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Installing and Removing Modules at the Power Armor Tinker Table

Placing the Table

Craft a Power Armor Tinker Table and place it in your base. Right-click it to open the module interface. The table is where every module on your Power Armor Helmet, Chestplate, Leggings, and Boots is installed, removed, or reconfigured.

Adding Modules

Select the armor piece you want to modify, then choose a module from your inventory. Confirmed modules include Iron Plating, Diamond Plating, Netherite Plating, Diamond Drill Upgrade, Jump Assist, Sprint Assist, Swim Boost, Uphill Step Assist, Shock Absorber, Parachute, Glider, Jetpack, Jet Boots, Flight Control, Blink Drive, Night Vision, Auto-Feeder, Magnet, Melee Assist, Mob Repulsor, Energy Shield, Cooling System, and Active Camouflage. Each module occupies a slot and consumes energy when active.

Removing and Swapping

Remove a module at the same table to free its slot and recover the item. This lets you swap loadouts between tasks: install Vein Miner and Fortune Enchantment for mining trips, then replace them with Jetpack and Glider for exploration. Keep a Fluid Tank installed if any module needs water, and a Solar Generator or Kinetic Generator to offset the energy cost of whatever you install.