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  • ...er after it fires (to recharge), so it doesn't necessarily need [[personal battery|personal batteries]]. Stacking multiple personal laser defenses in the modu {{C|Equipment}}
    1 KB (151 words) - 14:24, 5 February 2024
  • ...TransLink|Personal battery|persönlichen Akkus}} (bzw. {{TransLink|Personal battery MK2}}) zu ergänzen, da diese die Aufladung der Schilde unter Feuer aufrech {{C|Equipment}}
    2 KB (255 words) - 11:16, 23 April 2021
  • ...льзовать [[Personal battery/ru|аккумуляторы]] или их улучшенный [[Personal battery MK2/ru|вариант]]. Щит МК2 обладает внутренним {{C|Equipment}}
    3 KB (47 words) - 04:51, 28 August 2020
  • ...} sind sie aber nahezu unbrauchbar, selbst mit einer großen Anzahl von {{L|Battery}}n. {{C|Equipment}}
    1 KB (170 words) - 14:58, 1 March 2022
  • ...laser defense]] or [[exoskeleton]], even with a large number of [[personal battery|batteries]]. {{C|Equipment}}
    1 KB (186 words) - 10:43, 14 May 2024
  • ...laser defense}} o el {{L|Exoskeleton}}, incluso con un gran número de {{L|Battery}}s. {{C|Equipment}}
    1 KB (181 words) - 13:12, 27 November 2018
  • ...защиты]] или [[Exoskeleton/ru|экзоскелета]], даже с большим количеством [[Battery/ru|батарей]]. {{C|Equipment}}
    3 KB (48 words) - 13:47, 27 August 2020
  • * [[Prototype/Equipment]] <abstract> ** [[Prototype/ActiveDefenseEquipment]] '''active-defense-equipment'''
    12 KB (901 words) - 19:40, 25 September 2023
  • ...arch]] unlocked and an opportunity to choose from a large pool of starting equipment. ...econds, the player is transported to the play map with all their purchased equipment. Once on the play map, the player is unable to return to the market.
    12 KB (1,051 words) - 10:45, 11 April 2022
  • ...nnecessary, science packs cannot be crafted and there is no research menu. Equipment, buildings and other items all have the usual [[crafting| crafting costs an == Starting equipment ==
    8 KB (1,165 words) - 13:29, 16 December 2023
  • p_armor.put({name = "fusion-reactor-equipment"}) p_armor.put({name = "fusion-reactor-equipment"})
    34 KB (2,159 words) - 10:55, 1 May 2019
  • == {{Prototype page|active-defense-equipment}} == * discharge-defense-equipment
    84 KB (4,770 words) - 23:58, 18 May 2024
  • * Charge in [[accumulator]]s, [[Personal battery|battery armor modules]], and flying robots. * The player avatar moving their body and equipment around, mining, building, and crafting, performs work. Unlike in real life,
    7 KB (1,201 words) - 19:00, 24 September 2023
  • <!--== Equipment == ### A traduire ...urability, and will break after enough uses. Examples of equipment and the equipment inventory are discussed below.
    13 KB (1,997 words) - 15:37, 3 February 2022
  • Add a powerful armor with equipment and some tools for construction: p_armor.put({name = "fusion-reactor-equipment"})
    35 KB (5,000 words) - 13:18, 29 April 2024
  • [[File:Equipment slots.png|thumb|right|1: O slot para a picareta. 2: O slot de armadura. 3: * [[Battery MK1]]
    11 KB (1,759 words) - 17:28, 26 November 2020
  • p_armor.put({name = "fusion-reactor-equipment"}) p_armor.put({name = "fusion-reactor-equipment"})
    45 KB (2,355 words) - 10:22, 1 March 2021
  • * Battery technology unlocks science pack 3 instead of rocketry. * Fix of loading a save with equipment in armor that is from mod that is no longer active.
    25 KB (3,880 words) - 14:48, 24 September 2023
  • * Fixed armor battery icon being always on top. ([https://forums.factorio.com/9284 more]) * Fixed shift*removing equipment from the equipment grid freezing the game. ([https://forums.factorio.com/8738 more])
    57 KB (8,673 words) - 14:46, 24 September 2023
  • * Fixed equipment grid GUI didn't size properly in some cases. ([https://forums.factorio.com/ * Fixed on_player_placed_equipment was not called when quick transferring equipment into armor. ([https://forums.factorio.com/28419 more])
    80 KB (11,528 words) - 14:46, 24 September 2023

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