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* WideOpenSandbox: Although there is a goal — build the rocket silo and launch the satellite — you are not bound by any one set path to achieve that goal.

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* WideOpenSandbox: Although there is a goal — build the rocket silo and launch the satellite — you are not bound by any one set path to achieve that goal. And if you still feel restricted by even this bare minimum of a plot, there's an actual sandbox mode that outright welcomes you with the words "There's no goal here. Do what you want."
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* TheTurretMaster: The player. Because most of your weapons are ineffectual against massed bug swarms, turrets are key to defending your factories. Gun turrets are cheap and don't require electricity, but require an extensive logistics network to maintain their ammo. Laser turrets are expensive to craft and require huge amounts of electricity, but don't need any conveyor systems for ammo. Flame Turrets are powerful, but they require walls and 'hedgehog's teeth' barriers and fuel. Artillery turrets have phenomenal range and explosive splash damage, but can only target spawners and worms, not the bugs themselves, and their shells are materially expensive.

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* TheTurretMaster: The player. Because most of your weapons are ineffectual against massed bug swarms, turrets are key to defending your factories. Gun turrets are cheap and don't require electricity, but require an extensive logistics network to maintain their ammo. Laser turrets are expensive to craft and require huge amounts of electricity, but don't need any conveyor systems for ammo. Flame Turrets are powerful, but they require walls and 'hedgehog's teeth' barriers and fuel. Artillery turrets have phenomenal range and explosive splash damage, but can only target spawners and worms, not the bugs themselves, and their shells are materially expensive. The so-called "turret creep" is also the most popular (and some say, the only viable) tactic for taking out the huge late-game biter bases: plonk down an FOB near the enemy, set up a wall of turrets including supply infrastructure to tank the inevitable ZergRush, and whittle down the buildings, ideally with artillery.

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* ArbitraryMaximumRange:
** All guns have one, but unfortunately, none but the humble grenade show it on screen. This often leads to large amounts of wasted tank cannon shells before players learn to better estimate their tank's cannon range.
** A particularly strange example is the combat shotgun, which has longer range (20 tiles) than the submachine gun (18 tiles) for reasons unknown.
** The artillery turret/wagon also has a maximum range, but it's so huge that it's rarely an issue after you expanded into a new region. There's also an infinitely repeatable research option that adds 100% of the standard range apiece.
* ArbitraryMinimumRange: The handheld flamethrower, the flamethrower turret and both artillery pieces can't shoot at targets too close to them, which can make the former two a surprisingly useless weapon against biters. Strangely, the tank-mounted flamer works differently (seems to shoot burning gas instead of a liquid) and thus averts this.



* HoistByTheirOwnPetard:
** Getting run over by one's own trains is probably the leading cause of death among new players who don't expect the things to deal damage to their character. You even get an achievement for it in an almost literal example of an AchievementInIgnorance.
** The tank is not immune to its main gun's splash damage. Be careful where you aim those nuclear explosive shells, or you'll kill yourself faster than the biters can.



* MoreDakka: The base gun turret is essentially a giant [[GatlingGood Gatling gun]]. Tech upgrades exist to give it more dakka.

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* MoreDakka: MoreDakka:
**
The base gun turret is essentially a giant [[GatlingGood Gatling gun]]. Tech upgrades exist to give it even more dakka.dakka.
** The whole point of building a submachine gun. It uses the same ammo and deals the same per-shot damage as the basic pistol, but shoots several times faster for a massive damage boost.
** The tank's main gun has two barrels and behaves more like a huge autocannon than a typical tank cannon. Research a few upgrades for it and it'll hurl two to three explosive shells per second at your enemies.


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* UniversalAmmunition:
** The game's ballistic weapons include pistols, shotguns, submachine guns, tank-mounted heavy machine guns, and oversized turret-mounted Gatling guns, all of which except the shotguns use the same ammo type (firearm magazines and their variations).
** Mobile flamethrowers come in two distinct varieties - the infantry model shoots a stream of napalm, the tank-mounted one a burning gas cloud - but they also use the same ammo tanks.
** Flamethrower turrets put a special spin on the trope by virtue of accepting at least three different fuel types as their ammunition (crude oil, light oil, heavy oil), with the latter two providing minor damage bonuses over crude.
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** All liquids are uniquely colored to allow for easy identification, and the game helpfully adds windows to every other pipe segment so you can actually see what's in there. Crude oil is dark grey, heavy oil is red, light oil is yellow, petroleum gas is purple, lubricant is green, sulfuric acid is also yellow (but of a different hue than light oil), and steam is white.

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** All liquids are uniquely colored to allow for easy identification, and the game helpfully adds windows to every other pipe segment so you can actually see what's in there. Crude Water is blue, crude oil is dark grey, heavy oil is red, light oil is yellow, petroleum gas is purple, lubricant is green, sulfuric acid is also yellow (but of a different hue than light oil), and steam is white.

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* ColorCodedForYourConvenience: Primarily for speed:
** Basic transport belts are yellow, fast ones are [[RedOnesGoFaster red]], and the fastest tier are blue.
** Gray (Burner) inserters are the slowest, and use coal instead of electricity. Yellow is medium speed, and slowest to run on electricity. Red inserters are as fast as the yellow ones, but have twice the reach. Blue inserters are the fastest-moving. Purple inserters pick specific items, green inserters pick up items in stacks, and white inserters [[BreadEggsBreadedEggs pick up specific items in stacks]]. The last three move as fast as blue inserters.
** Gray assembly machines are the slowest, then blue, then yellow/green.

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* ColorCodedForYourConvenience: ColorCodedForYourConvenience:
**
Primarily for speed:
** *** Basic transport belts are yellow, fast ones are [[RedOnesGoFaster red]], and the fastest tier are blue.
** *** Gray (Burner) inserters are the slowest, and use coal instead of electricity. Yellow is medium speed, and slowest to run on electricity. Red inserters are as fast as the yellow ones, but have twice the reach. Blue inserters are the fastest-moving. Purple inserters pick specific items, green inserters pick up items in stacks, and white inserters [[BreadEggsBreadedEggs pick up specific items in stacks]]. The last three move as fast as blue inserters.
** *** Gray assembly machines are the slowest, then blue, then yellow/green.



** The three tiers of computer chips are colored green, red and blue.
** The most important intermediate products (iron plates, copper plates, steel plates, stone bricks and plastic bars) are easily distinguishable by their color alone, especially when on-screen in large amounts while travelling on conveyor belts.
** All liquids are uniquely colored to allow for easy identification, and the game helpfully adds windows to every other pipe segment so you can actually see what's in there. Crude oil is dark grey, heavy oil is red, light oil is yellow, petroleum gas is purple, lubricant is green, sulfuric acid is also yellow (but of a different hue than light oil), and steam is white.



* MoreDakka: The base gun turret is essentially a giant machine gun. Tech upgrades exist to give it more dakka.

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* MoreDakka: The base gun turret is essentially a giant machine gun. [[GatlingGood Gatling gun]]. Tech upgrades exist to give it more dakka.dakka.
* NecessaryDrawback: Most modules confer a certain bonus at the expense of decreased performance in at least one other stat. For instance, productivity modules [[ExactlyWhatItSaysOnTheTin improve a machine's productivity]] but worsen its pollution output, increase its power consumption and decrease its speed. The better the module, the stronger all of its effects become. The only exception is the efficiency module, which, for some reason, really just decreases the machine's power consumption without any drawbacks, although something like a decrease in productivity would've been a reasonable tradeoff. Needless to say the modding community quickly introduced overpowered god modules that improve all stats simultaneously.
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removed comments about "nuclear-powered robots"; that's from a mod, not the base game


** Nuclear-powered robots never need to stop to recharge, but if a Spitter attacks them they'll still need to be repaired. In addition, you will need to add Robot Network infrastructure to extend the operating range of your robots, and regular bots will pull power from your grid to recharge periodically.
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* ExcusePlot: "Your spaceship crash-landed on an alien planet. Your only hope of escape is to construct a rocket that can get you home." That's all the reason you're given for building the largest, most badass factory complex in gaming history, and frankly, it's all the motivation you should need.

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* ExcusePlot: "Your spaceship crash-landed on an alien planet. Your only hope of escape is to construct a rocket that can get you home. Just mind the irascible BigCreepyCrawlies in the area." That's all the reason you're given for building the largest, most heavily defended, generally most badass factory complex in gaming history, and frankly, it's all the motivation you should need.
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* EternalEngine: What you'll probably leave behind when you finally board your rocket and blast off into space - a vast, fully automated factory that covers several square kilometers and will continue to churn out megatons of industrial products until its raw material deposits run dry. Perhaps someday someone will discover your legacy, wonder at the sight and possibly marvel at your genius in constructing such a complex behemoth.
* ExcusePlot: "Your spaceship crash-landed on an alien planet. Your only hope of escape is to construct a rocket that can get you home." That's all the reason you're given for building the largest, most badass factory complex in gaming history, and frankly, it's all the motivation you should need.
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** All uranium ore, centrifuges, and nuclear reactors glow green to signify their use of nuclear technology, and even depleted uranium ammunition, nuclear-enriched rocket fuel, and atomic rockets are coloured green. (In reality, uranium can come in many colours, and reactors would glow blue due to Cherenkov radiation, [[AcceptableBreaksFromReality but the developers decided to make all the nuclear stuff green for player convenience]].)

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** All uranium ore, centrifuges, and nuclear reactors glow green to signify their use of nuclear technology, and even depleted uranium ammunition, nuclear-enriched rocket fuel, and atomic rockets are coloured green. (In reality, uranium [[https://en.wikipedia.org/wiki/Uranium uranium]] can come in many colours, and reactors would glow blue due to [[https://en.wikipedia.org/wiki/Cherenkov_radiation Cherenkov radiation, radiation]], [[AcceptableBreaksFromReality but the developers decided to make all the nuclear stuff green for player convenience]].)

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** Offshore water pumps never run dry, and you can even apply landfill over them to turn them into water wells tapping an underground water source.



** As of version 0.16, Underground Belts and Splitters can be directly placed over existing Belts, replacing them, thus making it easier to retrofit or expand existing infrastructure without needing to remove all of the old belts by hand.

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** As of version 0.16, Underground Belts and Splitters can be directly placed over existing Belts, replacing them, thus making it easier to retrofit or expand existing infrastructure without needing to remove all of the old belts by hand. Furthermore, Splitters were made capable of automatically filtering the flow of materials with both selective and lane input/output priority and output material filtering.



** All uranium ore, centrifuges, and nuclear reactors glow green to signify their use of nuclear technology, and even depleted uranium ammunition, nuclear-enriched rocket fuel, and atomic rockets are coloured green. (In reality, uranium can come in many colours, and reactors would glow blue due to Cherenkov radiation, [[AcceptableBreaksFromReality but the developers decided to make all the nuclear stuff green for player convenience]].)



** Mineral deposits eventually run out, requiring you to shift your extractors around or find whole new mineral fields. Likewise, Oil deposits will gradually deplete, reducing their production and pushing you to seek out new deposits.

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** Mineral deposits eventually run out, requiring you to shift your extractors around or find whole new mineral fields. Likewise, Oil deposits will gradually deplete, reducing their production and pushing you to seek out new deposits. Mining Drill Productivity research improves the amount of ore you can wring out from deposits, but it takes a lot of research to get any substantial gains in yields.



* PoweredArmor: A late-game research allows you to craft Power Armor (and later, [=MK2=] armor) which can be customised with equipment such as an exoskeleton for a higher run speed or a built-in shield generator. Or a [[TheMinionMaster portable roboport]].

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* PoweredArmor: A late-game research allows you to craft Power Armor (and later, [=MK2=] armor) which can be customised with modular equipment such as an exoskeleton for a higher run speed or a built-in shield generator. Or a [[TheMinionMaster portable roboport]].roboport]], personal laser defense cannon, and night-vision goggles.



* TechnologyPorn: The game in general promotes this - research is painstakingly laid out so you need to develop ''everything'' and work your way up to faster tools and structures, and the graphics lovingly detail your buildings, allowing you to see the turning gears, swinging inserter arms, electrical heating coils, bubbling chemical plants and electrolyzers, and components moving through your factory on belts. The fandom in turn has screenshots of lovingly-built elaborate bases with belts and inserters and assemblers either lined up efficently on material buses, or woven tightly to fit as much factory as possible into a compact space.

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* TechnologyPorn: The game in general promotes this - research is painstakingly laid out so you need to develop ''everything'' and work your way up to faster tools and structures, and the graphics lovingly detail your buildings, allowing you to see the turning gears, swinging inserter arms, electrical heating coils, bubbling chemical plants and electrolyzers, and components moving through your factory on belts.belts, and nuclear facilities glowing green as centrifuges rotate gently. The fandom in turn has screenshots of lovingly-built elaborate bases with belts and inserters and assemblers either lined up efficently on material buses, or woven tightly to fit as much factory as possible into a compact space.



* TheTurretMaster: The player. Because most of your weapons are ineffectual against massed bug swarms, turrets are key to defending your factories. Gun turrets are cheap and don't require electricity, but require an extensive logistics network to maintain their ammo. Laser turrets are expensive to craft and require huge amounts of electricity, but don't need any conveyor systems for ammo. Flame Turrets are powerful, but they require walls and 'hedgehog's teeth' barriers and fuel. Artillery turrets have phenomenal range and explosive splash damage, but can only target spawners and worms, not the bugs themselves.

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* TheTurretMaster: The player. Because most of your weapons are ineffectual against massed bug swarms, turrets are key to defending your factories. Gun turrets are cheap and don't require electricity, but require an extensive logistics network to maintain their ammo. Laser turrets are expensive to craft and require huge amounts of electricity, but don't need any conveyor systems for ammo. Flame Turrets are powerful, but they require walls and 'hedgehog's teeth' barriers and fuel. Artillery turrets have phenomenal range and explosive splash damage, but can only target spawners and worms, not the bugs themselves.themselves, and their shells are materially expensive.

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** The very first Inserter in the game, the Burner Inserter, requires no electrical power to run, just a steady feed of coal. During development it was made capable of feeding itself coal (or other fuels) from an input lane on an adjecent conveyor belt, even if it didn't have any fuel to begin with.

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** The very first Inserter in the game, the Burner Inserter, requires no electrical power to run, just a steady feed of coal. During development it was made capable of feeding itself coal (or other fuels) from an input lane on an adjecent conveyor belt, even if it didn't have any fuel to begin with. Furthermore, it does not produce a single speck of pollution during operation, so it will never add to any smog problems you might have attracting biters.



** As of version 0.16, Underground Belts and Splitters can be directly placed over existing Belts, replacing them, thus making it easier to retrofit or expand existing infrastructure without needing to remove all of the old belts.

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** As of version 0.16, Underground Belts and Splitters can be directly placed over existing Belts, replacing them, thus making it easier to retrofit or expand existing infrastructure without needing to remove all of the old belts.belts by hand.



* AntiStructure: The artillery turret and wagon, added in 0.16, will only target spawners and worms, destroying them in one shot. You ''can'' manually set targets for them, but hitting a fast-moving bug with the slow-to-react artillery is more trouble than it's worth.

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* AntiStructure: The artillery turret and wagon, added in 0.16, will only target spawners and worms, destroying them in one shot. You ''can'' manually set targets for them, them outside of their automatic attack range, but hitting a fast-moving bug with the slow-to-react artillery is more trouble than it's worth.



* BoringButPractical: Planting chests right in front of mining drills early on. At the start of the game, the player likely hasn't unlocked electricity, meaning that they'll only be able to use coal-powered mining drills and inserters - and as coal-powered inserters will consume some of the coal excavated by mining drills, at a time when the player likely needs as much coal as possible, simply planting a chest will save a lot of resources.

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* BoringButPractical: BoringButPractical:
**
Planting chests right in front of mining drills early on. At the start of the game, the player likely hasn't unlocked electricity, meaning that they'll only be able to use coal-powered mining drills and inserters - and as coal-powered inserters will consume some of the coal excavated by mining drills, at a time when the player likely needs as much coal as possible, simply planting a chest will save a lot of resources. time by letting you stockpile stacks of coal and ore/pre-smelted metal plates while you work on breaking ground for your newborn factory.
** Walls. In the early game, they only cost you in smelted stone bricks to produce, allowing you to block vital structures off from biters and keep turrets from being damaged while they shoot at said biters. Once you progress to flamethrower turrets, you can then transition to using walls to create hedgehog's teeth barriers and delaying mazes, allowing you to fence in and slow down biters and spitters while the flamethrowers light them up.



** Gray inserters are the slowest, and use coal instead of electricity. Yellow is medium speed, and slowest to run on electricity. Red inserters are as fast as the yellow ones, but have twice the reach. Blue inserters are the fastest-moving. Purple inserters pick specific items, green inserters pick up items in stacks, and white inserters [[BreadEggsBreadedEggs pick up specific items in stacks]]. The last three move as fast as blue inserters.

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** Gray (Burner) inserters are the slowest, and use coal instead of electricity. Yellow is medium speed, and slowest to run on electricity. Red inserters are as fast as the yellow ones, but have twice the reach. Blue inserters are the fastest-moving. Purple inserters pick specific items, green inserters pick up items in stacks, and white inserters [[BreadEggsBreadedEggs pick up specific items in stacks]]. The last three move as fast as blue inserters.



* CrueltyIsTheOnlyOption: In peaceful mode, [[ActualPacifist the bugs stay in their nests and never attack your factory]]. However, you still have to attack the nests in order to get alien artifacts necessary to craft top-tier items and to win the game. Some [[GameMod Game Mods]] avert this by adding other ways to make the artifacts. Averted as of 0.15, where alien artifacts were removed, so clearing nests is only necessary for expansion.

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* CrueltyIsTheOnlyOption: CrueltyIsTheOnlyOption:
**
In versions up to 0.14, during peaceful mode, [[ActualPacifist the bugs stay in their nests and never attack your factory]]. However, you still have to attack the nests in order to get alien artifacts necessary to craft top-tier items and to win the game. Some [[GameMod Game Mods]] avert this by adding other ways to make the artifacts. Averted as of 0.15, where alien artifacts were removed, so clearing nests is only necessary for expansion.



** The nature of the game itself makes it easy to learn yet hard to truly master. It will make you think about your factory's layout, power, and infrastructure as you build bigger, which may necessitate your tearing down of buildings in order to build them in a more optimal layout. On top of that, you need to keep an eye on your pollution and the slowly encroaching biters. Not for nothing do some players in the community joke about "The factory expanding to meet the needs of the expanding factory."

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** The nature of the game itself makes it easy to learn yet hard to truly master. It will make you think about your factory's layout, power, and infrastructure as you build bigger, which may necessitate your tearing down of buildings in order to build them in a more optimal layout. On top of that, you need to keep an eye on your pollution and the slowly encroaching biters. Not for nothing do some players in the community joke about "The factory expanding to meet the needs of the expanding factory."factory" as your needs for production force you to find increasingly large fields of ore and work on your slowly-expanding smelting facility, and then go on to make you seek out more land to build larger solar power farms and nuclear reactor setups just to power everything.



* DifficultySpike: Prior to version 0.15.0, the jump between tier 2 science packs and tier 3 was huge, effectively requiring you to double the size of your factory to automate it. Version 0.15 changes to 5 tiers, with gradual increases in complexity for each type.

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* DifficultySpike: DifficultySpike:
**
Prior to version 0.15.0, the jump between tier 2 science packs and tier 3 was huge, effectively requiring you to double the size of your factory to automate it. Version 0.15 changes to 5 tiers, with gradual increases in complexity for each type.type.
** Transitioning from ore-only production in order to set up petrochemical (and acid) liquid-based processes can be challenging in the early midgame, as the rules for pipes and belts are rather different, and the ratio of oil production is different enough to make it challenging to balance your processes to ensure you have enough sulphuric acid, lubricant, solid fuel, and plastic being produced that your refineries don't back up with either one of heavy oil/light oil/petroleum gas.



** Nuclear-powered robots never need to stop to recharge, but if a Spitter attacks them they'll still need to be repaired. In addition, you will need to add Robot Network infrastructue to extend the operating range of your robots, and regular bots will pull power from your grid to recharge periodically.

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** Nuclear-powered robots never need to stop to recharge, but if a Spitter attacks them they'll still need to be repaired. In addition, you will need to add Robot Network infrastructue infrastructure to extend the operating range of your robots, and regular bots will pull power from your grid to recharge periodically.



** Once you ''do'' build a parts "mall" that can fabricate any kind of Inserter, Belt, Assembler, Mining Drill, or Power Pole, logistics will become much easier in that you constantly have your mall of assemblers filling a set of chests with prefabricated infrastructure, ready for you to pick up and deploy, but it does require you to do quite a lot of research beforehand and set everything up first.



* KillItWithFire: Post 0.13, the Flamethrower is the most efficient way to deal with both spawners and Worms. Pop in, spray maybe a tenth of a fuel canister onto the ground around them, then step back and watch the health bars shrink away. Flamethrower Turrets take the concept further by tapping directly into a pipe feed from your petrochemical production line, and can do tremendous secondary damage with the lingering flames. Using refined liquid fuel further improves the damage dealt by flame turrets. Flamethrowers were toned down a notch in 0.15, but in exchange the tank was also given a flamethrower, and flame turrets are still the game's most efficient area denial defensive weapons.

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* KillItWithFire: Post 0.13, the Flamethrower is the most efficient way to deal with both spawners and Worms. Pop in, spray maybe a tenth of a fuel canister onto the ground around them, then step back and watch the health bars shrink away. Flamethrower Turrets take the concept further by tapping directly into a pipe feed from your petrochemical production line, and can do tremendous secondary damage with the lingering flames. Using refined liquid fuel further improves the damage dealt by flame turrets. Flamethrowers were toned down a notch in 0.15, but in exchange the tank was also given a flamethrower, and flame turrets are still the game's most efficient area denial defensive weapons.weapons; furthermore, lategame Flamethrower research allows you to push their effective damage back into a deadly range for even Behemoth biters.


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* SelfImposedChallenge: Players can challenge themselves by enabling Expensive Technology mode, which makes things more expensive to craft in raw materials and increases the number of science packs needed to do research. Death World settings allow you to also race against biter expansion, aggression, and heightened evolution rate.
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* PurposelyOverpowered: The lategame/postgame research that uses Space Science packs that can only be acquired via launching rockets, introduced in 0.16, allows a player to slowly-but-surely upgrade their weapon damage and mining productivity to the point that biters become trivial and the only subsequent goal that remains is to see how many rockets you can launch/how much science you can consume in research.
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Handful of updates reflecting newer versions


** Developer blog comments indicate that new code is being tested for version 0.16 that will streamline and simplify adding undergrounds and splitters directly into a running line of belts, thus making it easier to set up infrastructure without extra commands to remove belts first.

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** Developer blog comments indicate that new code is being tested for As of version 0.16 that will streamline 16, Underground Belts and simplify adding undergrounds and splitters Splitters can be directly into a running line of belts, placed over existing Belts, replacing them, thus making it easier to set up retrofit or expand existing infrastructure without extra commands needing to remove belts first.all of the old belts.



* FragileSpeedster: The car. It's the fastest non-railway vehicle in the game, and since patch 0.11 the car has included a roof-mounted machine gun. However, speed comes at the sacrifice of armour, and even crashing into a tree can severely damage the car.

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* FragileSpeedster: The car. It's the fastest non-railway vehicle in the game, and since patch 0.11 the car has included a roof-mounted machine gun. However, speed comes at the sacrifice cost of armour, armor, and even crashing bumping into something and being surrounded by biters is almost certainly a tree can severely damage the car.death sentence.



* InconvenientlyPlacedConveyorBelt: Mostly averted. Conveyor belts are one the most useful things in the game, for moving both resources and the player quickly across the map. That said, as a factory grows larger and more labyrinthine, it's inevitable that the player will end up trying to run against one at some point. A Modular Armor component that prevents belts from moving the player exists in the game's code and can be placed into custom scenario maps, although as of 0.15 it does not have a recipe for production.
* KillItWithFire: Post 0.13, the Flamethrower is the most efficient way to deal with both spawners and Worms. Pop in, spray maybe a tenth of a fuel canister onto the ground around them, then step back and watch the health bars shrink away. Flamethrower Turrets take the concept further by tapping directly into a pipe feed from your petrochemical production line, and can do tremendous secondary damage with the lingering flames. Using refined liquid fuel further improves the damage dealt by flame turrets.

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* InconvenientlyPlacedConveyorBelt: Mostly averted. Conveyor belts are one the most useful things in the game, for moving both resources and the player quickly across the map. That said, as a factory grows larger and more labyrinthine, it's inevitable that the player will end up trying to run against one at some point. A Modular Armor component that prevents belts from moving the player exists in the game's code and can be placed into custom scenario maps, although as of 0.15 it does not have a recipe for production.
production. However, they can also be deliberately played straight by placing out-facing conveyor belts outside a base's walls, to push biters away from the walls and buy turrets more time.
* KillItWithFire: Post 0.13, the Flamethrower is the most efficient way to deal with both spawners and Worms. Pop in, spray maybe a tenth of a fuel canister onto the ground around them, then step back and watch the health bars shrink away. Flamethrower Turrets take the concept further by tapping directly into a pipe feed from your petrochemical production line, and can do tremendous secondary damage with the lingering flames. Using refined liquid fuel further improves the damage dealt by flame turrets. Flamethrowers were toned down a notch in 0.15, but in exchange the tank was also given a flamethrower, and flame turrets are still the game's most efficient area denial defensive weapons.



* ShotgunsAreJustBetter: The standard shotgun has a very bad range but deals the most damage of all the weapons that the player can wield until they unlock the even more powerful combat shotgun, which gives a 20% damage bonus on top of any shell damage upgrades you've researched.

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* ShotgunsAreJustBetter: The standard shotgun has a very bad range but deals the most damage of all the weapons that the player can wield until they unlock the even more powerful combat shotgun, which gives a 20% damage bonus on top of any shell damage upgrades you've researched. Ironically it is not very efficient against biter swarms, but is very efficient at clearing spawners and trees.
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Price has been changed since April 2018


The game has both singleplayer and CoOpMultiplayer modes. A demo is available on the [[https://www.factorio.com/ Factorio website]], with the full game available on the website, and from [[http://steamcommunity.com/app/427520 Steam]], [[https://www.gog.com/game/factorio GOG]] and the [[https://www.humblebundle.com/store/factorio Humble Store]] for €20/$20.

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The game has both singleplayer and CoOpMultiplayer modes. A demo is available on the [[https://www.factorio.com/ Factorio website]], with the full game available on the website, and from [[http://steamcommunity.com/app/427520 Steam]], [[https://www.gog.com/game/factorio GOG]] and the [[https://www.humblebundle.com/store/factorio Humble Store]] for €20/$20.
€30/$30.
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* BoringButPractical: Planting chests right in front of mining drills early on. At the start of the game, the player likely hasn't unlocked electricity, meaning that they'll only be able to use coal-powered mining drills and inserters - and as coal-powered inserters will consume some of the coal excavated by mining drills, at a time when the player likely needs as much coal as possible, simply planting a chest will save a lot of resources.
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** Tanker trains were intended to simplify transporting both crude oil and it's refined products from outposts to factories. However, steam is considered a liquid and it doesn't cool down overtime. Therefore it is possible to use tanker trains to transport steam from a nuclear power plant to an outpost in order to power the outpost as opposed to running a long power line.

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** Tanker trains were intended to simplify transporting both crude oil and it's refined products from outposts to factories. However, steam is considered a liquid and it doesn't cool down overtime. Therefore it is possible to use tanker trains to [[SteamPunk transport steam from a nuclear power plant to an outpost in order to power the outpost outpost]] as opposed to running a long power line.
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* CoolCar: The handbuilt car is fast, agile, can run on anything that burns and can ram into trees without taking significant damage.

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* CoolCar: The handbuilt car is fast, agile, can run on anything that burns and can ram into trees without taking significant damage. The original sprite used to look vaguely like a Chevrolet Bel Air, or a squashed Cadillac.
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''Factorio'' is a crowdfunded top-down two-dimensional [[ConstructionAndManagementGames construction and management game]], with RTS elements planned for later updates. Currently the game is officially an alpha, but has had impressive critical (winning ''two'' of the four categories at the 2015 Czech Game Of The Year awards) and financial success already.

to:

''Factorio'' is a crowdfunded top-down two-dimensional [[ConstructionAndManagementGames construction and management game]], with RTS elements planned for later updates. Currently the game is officially an alpha, but has had impressive critical (winning ''two'' of the four categories at the 2015 Czech Game Of The Year awards) awards, and on STEAM sits in the top 10 based on user reviews) and financial success already.

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* AntiStructure: The artillery turret and wagon, added in 0.16, will only target spawners and worms, destroying them in one shot. You ''can'' manually set targets for them, but hitting a fast-moving bug with the slow-to-react artillery is more trouble than it's worth.



* CoolTrain: The diesel engine is fairly snazzy in terms of appearance and it will become the backbone for any large factory once local mineral deposits are depleted.

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* CoolTrain: The diesel engine is fairly snazzy in terms of appearance and it will become the backbone for any large factory once local mineral deposits are depleted. Late in the game it can even be weaponized by hooking up an artillery wagon and using it to blast away bug nests.



* TheTurretMaster: The player. Because most of your weapons are ineffectual against massed bug swarms, turrets are key to defending your factories. Gun turrets are cheap and don't require electricity, but require an extensive logistics network to maintain their ammo. Laser turrets are expensive to craft and require huge amounts of electricity, but don't need any conveyor systems for ammo. Flame Turrets are powerful, but they require walls and 'hedgehog's teeth' barriers and fuel.

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* TheTurretMaster: The player. Because most of your weapons are ineffectual against massed bug swarms, turrets are key to defending your factories. Gun turrets are cheap and don't require electricity, but require an extensive logistics network to maintain their ammo. Laser turrets are expensive to craft and require huge amounts of electricity, but don't need any conveyor systems for ammo. Flame Turrets are powerful, but they require walls and 'hedgehog's teeth' barriers and fuel. Artillery turrets have phenomenal range and explosive splash damage, but can only target spawners and worms, not the bugs themselves.
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** In 0.16, the nuclear reactor was changed so that if it is destroyed while hot, it explodes rather violently.

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* NotTheIntendedUse: Grenades are designed to be used against swarms of biters. Most people instead grab a crapload of them, run towards a forest and start hurling them as fast as possible to quickly clear trees.

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* NotTheIntendedUse: NotTheIntendedUse:
**
Grenades are designed to be used against swarms of biters. Most people instead grab a crapload of them, run towards a forest and start hurling them as fast as possible to quickly clear trees.

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* ShoutOut: The repair pack previously used an icon of the Eleventh Doctor's sonic screwdriver. Certain buildings are assigned a name from a list of backer-chosen names, which has inevitably led to references such as "[[{{TabletopGame/Warhammer40000}} Lab]] [[Characters/Warhammer40000TauEmpire AunOTauShi]]".

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* ShoutOut: ShoutOut:
**
The repair pack previously used an icon of the Eleventh Doctor's sonic screwdriver. screwdriver.
**
Certain buildings are assigned a name from a list of backer-chosen names, which has inevitably led to references such as "[[{{TabletopGame/Warhammer40000}} Lab]] [[Characters/Warhammer40000TauEmpire AunOTauShi]]".AunOTauShi]]".
** 0.16 features Nuclear Fuel (enrich Rocket Fuel with processed Uranium), which has a fuel value of [[Film/BackToTheFuture 1.21 Gj]]. Great Scott!
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** Tanker trains were intended to simplify transporting both crude oil and it's refined products from outposts to factories. However, steam is considered a liquid and it doesn't cool down overtime. Therefore it is possible to use tanker trains to transport steam from a nuclear power plant to an outpost in order to power the outpost as opposed to running a long power line.
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** Using the train to plough through enemies. The train takes next to no damage and can easily squish the largest of bugs, but it's not always easy getting enemies to nicely line up along the railway tracks as they do in some of the trailers.

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** Using the train to plough through enemies. The train takes next to no damage and can easily squish the largest of bugs, but it's not always easy getting enemies to nicely line up along the railway tracks as they do in some of the trailers. The only real use for it is minimizing defenses on bridges.
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** As of version 0.15 Roboports start off with a miniscule auxilary power charge to help define their logistics and construction zone before they start drawing power from your grid.

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** [[KillItWithFire Flame turrets]] have good range and do good damage and consume any oil product the player might not have much use for. [[VideoGameFlamethrowersSuck Unfortunately]], they need pipe networks laid out to them from the oil refineries, their {{Painfully Slow Projectile}}s cause them to overshoot [[ZergRush fast-moving enemies]], and they have a minimum range within which they cannot target. The only times they are effective for more than showing off is when protecting oil refineries (where ammo should be plentiful), and while under heavy siege by highly evolved enemies that spend a lot of time gnawing at the walls in a stationary position and absorb lots of damage before going down.

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** [[KillItWithFire Flame turrets]] have good range and do good damage and consume any oil product the player might not have much use for. [[VideoGameFlamethrowersSuck Unfortunately]], they need pipe networks laid out to them from the oil refineries, their {{Painfully Slow Projectile}}s cause them to overshoot [[ZergRush fast-moving enemies]], and they have a minimum range within which they cannot target. The only times they fixed arc that restricts their ability to hit enemies. They are effective for ultimately more than showing off is suitable for the lategame, when protecting oil refineries (where ammo your petrochemical production should be plentiful), able to support them, your upgrades have made them utterly devastating, and your wall defenses are sufficiently developed to keep Large and Behemoth biters at bay inside their firing arc, where they can roast them while under heavy siege by highly evolved enemies that spend a lot of time gnawing at they try to break through the walls in a stationary position and absorb lots of damage before going down. walls.



* DifficultButAwesome:
** The nature of the game itself makes it easy to learn yet hard to truly master. It will make you think about your factory's layout, power, and infrastructure as you build bigger, which may necessitate your tearing down of buildings in order to build them in a more optimal layout. On top of that, you need to keep an eye on your pollution and the slowly encroaching biters. Not for nothing do some players in the community joke about "The factory expanding to meet the needs of the expanding factory."
** Combinator-based Logic Circuit Networks. It requires some knowledge of logic gates and combinator functions, and also needs you to invest materials into crafting the wiring and circuits needed, on top of laying out your base with a proper green/red wire circuit and setting the signals correctly. However, once you know how to do this, you can make smart systems integrated into your base - requester chests and filter inserters that can change their settings depending on the network signalling, and train stations that can intelligently page trains to come in to collect resources then ferry them to any given specific station; combined, you can have a logistics network that intelligently sends instructions to your supply base to produce and prepare ammunition, repair packs, spare bots, inserters, and buildings, then feeds them onto a train and sends them to an outpost base.



** ComplexityAddiction: Mods that scratch this itch (yes, even moreso than the base game) are ''very'' popular with the playerbase.

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** ComplexityAddiction: Mods that scratch this itch (yes, even moreso than the base game) game), such as Angel's Mods, are ''very'' popular with the playerbase.
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** For a variety of reasons, the biggest one being to allow players a way to dispose of these, all wooden items (logs, planks, small power poles, and boxes) can be fed into anything that burns fuel to operate. This also means that in a pinch you can kickstart your boilers by shoving a few obsolete wooden boxes into their fuel intake.
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* GameMod: Varies from simple mods to change recipes or make minor adjustments to gameplay, such as the Long Reach, Arborium, and Autofill mods, to entire game-changing mods that add in new resources and enemies and/or make radical changes to the tech tree, such as the collection of mods collectively referred to as Bob's Mods. Concepts and ideas from several mods have been adapted into official game mechanics.

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* GameMod: Varies Factorio natively supports mods, which can be managed via an in-game system that connects to the official Factorio servers to allow you to download and update mods. The selection available varies from simple mods to change changed recipes or make minor adjustments to gameplay, such as the Long Reach, Arborium, and Autofill mods, to entire game-changing mods that add in new resources and enemies and/or make radical changes to the tech tree, such as the collection of mods collectively referred to as Bob's Mods. Concepts and ideas from several mods have been adapted into official game mechanics.

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** A lot of things that you would think would require electric power — conveyor belts, splitters, large water pumps — don't need to be powered in-game because doing so would just add a layer of annoyance and not add anything to the gameplay.

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** A lot of things that you would think would require electric power — conveyor belts, splitters, large offshore water pumps — don't need to be powered in-game because doing so would just add a layer of annoyance and not add anything to the gameplay.



** Developer blog comments indicate that new code is being tested for version 0.16 that will streamline and simplify adding undergrounds and splitters directly into a running line of belts, thus making it easier to set up infrastructure without extra commands to remove belts first.
** Version 0.15 makes it more convenient to work with blueprints and construction bots - Shift-clicking now allows you to drop a blueprint directly into a forested area, which will cause construction bots to reclaim any obstructing trees and rocks before deploying your buildings.
** Versions 0.14 and 0.15 improved the UI for the Research window, making it easier to see the prerequisites and results of any research topic, in addition to integrating a research tree diagram to better illustrate inter-related research, thus allowing newer players to better envision the research path they would want to take.
** Versions 0.14 and 0.15 refined the railway system and added an automatic plotting mechanic to the rail-laying interface so you would not need to keep rotating track segments, as well as improved the UI for managing your trains and stations, allowing you to rename a station and have all trains assigned to that station automatically acknowledge the station-name update.



* BagOfHolding: Given both the large number of inventory slots and items stacking, it's not hard to fit an entire locomotive and several cargo wagons with plenty of space to spare.
* BigCreepyCrawlies: Nothing but. Even the "small" bugs are the size of a man. Big bugs are the size of a dump truck and can shrug off high-explosive rockets.

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* BagOfHolding: Given both the large number of inventory slots and items stacking, it's not hard to fit an entire locomotive and several cargo wagons with plenty of space to spare.
spare. Research options and powered armor further extend your inventory so that you can easily carry hundreds of metal plates and chunks of coal, and still have room to carry enough inserters, furnaces, and assemblers to significantly expand your factory.
* BigCreepyCrawlies: Nothing but. Even the "small" bugs are the size of a man. Big bugs are the size of a dump truck and can shrug off high-explosive rockets. Behemoth bugs are large enough to dwarf trees, boilers, and small power poles.



* InconvenientlyPlacedConveyorBelt: Mostly averted. Conveyor belts are one the most useful things in the game, for moving both resources and the player quickly across the map. That said, as a factory grows larger and more labyrinthine, it's inevitable that the player will end up trying to run against one at some point.
* KillItWithFire: Post 0.13, the Flamethrower is the most efficient way to deal with both spawners and Worms. Pop in, spray maybe a tenth of a fuel canister onto the ground around them, then step back and watch the health bars shrink away.

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* InconvenientlyPlacedConveyorBelt: Mostly averted. Conveyor belts are one the most useful things in the game, for moving both resources and the player quickly across the map. That said, as a factory grows larger and more labyrinthine, it's inevitable that the player will end up trying to run against one at some point.
point. A Modular Armor component that prevents belts from moving the player exists in the game's code and can be placed into custom scenario maps, although as of 0.15 it does not have a recipe for production.
* KillItWithFire: Post 0.13, the Flamethrower is the most efficient way to deal with both spawners and Worms. Pop in, spray maybe a tenth of a fuel canister onto the ground around them, then step back and watch the health bars shrink away. Flamethrower Turrets take the concept further by tapping directly into a pipe feed from your petrochemical production line, and can do tremendous secondary damage with the lingering flames. Using refined liquid fuel further improves the damage dealt by flame turrets.



* TechnologyPorn: The game in general promotes this - research is painstakingly laid out so you need to develop ''everything'' and work your way up to faster tools and structures, and the graphics lovingly detail your buildings, allowing you to see the turning gears, swinging inserter arms, electrical heating coils, bubbling chemical plants and electrolyzers, and components moving through your factory on belts. The fandom in turn has screenshots of lovingly-built elaborate bases with belts and inserters and assemblers either lined up efficently on material buses, or woven tightly to fit as much factory as possible into a compact space.



* TheTurretMaster: The player. Because most of your weapons are ineffectual against massed bug swarms, turrets are key to defending your factories. Gun turrets are cheap and don't require electricity, but require an extensive logistics network to maintain their ammo. Laser turrets are expensive to craft and require huge amounts of electricity, but don't need any conveyor systems for ammo.

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* TheTurretMaster: The player. Because most of your weapons are ineffectual against massed bug swarms, turrets are key to defending your factories. Gun turrets are cheap and don't require electricity, but require an extensive logistics network to maintain their ammo. Laser turrets are expensive to craft and require huge amounts of electricity, but don't need any conveyor systems for ammo. Flame Turrets are powerful, but they require walls and 'hedgehog's teeth' barriers and fuel.



* UnwinnableByMistake: Before version 0.13 without mods, there was no way to cross water even though it's possible to spawn an island, forcing you to quit and start a new game.

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* UnwinnableByMistake: Before version 0.13 without mods, there was no way to cross water even though it's possible to spawn an island, forcing you to quit and start a new game. The Landfill was added in development to fix this issue.
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Recreating page in properly capitalized namespace.

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[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/factorio_tvtropes_9820.jpg]]
[[caption-width-right:350:''[[{{Tagline}} What will you build?]]'']]

->''"This is a game that lets you automate ''VideoGame/{{Minecraft}}''''. [...] ''It just feels like someone looked at ''Minecraft'' and thought, 'Oh, this is wrong, let's do this properly!''"
-->--- '''[[LetsPlay/NerdCubed Dan Hardcastle]]'''

''Factorio'' is a crowdfunded top-down two-dimensional [[ConstructionAndManagementGames construction and management game]], with RTS elements planned for later updates. Currently the game is officially an alpha, but has had impressive critical (winning ''two'' of the four categories at the 2015 Czech Game Of The Year awards) and financial success already.

The final details of the framing narrative have not been hammered out yet, but the broad gist of it is this: You are a survivor of a spaceship that has crashed on an alien world, only to find that the planet is populated by a number of enormous and highly aggressive [[BugWar insectoid species]] that become agitated by [[GreenAesop noise and air pollution]]. Utilizing local materials and your own knowledge, you start building vast factories and transport networks, establishing the industrial infrastructure necessary to launch a rocket and regain spaceflight capability.

The game has both singleplayer and CoOpMultiplayer modes. A demo is available on the [[https://www.factorio.com/ Factorio website]], with the full game available on the website, and from [[http://steamcommunity.com/app/427520 Steam]], [[https://www.gog.com/game/factorio GOG]] and the [[https://www.humblebundle.com/store/factorio Humble Store]] for €20/$20.

----
!!''Factorio'' provides examples Of:

* AllThereInTheScript: The planet ''Factorio'' takes place on is called Nauvis. The only place you'll find that word is inside the game's code.
* AntiFrustrationFeatures:
** A lot of things that you would think would require electric power — conveyor belts, splitters, large water pumps — don't need to be powered in-game because doing so would just add a layer of annoyance and not add anything to the gameplay.
** The very first Inserter in the game, the Burner Inserter, requires no electrical power to run, just a steady feed of coal. During development it was made capable of feeding itself coal (or other fuels) from an input lane on an adjecent conveyor belt, even if it didn't have any fuel to begin with.
* ArtEvolution: The initial release of the game had a very cartoony art style, such as the original model for the car being a Cadillac Eldorado with clown-car proportions. As development went on, the art style was refined into the DieselPunk-esque aesthetic.
* AttackDrone: The player can make capsules that release flying robot minions. Some follow the player, others stay put to distract enemies.
* AwesomeButImpractical:
** Using the train to plough through enemies. The train takes next to no damage and can easily squish the largest of bugs, but it's not always easy getting enemies to nicely line up along the railway tracks as they do in some of the trailers.
** [[KillItWithFire Flame turrets]] have good range and do good damage and consume any oil product the player might not have much use for. [[VideoGameFlamethrowersSuck Unfortunately]], they need pipe networks laid out to them from the oil refineries, their {{Painfully Slow Projectile}}s cause them to overshoot [[ZergRush fast-moving enemies]], and they have a minimum range within which they cannot target. The only times they are effective for more than showing off is when protecting oil refineries (where ammo should be plentiful), and while under heavy siege by highly evolved enemies that spend a lot of time gnawing at the walls in a stationary position and absorb lots of damage before going down.
* BagOfHolding: Given both the large number of inventory slots and items stacking, it's not hard to fit an entire locomotive and several cargo wagons with plenty of space to spare.
* BigCreepyCrawlies: Nothing but. Even the "small" bugs are the size of a man. Big bugs are the size of a dump truck and can shrug off high-explosive rockets.
* CarFu: The car and tank will plough through anything in their way, though the car is damaged in the process. The train, on the other hand, will gleefully plough through an entire swarm of bugs - or you - without breaking a sweat.
** Subsequently acknowledged with two achievements; one for being killed by a speeding train, and another for surviving 500 points of damage delivered in a single hit... which can only happen by standing in the path of a train.
* ColorCodedForYourConvenience: Primarily for speed:
** Basic transport belts are yellow, fast ones are [[RedOnesGoFaster red]], and the fastest tier are blue.
** Gray inserters are the slowest, and use coal instead of electricity. Yellow is medium speed, and slowest to run on electricity. Red inserters are as fast as the yellow ones, but have twice the reach. Blue inserters are the fastest-moving. Purple inserters pick specific items, green inserters pick up items in stacks, and white inserters [[BreadEggsBreadedEggs pick up specific items in stacks]]. The last three move as fast as blue inserters.
** Gray assembly machines are the slowest, then blue, then yellow/green.
* CoolCar: The handbuilt car is fast, agile, can run on anything that burns and can ram into trees without taking significant damage.
* CoolTrain: The diesel engine is fairly snazzy in terms of appearance and it will become the backbone for any large factory once local mineral deposits are depleted.
* CreepyCockroach: The aforementioned BigCreepyCrawlies often resemble swarms of giant cockroaches.
* CrueltyIsTheOnlyOption: In peaceful mode, [[ActualPacifist the bugs stay in their nests and never attack your factory]]. However, you still have to attack the nests in order to get alien artifacts necessary to craft top-tier items and to win the game. Some [[GameMod Game Mods]] avert this by adding other ways to make the artifacts. Averted as of 0.15, where alien artifacts were removed, so clearing nests is only necessary for expansion.
* DeathWorld: 0.15 adds a world-generation setting that is explicitly labeled as such, which increases the growth rate and aggression of the Biters and Spitters.
* DepletedPhlebotinumShells: Has the TropeNamer in-game, manufactured much in the same way as in the real world from a byproduct of enriching uranium for fission reactors.
* DieselPunk / SteamPunk: The most common power source are enormous inline 3-cylinder steam engines. Factories are dirty and puff out steam and smoke, and almost everything runs on coal or oil.
* DifficultySpike: Prior to version 0.15.0, the jump between tier 2 science packs and tier 3 was huge, effectively requiring you to double the size of your factory to automate it. Version 0.15 changes to 5 tiers, with gradual increases in complexity for each type.
* EasyLogistics: Zigzagged.
** Buildings have no maintenance, though it's averted in almost all other respects.
** Gun turrets require an ammunition assembly line and a delivery system to actually bring ammo to turrets. You will probably want to add Roboport infrastructure so Construction Robots can continue to repair damaged turrets automatically and logistic robots can ferry bullets to the supply system.
** Mineral deposits eventually run out, requiring you to shift your extractors around or find whole new mineral fields. Likewise, Oil deposits will gradually deplete, reducing their production and pushing you to seek out new deposits.
** The steam-powered generators require you to balance fuel supply and water intake in order to maximise power production. Want more boilers to make more steam for your generators? Better add more water pumps to the intake end.
** Nuclear-powered robots never need to stop to recharge, but if a Spitter attacks them they'll still need to be repaired. In addition, you will need to add Robot Network infrastructue to extend the operating range of your robots, and regular bots will pull power from your grid to recharge periodically.
** Liquids lose pressure over distance, so long pipelines become less efficient. There are three workarounds for this: Adding powered pumps to pressurize the flow, using trains with Storage Tank carriages, or barreling the liquids and moving them that way. Either way, you need to add more infrastructure, and barrels require steel to manufacture.
** Trains are one of the fastest ways to transport materials and supplies in bulk, but you need to manufacture the rails, rail signals, and associated infrastructure to fuel the trains and load/unload their cargo. In addition, the rail network will need to be defended and requires lots of room for the rails to be laid.
* EasterEgg:
** 0.15 adds several easter eggs: Applying a Landfill over the Offshore Pump [[DevelopersForesight turns it into a Water Well that continues to function by drawing water from the water table underground]], applying a landfill over a fish will sometimes turn it into a Grass Fish, and putting a Car inside a Rocket's cargo bay allows you to board that rocket and take a ride up.
* FragileSpeedster: The car. It's the fastest non-railway vehicle in the game, and since patch 0.11 the car has included a roof-mounted machine gun. However, speed comes at the sacrifice of armour, and even crashing into a tree can severely damage the car.
* FrickinLaserBeams: Lasers are slower than regular bullets. Somehow.
* GaiasVengeance / GreenAesop: Bugs are attracted by noise and air pollution, produced by almost all machinery, but particularly those that burn materials to generate power. Trees absorb pollution, meaning that building your own [[HiddenElfVillage hidden factory]] will prevent bug attacks but create a very inefficient factory, whereas operating under a clear-cut philosophy, cutting down all nearby trees will make a very efficient factory that draws the attention of nearby bug nests. Even if you opt for the former, excessive pollution will eventually kill your pollution-absorbing buffer. Maintaining a careful balance of pollution, production, and protection is necessary to prevent your early factories from being overrun by bugs.
* GameMod: Varies from simple mods to change recipes or make minor adjustments to gameplay, such as the Long Reach, Arborium, and Autofill mods, to entire game-changing mods that add in new resources and enemies and/or make radical changes to the tech tree, such as the collection of mods collectively referred to as Bob's Mods. Concepts and ideas from several mods have been adapted into official game mechanics.
** ComplexityAddiction: Mods that scratch this itch (yes, even moreso than the base game) are ''very'' popular with the playerbase.
* HomingBoulders: Any projectiles that target an object will hit it once they are launched, there is no escape. This looks especially weird when slow spitter projectiles target fast moving car.
* HopeSpot: In the second campaign's first level, the player receives an emergency transmission from other survivors about 200km away. [[spoiler: When he reaches that location by the second level, they are all dead and the base is in ruins.]]
* HyperactiveMetabolism: Raw fish (found in lakes) is somehow used to restore the player character's health.
* InconvenientlyPlacedConveyorBelt: Mostly averted. Conveyor belts are one the most useful things in the game, for moving both resources and the player quickly across the map. That said, as a factory grows larger and more labyrinthine, it's inevitable that the player will end up trying to run against one at some point.
* KillItWithFire: Post 0.13, the Flamethrower is the most efficient way to deal with both spawners and Worms. Pop in, spray maybe a tenth of a fuel canister onto the ground around them, then step back and watch the health bars shrink away.
* LightningBruiser: Higher-level biters move quite a bit faster than the player does, and hit like a truck. Luckily for the player, they get to become a Lightning Bruiser themselves using power armor and exoskeletons.
* LiteralMinded: The construction robots will build whatever they're told to, even if the order is placed on the route of a moving train the player happens to sit in. They gladly exit the train and spend the next half hour trying to get to the player with low battery.
* LookBothWays: Be careful when walking over a railway or the train may run you over and turn you into a fine mist.
* MagicTool: The repair unit. A generic spanner and hammer, it can repair ''any'' machinery with surprising speed. However, they wear out quickly, so it's recommended to carry several at any given time. Construction robots can use repair units to automatically repair damaged machinery within range of a roboport.
** Indeed, before patch 0.09 the graphic for the repair pack was the [[Series/DoctorWho 11th Doctor's sonic screwdriver]].
* MightyGlacier: The tank, which is incredibly durable and deadly, but doesn't move much faster than walking speed.
* MoreDakka: The base gun turret is essentially a giant machine gun. Tech upgrades exist to give it more dakka.
* [[NonindicativeTitle Non-Indicative Name]]:
** Prior to version 0.15, the diesel locomotive could be powered by everything from freshly cut logs to coal to rocket fuel. It was renamed to simply "Locomotive" in 0.15
** Before version 0.15, the "steam" engine could run off of ''any'' liquid, not just water, as long as it was sufficiently hot. You could power your base with [[ViolationOfCommonSense boiling sulfuric acid]] if you so desired.
* {{Nerf}}:
** Shortly after 0.15 was released, the Kovarex Process for nuclear centrifuges was made incompatible with Productivity-granting modules, as the way Productivity grants extra resources made it possible to gain free U-235 ''and'' U-238 from running centrifuges set to enrich uranium with Kovarex while crammed full of Productivity boosts from implanted Productivity-granting Modules.
** Logistics Bots were made a little slower and a little more power-dependent throughout development, as well as more resource-intensive, as they basically allowed players to completely break free of the challenge of laying out production facilities and conveyor belts.
* NoOSHACompliance: Averted. Factory machinery can't harm the player...except for the train, which will kill the player if it hits you at full speed. In 0.15, the Nuclear Reactor is completely safe while operational and will not malfunction or melt down on its own.
* NotTheIntendedUse: Grenades are designed to be used against swarms of biters. Most people instead grab a crapload of them, run towards a forest and start hurling them as fast as possible to quickly clear trees.
* OneHitPolyKill: The tank's cannon shells can continue flying through bugs and buildings until they run out of damage to deal.
* PipeMaze: Improper placement of your pipes will make it much harder to move through your factory. It is possible to minimize this issue by using pipes that are partially laid underground, although that costs more resources to produce.
* PoweredArmor: A late-game research allows you to craft Power Armor (and later, [=MK2=] armor) which can be customised with equipment such as an exoskeleton for a higher run speed or a built-in shield generator. Or a [[TheMinionMaster portable roboport]].
* RecursiveAmmo: Cluster grenades scatter several smaller grenades around along with its own explosion.
* RefiningResources: A major part of gameplay. You take base materials — lumber, stone, water, coal, iron and copper ore, crude oil, uranium — and use various machines to craft any number of materials, ranging from gun ammo to computer chips and machine parts.
* {{Retreaux}}: The graphics are very similar to early 2000s strategy game, in the style of ''Command and Conquer'' or ''Age of Empires'', created by using highly detailed 3D models which are subsequently run through a program to make 2D sprites.
* RidiculouslyFastConstruction: Assemblers can create gadgets in an amazingly short amount of time, such as creating a gear cog from plate iron in under a second. The player can hand-assemble a car with pre-made parts in about ten seconds.
* RobotAntennae: The logistic robots feature these.
* SchizoTech: Steam engines powered by coal are the primary source of electricity used to power automated assembly plants that build power armour and laser defence turrets.
* SceneryPorn: Despite the graphics looking like they stepped out of 1995, there is a certain beauty to the planet. Version 0.15.0 introduced a "high definition" mode that cranks up the resolution on the majority of objects, allowing you to see individual gears turning inside machinery.
* ShotgunsAreJustBetter: The standard shotgun has a very bad range but deals the most damage of all the weapons that the player can wield until they unlock the even more powerful combat shotgun, which gives a 20% damage bonus on top of any shell damage upgrades you've researched.
* ShoutOut: The repair pack previously used an icon of the Eleventh Doctor's sonic screwdriver. Certain buildings are assigned a name from a list of backer-chosen names, which has inevitably led to references such as "[[{{TabletopGame/Warhammer40000}} Lab]] [[Characters/Warhammer40000TauEmpire AunOTauShi]]".
* SimpleYetAwesome: Clear cutting a forest with the aforementioned combat shotgun used to be the best way to go about it.
* SmartPeopleBuildRobots: The player goes one step further and builds machines that build robots.
* SpiderTank: Factorio Facts #120 showcased the 'Spidertron' prototype, an 8-limbed MiniMecha capable of climbing over obstacles and fording shallow water.
* SprintShoes: Exoskeletons, which are slotted into Power Armor, make the player run faster. [[ViolationOfCommonSense Multiple exoskeletons can be used at once]], potentially allowing the player to ''[[SuperSpeed outrun the car]]'', as long as they have enough power. There's also placeable movement speed-boosters in the form of brick and concrete floors.
* StuffBlowingUp: In version 0.15, Nuclear-powered logistic/construction robots will explode if they get destroyed by Biters/Spitters or friendly fire.
* TankGoodness: The tank vehicle was added in patch 0.11 as a more durable alternative to the car. Although much slower, it is pretty much indestructible, mowing over trees and small enemies without care. It mounts a main cannon that can [[OneHitPolykill overpenetrate several biters with one shell]], can use a overclocked coaxial machine gun, and scythe through forests with its flame thrower. The tank can use depleted uranium or explosive ammo if armor-piercing isn't up to par. In addition, RammingAlwaysWorks, and the tank can OneHitKill a spawner by [[CarFu running it over]].
* TechTree: A very large and complex one, though the game makes it [[http://www.factorio.com/blog/post/fff-128 easy to visualise]] the prerequisites and dependencies of any research item.
* TheTurretMaster: The player. Because most of your weapons are ineffectual against massed bug swarms, turrets are key to defending your factories. Gun turrets are cheap and don't require electricity, but require an extensive logistics network to maintain their ammo. Laser turrets are expensive to craft and require huge amounts of electricity, but don't need any conveyor systems for ammo.
* UnitsNotToScale: Possibly. The top-down style makes it hard to tell how big things are. For example, defence walls look like they're about [[InsurmountableWaistHeightFence half the height of the player]] which [[FridgeLogic doesn't make sense if you think about it]].
* UnwinnableByMistake: Before version 0.13 without mods, there was no way to cross water even though it's possible to spawn an island, forcing you to quit and start a new game.
* UtilityBelt: A customizable smaller [[BagOfHolding bag of holding]] where each item slot is linked with a hotkey (therefore does not need to open and close the main inventory to access an item). Convenient when building large projects, and panic plopping turrets or an escape vehicle.
* VideoGameCrueltyPotential: Factorio almost encourages you to play like a ''WesternAnimation/{{Captain Planet|and the Planeteers}}'' villain: clear cut forests, use up natural resources, pollute the environment for a vaguely-explained reason...all in the name of making your factory bigger and better.
* VideogameFlamethrowersSuck: Thoroughly averted as of the 0.13 release. The flamethrower (and its turret equivalent) behave more like real-life flamethrowers, spurting a jet of napalm that creates short-lived patches of intense fire wherever it lands and dealing significant damage to anything around it. Bugs die ''en masse'' running through the flames. Spawners and worms can be rapidly killed by setting them on fire. The same release introduced the ability to set fire to trees and thus burn down forests, generating vast amounts of pollution that ''will'' provoke more enraged aliens to charge into your war crime of a weapon's sights. All in all, a good day to be one of said ''WesternAnimation/{{Captain Planet|and the Planeteers}}'' villains.
* WideOpenSandbox: Although there is a goal — build the rocket silo and launch the satellite — you are not bound by any one set path to achieve that goal.
* YouHaveResearchedBreathing: The player is an automation and logistics engineer on an alien planet trying to launch a rocket into space. They must first research ''how to smelt steel''.
* YouNukeEm: You can eventually research nuclear munitions for the handheld Rocket Launcher. [[ArbitraryMinimumRange But be wary, because like real life man-portable nukes the explosion range is greater than the firing range.]] You'll have to OutrunTheFireball.
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