Input(s) | Output(s) | Time |
---|---|---|
15 x Construction Materials ![]() 28 x Heavy Explosive Powder ![]() 4 MW of power ![]() | 1 x Shatter Missile ![]() | 00:00:25 |
15 x Construction Materials ![]() 24 x Heavy Explosive Powder ![]() 1 x 250mm “Purity” Shell ![]() 4 MW of power ![]() | 1 x 250mm “Fury” Shell ![]() | 00:00:30 |
1 x Construction Materials ![]() 4 x Heavy Explosive Powder ![]() 4 MW of power ![]() | 1 x Flame Ammo ![]() | 00:00:25 |
1 x Construction Materials ![]() 8 x Heavy Explosive Powder ![]() 4 MW of power ![]() | 1 x E680-S Rudder Lock ![]() | 00:01:30 |
2 x Construction Materials ![]() 5 x Assembly Materials IV ![]() 4 MW of power ![]() | 1 x Thermal Shielding ![]() | 00:25:00 |
5 x Construction Materials ![]() 24 x Heavy Explosive Powder ![]() 4 MW of power ![]() | 1 x 250mm “Purity” Shell ![]() | 00:00:30 |
2 x Explosive Powder ![]() 2 x Construction Materials ![]() 4 MW of power ![]() | 1 x Crow's Foot Mine ![]() | 00:00:25 |
2 x Heavy Explosive Powder ![]() 2 x Construction Materials ![]() 4 MW of power ![]() | 1 x Abisme AT-99 ![]() | 00:00:25 |
Ammunition Factory
“ | A factory for producing advanced ammo types such as large calibre shells, rockets, and flame ammo. | „ |
— In-game description |
The Ammunition Factory (simply known as an Ammo Fac) is a large player-built facility structure used to produce a wide variety of advanced ammunition and certain materials. It requires power to produce items, and can be upgraded to add more production options.
Construction
It is built on Foundations with a Construction Vehicle and costs 25 Processed Construction Materials. The "Tier 2 Facility" technology must be unlocked to build it.
Tier 2 Facilities must be fully researched in the Weapons and Structure Tech Tree in order to be constructed.
Upgrades
Upgrade modules exist to add more production options. However only one can be installed on a facility. It cannot be uninstalled, but demolishing the facility will refund the upgrade cost. The upgrade options are listed in the bottom right corner of the structure's menu. The required materials must be either in the player's inventory or the structure's inventory (All upgrade materials, such as Processed Construction Materials, will stack in the inventory to help with upgrades that require many of them). Certain technologies are required for some upgrades.
Image | Name | Description | Cost | Requirements |
---|---|---|---|---|
![]() |
Rocket Battery Workshop | Produces various types of Rockets. | 35 x ![]() |
"Tier 2 Facilities" technology |
![]() |
Large Shell Factory | Produces large calibre ordnance for use with tanks and artillery. | 175 x ![]() |
"Tier 2 Facilities" technology |
![]() |
Tripod Factory | Produces various types of tripod weapons. | 50 x ![]() |
"Tier 2 Facilities" technology |
Modifications
A single Power Line can be connected to it to provide the power required for production. The line can be disconnected by pressing the "Disconnect All Power" button.
Demolition
The original builder, and squad members if reserved, can instantly demolish it if it was built less than 28 days ago. The materials used in the construction and upgrades are refunded and dropped under the player.
Reservation
The original builder can reserve it for a Squad for 52 hours in the menu to prevent non-members from modifying it, however the stockpile access is not restricted. The reservation can be refreshed
by any squad member. If the reservation expires, the structure can never be reserved again.
Destruction
It is immune to Friendly Fire but it can be flagged for "Disruptive Structure Placement" to remove the immunity (5 "votes" needed).
Reconstruction
When destroyed, it leaves behind a Husk that can be destroyed or rebuilt. Reconstruction uses the same tool and materials as the initial construction. Rebuilding a husk restores any installed upgrade at no cost. It also restores the stockpile and production orders if it was friendly owned, and only 25% of the stockpile if enemy.
Structure Event Log
In its interface you can click the "View Actions Log" button to view a list of recent events, with timestamps and player names displayed. Events recorded include modifications and production orders. The log only displays the last 128 events (8 pages).
Use
Its interface can be accessed by pressing E
when on foot or driving a logistics vehicle.
Production
A production order can be started by clicking the slide-toggle button on the desired production line: green means on,
red means off, and
yellow means paused. You can read the reason for the pause by putting your cursor on the slide-toggle button.
A player can only have one order running at a time at a given facility, however up to 5 orders from different players can run concurrently. The amount of active orders is shown at the top. If the limit is reached the subsequent orders are placed in a hidden queue.
Orders can be set to "Public" or "Personal" via the drop-down button at the top:
- Public: The inputs are automatically taken from the public stockpile. The output is automatically submitted into the stockpile.
- Personal: The inputs are manually transfered by the player by clicking. Output is placed into a private output slot that holds the items for the player whilst production is underway. The output items can be retrieved with
RMB
> "Retrieve" or as crates withRMB
> "Retrieve as crates" (only from a vehicle). If not retrieved, personal outputs are released into the public stockpile 28 hours after the order is complete.
Put your cursor on the "Facility Recipe" button on each production line to view the exact recipes.
Recipes
Input(s) | Output(s) | Time |
---|---|---|
2 x Construction Materials ![]() 4 x Heavy Explosive Powder ![]() 4 MW of power ![]() | 1 x 3C-High Explosive Rocket ![]() | 00:00:25 |
2 x Construction Materials ![]() 4 x Heavy Explosive Powder ![]() 4 MW of power ![]() | 1 x 4C-Fire Rocket ![]() | 00:00:25 |
3 x Flame Ammo ![]() 8 x Heavy Explosive Powder ![]() 5 MW of power ![]() | 1 x Unstable Substances ![]() | 00:30:00 |
Input(s) | Output(s) | Time |
---|---|---|
2 x Construction Materials ![]() 2 x Heavy Explosive Powder ![]() 4 MW of power ![]() | 1 x 120mm ![]() | 00:00:25 |
2 x Construction Materials ![]() 8 x Heavy Explosive Powder ![]() 4 MW of power ![]() | 1 x 75mm ![]() | 00:01:00 |
2 x Construction Materials ![]() 8 x Heavy Explosive Powder ![]() 4 MW of power ![]() | 1 x 94.5mm ![]() | 00:01:00 |
2 x Construction Materials ![]() 8 x Heavy Explosive Powder ![]() 4 MW of power ![]() | 1 x Model-7 “Evie” ![]() | 00:00:25 |
3 x Construction Materials ![]() 12 x Heavy Explosive Powder ![]() 4 MW of power ![]() | 1 x 150mm ![]() | 00:00:40 |
2 x Unstable Substances ![]() 10 x Assembly Materials IV ![]() 6 MW of power ![]() | 1 x 300mm ![]() | 00:02:00 |
2 x Processed Construction Materials ![]() 16 x Heavy Explosive Powder ![]() 6 MW of power ![]() | 1 x Moray Torpedo ![]() | 00:04:00 |
Input(s) | Output(s) | Time |
---|---|---|
1 x Construction Materials ![]() 1 x Assembly Materials I ![]() 4 MW of power ![]() | 1 x War Ensign ![]() | 00:00:25 |
3 x Construction Materials ![]() 4 MW of power ![]() | 1 x Cutler Foebreaker ![]() | 00:00:25 |
3 x Construction Materials ![]() 4 MW of power ![]() | 1 x Malone Ratcatcher MK.1 ![]() | 00:00:25 |
3 x Construction Materials ![]() 4 MW of power ![]() | 1 x Mounted Bonesaw MK.3 ![]() | 00:00:25 |
1 x Construction Materials ![]() 1 x Assembly Materials I ![]() 4 MW of power ![]() | 1 x Legion Vexillum ![]() | 00:00:25 |
3 x Construction Materials ![]() 4 MW of power ![]() | 1 x Daucus isg.III ![]() | 00:00:25 |
3 x Construction Materials ![]() 4 MW of power ![]() | 1 x Lamentum mm.IV ![]() | 00:00:25 |
3 x Construction Materials ![]() 4 MW of power ![]() | 1 x Mounted Fissura gd.I ![]() | 00:00:25 |
3 x Construction Materials ![]() 4 MW of power ![]() | 1 x “Typhon” ra.XII ![]() | 00:00:25 |
2 x Construction Materials ![]() 4 MW of power ![]() | 1 x Tripod ![]() | 00:00:25 |
Storage
Its stockpile can hold up to 32000 of each input and output item.
In its interface, you can press the Stockpile Actions Log button to view the logs of items retrieved from and submitted to the stockpile.
Trivia
- In 1.54 Naval Warfare, the Ammunition Factory underwent a few changes.
- The Rocket Factory upgrade was renamed to the Rocket Battery Workshop (its functionality remained the same).
- Thermal Shielding was introduced to the game, which could only be produced in here. This made it the first non-ammunition material that the facility could make (aside from one intermediate material).