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''Main article: [[Discharge device]]''
''Main article: [[Discharge device]]''
{{:Discharge device}}
{{:Discharge defense}}
== Capsules ==
== Capsules ==



Revision as of 18:04, 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

Rocket capacity

300 (3 stacks)

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

Recipe

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

Total raw

Time.png
6
+
Raw fish.png
2
+
Nutrients.png
100
+
Water.png
100

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

Rocket capacity

300 (3 stacks)

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.

While inserters can remove fish from the water, they cannot put them back. The player can place them back into the water. Doing so resets both the quality and freshness of the fish.

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

History

  • 2.0.7:
    • Removed the crafting recipe.

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

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

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.

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.

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 tanks 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 tank 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.


Exclusive Weapons

Flamethrower

A powerful short ranged weapon than 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 they deal enough damage to kill what it hits, the shell can continue onward and deal damage to another target.

Cannon shells do a lot of damage to a single target and have large piercing potential, while Explosive cannon shells give an AoE effect more useful to dealing with large enemy groups. There are uranium versions of each which deal even more damage.

History

  • 2.0.7:
    • Added a equipment grid.
    • Added logistics requests.
    • Vehicles no longer have input delay due to server latency.
    • Can be driven remotely.
  • 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

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.png
Player

Recipe

Time.png
10
+
Advanced circuit.png
2
+
Solar panel.png
1
+
Steel plate.png
5
Player.png
1

Total raw

Time.png
57.75
+
Copper plate.png
37.5
+
Iron plate.png
19
+
Plastic bar.png
4
+
Steel plate.png
10

Stack size

20

Dimensions

1×1

Placed in

Modular armor.png
Power armor.png
Power armor MK2.png
Spidertron.png

Power output

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

Prototype type

solar-panel-equipment

Internal name

solar-panel-equipment

Required technologies

Portable solar panel (research).png

Produced by

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

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 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.png
Player

Recipe

Time.png
30
+
Tungsten plate.png
250
+
Supercapacitor.png
25
+
Carbon fiber.png
25
+
Quantum processor.png
250
+
Fusion power cell.png
10
+
Portable fission reactor.png
1
Player.png
1

Total raw

Time.png
30
+
Tungsten plate.png
250
+
Supercapacitor.png
25
+
Carbon fiber.png
25
+
Quantum processor.png
250
+
Fusion power cell.png
10
+
Portable fission reactor.png
1

Stack size

20

Dimensions

4×4

Placed in

Tank.png
Spidertron.png
Modular armor.png
Power armor.png
Power armor MK2.png
Mech armor.png

Power output

Quality normal.png 2.5 MW
Quality uncommon.png 3.25 MW Quality rare.png 4 MW
Quality epic.png 4.75 MW Quality legendary.png 6.25MW
electric

Prototype type

generator-equipment

Internal name

fusion-reactor-equipment

Required technologies

Portable fusion reactor (research).png

Produced by

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

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 DLC 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.png
Player

Recipe

Time.png
10
+
Advanced circuit.png
5
+
Steel plate.png
10
Player.png
1

Total raw

Time.png
57.5
+
Copper plate.png
25
+
Iron plate.png
10
+
Plastic bar.png
10
+
Steel plate.png
10

Stack size

20

Dimensions

2×2

Energy consumption

Quality normal.png 240
Quality uncommon.png 312 Quality rare.png 384
Quality epic.png 456 Quality legendary.png 600
kW (electric)

Placed in

Modular armor.png
Power armor.png
Power armor MK2.png
Spidertron.png

Energy capacity

120 kJ (electric)

Shield hitpoints

Quality normal.png 50
Quality uncommon.png 65 Quality rare.png 80
Quality epic.png 95 Quality legendary.png 125

Energy per hitpoint

20 kJ (electric)

Maximum recharge speed

Quality normal.png 12
Quality uncommon.png 15.6 Quality rare.png 19.2
Quality epic.png 22.8 Quality legendary.png 30
hitpoints/s

Prototype type

energy-shield-equipment

Internal name

energy-shield-equipment

Required technologies

Energy shield equipment (research).png

Produced by

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

Consumed by

Energy shield MK2.png

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.png
Player

Recipe

Time.png
10
+
Energy shield.png
10
+
Low density structure.png
5
+
Processing unit.png
5
Player.png
1

Total raw

Time.png
660
+
Copper plate.png
350
+
Iron plate.png
100
+
Plastic bar.png
125
+
Processing unit.png
5
+
Steel plate.png
110

Stack size

20

Dimensions

2×2

Energy consumption

Quality normal.png 360
Quality uncommon.png 468 Quality rare.png 576
Quality epic.png 648 Quality legendary.png 900
kW (electric)

Placed in

Modular armor.png
Power armor.png
Power armor MK2.png
Spidertron.png

Energy capacity

180 kJ (electric)

Shield hitpoints

Quality normal.png 150
Quality uncommon.png 195 Quality rare.png 240
Quality epic.png 285 Quality legendary.png 375

Energy per hitpoint

20 kJ (electric)

Maximum recharge speed

Quality normal.png 12
Quality uncommon.png 15.6 Quality rare.png 19.2
Quality epic.png 22.8 Quality legendary.png 30
hitpoints/s

Prototype type

energy-shield-equipment

Internal name

energy-shield-mk2-equipment

Required technologies

Energy shield MK2 equipment (research).png

Produced by

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

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.png
Player

Nightvision preview.png

Recipe

Time.png
10
+
Advanced circuit.png
5
+
Steel plate.png
10
Player.png
1

Total raw

Time.png
57.5
+
Copper plate.png
25
+
Iron plate.png
10
+
Plastic bar.png
10
+
Steel plate.png
10

Stack size

20

Dimensions

2×2

Energy consumption

10 kW (electric)

Placed in

Modular armor.png
Power armor.png
Power armor MK2.png
Mech armor.png
Tank.png
Spidertron.png

Energy capacity

120 kJ (electric)

Prototype type

night-vision-equipment

Internal name

night-vision-equipment

Required technologies

Nightvision equipment (research).png

Produced by

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

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.png
Player

Personal laser defense anim.gif

Recipe

Time.png
10
+
Laser turret.png
5
+
Low density structure.png
5
+
Processing unit.png
20
Player.png
1

Total raw

Time.png
310
+
Battery.png
60
+
Copper plate.png
250
+
Iron plate.png
100
+
Plastic bar.png
25
+
Processing unit.png
20
+
Steel plate.png
110

Stack size

20

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

1.5/s

Damage

10 laser

Dimensions

2×2

Energy consumption

75 kW (electric)

Placed in

Modular armor.png
Power armor.png
Power armor MK2.png
Spidertron.png

Energy capacity

220 kJ (electric)

Prototype type

active-defense-equipment

Internal name

personal-laser-defense-equipment

Required technologies

Personal laser defense (research).png

Boosting technologies

Laser shooting speed (research).png
Energy weapons damage (research).png

Produced by

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

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.png
Player

Discharge defense preview.gif

Recipe

Time.png
10
+
Laser turret.png
10
+
Processing unit.png
5
+
Steel plate.png
20
Player.png
1

Total raw

Time.png
460
+
Battery.png
120
+
Copper plate.png
300
+
Iron plate.png
200
+
Processing unit.png
5
+
Steel plate.png
220

Stack size

20

Range

Quality normal.png 10
Quality uncommon.png 11 Quality rare.png 12
Quality epic.png 13 Quality legendary.png 15

Shooting speed

0.4/s

Damage

100 electric

Area of effect size

8

Dimensions

2×2

Energy consumption

800 kW (electric)

Placed in

Tank.png
Spidertron.png
Modular armor.png
Power armor.png
Power armor MK2.png
Mech armor.png

Energy capacity

4040 kJ (electric)

Prototype type

active-defense-equipment

Internal name

discharge-defense-equipment

Required technologies

Discharge defense (research).png

Produced by

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

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

Template:EquipNav