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  • ...TransLink|Modular armor}}, {{TransLink|Power armor}} und {{TransLink|Power armor MK2}} eingesetzt werden und geben dem Spieler verschiedene Boni. Module nehmen einen gewissen Platz in der Rüstung ein und einige verbrauchen Ener
    1 KB (200 words) - 14:27, 27 October 2021
  • ...nsreaktoren''' sind fortschrittliche Stromerzeugungsmodule für {{L|Modular armor}}en und das {{L|Spidertron}}. Sie erzeugen eine Leistung von 750 kW, was 25 ...armor MK2}} von wesentlicher Bedeutung, da der Betrieb der vielen anderen Module in diesen Rüstungen viel zu viele Sonnenkollektoren erfordern würde, um p
    1 KB (201 words) - 14:51, 1 March 2022
  • ...[[Personal laser defense]] is a module that can be inserted into [[modular armor]] and the [[spidertron]], it provides a basic laser defense system. ...onal batteries]]. Stacking multiple personal laser defenses in the modular armor provides more lasers to attack at once. Each shot costs 50kJ of energy; as
    1 KB (151 words) - 14:24, 5 February 2024
  • ...It can be used by placing it in the grid that opens by right clicking the armor. Having nightvision in the [[Modular armor|armor]] during the [[Game-day|night]] changes the standard vision at night to be
    1 KB (196 words) - 20:35, 7 October 2019
  • *basic-armor=基础护甲 *heavy-armor=重型护甲
    5 KB (298 words) - 17:23, 2 May 2019
  • :Si vous voulez plus de production par seconde, utilisez un module de rapidité. :Si vous voulez plus de quantité de produits par ressources, utilisez un module de productivité.
    4 KB (580 words) - 17:44, 27 April 2019
  • ...recipes, mainly for making [[utility science pack]]s, [[module]]s, modular armor and its equipment, the [[rocket silo]] and parts for the rocket. ...bers. Items per min is calculated using [[assembling machine 3]] with no [[module]]s or [[beacon]]s and all assemblers running at full speed. The crafting of
    2 KB (199 words) - 15:33, 7 October 2022
  • ...It can be used by placing it in the grid that opens by right clicking the armor. Exoskeletons can also be placed into the equipment grid of the [[spidertro ...he equipment grid. It is possible to use multiple exoskeletons in modular armor or spidertron equipment grids, and the speed bonus will stack additively.
    3 KB (384 words) - 10:55, 14 May 2024
  • ...science pack/pl|zółte pakiety badawcze]] i [[Module/pl|moduły,]] [[Modular armor/pl|pancerz modułowy]] i jego wyposażenie, [[Rocket silo/pl|silos rakietow
    1 KB (138 words) - 14:10, 13 May 2020
  • * [[Prototype/Module]] '''module''' ** [[Prototype/Armor]] '''armor'''
    6 KB (746 words) - 10:43, 21 September 2023
  • ** [[Prototype/Module]] '''module''' *** [[Prototype/Armor]] '''armor'''
    12 KB (901 words) - 19:40, 25 September 2023
  • *1 [[Power armor]] | {{Icon|Speed module}} || 56 || 1 || 178 ||
    12 KB (1,051 words) - 10:45, 11 April 2022
  • ...uel/ja|核燃料]], [[artillery shell/ja|長距離砲弾]], [[satellite/ja|衛星]], [[modular armor/ja|モジュラーアーマー]], [[blueprint/ja|建設計画]] | 50 || 全ての鉱石, [[stone/ja|石]], [[coal/ja|石炭]], 全ての[[Module/ja|モジュール]], [[electric mining drill/ja|電動掘削機]], [[elect
    10 KB (298 words) - 03:52, 11 May 2024
  • ** Armor, weapon, and ammunition stacks | 1 || [[Nuclear fuel]], [[artillery shell]], [[satellite]], [[modular armor]], [[blueprint]].
    7 KB (1,002 words) - 19:33, 26 January 2024
  • Beim Abbauen bleiben die Module in seinem Ausrüstungsgitter, sein Name, seine Farbe und die Logistikanford ...on befindlicher Spieler möglicherweise in seiner eigenen {{TransLink|Power armor}} ausgerüstet hat.
    5 KB (673 words) - 19:21, 21 May 2021
  • * Small fixes when displaying module bonuses. * Added beacons, can broadcast module bonuses to nearby structures (for now use old lab graphics).
    6 KB (978 words) - 14:48, 24 September 2023
  • 22 KB (497 words) - 03:49, 11 May 2024
  • == {{Prototype page|armor}} == * heavy-armor
    84 KB (4,767 words) - 20:37, 13 November 2023
  • * Fix of loading save with non empty modular armor in secondary quickbar. * Fixed loading game with the armor GUI opened.
    18 KB (2,681 words) - 14:48, 24 September 2023
  • * Productivity module slowdown changed from 20%->15%, consumption penalty changed from 50%, 70%, * Fix of loading a save with equipment in armor that is from mod that is no longer active.
    25 KB (3,880 words) - 14:48, 24 September 2023
  • ...{TransLink|Artillery shell}}, {{TransLink|Satellite}}, {{TransLink|Modular armor}}, {{TransLink|Blueprint}}. | 50 || Alle Erze, {{TransLink|Stone}}, {{TransLink|Coal}}, alle {{TransLink|Module}}, {{TransLink|Electric mining drill}}, {{TransLink|Electric furnace}}, all
    8 KB (1,050 words) - 15:53, 6 May 2021
  • ...|| {{L|Nuclear fuel}}, {{L|Artillery shell}}, {{L|Satellite}}, {{L|Modular armor}}, {{L|Blueprint}}. | 50 || Wszystkie rudy, {{L|Stone}}, {{L|Coal}}, wszystkie {{L|Module}}, {{L|Electric mining drill}}, {{L|Electric furnace}}, wszystkie {{L|Assem
    7 KB (1,060 words) - 10:59, 25 May 2020
  • ; AP : Armor piercing, refers to [[piercing rounds magazine]]. ...fuel in [[boiler]]s, ammo in [[gun turret]]s, science packs in [[lab]]s, [[module]]s in [[beacon]]s, robots in roboports, and any items in chests. 'Daisy cha
    18 KB (2,917 words) - 19:00, 24 September 2023
  • ...ery shell/uk|артилерійський снаряд]], [[satellite/uk|супутник]], [[modular armor/uk|модульна броня]], [[blueprint/uk|креслення]].
    13 KB (291 words) - 11:21, 7 July 2023
  • ...tems on the ground, such as dropped by the player, spilled from removing [[armor]], and stones dropped from destroyed [[rock]]s. Does not include items on [ * Item request slot: Filters on the pending addition of items such as [[module]]s to [[assembling machine 2]] or [[electric furnace]]. This would also tar
    18 KB (2,686 words) - 09:28, 5 April 2021
  • ...ing drills have a range of 13x13 tiles, harvest materials at 2.5/s, have 4 module slots, and have a 50% chance not to reduce resource richness, which can be ** +30% positive module effects
    20 KB (3,178 words) - 20:13, 11 May 2024
  • * Fixed armor battery icon being always on top. ([https://forums.factorio.com/9284 more]) * Fixed that module restriction wasn't working for fast entity transfer.
    57 KB (8,673 words) - 14:46, 24 September 2023
  • * Fixed robots delivering modules into the recipe input slots instead of the module inventory. ([https://forums.factorio.com/28722 more]) ...yer_placed_equipment was not called when quick transferring equipment into armor. ([https://forums.factorio.com/28419 more])
    80 KB (11,528 words) - 14:46, 24 September 2023
  • ...m Boden, z. B. vom Spieler fallen gelassen, beim Entfernen von {{TransLink|Armor}}en auf den Boden geworfen oder von zerstörten {{TransLink|Rock}} gefallen ...zu einem Gebäude hinzugefügt werden sollen wie beispielsweise {{TransLink|Module}} zu einer {{TransLink|Assembling machine 2}} oder zu einem {{TransLink|Ele
    19 KB (2,686 words) - 18:18, 13 March 2022
  • * Fixed crash when exiting the map editor while holding power armor on the cursor. ([https://forums.factorio.com/21762 more]) * Fixed that remove_item didn't remove from player ammo, gun, tool and armor slots. ([https://forums.factorio.com/16960 more])
    100 KB (14,717 words) - 14:46, 24 September 2023
  • ...e packs instead of production science packs, so that working towards power armor mk2 does not require production science packs. ...hat fast-transferring modules into the rocket silo would put them into the module slots and the rocket at the same time. ([https://forums.factorio.com/49520
    132 KB (18,979 words) - 14:46, 24 September 2023
  • ...round in a square-like fashion. Usually due to accidentally removing power armor when having a full inventory. ;Item request slot : A special request slot for machines with module slots that allows them to request the modules in the blueprint from which t
    18 KB (2,942 words) - 14:20, 8 June 2020
  • ...armor with armor in the player inventory that only existed due to the worm armor inventory size bonus. ([https://forums.factorio.com/109677 more]) * Fixed module and fuel entries disappearing from blueprint preview when selectively disab
    202 KB (28,497 words) - 15:29, 11 April 2024
  • * Fixed that character window was closed when doing fast transfer between armor slot and inventory. ([https://forums.factorio.com/59486 more]) * Fixed a crash related to adding equipment grid support to armor in existing games.
    122 KB (17,425 words) - 14:47, 24 September 2023
  • * Show how module energy consumption is applied more clearly in the tooltips. ([https://forum * Fixed migrating pre-0.17 maps with detached characters that had a grid armor in quick bar would corrupt game state. ([https://forums.factorio.com/76466
    237 KB (33,800 words) - 14:47, 24 September 2023
  • ...for the main inventory of player, so it didn't work for currently equipped armor for example. * Fixed corruption related to sorting module inventories.
    89 KB (12,579 words) - 14:47, 24 September 2023