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''Main article: [[Discharge device]]'' | ''Main article: [[Discharge device]]'' | ||
{{:Discharge | {{: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:
- Crafting items and entities personally from resources using your craft menu (Default: e)
- Placing entities by selecting them from your inventory or toolbar and placing them on a tile (Default: LMB)
- Opening contextual menus for entities like Assembly Machines or Chests
- Removing the entity from the world, returning it to your inventory (Default: Hold RMB)
- Harvesting 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:
Tools
Removing or harvesting placeable entities, Trees, Iron Ore, Copper Ore,Raw fish, Stone or Coal from the world requires effort and this is implemented by way of a progress bar that needs to fill uninterrupted in order to complete. Starting without a pickaxe (blank hand icon in the top left square in the display at the bottom right of the screen), it will take around two seconds to cut down a single tree. Since this is the sort of action required thousands of times over the course of a game, it is heavily recommended to craft an iron axe as your first action in the game.
Main article: Iron axe Iron axe
Main article: Steel axe Steel axe
Main article: Repair pack
Player |
Recipe |
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+ + → | |||||||||||||
Total raw |
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+ + | |||||||||||||
Repair packs heal building damage for 600 health. |
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Stack size |
100 |
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Durability |
|
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Prototype type |
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Internal name |
repair-pack |
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Required technologies |
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Produced by |
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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.
- 0.10.6:
- Updated icon
- 0.8.0:
- Introduced
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 |
Today's fish is trout a la creme Eat a legendary fish. |
Gallery
Inserters can catch fish.
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
- 0.6.0:
- New fish graphics
- 0.1.0:
- Introduced
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 |
Stack size |
5 |
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10000 |
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Range |
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Shooting speed |
4/s |
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Ammunition |
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Prototype type |
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Internal name |
pistol |
The Pistol is the most basic weapon in Factorio. In Freeplay mode, the player starts with a pistol and 10 firearm magazines.
The Pistol can only handle the smallest of enemy threats and the player will frequently take damage when trying to use it for self-defense. It is recommended to upgrade to the Submachine gun as soon as possible.
History
- 2.0.7:
- Removed the crafting recipe.
Main article: Submachine gun
Player |
Recipe |
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+ + + → | |||||||||||||
Total raw |
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+ + | |||||||||||||
Stack size |
5 |
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Range |
|
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Shooting speed |
10/s |
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Ammunition |
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Prototype type |
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Internal name |
submachine-gun |
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Required technologies |
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Produced by |
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The submachine gun is an upgrade from the pistol. It fires the same ammunition types and deals the same damage as the pistol, but has a much higher rate of fire. This same type of weapon is installed in the car and tank; the car and tank's version of the submachine gun fires +5 rounds per second and has +2 range compared to the handheld one. This weapon can easily handle moderate waves of small biters, even with regular ammunition, but destroying nests efficiently requires damage upgrades or the more expensive piercing round.
See also
Main article: Shotgun
Player |
Recipe |
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+ + + + → | |||||||||||||
Total raw |
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+ + + | |||||||||||||
Stack size |
5 |
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Range |
|
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Shooting speed |
1/s |
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Ammunition |
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Prototype type |
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Internal name |
shotgun |
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Required technologies |
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Produced by |
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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
- 0.7.0:
- Introduced
See also
Main article: Combat shotgun
Player |
Recipe |
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+ + + + → | |||||||||||||
Total raw |
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+ + + + | |||||||||||||
Stack size |
5 |
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Range |
|
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Shooting speed |
2/s |
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Damage bonus |
20% |
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Ammunition |
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Prototype type |
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Internal name |
combat-shotgun |
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Required technologies |
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Produced by |
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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
- 0.7.0:
- Introduced
See also
Main article: Rocket launcher
Player |
Recipe |
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+ + + → | |||||||||||||
Total raw |
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+ + | |||||||||||||
Stack size |
5 |
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Range |
|
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Shooting speed |
1/s |
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Ammunition |
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Prototype type |
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Internal name |
rocket-launcher |
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Required technologies |
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Produced by |
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Consumed by |
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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.
- 0.1.0:
- Introduced
See also
There is also a unique weapon, usable only in the Tank
Main article: Tank#Cannon This article is about the armored combat vehicle. For the liquid storage container, see Storage tank.
Player |
Recipe |
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+ + + + → | |||||||||||||
Total raw |
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+ + + + + | |||||||||||||
Map icon |
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Storage size |
80 |
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Health |
|
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Resistances |
Acid: 0/70% |
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Equipment grid size |
|
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Stack size |
1 |
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1 (1 stack) |
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Range |
Tank cannon: 30 |
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Shooting speed |
Tank cannon: 0.67/s |
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Ammunition |
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Energy consumption |
600 kW (burner) |
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Mining time |
0.5 |
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Weight |
20000 |
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Prototype type |
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Internal name |
tank |
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Required technologies |
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Produced by |
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Valid fuel |
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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 Destroy 10 spawners by impact. |
Run Forrest, run Destroy 100 trees by impact. |
Combat
The tank is a strong fighting vehicle due to its large health pool and the very high damage of its main weapon, the cannon. 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.
- 0.13.0:
- New icon for tank.
- 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.
- 0.11.0:
- Introduced
Development data
Weekly blogs concerning the Tank:
- https://www.factorio.com/blog/post/fff-412
- https://www.factorio.com/blog/post/fff-56
- https://www.factorio.com/blog/post/fff-51
- https://www.factorio.com/blog/post/fff-48
- https://www.factorio.com/blog/post/fff-44
See also
Armor
Once you've faced your first proper attack, you'll quickly come to learn how much damage you can handle, which is to say not much at all. Equipping a decent set of armor is therefore a priority. There are two subcategories of armor in the game, though early in the game you only have access to simple basic armor
Main article: Iron armor Iron armor
Main article: Heavy armor
Player |
Recipe |
|
+ + → | |
Total raw |
|
+ + | |
Resistances |
Acid: 0/40% |
Stack size |
1 |
Durability |
Infinite |
Prototype type |
|
Internal name |
heavy-armor |
Required technologies |
|
Produced by |
|
Heavy armor provides more protection than light armor, nearly nullifying the damage from small biters (from 7 damage to 0.7) as well as providing respectable protection from medium biters, spitters and worms. Additionally, it provides excellent protection against accidental self-inflicted damage from grenades.
History
- 0.15.0:
- Acid resistance reduced
- Explosive resistance raised
- 0.13.0:
- Armor resistances are applied before shields
- 0.12.17:
- Update icons
- 0.11.0:
- New player animation. Three levels depending on the armor.
- 0.7.1:
- Increased resistances
- 0.1.0:
- Introduced
See also
From the mid-game onwards, you gain access to modular armors, offering higher resistances and durabilities along with the capacity to use various equipment modules. To change modules equip the armor and interact (Default: RMB) to open the module grid.
Main article: Basic modular armor Basic modular armor
Main article: Power armor
Player |
Recipe |
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+ + + → | |||||||||||||
Total raw |
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+ + + | |||||||||||||
Resistances |
Acid: 0/60% |
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Inventory size bonus |
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Equipment grid size |
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Stack size |
1 |
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Durability |
Infinite |
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Prototype type |
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Internal name |
power-armor |
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Accepted equipment |
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Required technologies |
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Produced by |
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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
- 0.7.0:
- Introduced
See also
Main article: Power armor MK2
Player |
Recipe |
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+ + + + + → | |||||||||||||
Total raw |
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+ + + + + + | |||||||||||||
Resistances |
Acid: 0/70% |
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Inventory size bonus |
|
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Equipment grid size |
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Stack size |
1 |
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Durability |
Infinite |
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Prototype type |
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Internal name |
power-armor-mk2 |
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Accepted equipment |
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Required technologies |
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Produced by |
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Recipe |
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+ + + + + → | |||||||||||||
Total raw |
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+ + + + + + | |||||||||||||
Resistances |
Acid: 0/70% |
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Inventory size bonus |
|
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Equipment grid size |
|
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Stack size |
1 |
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Durability |
Infinite |
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Prototype type |
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Internal name |
power-armor-mk2 |
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Accepted equipment |
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Required technologies |
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Produced by |
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Consumed by |
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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
- 0.7.0:
- Introduced
See also
Armor Modules
Once you have any modular armor you gain access to various general purpose enhancements, which can be free added or removed from any armor. While all of them are capable of fitting in even the Basic modular armor their usefulness greatly depends on player choice, there are no specific best modules, although some are made obsolete by later versions.
Main article: Basic exoskeleton equipment Basic exoskeleton equipment
Main article: Battery MK1 Battery MK1
Main article: Battery MK2 Battery MK2
Main article: Portable solar panel
Player |
Recipe |
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+ + + → | |||||||||||||
Total raw |
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+ + + + | |||||||||||||
Stack size |
20 |
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Dimensions |
1×1 |
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Placed in |
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Power output |
|
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Prototype type |
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Internal name |
solar-panel-equipment |
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Required technologies |
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Produced by |
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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.
- 0.7.0:
- Introduced
See also
Main article: Portable fusion reactor
Player |
Recipe |
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+ + + + + + → | |||||||||||||
Total raw |
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+ + + + + + | |||||||||||||
Stack size |
20 |
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Dimensions |
4×4 |
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Placed in |
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Power output |
|
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Prototype type |
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Internal name |
fusion-reactor-equipment |
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Required technologies |
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Produced by |
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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
- 0.7.0:
- Introduced
See also
Main article: Energy shield
Player |
Recipe |
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+ + → | |||||||||||||
Total raw |
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+ + + + | |||||||||||||
Stack size |
20 |
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Dimensions |
2×2 |
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Energy consumption |
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Placed in |
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Energy capacity |
120 kJ (electric) |
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Shield hitpoints |
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Energy per hitpoint |
20 kJ (electric) |
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Maximum recharge speed |
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Prototype type |
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Internal name |
energy-shield-equipment |
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Required technologies |
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Produced by |
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Consumed by |
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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.
History
- 0.13.0:
- Power consumption increased by a factor of 10.
- 0.12.0:
- Power consumption increased by a factor of 100.
- 0.7.0:
- Introduced
See also
Main article: Energy shield MK2
Player |
Recipe |
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+ + + → | |||||||||||||
Total raw |
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+ + + + + | |||||||||||||
Stack size |
20 |
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Dimensions |
2×2 |
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Energy consumption |
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Placed in |
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Energy capacity |
180 kJ (electric) |
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Shield hitpoints |
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Energy per hitpoint |
20 kJ (electric) |
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Maximum recharge speed |
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Prototype type |
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Internal name |
energy-shield-mk2-equipment |
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Required technologies |
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Produced by |
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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.
History
- 0.13.0:
- Power consumption increased by a factor of 10.
- 0.12.0:
- Power consumption increased by a factor of 100.
- 0.7.0:
- Introduced
See also
Main article: Night vision
Player |
Recipe |
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+ + → | |
Total raw |
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+ + + + | |
Stack size |
20 |
Dimensions |
2×2 |
Energy consumption |
10 kW (electric) |
Placed in |
|
Energy capacity |
120 kJ (electric) |
Prototype type |
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Internal name |
night-vision-equipment |
Required technologies |
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Produced by |
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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.
- 0.7.0:
- Introduced
See also
Main article: Personal laser defense
Player |
Recipe |
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+ + + → | |||||||||||||
Total raw |
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+ + + + + + | |||||||||||||
Stack size |
20 |
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Range |
|
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Shooting speed |
1.5/s |
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Damage |
10 laser |
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Dimensions |
2×2 |
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Energy consumption |
75 kW (electric) |
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Placed in |
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Energy capacity |
220 kJ (electric) |
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Prototype type |
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Internal name |
personal-laser-defense-equipment |
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Required technologies |
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Boosting technologies |
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Produced by |
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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.
- 0.7.0:
- Introduced
See also
Main article: Discharge device
Player |
Recipe |
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+ + + → | |||||||||||||
Total raw |
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+ + + + + | |||||||||||||
Stack size |
20 |
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Range |
|
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Shooting speed |
0.4/s |
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Damage |
100 electric |
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Area of effect size |
8 |
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Dimensions |
2×2 |
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Energy consumption |
800 kW (electric) |
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Placed in |
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Energy capacity |
4040 kJ (electric) |
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Prototype type |
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Internal name |
discharge-defense-equipment |
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Required technologies |
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Produced by |
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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.
- 0.7.0:
- Introduced