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  • {{:Infobox:Gun turret (research)}}
    257 bytes (15 words) - 05:49, 22 January 2022
  • {{:Infobox:Gun turret (research)}} '''Gun turrets''' are easy to research, and very useful early game, as they allow the player to set up automatic d
    250 bytes (34 words) - 21:02, 23 November 2020
  • {{:Infobox:Laser shooting speed (research)}} ...oot faster, they will require more power to operate effectively. Thus, the research raises their power consumption from 1.2MW (no upgrades) to 3.8MW (all upgra
    3 KB (344 words) - 17:18, 11 March 2021
  • Gun turrets are defensive structures and are the first automatic defense to be unlocked ...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
  • ...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
  • {{Languages}}{{:Infobox:Refined flammables (research)}} ...e of all flammables, including handheld flamethrower ammo and flamethrower turrets.
    2 KB (264 words) - 23:11, 23 March 2023
  • ...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
  • {{Languages}}{{:Infobox:Weapon shooting speed (research)}} ...ells, rockets and cannon shells. It also affects the shooting speed of gun turrets and defender robots.
    3 KB (268 words) - 19:27, 12 April 2024
  • {{Languages}}{{:Infobox:Physical projectile damage (research)}} ...ile damage (research)''' affects the damage of all firearms magazines, gun turrets, shotgun shells, cannon shells and defender robots.
    3 KB (313 words) - 17:14, 19 October 2020
  • ...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
  • ...ength through the entire game, unlocking more bullet choices, gun choices, turrets, etc. It is the only type of science pack that is optional, in that it is n * [[Research]]
    2 KB (278 words) - 23:21, 17 September 2020
  • ...magelink|Advanced oil processing}}<br>(requires [[Advanced oil processing (research)]]) | {{imagelink|Coal liquefaction}}<br>(requires [[Coal liquefaction (research)]])
    2 KB (335 words) - 08:41, 3 July 2023
  • ...rmor]], [[Toolbelt_(research)|toolbelt research]], or [[Logistic_robotics_(research)|logistic trash slots]]). Similar to the stationary radar, the character co ...g|Different possible colors of players, cars, tanks, gun turrets and laser turrets. <small>(Pre 0.17)</small>
    8 KB (1,220 words) - 11:48, 1 March 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
  • * Turrets (and other projectiles) also perform work by converting the chemical energy * [[Lab]]s perform work by converting science packs and electricity into research.
    7 KB (1,201 words) - 19:00, 24 September 2023
  • * Stone walls now need [[Research]] to unlock.}}
    3 KB (465 words) - 16:14, 3 October 2023
  • * Aug 03 FFF #254: [https://www.factorio.com/blog/post/fff-254 No research queue for you] ...b 02 FFF #228: [https://www.factorio.com/blog/post/fff-228 High resolution turrets]
    5 KB (657 words) - 10:50, 27 August 2023
  • ...serter]] and [[Worker robot cargo size (research)|robot]] stack size bonus research topics.) Inserters and logistic robots can be boosted with research to hold and transfer more items, see:
    7 KB (1,002 words) - 19:33, 26 January 2024
  • * Pick up as many items as their [[inserter capacity bonus (research)|stack size]] allows at once, if they do not have to wait too long to pick ...t the ingredients for 2 research units and at most the ingredients for 100 research units.
    20 KB (2,989 words) - 09:29, 10 November 2023
  • ...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
  • ...is a large part of Factorio. Oil processing may refer to [[Oil processing (research)|the researched technology]], the recipe used in the [[oil refinery]], or t ...il refinery}} || {{icontech|Oil processing (research)|}} [[Oil processing (research)|Oil processing]] || basic-oil-processing
    12 KB (1,690 words) - 18:59, 24 September 2023
  • * Removed the iron working research * Decreased the unit count for automation research (15->10).
    18 KB (2,681 words) - 14:48, 24 September 2023
  • ...plitters]] !! Max. throughput<br>(Items/[[Time#Seconds|second]]) !! Needed research | [[Logistics (research)]]<sup>1</sup>
    13 KB (2,120 words) - 12:00, 29 September 2023
  • There is no research connected to the quickbar; the player can access all quickbars from the beg ...the [[artillery targeting remote]], which will show you how many artillery turrets, that have shells, are in range of your current position.
    8 KB (1,218 words) - 11:36, 30 May 2023
  • * New furnace recipes are now available only after the corresponding research is done. * Alert when objects are being damaged / turrets are firing.
    6 KB (978 words) - 14:48, 24 September 2023
  • ...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
  • 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
  • * 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
  • * 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
  • * More high-resolution sprites, notably walls, gates, turrets, belts, biters, spawners, electric poles, worms, spitters. * Research Revolution
    7 KB (896 words) - 18:58, 24 September 2023
  • ..., all players are on the same force which means all players share the same research progression, any player can access items stored in a container built by any ...own independent research progression. Additionally, each force's [[Turret|turrets]] and [[Combat robot capsules|combat bots]] will attack other players as en
    18 KB (2,666 words) - 20:00, 13 November 2023
  • ...nus de l'[[#Armor|armure de puissance]], [[Character_logistic_trash_slots_(research)/fr|emplacements de corbeille logistique]], ni la [[#Quickbar|barre rapide] 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
  • * Technologies for logistic robot cargo capacity upgrade and research speed * Technology Research - not in demo
    12 KB (1,745 words) - 14:47, 24 September 2023
  • | Minimum damage to trees || 60 || Research queue availability || After the game is finished ...not have an effect in vanilla. Furthermore, it can be controlled when the research queue is available: From the start, after launching a [[rocket silo|rocket]
    18 KB (2,700 words) - 19:09, 24 September 2023
  • ...atically for some items. You will now see more detailed info for capsules, turrets, ammo([https://forums.factorio.com/6791 more]) * Additional research related fixes, to make different research of different forces to work correctly (independenly).
    57 KB (8,673 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
  • * 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
  • * 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
  • ...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 (3,177 words) - 17:10, 10 May 2024
  • * Fixed that clicking a technology in the research queue, holding the mouse down and moving it over the cancel button would ma * Fixed that artillery turrets didn't fully use the shooting speed research. ([https://forums.factorio.com/87140 more])
    89 KB (12,579 words) - 14:47, 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
  • * 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
  • ...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