0.6.0 Changelog Additions · Nano-body, Quark High-Tech Power Armor & Energy Sword Rework

0.6.0 Changelog Additions · Nano-body, Quark High-Tech Power Armor & Energy Sword Rework

This is not the changelog for 0.6.0, but a description of the equipment section: classification, stats, power consumption rules, functions, and recipe adjustments for four sets of power armor (Nanite Body and Quark High-Tech) and four tiers of energy swords derived from the Nanite Sword.

DocumentationUpdated 09/23/2026
Contributorsxinxinsuried

Machine translation

This page's English was produced automatically by the translation service and may contain mistakes.

GregTech-Odyssey/GregTech-Modern

Main implementation of armor rework

GregTech-Odyssey/GregTech-Modern

Energy Sword Tiering and Tooltip Status Display

GregTech-Odyssey/GregTech-Modern

Gaia Confrontation starting from Energy Sword II, Summon Limit Break and Disarming Magic Break Renamed

This is not the changelog for 0.6.0, but a part of its changelog. The changelog for 0.6.0 may not be released yet. This article explains equipment adjustments: the tiering, protection, power consumption rules, functions, and recipes of Nanobots and the four sets of QuarkTech power armor, their combat mechanics against ExtraBotany's Gaia Guardian III, and the energy sword derived from the Nano Sword, which synchronizes its tiering with the armor.

Adjust Overview

Before the adjustment, the protection of Nano-Body and Quark High-Tech barely increased with level, with the entire armor values being only 20 and 21.6 respectively. The advanced versions also only had one chestplate. This update reorganizes the two equipment lines into four complete tiers from I to IV: each tier has a helmet, chestplate, leggings, and boots. Voltage, materials, and recipe tiers remain consistent. The original Nano Sword has also been expanded into four energy swords according to the same tiers, see the "Energy Swords" section below for details.

Tier

Name

Voltage

Capacitor

Full Armor Set

Full Toughness

Full Knockback Resistance

Flight

Leggings Sprint Multiplier

I

Nano-Body™ Set

MV

1A × 1 Hour

30

20

0

—

Max 1.8x

II

Nano-Body™ Advanced Set

EV

1A × 3 Hours

45

24

16.7%

Chestplate

Max 3x

III

Quark-Tech™ Set

LuV

1A × 9 Hours

60

28

33.3%

Chestplate

Max 4.5x

IV

Quark-Tech™ Advanced Set

UV

1A × 27 Hours

90

30

50%

Chestplate

Max 6x

Item names are uniformly suffixed with a tier, e.g. "Nanobody™ Set Helmet (I)", "Quark High-Tech™ Advanced Set Chestplate (IV)". New tier II and IV helmets, leggings, and boots reuse the item icons of tiers I and III; the worn appearance is determined by the chestplate, with the advanced chestplate displaying the advanced appearance for the entire set.

Power Consumption Metering Method

All power consumption is based on the voltage of the equipment itself and measured in amperes. Therefore, the amount of EU consumed by the same function at different levels will be different, but the ratio remains the same relative to their respective energy capacities.

  • Capacitance: 1A × Voltage × Duration. For example, IV is 1A × UV × 27 hours, meaning it can be supplied for 27 hours at a continuous current of 1A.

  • Continuous Power ConsumptionIndicated in A/s, actually deducted per tick, with 1/20 of the indicated value deducted per tick. For example, jetpack consumes 3.5 A/s.

  • One-time Power ConsumptionIndicated in n/3600 A·h, meaning n Ampere-seconds. For example, each point of damage taken consumes 1/3600 A·h.

  • Power consumption for various functions are independent of each other and accumulate when active simultaneously, with no total limit.

Protection

Armor value, toughness, and knockback resistance are only fully effective when powered. When power is depleted, armor value drops to 2/5 of its powered value, and additional toughness and knockback resistance become ineffective.

The modpack uses Apothic Attributes' armor formula: when the single damage taken is less than 20, the actual damage taken is 10 / (10 + armor value). A full set of 90 armor can reduce such damage to about 10%. Toughness no longer directly reduces damage, but resists the armor-piercing effect of monsters. Each point resists 2%, reaching a cap of 60% at 30 points.

Protection value in tooltip changes with current power: displayed in green at full value when powered; displayed at reduced value when unpowered, marked in yellow and noted as low power. Hold Shift to view the value in the other state. The original "While worn" attribute section has been hidden to avoid displaying two inconsistent sets of numbers.

Features Overview

The table below lists all functionalities. "Slot" indicates the item providing the functionality; functionalities marked as "Any piece" are active as long as any piece of that set is worn, and are powered by the piece that has power.

Function

Level

Slot

Trigger

Power Consumption

Damage Reduction

I to IV

Per Piece

Passive

1/3600 A·h per damage point

Life Enhancement

I to IV

Per Piece

Enabled by default, can be bound to a key to disable

0.1 A/s per piece

One-time Damage Absorption

I to IV

Any Piece

Passive

1/3600 A·h per damage point

Continuous Damage Absorption

I to IV

Any Piece

Passive

1/3600 A·h per damage point

Timed Debuff Removal

I to IV

Helmet

Once every 2 seconds

20/3600 A·h per level

Auxiliary Step-Up

I to IV

Boots

Passive

No power consumption

Sprint Multiplier

I to IV

Leggings

Cycle through with K key

1 A/s per tier, only while moving

Jetpack, Hover, Emergency Hover

II to IV

Chestplate

Switch with G, H, J keys

3.5 A/s

Backpack Item Charging

II to IV

Chestplate

N key or Sneak + Right Click

Based on actual charged amount

Mechanical Assistance

II to IV

Chestplate

Melee attack when main hand is empty

5/3600 A·h per extra damage point

Chemical Protection, Radiation Protection

II to IV

Full Set

Passive

No power consumption

Underwater Oxygen Supply

III to IV

Helmet

Passive

1/3600 A·h per use

Automatic Eating

III to IV

Helmet

Passive

5/3600 A·h per use

Block Debuffs

III to IV

Helmet

Passive

Charged per effect per level

Immunity to Burning, Immunity to Freezing

III to IV

Chestplate

Passive

No power consumption

Health Regeneration

III to IV

Chestplate

1 HP every 4/3 seconds when damaged

10/3600 A·h per point

Enhanced Jump

III to IV

Boots

. key to toggle

1/3600 A·h per jump

Supplementary notes for some features

  • Life EnhancementSets provide +10, +20, +30, +40 Max Health respectively, with each piece contributing a quarter. The keybind "Toggle Armor Life Enhancement" is unbound by default. Once bound, pressing it will toggle all armor pieces of this set simultaneously.

  • Damage ReductionThe damage types covered are consistent with the protection range of the ExtraBotany Starry Battle Maid Set. One-time damage includes falls, lightning strikes, wall collisions, and anvil drops; continuous damage includes burning and lava, drowning, freezing, suffocation, crushing, hunger, and cacti. When there is sufficient power, damage is completely nullified, and power is consumed based on the damage value.

  • Sprint MultiplierI to IV can be toggled to 1.8, 3, 4.5, and 6 times respectively. The keybind cycles through "Off → 1.8x → ... → Off". The multiplier also affects the horizontal speed of jetpack flight. To prevent excessive FOV stretching at high multipliers, the effect of the multiplier on FOV has been canceled.

  • Mechanical AssistanceII, III, and IV deal an additional 10, 15, and 20 damage respectively. This damage is calculated at the same time as the unarmed strength of the Starry Battle Maid Set and is also effective against Gaia Guardians. Gaia has a single-instance damage cap of 32 after armor calculation. When the base damage is high, the additional damage will be partially truncated.

  • Radiation ProtectionRadiation in the modpack comes from the carcinogenic hazards of radioactive materials such as uranium and plutonium. This hazard requires protective gear to be worn on all four body parts to be immune. Each piece from II onwards counts as protective gear; wearing the full set grants immunity. Pieces of I do not count as protective gear.

  • Negative Effect BlockingIII and IV helmets will instantly block Poison, Wither, Nausea, Mining Fatigue, Slowness, and Bad Luck, consuming 10, 25, 8, 12, 9, and 5 (per 3600 A·h) respectively. Additionally, helmets of all four tiers will clear all negative effects on the player every 2 seconds.

Keybinds and Status Hints

  • Default keys: G Jetpack, H Hover, J Emergency Hover, N Charge Backpack Items, K Sprint Multiplier, . Enhanced Jump; "Toggle Armor Life Boost" is unbound by default. All of the above keys can be rebound in the keybind settings. The J key conflicts with GTO's tool speed adjustment key by default, it is recommended to rebind one of them.

  • Keys only switch once when pressed, and are determined by the server and then synchronized to the client. Holding them down will not repeatedly switch.

  • Each switch will provide a prompt in the chat with the equipment name, for example "[Quark High-Tech™ Advanced Set Chestplate (IV)] Jetpack Enabled". The function can always be enabled; if the current power is insufficient, the prompt will state "Enabled, but temporarily ineffective due to insufficient power", and will take effect automatically after charging.

tooltip

The tooltip is divided into capacitance, protection, and function. Starting from II, it additionally includes 'Gaia's Defense', and the Space Chestplate additionally includes 'Space Function'. Each function is listed in the format 'Name (Status) [Key] Power Consumption', with the meaning of status colors as follows:

  • Green:Enabled or passively effective; Space Chestplate's oxygen function displays 'Providing' or 'Can Provide'.

  • YellowConditions insufficient, including needing to bind keys, needing to wear a full set, insufficient battery power, or lack of oxygen.

  • red:Closed, with the key used to turn it on indicated.

Values such as protection and weapon performance are also displayed in the current effective value according to the above colors. Longer explanations, such as the damage types covered by damage reduction, the power consumption for each sprint multiplier tier, and the protection values under another power state, are displayed when holding Shift.

Space Chestplate

The four space chestplates have been renamed from (I-Space) to (IV-Space). Their voltage, capacity, and various functions are the same as the corresponding tier of chestplate. The oxygen storage capacities are 8,000, 32,000, 128,000, and 512,000 mB respectively. When all four slots are equipped with Nanofiber or Quark Tech gear and the space chestplate contains oxygen, it grants immunity to suffocation, acid rain, and extreme temperatures. Underwater, it consumes stored oxygen to supplement breathing. Both oxygen-depleted environments and underwater consume 2 mB of oxygen per second.

Energy Sword

The original Nano Sword is expanded into four energy swords, I to IV. The name prefix is consistent with the same tier of armor, and the voltage and capacity are also the same as the same tier of armor. The four swords use the original Nano Sword model. The blade is stacked with red according to the tier, and the higher the tier, the darker the color.

Tier

Name

Voltage

Energy Capacity

Active Damage

Inactive Damage

Attack Speed

Active Attack Range

Health Percentage Damage

I

Nanobots™ Energy Sword

MV

1A × 1 Hour

20

6

2

3 Blocks

0.1%

II

Nanobots™ Advanced Energy Sword

EV

1A × 3 Hours

40

12

2.3

3 Blocks

0.15%

III

QuarkTech™ Energy Sword

LuV

1A × 9 Hours

60

18

2.6

4 Blocks

0.2%

IV

QuarkTech™ Advanced Energy Sword

UV

1A × 27 Hours

80

24

3

5 Blocks

0.3%

  • Energy BladeRight-click while sneaking (Shift + Right-click) to toggle. Each toggle will provide a chat message with the item name. When enabled and with sufficient power, attack damage, percentage-based damage, and attack range are calculated based on the activated values. When disabled or with insufficient power, attack damage is 30% of the activated value, there is no percentage-based damage, and the attack range reverts to 3 blocks. Consistent with armor, the Energy Blade can always be enabled. When power is insufficient, it will prompt "Enabled, but temporarily ineffective due to insufficient power." It will automatically become effective after charging.

  • Power ConsumptionEnergy Blade consumes 1 A/s. This is deducted only when held in the main hand. It does not consume power when placed in the backpack or other quick slots. Power consumption for Gaia's Onslaught is calculated separately, see the next entry.

  • Percentage-Based DamageWhen hitting a melee target, this is calculated based on the target's maximum health and is applied after armor, resistance, and damage absorption calculations. Therefore, it is not reduced by armor and is particularly effective against high-health targets.

  • Attack RangeThe maximum distance at which entities can be attacked. The default in vanilla is 3 blocks. Levels III and IV extend the range to 4 and 5 blocks respectively when the Energy Blade is active.

  • Attack SpeedUnaffected by the Energy Blade's state.

  • Gaia's OnslaughtEnergy Blades of level II and above, like the corresponding armor, possess the ability to break summon restrictions and disarm magical effects. Power consumption is the same; refer to the section "Fighting Gaia Guardian III" for details. These two abilities are independent of whether the Energy Blade is enabled. The sword will activate and consume power regardless of its position in the inventory. Energy Blades do not have the ability to disarm landmines.

  • tooltipUses the same format as the armor. Starting from level II, it also includes a "Gaia's Onslaught" section. Weapon performance changes in real-time with the Energy Blade's state: displayed in green when effective; yellow when enabled but with insufficient power; red when disabled, with the reason noted at the end of the line. Holding Shift will display the full stats for both effective and ineffective states. The vanilla "When in main hand" attribute section has been hidden.

Confrontation with Gaia Guardian III

Gaia Guardian III from ExtraBotany will limit the items a player can carry: it checks the inventory before summoning, only allowing items from Minecraft, Botania, and its addons; during combat, disallowed items will be thrown out of the inventory every tick; Green Disarming Mines will drop the main hand item. The four sets of armor from II onwards and the Energy Sword from II onwards can consume energy to negate these restrictions:

Function

Effect

Applicable

Power Consumption

Summoning Limit Bypass

During item check when summoning, this item is considered allowed

Armor and Energy Sword from II onwards

50/3600 A·h per item per summon

Disarming Magic Bypass

Continuous disarming in combat cannot remove this item

Armor and Energy Sword from II onwards

1 A/s per item

Disarming Landmine Analysis

Green disarming landmines will no longer drop your main hand item

Armor from II onwards

100/3600 A·h per activation, paid by any piece of Armor from II onwards

Power consumption is calculated based on the voltage of the equipped item or the sword itself. Summoning limit breaking only consumes power after all items have passed the check; if other disallowed items are present, the summon will be rejected and no power will be consumed. When power is insufficient, the chat will display "Insufficient power, cannot break summon limit", and the summon will be canceled. Disarming magic breaking consumes power every tick during combat; when a single item runs out of power, only that item will be thrown out of the inventory. The damage and negative effects of disarming mines themselves are not affected. The above mechanisms only apply to these four sets of equipment and energy swords from II onwards; other GregTech items (including energy sword I) are still subject to the original restrictions.

Recipe

All parts of the four tiers have been changed to same-tier Assembler recipes, uniformly using same-tier circuits, batteries, sensors, field generators, and casing materials (MV uses Aluminum, EV uses Titanium, LuV uses Rhodium-Palladium Plating, UV uses Darmstadtium). Chestplates with jetpacks also require flight components: Tier II requires Advanced Electric Jetpack, Tier III requires 1 Gravity Engine, and Tier IV requires 2 Gravity Engines. The Nanobots Workbench recipe and the original Advanced Quark Chestplate assembly line recipe have been removed. Space Chestplates are crafted in the same-tier Assembler using the corresponding tier's Chestplate plus Ad Astra Oxygen components.

Four energy swords are also crafted in the same-tier assembler, requiring 2 same-tier circuits, 1 same-tier battery, 1 same-tier field generator, and 6 same-tier casing plates; the original nano sword crafting table recipe has been removed.

⚠️ Impact on existing saves

  • Items with existing equipment IDs and stored energy will be retained, with values and functions calculated according to new rules. The energy capacity of each tier is higher than before adjustment, and no energy will be lost due to changes in capacity limits.

  • Voltages are adjusted as follows: Nanobody (I) HV → MV, Advanced (II) HV → EV, Quark-Tech (III) IV → LuV, Advanced (IV) LuV → UV. The voltage of charging equipment must not be lower than the equipment voltage. Tiers III and IV require upgrading the charging equipment accordingly.

  • Equipment crafted with old recipes can still be used; materials will not be refunded.

  • Existing Nanobades become Nanobody™ Energy Blades (I), with voltage adjusted from HV to MV and stored energy retained. Previous activation damage was set according to difficulty (Easy 130, Normal 66, Expert 34, inactive 2), now changed to fixed values per tier: (I) Active 20, Inactive 6. For higher damage, please upgrade to a higher tier Energy Blade.

Other fixes

  • Fixes an issue in multiplayer where keybind toggles could be triggered twice, leading to inconsistent states between client and server.

  • Fixes an issue in multiplayer where charging backpack items could incorrectly draw power from another player's equipment when both players were wearing the same chestplate.

  • Fixes the Quark Space Chestplate's immunity to burning not working, and the Advanced Quark Helmet not blocking negative effects.

  • When holding an energy sword, power level changes no longer repeatedly trigger the re-equipping twitch animation.

Comments

0

Nothing here yet. Say the first thing.

Your comment appears under your display name.