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  • ...o para a [[gun turret/pt-br|torre de arma]], [[laser turret/pt-br|torre de laser]] ou [[gate/pt-br|portões]], dependendo por quem eles foram colocados. Esse recurso geralmente vem na forma de [[Turrets/pt-br|torres]] para defesa de base, mas para o jogador existem duas categor
    11 KB (1,759 words) - 17:28, 26 November 2020
  • ...érées sur les [[Gun turret/fr|tourelle]]s, les [[Laser turret/fr|tourelles laser]] ou les [[Gate/fr|portail]]s, en fonction de la personne qui les a placée This capability mostly comes in the form of [[Turrets]] for base defense, but for the player there are two broad categories, more
    13 KB (1,997 words) - 15:37, 3 February 2022
  • ...on map, the important ones are on top (destroyed object > damaged object > turrets firing > materials) and they don't flicker. * Laser turrets can be researched in New hope campaign level4.
    25 KB (3,880 words) - 14:48, 24 September 2023
  • * In this example we have generated a signal of 50 Laser turrets and 200 Piercing round magazine. * For example you could keep an outpost stocked with 50 laser turrets and 200 piercing magazine rounds but not have to worry about it being over
    26 KB (4,139 words) - 13:35, 8 May 2023
  • ...per second, so accumulators don't recharge/give energy instantly and laser turrets take energy, more continuously.
    9 KB (1,459 words) - 14:48, 24 September 2023
  • * The worm turrets are not taken into consideration when deciding enemy expansions. * Fixed that player turrets could be walked through after reconstructed. ([http://www.factorioforums.co
    41 KB (6,360 words) - 14:46, 24 September 2023
  • ...g items, [[wall]]s stop connecting to each other, and so on. Laser and gun turrets will continue functioning even when marked for deconstruction.
    18 KB (2,686 words) - 09:28, 5 April 2021
  • ...ions to enable/disable and read their applicable ammunition. Gun and Laser turrets also have the ability to set a list of priority targets via signals.
    20 KB (3,178 words) - 20:13, 11 May 2024
  • * Fixed misaligned turrets in the 4. New hope mission. ([https://forums.factorio.com/20998 more]) * Fixed the laser/discharge defense names in the set filter dialog. ([https://forums.factorio
    100 KB (14,717 words) - 14:46, 24 September 2023
  • ...atically for some items. You will now see more detailed info for capsules, turrets, ammo([https://forums.factorio.com/6791 more]) * Fixed that the personal laser defense didn't aggro biters the same way as shooting in peaceful mode.
    57 KB (8,673 words) - 14:46, 24 September 2023
  • * Improved various sounds, mainly inserters, assembling machines and laser beam. * Added equipment icon to Personal laser defense technology icon. ([https://forums.factorio.com/87625 more])
    89 KB (12,579 words) - 14:47, 24 September 2023
  • * Fixed possible crash in introduction scenario if player builds turrets too far to either side. ([https://forums.factorio.com/74133 more], [https:/ * Fixed missing laser-beam entity from demo. ([https://forums.factorio.com/74049 more])
    237 KB (33,800 words) - 14:47, 24 September 2023
  • * Fixed crash related to killed flamethrower turrets in ghost mode. ([https://forums.factorio.com/27757 more]) * Fixed enemy turrets would show player's damage bonuses in tooltip.
    80 KB (11,528 words) - 14:46, 24 September 2023
  • * Fixed flamethrower turrets not reporting the correct damage bonuses * Fixed that piercing damage didn't work correctly with turrets. ([https://forums.factorio.com/98134 more])
    202 KB (28,497 words) - 15:29, 11 April 2024
  • * Fixed entities with force color (turrets, gates, ...) would be drawn black in blueprint preview. * Fixed personal laser defense equipment shooting at player in vehicle would hit the player instea
    132 KB (18,979 words) - 14:46, 24 September 2023
  • * Fixed energy consumption of laser turret in recipe tooltip. ([https://forums.factorio.com/22310 more]) * Fixed that turrets that died and where rebuilt couldn't be mined. ([https://forums.factorio.co
    122 KB (17,425 words) - 14:47, 24 September 2023

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