Factorio · Armor tiers | Compare
Choose a variant below. Closely related recipes, conditions or opening branches are collected here so you can compare them without moving between almost identical pages.
The version and limits of the original source apply to every entry. Quantities and requirements belong to the named variant; do not add alternative recipes or opening lines together.
These options share a planning task. Their differences stay visible in the individual rows and calculators.
Using this reference
Choose a recipe for Armor tiers, then choose the machine that will run it. The per-minute rate uses the recorded output, recipe duration and machine speed. Batch quantities answer how many materials a fixed number of operations consumes; the rate column answers how fast one selected machine processes them.
Increase the target rate to see the number of whole machines needed. Rounding up leaves some nominal spare capacity. This is a direct production step, not a balanced factory: upstream supply, transport and temporary interruptions still need to support the stated rate.
Light armor
10 per minute · Buildings needed (rounded up): 6
| Source data | Batches | per minute |
|---|---|---|
| − Iron plate | 40 | 400 |
| + Light armor | 1 | 10 |
Rates use the selected building at base speed. No modules, beacons, quality, power shortages or overclocking are simulated. Fractional outputs are expected averages, not guaranteed drops.
per minute = Batches × 60 × Production building / seconds per cycle
Light armor · 3 Seconds
Iron plate × 40 → Light armor × 1
Station: Assembling machine 1 / Assembling machine 2 / Assembling machine 3
A worked example
Suppose you want 4 × Light armor. This recipe produces 1 per operation, so you need 4 operations. That produces 4 in total. The direct material list is Iron plate × 160.
Check the source ↗ · 2.0.77 base
Heavy armor
3.75 per minute · Buildings needed (rounded up): 16
| Source data | Batches | per minute |
|---|---|---|
| − Copper plate | 100 | 375 |
| − Steel plate | 50 | 187.5 |
| + Heavy armor | 1 | 3.75 |
Rates use the selected building at base speed. No modules, beacons, quality, power shortages or overclocking are simulated. Fractional outputs are expected averages, not guaranteed drops.
per minute = Batches × 60 × Production building / seconds per cycle
Heavy armor · 8 Seconds
Copper plate × 100 + Steel plate × 50 → Heavy armor × 1
Station: Assembling machine 1 / Assembling machine 2 / Assembling machine 3
A worked example
Suppose you want 4 × Heavy armor. This recipe produces 1 per operation, so you need 4 operations. That produces 4 in total. The direct material list is Copper plate × 400 and Steel plate × 200.
Check the source ↗ · 2.0.77 base
Modular armor
2 per minute · Buildings needed (rounded up): 30
| Source data | Batches | per minute |
|---|---|---|
| − Advanced circuit | 30 | 60 |
| − Steel plate | 50 | 100 |
| + Modular armor | 1 | 2 |
Rates use the selected building at base speed. No modules, beacons, quality, power shortages or overclocking are simulated. Fractional outputs are expected averages, not guaranteed drops.
per minute = Batches × 60 × Production building / seconds per cycle
Modular armor · 15 Seconds
Advanced circuit × 30 + Steel plate × 50 → Modular armor × 1
Station: Assembling machine 1 / Assembling machine 2 / Assembling machine 3
A worked example
Suppose you want 4 × Modular armor. This recipe produces 1 per operation, so you need 4 operations. That produces 4 in total. The direct material list is Advanced circuit × 120 and Steel plate × 200.
Check the source ↗ · 2.0.77 base
Power armor
1.5 per minute · Buildings needed (rounded up): 40
| Source data | Batches | per minute |
|---|---|---|
| − Processing unit | 40 | 60 |
| − Electric engine unit | 20 | 30 |
| − Steel plate | 40 | 60 |
| + Power armor | 1 | 1.5 |
Rates use the selected building at base speed. No modules, beacons, quality, power shortages or overclocking are simulated. Fractional outputs are expected averages, not guaranteed drops.
per minute = Batches × 60 × Production building / seconds per cycle
Power armor · 20 Seconds
Processing unit × 40 + Electric engine unit × 20 + Steel plate × 40 → Power armor × 1
Station: Assembling machine 1 / Assembling machine 2 / Assembling machine 3
A worked example
Suppose you want 4 × Power armor. This recipe produces 1 per operation, so you need 4 operations. That produces 4 in total. The direct material list is Processing unit × 160, Electric engine unit × 80, and Steel plate × 160.
Check the source ↗ · 2.0.77 base
Power armor MK2
1.2 per minute · Buildings needed (rounded up): 50
| Source data | Batches | per minute |
|---|---|---|
| − Efficiency module 2 | 25 | 30 |
| − Speed module 2 | 25 | 30 |
| − Processing unit | 60 | 72 |
| − Electric engine unit | 40 | 48 |
| − Low density structure | 30 | 36 |
| + Power armor MK2 | 1 | 1.2 |
Rates use the selected building at base speed. No modules, beacons, quality, power shortages or overclocking are simulated. Fractional outputs are expected averages, not guaranteed drops.
per minute = Batches × 60 × Production building / seconds per cycle
Power armor MK2 · 25 Seconds
Efficiency module 2 × 25 + Speed module 2 × 25 + Processing unit × 60 + Electric engine unit × 40 + Low density structure × 30 → Power armor MK2 × 1
Station: Assembling machine 1 / Assembling machine 2 / Assembling machine 3
A worked example
Suppose you want 4 × Power armor MK2. This recipe produces 1 per operation, so you need 4 operations. That produces 4 in total. The direct material list is Efficiency module 2 × 100, Speed module 2 × 100, Processing unit × 240, Electric engine unit × 160, and Low density structure × 120.
Check the source ↗ · 2.0.77 base
Game and item names below retain the source’s English identifiers so you can find them in the linked documentation.