In other languages: Deutsch Français 日本語 Português, Brasil Русский Українська 简体中文

Player: Difference between revisions

From Official Factorio Wiki
Jump to navigation Jump to search
mNo edit summary
(93 intermediate revisions by 17 users not shown)
Line 1: Line 1:
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:
{{Languages}}{{:Infobox:Player}}
# Crafting [[Item|items]] and [[Items#Placeable_items|entities]] personally from resources using your craft menu (Default: e)
Factorio is played from the angled top down perspective of the ''player''.
# 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]]
## Removing the entity from the world, returning it to your inventory (Default: Hold RMB)
# Harvesting [[Item#Resources|resources]] from a tile (Default: Hold RMB)
# Firing weapons at enemies (Default: Press or hold Spacebar depending on weapon)
# 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]]:
The ''physical representation'' (or the '''Engineer''') of the player is the ''character'', who is always at the center of view. In [[multiplayer]], player characters will appear in different colors. Color can be set manually with the <code>/color</code> command, see [[Console#Change_Player_color|Console]]. These colors transfer to any entered [[car]] or [[tank]], depending on which player is driving them. These colors also transfer to [[gun turret]]s, [[laser turret]]s or [[gate]]s, depending on who they were placed by.
== Tools ==
Removing or harvesting [[Items#Placeable_items|placeable entities]], [[Trees]], [[Iron ore|Iron Ore]], [[Copper 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]]''
The character is '''part of the player''' and represents the physical existence of the player in the game-world. In technical terms: A character is just one property of the [[player]], and it is the only that can be controlled at a time.
{{:Iron axe}}


''Main article: [[Steel axe]]''
The character's maximum [[Damage|health]] is 250 (without energy shields). The player's health can naturally, slowly regenerate a few seconds after taking damage. The character's main inventory has 80 slots (without bonuses from [[Power_armor|power armor]], [[Toolbelt_(research)|toolbelt research]], or [[Logistic_robotics_(research)|logistic trash slots]]). Similar to the stationary radar, the character constantly reveals an area of 5×5 [[Map_structure#Chunk|chunks]], centered on the chunk the character occupies.
{{:Steel axe}}


''Main article: [[Repair pack]]''
== Distinction between player and character ==
{{:Repair pack}}
[[File:twoplayers.png|thumb|180px|right|Two different color characters in multiplayer.]]
[[File:player_color_select_gui.png|thumb|180px|The player's color customization.]]
[[File:player_logistics_gui.png|thumb|180px|right|The player's logistic options next to the inventory.]]


''Main article: [[Raw fish]]''
Technically the player is only the "player-view". The player is unlike the ''character'', (the little person that runs around on the ground) The character is part of the player, but the player is not just the character.
{{:Raw fish}}


== Weapons ==
You can for example play in god-mode (such as in the sandbox game mode). In that mode you don't have a character, only a player.
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.


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.
In other words, the Player is a term that encompasses both the internal code that defines a player, and the entity in game that interacts with machines/rocks/trees, which is the ''character''. While this distinction is important for modding and understanding the game's core, the terms can be used interchangeably for most conversations. For the purpose of this article, "player" will be used.


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.
== World interaction ==
The player has six primary ways of interacting with the world:


'''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.
# Crafting items personally from resources using the craft menu (Default open key: {{Keybinding|E}})
# Placing entities or [[tile]]s by selecting them from the inventory or quickbar (Default: {{Keybinding|lmb}})
## Opening contextual menus for entities like [[Assembling machine|assembly machines]] or [[chests]], using the same button
## Removing an entity from the world, returning it to your inventory (Default: '''Hold''' {{Keybinding|rmb}})
# Harvesting resources from a resource entity (Default: '''Hold''' RMB)
# Picking up non-placed items from the ground and placing them in your inventory (Default: Hold/press {{Keybinding|F}})
# Firing weapons at [[Military units and structures|enemies]] (Default: Press or hold {{Keybinding|space}} depending on weapon)
# Passively with a flashlight that automatically turns on during the night time (which transfers to headlights if the player is in a vehicle.)


''Main article: [[Pistol]]''
''For more key-bindings, see [[Controls]]''
{{:Pistol}}


''Main article: [[Submachine gun]]''
Note: The player can do that only if their character has the abilities for this. For example: They cannot fire a weapon, if they have no weapon slots.
{{:Submachine gun}}


''Main article: [[Shotgun]]''
== Death ==
{{:Shotgun}}
When a player character is killed it leaves behind a corpse that lasts 15 minutes and contains all items that were located in the player's inventory, quickbar, trash slots, and equipment slots. 10 seconds after being killed, the character respawns at the center of the world or at a pre-determined spawn point which can be set via the [[map editor]].


''Main article: [[Combat shotgun]]''
== Quickbar and shortcut bar ==
{{:Combat shotgun}}
{{Main|Quickbar}}
The quickbar is a user interface component for creating links to items that are always visible at the bottom of the screen. Once created they can be quickly selected at any time without needing to open the inventory. It shows between one and four bars from a set of ten available, each containing 10 slots. Clicking any filled slot will place the chosen item in the player's hand if available in the inventory.


''Main article: [[Rocket launcher]]''
{{Main|Shortcut bar}}
{{:Rocket launcher}}
The shortcut bar is a group of icons for accessing regularly used features such as obtaining [[blueprint]]s and [[deconstruction planner]]s with a simple mouse click. It is always visible at the bottom of the screen, appearing to the right of the quickbar. The icons can be hidden, and their order can be changed.


There is also a unique weapon, usable only in the [[Tank]]
[[File:Quickbar and shortcut bar.png|900px]]


''Main article: [[Tank#Cannon]]''
{{Main|Weapons}}
{{:Tank#Cannon}}
To the left most side of the screen are the player's equipped weapons and armor, along with the types of ammo being used for each weapon. The player can switch between weapons at any time.
== 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]]''
[[File:player_weapon_gui.png]]
{{:Iron armor}}


''Main article: [[Heavy armor]]''
== Gallery ==
{{:Heavy armor}}
<gallery mode="packed" heights=120px>
File:All_armor.png|The player character in every type of armor, except for the Mech variant.
File:Multicolor_all.png|Different possible colors of players, cars, tanks, gun turrets and laser turrets. <small>(Pre 0.17)</small>
File:Playerflashlight.png|The player character's flashlight during the night.
File:dead_player.png|The player's corpse.
File:mech_armor_hovering_anim.gif|The player in [[Mech armor]], hovering over water <small>[i](Click for .GIF animation)[/i]</small>.
File:player_speed_up.png|The player under the effects of a speed boost, given by a consuming a [[jellynut]] or [[jelly]].
</gallery>


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


''Main article: [[Basic modular armor]]''
{{history|0.18.13|
{{:Basic modular armor}}
* The character GUI now has a new look.
** Personal logistics has been moved to a separate tab. Logistic requests and auto trash have been merged into one panel.
** Using quick inventory transfers in the player inventory of the character gui will transfer the items either to weapons and armor slots or to trash slots depending on the selected tab, regardless of item type.
* Personal logistics are now unlocked by a single research. This unlocks personal logistic requests and auto trash (unlimited count), plus 30 character trash slots.
}}


''Main article: [[Power armor]]''
{{history|0.17.0|
{{:Power armor}}
* Increased player reach from 6 to 10.}}


''Main article: [[Power armor MK2]]''
{{history|0.13.14|
{{:Power armor MK2}}
* Surplus items from crafting are again available for crafting other items. For example, crafting two green circuits will no longer result in two extra copper wires in the player's inventory. This only applies to items that are automatically crafted as a prerequisite; items the player has explicitly requested to craft will not be used to satisfy the dependencies of any further orders.}}


== Armor Modules ==
{{history|0.13.0|
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.
* Armors have inventory size bonuses (10 for modular armor, 20 for power armor, 30 for power armor mk2).}}


''Main article: [[Basic exoskeleton equipment]]''
{{history|0.12.1|
{{:Basic exoskeleton equipment}}
* Changed fast inventory transfer from the main player inventory so ctrl+clicking empty slots doesn't move items to the logistic trash slots.}}


''Main article: [[Battery MK1]]''
{{history|0.12.0|
{{:Battery MK1}}
* New muzzle flash graphics.}}


''Main article: [[Battery MK2]]''
{{history|0.11.4|
{{:Battery MK2}}
* Improved player running animation.}}


''Main article: [[Portable solar panel]]''
{{history|0.11.0|
{{:Portable solar panel}}
* New player animation, depends on armor}}


''Main article: [[Portable fusion reactor]]''
{{history|0.10.9|
{{:Portable fusion reactor}}
* Mining a chest now fails instead of spilling items onto the ground.}}


''Main article: [[Energy shield]]''
{{history|0.9.0|
{{:Energy shield}}
* Player gets a separate warning icon when a building is destroyed.
* Recipe gui contains recipes not craftable by player (however, their tooltip shows machines where they can be crafted).}}


''Main article: [[Energy shield MK2]]''
{{history|0.8.0|
{{:Energy shield MK2}}
* Player now starts with 1 [[burner mining drill]] and one [[stone furnace]] in the freeplay.
* The player can repair structures using [[repair pack]]s.}}


''Main article: [[Night vision]]''
{{history|0.7.0|
{{:Night vision}}
* Player moves slower while shooting.}}


''Main article: [[Personal laser defense]]''
{{history|0.6.0|
{{:Personal laser defense}}
* Added the ability for the player to request items directly from logistic robots.}}


''Main article: [[Discharge device]]''
{{history|0.5.0|
{{:Discharge defense}}
*Player picks all items in range when picking items on the ground, instead of 1 per tick
== Capsules ==
* Shooting particles added}}
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]]''
{{history|0.4.0|
{{:Basic grenade}}
* Player slides around corners}}


''Main article: [[Poison capsule]]''
{{history|0.2.8|
{{:Poison capsule}}
* Player no longer collides with [[Underground belt]].
* Added auto-targeting for guns.}}


''Main article: [[Slowdown capsule]]''
{{history|0.2.1|
{{:Slowdown capsule}}
* Added warning message when the player tries to build in an invalid position.}}


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.
{{history|0.2.0|
* Screen reddens when taking damage
* Character animations added}}


'''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 capsule| Distractor capsules]] '''do not''' count and can be deployed in whatever numbers the player can put out.
{{history|0.1.0|
* Introduced}}


''Main article: [[Defender capsule]]''
== See also ==
{{:Defender capsule}}
* [[Armor]]
* [[Weapons]]


''Main article: [[Distractor capsule]]''
{{EnvironmentNav}}
{{:Distractor capsule}}
 
''Main article: [[Destroyer capsule]]''
{{:Destroyer capsule}}
 
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}}
 
{{EquipNav}}

Revision as of 00:24, 7 November 2024

Player.png
Player

Player run anim.gif

Map icon

Player map icon.png

Storage size

80 (Default)
90 (Modular armor)
100 (Power armor)
110 (Power armor MK2)
+10 (Toolbelt (research))

Health

250

Dimensions

1×1

Mining speed

0.5

Prototype type

character

Internal name

character

Factorio is played from the angled top down perspective of the player.

The physical representation (or the Engineer) of the player is the character, who is always at the center of view. In multiplayer, player characters will appear in different colors. Color can be set manually with the /color command, see Console. These colors transfer to any entered car or tank, depending on which player is driving them. These colors also transfer to gun turrets, laser turrets or gates, depending on who they were placed by.

The character is part of the player and represents the physical existence of the player in the game-world. In technical terms: A character is just one property of the player, and it is the only that can be controlled at a time.

The character's maximum health is 250 (without energy shields). The player's health can naturally, slowly regenerate a few seconds after taking damage. The character's main inventory has 80 slots (without bonuses from power armor, toolbelt research, or logistic trash slots). Similar to the stationary radar, the character constantly reveals an area of 5×5 chunks, centered on the chunk the character occupies.

Distinction between player and character

Two different color characters in multiplayer.
The player's color customization.
The player's logistic options next to the inventory.

Technically the player is only the "player-view". The player is unlike the character, (the little person that runs around on the ground) The character is part of the player, but the player is not just the character.

You can for example play in god-mode (such as in the sandbox game mode). In that mode you don't have a character, only a player.

In other words, the Player is a term that encompasses both the internal code that defines a player, and the entity in game that interacts with machines/rocks/trees, which is the character. While this distinction is important for modding and understanding the game's core, the terms can be used interchangeably for most conversations. For the purpose of this article, "player" will be used.

World interaction

The player has six primary ways of interacting with the world:

  1. Crafting items personally from resources using the craft menu (Default open key: E)
  2. Placing entities or tiles by selecting them from the inventory or quickbar (Default: Left mouse button)
    1. Opening contextual menus for entities like assembly machines or chests, using the same button
    2. Removing an entity from the world, returning it to your inventory (Default: Hold Right mouse button)
  3. Harvesting resources from a resource entity (Default: Hold RMB)
  4. Picking up non-placed items from the ground and placing them in your inventory (Default: Hold/press F)
  5. Firing weapons at enemies (Default: Press or hold SPACE depending on weapon)
  6. Passively with a flashlight that automatically turns on during the night time (which transfers to headlights if the player is in a vehicle.)

For more key-bindings, see Controls

Note: The player can do that only if their character has the abilities for this. For example: They cannot fire a weapon, if they have no weapon slots.

Death

When a player character is killed it leaves behind a corpse that lasts 15 minutes and contains all items that were located in the player's inventory, quickbar, trash slots, and equipment slots. 10 seconds after being killed, the character respawns at the center of the world or at a pre-determined spawn point which can be set via the map editor.

Quickbar and shortcut bar

Main article: Quickbar

The quickbar is a user interface component for creating links to items that are always visible at the bottom of the screen. Once created they can be quickly selected at any time without needing to open the inventory. It shows between one and four bars from a set of ten available, each containing 10 slots. Clicking any filled slot will place the chosen item in the player's hand if available in the inventory.

Main article: Shortcut bar

The shortcut bar is a group of icons for accessing regularly used features such as obtaining blueprints and deconstruction planners with a simple mouse click. It is always visible at the bottom of the screen, appearing to the right of the quickbar. The icons can be hidden, and their order can be changed.

Quickbar and shortcut bar.png

Main article: Weapons

To the left most side of the screen are the player's equipped weapons and armor, along with the types of ammo being used for each weapon. The player can switch between weapons at any time.

Player weapon gui.png

Gallery

History

  • 0.18.13:
    • The character GUI now has a new look.
      • Personal logistics has been moved to a separate tab. Logistic requests and auto trash have been merged into one panel.
      • Using quick inventory transfers in the player inventory of the character gui will transfer the items either to weapons and armor slots or to trash slots depending on the selected tab, regardless of item type.
    • Personal logistics are now unlocked by a single research. This unlocks personal logistic requests and auto trash (unlimited count), plus 30 character trash slots.
  • 0.17.0:
    • Increased player reach from 6 to 10.
  • 0.13.14:
    • Surplus items from crafting are again available for crafting other items. For example, crafting two green circuits will no longer result in two extra copper wires in the player's inventory. This only applies to items that are automatically crafted as a prerequisite; items the player has explicitly requested to craft will not be used to satisfy the dependencies of any further orders.
  • 0.13.0:
    • Armors have inventory size bonuses (10 for modular armor, 20 for power armor, 30 for power armor mk2).
  • 0.12.1:
    • Changed fast inventory transfer from the main player inventory so ctrl+clicking empty slots doesn't move items to the logistic trash slots.
  • 0.12.0:
    • New muzzle flash graphics.
  • 0.11.4:
    • Improved player running animation.
  • 0.11.0:
    • New player animation, depends on armor
  • 0.10.9:
    • Mining a chest now fails instead of spilling items onto the ground.
  • 0.9.0:
    • Player gets a separate warning icon when a building is destroyed.
    • Recipe gui contains recipes not craftable by player (however, their tooltip shows machines where they can be crafted).
  • 0.7.0:
    • Player moves slower while shooting.
  • 0.6.0:
    • Added the ability for the player to request items directly from logistic robots.
  • 0.5.0:
    • Player picks all items in range when picking items on the ground, instead of 1 per tick
    • Shooting particles added
  • 0.4.0:
    • Player slides around corners
  • 0.2.1:
    • Added warning message when the player tries to build in an invalid position.
  • 0.2.0:
    • Screen reddens when taking damage
    • Character animations added

See also