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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 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.
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.
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.
Line 54: Line 54:
{{:Tank#Cannon}}
{{:Tank#Cannon}}
== Armor ==
== 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]]''
{{:Heavy armor}}
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.
''Main article: [[Basic modular armor]]''
{{:Basic modular armor}}
''Main article: [[Power armor]]''
{{:Power armor}}
''Main article: [[Power armor MK2]]''
{{:Power armor MK2}}


== Modules ==
== Modules ==

Revision as of 17:38, 7 March 2015

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:

  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.png
Player

Repair pack anim.gif

Recipe

Time.png
0.5
+
Electronic circuit.png
2
+
Iron gear wheel.png
2
Player.png
1

Total raw

Time.png
4
+
Copper plate.png
3
+
Iron plate.png
6

Repair packs heal building damage for 600 health.

Stack size

100

Durability

Quality normal.png 300
Quality uncommon.png 600 Quality rare.png 900
Quality epic.png 1200 Quality legendary.png 1800

Prototype type

repair-tool

Internal name

repair-pack

Required technologies

Repair pack (research).png

Produced by

Assembling machine 1.png
Assembling machine 2.png
Assembling machine 3.png
Player.png

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.png
Player

Water with fish.png

Health

Quality normal.png 20
Quality uncommon.png 26 Quality rare.png 32
Quality epic.png 38 Quality legendary.png 50

Restores

Quality normal.png 80
Quality uncommon.png 104 Quality rare.png 128
Quality epic.png 152 Quality legendary.png 200
health

Stack size

100

Mining time

0.4

Spoil time

Quality normal.png 2h 5m 50s
Quality uncommon.png 2h 43m 34s Quality rare.png 3h 21m 20s
Quality epic.png 3h 59m 5s Quality legendary.png 5h 14m 35s
minutes

Spoil result

Spoilage.png

Prototype type

capsule

Internal name

raw-fish

Consumed by

Spidertron.png

Health

Quality normal.png 20
Quality uncommon.png 26 Quality rare.png 32
Quality epic.png 38 Quality legendary.png 50

Restores

Quality normal.png 80
Quality uncommon.png 104 Quality rare.png 128
Quality epic.png 152 Quality legendary.png 200
health

Stack size

100

Mining time

0.4

Spoil time

Quality normal.png 2h 5m 50s
Quality uncommon.png 2h 43m 34s Quality rare.png 3h 21m 20s
Quality epic.png 3h 59m 5s Quality legendary.png 5h 14m 35s
minutes

Spoil result

Spoilage.png

Prototype type

capsule

Internal name

raw-fish

Produced by

Biochamber.png

Consumed by

Spidertron.png
Fish breeding.png
Nutrients from fish.png

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.

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.

Building Results
Biochamber.png
Biochamber
Time.png
6
+
Raw fish.png
2
+
Nutrients.png
100
+
Water.png
100
Raw fish.png
3

Achievements

So-long-and-thanks-for-all-the-fish-achievement.png So long and thanks for all the fish

Todays-fish-is-trout-a-la-creme-achievement.png 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 defence, 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.png
Player

Player submachine or pistol.png

Stack size

5

Rocket capacity

10000

Range

Quality normal.png 15
Quality uncommon.png 16.5 Quality rare.png 18
Quality epic.png 19.5 Quality legendary.png 22.5

Shooting speed

4/s

Ammunition

Firearm magazine.png
Piercing rounds magazine.png
Uranium rounds magazine.png

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.

Main article: Submachine gun

Player.png
Player

Player submachine or pistol.png

Recipe

Time.png
10
+
Copper plate.png
5
+
Iron gear wheel.png
10
+
Iron plate.png
10
Player.png
1

Total raw

Time.png
15
+
Copper plate.png
5
+
Iron plate.png
30

Stack size

5

Range

Quality normal.png 18
Quality uncommon.png 19.8 Quality rare.png 21.6
Quality epic.png 23.4 Quality legendary.png 27

Shooting speed

10/s

Ammunition

Firearm magazine.png
Piercing rounds magazine.png
Uranium rounds magazine.png

Prototype type

gun

Internal name

submachine-gun

Required technologies

Military (research).png

Produced by

Assembling machine 1.png
Assembling machine 2.png
Assembling machine 3.png
Player.png

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.png
Player

Player shotgun.png

Recipe

Time.png
10
+
Copper plate.png
10
+
Iron gear wheel.png
5
+
Iron plate.png
15
+
Wood.png
5
Player.png
1

Total raw

Time.png
12.5
+
Copper plate.png
10
+
Iron plate.png
25
+
Wood.png
5

Stack size

5

Range

Quality normal.png 15
Quality uncommon.png 16.5 Quality rare.png 18.0
Quality epic.png 19.5 Quality legendary.png 22.5

Shooting speed

1/s

Ammunition

Shotgun shells.png
Piercing shotgun shells.png

Prototype type

gun

Internal name

shotgun

Required technologies

Military (research).png

Produced by

Assembling machine 1.png
Assembling machine 2.png
Assembling machine 3.png
Player.png

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

See also

Main article: Combat shotgun

Player.png
Player

Player shotgun.png

Recipe

Time.png
10
+
Copper plate.png
10
+
Iron gear wheel.png
5
+
Steel plate.png
15
+
Wood.png
10
Player.png
1

Total raw

Time.png
12.5
+
Copper plate.png
10
+
Iron plate.png
10
+
Steel plate.png
15
+
Wood.png
10

Stack size

5

Range

Quality normal.png 15
Quality uncommon.png 16.5 Quality rare.png 18.0
Quality epic.png 19.5 Quality legendary.png 22.5

Shooting speed

2/s

Damage bonus

20%

Ammunition

Shotgun shells.png
Piercing shotgun shells.png

Prototype type

gun

Internal name

combat-shotgun

Required technologies

Military (research).png
3

Produced by

Assembling machine 1.png
Assembling machine 2.png
Assembling machine 3.png
Player.png

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.png
Player

Player launches rocket.png

Recipe

Time.png
10
+
Electronic circuit.png
5
+
Iron gear wheel.png
5
+
Iron plate.png
5
Player.png
1

Total raw

Time.png
18.75
+
Copper plate.png
7.5
+
Iron plate.png
20

Stack size

5

Range

Quality normal.png 36
Quality uncommon.png 39.6 Quality rare.png 43.2
Quality epic.png 46.8 Quality legendary.png 54.0

Shooting speed

1/s

Ammunition

Rocket.png
Explosive rocket.png
Atomic bomb.png

Prototype type

gun

Internal name

rocket-launcher

Required technologies

Rocketry (research).png

Produced by

Assembling machine 1.png
Assembling machine 2.png
Assembling machine 3.png
Player.png

Consumed by

Spidertron.png

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.png
Player

Tank entity.png

Recipe

Time.png
5
+
Advanced circuit.png
10
+
Engine unit.png
32
+
Iron gear wheel.png
15
+
Steel plate.png
50
Player.png
1

Total raw

Time.png
107.5
+
Copper plate.png
50
+
Engine unit.png
32
+
Iron plate.png
50
+
Plastic bar.png
20
+
Steel plate.png
50

Map icon

Car map icon.png

Storage size

80

Health

Quality normal.png 2000
Quality uncommon.png 2600 Quality rare.png 3200
Quality epic.png 3800 Quality legendary.png 5000

Resistances

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

Equipment grid size

Quality normal.png 6×8
Quality uncommon.png 7×9 Quality rare.png 8×10
Quality epic.png 9×11 Quality legendary.png 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

Explosive cannon shell.png
Cannon shell.png
Uranium cannon shell.png
Explosive uranium cannon shell.png
Firearm magazine.png
Piercing rounds magazine.png
Uranium rounds magazine.png
Flamethrower ammo.png

Energy consumption

600 kW (burner)

Mining time

0.5

Weight

20000

Prototype type

car

Internal name

tank

Required technologies

Tank (research).png

Produced by

Assembling machine 1.png
Assembling machine 2.png
Assembling machine 3.png
Player.png

Valid fuel

Wood.png
Coal.png
Solid fuel.png
Rocket fuel.png
Nuclear fuel.png
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.

Achievements

Steamrolled-achievement.png Steamrolled

Destroy 10 spawners by impact.

Run-forrest-run-achievement.png 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. Additionally, due to the ability to employ drones from within the vehicle, it can be used as a form of drone or capsule transport vehicle, with the player simply using capsules to fight their battles. 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.

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.

It is possible to use throwable items such as grenades, poisons, and follower robots while riding in the tank. This makes it possible to perform drive-by attacks on large bases with a reasonable area of effect. Since grenades and tank are available fairly early in the game this enables an effective means of early game expansion before the better known turret creep strategy becomes viable.

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.

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

Capsules and Bots integration

Capsules can be used while inside the tank, including combat robots. Construction robots, including those from a personal roboport within range of the tank, will repair damage if repair packs are available. Also, logistic robots can still refill the player's inventory.

History

  • 2.0.7:
    • Added a equipment grid.
    • Added logistics requests.
    • Vehicles no longer have input delay due to server latency.
  • 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.png
Player

Player armor type1.png

Recipe

Time.png
8
+
Copper plate.png
100
+
Steel plate.png
50
Player.png
1

Total raw

Time.png
8
+
Copper plate.png
100
+
Steel plate.png
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

Heavy armor (research).png

Produced by

Assembling machine 1.png
Assembling machine 2.png
Assembling machine 3.png
Player.png

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.png
Player

Player armor type2.png

Recipe

Time.png
20
+
Electric engine unit.png
20
+
Processing unit.png
40
+
Steel plate.png
40
Player.png
1

Total raw

Time.png
20
+
Electric engine unit.png
20
+
Processing unit.png
40
+
Steel plate.png
40

Resistances

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

Inventory size bonus

Quality normal.png 20
Quality uncommon.png 26 Quality rare.png 32
Quality epic.png 38 Quality legendary.png 50

Equipment grid size

Quality normal.png 6×8
Quality uncommon.png 7×9 Quality rare.png 8×10
Quality epic.png 9×11 Quality legendary.png 11×13

Stack size

1

Durability

Infinite

Prototype type

armor

Internal name

power-armor

Accepted equipment

Portable solar panel.png
Portable fusion reactor.png
Energy shield.png
Energy shield MK2.png
Personal battery.png
Personal battery MK2.png
Personal laser defense.png
Discharge defense.png
Exoskeleton.png
Personal roboport.png
Personal roboport MK2.png
Nightvision.png
Belt immunity equipment.png

Required technologies

Power armor (research).png

Produced by

Assembling machine 1.png
Assembling machine 2.png
Assembling machine 3.png
Player.png

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.png
Player

Player armor type2.png

Recipe

Time.png
25
+
Efficiency module 2.png
25
+
Electric engine unit.png
40
+
Low density structure.png
30
+
Processing unit.png
60
+
Speed module 2.png
25
Player.png
1

Total raw

Time.png
18.1k
+
Copper plate.png
8.4k
+
Electric engine unit.png
40
+
Iron plate.png
3.5k
+
Plastic bar.png
2.7k
+
Processing unit.png
310
+
Steel plate.png
60

Resistances

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

Inventory size bonus

Quality normal.png 30
Quality uncommon.png 39 Quality rare.png 48
Quality epic.png 57 Quality legendary.png 75

Equipment grid size

Quality normal.png 10×10
Quality uncommon.png 11x11 Quality rare.png 12x12
Quality epic.png 13x13 Quality legendary.png 15x15

Stack size

1

Durability

Infinite

Prototype type

armor

Internal name

power-armor-mk2

Accepted equipment

Personal battery.png
Personal battery MK2.png
Personal battery MK3.png
Discharge defense.png
Energy shield.png
Energy shield MK2.png
Exoskeleton.png
Portable fission reactor.png
Portable fusion reactor.png
Nightvision.png
Personal laser defense.png
Personal roboport.png
Personal roboport MK2.png
Portable solar panel.png
Toolbelt equipment.png
Belt immunity equipment.png

Required technologies

Power armor MK2 (research).png

Produced by

Assembling machine 1.png
Assembling machine 2.png
Assembling machine 3.png
Player.png

Recipe

Time.png
25
+
Processing unit.png
60
+
Electric engine unit.png
40
+
Low density structure.png
30
+
Speed module.png
100
+
Efficiency module.png
100
Player.png
1

Total raw

Time.png
14.4k
+
Iron plate.png
3k
+
Copper plate.png
7.1k
+
Steel plate.png
60
+
Plastic bar.png
2.2k
+
Processing unit.png
60
+
Electric engine unit.png
40

Resistances

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

Inventory size bonus

Quality normal.png 30
Quality uncommon.png 39 Quality rare.png 48
Quality epic.png 57 Quality legendary.png 75

Equipment grid size

Quality normal.png 10×10
Quality uncommon.png 11x11 Quality rare.png 12x12
Quality epic.png 13x13 Quality legendary.png 15x15

Stack size

1

Durability

Infinite

Prototype type

armor

Internal name

power-armor-mk2

Accepted equipment

Personal battery.png
Personal battery MK2.png
Personal battery MK3.png
Discharge defense.png
Energy shield.png
Energy shield MK2.png
Exoskeleton.png
Portable fission reactor.png
Portable fusion reactor.png
Nightvision.png
Personal laser defense.png
Personal roboport.png
Personal roboport MK2.png
Portable solar panel.png
Toolbelt equipment.png
Belt immunity equipment.png

Required technologies

Power armor MK2 (research).png

Produced by

Assembling machine 1.png
Assembling machine 2.png
Assembling machine 3.png
Player.png

Consumed by

Mech armor.png

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.

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

Modules

Capsules

Template:EquipNav