Player
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:
- 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, 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.
Iron Axe
Steel Axe
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
Weapons
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 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.
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 Submachine 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.
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
The Iron Armor is the first tier of armor, granting resistances to the player.
seeIron armor
Heavy Armor
The Heavy armor is the second tier of armor right after the Iron Armor, granting greater resistances and durability.
seeHeavy armor
Modular Armor
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 modules.
Basic Modular Armor
Power Armor
Player |
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
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.
Basic Exoskeleton Equipment
Batteries
Portable Power Supply
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
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
Energy Shields
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
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
Vision Equipment
Player |
Recipe |
|
+ + → | |
Total raw |
|
+ + + + | |
Stack size |
20 |
Dimensions |
2×2 |
Energy consumption |
10 kW (electric) |
Placed in |
|
Energy capacity |
120 kJ (electric) |
Prototype type |
|
Internal name |
night-vision-equipment |
Required technologies |
|
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 gray 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 require 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.
History
- 2.0.22:
- Effect changed to look less orange.
- 2.0.7:
- Effect changed from grayscale to a more contrasty 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
Personal Defense Equipment
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 and the spidertron, 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
Player |
Recipe |
|||||||||||||
+ + + → | |||||||||||||
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
See also
Capsules
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
Poison Capsule
Player |
Recipe |
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+ + + → | |||||||||||||
Total raw |
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+ + + + | |||||||||||||
Stack size |
100 |
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Range |
|
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Shooting speed |
2/s |
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Damage |
|
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Area of effect size |
11 |
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Prototype type |
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Internal name |
poison-capsule |
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Required technologies |
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Produced by |
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The poison capsule is a basic capsule that creates a large, long-lasting cloud of at the target area, dealing 8 poison damage twice a second, totaling to 320 poison damage over 20s. The damage from multiple poison capsules can stack. This is one of the most effective ways of removing trees.
Poison capsules can be used to effectively kill worms as they are stationary. This technique is a relatively safe and cheap way to eliminate clusters of worms - it takes 3 poison capsules to kill a big Worm and the capsules can be thrown from outside the big Worm's spitting range. Since spawners are not affected by poison damage, poison capsules are useless against them.
Poison capsules do not harm the player's structures, robots or vehicles, but do harm players themselves unless they are in a vehicle. Poison capsules are particularly effective when deployed from the tank, as the tank can park inside a cloud of poison to lure enemies to their death.
History
- 2.0.7:
- Default "use item" control changed from left click to right click.
- 0.18.7:
- New visuals for poison capsule effect.
- 0.11.17:
- Tooltips are now generated automatically for some items, including capsules.
- 0.11.9:
- Green coral is now affected by the poison capsule. This is controlled by the "breaths-air" entity flag.
- 0.7.1:
- Capsule is less expensive.
- 0.7.0:
- Introduced
See also
Slowdown Capsule
Player |
Recipe |
|||||||||||||
+ + + → | |||||||||||||
Total raw |
|||||||||||||
+ + + + | |||||||||||||
Stack size |
100 |
||||||||||||
Range |
|
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Shooting speed |
2/s |
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Area of effect size |
9 |
||||||||||||
Prototype type |
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Internal name |
slowdown-capsule |
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Required technologies |
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Produced by |
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The slowdown capsule is a basic capsule that, when thrown, will slow down all enemy movement within a wide radius of where it landed. Slowdown effect reduces movement speed by 75% for 30 seconds. Vehicles, players and friendly forces are not affected.
History
- 2.0.7:
- Default "use item" control changed from left click to right click.
- 0.18.36:
- Slowdown capsules slowdown factor increased from 50% to 75%.
- 0.7.3:
- Increased the effect range of the slowdown capsule from 7 to 9.
- 0.7.1:
- Slow down capsule effect time increased from 20 to 30 seconds.
- 0.7.0:
- Introduced
See also
Combat Robot Capsules
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 capsules do not count and can be deployed in whatever numbers the player can put out.
Defender Capsule
Player |
Recipe |
|||||||||||||||||||||||||
+ + + → | |||||||||||||||||||||||||
Total raw |
|||||||||||||||||||||||||
+ + + | |||||||||||||||||||||||||
Health |
|
||||||||||||||||||||||||
Resistances |
Acid: 0/80% |
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Lifespan |
45 seconds |
||||||||||||||||||||||||
Stack size |
100 |
||||||||||||||||||||||||
Range |
|
||||||||||||||||||||||||
Shooting speed |
4/s (Capsule) |
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Damage |
|
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Prototype type |
|||||||||||||||||||||||||
Internal name |
defender-capsule |
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Required technologies |
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Boosting technologies |
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Produced by |
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Consumed by |
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A basic capsule which, when used, will spawn a single defender robot. The defender has infinite ammunition and will follow the player, attacking any enemies that come within range, until it is destroyed or its lifespan elapses.
Achievements
Minions Have 100 combat robots or more following you. |
Strategy
Follower robots will only loosely follow the player and are subject to inertia. This allows the player to 'swing' packs of follower robots into enemy bases to damage enemy structures with less risk to himself. Launching distractor capsules into the enemy base, as well as using the speed of the car or exoskeleton can further reduce damage to the player.
Count Limit
The maximum number of active Defender robots is limited by the follower robot count research. While using follower robots, the number of robots in-use will be visible on an icon to the right of the quick-bar. Hovering over the icon with the cursor will show the types of robots and the currently researched maximum.
History
- 2.0.7:
- Default "use item" control changed from left click to right click.
- 0.17.46:
- Defender robots no longer require flying robot frames in their recipe.
- Defender robot damage increased from 5 to 8.
- 0.17.0:
- Defender capsule recipe now requires flying robot frames.
- 0.8.0:
- Increased the lifespan of defender robot from 30 to 45 seconds.
- 0.7.1:
- Introduced
See also
Distractor Capsule
Player |
Recipe |
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+ + → | |||||||||||||||||||||||||
Total raw |
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+ + + + | |||||||||||||||||||||||||
Health |
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Resistances |
Acid: 0/85% |
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Lifespan |
90 seconds |
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Stack size |
100 |
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Range |
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Shooting speed |
2/s (Capsule) |
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Damage |
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Prototype type |
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Internal name |
distractor-capsule |
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Required technologies |
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Boosting technologies |
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Produced by |
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Consumed by |
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A capsule which, when used by right-clicking, will spawn three Distractor robots at the players cursor. Distractors have infinite laser energy and will hold their general position, attacking any enemies that come within range, until they are destroyed or their lifespans elapse. The shooting speed of the distractors is increased by the laser shooting speed (research).
Strategy
Distractor robots can be useful for providing temporary defense for weak or undefended areas during Biter attacks. They are also very useful for drawing the fire of enemy worms while attacking Biter bases. Simply fire one or more Distractor capsules into the midst of enemy worms and, as long as they have not already targeted the player, the worms will prioritize killing the Distractors.
Count limit
Since the distractor robot is stationary, it is unaffected by and does not count toward the follower robot count limit imposed on other combat robots or towards the minions (achievement). The number of concurrently spawned distractors is limited only by their lifespan, number of distractor capsules carried, and delay in spawning.
History
- 2.0.7:
- Doubled the health from 90 to 180
- Doubled the life time from 45s to 90s.
- Default "use item" control changed from left click to right click.
- 0.9.7:
- Damaged increased from 2.5 to 3.5.
- Lifespan increased from 30 to 45 seconds.
- 0.7.0:
- Introduced
See also
Destroyer Capsule
Player |
Recipe |
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+ + → | |||||||||||||||||||||||||
Total raw |
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+ + + + | |||||||||||||||||||||||||
Health |
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Resistances |
Acid: 0/90% |
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Lifespan |
120 seconds |
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Stack size |
100 |
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Range |
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Shooting speed |
2/s (Capsule) |
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Damage |
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Prototype type |
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Internal name |
destroyer-capsule |
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Required technologies |
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Boosting technologies |
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Produced by |
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Destroyer capsules are advanced and expensive capsules that, when thrown with the right mouse button, spawn five powerful Destroyer robots. The Destroyer robots have infinite electrical energy and will follow the player, attacking any enemies that come within range, until they run out of health or their lifespans elapse.
Achievements
Minions Have 100 combat robots or more following you. |
Strategy
Follower robots will only loosely follow the player and are subject to inertia. This allows the player to 'swing' packs of defender/destroyer robots into enemy bases to damage enemy structures with less risk to himself. Launching distractor capsules into the enemy base beforehand, as well as using the speed of the car or exoskeleton can further reduce damage to the player.
Count limit
The maximum number of active Destroyer robots is limited by the follower robot count (research). While using follower robots, the number of robots in use will be visible in an icon to the right of the quick-bar. Hovering over the icon with the cursor will show the types of robots and the currently researched maximum.
History
- 2.0.7:
- Increased base damage from 10 to 20.
- Increased range from 15 to 20.
- Default "use item" control changed from left click to right click.
- 0.12.9:
- Graphics changes
- 0.7.1:
- Introduced