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Factorio is played from the top down perspective of your player character, who is always at the center of your view. You have five primary ways of interacting with the world:
Factorio is played from the angled top down perspective of the ''player character'', who is always at the center of view.
# Crafting [[Item|items]] and [[Items#Placeable_items|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|tile]] (Default: LMB)
## Opening contextual menus for entities like [[Assembling machine|Assembly Machines]] or [[Chests]]
## Removing an entity from the world, returning it to your inventory (Default: Hold RMB)
# Harvesting [[Item#Resources|resources]] from a tile (Default: Hold RMB)
# Firing weapons at enemies (Default: Press or hold Spacebar depending on weapon)
# Picking up non-placed [[Items]] from the ground and placing them in your inventory (Default: Hold f)
''For more key-bindings, see [[Keyboard bindings]]''


In the process of building and expanding your factory, different pieces of equipment will be necessary from the first moments of game-play, starting with your first [[Iron axe]].
== Tools ==
Removing or harvesting [[Items#Placeable_items|placeable entities]], [[Tree]]s, [[Iron ore|Iron Ore]], [[Copper ore|Copper Ore]], [[Raw fish]], [[Stone]] or [[Coal]] from the world requires effort and this is implemented by way of a progress bar that needs to fill uninterrupted in order to complete. Starting without a pickaxe (blank hand icon in the top left square in the display at the bottom right of the screen), it will take around two seconds to cut down a single tree. Since this is the sort of action required thousands of times over the course of a game, it is heavily recommended to craft an iron axe as your first action in the game.


===Iron Axe===
== World Interaction ==
{{:Iron axe}}
The player has five primary ways of interacting with the world:
===Steel Axe===
{{:Steel axe}}
===Repair Pack===
{{:Repair pack}}


== Weapons ==
# Crafting [[Item|items]] and [[Items#Placeable_items|entities]] personally from resources using the craft menu (Default open key: E)
Eventually, whether in a peaceful game or not, you will need the capability to destroy the various [[Enemies]] that live on your world. This capability mostly comes in the form of [[Turrets]] for your base's defense, 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.
# Placing entities by selecting them from the inventory or toolbar and placing them on a [[tile]] (Default: Left Mouse Button)
## Opening contextual menus for entities like [[Assembling machine|Assembly Machines]] or [[Chests]], using the same button
## Removing an entity from the world, returning it to your inventory (Default: '''Hold''' Right Mouse Button)
# Harvesting [[Item#Resources|resources]] from a tile (Default: '''Hold''' RMB)
# Firing weapons at enemies (Default: Press or hold Spacebar depending on weapon)
# Picking up non-placed [[Items]] from the ground and placing them in your inventory (Default: Hold/press F)


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 [[Tree]]s and rocks that block placing things. Bear in mind that damage is calculated as a combination of weapon, ammunition and technology together.
''For more key-bindings, see [[Keyboard bindings]]''
 
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 Sub-machine 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.
 
===Pistol===
The Pistol is the most basic weapon apart from using [[tools]]. It fires directly at the target nearest to the player's cursor. Unfortunately the Pistol can only handle the smallest of enemy threats and the player will frequently take damage. Players should upgrade to the Sub-machine gun for personal defense as soon as possible.
 
''see'' [[Pistol]]
===Sub-machine Gun===
The Sub-machine gun is an upgrade from the Pistol. It fires the same ammunition and deals the same damage as the pistol, but with a much higher rate of fire.
 
''see'' [[Submachine gun]]
===Shotgun===
The Shotgun is a basic but powerful weapon with a short range, damage, and ammo efficiency, but low rate of fire.
 
''see'' [[Shotgun]]
===Combat Shotgun===
The Combat Shotgun is an advanced variant of the Shotgun that has a higher rate of fire and damage.
 
''see'' [[Combat shotgun]]
=== Rocket launcher===
The Rocket Launcher is a powerful, long-range weapon useful for clearing waves of enemies from afar, but with the high cost of ammunition.
 
''see'' [[Rocket launcher]]
===Flamethrower===
The flamethrower is an advanced weapon best used against hordes of enemies or trees. It has a decent damage and also an area of effect damaging multiple Enemies at once, much like the Shotgun and Rocket launcher.
 
''see'' [[Flamethrower]]
===Tank Cannon===
This is a special type of weapon only available in the [[Tank#Cannon|Tank]].
 
== 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


===Iron Armor===
== Equipment ==
The Iron Armor is the first tier of armor, granting resistances to the player.


''see'' [[Iron armor]]
Equipment are items used to speed up entity/resource collection, kill [[enemies]], protect the player's health, etc. All equipment except for weapons and capsules have durability, and will break after enough uses. Examples of equipment and the equipment inventory are discussed below.


===Heavy Armor===
[[File:EquipSlots.jpg|thumb|right|1: The tool slot for pickaxes. 2: The armor slot. 3: The weapon slots. 4: The ammo slots.]]
The Heavy armor is the second tier of armor right after the Iron Armor, granting greater resistances and durability.


''see'' [[Heavy armor]]


==Modular Armor==
=== Tools ===
From the mid-game onward, you will gain access to modular armors, offering higher resistances and durability along with the capacity to use various equipment known as [[Player#Modules|modules]].
Removing or harvesting machines, entities, or resources from the world requires effort and this is implemented by way of a progress bar that needs to fill uninterrupted in order to complete and pick up the object. Starting without a pickaxe, 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 the first action the player takes in the game''.


===Basic Modular Armor===
A full list of all tools in the game:
{{:Basic modular armor}}


===Power Armor===
* [[Iron axe]]
{{:Power armor}}
* [[Steel axe]]
* [[Repair pack]]
* [[Basic electric discharge defense remote]]


===Power Armor MK2===
=== Weapons ===
{{:Power armor MK2}}
Eventually, whether in a peaceful game or not, one will need the capability to destroy the various [[Enemies]] that live in the world.


== Armor Modules ==
This capability mostly comes in the form of [[Turrets]] for base defense, but for the player there are two broad categories, more traditional weapons and capsules; discussed below. To fire the main equip-able weapons, the weapon must be in one of the weapon slots. (see above)
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.


===Basic Exoskeleton Equipment===
If all the preparation is done, fire the weapon with the target enemy key (Default: Spacebar) or the target cursor key (Default: C). Target enemy is a ''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. A green target reticle will be shown below the enemy when in range, red when not.
{{:Basic exoskeleton equipment}}
===Batteries===
{{:Battery MK1}}


----
Target cursor will fire your weapon in the direction of your cursor, which is mainly used to clear obstacles such as [[Tree]]s and rocks that block placing things. Bear in mind that damage is calculated as a combination of weapon, ammunition and technology together. Target cursor is capable of shooting anything with health, so be careful when near important buildings. In late game, player gunfire can nearly instantly destroy some buildings.


{{:Battery MK2}}
Each player starts with a simple [[Pistol]] and ten magazines of [[Firearm magazine|basic ammo]], which will fend off the first few biter attacks, but will quickly be insufficient against the growing alien forces.
===Portable Power Supply===
{{:Portable solar panel}}


----
A list of all traditional weapons in the game:


{{:Portable fusion reactor}}
* [[Pistol]]
===Energy Shields===
* [[Submachine gun]]
{{:Energy shield}}
* [[Shotgun]]
* [[Combat shotgun]]
* [[Rocket launcher]]
* [[Flamethrower]]


----
=== Capsules ===
Capsules are consumable weapons systems, they are picked up from the inventory and thrown somewhere in the game world to spawn their effect at that position. Early in the game, these take the form of instant effect grenades that detonate upon reaching the location they were thrown to.


{{:Energy shield MK2}}
A list of all throw-able capsules in the game:
===Vision Equipment===
{{:Night vision}}
===Personal Defense Equipment===
{{:Personal laser defense}}


----
* [[Basic grenade]]
* [[Cluster grenade]]
* [[Poison capsule]]
* [[Slowdown capsule]]


{{:Discharge defense}}
=== Combat Robot Capsules ===
With the mid-game comes access to combat robot capsules, which are deployed the exact same way as previous capsules, however they deploy different forms of hovering robots, with various behaviors and types of attacks/movement. The amount of robots that can be out at one time is limited by the [[Follower robot count (research)|Robot follower count research]].


== Capsules ==
A list of all robot capsules in the game:
Capsules are consumable weapons systems, you pick them up from your inventory and click somewhere in the game world to throw one at that position. Early in the game, these take the form of instant effect grenades that detonate upon reaching the location they were thrown to.


===Basic Grenade===
* [[Defender capsule]]
{{:Basic grenade}}
* [[Distractor capsule]]
* [[Destroyer capsule]]


===Poison Capsule===
{{:Poison capsule}}


===Slowdown Capsule===
=== Armor ===
{{:Slowdown capsule}}
Once the player has faced the first proper attack, they will quickly come to learn how much damage they can handle, not much at all. Equipping a decent set of armor is therefore a priority. There are two subcategories of armor in the game, however early in the game the player will only have access to simple basic armor.


==Combat Robot Capsules==
A list of all armors in the game:
With the mid-game comes access to combat robot capsules, which are deployed the exact same way as previous capsules, only they deploy different forms of hovering robots, with various behaviors.


'''Follower robot count:''' [[Defender capsule]] and [[Destroyer capsule]] are limited in how many robots can actually be used by your [[Follower robot count]] research. Attempting to deploy more robots beyond the amount allowed will cause the oldest existing combat robot to instantly explode until the total number returns to this limit. [[Distractor capsule| Distractor capsules]] '''do not''' count and can be deployed in whatever numbers the player can put out.
* [[Light armor]]
* [[Heavy armor]]
* [[Basic modular armor]]
* [[Power armor]]
* [[Power armor MK2]]


===Defender Capsule===
=== Armor Modules ===
{{:Defender capsule}}
Once the player has crafted any modular armor they gain access to various general purpose enhancements, which can be freely added or removed from any modular armor. While all of them are capable of fitting in even the [[Basic modular armor]] individually, their usefulness greatly depends on player choice; i.e. there are no specific best modules or best arrangement of modules.


===Distractor Capsule===
A list of all armor modules in the game:
{{:Distractor capsule}}


===Destroyer Capsule===
* [[Basic exoskeleton equipment]]
{{:Destroyer capsule}}
* [[Battery MK1]]
* [[Battery MK2]]
* [[Portable solar panel]]
* [[Portable fusion reactor]]
* [[Energy shield]]
* [[Energy shield MK2]]
* [[Night vision]]
* [[Personal laser defense]]
* [[Discharge defense]]


===Basic Electric Discharge Defense Capsule===
{{EquipNav}}
{{:Basic electric discharge defense remote}}

Revision as of 19:45, 14 August 2016

Factorio is played from the angled top down perspective of the player character, who is always at the center of view.


World Interaction

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

  1. Crafting items and entities personally from resources using the craft menu (Default open key: E)
  2. Placing entities by selecting them from the inventory or toolbar and placing them on a tile (Default: Left Mouse Button)
    1. Opening contextual menus for entities like Assembly Machines or Chests, using the same button
    2. Removing an entity from the world, returning it to your inventory (Default: Hold Right Mouse Button)
  3. Harvesting resources from a 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/press F)

For more key-bindings, see Keyboard bindings

Equipment

Equipment are items used to speed up entity/resource collection, kill enemies, protect the player's health, etc. All equipment except for weapons and capsules have durability, and will break after enough uses. Examples of equipment and the equipment inventory are discussed below.

File:EquipSlots.jpg
1: The tool slot for pickaxes. 2: The armor slot. 3: The weapon slots. 4: The ammo slots.


Tools

Removing or harvesting machines, entities, or resources from the world requires effort and this is implemented by way of a progress bar that needs to fill uninterrupted in order to complete and pick up the object. Starting without a pickaxe, 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 the first action the player takes in the game.

A full list of all tools in the game:

Weapons

Eventually, whether in a peaceful game or not, one will need the capability to destroy the various Enemies that live in the world.

This capability mostly comes in the form of Turrets for base defense, but for the player there are two broad categories, more traditional weapons and capsules; discussed below. To fire the main equip-able weapons, the weapon must be in one of the weapon slots. (see above)

If all the preparation is done, fire the weapon with the target enemy key (Default: Spacebar) or the target cursor key (Default: C). Target enemy is a 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. A green target reticle will be shown below the enemy when in range, red when not.

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. Target cursor is capable of shooting anything with health, so be careful when near important buildings. In late game, player gunfire can nearly instantly destroy some buildings.

Each player starts with a simple Pistol and ten magazines of basic ammo, which will fend off the first few biter attacks, but will quickly be insufficient against the growing alien forces.

A list of all traditional weapons in the game:

Capsules

Capsules are consumable weapons systems, they are picked up from the inventory and thrown somewhere in the game world to spawn their effect at that position. Early in the game, these take the form of instant effect grenades that detonate upon reaching the location they were thrown to.

A list of all throw-able capsules in the game:

Combat Robot Capsules

With the mid-game comes access to combat robot capsules, which are deployed the exact same way as previous capsules, however they deploy different forms of hovering robots, with various behaviors and types of attacks/movement. The amount of robots that can be out at one time is limited by the Robot follower count research.

A list of all robot capsules in the game:


Armor

Once the player has faced the first proper attack, they will quickly come to learn how much damage they can handle, not much at all. Equipping a decent set of armor is therefore a priority. There are two subcategories of armor in the game, however early in the game the player will only have access to simple basic armor.

A list of all armors in the game:

Armor Modules

Once the player has crafted any modular armor they gain access to various general purpose enhancements, which can be freely added or removed from any modular armor. While all of them are capable of fitting in even the Basic modular armor individually, their usefulness greatly depends on player choice; i.e. there are no specific best modules or best arrangement of modules.

A list of all armor modules in the game:

Template:EquipNav