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Mechanical Armor ​

A new modular armor set you assemble piece-by-piece. Each armor piece consists of a frame, an energy core, and a set of powerful augments: jetpack, night vision, hazmat, step assist, force field, speed, and many more. The first version of the Mechanical Armor is craftable at HV and it progressively scales up to UHV.

Frames and cores ​

Each piece of mechanical armor starts as an exoskeleton. To make it useful, you add a frame, energy core, and augments. There are ten different frames, each one with a different assortment of augment slots. Augments come in 3 different types (Protection, Movement, and Utility) and may only be inserted to matching slots on a frame. Some advanced frames have Prismatic slots which can fit any augment. The frame you pick determines what augments you can insert, and therefore which abilities the suit will be capable of.

Every augment, framed in the colour of the slot it goes in

FrameProtectionMovementUtilityPrismaticDamage stopped
Light120075%
Medium102075%
Heavy201075%
Nimble131085%
Adaptive211185%
Tough302085%
Lightning141195%
Morphic212295%
Bulwark411195%
Infinity5555100%

Protection is proportional to the damage reduction of the frame along with the standard damage share for armor by piece (15%/40%/30%/15%).

The core holds the armor's electric charge and acts as a gate for more powerful augments. Nano holds 1M EU and charges at HV, Quantum 10M at IV, Living at ZPM, and the Singularity Core has infinite EU. Each augment has a minimum core tier, so you will need to upgrade it as you progress. The armor will no longer protect you while the charge is depleted.

Like most tech-based armor sets, Mechanical Armor cannot be enchanted through normal means.

A piece in the Modification Table, its slots coloured by the kind each takes

Shipped in 10 pull requests

Augments ​

There are a wide variety of augments covering a range of useful abilities. This section will cover some notable and interesting augments, but there are more to discover ingame.

Mechanical Armor has access to multiple tiers of jetpack, fall reduction, and eventually creative flight.

Mechanical Armor's hazmat, space suit, and apiarist augments are unique. Rather than needing to be equipped in every piece, a single one of these augments will protect you fully, regardless of what other armor you may be wearing.

Mechanical Boots have compatibility with Thaumcraft's Boots of the Traveler in the form of special, extremely powerful Movement augments. These augments give Speed, Jump Boost, and Step Assist bundled into a single augment and available earlier than standalone equivalents (Tech-only speed/jump/step assist are gated to IV, while these "Striders" augments begin at HV):

AugmentSpeedVis discountCore
Apprentice Striders3x4%Nano
Archmage Striders5x5%Quantum
Eldritch Striders10x10%Quantum

The Mechanical Helmet has a Utility augment which adds Goggles of Revealing, with another 7% vis discount.

Apprentice Striders recipes

Shipped in 10 pull requests

Configuration and cosmetics ​

There are two ways to use mechanical armor abilities. Each ability has its own keybind (by default all are unbound) that you may bind if you want quick access to a particular ability. Otherwise, you can use the built-in radial menu to configure abilities from your equipped pieces.

The radial menu, and the list that says what is on it

Mechanical Armor has visual effects on the model based on the equipped frame. In item form, some augments provide overlays to make your armor look distinct.

The new armor texture, worn

Shipped in: GT5-Unofficial #7175, GT5-Unofficial #7412, GT5-Unofficial #7024, GT5-Unofficial #7020, GT5-Unofficial #6983, GT5-Unofficial #6990, GT5-Unofficial #7176

Recipes ​

Mechanical Armor features four main recipe breakpoints at HV/IV/ZPM/UHV where new frames, augments, and cores become available. Some augments like the T1 Jetpack become available during intermediary tiers like EV, so make sure to keep track.

Each augment requires a Mechanical Armor Chip of its respective core tier to craft.

Recipe for the force field augment

Magical augments require research in the Thaumonomicon, under the New Horizons tab.

Newly added research

Shipped in: NewHorizonsCoreMod #1606, NewHorizonsCoreMod #1797, NewHorizonsCoreMod #1806, NewHorizonsCoreMod #1924, GT5-Unofficial #7960

Contributors ​

Everyone who authored, reviewed or co-authored a change on this page, with how many of them:

@FourIsTheNumber (29), @Dream-Master (17), @Spaghetti-OberNub (14), @UltraProdigy (6), @Algent (2), @Auynonymous (2), @chrombread (2), @Spicierspace153 (2), @tiffit (2), @AnsonYeung (1), @dagger8243 (1), @Eldrinn-Elantey (1), @Guvante (1), @june-dev-username (1), @Luca-Guettinger (1), @metalcupcake5 (1), @Pxx500 (1), @querns (1), @RecursivePineapple (1), @telemenar (1)