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{{Languages}}
{{Languages}}{{:Infobox:Player}}
[[File:Player icon.png|right]]
Factorio is played from the angled top down perspective of the ''player''.
Factorio is played from the angled top down perspective of the ''player''.


The ''physical representation'' of the player is the ''character'', who is always at the center of view. In multiplayer, player characters will appear in different colors. Color can be set manually with the <code>/color</code> command, see [[Console#Change_Player_color|Console]]. These colors also transfer to any entered [[car]] or [[tank]], depending on which player is driving them.
The ''physical representation'' (or the '''Engineer''') of the player is the ''character'', who is always at the center of view. In [[multiplayer]], player characters will appear in different colors. Color can be set manually with the <code>/color</code> command, see [[Console#Change_Player_color|Console]]. These colors transfer to any entered [[car]] or [[tank]], depending on which player is driving them. These colors also transfer to [[gun turret]]s, [[laser turret]]s or [[gate]]s, depending on who they were placed by.


The character is '''part of the player''' and represents the physical existence of the player in the game-world. In technical terms: A character is just one property of the [[player]], and it is the only that can be controlled at a time.
The character is '''part of the player''' and represents the physical existence of the player in the game-world. In technical terms: A character is just one property of the [[player]], and it is the only that can be controlled at a time.


The character's maximum [[Damage|health]] is 250 (without energy shields). The character's main inventory has 60 slots (without bonuses from [[#Armor|power armor]], [[Character_logistic_trash_slots_(research)|logistic trash slots]], or the [[#Quickbar|quickbar]]).
The character's maximum [[Damage|health]] is 250 (without energy shields). The player's health can naturally, slowly regenerate a few seconds after taking damage. The character's main inventory has 80 slots (without bonuses from [[Power_armor|power armor]], [[Toolbelt_(research)|toolbelt research]], or [[Logistic_robotics_(research)|logistic trash slots]]). Similar to the stationary radar, the character constantly reveals an area of 5×5 [[Map_structure#Chunk|chunks]], centered on the chunk the character occupies.


== Distinction between Player and Character ==
== Distinction between player and character ==


[[File:Player-running.gif|thumb|right|The player (aka the ''character'') running.]]
[[File:twoplayers.png|thumb|180px|right|Two different color characters in multiplayer.]]
[[File:twoplayers.png|thumb|right|180x180px|Two different color characters in multiplayer.]]
[[File:player_color_select_gui.png|thumb|180px|The player's color customization.]]
[[File:player_logistics_gui.png|thumb|180px|right|The player's logistic options next to the inventory.]]


Technically the player is only the "player-view". The player is unlike the ''character'', (the little person that runs around on the ground) The character is part of the player, but the player is not just the character.
Technically the player is only the "player-view". The player is unlike the ''character'', (the little person that runs around on the ground) The character is part of the player, but the player is not just the character.


You can for example play in god-mode (such as in the sandbox game mode). In that mode you don't have a character, only a player.  
You can for example play in god-mode (such as in the sandbox game mode). In that mode you don't have a character, only a player.


In other words, the Player is a term that encompasses both the internal code that defines a player, and the entity in game that interacts with machines/rocks/trees, which is the ''character''. While this distinction is important for modding and understanding the game's core, the terms can be used interchangeably for most conversations. For the purpose of this article, player will be used.
In other words, the Player is a term that encompasses both the internal code that defines a player, and the entity in game that interacts with machines/rocks/trees, which is the ''character''. While this distinction is important for modding and understanding the game's core, the terms can be used interchangeably for most conversations. For the purpose of this article, "player" will be used.


== World Interaction ==
== World interaction ==
The player has five primary ways of interacting with the world:
The player has six primary ways of interacting with the world:


# Crafting items personally from resources using the craft menu (Default open key: E)
# Crafting items personally from resources using the craft menu (Default open key: {{Keybinding|E}})
# Placing entities by selecting them from the inventory or toolbar and placing them on a [[tile]] (Default: Left Mouse Button)
# Placing entities or [[tile]]s by selecting them from the inventory or quickbar (Default: {{Keybinding|lmb}})
## Opening contextual menus for entities like [[Assembling machine|Assembly Machines]] or [[Chests]], using the same 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)
## Removing an entity from the world, returning it to your inventory (Default: '''Hold''' {{Keybinding|rmb}})
# Harvesting resources from a tile (Default: '''Hold''' RMB)
# Harvesting resources from a resource entity (Default: '''Hold''' RMB)
# Picking up non-placed items from the ground and placing them in your inventory (Default: Hold/press F)
# Picking up non-placed items from the ground and placing them in your inventory (Default: Hold/press {{Keybinding|F}})
# Firing weapons at enemies (Default: Press or hold Spacebar depending on weapon)
# Firing weapons at [[Military units and structures|enemies]] (Default: Press or hold {{Keybinding|space}} depending on weapon)
# Passively with a flashlight that automatically turns on during the night time (which transfers to headlights if the player is in a vehicle.)


''For more key-bindings, see [[Keyboard bindings]]''
''For more key-bindings, see [[Controls]]''


Note: The player can do that only, if his character owns the abilities for this. For example: He cannot fire a weapon, cause he has no weapons-slots.
Note: The player can do that only if their character has the abilities for this. For example: They cannot fire a weapon, if they have no weapon slots.


== Equipment ==
== Death ==
When a player character is killed it leaves behind a corpse that lasts 15 minutes and contains all items that were located in the player's inventory, quickbar, trash slots, and equipment slots. 10 seconds after being killed, the character respawns at the center of the world or at a pre-determined spawn point which can be set via the [[map editor]].


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.
== Quickbar and shortcut bar ==
{{Main|Quickbar}}
The quickbar is a user interface component for creating links to items that are always visible at the bottom of the screen. Once created they can be quickly selected at any time without needing to open the inventory. It shows between one and four bars from a set of ten available, each containing 10 slots. Clicking any filled slot will place the chosen item in the player's hand if available in the inventory.


[[File:EquipSlots.jpg|thumb|right|1: The tool slot for pickaxes. 2: The armor slot. 3: The weapon slots. 4: The ammo slots.]]
{{Main|Shortcut bar}}
The shortcut bar is a group of icons for accessing regularly used features such as obtaining [[blueprint]]s and [[deconstruction planner]]s with a simple mouse click. It is always visible at the bottom of the screen, appearing to the right of the quickbar. The icons can be hidden and their order can be changed.


[[File:Quickbar and shortcut bar.png]]


=== Tools ===
{{Main|Weapons}}
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''.
To the left most side of the screen are the player's equipped weapons and armor, along with the types of ammo being used for each weapon. The player can switch between weapons at any time.


A full list of all tools in the game:
[[File:player_weapon_gui.png]]


* [[Iron axe]]
== Gallery ==
* [[Steel axe]]
<gallery mode="packed" heights=120px>
* [[Repair pack]]
File:All_armor.png|The player character in every type of armor.
* [[Discharge defense remote]]
File:Multicolor_all.png|Different possible colors of players, cars, tanks, gun turrets and laser turrets. <small>(Pre 0.17)</small>
File:Playerflashlight.png|The player character's flashlight during the night.
File:dead_player.png|The player's corpse.
</gallery>


=== Weapons ===
== History ==
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 [[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.
 
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.
 
A list of all traditional weapons in the game:
 
* [[Pistol]]
* [[Submachine gun]]
* [[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.
 
A list of all throw-able capsules in the game:
 
* [[Grenade]]
* [[Cluster grenade]]
* [[Poison capsule]]
* [[Slowdown capsule]]
 
=== 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]].
 
A list of all robot capsules in the game:
 
* [[Defender capsule]]
* [[Distractor capsule]]
* [[Destroyer capsule]]
 
 
=== 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:
 
* [[Light armor]]
* [[Heavy armor]]
* [[Modular armor]]
* [[Power armor]]
* [[Power armor MK2]]
 
In addition to protection from damage, some advanced armors also give a bonus to inventory size: 10 slots for modular armor, 20 for power armor, and 30 for power armor mk2.
 
=== 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 [[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:
 
* [[Exoskeleton]]
* [[Battery MK1]]
* [[Battery MK2]]
* [[Portable solar panel]]
* [[Portable fusion reactor]]
* [[Energy shield]]
* [[Energy shield MK2]]
* [[Night vision]]
* [[Personal laser defense]]
* [[Discharge defense]]


== Quickbar ==
{{history|0.18.13|
* The character GUI now has a new look.
** Personal logistics has been moved to a separate tab. Logistic requests and auto trash have been merged into one panel.
** Using quick inventory transfers in the player inventory of the character gui will transfer the items either to weapons and armor slots or to trash slots depending on the selected tab, regardless of item type.
* Personal logistics are now unlocked by a single research. This unlocks personal logistic requests and auto trash(unlimited count), plus 30 character trash slots.
}}


The Quickbar is a row of 10 or 20 inventory slots at the bottom of the screen. It is always visible, unlike the player's main inventory which has to be opened and closed manually. Quickbar slots can be "locked" to only accept one type of item (useful to prevent it from getting cluttered by things you don't need), and are accessible via individual [[Keyboard_bindings|hotkeys]].
{{history|0.17.0|
 
* Increased player reach from 6 to 10.}}
[[File:Quickbar.png]]
 
== Gallery ==
 
[[File:playerportrait.png|thumb|none|Portrait of the player character; seen when selecting the "First steps" campaign.]]
 
== History ==


{{history|0.13.14|
{{history|0.13.14|
Line 188: Line 128:
{{history|0.1.0|
{{history|0.1.0|
* Introduced}}
* Introduced}}
== See also ==
* [[Armor]]
* [[Weapons]]
{{EnvironmentNav}}

Latest revision as of 11:48, 1 March 2024

Player.png
Player

Player run anim.gif

Map icon

Player map icon.png

Storage size

80 (Default)
90 (Modular armor)
100 (Power armor)
110 (Power armor MK2)
+10 (Toolbelt (research))

Health

250

Dimensions

1×1

Mining speed

0.5

Prototype type

character

Internal name

character

Required technologies

None required

Factorio is played from the angled top down perspective of the player.

The physical representation (or the Engineer) of the player is the character, who is always at the center of view. In multiplayer, player characters will appear in different colors. Color can be set manually with the /color command, see Console. These colors transfer to any entered car or tank, depending on which player is driving them. These colors also transfer to gun turrets, laser turrets or gates, depending on who they were placed by.

The character is part of the player and represents the physical existence of the player in the game-world. In technical terms: A character is just one property of the player, and it is the only that can be controlled at a time.

The character's maximum health is 250 (without energy shields). The player's health can naturally, slowly regenerate a few seconds after taking damage. The character's main inventory has 80 slots (without bonuses from power armor, toolbelt research, or logistic trash slots). Similar to the stationary radar, the character constantly reveals an area of 5×5 chunks, centered on the chunk the character occupies.

Distinction between player and character

Two different color characters in multiplayer.
The player's color customization.
The player's logistic options next to the inventory.

Technically the player is only the "player-view". The player is unlike the character, (the little person that runs around on the ground) The character is part of the player, but the player is not just the character.

You can for example play in god-mode (such as in the sandbox game mode). In that mode you don't have a character, only a player.

In other words, the Player is a term that encompasses both the internal code that defines a player, and the entity in game that interacts with machines/rocks/trees, which is the character. While this distinction is important for modding and understanding the game's core, the terms can be used interchangeably for most conversations. For the purpose of this article, "player" will be used.

World interaction

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

  1. Crafting items personally from resources using the craft menu (Default open key: E)
  2. Placing entities or tiles by selecting them from the inventory or quickbar (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 resource entity (Default: Hold RMB)
  4. Picking up non-placed items from the ground and placing them in your inventory (Default: Hold/press F)
  5. Firing weapons at enemies (Default: Press or hold SPACE depending on weapon)
  6. Passively with a flashlight that automatically turns on during the night time (which transfers to headlights if the player is in a vehicle.)

For more key-bindings, see Controls

Note: The player can do that only if their character has the abilities for this. For example: They cannot fire a weapon, if they have no weapon slots.

Death

When a player character is killed it leaves behind a corpse that lasts 15 minutes and contains all items that were located in the player's inventory, quickbar, trash slots, and equipment slots. 10 seconds after being killed, the character respawns at the center of the world or at a pre-determined spawn point which can be set via the map editor.

Quickbar and shortcut bar

Main article: Quickbar

The quickbar is a user interface component for creating links to items that are always visible at the bottom of the screen. Once created they can be quickly selected at any time without needing to open the inventory. It shows between one and four bars from a set of ten available, each containing 10 slots. Clicking any filled slot will place the chosen item in the player's hand if available in the inventory.

Main article: Shortcut bar

The shortcut bar is a group of icons for accessing regularly used features such as obtaining blueprints and deconstruction planners with a simple mouse click. It is always visible at the bottom of the screen, appearing to the right of the quickbar. The icons can be hidden and their order can be changed.

Quickbar and shortcut bar.png

Main article: Weapons

To the left most side of the screen are the player's equipped weapons and armor, along with the types of ammo being used for each weapon. The player can switch between weapons at any time.

Player weapon gui.png

Gallery

History

  • 0.18.13:
    • The character GUI now has a new look.
      • Personal logistics has been moved to a separate tab. Logistic requests and auto trash have been merged into one panel.
      • Using quick inventory transfers in the player inventory of the character gui will transfer the items either to weapons and armor slots or to trash slots depending on the selected tab, regardless of item type.
    • Personal logistics are now unlocked by a single research. This unlocks personal logistic requests and auto trash(unlimited count), plus 30 character trash slots.
  • 0.17.0:
    • Increased player reach from 6 to 10.
  • 0.13.14:
    • Surplus items from crafting are again available for crafting other items. For example, crafting two green circuits will no longer result in two extra copper wires in the player's inventory. This only applies to items that are automatically crafted as a prerequisite; items the player has explicitly requested to craft will not be used to satisfy the dependencies of any further orders.
  • 0.13.0:
    • Armors have inventory size bonuses (10 for modular armor, 20 for power armor, 30 for power armor mk2).
  • 0.12.1:
    • Changed fast inventory transfer from the main player inventory so ctrl+clicking empty slots doesn't move items to the logistic trash slots.
  • 0.12.0:
    • New muzzle flash graphics.
  • 0.11.4:
    • Improved player running animation.
  • 0.11.0:
    • New player animation, depends on armor
  • 0.10.9:
    • Mining a chest now fails instead of spilling items onto the ground.
  • 0.9.0:
    • Player gets a separate warning icon when a building is destroyed.
    • Recipe gui contains recipes not craftable by player (however, their tooltip shows machines where they can be crafted).
  • 0.7.0:
    • Player moves slower while shooting.
  • 0.6.0:
    • Added the ability for the player to request items directly from logistic robots.
  • 0.5.0:
    • Player picks all items in range when picking items on the ground, instead of 1 per tick
    • Shooting particles added
  • 0.4.0:
    • Player slides around corners
  • 0.2.1:
    • Added warning message when the player tries to build in an invalid position.
  • 0.2.0:
    • Screen reddens when taking damage
    • Character animations added

See also