Cliff: Difference between revisions
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{{Languages}}{{:Infobox:Cliff}} | {{Languages}}{{:Infobox:Cliff}} | ||
'''Cliffs''' are part of the natural terrain generation. Cliffs are usually generated in lines with gaps, creating significant obstacles that have to be avoided until they can be blown up using [[ | '''Cliffs''' are part of the natural terrain generation. Cliffs are usually generated in lines with gaps, creating significant obstacles that have to be avoided until they can be blown up by players or robots using [[cliff explosives]]. Large blasts from [[atomic bomb]]s will also remove them. They do not drop any resources when removed. Driving into cliffs does not damage the [[vehicle]]. | ||
Cliffs | Cliffs should not be generated in the [[Map_generator#Starting_area|starting area]]. While it looks like they create elevation, this is just a visual trick and no elevation is actually present. This means that other entites can be built around cliffs as usual, including underground belts/pipes going "under" cliffs. | ||
[[Turret]]s can be placed "atop" cliffs for a tactical advantage - firing from an area the enemy can't easily get to. Players should be wary of the environment, as it's possible to be cornered in an area surrounded by cliffs; however, players can also use such a setup to funnel enemies into a specific area. | [[Turret]]s can be placed "atop" cliffs for a tactical advantage - firing from an area the enemy can't easily get to. Players should be wary of the environment, as it's possible to be cornered in an area surrounded by cliffs; however, players can also use such a setup to funnel enemies into a specific area. Cliff walls going straight across and facing north can have [[long-handed inserter]]s move items past them, though cliffs of any other nature are too thick for such inserters to reach across. | ||
[[File:long_handed_inserter_cliff.gif|frame|right|A long handed inserter reaching across a cliff.]] | |||
== History == | == History == | ||
{{history|0.17.0| | |||
* Map generation will now produce more predictable cliff placement. | |||
* Map generation settings have better controls for cliffs. | |||
* Cliffs can now be marked with the [[deconstruction planner]] and removed by [[construction robot]]s.}} | |||
{{history|0.16.0| | {{history|0.16.0| | ||
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* [https://www.factorio.com/blog/post/fff-219 Friday Facts #219 - Cliffs] | * [https://www.factorio.com/blog/post/fff-219 Friday Facts #219 - Cliffs] | ||
{{EnvironmentNav}} |
Revision as of 22:41, 8 November 2023
Cliffs are part of the natural terrain generation. Cliffs are usually generated in lines with gaps, creating significant obstacles that have to be avoided until they can be blown up by players or robots using cliff explosives. Large blasts from atomic bombs will also remove them. They do not drop any resources when removed. Driving into cliffs does not damage the vehicle.
Cliffs should not be generated in the starting area. While it looks like they create elevation, this is just a visual trick and no elevation is actually present. This means that other entites can be built around cliffs as usual, including underground belts/pipes going "under" cliffs.
Turrets can be placed "atop" cliffs for a tactical advantage - firing from an area the enemy can't easily get to. Players should be wary of the environment, as it's possible to be cornered in an area surrounded by cliffs; however, players can also use such a setup to funnel enemies into a specific area. Cliff walls going straight across and facing north can have long-handed inserters move items past them, though cliffs of any other nature are too thick for such inserters to reach across.
History
- 0.17.0:
- Map generation will now produce more predictable cliff placement.
- Map generation settings have better controls for cliffs.
- Cliffs can now be marked with the deconstruction planner and removed by construction robots.
- 0.16.0:
- Introduced