BlockFactory:Weapons and Armor

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You fight the steppe creatures and War Golems yourself, with weapons from a flintlock pistol up to a rocket launcher, and you protect yourself with armor. Every epoch brings better gear. All weapons, ammunition and armor are crafted by hand or in a Fabricator once research unlocks them; only Batteries and Fuel Canisters come from the Chemical Plant. For the creatures see Enemies.

Magazines

Firearms keep their loaded shots in the weapon itself. The shots stay loaded when you switch items, put the weapon in a chest or log out.

  • A new weapon is empty. Press Ability 3 (Hytale's third ability key, see your control settings) to reload. The weapon takes one ammunition item from your inventory per shot, round by round, until the magazine is full or you run out. Firing interrupts reloading.
  • Pulling the trigger with an empty magazine starts reloading as well.
  • The ammo counter shows the loaded shots.
  • Where a weapon takes two kinds of ammunition, it loads the steel kind first and falls back to the plain kind. In hand weapons both deal the same damage.
  • Every shot makes a little noise (2 units, see Enemies).
  • In Creative mode, reloading costs nothing.

You get a Flintlock Pistol the first time you enter a world.

Firearms

Flintlock Pistol Shotgun Assault Rifle Rune Rifle Rocket Launcher
Epoch 0 1 2 4 4
Unlocked by Start Firearms Steel Ammunition Rune Rifle Rocketry
Magazine 6 2 20 10 1
Ammunition Steel Cartridge, then Cartridge Steel Shotgun Shell, then Shotgun Shell Steel Cartridge, then Cartridge Battery Rocket
Damage 10 per bullet 7 pellets × 5 8 per bullet 30 per beam explosion, 20 to creatures within 5 blocks
Time between shots 0.4 s 1 s 0.12 s 0.25 s 1 s
Notes one shot per click short range, wide spread hold the trigger for automatic fire hold the trigger; fast beam that barely drops explodes on impact
Recipe 5 Iron Plate + 5 Copper Plate 15 Iron Plate + 5 Iron Gear + 10 Copper Plate + 5 Wood 10 Iron Gear + 5 Copper Plate + 10 Iron Plate 1 Assault Rifle + 5 Rune Slate + 5 Processing Unit 5 Iron Gear + 5 Steel Plate + 5 Advanced Circuit

Flamethrower

Epoch Unlocked by Magazine Ammunition Recipe
Flamethrower 3 Flamethrower 10 bursts Fuel Canister, one per burst 5 Steel Plate + 10 Iron Gear + 2 Pipe T2

Hold the trigger to keep firing, one burst every 0.25 seconds. Fuel Canisters come from the Chemical Plant (10 Light Oil + 1 Iron Plate → 5, see Oil Processing).

Explosives

Both come with the research Explosives (Epoch 3).

Grenade TNT
Use right-click throws it place it, then Use it to light it (3 second fuse)
Radius 3 blocks 4 blocks
Damage to nests and attack groups 60 400 (to every creature of a group)
Other effects hurts creatures near the blast; breaks no blocks and no buildings blasts away mountain wall in the radius (never the ground layer), deals 100 damage to players in the radius, damages other teams' buildings where the raid rules allow it
Stack 20
Recipe 1 Explosives + 2 Iron Plate 2 Explosives + 1 Iron Plate

TNT is used up when it explodes. Use it to open a mountain wall that blocks your way, or against a nest. Stand back: it hurts you too. For raids see Teams and Raids.

Ammunition

Ammunition Epoch Unlocked by Recipe Used by
Cartridge 0 Start 2 Iron Plate + 1 Coal → 5 Flintlock Pistol, Assault Rifle, Gun Tower, Armored Car
Steel Cartridge 2 Steel Ammunition 1 Cartridge + 1 Steel Plate same as Cartridge
Uranium Cartridge 5 Uranium Ammunition 1 Steel Cartridge + 1 U-238 Gun Tower, Armored Car
Shotgun Shell 1 Firearms 2 Copper Plate + 2 Iron Plate → 5 Shotgun
Steel Shotgun Shell 2 Steel Ammunition 1 Shotgun Shell + 1 Steel Plate Shotgun
Rocket 4 Rocketry 1 Explosives + 2 Iron Plate + 1 Electronic Circuit Rocket Launcher, Rune Tank
Battery 3 Batteries 20 Sulfuric Acid + 1 Iron Plate + 1 Copper Plate (Chemical Plant) Rune Rifle
Fuel Canister 3 Flamethrower 10 Light Oil + 1 Iron Plate → 5 (Chemical Plant) Flamethrower

In a Gun Tower and in the Armored Car's machine gun, better cartridges hit harder: 5 damage per shot for a Cartridge, 8 for a Steel Cartridge, 16 for a Uranium Cartridge. See Defense and Vehicles.

Light and Heavy Armor

Each set has four pieces: helmet, chest, gloves and legs. Each piece reduces physical and projectile damage by a percentage and adds health. Left- or right-click a piece in your hand to put it on.

Light Armor Heavy Armor
Epoch 1 2
Unlocked by Light Armor Heavy Armor
Helmet 3 % less damage, +5 health 7 % less damage, +10 health
Chest 6 % less damage, +10 health 12 % less damage, +20 health
Gloves 2 % less damage, +3 health 5 % less damage, +6 health
Legs 4 % less damage, +7 health 9 % less damage, +15 health
Full set +25 health +51 health
Recipe Light Armor Heavy Armor
Helmet 3 Hide + 2 Iron Plate 4 Steel Plate + 2 Hide
Chest 6 Hide + 4 Iron Plate 8 Steel Plate + 3 Hide
Gloves 2 Hide + 1 Iron Plate 2 Steel Plate + 1 Hide
Legs 4 Hide + 3 Iron Plate 6 Steel Plate + 2 Hide

You get Hide from hunting (see Hunting and Farming).

Modular Armor

Epoch Unlocked by Slot Protection Module slots Recipe
Modular Armor 4 Modular Armor chest 20 % less damage, +30 health 6 1 Heavy Armor (Chest) + 10 Processing Unit + 20 Steel Plate

Putting it on and adding modules

  • Left-click with the armor in your hand to put it on.
  • Right-click with the armor in your hand to open its window. It shows your energy, your shield, the 6 module slots and your inventory. Click a module in your inventory to insert it, left-click a slot to insert the modules from your inventory, and right-click a slot to take its module out.
  • Right-click a block with a module in your hand to put it straight into the armor you are wearing.
  • /armor shows the modules, energy and shield of the armor you wear. /armor --remove takes the last module out.

You can install the same module more than once. Energy and shield belong to you, not to the armor item: they are kept when you log out. Without a Modular Armor on, your shield drops to 0.

Modules

All modules are unlocked by the research Modular Armor (Epoch 4).

Module Effect Power Recipe
Shield Module 25 shield points that take damage before your health. Recharges 3 s after the last hit, 5 points per second. 50 kW while recharging 5 Advanced Circuit + 10 Steel Plate
Exoskeleton Module you move 30 % faster 100 kW 5 Processing Unit + 10 Electric Engine + 20 Steel Plate
Night Vision Module a light around you and a green residual-light view; at night the sky around you gets brighter 10 kW 5 Advanced Circuit + 10 Steel Plate + 5 Glass
Battery Module stores 20 MJ for the other modules none 5 Battery + 10 Steel Plate
Solar Module charges the armor by daylight makes up to 30 kW in full sun 1 Solar Panel + 2 Advanced Circuit + 5 Steel Plate
Goblin Backpack a goblin in your backpack builds the nearest ghost within 8 blocks from the parts you carry, one every two seconds 20 kW 1 Trapped Goblin + 5 Processing Unit + 10 Hide

Energy

  • The armor stores 1 MJ on its own, plus 20 MJ per Battery Module.
  • Only the Solar Module charges it, depending on daylight. Without one, the armor does not recharge.
  • Every second the shield recharges first. Then the Exoskeleton, the Night Vision and the Goblin Backpack get power, in that order. A module that does not get enough power stops working until there is enough again.
  • Several Shield Modules add up: two give 50 points and recharge 10 per second.
  • Drowning, suffocation and falling out of the world go through the shield.

The Goblin Backpack builds the same ghosts that Goblins build from their huts, for example ghosts placed with the Goblin Planner.

Repair Kit

Epoch Unlocked by Effect Recipe
Repair Kit 0 Start restores 100 health of a damaged building, uses up one kit 2 Iron Gear + 2 Electronic Circuit

Right-click a damaged building with a Repair Kit in your hand. A message tells you how far the building is repaired. Kits stack to 50. Building health is listed on Buildings and Defense.

See also

Block Factory
Start Installation · Getting Started
Basics Controls and Building · Gathering and Crafting · Field Manual and HUD · The World
Progression Epochs · Research · Portal of the Ancient · Great Portal
Factory Belts · Grabbers · Storage · Mining · Smelting · Fabricators · Hunting and Farming
Power and fluids Power · Fluids · Oil Processing · Nuclear Power · Rune Modules
Trains and logic Railways · Signals and Programmable Interface · Vehicles
Workers Goblins · Goblin Planner · Golems · Outlanders
Danger Enemies · Defense · Weapons and Armor · Death and Respawn
Multiplayer and servers Teams and Raids · Commands · World Settings
Reference Buildings · Items · Recipes · Research Tree
Project page on mutigeraffe.com · Download on CurseForge