Simple solar panel equipment with 2x power (Research cost: 500x RGBY, Crafting cost: 5x MK1, 15 processing units)
This mod adds in some types of Armor altough currentely only the Armor of Fire.
Even Bigger, even better power armor; with a gigantic grid (40x40) and huge inventory bonus (+200).
Mod that allows you to charge your power suit with your factory's power and optional support for mods adding grids to vehicles. Now also includes multiple mk versions of the suit-plug equipment. This is a custom version derived from https://mods.factorio.com/mod/Suit-Plug-Continued.
Adds a portable fission reactor that consumes fuel cells, but is better than a fusion reactor.
Large capacitors to allow quick battery equipment recharge for longer journeys.
This mod adds quick recharging for personal bots, removing the need to 'mine' your bots to collect and recharge them quickly. It increases the recharge rate of bots from 1MW to 100MW, and charges the personal robotports energy buffer from the 'aether' (it will no longer drain your solar panel/fusion reactor equipment or batteries). This could be considered cheating, as your personal bots recharge for free, however manually mining your bots when they need to charge does the same thing...
a good start: power-armor-mk2, fusion-reactor-equipment = 2, personal-roboport-mk2-equipment = 2, battery-mk2-equipment = 6, construction-robot = 50, exoskeleton-equipment = 6, personal-laser-defense-equipment = 6, submachine-gun, uranium-rounds-magazine = 200
A modular personal roboport with a configurable number of tiers.
Adds RTG as bridge between solar and fusion for power armor. Requires uranium processing.
Modular equipment to automatically place concrete and other tiles from your inventory as you walk.
Deactivates personal roboports while you are travelling in a vehicle, at speeds above the configured threshold.