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  • * New Fire graphics for stone furnace.}}
    1 KB (167 words) - 17:14, 3 April 2023
  • Before an turret that is out of ammo is able to fire, the fluid_buffer_size must fill to this proportion.
    3 KB (359 words) - 10:43, 21 September 2023
  • ...any resistances ([[enemies]] receive full damage) but have a lower rate of fire than gun turrets. Each shot costs 800kJ of energy; as the shooting speed in
    2 KB (212 words) - 20:51, 23 April 2022
  • The gun turret has the same fire rate as the human-portable [[submachine gun]]. [[Physical projectile damage
    2 KB (217 words) - 23:42, 30 April 2020
  • [[File:ForestFireBegins.gif|frame|A forest fire spreads rapidly after a few moments.]]
    3 KB (177 words) - 04:32, 17 November 2018
  • ...stationary) artillery pieces in range of cursor position when held. Manual fire can be ordered on unexplored areas; shells will explore all chunks they tra
    4 KB (611 words) - 01:44, 1 March 2021
  • * New fire graphics for boilers.}}
    2 KB (270 words) - 09:03, 22 June 2021
  • * New fire graphics}}
    2 KB (249 words) - 09:26, 31 July 2023
  • ...or]], so use [[Personal battery|batteries]] to maintain your shields under fire.
    2 KB (263 words) - 09:12, 31 August 2020
  • | Fire|火焰伤害 || [[Flamethrower|火焰喷射器]]
    5 KB (183 words) - 11:21, 9 April 2021
  • ...t is out of range. Only applies when target_type is position. The gun will fire at the maximum range in the direction of the target position. Defaults to f
    2 KB (312 words) - 10:42, 21 September 2023
  • ...Cars have a vehicle machine gun that has a 50% higher rate of fire and can fire two tiles farther than the [[submachine gun]], 80 slots of storage and 450
    5 KB (776 words) - 10:19, 2 October 2023
  • Name of an entity. If this is given, this sticker is considered a "fire sticker" for some functions, such as [[Types/BaseAttackParameters#fire_pena
    4 KB (576 words) - 10:43, 21 September 2023
  • ...e gun]], and also by explosions, but are immune to any kind of [[shotgun]] fire. Shooting fish does not grant any fish items.
    3 KB (411 words) - 08:46, 3 July 2023
  • | show-fire-info ||
    11 KB (257 words) - 12:50, 26 May 2024
  • ...behind damaging fire behind you as you walk. It will be fully resistant to fire, but weaker towards physical damage than heavy armor, making it an armor fo ...data directory]]/mods folder. This folder must have a specific name, <code>fire-armor</code>. You don't need to zip anything for now, that will come later
    34 KB (5,706 words) - 19:44, 16 January 2024
  • ...same key sequence but lets other custom inputs using the same key sequence fire.
    5 KB (658 words) - 20:44, 13 November 2023
  • ...s can be overcome. Unlike other enemies, they are also highly resistant to fire. They will spit acid at the player, which can also leave acidic puddles on *Fire: 2/50%
    22 KB (3,224 words) - 15:45, 7 December 2023
  • ...l — setting a cease fire with an opposing force does not guarantee a cease fire from them in return. :Makes "force 1" cease fire against "force 2". The reverse has to be done separately.
    18 KB (2,669 words) - 08:38, 12 May 2024
  • * Fire (forests can catch on fire)
    7 KB (896 words) - 18:58, 24 September 2023
  • ...* 0.75 * 1.5, -- this is same as particle horizontal speed of flamethrower fire stream</syntaxhighlight>
    5 KB (741 words) - 10:42, 21 September 2023
  • Do not apply fire stickers to the entity.
    5 KB (680 words) - 10:42, 21 September 2023
  • * fire * atomic-fire-smoke
    84 KB (4,770 words) - 23:58, 18 May 2024
  • ...oad 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. If all the preparation is done, fire the weapon with the target enemy key (Default: Spacebar) or the target curs
    13 KB (1,997 words) - 15:37, 3 February 2022
  • type = "fire",
    9 KB (845 words) - 10:43, 21 September 2023
  • ...ron Throne, a large throne in the fantasy novel series ''A Song of Ice and Fire'' made from many swords fused together with dragonfire.
    7 KB (875 words) - 15:58, 5 May 2024
  • ...l — setting a cease fire with an opposing force does not guarantee a cease fire from them in return. * Basic PvP: New forces can now be created and merged back together; a cease-fire can be agreed upon between forces
    25 KB (3,986 words) - 20:34, 1 May 2024
  • type = "fire",
    11 KB (1,247 words) - 10:43, 21 September 2023
  • * The damage dealt by weapons, vehicles and fire.
    7 KB (1,201 words) - 19:00, 24 September 2023
  • ** [[Prototype/FireFlame]] '''fire'''
    12 KB (901 words) - 19:40, 25 September 2023
  • ...ly if their character has the abilities for this. For example: They cannot fire a weapon, if they have no weapon slots.
    8 KB (1,220 words) - 11:48, 1 March 2024
  • | show-fire-info ||
    8 KB (1,127 words) - 13:23, 23 March 2024
  • ...ing speed 6]]. Buying 22 laser speed upgrades will match the maximum laser fire rate available in Freeplay. Upgrades 23 and 24 will surpass it, costing 5,7
    8 KB (1,165 words) - 13:29, 16 December 2023
  • | show-fire-info ||
    12 KB (175 words) - 20:16, 29 February 2020
  • Fire on the ground and burning trees produce 0.3 pollution per minute.
    9 KB (1,341 words) - 13:22, 29 April 2024
  • ...ed to a game control it won't show up in the control-settings GUI and will fire when the linked control is pressed. [https://forums.factorio.com/53591]
    9 KB (1,124 words) - 10:42, 21 September 2023
  • === Disable friendly fire for your force ===
    35 KB (5,000 words) - 13:18, 29 April 2024
  • Auto cursor will fire at the enemy closest to the character, which may be more useful in some com
    16 KB (2,305 words) - 12:15, 15 February 2024
  • * [[Prototype/FireFlame]] '''fire'''
    23 KB (2,607 words) - 10:43, 21 September 2023
  • * Fixed crash when destroying fire during the entity_died event. ([https://forums.factorio.com/33763 more]) * Fixed Modded key bindings would fire extra times if 2 mods had the same keybinding. ([https://forums.factorio.co
    42 KB (6,017 words) - 14:46, 24 September 2023
  • * Biters and other units won't become aggressive as a result of friendly-fire. * Added fire. Fire will spread between trees and cause forest fires, causing a large amount of
    80 KB (11,528 words) - 14:46, 24 September 2023
  • ...er]]) that do incredible damage. Be aware, they can easily kill you if you fire them anywhere near you, and even at max range, it's advised that you run in
    17 KB (2,846 words) - 13:56, 15 October 2023
  • * The 'on_ai_command_completed' event will now fire for distraction commands. * Changed fire sticker to deal damage only once per 10 ticks.
    89 KB (12,579 words) - 14:47, 24 September 2023
  • * Fixed a modded crash related to fire flame smoke. ...Entity prototype flag "not-flammable", it prevents entities from catching fire.
    122 KB (17,425 words) - 14:47, 24 September 2023
  • * Fixed that marking an entity for deconstruction through script wouldn't fire the event. ([https://forums.factorio.com/50180 more]) * Fixed that level based research wouldn't fire the research-finished event in some cases. ([https://forums.factorio.com/50
    132 KB (18,979 words) - 14:46, 24 September 2023
  • * The fire of refinery emits light.
    25 KB (3,880 words) - 14:48, 24 September 2023
  • * Fixed that setting color to nil for rolling stock did not fire the on_entity_color_changed event. ([https://forums.factorio.com/108816 mor * "Pick up items" will no longer fire at the same time as other actions. This fixes character picking up items wh
    202 KB (28,497 words) - 15:29, 11 April 2024
  • * Fixed that the on_gui_switch_state_changed event would fire twice in some cases. ([https://forums.factorio.com/76211 more]) * Fixed flamethrower turret tooltip was missing info about created fire. ([https://forums.factorio.com/71053 more])
    237 KB (33,800 words) - 14:47, 24 September 2023
  • * Basic PvP: New forces can now be created and merged back together; a cease*fire can be agreed upon between forces
    100 KB (14,717 words) - 14:46, 24 September 2023

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