Mekasuit: Difference between revisions
SoccPuppet (talk | contribs) (added damage blocking cost and trivia about max health.) |
SoccPuppet (talk | contribs) (→Upgrades: fixed grammar and mentioned the master config menu because people seem to miss that a lot) |
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==Upgrades== | ==Upgrades== | ||
*Each MekaSuit armor piece supports a variety of different upgrades which give the user various benefits and abilities. Some of these are unique to armor | *Each MekaSuit armor piece supports a variety of different upgrades which give the user various benefits and abilities. Some of these are unique to a specific armor piece, and cannot be installed on other armor pieces. Upgrades are installed using [[Modules]] at the [[Modification Station]]. | ||
*Once installed, upgrades can be removed and, if the upgrade is not unique, can be reinstalled on other armor pieces by uninstalling it at a [[Modification Station]] and putting it on another armor piece as normal. | *Once installed, upgrades can be removed and, if the upgrade is not unique, can be reinstalled on other armor pieces by uninstalling it at a [[Modification Station]] and putting it on another armor piece as normal. | ||
*Each armor piece | *Each armor piece could have several modules of the same type installed to it depending on the module type, in some cases up to 8. In this case each additional upgrade will improve the ability/effectiveness of the module upgrade. | ||
*Each module can be uninstalled individually just like machine [[Upgrades]]. | *Each module can be uninstalled individually just like machine [[Upgrades]]. | ||
*Modules can be toggled through their various modes if they have more than 1 using the appropriate corresponding armor mode switch key. | *Modules can be toggled through their various modes if they have more than 1 using the appropriate corresponding armor mode switch key. They can also be configured in the master menu for all modules. | ||
==Usage== | ==Usage== |
Revision as of 03:20, 21 February 2024
The MekaSuit is a highly configurable set of late-game modular armor added in Mekanism v10. The MekaSuit is divided into 4 parts, the headpiece, the chest plate, the leggings, and the boots. Each part of the MekaSuit can be upgraded with Modules that are installed with the Modification Station and can be configured by pressing "\" (backslash). It is considered the best armor in Mekanism and is very expensive to make and fully upgrade, even for late game players, requiring a large amount of Polonium to be processed into pellets. With a fully upgraded suit however, the wearer becomes nearly invincible along with several functions such as eating being able to be automated.
Video Tutorials
https://www.youtube.com/watch?v=OykTyhwKNjw - EsquilãoBR Tutorial PT-BR
Crafting Recipe
MekaSuit Helmet:
Ingredients | Crafting recipe | ||||||||||||
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Basic Induction Cell + |
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MekaSuit Bodyarmor:
Ingredients | Crafting recipe | ||||||||||||
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Basic Induction Cell + |
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MekaSuit Pants:
Ingredients | Crafting recipe | ||||||||||||
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Basic Induction Cell + |
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MekaSuit Boots:
Ingredients | Crafting recipe | ||||||||||||
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Basic Induction Cell + |
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Upgrades
- Each MekaSuit armor piece supports a variety of different upgrades which give the user various benefits and abilities. Some of these are unique to a specific armor piece, and cannot be installed on other armor pieces. Upgrades are installed using Modules at the Modification Station.
- Once installed, upgrades can be removed and, if the upgrade is not unique, can be reinstalled on other armor pieces by uninstalling it at a Modification Station and putting it on another armor piece as normal.
- Each armor piece could have several modules of the same type installed to it depending on the module type, in some cases up to 8. In this case each additional upgrade will improve the ability/effectiveness of the module upgrade.
- Each module can be uninstalled individually just like machine Upgrades.
- Modules can be toggled through their various modes if they have more than 1 using the appropriate corresponding armor mode switch key. They can also be configured in the master menu for all modules.
Usage
- The MekaSuit like most rechargable Mekanism items has infinite durability, requiring Forge Energy to function instead.
- Every time the player takes damage it uses up some of the electricity in the armor, evenly distributing the charge loss throughout all pieces at once.
- The total charge remaining is shown both when hovering over the suit pieces in the inventory and as a green bar where armor points are usually displayed.
- Each piece holds 6.40MFE at base. When combined with a Charge Distribution Unit and generator units such as the Geothermal Generator Unit, it is possible for the wearer to never run out of energy in the MekaSuit.
- When worn, the MekaSuit Helmet brings up an Augmented Reality inspired UI within the player's field of view. It displays the following information to the player:
- Top Left: The remaining charge (as a percentage) of each currently worn armor piece.
- Bottom Left: The current location coordinates (X,Y,Z) of the player, within a simple compass which shows orientation.
- Bottom Right: The current status of modules installed. For example, it will display remaining jetpack hydrogen if the player has the Jetpack Unit installed, or how much food is remaining in the helmet if the Nutritional Injection Unit is installed.
Damage Reduction
The damage reduction of the Meka-Suit is configurable with the gear.toml file. By default, a charged Meka-Suit blocks 100% of all damage, but magic damage (like from potions or the wither effect) isn't blocked unless the Inhalation Purification Unit is installed (which provides magic damage immunity at the expense of energy). Also, the Meka-Suit won't block damage from other mods that's registered as armor bypassing (such as Create crushing wheels or Pneumaticraft miniguns).
Uniquely, the damage of the Warden's Sonic Boom attack is reduced by 75% only.
To reduce damage, 100 kJ (40 kFE) energy is consumed for every point of damage absorbed. With the Inhalation Purification Unit installed, magic damage instead consumes 1 kJ (400 FE) energy per damage point.
Trivia
- With a full set of fully charged but unupgraded mekasuit, one can block 640 damage before running out of energy. After fully upgrading all suit pieces with energy upgrades, one can block 163840 damage before running out of energy.
- or 100 times that if the damage is magical in nature.
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- Pages using DynamicPageList3 dplvar parser function
- Recipe using Basic Induction Cell
- Recipe using HDPE Sheet
- Recipe using Polonium Pellet
- Recipe using Netherite Helmet
- Recipe using Ultimate Control Circuit
- Recipe using Netherite Chestplate
- Pages with broken file links
- Recipe using Netherite Leggings
- Recipe using Netherite Boots
- Armor