BlockFactory:Weapons and Armor
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
Flamethrower
| Epoch | Unlocked by | Magazine | Ammunition | Recipe | |
|---|---|---|---|---|---|
| 3 | Flamethrower | 10 bursts | 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).
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
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.
| 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 | |
|---|---|---|---|---|---|---|
| 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.
/armorshows the modules, energy and shield of the armor you wear./armor --removetakes 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).
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 | |
|---|---|---|---|---|
| 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 | |