + fire etc.) against each target's resistances before selecting best target.
- Added priority target override setting (paws-priority-target): set to an entity prototype
name and all weapons that can reach a matching enemy will target it first.
Version: 1.7.0
Date: 2026-05-20
Changes:
- Major code refactor: split control.lua into lib/constants.lua, lib/targeting.lua, and
lib/firing.lua. Adding new weapons now only requires changes to constants.lua and data.lua.
Version: 1.6.0
Date: 2026-05-20
Changes:
- Quality scaling for equipment stats removed to match Factorio UI (quality does not display
stat changes for active-defense-equipment in tooltips).
- Ammo quality (higher-quality magazines/shells deal more damage) still applies.
Version: 1.5.0
Date: 2026-05-20
Features:
- Added Personal Adaptive Defense Laser. Fires two beams per cycle: a smart targeting beam at
the most laser-vulnerable enemy, and a standard auto-fire beam at the nearest enemy.
Draws power from armor batteries (80 kJ per cycle). 1.6x range and damage vs vanilla
personal laser defense. Unlocks behind personal-laser-defense-equipment + Military 4
research with utility science packs.
Version: 1.0.0
Date: 2026-05-20
Features:
- Added Personal Gun Turret Defense Equipment. Automatically fires at nearby enemies using
the highest-damage bullet ammunition from your inventory. Smart targeting prioritises
enemies least resistant to the loaded ammo type, then lowest HP as a tiebreak.
Supports bullet-trails mod for visual feedback. Event-driven sleep system activates
only during combat to minimise server load. Unlocks with Military 2 + Modular Armor.