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  • ...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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