Satisfactory Wiki
(15 intermediate revisions by 4 users not shown)
Line 1: Line 1:
[[File:Rhino Press Kit.jpg|thumb|An engineer in combat with a "Fluffy-tailed Hog"]]
+
[[File:Hog attacking.jpg|thumb|An pioneer in combat with a "Fluffy-tailed Hog"]]
[[Engineer]]s can choose to engage in '''combat''' with [[:Category:Fauna|creatures]] found in the [[world]], in order to access resources they are nesting on<ref name=":0">https://www.youtube.com/watch?v=vUW3pockA5Y&t=99</ref> and will need to defend themselves from hostile wildlife while exploring.<ref name=":0" /> Creatures will never attack structures built by [[engineer]]s,<ref>https://www.youtube.com/watch?v=_lS1GNl0dGAt=189</ref> only targeting the engineers. The engineer will die if the [[health]] drops to zero. Dead creatures drop loot on death and leave their corpses on the ground that despawn after a short amount of time if not in sight.
+
[[Pioneer]]s can choose to engage in '''combat''' with [[:Category:Fauna|creatures]] found in the [[world]], in order to access resources they are nesting on<ref name=":0">[https://www.youtube.com/watch?v=vUW3pockA5Y&t=99 YouTube - Developer Highlight - Game Design]</ref> and will need to defend themselves from hostile wildlife while exploring.<ref name=":0" /> Creatures will never attack structures built by [[pioneer]]s,<ref>[https://www.youtube.com/watch?v=_lS1GNl0dGAt=189 YouTube - Satisfactory gameplay, campaign length, enemies | E3 2018]</ref> only targeting the pioneers. The pioneer will die if their [[health]] drops to zero. Dead creatures drop loot on death and leave their corpses on the ground that despawn after a short amount of time if not in sight.
   
All creatures except for [[Stinger|Stingers]] ignore engineers riding [[vehicles]], not even targeting the vehicle.
+
All creatures except for [[Stinger|Stingers]] ignore pioneers riding [[vehicles]], not even targeting the vehicle.
   
 
== Weapons ==
 
== Weapons ==
  +
Below is a list of usable weapons and their damage per hit:
* [[Xeno-Zapper]]
 
* [[Xeno-Basher]]
+
* {{itemLink|Xeno-Zapper}}: 5
  +
* {{itemLink|Xeno-Basher}}: 7 or 14
* [[Rebar Gun]] ([[Rebar Scatter Gun|Scatter]])
 
  +
* {{itemLink|Rebar Gun}}: 15
*[[Rifle]] ([[Rifle Mk.2|Mk.2]])
 
  +
* {{itemLink|Rifle}}: 6
*[[Nobelisk Detonator]]
+
* {{itemLink|Nobelisk Detonator}}: up to 50
   
 
== Creature respawn mechanism ==
 
== Creature respawn mechanism ==
* There are spawn points for hostile creatures such as [[Hog]]s and [[Spitter]]s, scattered around the map, particularly nearby [[Resource Node]]s or collectibles.
+
* There are spawn points for hostile creatures such as [[Hog]]s and [[Spitter]]s scattered around the map, particularly near by [[Resource Node]]s or collectibles.
* If creatures were killed, they will attempt to respawn within 3 game days, and only if engineer is within 300 meters of the spawn point.
+
* If creatures were killed, they will attempt to respawn within three game days, and only if the pioneer is not within 300 meters of the spawn point.
* At the start of the game, (or upon game updates / balancing) the hostile creatures will be present around their spawn point by default.
+
* At the start of the game, (or upon game updates/balancing) the hostile creatures will be present around their spawn point by default.
   
 
To prevent hostile creature respawn, the following must be fulfilled:
 
To prevent hostile creature respawn, the following must be fulfilled:
* There are at least 5 player-built buildings within the 300 meters radius of the hostile spawn point.
+
* There are at least five player-built buildings within the 300 meters radius of the hostile spawn point.
* One of the building must be powered factory and is running smoothly. Note that power pole does not count as a factory, but is counted as a building. Same applies to a stopped factory due to lacking or saturation of material.
+
* One of the buildings must be a powered factory. Note that a power pole does not count as a factory, but is counted as a building.
 
* The existing creatures around their spawn point, if present, must be killed first.
 
* The existing creatures around their spawn point, if present, must be killed first.
  +
* The creatures with their spawn point only active at night, must wait to be spawned at least once then be killed, even if all the above criteria are fulfilled before the first night.
   
 
== Creature teleportation ==
 
== Creature teleportation ==
* If a hostile creature moves too far away from its spawn point, it will be automatically teleported back to it, provided the player is not near the spawn point (~ 80m). For example, if the engineer successfully lures a stinger to fall off an edge, the stinger will be teleported back to its spawn point.
+
* If a hostile creature moves too far away from its spawn point, it will be automatically teleported back to it, provided the player is not near the spawn point (~ 80 m). For example, if the pioneer attempts to lure a stinger to fall off an edge, or move out of a cave, the stinger will be teleported back to its spawn point. Same applies to most other creatures except [[Hog]]s.
  +
* A creature's HP resets back to full-health after it is teleported back to its spawn point.
* Same applies if trying to lure stingers out of a cave.
 
   
 
== Combat capable creatures ==
 
== Combat capable creatures ==
Line 33: Line 35:
 
* {{GenericLink|Flying Crab}}
 
* {{GenericLink|Flying Crab}}
 
* {{GenericLink|Crab Boss}}
 
* {{GenericLink|Crab Boss}}
* {{GenericLink|Stinger}}
 
 
* {{GenericLink|Tiny Stinger}}
 
* {{GenericLink|Tiny Stinger}}
 
* {{GenericLink|Stinger}}
 
* {{GenericLink|Large Stinger}}
 
* {{GenericLink|Large Stinger}}
 
* {{GenericLink|Elite Stinger}}
 
* {{GenericLink|Elite Stinger}}
* {{GenericLink|Walker}}
 
   
 
== References ==
 
== References ==
 
{{Reflist}}
 
{{Reflist}}
  +
{{EngineerNav}}
 
  +
{{PioneerNav}}
  +
 
[[Category:Satisfactory]]
 
[[Category:Satisfactory]]
 
[[Category:Gameplay mechanics]]
 
[[Category:Gameplay mechanics]]

Revision as of 15:26, 5 May 2021

Hog attacking

An pioneer in combat with a "Fluffy-tailed Hog"

Pioneers can choose to engage in combat with creatures found in the world, in order to access resources they are nesting on[1] and will need to defend themselves from hostile wildlife while exploring.[1] Creatures will never attack structures built by pioneers,[2] only targeting the pioneers. The pioneer will die if their health drops to zero. Dead creatures drop loot on death and leave their corpses on the ground that despawn after a short amount of time if not in sight.

All creatures except for Stingers ignore pioneers riding vehicles, not even targeting the vehicle.

Weapons

Below is a list of usable weapons and their damage per hit:

Creature respawn mechanism

  • There are spawn points for hostile creatures such as Hogs and Spitters scattered around the map, particularly near by Resource Nodes or collectibles.
  • If creatures were killed, they will attempt to respawn within three game days, and only if the pioneer is not within 300 meters of the spawn point.
  • At the start of the game, (or upon game updates/balancing) the hostile creatures will be present around their spawn point by default.

To prevent hostile creature respawn, the following must be fulfilled:

  • There are at least five player-built buildings within the 300 meters radius of the hostile spawn point.
  • One of the buildings must be a powered factory. Note that a power pole does not count as a factory, but is counted as a building.
  • The existing creatures around their spawn point, if present, must be killed first.
  • The creatures with their spawn point only active at night, must wait to be spawned at least once then be killed, even if all the above criteria are fulfilled before the first night.

Creature teleportation

  • If a hostile creature moves too far away from its spawn point, it will be automatically teleported back to it, provided the player is not near the spawn point (~ 80 m). For example, if the pioneer attempts to lure a stinger to fall off an edge, or move out of a cave, the stinger will be teleported back to its spawn point. Same applies to most other creatures except Hogs.
  • A creature's HP resets back to full-health after it is teleported back to its spawn point.

Combat capable creatures

References