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Factorio is played from the top down perspective of your player character, who is always in the centre of your view. You have five primary ways of interacting with the world:
Factorio is played from the top down perspective of your player character, who is always in the center of your view. You have five primary ways of interacting with the world:
# Crafting [[Item|items]] and [[Items#Placeable_items|entities]] personally from resources using your craft menu (Default: e)
# Crafting [[Item|items]] and [[Items#Placeable_items|entities]] personally from resources using your craft menu (Default: E)
# Placing entities by selecting them from your inventory or toolbar and placing them on a [[Tile|tile]] (Default: LMB)
# Placing entities by selecting them from your inventory or toolbar and placing them on a [[Tile|tile]] (Default: LMB)
## Opening contextual menus for entities like [[Assembling machine|Assembly Machines]] or [[Chests]]
## Opening contextual menus for entities like [[Assembling machine|Assembly Machines]] or [[Chests]]
Line 26: Line 26:


== Weapons ==
== Weapons ==
Eventually, whether in a peaceful game or not, you will need the capability to destroy the various [[Enemies]] that live on this world. This capability mostly comes in the form of [[Turrets]] for your base's defence, but personally in two broad categories for the player, more traditional weapons and [[Player#Capsules|capsules]] discussed below. To fire the main equip-able weapons, the weapon must be in your equipment bar in the bottom right corner of the screen somewhere on the top row (the first column is for [[Player#Tools|pickaxes]] and [[Player#Armor|armors]]), for the weapon to be selected with a red highlight (Default q to move the selection) and for appropriate ammunition for the weapon to be placed in the slot below it.
Eventually, whether in a peaceful game or not, you will need the capability to destroy the various [[Enemies]] that live on this world. This capability mostly comes in the form of [[Turrets]] for your base's defense, but personally in two broad categories for the player, more traditional weapons and [[Player#Capsules|capsules]] discussed below. To fire the main equip-able weapons, the weapon must be in your equipment bar in the bottom right corner of the screen somewhere on the top row (the first column is for [[Player#Tools|pickaxes]] and [[Player#Armor|armors]]), for the weapon to be selected with a red highlight (Default q to move the selection) and for appropriate ammunition for the weapon to be placed in the slot below it.


If all the preparation is done, fire the weapon with your target enemy key (Default: Spacebar) or your target cursor key (Default: c). Target enemy is a ''somewhat safe'' auto-aim that will snap to any enemy in range and begin firing at it for as long as the key is held down. Target cursor will fire your weapon in the direction of your cursor, which is mainly used to clear obstacles such as [[Trees]] and rocks that block placing things. Bear in mind that damage is calculated as a combination of weapon, ammunition and technology together.
If all the preparation is done, fire the weapon with your target enemy key (Default: Spacebar) or your target cursor key (Default: c). Target enemy is a ''somewhat safe'' auto-aim that will snap to any enemy in range and begin firing at it for as long as the key is held down. Target cursor will fire your weapon in the direction of your cursor, which is mainly used to clear obstacles such as [[Trees]] and rocks that block placing things. Bear in mind that damage is calculated as a combination of weapon, ammunition and technology together.

Revision as of 15:59, 26 December 2015

Factorio is played from the top down perspective of your player character, who is always in the center of your view. You have five primary ways of interacting with the world:

  1. Crafting items and entities personally from resources using your craft menu (Default: E)
  2. Placing entities by selecting them from your inventory or toolbar and placing them on a tile (Default: LMB)
    1. Opening contextual menus for entities like Assembly Machines or Chests
    2. Removing the entity from the world, returning it to your inventory (Default: Hold RMB)
  3. Harvesting resources from a tile (Default: Hold RMB)
  4. Firing weapons at enemies (Default: Press or hold Spacebar depending on weapon)
  5. Picking up non-placed Items from the ground and placing them in your inventory (Default: Hold f)

For more key-bindings, please see Keyboard bindings

In the process of building and expanding your factory, different pieces of equipment will be necessary from the first moments of gameplay, starting with your first Iron axe:

Tools

Removing or harvesting placeable entities, Trees, Iron Ore, Copper Ore,Raw fish, Stone or Coal from the world requires effort and this is implemented by way of a progress bar that needs to fill uninterrupted in order to complete. Starting without a pickaxe (blank hand icon in the top left square in the display at the bottom right of the screen), it will take around two seconds to cut down a single tree. Since this is the sort of action required thousands of times over the course of a game, it is heavily recommended to craft an iron axe as your first action in the game.

Main article: Iron axe Iron axe

Main article: Steel axe Steel axe

Main article: Repair pack

Player

Recipe

0.5
+
2
+
2
1

Total raw

4
+
3
+
6

Repair packs heal building damage for 600 health.

Stack size

100

Durability

300
600 900
1200 1800

Prototype type

repair-tool

Internal name

repair-pack

Required technologies

Produced by

Repair packs are used to repair items. They can be used by the player character with the Left mouse button or by construction robots. Each repair pack repairs 600 health to a building, 2 per tool durability. Repair packs can only be used on buildings already placed, and can't repair something in the player's inventory.

History

  • 0.15.0:
    • Durability increased from 200 to 300.
    • Speed increased from 1 to 2.
  • 0.13.0:
    • Durability increased from 100 to 200.
    • Stack size increased from 50 to 100.

Trivia

  • Repairing walls and stone furnaces makes a rock-hammering sound, while repairing anything else makes a drill sound.

See also

Main article: Raw fish

Player

  • Base game
  •  
  • Space Age mod

Health

20
26 32
38 50

Restores

80
104 128
152 200
health

Stack size

100

Rocket capacity

300 (3 stacks)

Mining time

0.4

Spoil time

2h 5m 50s
2h 43m 34s 3h 21m 20s
3h 59m 5s 5h 14m 35s

Spoil result

Prototype type

capsule

Internal name

raw-fish

Consumed by

Raw fish can be harvested from water. They can be used to refill a small amount of health instantly. In order to catch raw fish, mine one of the dark spots that can be found moving around in water bodies. Each dark spot yields 5 fish when mined. Fish can be also collected via construction robots, by marking a water area that contains fish with a deconstruction planner.

Raw fish is used to heal by clicking on the character or anywhere else in the world with the fish in the cursor. They heal 80 HP each and have a short cooldown for reuse, limiting the amount of incoming DPS that fish healing can absorb. Using a fish produces a munching sound.

Using landfill on water where a fish is swimming will "destroy" the fish. Fish can be shot and killed via pistol or submachine gun, and also by explosions, but are immune to any kind of shotgun fire. Shooting fish does not grant any fish items.

Fish are created in water when the world is generated and do not despawn or respawn. While inserters can remove fish from the water, they cannot put them back. The player can manually return fish to the water in stacks of 5, which resets both the quality and freshness of the fish.

Alternate recipes

In Space Age, fish can be automated by breeding them in a biochamber after unlocking the fish breeding recipe with agricultural science packs. Fish breeding can only be conducted on Nauvis. Fish also are given a spoilage time of just over 2 hours.

Recipe Research Building Input Output Crafted on
6
+
2
+
100
+
100
3

Note that the fish produced by this recipe always have 100% freshness. Quality modules cannot be used in this recipe.

Achievements

So long and thanks for all the fish

Today's fish is trout a la creme

Eat a legendary fish.

Gallery

Trivia

  • The fish item icon is meant to represent a European perch, a freshwater fish widespread in Europe and elsewhere. This was chosen because a perch is the favorite plushie of the artist's daughter, see the Reddit comment by V453000
  • Prior to version 2.0 it was possible to automate fish by launching space science packs with a rocket silo, which would return fish at a 1:1 ratio, to a maximum of 100 fish per launch.
  • In Space Age, a base quality fish has a spoilage time of 2 hours, 5 minutes, and 50 seconds. This equates to 7,550 seconds, or 453,000 game ticks, which is a reference to developer V453000, the artist behind the fish icon.

History

  • 2.0.7:
    • Launching space science pack into space no longer returns fish as there is now an other method to automate obtaining fish.
  • 1.0.0:
    • Launching a rocket with space science packs inside now returns fish (Undocumented)
  • 0.17.77:
    • Inserters can now catch fish (Undocumented)
  • 0.15.0:
    • Fish can be collected by robots
    • Amount of fish collected at once increased from 1 to 5
    • Amount of health restored by fish increased from 20 to 80

Weapons

Eventually, whether in a peaceful game or not, you will need the capability to destroy the various Enemies that live on this world. This capability mostly comes in the form of Turrets for your base's defense, but personally in two broad categories for the player, more traditional weapons and capsules discussed below. To fire the main equip-able weapons, the weapon must be in your equipment bar in the bottom right corner of the screen somewhere on the top row (the first column is for pickaxes and armors), for the weapon to be selected with a red highlight (Default q to move the selection) and for appropriate ammunition for the weapon to be placed in the slot below it.

If all the preparation is done, fire the weapon with your target enemy key (Default: Spacebar) or your target cursor key (Default: c). Target enemy is a somewhat safe auto-aim that will snap to any enemy in range and begin firing at it for as long as the key is held down. Target cursor will fire your weapon in the direction of your cursor, which is mainly used to clear obstacles such as Trees and rocks that block placing things. Bear in mind that damage is calculated as a combination of weapon, ammunition and technology together.

Each player starts with a Pistol and ten magazines of Regular Magazine, which will fend off the first few biter attacks, but will quickly be insufficient against the growing alien forces.

Note regarding friendly fire: Pistols and Submachine guns are perfect for in-factory combat, as they have no area effects, however all other weapons use some form of spread or explosion which will likely lead to you causing far more collateral damage than the actual alien attack could hope to. Play with your rockets outside.

Main article: Pistol

Player

Stack size

5

Rocket capacity

10000

Range

15
16.5 18
19.5 22.5

Shooting speed

4/s

Ammunition

Prototype type

gun

Internal name

pistol

The Pistol is the most basic weapon in Factorio. In Freeplay mode, the player starts with a pistol and 10 firearm magazines.

The Pistol can only handle the smallest of enemy threats and the player will frequently take damage when trying to use it for self-defense. It is recommended to upgrade to the Submachine gun as soon as possible.

History

  • 2.0.7:
    • Removed the crafting recipe.

Main article: Submachine gun

Player

Recipe

10
+
5
+
10
+
10
1

Total raw

15
+
5
+
30

Stack size

5

Range

18
19.8 21.6
23.4 27

Shooting speed

10/s

Ammunition

Prototype type

gun

Internal name

submachine-gun

Required technologies

Produced by

The submachine gun is an upgrade from the pistol. It fires the same ammunition types and deals the same damage as the pistol, but has a much higher rate of fire. This same type of weapon is installed in the car and tank; the car and tank's version of the submachine gun fires +5 rounds per second and has +2 range compared to the handheld one. This weapon can easily handle moderate waves of small biters, even with regular ammunition, but destroying nests efficiently requires damage upgrades or the more expensive piercing round.

See also


Main article: Shotgun

Player

Recipe

10
+
10
+
5
+
15
+
5
1

Total raw

12.5
+
10
+
25
+
5

Stack size

5

Rocket capacity

5

Range

15
16.5 18.0
19.5 22.5

Shooting speed

1/s

Ammunition

Prototype type

gun

Internal name

shotgun

Required technologies

Produced by

The shotgun is a basic but powerful weapon with good range, damage, and ammunition efficiency, but a low rate of fire. It fires in a spread pattern. The shotgun will fire without hostile targets nearby, can damage walls (it won't shoot over them) and other friendly structures, thus requiring significantly more caution when used, compared to most other weapons.

For early Biter nests assaults, shotgun ammo represents a massive boost on resource efficiency, with 2 copper plates and 2 iron plates giving a stack of shotgun shells, dealing a total of 600 damage. Contrast this against the pistol's firearm magazine, which costs 4 iron plates and deals a total of 50 damage.

The shotgun is less effective in clearing out the biters themselves, because pellet spread will cause a nontrivial fraction of pellets to miss against small targets. Players can switch between the shotgun and submachine gun to balance power and resource-efficiency, or support themselves with covering fire from Turrets and combat bots.

History

  • 2.0.7:
    • Shotgun projectiles now spawn closer to the player

See also

Main article: Combat shotgun

Player

Recipe

10
+
10
+
5
+
15
+
10
1

Total raw

12.5
+
10
+
10
+
15
+
10

Stack size

5

Rocket capacity

5

Range

15
16.5 18.0
19.5 22.5

Shooting speed

2/s

Damage bonus

20%

Ammunition

Prototype type

gun

Internal name

combat-shotgun

Required technologies

3

Produced by

An advanced shotgun with good range, damage and higher rate of fire than that of the standard shotgun. The damage bonus of the combat shotgun stacks multiplicatively with physical projectile damage (research).

History

See also

Main article: Rocket launcher

Player

  • Base game
  •  
  • Space Age mod

Recipe

10
+
5
+
5
+
5
1

Total raw

18.75
+
7.5
+
20

Stack size

5

Rocket capacity

5

Range

36
39.6 43.2
46.8 54.0

Shooting speed

1/s

Ammunition

Prototype type

gun

Internal name

rocket-launcher

Required technologies

Produced by

Consumed by

The rocket launcher is a strong weapon against enemy bases. It has long range and high damage, but as the ammo is very expensive it is recommended to avoid using it against enemy creatures. The weapon is also used to create the versatile, lategame spidertron.

History

  • 0.17.0:
    • Rocket launcher range increased from 22 to 36.
  • 0.8.0:
    • Increased the range of the rocket from 20 to 22.

See also

There is also a unique weapon, usable only in the Tank

Main article: Tank#Cannon This article is about the armored combat vehicle. For the liquid storage container, see Storage tank.

Player

Recipe

5
+
10
+
32
+
15
+
50
1

Total raw

107.5
+
50
+
32
+
50
+
20
+
50

Map icon

Storage size

80

Health

2000
2600 3200
3800 5000

Resistances

Acid: 0/70%
Explosion: 15/70%
Fire: 15/60%
Impact: 50/80%
Physical: 15/60%

Equipment grid size

6×8
7×9 8×10
9×11 11×13

Stack size

1

Rocket capacity

1 (1 stack)

Range

Tank cannon: 30
Vehicle machine gun: 20
Vehicle flamethrower: 9

Shooting speed

Tank cannon: 0.67/s
Vehicle machine gun: 15/s
Vehicle flamethrower: 67.5/s

Ammunition

Energy consumption

600 kW (burner)

Mining time

0.5

Weight

20000

Prototype type

car

Internal name

tank

Required technologies

Produced by

Valid fuel

Tanks, like cars, match the color of the player driving them.

The tank is a heavy armored fighting vehicle. It is a mid-game vehicle with three weapons; an integrated submachine gun, a short range flamethrower and a powerful cannon that uses cannon shells. It, along with the car and spidertron, are the three non-rail vehicles in Factorio. In multiplayer, it is possible for a player to enter a tank alongside another player. The passenger can take control of the weapons of the tank using a switch in the GUI of the tank, but cannot steer the tank.

Since engine units can only be built in assembling machines, tanks (like cars) cannot be built from scratch by hand from their raw materials. If the tank is destroyed, its inventory is destroyed with it, though the player gets ejected and not killed. Tanks will change color based on the color of the player who drove it last.

Tanks can be driven remotely. Coupled with the tank's equipment grid, the player can remotely manipulate distant outposts without being there as well as to remotely expand the base by attacking enemy nests. However, unlike the spidertron, the tank lacks any map-revealing capabilities, and so is effectively confined to areas where the player has sufficient radar coverage.

Achievements

Steamrolled

Destroy 10 spawners by impact.

Run Forrest, run

Destroy 100 trees by impact.

Combat

The tank is a strong fighting vehicle due to its large health pool and the very high damage of its main weapon, the cannon. Construction robots can also repair the tank with repair packs, and the tank can even bring its own robots to do so using the personal roboport equipment.

The tank's weaponry can be augmented by equipment modules like the personal laser defense. If the player is inside of the tank, the player can deploy thrown items such as grenades, poisons, and follower robots from within the tank. The tank particularly shines in battle against Worms, as their high damage projectiles are much less of a problem for an entity with a high health pool. Defensive equipment or capsules/drones can be used to deal with mobile enemies.

The tank lags behind in speed, however, compared to the player and the car. As a result, it may not perform as well in combat against melee enemies or enemies with shorter range than the player, as it has more difficulty dodging enemies. This may result in the tank being destroyed quickly, leaving the player in a tight spot.

Movement

The tank is very robust, and unlike the car can move through and destroy trees without taking damage. Even when not moving, simply driving into an entity is enough to damage it. This can also be employed as a weapon against enemies, although certain enemies and structures (nests in particular) will deal high damage to the tank in the process, requiring repair after skirmishes.

The tank is slower than the car and can be rotated in place while standing still, unlike the car.

The speed and, in particular, responsiveness of the tank can be improved somewhat by burning better fuel: The tank, like all other vehicles, gains top speed and acceleration bonuses when running on solid fuel, rocket fuel and nuclear fuel, as opposed to wood or coal. The bonuses are +5% / +15% / +15% top speed and +20% / +80% / +150% acceleration for solid fuel, rocket fuel and nuclear fuel, respectively; wood and coal both yield the base level of top speed and acceleration.

Exoskeletons may also be used on the tank's equipment grid to affect its top speed as though the tank was the player. However, this does not affect the tank's acceleration or deceleration. So it will take some time for the tank to accelerate to its top speed, as well as to stop from that speed. Given how destructive the tank can be to buildings, using many exoskeletons in a tank can make it dangerous to one's own base.

Speeds

Tank top speed (km/h)

Top speed with various fuels on different tiles

Wood Coal Solid fuel Rocket fuel Nuclear fuel
Sand 50.1 50.1 54.8 67.1 79.1
Grass 50.9 50.9 55.8 68.3 80.5
Red desert 50.9 50.9 55.8 68.3 80.5
Dirt 51.4 51.4 56.8 69.6 82.0
Stone path 53.4 53.4 58.5 71.6 84.4
Shallow water 53.9 53.9 59.1 72.3 85.3
Concrete* 55.0 55.0 60.3 73.8 87.0
Refined concrete* 55.0 55.0 60.3 73.8 87.0

* The same stats apply to the hazard version of these surfaces.

Speed in reverse

The top speed of the tank in reverse is ~70.6% of the forward top speed.

Capsules and Bots integration

The player directly driving the tank cannot fire any weapons equipped on the player. However, the player still has access to their inventory. The player can use inventory items, such as capsules and combat robots. The player's equipment modules are also available, so the player's construction robots run by a personal roboport can still be deployed from within the tank, which will use repair packs from the player to repair the tank. If the tank and the player both have personal laser defenses, both can be active at the same time.

Upon researching logistic system, the tank can utilize the logistic network to make requests like a player.

Exclusive Weapons

Flamethrower

A powerful short-ranged weapon that consumes flamethrower ammo. Unlike the hand-held flamethrower or the flamethrower turret, the tank version does not set entities on fire.

Cannon

The tank's cannon is one of the few weapons that damages anything in a line between the tank and the target. All cannon shells have the ability to pierce targets, which means that if the shell deals enough damage to kill what it hits, the shell can continue onward and deal damage to another target.

Standard cannon shells deal significant damage to a single target and have large piercing potential, while explosive cannon shells damage all targets in an area which makes them useful for dealing with large enemy groups. There are uranium versions of both shell types which deal even more damage.

History

  • 2.0.7:
    • Added an equipment grid.
    • Added logistics requests, made available by the Logistic system (research).
    • Added latency hiding for cars (and tanks).
    • Can be driven remotely.
    • Spidertrons can be damaged by cars and tanks, can be damaged by walking on fire, and can be slowed with slowdown capsules.
  • 0.18.0:
    • Updated sound effects.
  • 0.17.0:
    • Decreased tank machine gun damage to match the player held submachine gun.
  • 0.16.0:
    • In multiplayer players can now ride as passengers in cars/tanks.
    • Tanks no longer take minuscule amounts of damage from hitting trees.
  • 0.15.0:
    • Added tank flamethrower.
    • Buffed tank:
      • Increased health from 1,000 to 2,000.
      • Added a +100% damage bonus and a +5 tiles range increase to the tank machine gun.
  • 0.14.0:
    • Added support for equipment grids in tanks.
  • 0.13.18:
    • Increased tank machine gun range to 20 tiles.
  • 0.12.26:
    • Running biters over in a tank in peaceful mode will now anger them.
  • 0.12.21:
    • When attacking a player in a tank, the tank will be attacked instead of the player directly.
  • 0.12.2:
    • Tanks can now turn in place.
    • Tank inventory can now be filtered.
  • 0.12.0:
    • Updated sounds
    • Added muzzle flash for tanks
    • Tank ammo inventory is refilled from the trunk and player inventory when exhausted.
  • 0.11.6:
    • Added a small scorch mark when heavy weaponry like the tank cannon fires.

Development data

Weekly blogs concerning the Tank:

See also

Armor

Once you've faced your first proper attack, you'll quickly come to learn how much damage you can handle, which is to say not much at all. Equipping a decent set of armor is therefore a priority. There are two subcategories of armor in the game, though early in the game you only have access to simple basic armor

Main article: Iron armor Iron armor

Main article: Heavy armor

Player

Recipe

8
+
100
+
50
1

Total raw

8
+
100
+
50

Resistances

Acid: 0/40%
Explosion: 20/30%
Fire: 0/30%
Physical: 6/30%

Stack size

1

Durability

Infinite

Prototype type

armor

Internal name

heavy-armor

Required technologies

Produced by

Heavy armor provides more protection than light armor, nearly nullifying the damage from small biters (from 7 damage to 0.7) as well as providing respectable protection from medium biters, spitters and worms. Additionally, it provides excellent protection against accidental self-inflicted damage from grenades.

History

  • 0.15.0:
    • Acid resistance reduced
    • Explosive resistance raised
  • 0.13.0:
    • Armor resistances are applied before shields
  • 0.11.0:
    • New player animation. Three levels depending on the armor.
  • 0.7.1:
    • Increased resistances

See also

From the mid-game onwards, you gain access to modular armors, offering higher resistances and durabilities along with the capacity to use various equipment modules. To change modules equip the armor and interact (Default: RMB) to open the module grid.

Main article: Basic modular armor Basic modular armor

Main article: Power armor

Player

Recipe

20
+
20
+
40
+
40
1

Total raw

20
+
20
+
40
+
40

Resistances

Acid: 0/60%
Explosion: 40/40%
Fire: 0/60%
Physical: 8/30%

Inventory size bonus

20
26 32
38 50

Equipment grid size

6×8
7×9 8×10
9×11 11×13

Stack size

1

Durability

Infinite

Prototype type

armor

Internal name

power-armor

Accepted equipment

Required technologies

Produced by

Power armor provides yet another increase in inventory and defense over modular armor, in addition to a larger 7×7 grid for equipment modules. Access the equipment grid by right-clicking on the armor.

Equipping the armor adds 20 slots to the player's inventory. As with all modular armor, taking off the armor will remove the inventory bonus, and any items in the extra inventory slots will prevent the player from unequipping the armor.

Gallery

History

  • 2.0.7:
    • Power armor equipment grid resized from 7x7 to 6x8 to be a bit more practical.
    • Excess inventory now prevents removing the armor rather than spilling items onto the ground.
  • 0.13.0:
    • Inventory size bonus of 20.
    • Can be swapped with other power armors.
  • 0.12.0:
    • Power armors now generate and consume 100 times more power.
  • 0.11.12:
    • Changed recipe of power armor

See also

Main article: Power armor MK2

Player

  • Base game
  •  
  • Space Age mod

Recipe

25
+
25
+
40
+
30
+
60
+
25
1

Total raw

18.1k
+
8.4k
+
40
+
3.5k
+
2.7k
+
310
+
60

Resistances

Acid: 0/70%
Explosion: 60/50%
Fire: 0/70%
Physical: 10/40%

Inventory size bonus

30
39 48
57 75

Equipment grid size

10×10
11x11 12x12
13x13 15x15

Stack size

1

Durability

Infinite

Prototype type

armor

Internal name

power-armor-mk2

Accepted equipment

Required technologies

Produced by

Power armor MK2 is the strongest power armor in the base game and the second strongest armor in Space Age, surpassed only by mech armor. It has increased resistances over basic power armor and a 10×10 equipment grid, making it larger than the grid of the spidertron. Access the equipment grid by right-clicking on the armor.

Equipping the armor adds 30 slots to the player's inventory (in normal quality). As with all modular armor, taking off the armor will remove the inventory bonus, and any items in the extra inventory slots will prevent the player from unequipping the armor.

Achievements

Look at my shiny rare armor

Equip rare or better quality of power armor MK2 or mech armor.

Gallery

History

  • 2.0.7:
    • Excess inventory now prevents removing the armor rather than spilling items onto the ground.
  • 0.17.0:
    • Recipe changed from 5× level 3 to 25× level 2 modules (to avoid requiring Production science pack) and added electric engine units.
  • 0.13.0:
    • Inventory size bonus of 30.
    • Can be swapped with other power armors.
  • 0.12.0:
    • Power armors now generate and consume 100 times more power.
  • 0.11.12:
    • Changed recipe of power armor

See also

Armor Modules

Once you have any modular armor you gain access to various general purpose enhancements, which can be free added or removed from any armor. While all of them are capable of fitting in even the Basic modular armor their usefulness greatly depends on player choice, there are no specific best modules, although some are made obsolete by later versions.

Main article: Basic exoskeleton equipment Basic exoskeleton equipment

Main article: Battery MK1 Battery MK1

Main article: Battery MK2 Battery MK2

Main article: Portable solar panel

Player

Recipe

10
+
2
+
1
+
5
1

Total raw

57.75
+
37.5
+
19
+
4
+
10

Stack size

20

Dimensions

1×1

Placed in

Power output

30kW
39kW 48kW
57kW 75kW
electric

Prototype type

solar-panel-equipment

Internal name

solar-panel-equipment

Required technologies

Produced by

Portable solar panels are the basic power generating units for modular armor and the spidertron. They provide only a small amount of power, and only during the daytime.

Portable solar panels can be used to slowly recharge energy shields out of combat, but are nearly useless for personal laser defense or exoskeleton, even with a large number of batteries.

Portable solar panels are 1×1 in size and are therefore primarily used in modular armor, which has a 5×5 grid that cannot usefully hold a much more powerful 4×4 portable fission reactor or portable fusion reactor. (It could store one, but there would be no room for anything to use the power.)

The more advanced armors should almost always use portable fusion reactors instead.

History

  • 0.17.0:
    • Portable solar panels have Modular armor as pre-requisite.
    • Portable solar panel power output changed from 10kW to 30kW, recipe tweaked to require less Solar panels but more Advanced circuits.
  • 0.13.0:
    • Power production increased by a factor of 10.
  • 0.12.0:
    • Power production increased by a factor of 100.

See also

Main article: Portable fusion reactor

Player

Recipe

30
+
250
+
25
+
100
+
250
+
10
+
1
1

Total raw

30
+
250
+
25
+
100
+
250
+
10
+
1

Stack size

20

Dimensions

4×4

Placed in

Power output

2.5 MW
3.25 MW 4 MW
4.75 MW 6.25MW
electric

Prototype type

generator-equipment

Internal name

fusion-reactor-equipment

Required technologies

Produced by

Space Age expansion exclusive feature.

This article is about the new equipment introduced in Space Age. For the base game reactor equipment, see Portable fission reactor.


Portable fusion reactors are advanced power generating modules for equipment grids, and the most powerful one in Space Age. They generate 2.5 MW of power, equivalent roughly 83.3 portable solar panels or 3.3 portable fission reactors, while taking up only a 4×4 area in the equipment grid.

Portable fusion reactors are an unlimited source of energy and require nothing to power them.

Trivia

  • The model is a reference to the movie Back to the Future, specifically the "Mr. Fusion" item on the back of the DeLorean. The "Mr. Fusion" is itself a riff on "Mr. Coffee," as the prop was a modified coffee maker.
  • The portable fusion reactor is the only item in base game Factorio to become Space Age exclusive content.

History

  • 2.0.7:
    • Crafting recipe overhauled.
    • Power production increased from 750 kW to 2.5 MW.
    • Portable fusion reactors are now Space Age exclusive content.
      • Portable fission reactor was introduced to replace its previous position in the tech tree.
      • All portable fusion reactors crafted before 2.0.7 have been turned into portable fission reactors.
  • 0.13.0:
    • Power production increased from 75 kW to 750 kW.
  • 0.12.0:
    • Power production increased from 750 W to 75 kW

See also

Main article: Energy shield

Player

Recipe

10
+
5
+
10
1

Total raw

57.5
+
25
+
10
+
10
+
10

Stack size

20

Dimensions

2×2

Energy consumption

240
312 384
456 600
kW (electric)

Placed in

Energy capacity

120 kJ (electric)

Shield hitpoints

50
65 80
95 125

Energy per hitpoint

20 kJ (electric)

Maximum recharge speed

12
15.6 19.2
22.8 30
hitpoints/s

Prototype type

energy-shield-equipment

Internal name

energy-shield-equipment

Required technologies

Produced by

Consumed by

The energy shield generates a basic protective shield that can absorb a small amount of damage.

Equipment modules can be used by placing them in the grid that opens by right clicking the armor.

The shield is effectively an extension of HP and has to be brought to 0 for the character to suffer any actual HP damage. Like actual HP, it benefits from the damage reduction attributes of its armor. All damage is split equally between shields, allowing all shields to recharge simultaneously. Energy shields are largely obsoleted by the Energy shield MK2, which offers a vastly increased HP buffer at the cost of demanding more energy per HP.

A shield's maximum recharge rate is based on its energy draw divided by the energy cost per shield point. At 240kW costing 20KJ per shield point, the energy shield MK1 recharges 12 HP per second and takes 4 seconds to recharge from 0 to 50HP. The overall energy demand is extremely high and will stress the suit's solar panels and fusion reactor, so use batteries to maintain your shields under fire.

Mk1 shields have an internal energy buffer of 120kJ, which effectively provide an additional hidden 6HP of shielding and add an extra .5 seconds to fully recharge.

The purple energy shield bar below the health bar.

History

  • 0.13.0:
    • Power consumption increased by a factor of 10.
  • 0.12.0:
    • Power consumption increased by a factor of 100.

See also

Main article: Energy shield MK2

Player

Recipe

10
+
10
+
5
+
5
1

Total raw

660
+
350
+
100
+
125
+
5
+
110

Stack size

20

Rocket capacity

10 (0.5 stacks)

Dimensions

2×2

Energy consumption

360
468 576
648 900
kW (electric)

Placed in

Energy capacity

180 kJ (electric)

Shield hitpoints

150
195 240
285 375

Energy per hitpoint

20 kJ (electric)

Maximum recharge speed

12
15.6 19.2
22.8 30
hitpoints/s

Prototype type

energy-shield-equipment

Internal name

energy-shield-mk2-equipment

Required technologies

Produced by

The energy shield MK2 generates a stronger protective shield around the character, absorbing some damage.

The shield is effectively an extension of HP and has to be brought to 0 for the character to suffer any actual HP or armor damage. Like actual HP, it benefits from the armor's damage resistance. A cheaper version of it is the energy shield.

A shield's maximum recharge rate is based on its energy draw divided by the energy cost per shield point. At 360kW costing 30KJ per shield point, the energy shield MK2 recharges 12 HP per second and takes 12.5 seconds to recharge from 0 to 150 HP. All damage is split equally between shields, allowing all shields to recharge simultaneously.

The maximum shield recharge rate is limited by the suit's energy supply. A portable fusion reactor will only sustain 2 MK2 shields under fire (or 3 MK1 shields) while portable solar panels are only good for a few recharges per day. Because of the high energy demand, it can be useful to complement shields with modular batteries, as they will maintain shield recharge under fire.

The Energy Shield Mk2 has an internal energy buffer of 180kW, which effectively adds a hidden 6HP and additional .5 seconds to recharge.

The purple energy shield bar below the health bar.

History

  • 0.13.0:
    • Power consumption increased by a factor of 10.
  • 0.12.0:
    • Power consumption increased by a factor of 100.

See also

Main article: Night vision

Player

Recipe

10
+
5
+
10
1

Total raw

57.5
+
25
+
10
+
10
+
10

Stack size

20

Dimensions

2×2

Energy consumption

10 kW (electric)

Placed in

Energy capacity

120 kJ (electric)

Prototype type

night-vision-equipment

Internal name

night-vision-equipment

Required technologies

Produced by

Nightvision is a kind of equipment module. It can be used by placing it in the grid that opens by right clicking the armor.

Having nightvision in the armor during the night changes the standard vision at night to be brighter with a slight blue overlay that drains non-lit areas of color. Unlike other items such as exoskeletons or shields, equipping multiple night vision units has no effect. Nightvision turns off and requires no energy during the day time.

Nightvision requires a suit energy supply to function. Unfortunately its complementary tech portable solar panel does not provide energy at night, and the Nightvision's internal buffer of 120 kJ will quickly drain in a few seconds. Getting initial use out of Nightvision requires charging a modular battery to stay online over night.

When placed in a vehicle, the effects only work when the player enters or remote controls the vehicle.

History

  • 2.0.22:
    • Effect changed to look less orange.
  • 2.0.7:
    • Effect changed from grayscale to a more orangy one.
  • 0.13.0:
    • Power consumption increased by a factor of 10.
  • 0.12.0:
    • Power consumption increased by a factor of 100.
  • 0.11.17:
    • Moved the night vision tint color into the night vision equipment prototype.
  • 0.9.1:
    • Show energy consumption in the tooltip.
  • 0.9.0:
    • Green color of night vision is less dense.

See also

Main article: Personal laser defense

Player

Recipe

10
+
5
+
5
+
20
1

Total raw

310
+
60
+
250
+
100
+
25
+
20
+
110

Stack size

20

Rocket capacity

5 (0.25 stacks)

Range

15
16.5 18.0
19.5 22.5

Shooting speed

1.5/s

Damage

10 laser

Dimensions

2×2

Energy consumption

75 kW (electric)

Placed in

Energy capacity

220 kJ (electric)

Prototype type

active-defense-equipment

Internal name

personal-laser-defense-equipment

Required technologies

Boosting technologies

Produced by

The Personal laser defense is a module that can be inserted into modular armor, spidertrons, and tanks. It provides a basic laser defense system.

It automatically targets and fires at nearby enemies, and, unlike hand-held weapons, doesn't slow the player down when firing. It consumes power after it fires (to recharge), so it doesn't necessarily need personal batteries. Stacking multiple personal laser defenses in the modular armor provides more lasers to attack at once. Each shot costs 50kJ of energy; as the shooting speed increases through upgrades, so does the power required to keep firing.

The personal laser defense will fire at enemies nearby even if the player is inside a vehicle.

History

  • 2.0.7:
    • Nerfed personal laser defense damage output to 1/3 its previous output.
  • 0.13.0:
    • Power consumption increased by a factor of 10.
  • 0.12.0:
    • Power consumption increased by a factor of 100.

See also

Main article: Discharge device

Player

Recipe

10
+
10
+
5
+
20
1

Total raw

460
+
120
+
300
+
200
+
5
+
220

Stack size

20

Rocket capacity

4 (0.2 stacks)

Range

10
11 12
13 15

Shooting speed

0.4/s

Damage

100 electric

Area of effect size

8

Dimensions

2×2

Energy consumption

800 kW (electric)

Placed in

Energy capacity

4040 kJ (electric)

Prototype type

active-defense-equipment

Internal name

discharge-defense-equipment

Required technologies

Produced by

The discharge defense provides an emergency self defense system when it is inserted into modular armor and the spidertron. When triggered by left-clicking with the discharge defense remote it pushes back, stuns, and damages enemies around the player.

History

  • 0.15.0:
    • Decreased the size of Discharge defense equipment from 3×3 to 2×2.
  • 0.13.0:
    • Power consumption increased by a factor of 10.
  • 0.12.0:
    • Power consumption increased by a factor of 100.
  • 0.7.3:
    • Now only damages enemies
    • Damage tripled
    • Smaller cooldown
    • Smaller power consumption.

See also

Capsules

Capsules are consumable weapons systems, you pick them up from your inventory and click somewhere in the game world to throw one at that position. Early in the game, these take the form of instant effect grenades that detonate upon reaching the location they were thrown to.

Main article: Basic grenade Basic grenade

Main article: Poison capsule

Player

Recipe

8
+
10
+
3
+
3
1

Total raw

11.75
+
10
+
4.5
+
3
+
3

Stack size

100

Rocket capacity

100

Range

25
27.5 30
32.5 37.5

Shooting speed

2/s

Damage

8
10.4 12.8
15.2 20
(poison)

Area of effect size

11

Prototype type

projectile

Internal name

poison-capsule

Required technologies

3

Produced by

The poison capsule is a basic capsule that creates a large, long-lasting cloud of at the target area, dealing 8 poison damage twice a second, totaling to 320 poison damage over 20s. The damage from multiple poison capsules can stack. This is one of the most effective ways of removing trees.

Poison capsules can be used to effectively kill worms as they are stationary. This technique is a relatively safe and cheap way to eliminate clusters of worms - it takes 5 poison capsules to kill a big Worm and the capsules can be thrown from outside the big Worm's spitting range. Since spawners are not affected by poison damage, poison capsules are useless against them.

Poison capsules do not harm the player's structures, robots or vehicles, but do harm players themselves unless they are in a vehicle. Poison capsules are particularly effective when deployed from the tank, as the tank can park inside a cloud of poison to lure enemies to their death.

History

  • 2.0.7:
    • Default "use item" control changed from left click to right click.
  • 0.18.7:
    • New visuals for poison capsule effect.
  • 0.11.17:
    • Tooltips are now generated automatically for some items, including capsules.
  • 0.11.9:
    • Green coral is now affected by the poison capsule. This is controlled by the "breaths-air" entity flag.
  • 0.9.1:
    • Capsules can be used in god mode. (player without character)
  • 0.7.1:
    • Capsule is less expensive.

See also

Main article: Slowdown capsule

Player

Recipe

8
+
5
+
2
+
2
1

Total raw

10.5
+
5
+
3
+
2
+
2

Stack size

100

Rocket capacity

100

Range

25
27.5 30
32.5 37.5

Shooting speed

2/s

Area of effect size

9

Prototype type

projectile

Internal name

slowdown-capsule

Required technologies

3

Produced by

The slowdown capsule is a basic capsule that, when thrown, will slow down all enemy movement within a wide radius of where it landed. Slowdown effect reduces movement speed by 75% for 30 seconds. Vehicles, Demolishers, players and friendly forces are not affected.

History

  • 2.0.7:
    • Default "use item" control changed from left click to right click.
  • 0.18.36:
    • Slowdown capsules slowdown factor increased from 50% to 75%.
  • 0.7.3:
    • Increased the effect range of the slowdown capsule from 7 to 9.
  • 0.7.1:
    • Slow down capsule effect time increased from 20 to 30 seconds.

See also

With the midgame comes access to combat robot capsules, which are deployed the exact same way as previous capsules, only they deploy different forms of hovering robots, with various behaviours.

Follower robot count: Defender capsule and Destroyer capsule are limited in how many robots can actually be used by your Follower robot count research. Attempting to deploy more robots beyond the amount allowed will cause the oldest existing combat robot to instantly explode until the total number returns to this limit. Distractor capsules do not count and can be deployed in whatever numbers the player can put out.

Main article: Defender capsule

Player

Recipe

8
+
3
+
3
+
3
1

Total raw

25.25
+
19.5
+
21
+
3

Health

60
78 96
114 150

Resistances

Acid: 0/80%
Fire: 0/95%

Lifespan

45 seconds

Stack size

100

Rocket capacity

100 (1 stacks)

Range

20
22 24
26 30
(Capsule)
15
16.5 18
19.5 22.5
(Defender)

Shooting speed

4/s (Capsule)
3/s (Defender)

Damage

8
10.4 12.8
15.2 20
physical

Prototype type

projectile

Internal name

defender-capsule

Required technologies

Boosting technologies

Produced by

Consumed by

A basic capsule which, when used, will spawn a single defender robot. The defender has infinite ammunition and will follow the player, attacking any enemies that come within range, until it is destroyed or its lifespan elapses.

Achievements

Minions

Have 100 combat robots or more following you.

Strategy

Follower robots will only loosely follow the player and are subject to inertia. This allows the player to 'swing' packs of follower robots into enemy bases to damage enemy structures with less risk to himself. Launching distractor capsules into the enemy base, as well as using the speed of the car or exoskeleton can further reduce damage to the player.

Defender being spawned and following the player.

Count Limit

The maximum number of active Defender robots is limited by the follower robot count research. While using follower robots, the number of robots in-use will be visible on an icon to the right of the quick-bar. Hovering over the icon with the cursor will show the types of robots and the currently researched maximum.

History

  • 2.0.7:
    • Default "use item" control changed from Left mouse button to Right mouse button.
  • 0.17.46:
    • Defender robots no longer require flying robot frames in their recipe.
    • Defender robot damage increased from 5 to 8.
  • 0.17.0:
    • Defender capsule recipe now requires flying robot frames.
  • 0.8.0:
    • Increased the lifespan of defender robot from 30 to 45 seconds.

See also

Main article: Distractor capsule

Player

Recipe

15
+
3
+
4
1

Total raw

144.5
+
93
+
90
+
6
+
12

Health

180
234 288
342 450

Resistances

Acid: 0/85%
Fire: 0/95%

Lifespan

90 seconds

Stack size

100

Rocket capacity

50 (0.5 stacks)

Range

25
27.5 30
32.5 37.5
(Capsule)
15
16.5 18
19.5 22.5
(Distractor)

Shooting speed

2/s (Capsule)
1.5/s (Distractor)

Damage

5
6.5 8
9.5 12.5
laser

Prototype type

projectile

Internal name

distractor-capsule

Required technologies

Boosting technologies

Produced by

Consumed by

A capsule which, when used by right-clicking, will spawn three Distractor robots at the players cursor. Distractors have infinite laser energy and will hold their general position, attacking any enemies that come within range, until they are destroyed or their lifespans elapse. The shooting speed of the distractors is increased by the laser shooting speed (research).

Strategy

Distractor robots can be useful for providing temporary defense for weak or undefended areas during Biter attacks. They are also very useful for drawing the fire of enemy worms while attacking Biter bases. Simply fire one or more Distractor capsules into the midst of enemy worms and, as long as they have not already targeted the player, the worms will prioritize killing the Distractors.

Count limit

Since the distractor robot is stationary, it is unaffected by and does not count toward the follower robot count limit imposed on other combat robots or towards the minions (achievement). The number of concurrently spawned distractors is limited only by their lifespan, number of distractor capsules carried, and delay in spawning.

History

  • 2.0.7:
    • Doubled the health from 90 to 180
    • Doubled the life time from 45s to 90s.
    • Default "use item" control changed from Left mouse button to Right mouse button.
  • 0.9.7:
    • Damaged increased from 2.5 to 3.5.
    • Lifespan increased from 30 to 45 seconds.

See also

Main article: Destroyer capsule

Player

  • Base game
  •  
  • Space Age mod

Recipe

15
+
4
+
1
1

Total raw

661.75
+
404.5
+
375
+
34
+
48

Health

60
78 96
114 150

Resistances

Acid: 0/90%
Fire: 0/95%

Lifespan

120 seconds

Stack size

100

Rocket capacity

25 (0.25 stacks)

Range

25
27.5 30
32.5 37.5
(Capsule)
20
22 24
26 30
(Destroyer)

Shooting speed

2/s (Capsule)
3/s (Destroyer)

Damage

20
26 32
38 50
electric

Prototype type

projectile

Internal name

destroyer-capsule

Required technologies

Boosting technologies

Produced by

Destroyer capsules are advanced and expensive capsules that, when thrown with the right mouse button, spawn five powerful Destroyer robots. The Destroyer robots have infinite electrical energy and will follow the player, attacking any enemies that come within range, until they run out of health or their lifespans elapse.

Achievements

Minions

Have 100 combat robots or more following you.

Strategy

Follower robots will only loosely follow the player and are subject to inertia. This allows the player to 'swing' packs of defender/destroyer robots into enemy bases to damage enemy structures with less risk to himself. Launching distractor capsules into the enemy base beforehand, as well as using the speed of the car or exoskeleton can further reduce damage to the player.

Destroyers being spawned and following the player.

Count limit

The maximum number of active Destroyer robots is limited by the follower robot count (research). While using follower robots, the number of robots in use will be visible in an icon to the right of the quick-bar. Hovering over the icon with the cursor will show the types of robots and the currently researched maximum.

History

  • 2.0.7:
    • Increased base damage from 10 to 20.
    • Increased range from 15 to 20.
    • Default "use item" control changed from Left mouse button to Right mouse button.

See also

Finally, there is a special piece of equipment, requiring the Discharge defense module in an equipped armor in order to function.

Main article: Basic electric discharge defense remote Basic electric discharge defense remote

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