MekaSuit Plus is an overhaul for the MekaSuit, the powered armour at the end of Mekanism's tech tree.
The problem it sets out to solve is a strange one. By the time you have built a full MekaSuit you have also run out of things to do with it. It is already the best armour in the game, so there is nothing left to upgrade, and every fight it wins is a fight it was always going to win. This mod gives the suit somewhere to go next: a real numeric boost for wearing all four pieces, a second layer of protection that sits in front of it, a guarantee that you can never actually lose it, a portable storage dimension with seven working panels inside, and twenty-four installable modules that change what the suit can do rather than merely how big its numbers are.
Four of those features belong to the suit itself rather than to any module, which matters because it means they are not optional and cannot be switched off by a stray click in the module configurator.
Wearing all four pieces now grants armour 48 instead of 20, toughness 17 instead of 12, and knockback resistance of 1.0, which is complete immunity to being shoved around. Every number is configurable, and dropping a piece rolls all of it back instantly.
The shield is an entirely separate energy pool, drawn as a light blue bar directly above the familiar green one. It holds one fifth of the suit's total energy capacity, and incoming damage is billed to it before anything else is touched. If the shield can cover a hit, the suit pays nothing and you lose no health. If it cannot, it empties itself and hands only the remainder on to the armour. It recharges one percent every two seconds, pausing for five seconds after any hit, so a full refill takes a little over three minutes and a busy fight will drain it faster than it comes back. Two modules can widen it to two hundred and fifty-six times its base size and cut that refill to forty seconds, but neither is required for the bar to work.
Suit retention is the mod's promise that your armour is not going anywhere. A MekaSuit piece cannot be destroyed by lava, cactus, fire or explosions, cannot be taken out of your armour slots by anything other than you, and when you die the pieces are pulled off the drop list and handed back the moment you respawn, surviving a server restart in between. A piece that falls into the void is lifted back to just above the world floor, where it loses its gravity and glows so you can dig down and find it. What this deliberately does not cover is anything that deletes an entity outright rather than damaging it, such as the kill command, because there is no hook to stand on for those.
The portable space is a container that belongs to the world save rather than to any item, keyed to your player and opened with a key binding. It starts at six hundred slots with nothing equipped and grows by three hundred for every level of the Space Storage unit, up to three thousand. Because the items live in the world save, removing the unit, dropping it or losing it entirely costs you nothing at all. The screen that opens is not just a grid: a sidebar carries seven working panels, covering crafting, an electric furnace that runs five slots in parallel out of your suit's power, brewing, a grindstone, an anvil, a smithing table and a beacon slot that grants maxed beacon effects to you and everyone standing near you while the chestplate is worn.
The main event, though, is the twenty-four modules.
The Aegis Core absorbs damage at a tenth of the energy the suit would normally charge, and extends that protection to damage types that usually ignore armour entirely. The Vital Core raises your maximum health by ten points per level. The Regen Matrix heals you continuously for as long as the suit has power, and the Immunity Core quietly strips harmful potion effects off you every second. The Retribution Field reflects a quarter of every hit straight back at whoever threw it, and because it hooks in before the suit's own absorption, it still works on a hit the suit swallowed whole.
The Damage Cap puts a ceiling of one hundred on any single hit, which is what stops a lucky critical or a boss attack from removing you from existence. The Kinetic Overdrive raises movement, jump and mining speed together. The Creative Flight unit pins creative-style flight to your suit permanently, with no energy cost and no way for an empty battery to take it away from you, and it also removes the drift you normally get after releasing the movement keys and refunds the mining penalty vanilla applies while you are off the ground. The Phase Dash blinks you eight blocks along your line of sight on a keypress.
The XP Siphon pulls experience orbs toward you from sixteen blocks away, which is the difference between a mining trip that involves a lot of walking backwards and one that does not. The Fortune Aura duplicates mob drops a quarter of the time per level. The Nutrition unit tops up your hunger while you stand on grass or mycelium or swim in water, and gets faster the more of them you install. The Reach Extend unit adds a block of block and entity interaction distance per level. The Wireless Charging unit spends the suit's own energy to charge everything you are carrying, including items in your hands, your inventory, your armour slots and your Curios trinkets if you have that mod.
The Entity Probe shows you the name and coordinates of whatever your crosshair is resting on, and posts the same line to chat on a middle click, which turns finding your way back to a cave entrance into a copy and paste rather than a memory exercise. The Teleport Anchor opens a vanilla-styled waypoint list on a keypress, where clicking a row teleports you there for a modest energy cost, and the list lives in the world save so losing the unit never loses your destinations. The Lock-On Missile is the suit's weapon: it boxes every creature within a hundred blocks, lets you hold a key to lock onto one and read its health and distance, and fires homing missiles on another key, one per installed level, dealing a flat five hundred damage plus five percent of the target's maximum health.
The Stealth unit stops chosen categories of mob from ever treating you as a target, in four selectable modes covering hostile, neutral, passive or all creatures. It stops them noticing you; it does not make something already chasing you forget.
The Ore Smelting unit is the only one that goes on a MekaTool rather than the suit, and it makes mined ore come out of the ground already smelted, reading the result from the game's own furnace recipes so it works on modded ores without a list to maintain. It is mutually exclusive with Silk Touch and Fortune, since all three want to decide what a block drops.
Two more exist as easter eggs, off by default and hidden from the creative tab and the module list until you turn them on in the config. The Cookie unit makes a full suit refund energy to all four pieces every time you take a hit, scaled by how hard the hit was, so the suit recovers under fire instead of draining. The Verdant Cycle marks anything you strike with an endless Glowing effect, drags it back to you the moment it strays more than six blocks, refuses to let even an Enderman teleport out of it, and runs a small aura around you that gives Regeneration IV and Strength II to you, your teammates and your pets.
Everything above is adjustable. The mod ships with a full in-game settings screen, reachable from the Config button on the mod's row in the mods list, covering all one hundred and six values with named groups, a search box and sliders, so you never have to open the config file unless you want to. A handful of key bindings can be rebound in the normal controls menu, and the settings screen itself is unbound by default so it does not take a key away from anyone.

