Community Guides/Facilities Guide

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Disambig.png This article is about the full guide to Facilities. For a simplified guide to Facilities, see Community Guides/Getting Started with Facilities.

Facilities are a major aspect of Foxhole's logistical system, allowing players to build their own logistical infrastructure. These structures can either enhance the logistical loop, or unlock higher quality equipment. This is a guide that will go over aspects of facilities and how their gameplay.

Overview

Much like standard logistics, the facility gameplay loop revolves around:

  • Harvesting Raw Resources SalvageIcon.png Components.png SulfurPlaceholder.png CoalIcon.png OilIcon.png WaterIcon.png
    • Gathered from Facility Mines MineIcon.png
    • Obtained by refining other resources (sometimes as a byproduct)
  • Refining Various Resources into Materials
    • Certain Materials require one or more types of resources in order to produce
    • Some Materials require other Materials in order to produce them
    • Some Materials are locked behind the tech tree/upgrades
  • Assembling Supplies, Materials and Equipment
    • The process of creating usable equipment, which might require Materials outside of the facility gameplay loop
    • Certain pieces of equipment can only be made via facilities
  • Transporting Resources, Materials, or Equipment
    • While this can be done with any basic logi vehicles, this is specifically referring to the use of Trains
    • Certain transportation vehicles may require their own infrastructure in order to operate (such as railway lines)

Facility Supply Flow

This is a basic flow chart of all the materials that are involved in the facility process.

A broad overview of Facilities and their various outputs

Constructing & Upgrading Facilities

Tech Progression

While Logistics as a whole involves technology (in terms of what gets produced and used), facilities as a whole is dependent on it as certain technologies need to be unlocked in order for larger pieces of infrastructure (such as pipes, tracks, and facility upgrades) can be constructed, allowing for more efficient recipes to be used, as well as varying levels of automation.

NOTE: The use of the word "automation" in this case does not refer to "operating without the input of the player", rather, its about decreasing the required work in order to operate the facility.

Tier 1 Facilities represents early-game, and starting facility tech. During this tier, the amount of facility-related materials are limited, though they are required in certain numbers. At this time, production does not have to be massive, though certain structures for certain products, like oil, should be built up in relatively large numbers at this time.

Broadly speaking, early facility tech is more about establishing the area where your facility will be. Efficiency is not the main goal, as automation is limited and time-consuming. As such, players who build during this stage should only build what is completely necessary, and only expand when necessary.

Tier 2 Facilities represents mid-game technology, and what can be considered the start of facility automation. This technology level allows players to begin automating fluid transportation, access to more efficient recipes, and most importantly, Railway construction. For most logi players, this is one of the most important tiers, as it alleviates a some of the

In terms of structures, it allows the construction of the following buildings:

Allows the construction of the following upgrades:

Tier 3 Facilities represents late-game technology, or more specifically, when expensive late-game equipment like Battle Tanks are able to be produced.

In terms of structures, it allows the construction of the following buildings:

Allows the construction of the following upgrades:


Facility Resources & Materials

Oil Refinement

Oil production (and its corresponding products) are one of the most important aspects of facilities, due to their products being essential in the creation of a bunch of materials and equipment, as well as providing a cheap and powerful fuel for facilities. As such, it takes a lot of manpower to operate and upkeep them to ensure they run at peak efficiency.

NOTE: Due to their importance, it is ESSENTIAL for all Oil Field production to be open to the public, with at least one Liquid Transfer Station containing Petrol and Heavy Oil be open to the public, aka anyone can take from it. (this can be done for Enriched Oil as well, but that depends on the facility builders)

The following Oil Facility setup(s) comes from this Reddit post


This a chart explaining some ways to pipe oil into your Oil Refineries, and some things facility builders should be aware of.

NOTE: This is a general overview, and certain configurations may not work (this largely depends on the location of the Oil Field and the space around it.

OilPipe Breakdown.jpg

This is a chart explaining some tips facility builders should be aware of when constructing/upgrading an oil facility when a World Conquest starts. During this

T1Oil Refinement.jpg

This is a chart explaining some tips facility builders should be aware of when constructing/upgrading an oil facility when Tier 2 Facilities are unlocked in the tech tree.

T2Oil Refinement.jpg

This is a chart explaining some tips facility builders should be aware of when constructing/upgrading an oil facility when Tier 3 Facilities are unlocked in the tech tree.

T3Oil Refinement.jpg

Coal Production

Coal is another facility-only raw resource, which is necessary in the production of a majority of facility resources. Additionally, the coal itself can be used as a fuel source, either for facilities or for Trains.

Unlike Oil production, refining coal can almost fuel the entire facility process, with the only inputs needed from salvage and components.




Setting up a Facility

Facilities, and their overall gameplay loop, are all about long-term planning with constructing facilities, adjusting for efficient recipes and additional upgrades, and responding to the movements of frontlines activity (either from friendly pushes or enemy breakthroughs). Depending on the type of facility players are planning on building, certain locations are more advantageous compared to others.

Resource Placements across the Map

Unlike permanent Logistical Structures, like Refineries and Factories, facilities can be constructed anywhere, allowing players to produce whatever they want, wherever they want. However, due to resource/material production, as well as efficiency in transporting them, certain areas are more beneficial to construct facilities compared to others.

Knowing where the Frontlines are

Similar to Bunker Bases and building defenses, facility builders/players need to be aware of where the frontlines are, as certain facilities work better/perform worse depending on where they are relative to the frontline. Theoretically, all facilities can be built wherever, however certain facilities are bigger targets for partisans, with them producing/storing more expensive equipment, or able to produce expensive vehicles.

Constructing Facilities and their Infrastructure

Constructing Defenses

Although defending your facility seems unnecessary, it is absolutely vital in ensuring your hard work is not destroyed overnight. Lack of defenses means that anyone, including partisans, can stroll into your facility and do whatever they want. Lack of defenses could result in a partisan with explosives taking out expensive/high-priority structures, like a Metalworks Factory or Ammunition Factory, which could hold lots of hard-to-gather resources or tons of artillery shells. Destruction of these types of structures could result in days or weeks worth of grinding gone in an instant.

See Also

References