Search results

Jump to navigation Jump to search
Results 1 – 27 of 27
Advanced search

Search in namespaces:

  • {{:Infobox:Laser shooting speed (research)}} These technologies cause [[laser turret]]s, [[personal laser defense]]s and [[Distractor capsule|distractors]] to shoot more often, assu
    3 KB (344 words) - 17:18, 11 March 2021
  • ...or ammunition which can be refilled manually or by [[inserters]]. Unlike [[laser turret]]s, they do not require power and can operate practically anywhere a ...te as the human-portable [[submachine gun]]. [[Physical projectile damage (research)]] upgrades both the base damage of the ammunition and the damage of the tu
    2 KB (217 words) - 23:42, 30 April 2020
  • ...o them. This bonus is multiplicative, it stacks with the bonus damage from research. Unlike the laser and gun turrets, flamethrower turrets do not have a instantaneously hitting projectile, instead firing a stream o
    3 KB (484 words) - 11:57, 3 September 2022
  • ...battery]] and [[Personal battery MK2]]. For the technology, see [[battery (research)]].'' ...es, including the [[utility science pack]] which is required for late-game research, and the [[flying robot frame]], which is required to build [[logistic robo
    1 KB (174 words) - 04:19, 3 November 2022
  • ...m with a single hit, and have a modest area of effect. Infinitely-stacking research upgrades are available for range and firing speed, but not damage. ...imits on how many may be built or where and, being ammunition-based, these turrets do not require electric power to operate.
    4 KB (611 words) - 01:44, 1 March 2021
  • ...m with a single hit, and have a modest area of effect. Infinitely-stacking research upgrades are available for range and firing speed, but not damage. ...ut deployed as a static structure like [[Gun turret|other]] [[Laser turret|turrets]].
    7 KB (1,085 words) - 21:28, 9 April 2024
  • ...: research is unnecessary, science packs cannot be crafted and there is no research menu. Equipment, buildings and other items all have the usual [[crafting| c *8 gun turrets, 50 walls, 20 repair packs, and 20 lamps
    8 KB (1,165 words) - 13:29, 16 December 2023
  • ...h 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. ...rmor]], [[Toolbelt_(research)|toolbelt research]], or [[Logistic_robotics_(research)|logistic trash slots]]). Similar to the stationary radar, the character co
    8 KB (1,220 words) - 11:48, 1 March 2024
  • ...e bullet itself, which itself proceeds to do work in the form of damage. [[Laser turret]]s convert electricity into damage rather more directly. [[Flamethro * [[Lab]]s perform work by converting science packs and electricity into research.
    7 KB (1,201 words) - 19:00, 24 September 2023
  • ...serter]] and [[Worker robot cargo size (research)|robot]] stack size bonus research topics.) ...machine|assemblers]], all [[chests]], all [[inserters]], [[gun turret]], [[laser turret]], all [[Electric_system#Distribution|power poles]] including [[subs
    7 KB (1,002 words) - 19:33, 26 January 2024
  • ...example, it requires only first 6 levels of [[physical projectile damage (research)|physical projectile damage]]). The achievement's condition is checked when ...rocket launches are needed to obtain the space science packs to get to and research level 11.
    7 KB (875 words) - 15:58, 5 May 2024
  • * Removed the iron working research * Decreased the unit count for automation research (15->10).
    18 KB (2,681 words) - 14:48, 24 September 2023
  • ...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.
    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 ...nus de l'[[#Armor|armure de puissance]], [[Character_logistic_trash_slots_(research)/fr|emplacements de corbeille logistique]], ni la [[#Quickbar|barre rapide]
    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. * Removed accumulator research and requirement from the 2nd beta level.
    25 KB (3,880 words) - 14:48, 24 September 2023
  • * Fix of crash when opening laboratory with no active research. ...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
  • ...25px]] ) in the [[shortcut bar]]. (Available once [[Construction robotics (research)|construction robotics]] is researched in at least one game.) ...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
  • ...FFF 375 - Quality], [https://www.factorio.com/blog/post/fff-376 FFF 376 - Research and Technology] ...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 that the research screen would pre*select Automation even though it was disabled ([https://fo
    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
  • * Fixed that dragging the research button would drag and move the technology tree. ([https://forums.factorio.c * Fixed crash when setting new research in the on_research_completed event. ([https://forums.factorio.com/28968 mor
    80 KB (11,528 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
  • ...d ability to shift click a research in the technology screen to start that research. * Fixed that the research screen would show a technology as "available" when it was queued. ([https:/
    237 KB (33,800 words) - 14:47, 24 September 2023
  • * Fixed a desync related to changing in-progress infinite research levels. ([https://forums.factorio.com/111127 more]) * Fixed that reset technology effects would advance infinite research in some cases. ([https://forums.factorio.com/109866 more])
    202 KB (28,497 words) - 15:29, 11 April 2024
  • * Fixed that research bonus could be set to negative. ([https://forums.factorio.com/51114 more]) * Fixed entities with force color (turrets, gates, ...) would be drawn black in blueprint preview.
    132 KB (18,979 words) - 14:46, 24 September 2023
  • * Fixed that modded infinite inserter stack size research would wrap around instead of maxing out. ([https://forums.factorio.com/6061 * Fixed infinite research multiplier was always 1. ([https://forums.factorio.com/60550 more])
    122 KB (17,425 words) - 14:47, 24 September 2023