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1[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/factorio_cover.jpg]]
2[[caption-width-right:350:''[[{{Madness Mantra}} The Factory Must Grow]]'']]
3
4''Factorio'' is a crowdfunded top-down two-dimensional FactoryBuildingGame (the TropeMaker, in fact), with RTS elements planned for later updates. Developed and published by Czech studio Wube Software, the game officially left Early Access with version 1.0 on August 14, 2020. A Switch port of the game was revealed during the September 2022 WebVideo/NintendoDirect, releasing on October 28th of the same year, thus marking the game's debut on a console.
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6The framing narrative is explained in the tutorial, [[ExcusePlot but is largely irrelevant in the primary Freeplay mode]]. The plot goes like 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 [[GaiasVengeance 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.
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8The game has both single-player 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 €35/$35 (originally €30/$30). Don't wait for a sale; the developers have a policy of never discounting the game.
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10In February 2021, the development team announced plans to release a large DLC add-on to the base game. The expansion [[https://factorio.com/blog/post/fff-373 was revealed in August 2023]] to be titled ''Factorio: Space Age'', based on the Space Exploration mod for the game (and the leader designer of that mod is on the development team). The expansion will see the Engineer visit a few new planets to refine new resources on space platforms to unlock new science packs and items. The expansion will be accompanied by a major update to the base game with new quality of life features and improvements to the engine.
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12The Nintendo Directs of September 2022 revealed that a UsefulNotes/NintendoSwitch Port of the game was in the works. That port would release on October 28, 2022.
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14----
15!!''Factorio'' provides examples of:
16[[foldercontrol]]
17[[folder:Tropes A-C]]
18* AbilityRequiredToProceed: Completing the fourth mission of the tutorial demands you build a car, which requires engine units. The reason this is notable over other required technologies or items to build is because the engine unit is the first item the player will encounter that can't be built by hand -- if you haven't already, this means you have no choice but to have assembly machines make engine units for you, and in turn this makes sure the player has at least attempted to build an automated production line before progressing them to the last mission.
19* AcceptableBreaksFromReality:
20** You can craft things by hand while continuing to move around, and can even mine resources with your pickaxe and shoot at biters while the item continues to be crafted. Logically you would think that crafting circuitboards or robot arm inserters would require some precision and dexterity, but having to hold still while crafting them would just make the game slower, especially in the early game when you don't have automation yet. Relatedly, certain bread-and-butter items such as power lines can be crafted on the spot pretty trivially if you have all the necessary ingredients, even when it should realistically require a couple hours of work to make overhead power lines.
21** Steam is treated as a fluid, ergo it is transported via pipelines and can be stored in fluid tanks and transported in fluid train cars to be saved and used to power engines and turbines as needed later. Once produced, steam will remain at a consistent temperature, rather than cooling or condensing back into water, as logically it should. Needing to monitor steam temperature would add a layer of complexity to the game's fluid and nuclear power generation mechanics (both of which are already pretty complicated) without really adding anything to the gameplay, so presumably this is the reason players don't need to worry about their steam cooling.
22** A lot of things that you would think would require electric power — conveyor belts, splitters, water pumps, etc — don't need to be powered in-game, because doing so would add a layer of further complexity and annoyance: a demand of pumping water without electricity to get your first boilers going.
23** Logistics robots will continue to move very slowly once they run out of power. Of course, this is so that if a robot is caught outside a logistics network, it can eventually make its way back to your character or a roboport to recharge. Since the logical alternative is that powerless bots would just drop to the ground useless and either be destroyed or need to be picked up, this feature is not minded. Relatedly, Burner Inserters are capable of picking up coal to fuel themselves, even when from a logical standpoint they shouldn't be powered for not having coal in them.
24** Realistically, changing the output item of an Assembling Machine would be an incredibly time-consuming process involving bespoke parts for whatever is being made; for example, iron plates would need to be cast into their shape and then trimmed, while copper wire would be extruded from a wire-shaped hole. The game simplifies it to just clicking the button of whatever item is desired, which makes them more of a MatterReplicator than their DieselPunk design suggests but is very convenient to play around.
25** The Kovarex process is a scientifically simplified version of the 'breeder reactor' process that is used in real life to enrich uranium to make it concentrated enough to be used as nuclear fuel. There's suppposed to be a lot more going on to control and regulate the reaction process, but in Factorio this is simplified into an automated centrifuge process that takes two isotopes of uranium and processes it to make more fuel-grade isotopes, all so players wouldn't need to create a complicated and heavily wired setup to run a real-world-accurate breeder process.
26** The game only tracks air pollution produced by your buildings as they work; critically, if your buildings are destroyed by bugs, stuff like oil pipes and nuclear reactors won't spill their contents to cause more pollution. This is to stop a potential feedback loop of "bugs destroy your stuff, causing pollution, which irritates the bugs more and causes them to destroy more of your stuff".
27* AllThereInTheScript: The planet ''Factorio'' takes place on is called Nauvis. The only place you'll currently find that word is inside the game's code, and the map editor.
28* AntiFrustrationFeatures:
29** 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.
30** Burner Inserters can move to grab fuel for themselves, even if they've just been placed and have no fuel to operate otherwise. Further, despite being a burner device it doesn't produce pollution, so if you go a while without electricity they won't effect your pollution output.
31** When a train runs out of fuel, it's automatically set to manual mode, ensuring it can be fueled up fully instead of just zooming off again once a single piece of coal is loaded into it.
32** Biters and Spitters will not intentionally attack anything that does not produce pollution or is under the combat category when traveling or guarding nests. This means you don't have to worry about your railroads, pipe networks or conveyor belts suddenly getting chewed up by a biter expansion force.
33** Bitters and Spitters will eventually despawn if left on their own long enough. This not only helps with CPU strain on sufficient long, large games, but it also makes artillery turrets a much more reliable way to clear out enemies, since they only target immobile nests and worms.
34** Roboports start off with a minuscule auxilary power charge to help define their logistics and construction zone before they start drawing power from your grid.
35** 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. Running a belt over pre-existing belts will also automatically convert the section that overlaid the previous belt into an underground belt, if you have them in your inventory and the distance is short enough for it to reach.
36** PowerArmor -mounted Personal Roboports automatically disable themselves and stop launching drones if the player is driving a vehicle or running at sufficient speed, to prevent drones from launching to do tasks the player passes along the way and then get left behind because they can't move fast enough to catch up.
37* 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 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. They're also useful for besieging other player's bases in [[PlayerVsPlayer PvP]], as their range allows them to sit out of radar vision range and snipe away at enemy defensive fortifications or turrets.
38* ArbitraryWeaponRange:
39** The PlayerCharacter has one with how close they need to be to a tile to take construct or deconstruct something on it.
40** 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.
41** A particularly strange example is the combat shotgun, which has longer range (20 tiles) than the submachine gun (18 tiles) for reasons unknown.
42** 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.
43** The handheld flamethrower, the flamethrower turret and both artillery pieces can't shoot at targets too close to them. Strangely, the tank-mounted flamer works differently (seems to shoot burning gas instead of a liquid) and thus averts this.
44* 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.
45* ArtificialStupidity: Logistics robots streamline construction and transportation of materials ''a lot'', but are not very efficient at it.
46** Logistic robots will pick cargo even if there isn't room in the logistics network to store it, and then will hover in place since they have nowhere to go. This isn't limited to types of items, but quantities as well - if a requester chest is meant to stockpile 100 iron plates and is down to 99, a logistics robot will fly to a storage chest, pick up ''more'' than one plate, deliver one of them, and then if they're not able to take the leftovers to storage, they'll remain in place holding onto their cargo until you make room for them to unload it.
47** Construction bots will deconstruct and construct objects in an arbitrary fashion, instead of some sort of logical pattern like in a radius outward or top-to-bottom. This means that moving while letting bots construct things around you is hit-or-miss, because you'll move out of radius of stuff they haven't built yet. If you order them to build a blueprint over top of pre-existing objects, necessitating the deconstruction of the latter, the issue compounds as the two sets of orders overlap: you'll end up with robots trying to place objects before the object in their way is cleared, and they'll hover in place waiting for the obstruction to be removed; and if there isn't storage space for what's being removed, robots will remove it and then hover in place. Bots will also ''always'' bring an object back to storage before using it for construction, so even if you're just moving something left one tile, every single object has to be picked up, stored, and then placed down again.
48** Large and behemoth biters and spitters will occasionally get stuck pathing through especially thick forests and rock clusters. If they can't figure a way through after a couple of seconds, they'll resort to attacking the offending tree/rock.
49* AscendedGlitch: Paving over an offshore pump's water source with landfill does not stop it from generating water. This was not only not fixed, but such a pump is renamed by the game into a "water well" to underscore that this is intended behavior.
50* AttackDrone: The player can make capsules that release flying robot minions. Some follow the player, others stay put to distract enemies.
51* AttractMode: The game's title screen shows demos of gameplay at various levels of completion, complexity, and efficiency.
52* AwesomeButImpractical:
53** 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. Well... that is, unless you do [[https://www.youtube.com/watch?v=dINPmGzGyTo this]].
54** Reinforced concrete provides the highest movement speed bonus to the Engineer of any tile, and as the name implies has an aesthetically pleasing look of smooth, cut bricks. However, manufacturing refined concrete requires twice the amount of normal concrete, a unit of steel, and eight iron bars, making it a substantial investment of iron product to mass produce. By contrast, normal concrete just needs stone brick and a single nugget of iron ore (and produces twice as much concrete as the stone brick required, to boot).
55** [[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 fixed arc that restricts their ability to hit enemies. They are ultimately more suitable for the lategame, when your petrochemical production should be 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 they try to break through the walls.
56** Nuclear bombs are great for annihilating the massive late-game biter nests and always [[{{Pun}} a blast to use]], but it needs a huge amount of the game's rarest resource (Uranium-235) plus a bunch of additional resource-intensive stuff to build even one. When you finally have one, actually using it has a good chance to get yourself killed if you failed to notice that the blast radius is significantly larger than the rocket launcher's maximum range. It's usually a lot safer, cheaper and easier to tackle these bases with turrets and a train pulling one or two artillery wagons plus ammo supply.
57** Uranium-enriched Rocket Fuel has tremendously densely-packed energy at [[Franchise/BackToTheFuture 1.21 GJ]] per full tank, but the amount of power spent to refine the uranium and petrochemicals (and thus the solid fuel and then rocket fuel), in addition to the increased amount of pollution it releases into the environment when used, makes it less efficient than simply using regular rocket fuel; the final nail in the coffin is that unlike regular Rocket Fuel that can be loaded in bulk at 10 tanks per stack, nuclear rocket fuel takes up a full slot per single tank, making it less viable for long-distance vehicle fuel due to how much additional bulk in storage a stable stockpile requires.
58* 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. 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.
59* BeamSpam: Defensive lines composed primarily of laser turrets will produce this every time a biter breaches the perimeter. Equipping multiple personal laser defence modules on the player character has a similar effect.
60* {{BFG}}: Nothing stops you from loading your personal rocket launcher with ''nuclear warheads''. However, this is the very definition of AwesomeButImpractical, since you're pretty much guaranteed to kill yourself with it unless you have a power armor equipped with enough exoskeleton modules to outrun the blast.
61* 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.
62* BlackBox: Science packs. It's unknown exactly what they are or why they require the components they do, or how they make your labs run and research new technology for you. All that is clear is that somehow you can combine an electric furnace, a production module, and 30 units of rails, to create a set of Production Science Packs. The best that can be said is that each type of science pack has a theme in its components, and the requirements for each technology usually line up with those components (ie, Military Science Packs are made of combat-associated materials and are needed for combat-associated research).
63* BoringButPractical:
64** 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.
65** Steel Furnaces are one of the first Steel technologies you'll unlock, and they'll be the backbone of your production until the endgame when you begin transitioning to Electric Furnaces; they're small, easily to keep fueled, and easy to produce with a handful of Steel and Stone Brick. Electric Furnaces are only more effective once you have modules to increase their output and a large-enough power grid to sustain them.
66** Coal is one of the game's most basic resources and will be useful throughout the game. Early on it's your best source of fuel for burner devices like furnaces and the only fuel source you can mine (trees need to be chopped down manually and you don't have oil production yet for solid fuel). Later on its required to product Plastic, which is required in some manner for a lot of end-game items, and once you unlock Coal Liquefaction it can be diverted to your oil supply to drastically boost its output. Patches of coal to mine also tend to be found more often and in more dense patches than other resources, so you can easily expand your supply lines to meet your factory's demand for it.
67** Efficiency Modules. Compared to getting products built at lightning speed, or getting extra products for free, reducing a machine's power consumption seems boring. Unlike speed or productivity modules however, there is no downside to putting them in your machines, and they both directly and indirectly reduce pollution generation by reducing a machine's pollution output and reducing power grid strain respectively.
68* 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.
69** 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.
70* ColorCodedForYourConvenience: A lot of this occurs. With a massive factory moving thousands of products a second, easy recognition helps a lot. Yellow, red, green, blue, purple, grey/black, and white are utilized all over to differentiate between things that would otherwise be hard to tell apart.
71** Many items use yellow for the lowest tier, red for the second, and blue or green for the third: conveyor belts, ballistic ammunition, assembly machines, and inserters. The latter adds grey as a "tier 0" burner inserter which is even slower than the basic yellow, and also has the green inserter beyond blue which moves just as quickly and can pick up multiple items at once. The blue and green inserters have variants colored purple and white, respectively, which add the functionality to filter the items they pick up.
72** While the player is free to recolor them as they like, by default trains and train stops are red, and the Engineer and their vehicles are yellow.
73** All uranium ore, centrifuges, and nuclear reactors glow green to signify their use of nuclear technology, and even [[DepletedPhlebotinumShells depleted uranium ammunition]], nuclear-enriched rocket fuel, and atomic rockets are coloured green. (In reality, [[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]], [[AcceptableBreaksFromReality but the developers decided to make all the nuclear stuff green for player convenience]].)
74** The three tiers of computer chips are colored green, red and blue. Modules are colored green for efficiency, red for productivity, and blue for speed.
75** All raw resources are different colors which show up on the map for quick recognition: silver-blue (iron), bronze-orange (copper), black (coal), dull beige (stone), green (uranium), and purple (oil).
76** 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. Water is blue, crude oil is dark grey, heavy oil is red, light oil is golden yellow, petroleum gas is purple, lubricant is green, sulfuric acid is lime-yellow, and steam is white.
77** The five types of logistics chests are colored purple, red, yellow, green, and blue. Science packs are colors red, green, grey, blue, purple, yellow, and white.
78** Blueprints are colored blue, red, or green, depending if they're construction, deconstruction, or upgrade plans.
79* 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.
80* 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.
81* CreatorCameo: Of sorts. The Kovarex Enrichment Process tech is named after the online nickname of Michal Kovařík, the game's lead dev.
82* CreepyCockroach: The aforementioned BigCreepyCrawlies often resemble swarms of giant cockroaches.
83* CrueltyIsTheOnlyOption:
84** 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.
85[[/folder]]
86
87[[folder:Tropes D-L]]
88* DeadlyGas: Poison Capsules disperse a toxic blue gas that quickly saps away the health of biters, spitters, worms and players inside the area of effect. They are EXTREMELY effective at killing worms, on the account of their immobility, but cannot damage spawners themselves. Biters and Spitters can quickly exit the area of effect, but a synergistic slowdown capsule can keep them inside the area to slowly suffocate to death.
89* DeathFromAbove: Late-game military research unlocks giant artillery pieces for bombarding biter nests at extreme range. Anyone looking for even worse methods of raining devastation down on the biters may find mods that introduce aircraft or even the [[VideoGame/CommandAndConquer GDI's]] [[KillSat Orbital Ion Cannon]] much to their liking.
90* 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 while making pollution spread further more easily.
91* DenserAndWackier: The ''Renai Transportation'' mod adds various ridiculous ways of transporting yourself and items across your factory, most notably inserters that throw items around like catapults (and hatches for your machines to catch them), bounce pads for said items to go even further, and train ramps for trains to jump over obstacles. It also lets you [[ImprovisedZipline use your power lines as ziplines]].
92* 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.
93* DevelopersForesight:
94** Several achievements, like the ones requiring the player not to build any solar panels or laser turrets, cannot be gotten on a particular save if the bugs are set to "Peaceful".
95*** Likewise, these achievements have an in-game notification that not only tells you when they've been achieved in that run, but when you've missed the marker for them to save you time on restarting.
96** If big rocks and trees are "mined" by hand, the game will not count the resources attained towards hand-produced items, as otherwise the "Lazy Bastard" achievement would be impossible to get.
97** Inserters placed by the waterside are able to grab any fish that swim into their grasp. Conversely, you can drop a stack of five fish (since you catch them in stacks of five) into water and this will release them.
98** If you get your hands on a production machine before you research the technology to craft it, like when playing a modded game or a scenario, it won't be as helpful as you think; because of how the tech tree is designed, the machine won't have any crafting recipes to assign it until you research one. This also extends to stack inserters, which have the same capacity as normal inserters until you research stack inserters yourself.
99* 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.
100* DiskOneNuke: Grenades are unlocked relatively early on, are rather cheap (only costing 1 iron plate and 1 coal) and a single one of them can take out an entire wave of biters early on. By the time the player does reach the point that they need multiple grenades to take out a biter, they'll usually have gotten more powerful weapons unlocked.
101** The Flamethrower can (basically) instantly kill small and medium biters/spitters, melts big biters/spitters and can raze spawners and worms in seconds. Its only real shortcoming is its lack of range. Flame patches left on the ground can burn for quite a bit, depending on how long you spent firing at the ground. This lets you use it as area denial, or hit and run on enemy bases. Get in, spray a bit on worms and spawners, back out and watch them melt away. The flamethrower technology only requires automation, logistic and military science packs which can be acquired within the first 2 hours of the game.
102* DifficultButAwesome: The nature of the game itself makes it easy to learn yet hard to truly master, and you'll constantly be rethinking your factory's layout, power grid, and infrastructure as you build bigger and bigger and look for ways to make things more efficient. Not for nothing do some players in the community joke about "The factory expanding to meet the needs of the expanding factory".
103** A thorough understanding of basic mathematics streamlines gameplay considerably, or just using a calculator. Different items take different amount of times to manufacture, so if you have an assembly machine making Copper Wire to make Electronic Circuits, it can be helpful to work out the ratio of Copper Wire produced versus Electronic Circuits produced, as it's possible you're not making wire fast enough to keep up with the circuits, or that you're producing surplus wire and could consider adding a second machine for circuits. Now also consider that there are three tiers of assembly machines with different crafting speed and modules also have an impact on crafting speed (and with productivity modules, their overall output will change beyond speed), and working out the ratio of machines becomes more confusing. ''Then'' remember that each type of belt can carry items per second and inserters move at a set speed per second and can pick up a certain amount of items with each movement, and it's possible that even if your machine ratios are perfect, you aren't supplying them properly and they're not producing as fast as you think. Multiply this over hundreds, thousands of machines throughout the factory that are all reliant on each other to produce something they need to produce something else, and it can get overwhelming if you don't understand how to manage it.
104** 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.
105** Figuring out the train system, in particular rail signals and advanced train automation, can be very tricky but makes the difference between a few tracks going from A to B and a well oiled megabase.
106** Uranium ore requires acid being pumped into the drill to mine it, then sifting to separate U-238 from U-235, acquiring a sufficient amount of U-235 (which has a very low chance, so it can take a long time) to start the enrichment process, balancing its usage, and so on. However, in return you get the most energy-dense fuel in the game, the best ammo for your guns, and incredibly dense (gigajoules per tile occupied by your power plant) energy generation (and setting nuclear reactors up can qualify as this trope on its own)
107* DroneDeployer: Military research eventually unlocks capsules, throwable items similar to grenades that release a bunch of small robotic drones at the impact point. Effects vary between "stationary distraction" and "deadly swarm of {{Killer Robot}}s that follows the player around". All these bots have limited life time before they self-destruct, and deploying [[ZergRush 100 or more at the same time]] (equivalent to 20 capsules) unlocks the "Minions" achievement.
108* EarlyGameHell: You start out the game with nothing but a burner drill, a single stone furnace, a pea-shooter pistol with 10 magazines, and a handful of iron plates salvaged from the wreck of the ship. It takes a long time to build up to electricity production and get research labs running, at which point you can research automation and other important technologies that will let you start building a proper factory. But by that time you're probably putting out enough pollution and/or taking up enough space that you have to deal with biter nests, who are liable to attack you from any angle (unless you had the foresight to scout out the nearest nests early) and will chew through your base very quickly. While it's certainly possible to have walls and turrets ready to fend them off, doing so takes up even more resources that could have been put towards building up your infrastructure, you'll have to reload the turrets manually, and you don't have the means to efficiently clear out the biter nests to stop the attacks. The short of it is that the opening hours of the game are slow and will have you struggling to defend your growing base. Once you unlock the car and/or the flamethrower and can build up a stockpile of ammo for either, you can go on the offensive against the biters and start clearing out their nests to give you some breathing room, and can rest assured that your factory will still be chugging along when you get back now that you don't need to refuel everything by hand.
109** While some mods aim to alleviate that somewhat, others — in particular large-scale overhauls — actually deliberately worsen it. Space Exploration extends the time spent on the pre-electric phase of the game noticeably and significantly delays access to some technologies, in particular locking logistic network demand chests behind technology only produced in space, forcing players to build a conveyor belt-based mall first. Industrial Revolution extends the pre-electric phase to such an extent that it takes players as long to get to electricity as it would to beat the vanilla game. Some mods actually manage to do both: Nullius starts the player with modular armor and construction bots, solar panels and accumulators, and there are no biter attacks to worry about, but the initial set of buildings is barely enough to get the starting base running (necessitating you to periodically repurpose them like with the Lazy Bastard achievement) and it will take a while before you can make more, and many of the early game recipes (particularly metallurgy, glass and PVC) are deliberately horrible, slow and making vast amounts of byproducts you have to stockpile before you research a way to dispose of them.
110* EasyLogistics: Zigzagged.
111** Buildings have no maintenance, though it's averted in almost all other respects.
112** 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.
113** Flamethrower turrets require liquid fuel instead of ammunition, but what this means in practice is that you will either need a pipeline to run in the fuel, or a delivery and collection system to bring in fuel barrels and return the empty barrels to a refilling station.
114** 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.
115** 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.
116** Solar Panels allow you to generate power without burning fuel, but requires a lot more room for all those panels needed to match the power output of a 480-megawatt 2x2 uranium reactor. Furthermore they only work in the daytime, so you'll either need a large accumulator farm to store surplus solar power for night use or an auxiliary power generator to pick up the slack at night.
117** 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.
118** Steam counts as a liquid, but for various reasons its temperature remains constant no matter the pressure level inside the pipes channeling it. It can also be 'bottled' inside train fluid wagons for transport to outpost generators.
119** 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. And they come with the risk of running you over if you aren't careful.
120** Once you 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.
121* EasterEgg:
122** 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.
123** It is possible to load a rocket with [[spoiler: a car instead of a satellite. Doing so will allow the player to ride the rocket up into space, although this has no effect and teleports the player back to the ground when the rocket leaves.]] It is also possible to load a rocket with [[spoiler: a fish]], and there's a hidden achievement for doing this.
124** Version 1.0 allows you to send a stack of Space Science packs into orbit with as the payload of your rocket; doing this will net you a large amount of fish at a 1:1 ratio. Well, if you needed a lot of fish for mass-producing Spidertrons, this is how you get the fish.
125* EnergyWeapon: Laser turrets are a popular and effective line of defense, as they only consume electrical power and no ammo. Additionally, the Personal Laser Defense equipment allows you to turn yourself into a walking disco ball. However, both of these systems consume a lot of electrical power, and their damage output is rather low until they have been significantly upgraded.
126* EpicTrackingShot: [[https://www.youtube.com/watch?v=J8SBp4SyvLc The 2020 trailer for the game]] is an especially long tracking shot that pans around a large chunk of the world. Starting in an almost-unscathed wilderness, the camera pans to follow the player as they chop down a tree and build a drill. The drill produces raw copper ore and the camera follows the production line as it turns copper into a magazine of bullets. The bullets get loaded into the turret defending a train station, just in time for it to arrive, unload its ore, and for the camera to follow its departure back to the mine it loaded from, where it then focuses on the boilers working away and their thick plumes of smoke... which agitate the nearest Biter den, who get provoked into swarming the main base. The swarm gets plowed through by a train, which the camera follows until a flock of drones get its attention, centering it back at the heart of the factory as the zoom slowly pans out to reveal the massive scope of the machine.
127* 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.
128* 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.
129* 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 cost of armor, and bumping into something and being surrounded by biters is almost certainly a death sentence. It also lacks damage resistance against collisions, so ramming a boulder at full speed will do a number to it.
130* FriendlyFireproof: Averted, not only can you accidentally be set on fire by being in front of one of your flamethrower turrets but you can also light yourself up if you fire the personal flamethrower while running forwards. Also very commonly averted by players being run over by their own trains.
131* FromNobodyToNightmare: At the start of the game, you'll be mining ore by hand and running a few smelters and drill machines by manually supplying them with coal and wood, and defend yourself from the bugs using a simple pistol. You'll work your way up to massive factories the size of cities, powered by nuclear reactors and supplied by rail networks spanning hundreds of miles, and curb-stomp the bugs with remote-control {{Spider Tank}}s armed with rapid-fire rocket launchers and auto-targeting lasers.
132* 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.
133* GameMod:
134** 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 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 collections of mods collectively referred to as Bob's and Angel's Mods. Concepts and ideas from several mods have been adapted into official game mechanics.
135** The developers are also extremely supportive of the modding community, and commonly work with the community to find and fix bugs in the base game which are only normally exposed by mods.
136** The Switch port does not have mod support by default, due to certain security concerns with the potential for mods to break out of the sandbox.
137** Factorio: Space Age, the official expansion pack, was worked on by the designer of the fan mod Space Exploration, and where ''Space Exploration'' is a challenging mod that requires knowledge of advanced Combinator functions, ''Space Age'' is more approachable for newer players.
138** ComplexityAddiction: Mods that scratch this itch (yes, even moreso than the base game), such as Angel's Mods, are ''very'' popular with the playerbase.
139* GameplayAndStorySegregation: Numerous objects cannot be crafted by hand, usually because they require some sort of liquid or chemical process. However, engine units are also grouped under this category, yet they are only made from steel, pipe, and gears. What really makes this stand out as an example of the trope is that many of the things you ''can'' build by hand are much larger and more complex and realistically shouldn't be able to be crafted by hand either, including things that ''use'' engine units as a component, like pipe pumps, cars, tanks, and train engines.
140* GlassCannon: The PlayerCharacter becomes this in the lategame. With the higher-tier weapons like uranium rounds and rocket launchers, not to mention nuclear missiles, you can mow down biter hordes and wipe out their nests, and can move fairly quick even without a vehicle. However, even with the best armor in the game, the highest-tier biters will still kill you in two or three hits without shield mods to defend yourself, but even with several of them they're more of a safety net, you still aren't durable enough for prolonged combat.
141* GrayIsUseless: The game allows the player to construct devices, even when there isn't sufficient fuel or power to operate them. One could build a nuclear reactor if one has the materials, but it will sit there, grey and useless, until sufficient uranium is obtained to energize it. At that point, the reactor will glow neon green.
142* HerdHittingAttack: Flamethrower Turrets. Completely ineffective against individual enemies, but able to wipe out 95% of any alien attack wave (with the 5% they miss being whichever enemies were in the front).
143* HeroTrackingFailure:
144** ZigZagged by Worms and Spitters targeting the player. They will attempt to predict the player's movements, but can usually be evaded by... zig-zag movement. Worms are deadly accurate in their predictions, able to always hit a player if they move in one direction without changing course, while spitters are a bit inaccurate, acting more like suppressive fire support and area denial by aiming in the player's general direction.
145** Played straight by Flamethrower Turrets, which do not predict enemy movements at all, allowing fast-moving enemies to dodge under their fire. However, in larger attacks, this is not generally a problem, because the Flamethrowers' failure to track the leading enemies just means that every other enemy behind them gets roasted.
146* HoistByTheirOwnPetard:
147** Players are not immune to the secondary flames generated after they spray burning fuel over a biter nest. Don't try to run through until the flames die down, unless you like being well-done and crispy.
148** 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.
149*** Getting run over by a train is also the ''only'' way for a player in a well-defended factory to die. Luckily, it never stops being funny. Of particular note, is laying down a path to connect two existing rail lines and ''immediately'' getting run over by a random train that decided that the new patch is just the ''perfect'' way to get to where it was going.
150** 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. Same goes for hand grenades, which have a maximum range but can also be tossed right at your own feet, and their blast radius has to be guessed by the player via trial and painful error.
151** Speaking of the tank: RammingAlwaysWorks on ''anything'', not just enemies. The tank has a very long stopping distance from full speed, and it's quite easy to accidentally plow through a bunch of assembly lines before the thing finally comes to a halt, leaving only a trail of destruction behind. Additionally, it's possible to run ''yourself'' over with the tank if you exit and move in the same direction it is moving without braking first. The car also damages your structures on impact, but not nearly as heavily as the tank does, and it also has much more effective brakes.
152*** RammingAlwaysWorks also applies to trains. While automatically-scheduled trains will never collide (unless signals are set up incorrectly), manually-driven trains can quite happily run into, and destroy without stopping, any other unsuspecting trains in their path.
153** [[NukeEm Atomic bombs]] are nuclear fission warheads for your man-portable rocket launcher. They kill pretty much anything they hit instantly, and their blast radius exceeds their firing range. Standing still after launching one usually results in the game-over screen being the next thing you see.
154** Players who have updated to 1.0 have discovered that care must be taken when arming their Spidertrons with high-powered weapons (artillery shells and atomic rockets), as all the usual friendly fire issues apply with them.
155* HomingBoulders: Averted as of 0.17. Spitter and Worm attacks follow ballistic arcs and, while they do try to predict your movement when they attack, they can be evaded.
156* 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.]]
157* HyperactiveMetabolism: Raw fish (found in lakes) is somehow used to restore the player character's health.
158* 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. There is also a mid-game Modular Armor component which prevents belts from moving the player.
159** In the past, this could be weaponized against the aliens, as conveyor belts will also move aliens, and it was possible to build early-game defenses by placing belts facing away from walls. (The aliens would try to cross the belts and be pushed away.) At some point, the developers wised up to this, and made aliens notice if they were being pushed around like this and start attacking the belts.
160* InsurmountableWaistHeightFence: Pipes. Improper placement of them 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.
161* InUniverseGameClock: The game features a day/night cycle. Gameplay-wise, it only affects solar panel output and the distance the player can see.
162* 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; furthermore, lategame Flamethrower research allows you to push their effective damage back into a deadly range for even Behemoth biters.
163* LandmineGoesClick: Mines are a researchable defense that deal a large amount of damage when triggered, but they require a short arming period. During the arming period, they are visible and vunlerable to getting shot at/attacked. Biters and spitters that survive the initial explosion are stunned, leaving them open to fire.
164* 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.
165* 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, or replacing landmines in the middle of a massive biter/spitter wave. They will gladly exit the train and spend the next half hour trying to get to the player with low battery or suicidally run into the thicket of an alien swarm.
166** Partially averted with the [[AntiFrustrationFeatures "toggle personal roboport"]], which stops construction robots from launching.
167* LookBothWays: Be careful when walking over a railway or the train may run you over and turn you into a fine mist.
168* LoopholeAbuse:
169** Underground belts don't ''need'' to be placed in pairs, a single one will do. This can be exploited for splitting and organizing belts; if you place an underground belt perpendicular to a belt and orient it to carry items "above ground", then only the side of the belt that connects to the open half of the underground belt will feed onto it, while the other side of the belt stays put.
170** Various parts of different pieces of cliffs include unpathable areas, and when destroying cliffs their layout may change among these different types of cliff pieces. However, if there is something placed in the way of where the "new" cliff piece would be unpathable, that part of the cliff will be destroyed as well. The player can exploit this by placing belts along a cliff and then throwing a single cliff explosive at it, and the explosive will remove a much larger section of cliff than it normally would.
171[[/folder]]
172
173[[folder:Tropes M-Z]]
174* MacrossMissileMassacre: The Spidertron has four separate rocket launchers. They fire in a "chain" mode which means when one rocket launcher is reloading, it will cycle to the next automatically. Combined with the maximum firerate technology boost, you're looking at over ''17'' rockets per second. And who said you could only have one active Spidertron at a time? Spidertrons do not require a driver to shoot hostiles. If you have the resources, you can command an army of missile spamming [[SpiderTank Spider Tanks]].
175* MagicTool: The repair kit. 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 kit to automatically repair damaged machinery within range of a roboport.
176** Indeed, before patch 0.09 the graphic for the repair pack was the [[Series/DoctorWho 11th Doctor's sonic screwdriver]].
177* MightyGlacier: The tank, which is incredibly durable and deadly, but doesn't move much faster than walking speed.
178* ModularDifficulty: The player is allowed to change the game's difficulty in multiple ways. It has an expensive mode that does ExactlyWhatItSaysOnTheTin for some recipes, and also there is a multiplier that can be applied just to how many science packs it takes to research technologies. The more expensive they are, the more pollution your factory will generate. Enemies can be adjusted so that they make new bases at different rates, or evolve faster or slower in response to three factors - time, factory pollution output, and destruction of their own structures. Or they can be turned off entirely. Resources can be made richer or more scarce. And terrain generation can be set up in a way that favors the player. The Rampant mod also has this in spades, allowing extremely granular control of enemy stats and aggressiveness, as well as giving the option to disable certain factions.
179* MoreDakka:
180** The base gun turret is essentially a giant [[GatlingGood Gatling gun]]. Tech upgrades exist to give it even more dakka. You can even upgrade their ammo from standard bullets to armor piercing rounds and even ''depleted uranium'' bullets.
181** 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.
182** 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.
183* 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 simply decreases the machine's power consumption and polution production, with the drawback being the opportunity cost of not installing a productivity or speed module instead.
184* [[NonindicativeTitle Non-Indicative Name]]:
185** Named "Diesel Locomotive" prior to version 0.15, the locomotive can be powered by everything ''except liquid diesel fuel'', from freshly cut logs to coal to solid rocket fuel (as well as wooden boxes and small power poles prior to 0.17). It was renamed to simply "Locomotive" in 0.15
186** 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.
187** The Lazy Bastard achievement is awarded for winning the game without manually crafting anything other than the bare minimum required for setting up automation. Succeeding at it requires running around and manually feeding resources to machines ''a lot'' more than the normal game session.
188* {{Nerf}}:
189** 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. However, starting with 0.17.0, the Kovarex Process is once again compatible with Productivity Modules (after fixing the bug that gave it massive free resources).
190** 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.
191* NoFairCheating: Playing with active mods of any kind, even if they're just cosmetic, disables Steam achievements but still lets you unlock them locally for your game copy. Doing anything with the developer console, however, disables achievements completely for that save.
192* NoOSHACompliance: Averted. Factory machinery can't harm the player...except for the train, which can kill the player if it hits you at full speed. If you wish, you can place concrete with black and yellow hazard stripes around the tracks to remind you to watch your step. In 0.15, the Nuclear Reactor is completely safe while operational and will not malfunction or melt down on its own.
193** In 0.16, the nuclear reactor was changed so that if it is destroyed while hot, it explodes rather violently.
194* NotTheIntendedUse:
195** Grenades are designed to be used against swarms of biters, but are also effective at quickly clearing out forests once you have an upgrade to explosive damage to let them destroy trees instantly, which they'll do over a fairly large area. Poison capsules are intended to flush out worms from enemy nests, but they're also good for clearing forests, a bit more resource costly than grenades but covering a larger area.
196** The tank is an all-purpose combat vehicle designed for prolonged frontline combat with enemies. It also makes a pretty efficient bulldozer if you want to plow a line of trees through a forest, as it'll crush them quickly and barely slow down for it. This is quite handy for clearing area for train tracks without having to destroy too much of the forest.
197** Disconnected cargo wagons placed in series with inserters in between is a good way to transport items quickly when belts are too slow but trains are overkill, since items inserted into one end of a wagon are instantly picked up by the inserters at the other end. Not only that, but because a wagon is longer than the two pieces of rail under it, and with its hitbox not actually blocking the tiles it overlaps, you can have ''four'' inserters between each wagon, which with the maximum stack size of 12 transfer roughly 110 items per second, which is much more than what two parallel express belts occupying the same space would carry.
198*** Another example involving cargo wagons is for crafting a mall - unlike with chests, the player can have each slot in a wagon filtered to only accept a certain item, meaning that, if one places their assemblers correctly, they can have assemblers making inserters and other assemblers from the same chest that's being used to provide the equipment for the intermediate parts - this is particularly useful for mods that either add additional intermediate parts or require the previous version of an item, as demonstrated [[https://youtu.be/_S87vHUobvQ?t=472 here]].
199** Similarly, cars can be used as giant, mobile storage containers -- they have much larger storage capacity and can be moved by belts, so as with cargo wagons, using cars on belts to transport large quantities of items can be more efficient than just using belts.
200** Tanker trains were intended to simplify transporting both crude oil and its refined products from outposts to factories. However, steam is considered a liquid and it doesn't cool down over time. 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]] as opposed to running a long power line.
201** Similarly, liquid reservoirs filled with steam boiled by nuclear power plants are essentially cheaper accumulators with higher capacity.
202** Peace Poles: The bugs are programmed to not rebuild their nests where the player has buildings to prevent bugs from making a feedback loop of trying to re-establish a base in the middle of a megafactory. This has lead players to leaving a simple power pole in the middle of an exterminated biter base to keep them from respawning.
203** While steam turbines are designed to work with the 500°C steam produced through nuclear power, they can be connected to boilers to run on 165°C steam instead. However, in this case, they will only act as a pair of steam engines.
204** The primary purpose of artillery is to destroy enemy nests from distance. Since shells carry a radar with them, revealing areas under their paths, they can be used as an effective, albeit expensive, method of exploration. Shooting a row of shells at the edge of an artillery's range[[note]]manual targeting range is more than twice its automatic targeting range, which is a lot, especially with range upgrades[[/note]] can quickly reveal almost the entire area.
205** Pipes are one of the first things a player can craft unless using certain overhaul mods, and are mainly meant for transporting fluid. However, because of how cheap they are, an alternative use that's just as popular is using them as makeshift walls until you get production of actual walls up and running, simply because pipes are surprisingly effective at blocking biters, and they only require iron, which most players are already going to be smelting a lot of early on anyways, compared to walls, which not only require stone bricks (which aren't required until a little bit into the game), but take more resources for a single unit (1 iron plate - 1 iron ore - for a unit of pipe vs 5 stone bricks - 10 stone - for a unit of walls). To a lesser extent, Stone Furnaces also serve as this, largely because they don't require you to smelt the stone to craft.
206* NukeEm: Nuclear weapons are a fantastic way to easily clear up thick patches of biter spawners. Just make sure you're out of the blast range or you'll get vaporized instantly.
207* ObviousRulePatch: Most intermediate products are compatible with productivity modules, with one exception: fluid barrels. Naturally this is because a player could otherwise create an endless cycle of refilling and emptying barrels to get free liquid products.
208* OneHitPolyKill: The tank's cannon shells can continue flying through bugs and buildings until they run out of damage to deal.
209* PainfullySlowProjectile:
210** The flamethrower turret's projectile is so slow that enemies will move out of the way before being hit, even if slowed down. However, when defending against larger waves of enemies, it will hit the ones that come after the ones targeted by the turret. It also leaves a splash that keeps burning for a short time, damaging any enemy arriving afterwards.
211** The artillery not only shoots (relatively to its range) slow-moving projectiles, it takes a rather long time to aim. As it is primarily an AntiStructure weapon, this is usually not a problem when assaulting enemy bases, but it is practically useless against mobile enemies.
212** The enemy spitters and worms have these as well. They try to predict where you will be when their projectile hits the ground, but it's slow enough that it is really easy to dodge, especially if you have exoskeleton equipment. The difficulty comes because, similarly to flamethrower turrets, enemy spits leave a puddle of acid behind that can not only damage you if you step in them, but also slow you down. If multiple enemies are shooting at you, eventually you will be surrounded with acid puddles, have nowhere to run, and get slowed down, making you an easier target.
213* PipeMaze: Any system involving multiple fluids being pumped around will likely look like this, especially oil processing facilities.
214* PlayerNudge: One of the AttractMode demos hints at one way to take out bug nests: getting a fleet of cars to run it over.
215* 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]], personal laser defense cannon, and night-vision goggles.
216* PurposelyOverpowered:
217** 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.
218** Biter nests are quite resistant to head-on attacks by mid-level players, requiring time-consuming tactics (turret-creep, drone-spam) to take them out. And then you unlock [[DeathFromAbove Artillery]], which, functionally, lets you destroy any nest anywhere with a simple mouse click. With it, you can clear expanses of land many times larger in area then your current factory. At this point in the game, however, the resource intake of your factory has inevitably grown so high that you absolutely ''need'' all that cleared land just to make ends meet.
219* RateLimitedPerpetualResource: Most ore patches take so long to deplete as to be effectively infinite, with production limited less by the amount of ore available and more by how many mines will physically fit on the patch. Oil pumpjacks will produce oil forever, though the rate at which they do so slows down over time until it's not practical. Water is truly unlimited, as even a tiny lake completely surrounded by water pumps working 24/7 will never drain it.
220* RecursiveAmmo: Cluster grenades scatter several smaller grenades around along with its own explosion.
221** Despite visual appearances, the Atomic Bomb is basically a giant cluster bomb. Upon detonation, it doesn't do all it's damage in one big explosion, but rather across two waves of ''1000'' explosions.
222* 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.
223* {{Retraux}}: The graphics are very similar to early 2000s strategy games, in the style of ''Command and Conquer'' or ''Age of Empires'', created by using highly detailed 3D models which are subsequently [[DigitizedSprites run through a program to make 2D sprites]].
224* RidiculouslyFastConstruction:
225** 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. Speed Modules make assemblers even faster, at the cost of increased power consumption.
226** Actually placing buildings is instantaneous. The speed of laying down a line of transport belts depends on how fast you can move. Deconstructing buildings, however, takes time, different for each building. Except for construction robots, which can build and deconstruct instantaneously, but have a limited carrying capacity.
227* RobotAntennae: The logistic robots feature these.
228* 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.
229* 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. Several patches across versions 0.16 and 0.17 further improved the quality of machines and added additional detail and animation to the natural world.
230* SceneryGorn: Pollution does a number in the environment around the factory. Clear water bodies will turn a murky green, and trees will eventually wither after absorbing too much pollution.
231* ScienceHero: The player character is an automation and logistics engineer, and while they certainly know their way around combat, their true strength lies in inventing and constructing a huge array of tools, machines and gadgets to eventually turn local resources into a rocket capable of escaping the planet. It's telling that for most of the game, the majority of your efforts will go into setting up automated assembly lines for the various science packs to fuel your research until you finally gain your coveted space flight technology.
232* SelfImposedChallenge:
233** 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. DeathWorld settings allow you to also race against biter expansion, aggression, and heightened evolution rate.
234** The map generator settings provide copious additional options to up the difficulty, from downsizing the [[GreenHillZone relatively safe starting area]], to reducing the frequency and yields of resource patches, to inflating the dimensions of biter bases to suicidal levels. And all of this can be combined with the examples mentioned above if you're feeling really masochistic.
235** There are achievements for winning the game without using certain technologies such as laser turrets, solar panels, or the logistic network.
236** One of the more amusing and silly self-imposed challenges invented by players is the Wheelchair Challenge, where they are not allowed to walk their player character around and must move by vehicles or by having conveyor belts push him around.
237* ShipwreckStart: The game begins with the player having crash-landed on an alien world. From this humble beginning, the player must locate and exploit resources to develop food, water, machinery, robots, fuel, and other assets. The ultimate goal is to build an all-new spaceship in which to return home.
238* ShotgunsAreJustBetter: The standard shotgun has a very bad spread, making it less effective at 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.
239* ShortRangeShotgun: Averted, both types of shotgun have a maximum range of 20, which is two higher than the assault rifle.
240* ShoutOut:
241** The repair pack previously used an icon of the Eleventh Doctor's sonic screwdriver.
242** 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]]".
243** 0.16 features Nuclear Fuel (enrich Rocket Fuel with processed Uranium), which has a fuel value of [[Franchise/BackToTheFuture 1.21 Gj]]. Great Scott!
244** Accordingly, the icon for the Portable Fusion Reactor module used in Power Armor looks very much like the Mr. Fusion used by the De Lorean.
245** The achievements provide a few:
246*** [[Literature/{{Solaris}} Solaris]] - Produce more than 10GJ of energy per hour with solar panels.
247*** [[Film/ForrestGump Run Forrest, run]] - Destroy 100 trees by impact.
248*** [[Film/TheMatrix There is no spoon]] - Finish the game within 8 hours.
249*** [[Literature/TheHitchhikersGuideToTheGalaxy So long and thanks for all the fish]] - Launch a raw fish into space aboard a rocket.
250*** [[Series/RedDwarf Smoke me a kipper, I'll be back for breakfast]] - Launch a rocket.
251* SicklyGreenGlow: Uranium ore glows green, as well as any active nuclear reactors and centrifuges.
252* SimpleYetAwesome
253** Solid Fuel is the first item you can produce once you've researched Oil Processing, but is a practical and useful fuel for the rest of the game, as it provides three times the energy of Coal and gives your vehicles a bit of a speed and acceleration boost. Once you expand your petrochemical production and need to start balancing fluid ratios to crack oil into other forms, Solid Fuel becomes a simple way to use up any excess oil product generated to keep the pipes from backing up.
254** Solar power requires nothing but the resources to manufacture the panels and need no additional infrastructure to support them, though you'll want to set up some accumulators to power your factory through the night. It takes massive fields of solar power to rival the output of uranium power plants, but solar panels produce no pollution, are much lower-tier tech, require much fewer resources to set up (heat exchangers and turbines for the uranium plant to power use up absurd amounts of copper), and in terms of CPU strain if you're running a base that large, solar panels use less CPU power than a single inserter, in contrast to the complex fluid and heat mechanics of uranium.
255* SmartPeopleBuildRobots: The player goes one step further and builds machines that build robots.
256* SpeedRunReward: A gold-ranked achievement can be earned by finishing the game within 8 hours. The average gamer will take about three times as long, if not more, so you'll need to know ''exactly'' what to do in which order, and you'll have to get lucky as far as map generation is concerned so you can find good resource patches and few enemies close by.
257* SpiderTank: The 'Spidertron', an 8-limbed MiniMecha capable of climbing over obstacles and fording shallow water, equipped with 4 rapid-firing rocket launchers, can carry equipment modules similarly to a player's modular armor, and can be ridden or remote-controlled. It was introduced in FFF #120 as a prototype and then used as a running joke, until finally being added to the game in 1.0.
258* 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.
259* StationaryEnemy: Worms stay on the same place, attacking the players and their infrastructure when nearby.
260* StickySituation: Slowdown capsules disperse a yellow-orange adhesive that slows down biters and spitters by 75%, making them less threatning.
261* 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 [[DepletedPhlebotinumShells 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]].
262* TechnicolorScience: Researching new technology is, like almost everything else in Factorio, automated. The process begins by producing "science packs", where existing tech is supposedly taken apart and reverse-engineered somehow. These science packs are depicted as GratuitousLaboratoryFlasks, filled with liquid color-coded depending on the type of science the pack represents. Apparently the components involved are ground and liquefied into colorful solutions of concentrated science. The science packs are then transported into labs where the new tech researches itself, with electrical sparks arcing around in the labs to show that science is being done, consuming the science packs in the process. The new tech is ready for use once enough science packs have been consumed, so adding more labs speeds up the process (provided your output of science packs can keep up with the increased demand).
263* 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, components moving through your factory on 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.
264* 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.
265* TheArtifact:
266** The ''Steel Axe'' research: in early versions of the game you needed to craft axes that broke over time, and steel axes worked faster than iron ones. But the devs decided to ditch this mechanic so you don't have to craft axes any more. The Steel Axe research simply gives you a "mining" speed boost (in this game mining also includes deconstructing buildings).
267** The ''Toolbelt'' research: initially the hotbar at the bottom of the screen was extra inventory space, and the research added another row of slots to it. Now the hotbar contains only shortcuts to items that are in your main inventory, and to compensate for the lost inventory slots, your main inventory has more slots than in the older versions, and the Toolbelt research just adds yet more slots to the main inventory.
268** The ''Laser Shooting Speed'' research: in early versions of the game, laser turrets and personal laser defenses fired small laser bolts, which [[HomingBoulders homed in]] on enemies; and this research increased their rate of fire. When lasers were changed to fire beams which dealt damage continuously, Laser Shooting Speed became just a straight beam [=DPS=] upgrade (at the cost of increased turret energy consumption).
269** The name used for enemies is "biters", when earlier in development they were the only kind of enemy to attack your base, plus stationary worms. Later the spitter was added as a ranged enemy, but biter is still used as a catch-all term because no other proper terminology aside from "enemies" or "aliens" has been established for the species.
270* 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.
271* UncommonTime: The music tracks "Pollution" and "Are We Alone" are in nonstandard time signature with Pollution being in 7/8 and Are We Alone having even more complex time signature.
272* UnexpectedlyRealisticGameplay: The mechanics for nuclear power and how they generate heat. Assuming they are consistently fueled, nuclear reactors will slowly heat up and the heat flows down pipes connected to them and to heat exchangers. The heat pipes take longer to heat up the further down the line they are from the reactor, as it takes longer for the heat to build up, and this means in practice that there's a limit to how long your network of exchangers can be before they don't get hot enough to produce steam. Attaching new pipes to the network will cause a drop in temperature across the board as the heat is filtered into the new connections to heat them up as well. Assuming your exchangers aren't currently producing steam, the reactor and pipes will continue to grow hotter until they cap at 999.99 degrees; if the exchangers ''are'' in use, the temperature will stabilize at a baseline across the network.
273* UnintentionallyUnwinnable:
274** 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.
275** If the map is of limited size, the total amount of ore is limited, making it possible to exhaust it completely before launching the rocket and making the map unwinnable. However, one has to deliberately try to do that by some combination of lowering the resource amount, deliberately wasting resources or turning on expensive and/or marathon mode. Later versions of the game allow for a functionally infinite map size, however, with resource deposits becoming richer and richer as you expand outwards.
276* UnitsNotToScale: Possibly. The top-down style makes it hard to tell how big things are; for example, defense walls look like they're about [[InsurmountableWaistHeightFence half the height of the player]]. It's nonetheless accurate to how they function in gameplay, with Spitters and Worms able to launch their projectiles right over the walls at targets behind them, so they're really just for obstructing enemy movement.
277* UniversalAmmunition:
278** 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).
279** 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.
280** 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.
281* UtilityBelt: The toolbelt is a set of inventory items accessible through hotkeys. In older version, it was an extension to the inventory. In newer versions, it became simply shortcuts to items in the main inventory, with the main inventory becoming subsequently bigger.
282* 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. Further reinforced when the developers (jokingly) stated "We see the biters as a production problem. The real enemy is, of course, '''trees'''."
283* 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.
284* WeakButSkilled: The Engineer must become this to handle Biters in the later game. Even with the strongest armor packed full of shield modules, swarms of enemies can slaughter you in a few seconds, so open combat isn't viable. You'll instead take out their nests by utilizing hit-and-run tactics and surgical strikes utilizing your various weapons, like poison capsules to remove worms, the flamethrower to damage enemies moving through an area, making use of cliffs and trees to slip away from enemies, and so on.
285* 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, the game doesn't end when you launch the rocket. Instead, for every satellite you launch, you get a bunch of space science packs, which can be used for researching infinite amount, but exponentially more and more expensive, technologies. At this point you can try to keep the production up with the cost of the technologies, giving you a challenge to increase your factory size and efficiency as much as possible, or you can just build anything you like, really.
286* YouAreAlreadyDead: The flamethrower's stream deals an additional 100 damage per second for ''30'' seconds to biters and spitters upon direct contact, meaning anything shot of a behemoth biter WILL die after a short bit. A couple of research levels into refined flammables will cause even behemoth biters to melt in seconds.
287* YouHaveResearchedBreathing:
288** 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 build an assembly machine, and, subsequently, ''how to smelt steel''.
289** Downplayed with the Kovarex Enrichment process: after automatically researching and effortlessly constructing one (or more likely dozens) of state of the art nuclear centrifuges, the true challenge becomes how to automate taking the one newly enriched piece of Uranium off of the stack while loading the rest back into the machine. There are many solutions to this, but they're left entirely to the player's own ingenuity to figure out.
290* YouNukeEm: You can eventually research nuclear munitions for the handheld Rocket Launcher. [[ArbitraryWeaponRange But be wary, because like real life man-portable nukes the explosion range is greater than the firing range.]] You'll have to OutrunTheFireball.
291** Exaggerated with the mod-exclusive Thermonuclear Bombs, which are essentially nuclear ''fusion'' warheads several times more powerful than the standard nukes. Their blast radius is so huge that outrunning the explosion without speed-enhancing gear is next to impossible.
292** With the introduction of the [[SpiderTank Spidertron]] you get a robot with four quick firing missile launchers you can arm with nothing but nukes, you can also equip it with shields and exoskeletons which will ensure that you'll be able to outrun and survive the nukes.
293* ZergRush: The biters attack in groups that can range from easily manageable herds in the early game to massive hordes in the late game that would make the bugs in Film/StarshipTroopers blush.
294[[/folder]]

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