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Player

From Official Factorio Wiki
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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:

  1. Crafting items and entities personally from resources using your craft menu (Default: E)
  2. Placing entities by selecting them from your inventory or toolbar and placing them on a tile (Default: LMB)
    1. Opening contextual menus for entities like Assembly Machines or Chests
    2. Removing the entity from the world, returning it to your inventory (Default: Hold RMB)
  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 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

Time.png
Player has been archived.
The information on this page pertains to a previous version of the game.
It may be incorrect, or concern a removed/changed feature.
Player.png
Player

Recipe

Time.png
0.5
+
Iron plate.png
3
+
Iron stick.png
2
Player.png
1

Total raw

Time.png
1
+
Iron plate.png
4

Stack size

20

Shooting speed

2 /s (melee)

Damage

5 physical

Durability

4000

Prototype type

mining-tool

Internal name

iron-axe

Required technologies

None required

Produced by

Player.png
Assembling machine 1.png
Assembling machine 2.png
Assembling machine 3.png

The Iron axe is a tool used for the manual mining of resources, for cutting trees, and for collecting items deployed on the ground (so they can be placed elsewhere). They can also be used for melee fighting when the player is out of ammo.

They are mostly used in the beginning of the game where the player has no resources to set up drills to automatically mine, and when the better Steel axe cannot yet be made. It is possible to stack multiple Iron axes in the tool slot.

Durability

Durability of the Iron axe is consumed based on the "mining hardness" of what is being mined, at a rate of

Durability loss = Mining hardness × 60 × Duration (s)

For example, mining one coal that has a hardness of 0.9 and takes 2.08 seconds to mine consumes

Durability loss = 0.9 × 60 × 2.08 = 112.5 durability

History

  • 0.17.0:
    • Removed pickaxes and replaced them with research effects.
  • 0.2.6:
    • Can be used as melee weapon.

See also

Steel Axe

Time.png
Player has been archived.
The information on this page pertains to a previous version of the game.
It may be incorrect, or concern a removed/changed feature.
Player.png
Player

Recipe

Time.png
0.5
+
Iron stick.png
2
+
Steel plate.png
5
Player.png
1

Total raw

Time.png
1
+
Iron plate.png
1
+
Steel plate.png
5

Stack size

20

Shooting speed

2 /s (melee)

Damage

8 physical

Durability

5000

Prototype type

mining-tool

Internal name

steel-axe

Required technologies

Steel processing (research).png

Produced by

Player.png
Assembling machine 1.png
Assembling machine 2.png
Assembling machine 3.png

Steel axes are tools used for the manual mining of resources, for cutting trees, and for collecting items deployed on the ground (so they be placed elsewhere). They are an upgrade from iron axes, in that they mine resources and collect placed-down items faster. They can also be used for melee fighting when the player is out of ammo.

They are used throughout the game after Steel processing (research) becomes available, primarily to move deployed items, since automatic mining of resources with drills is far easier and trees tend to be cleared in the early part of the game.

It is possible to stack multiple Steel axes in the tool slot.

Durability

Durability of the Steel axe is consumed based on the "mining hardness" of what is being mined, at a rate of

Durability loss = Mining hardness × 60 × Duration (s)

For example, mining one coal that has a hardness of 0.9 and takes 1.08 seconds to mine consumes

Durability loss = 0.9 × 60 × 1.08 ≈ 58 durability

History

  • 0.2.6:
    • Can be used as melee weapon.

See also

Repair Pack

Player.png
Player

Repair pack anim.gif

Recipe

Time.png
0.5
+
Electronic circuit.png
2
+
Iron gear wheel.png
2
Player.png
1

Total raw

Time.png
4
+
Copper plate.png
3
+
Iron plate.png
6

Recipe

Time.png
0.5
+
Electronic circuit.png
2
+
Iron gear wheel.png
2
Player.png
1

Total raw

Time.png
6.5
+
Copper plate.png
8
+
Iron plate.png
12

Repair packs heal building damage for 300 health.

Stack size

100

Prototype type

repair-tool

Internal name

repair-pack

Required technologies

None required

Produced by

Assembling machine 1.png
Assembling machine 2.png
Assembling machine 3.png
Player.png

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 300 health to a building. 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.

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

seeIron armor

Heavy Armor

Player.png
Player

Player armor type1.png

Recipe

Time.png
8
+
Copper plate.png
100
+
Steel plate.png
50
Player.png
1

Total raw

Time.png
8
+
Copper plate.png
100
+
Steel plate.png
50

Resistances

Acid: 0/40%
Explosion: 20/30%
Fire: 0/30%
Physical: 6/30%

Stack size

1

Durability

Infinite

Prototype type

armor

Internal name

heavy-armor

Required technologies

Heavy armor (research).png

Produced by

Assembling machine 1.png
Assembling machine 2.png
Assembling machine 3.png
Player.png

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
  • 0.11.0:
    • New player animation. Three levels depending on the armor.
  • 0.7.1:
    • Increased resistances

See also

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

Basic modular armor

Power Armor

Player.png
Player

Player armor type2.png

Recipe

Time.png
20
+
Electric engine unit.png
20
+
Processing unit.png
40
+
Steel plate.png
40
Player.png
1

Total raw

Time.png
20
+
Electric engine unit.png
20
+
Processing unit.png
40
+
Steel plate.png
40

Resistances

Acid: 0/60%
Explosion: 40/40%
Fire: 0/60%
Physical: 8/30%

Inventory size bonus

20

Equipment grid size

7×7

Stack size

1

Durability

Infinite

Prototype type

armor

Internal name

power-armor

Accepted equipment

Portable solar panel.png
Portable fusion reactor.png
Energy shield.png
Energy shield MK2.png
Personal battery.png
Personal battery MK2.png
Personal laser defense.png
Discharge defense.png
Exoskeleton.png
Personal roboport.png
Personal roboport MK2.png
Nightvision.png
Belt immunity equipment.png

Required technologies

Power armor (research).png

Produced by

Assembling machine 1.png
Assembling machine 2.png
Assembling machine 3.png
Player.png

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.

Gallery

History

  • 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

See also

Power Armor MK2

Player.png
Player

Player armor type2.png

Recipe

Time.png
25
+
Efficiency module 2.png
25
+
Electric engine unit.png
40
+
Low density structure.png
30
+
Processing unit.png
60
+
Speed module 2.png
25
Player.png
1

Total raw

Time.png
18.3k
+
Copper plate.png
8.4k
+
Electric engine unit.png
40
+
Iron plate.png
3.5k
+
Plastic bar.png
2.7k
+
Processing unit.png
310
+
Steel plate.png
60

Recipe

Time.png
25
+
Efficiency module 2.png
25
+
Electric engine unit.png
40
+
Low density structure.png
30
+
Processing unit.png
60
+
Speed module 2.png
25
Player.png
1

Total raw

Time.png
23.9k
+
Copper plate.png
19.6k
+
Electric engine unit.png
40
+
Iron plate.png
7k
+
Plastic bar.png
5.9k
+
Processing unit.png
310
+
Steel plate.png
60

Resistances

Acid: 0/70%
Explosion: 60/50%
Fire: 0/70%
Physical: 10/40%

Inventory size bonus

30

Equipment grid size

10×10

Stack size

1

Durability

Infinite

Prototype type

armor

Internal name

power-armor-mk2

Accepted equipment

Portable solar panel.png
Portable fusion reactor.png
Energy shield.png
Energy shield MK2.png
Personal battery.png
Personal battery MK2.png
Personal laser defense.png
Discharge defense.png
Exoskeleton.png
Personal roboport.png
Personal roboport MK2.png
Nightvision.png
Belt immunity equipment.png

Required technologies

Power armor MK2 (research).png

Produced by

Assembling machine 1.png
Assembling machine 2.png
Assembling machine 3.png
Player.png

Power armor MK2 is the ultimate in personal protection and customization. Sporting exceptional resistances, a near immunity to small threats and a monolithic 10×10 equipment grid, it can be custom tailored to a wide variety of support, personal conveyance or devastating combat configurations. Access the equipment grid by right-clicking on the armor.

Gallery

History

  • 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

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

Basic exoskeleton equipment

Batteries

Battery MK1


Battery MK2

Portable Power Supply

Player.png
Player

Recipe

Time.png
10
+
Advanced circuit.png
2
+
Solar panel.png
1
+
Steel plate.png
5
Player.png
1

Total raw

Time.png
57.75
+
Copper plate.png
37.5
+
Iron plate.png
19
+
Plastic bar.png
4
+
Steel plate.png
10

Recipe

Time.png
10
+
Advanced circuit.png
2
+
Solar panel.png
1
+
Steel plate.png
5
Player.png
1

Total raw

Time.png
83.5
+
Copper plate.png
89
+
Iron plate.png
38
+
Plastic bar.png
8
+
Steel plate.png
10

Stack size

20

Dimensions

1×1

Placed in

Modular armor.png
Power armor.png
Power armor MK2.png
Spidertron.png

Power output

30 kW electric

Prototype type

solar-panel-equipment

Internal name

solar-panel-equipment

Required technologies

Portable solar panel (research).png

Produced by

Assembling machine 1.png
Assembling machine 2.png
Assembling machine 3.png
Player.png

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.

See also


Player.png
Player

Recipe

Time.png
10
+
Low density structure.png
50
+
Processing unit.png
200
Player.png
1

Total raw

Time.png
1k
+
Copper plate.png
1k
+
Plastic bar.png
250
+
Processing unit.png
200
+
Steel plate.png
100

Recipe

Time.png
10
+
Low density structure.png
50
+
Processing unit.png
200
Player.png
1

Total raw

Time.png
1k
+
Copper plate.png
1k
+
Plastic bar.png
1.5k
+
Processing unit.png
200
+
Steel plate.png
100

Stack size

20

Dimensions

4×4

Placed in

Modular armor.png
Power armor.png
Power armor MK2.png
Spidertron.png

Power output

750 kW electric

Prototype type

generator-equipment

Internal name

fusion-reactor-equipment

Required technologies

Portable fusion reactor (research).png

Produced by

Assembling machine 1.png
Assembling machine 2.png
Assembling machine 3.png
Player.png

Consumed by

Spidertron.png

Portable fusion reactors are advanced power generating modules for modular armor, power armor, power armor MK2 and the spidertron. They generate 750kW of power, equivalent to 25 portable solar panels, 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.

Portable fusion reactors are essential items for power armor and power armor MK2, as running the many other modules in these armors would take far too many solar panels to be practical.

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.

History

  • 0.13.0:
    • Power production increased by a factor of 10.
  • 0.12.0:
    • Power production increased by a factor of 100.

See also

Energy Shields

Player.png
Player

Recipe

Time.png
10
+
Advanced circuit.png
5
+
Steel plate.png
10
Player.png
1

Total raw

Time.png
57.5
+
Copper plate.png
25
+
Iron plate.png
10
+
Plastic bar.png
10
+
Steel plate.png
10

Recipe

Time.png
10
+
Advanced circuit.png
5
+
Steel plate.png
10
Player.png
1

Total raw

Time.png
75
+
Copper plate.png
60
+
Iron plate.png
20
+
Plastic bar.png
20
+
Steel plate.png
10

Stack size

20

Dimensions

2×2

Energy consumption

240 kW (electric)

Placed in

Modular armor.png
Power armor.png
Power armor MK2.png
Spidertron.png

Energy capacity

120 kJ (electric)

Shield hitpoints

50

Energy per hitpoint

20 kJ (electric)

Maximum recharge speed

360

Prototype type

energy-shield-equipment

Internal name

energy-shield-equipment

Required technologies

Energy shield equipment (research).png

Produced by

Assembling machine 1.png
Assembling machine 2.png
Assembling machine 3.png
Player.png

Consumed by

Energy shield MK2.png

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.

The purple energy shield bar below the health bar.

History

  • 0.13.0:
    • Power consumption increased by a factor of 10.
  • 0.12.0:
    • Power consumption increased by a factor of 100.

See also


Player.png
Player

Recipe

Time.png
10
+
Energy shield.png
10
+
Low density structure.png
5
+
Processing unit.png
5
Player.png
1

Total raw

Time.png
685
+
Copper plate.png
350
+
Iron plate.png
100
+
Plastic bar.png
125
+
Processing unit.png
5
+
Steel plate.png
110

Recipe

Time.png
10
+
Energy shield.png
10
+
Low density structure.png
5
+
Processing unit.png
5
Player.png
1

Total raw

Time.png
860
+
Copper plate.png
700
+
Iron plate.png
200
+
Plastic bar.png
350
+
Processing unit.png
5
+
Steel plate.png
110

Stack size

20

Dimensions

2×2

Energy consumption

360 kW (electric)

Placed in

Modular armor.png
Power armor.png
Power armor MK2.png
Spidertron.png

Energy capacity

180 kJ (electric)

Shield hitpoints

150

Energy per hitpoint

30 kJ (electric)

Maximum recharge speed

360

Prototype type

energy-shield-equipment

Internal name

energy-shield-mk2-equipment

Required technologies

Energy shield MK2 equipment (research).png

Produced by

Assembling machine 1.png
Assembling machine 2.png
Assembling machine 3.png
Player.png

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.

The purple energy shield bar below the health bar.

History

  • 0.13.0:
    • Power consumption increased by a factor of 10.
  • 0.12.0:
    • Power consumption increased by a factor of 100.

See also

Vision Equipment

Player.png
Player

Nightvision preview.png

Recipe

Time.png
10
+
Advanced circuit.png
5
+
Steel plate.png
10
Player.png
1

Total raw

Time.png
57.5
+
Copper plate.png
25
+
Iron plate.png
10
+
Plastic bar.png
10
+
Steel plate.png
10

Recipe

Time.png
10
+
Advanced circuit.png
5
+
Steel plate.png
10
Player.png
1

Total raw

Time.png
75
+
Copper plate.png
60
+
Iron plate.png
20
+
Plastic bar.png
20
+
Steel plate.png
10

Stack size

20

Dimensions

2×2

Energy consumption

10 kW (electric)

Placed in

Modular armor.png
Power armor.png
Power armor MK2.png
Spidertron.png

Energy capacity

120 kJ (electric)

Prototype type

night-vision-equipment

Internal name

night-vision-equipment

Required technologies

Nightvision equipment (research).png

Produced by

Assembling machine 1.png
Assembling machine 2.png
Assembling machine 3.png
Player.png

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

  • 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.

See also

Personal Defense Equipment

Player.png
Player

Personal laser defense anim.gif

Recipe

Time.png
10
+
Laser turret.png
5
+
Low density structure.png
5
+
Processing unit.png
20
Player.png
1

Total raw

Time.png
335
+
Battery.png
60
+
Copper plate.png
250
+
Iron plate.png
100
+
Plastic bar.png
25
+
Processing unit.png
20
+
Steel plate.png
110

Recipe

Time.png
10
+
Laser turret.png
5
+
Low density structure.png
5
+
Processing unit.png
20
Player.png
1

Total raw

Time.png
460
+
Battery.png
60
+
Copper plate.png
500
+
Iron plate.png
200
+
Plastic bar.png
150
+
Processing unit.png
20
+
Steel plate.png
110

Stack size

20

Range

15

Shooting speed

1.5/s

Damage

30 laser

Dimensions

2×2

Energy consumption

75 kW (electric)

Placed in

Modular armor.png
Power armor.png
Power armor MK2.png
Spidertron.png

Energy capacity

220 kJ (electric)

Prototype type

active-defense-equipment

Internal name

personal-laser-defense-equipment

Required technologies

Personal laser defense (research).png

Boosting technologies

Laser shooting speed (research).png
Energy weapons damage (research).png

Produced by

Assembling machine 1.png
Assembling machine 2.png
Assembling machine 3.png
Player.png

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

  • 0.13.0:
    • Power consumption increased by a factor of 10.
  • 0.12.0:
    • Power consumption increased by a factor of 100.

See also


Player.png
Player

Discharge defense preview.gif

Recipe

Time.png
10
+
Laser turret.png
10
+
Processing unit.png
5
+
Steel plate.png
20
Player.png
1

Total raw

Time.png
460
+
Battery.png
120
+
Copper plate.png
300
+
Iron plate.png
200
+
Processing unit.png
5
+
Steel plate.png
220

Recipe

Time.png
10
+
Laser turret.png
10
+
Processing unit.png
5
+
Steel plate.png
20
Player.png
1

Total raw

Time.png
710
+
Battery.png
120
+
Copper plate.png
800
+
Iron plate.png
400
+
Processing unit.png
5
+
Steel plate.png
220

Stack size

20

Range

10

Shooting speed

0.4/s

Damage

100 electric

Area of effect size

8

Dimensions

2×2

Energy consumption

800 kW (electric)

Placed in

Modular armor.png
Power armor.png
Power armor MK2.png
Spidertron.png

Energy capacity

4040 kJ (electric)

Prototype type

active-defense-equipment

Internal name

discharge-defense-equipment

Required technologies

Discharge defense (research).png

Produced by

Assembling machine 1.png
Assembling machine 2.png
Assembling machine 3.png
Player.png

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.

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

Basic grenade

Poison Capsule

Player.png
Player

Poison-usage.gif

Recipe

Time.png
8
+
Coal.png
10
+
Electronic circuit.png
3
+
Steel plate.png
3
Player.png
1

Total raw

Time.png
11.75
+
Coal.png
10
+
Copper plate.png
4.5
+
Iron plate.png
3
+
Steel plate.png
3

Recipe

Time.png
8
+
Coal.png
10
+
Electronic circuit.png
3
+
Steel plate.png
3
Player.png
1

Total raw

Time.png
15.5
+
Coal.png
10
+
Copper plate.png
12
+
Iron plate.png
6
+
Steel plate.png
3

Stack size

100

Range

25

Shooting speed

2/s

Damage

8/s poison

Area of effect size

11

Prototype type

projectile

Internal name

poison-capsule

Required technologies

Military (research).png
3

Produced by

Assembling machine 1.png
Assembling machine 2.png
Assembling machine 3.png
Player.png

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

  • 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.
  • 0.9.1:
    • Capsules can be used in god mode. (player without character)
  • 0.7.1:
    • Capsule is less expensive.

See also

Slowdown Capsule

Player.png
Player

Slowdown capsule entity.gif

Recipe

Time.png
8
+
Coal.png
5
+
Electronic circuit.png
2
+
Steel plate.png
2
Player.png
1

Total raw

Time.png
10.5
+
Coal.png
5
+
Copper plate.png
3
+
Iron plate.png
2
+
Steel plate.png
2

Recipe

Time.png
8
+
Coal.png
5
+
Electronic circuit.png
2
+
Steel plate.png
2
Player.png
1

Total raw

Time.png
13
+
Coal.png
5
+
Copper plate.png
8
+
Iron plate.png
4
+
Steel plate.png
2

Stack size

100

Range

25

Shooting speed

2/s

Area of effect size

9

Prototype type

projectile

Internal name

slowdown-capsule

Required technologies

Military (research).png
3

Produced by

Assembling machine 1.png
Assembling machine 2.png
Assembling machine 3.png
Player.png

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

  • 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.

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.png
Player

Defender capsule entity.png

Recipe

Time.png
8
+
Electronic circuit.png
3
+
Iron gear wheel.png
3
+
Piercing rounds magazine.png
3
Player.png
1

Total raw

Time.png
25.25
+
Copper plate.png
19.5
+
Iron plate.png
21
+
Steel plate.png
3

Recipe

Time.png
8
+
Electronic circuit.png
3
+
Iron gear wheel.png
3
+
Piercing rounds magazine.png
3
Player.png
1

Total raw

Time.png
29
+
Copper plate.png
27
+
Iron plate.png
30
+
Steel plate.png
3

Health

60

Resistances

Acid: 0/80%
Fire: 0/95%

Lifespan

45 seconds

Stack size

100

Range

20 (Capsule)
15 (Defender)

Shooting speed

4/s (Capsule)
3/s (Defender)

Damage

8 physical

Prototype type

projectile

Internal name

defender-capsule

Required technologies

Defender (research).png

Boosting technologies

Weapon shooting speed (research).png
Physical projectile damage (research).png
Follower robot count (research).png

Produced by

Assembling machine 1.png
Assembling machine 2.png
Assembling machine 3.png
Player.png

Consumed by

Distractor capsule.png

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-achievement.png 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.

Defender being spawned and following 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.

Robot-Count.png

History

  • 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.

See also

Distractor Capsule

Player.png
Player

Distractor capsule entity.png

Recipe

Time.png
15
+
Advanced circuit.png
3
+
Defender capsule.png
4
Player.png
1

Total raw

Time.png
144.5
+
Copper plate.png
93
+
Iron plate.png
90
+
Plastic bar.png
6
+
Steel plate.png
12

Recipe

Time.png
15
+
Advanced circuit.png
3
+
Defender capsule.png
4
Player.png
1

Total raw

Time.png
170
+
Copper plate.png
144
+
Iron plate.png
132
+
Plastic bar.png
12
+
Steel plate.png
12

Health

90

Resistances

Acid: 0/85%
Fire: 0/95%

Lifespan

45 seconds

Stack size

100

Range

25 (Capsule)
15 (Distractor)

Shooting speed

2/s (Capsule)
1.5/s (Distractor)

Damage

5 laser

Prototype type

projectile

Internal name

distractor-capsule

Required technologies

Distractor (research).png

Boosting technologies

Energy weapons damage (research).png
Laser shooting speed (research).png

Produced by

Assembling machine 1.png
Assembling machine 2.png
Assembling machine 3.png
Player.png

Consumed by

Destroyer capsule.png

A capsule which, when used by left-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

  • 0.9.7:
    • Damaged increased from 2.5 to 3.5.
    • Lifespan increased from 30 to 45 seconds.

See also

Destroyer Capsule

Player.png
Player

Destroyer capsule entity.png

Recipe

Time.png
15
+
Distractor capsule.png
4
+
Speed module.png
1
Player.png
1

Total raw

Time.png
661.75
+
Copper plate.png
404.5
+
Iron plate.png
375
+
Plastic bar.png
34
+
Steel plate.png
48

Recipe

Time.png
15
+
Distractor capsule.png
4
+
Speed module.png
1
Player.png
1

Total raw

Time.png
787.5
+
Copper plate.png
656
+
Iron plate.png
558
+
Plastic bar.png
68
+
Steel plate.png
48

Health

60

Resistances

Acid: 0/90%
Fire: 0/95%

Lifespan

120 seconds

Stack size

100

Range

25 (Capsule)
15 (Destroyer)

Shooting speed

2/s (Capsule)
3/s (Destroyer)

Damage

10 electric

Prototype type

projectile

Internal name

destroyer-capsule

Required technologies

Destroyer (research).png

Boosting technologies

Energy weapons damage (research).png
Follower robot count (research).png

Produced by

Assembling machine 1.png
Assembling machine 2.png
Assembling machine 3.png
Player.png

Destroyer capsules are advanced and expensive capsules that, when thrown with the left mouse button, spawn five powerful Destroyer robots. The Destroyer robots have infinite laser 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-achievement.png 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.

Destroyers being spawned and following 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.

Robot-Count.png

History

See also

Basic Electric Dischange Defense Capsule

Basic electric discharge defense remote