recursal/Fanatic-Fandom huggingface dataset:
Trench Emplacement

## Trench Emplacement (Tier 1)

The Tier 1 Trench Emplacement's in-game icon.

## Trench Emplacement (Tier 2)

The Tier 2 Trench Emplacement's in-game icon.

## Trench Emplacement (Tier 3)

The Tier 3 Trench Emplacement's in-game icon.

## View Structure Health

A Trench variant with an octagonal shape that can serve as an emplacement for mannable defenses.

## Description

The **Trench Emplacement** is an octagonal trench that can serve as an emplacement for mannable defenses such as Leary Snare Trap 127, Leary Shellbore 68mm, Huber Starbreaker 94.5mm, DAE 3b-2 “Hades' Net” or an emplaced artillery piece. When placed inside this structure, the mannable defenses/artillery pieces get quadruple the health and double their turning speed.

## Construction

They are built and upgraded the same way as regular trenches. Dug with a Shovel, then upgraded with a Hammer and Basic Materials, then with Concrete Materials. However the costs are higher, Tier 2 costs 50 Basic Materials and Tier 3 costs 20 Concrete Materials.

## Add-ons

Emplacement Trench can have the same trench add-ons as regular trenches except for Stairs and Bridges. The Barbed Wire and Sandbags add-ons only cover one side of the 8-sided trench. The add-ons cost the same as for regular trenches.
Snow Uniform

The in-game icons for Snow Uniforms.

### Use

Allows Light Kinetic Ammo to stack, gives a variable amount of protection in Snow Storms.

### Encumbrance

equipped: 0%
in backpack: 22.7%

## Logistics

### Amount in Crate ()

15 per Crate

The Snow Uniform is a Uniform type that gives protection in Snow Storms, with the Warden uniform giving high protection (3x longer) while the Colonial uniform gives low protection (1.75x longer). In a moderate Snow Storm where you would normally die in 10 minutes, the Warden uniform will allow you to last for 30 minutes while the Colonial uniform allows you to last for 17.5 minutes. The Snow Uniforms, like the Soldier Uniform, allow Light Kinetic Ammo to stack in the inventory. They give 6 inventory slots, and cost 100  per crate of 15 uniforms.

Visually the Warden variant, the Caovish Parka, replaces the Soldier uniform with a large fur-lined trench coat and Ushanka. The Colonial variant, the Heavy Topcoat, does away with the usual cowl in favor of a a heavy, padded cloth overcoat, retaining the normal infantry helmet. Both uniforms feature shorter, heavier duty boots.

## Gallery

* Heavy Topcoat
* Caoivish Parka
Radio

**Versioning**

This article *could* contain outdated information that is inaccurate for the current version (1.52) of the game. It was last updated for 0.49.

## Logistics

### Amount in Crate ()

5 per Crate

The **Radio** is a utility item that provides constant Map Intelligence updates to a player. It is obtained via production in a Factory. A player should make sure to actually *equip* their Radio in their inventory, otherwise it will just sit in the player's inventory useless.

Radios are believed by some to be the best item in the entire game. This is for the following reasons:

* The radio is weightless, and thus does not contribute to encumbrance.
* The radio equips to slot 4, making it very unobtrusive in terms of inventory management.
* The radio provides constant updates to map intelligence at set intervals without the need to 'check in' with FOBs or Static Outposts.
	+ This provides Squad Leaders with vital information regarding enemy locations and defenses, improving the odds of the Squads survivability.
	+ This provides Mortar & Artillery teams with information regarding where to conduct strikes next.
	+ This provides Logistics Players with information regarding the safest route between Point A & Point B, reducing the risk of ambush by Partisans or being caught in enemy fire.
	+ This provides Builders with information regarding weakpoints in their given base's defenses; allowing them to better prioritize where to construct new fortifications or reinforce old ones.

Before Update 0.8, nearly every player in a team had a radio because of its cheap Basic Material cost and short production time. Radios were churned out like an assembly line. However, Update 0.8 considerably increased the Radio's cost as well as its production time, making them very scarce items. Due to this, it is now recommended that only logistic players, squad leaders, and other key players have a Radio. Not all soldiers on the front should have one.

## See also

* Map Intelligence
* Radio Backpack
Sleeping Soldier

A **Sleeping Soldier** is a player that lost connection. Their soldier becomes asleep on their last known position. The player regains control of the soldier if they reconnect in less than 10 minutes as long as their sleeping soldier hasn't been killed. After 10 minutes the sleeping soldier is despawned and its gear deleted.

Unlike a live friendly soldier a Sleeping Soldier of your own faction can be hurt with Fists. Killing a friendly Sleeping Soldier does not count as a teamkill.
Light Vehicle Assembly Station

**Versioning**

This article *could* contain outdated information that is inaccurate for the current version (1.52) of the game. It was last updated for 1.50.

## Light Vehicle Assembly Station

Light Vehicle Assembly Station's ingame icon

## View Structure Health

The **Light Vehicle Assembly Station** is a large player built facility structure that is used to produce a wide variety of vehicles and equipment. It requires 2MW of power to produce things. It can be upgraded to add more vehicle production options. Only one of the production options can be active at a time.

## Construction

It is built with a Construction Vehicle and costs Construction Materials. It must be built on Foundations.

## Destruction

The original builder can instantly demolish it using the  button in its menu. However it can only be done if it's fully repaired, there are no enemy nearby, and it was built less than 7 days ago. If the structure is reserved for a squad the members of that squad can also use the demolish option.

It is immune to Friendly Fire. However it can be can be flagged for "Disruptive Structure Placement" using a button  at the bottom of its menu. If enough players flag it for disruptive placement, then the Friendly Fire immunity is removed and can be destroyed.

## Interactions

You can access its interface when on foot or in a logistics vehicle by pressing `E`.

Material Pallets can be deposited on its center with a Crane to transfer content in or out.

## Squad Reservation

The original builder can reserve it for its active squad  or a particular squad  in the structure's menu so that only the original builder and the players in that squad can upgrade it. Its producton options and stockpile cannot be reserved. The reservation lasts 50 hours but it can be refreshed  at any moment by the original builder or their squad mates.

## Production

Production requires the structure to be powered with 2MW of power. The production process is paused if power is lost and automatically resumes when power returns.
For productions that require a particular vehicle chassis, the vehicle must be placed on the center of the structures, and it can't be a Prototype.

## Upgrades

Only one upgrade can be built on a given building. Upgrades can't be removed.

### Motor Pool

An assembly station for producing light-duty logistics vehicles like trucks. Upgrade Cost: 200

### Rocket Factory

An assembly station for producing half-tracks and rocket vehicles. Upgrade Cost: 65

### Field Station

An assembly station for producing field weapons and utility vehicles such as Harvesters. Upgrade Cost: 25

### Tank Factory

An assembly station for producing tank class vehicles. Upgrade Cost: 200

### Weapons Platform

An assembly station for producing emplaced weapon platforms and specialized tanks. Upgrade Cost: 20

## Gallery

* You can deposit a pallet on the building to directly transfer things in or out.
Supply Consumption Modifier

It is a new mechanic, introduced in 1.53, based on server performance and may range from Very Good to Very Poor.

While making Maintenance Supplies much more accessible, the game developers decided to also make sure there is a mechanic to keep server's performance.

It applies to subregions, so that a given Hex can have different Supply Consumption Modifiers in it. It shows in the map, when you hover the subregions, the Bases and the Maintenance Tunnels

Basically, the more structures there are, the worse shall be the modifier. It increases the cost of Maintenance Supplies to prevent decay and, at Very Poor, it can reach more than 3 x the expected cost (i.e. 6 piece bunker shall cost 18 Msups/hour instead of 6). The modifier value attached to each rating is subject to change, as developers balance the game.

To the rating there is contribution not only from the "classic" static structures built by players but also the vehicles. These, while not subject to decay, can severely deteriorate a subregion rating.

## Gallery

* SCM Very Good
* SCM Good
* SCM Poor
* SCM Very Poor
Tunnel Network

This page will not be deleted; instead it will be preserved for archival purposes.

## View Structure Health

The **Tunnel Network** is a strategically important structure that allows defences to have garrisoned AI which shoots at enemies automatically without players manning them. Defence structures such as the Foxhole, Pillbox, Gun Turret, Bunker, Sunken Pillbox, and Garrisoned House must be built within the vicinity of a Tunnel Network to have an active AI (About 40 meters). If passive defense structure gets disconnected from an active Tunnel Network, the AI will become inactive after 10 minutes.

Tunnel Networks can not be expanded in Skirmish mode.

* Since Patch 0.16 they no longer decay.

## Guide

Tunnel Networks must be connected to a Town Hall or Outpost in order to become an Active Tunnel Network. A closed hatch means that the Tunnel Node is connected to an Active Tunnel Network. An open hatch means that the Tunnel Network is not connected to a friendly Town hall or Outpost. Defences that are not inside an active tunnel network will not have AI, but are still mannable by friendly players.

 File:Tunnel system.png
Update 0.0.34

Date: July 22, 2017

Blog link: Foxhole-0034-Release-Notes

	+ The gathering speed of most resources increased significantly (e.g. Scrap is gathered at 300% rate)
	+ Amount of resources per node has been increased (e.g. Scrap node has 100 instead of 14 Scrap)
	+ Respawn time of nodes is now long (e.g. Scrap nodes respawn after 200 instead of 14 seconds)
	+ Chance to yield Tech. Part increased by 200% to account for changes in gather speed
* All vehicles can now be Squad claimed and have their inventory locked
* Starter Town Halls have 2000 Basic Materials in their Stockpile

### Game Balance

* All passive defense structures have an increased "ramp up" time before they fire on enemies
* Gun Nest Frag Grenade throw distance decreased by 30%
* Gun Turret no longer targets infantry
* Gun Turret fires at targets beyond it's normal range if it is fired upon first (e.g. from Light Tanks)
* Frag Grenade basic material cost increased by 25%

### Other Changes

* Basic Player Profiles Framework (Bare bones feature for testing out networking back end)
	+ Edit profiles from the Main Menu
	+ See other player's profiles by clicking on names on the Player Screen
	+ Pre-Alpha players will receive a Medal on their profile
* Stockpile items have been reorganized so similar items are grouped together
* HUD Fuel meter now represents total Fuel remaining, instead of what's remaining on the currently consumed Fuel item
* Camera can now be rotated using < > keys while driving a vehicle

### Major Bug Fixes

* Squad members can now unlock Squad claimed Trucks
* Fixed bug that causes ammo to sometimes not reload even though the animation plays
* Rifle Ammo can no longer be used to load Frag Grenades into the Rifle Grenade Launcher from the Backpack
* Text chat mute on the player screen now works again
* Non Squad members can no longer lock/unlock claimed vehicles that are not locked
* Server browser now properly reports "Day 1" instead of "Day 0" at certain times
* Server no longer crashes occasionally when loading into a new war
Soulstone

The Soulstone's in-game icon.

The **Soulstone** is a Dead Harvest item which allows a player to turn into a Cursed Zombie, changing their attack to a melee attack and giving them increased health and speed. This increased health and speed increases even more at night, turning them into a more deadly combatant.

The **Soulstone** can be used in two ways. The first way is active, and requires the player to equip the stone in their 3rd slot, before selecting that slot and using it. This will immediately transform the player into a Cursed, no matter where they are. It will also reset their health to full. The second way is to have the **Soulstone** in their inventory when they die, which will turn them into a Cursed upon death. This will also reset the player's health to full.
Update 0.0.28.12

Date: May 6, 2017

Blog link: World-Conquest-Trial-1

* A new way to play Foxhole that allows for hundreds of players to fight in a single unified war across multiple regions simultaneously (See Trial #1 Event section below for details on how to play this mode)
* Chance to yield Tech Parts reduced by 33% when using a Hammer and by 50% when using a Sledge Hammer

### Game Balance

* Basic Materials, Refined Materials, and Fuel are now retrieved from Stockpiles in quantities of 10 instead of 5
* Garrisoned House cost reduced from 150 to 120 Basic Materials
* Garrisoned House firing arc angle increased
* Garrisoned House range increased by 37%

### Other Changes

* Server optimizations
* Coalitions and Spawn points are now saved on a per server basis (non-World Conquest) and won't be cleared when changing servers

### Major Bug Fixes

* Player no longer spawns under the landcape when they are connected to a server when a new war begins
* The server browser now has a less likely chance to not see servers during the first refresh
* Exiting a Motorcycle while it is still moving at a slow speed will no longer result in death
* Vehicle Factory is no longer blocked from being rebuilt if a Vehicle Build Site existed when the structure was destroyed
* Players are no able to "jump" across destroyed concrete bridges
Volta r.I Repeater

The Volta r.I Repeater's in-game icon.

The **Volta r.I Repeater** is a Colonial Heavy Rifle.

## Description

The Volta heavy rifle fires slowly, has heavy recoil, and is slower to regain its stability. However, it has superior damage, allowing it to kill in a single shot half the time for targets in its effective range, which is conveniently slightly higher than standard rifles. Its maximum range is lower which prevents it from engaging targets at long range like Long Rifles. It can use a bayonet and carries a clip size of 8 rounds.

The Volta uses a high velocity barrel that increases the damage of its 7.62mm ammunition by 75%.

The Soldier Uniform reduces the Volta's Encumbrance by 25%.

## Tactics

The Volta can't engage at very long range (>35m). But at the preferred range for rifles (25-30m) the Volta can outperform other rifles. However the slow fire rate makes it very risky to use in open ground without cover. The fire rate is slow enough that being just crouched without moving gives enough stability to fire at the maximum fire rate without losing stability.

## Trivia

* The Volta was originally introduced to the game as a Relic Rifle that could be found in Relic vaults.

* In poetry, a Volta is a non-sequitur lyric that alters the poetic structure and theme of a verse. The Volta is particularly common in the poetry of the European renaissance.

* The Volta appears to be a lever-action rifle with an internal box magazine, perhaps inspired by the  Winchester 1895. The tubular receiver is more reminiscent of a Remington Model 8

## Gallery

* A soldier of the colonial Legion holding a volta repeater.
Updates/fr

**Versioning**

This article is timeless and should be accurate for any version of the game.

Foxhole est actuellement en Accès Anticipé. Cela veut dire que les Composants du jeu sont sujet à changement.

Depuis l'Accès Anticipé, le jeu est mis à jour en moyenne toutes les 4 semaines. La plus longe attente fut pour l'Update 0.37, qui a refondé le système des véhicules pour permettre d'avoir des variantes; l'update a pris 85 jours. Durant la phase Pré-Alpha, les mises à jours étaient en général hebdomadaire puis bihebdomadaire, en accord avec les Guerres Hebdomadaires et la nature très expérimentale des mises à jour.
Train Station

The Train Station is a unique structure located in The Latch. It currently acts as a Garrisoned House and has two shooting points on the front and back.

* Train Station.

##### Notes

* The developers have teased at the implementation of trains.
* The Train Station is located next to a disused railway track.
* Inside players can find several war propaganda posters.
Update 0.0.17

Date: December 3, 2016

Blog link: Foxhole 0.0.17 Release Notes

	+ Please note that this map is heavily work in progress and will contain incomplete areas
* New Buildable Structure: Barracks
	+ Allows up to 5 players to use this as their spawn point
	+ Access can be restricted to a Coalition

### Gameplay Features & Changes

* Coalition System
	+ Players that are WO1 rank or higher can create a Coalition
	+ Players must be invited to a Coalition to be a member
	+ Members of a Coalition have a private chat channel and can share restricted access to the Storage Box and Barracks structures
	+ Coalition Officers can invite or kick members

### Other Changes

* Spatial voice chat
	+ Press T to talk
* Ban times now escalate (1st kick = 1 hour, 2nd kick = 12 hours, 3rd kick = 72 hours)

### Major Bug Fixes

* Fixed bug that allows players to build structures in illegal spots
* Fixed bug that allows certain player actions (aiming/firing/etc) to continue after being woudned
* Fixed bug that allows Field Artillery to be moved with one player (when other player disconnects)

### Known Issues

* Audio volume settings don't apply properly
* Spatial voice chat audio can sometimes be choppy
War 65

## Background

War 65 was again a west vs east map like the last war but took place in the north instead. The war started after Update 40 which brought major gameplay changes including Structure damage model, Overhauled AI Suppression system and the addition of Light Tank Destroyer (LTD) to the Colonials and Field Mortar to the Wardens, with the former saw extensive use throughout the war due to being seen as a viable counter to the Wardens' Silverhand.

## Course of the war

### Storm Cannon and Silverhand breakthrough

The Wardens opened a gap with Storm Cannon in Callahans Gate in Deadland then proceed to recapture parts of Deadland with the newly teched Silverhand.

### Invasion in Drowned Vale

The Colonials regained the initiative after T-3C's invasion in Drowned Vale.

### Warden's backline falls

404th landing in AB, SOM landing in Marban, 1CMD landing in Godcrofts then SOM and 9527 landing in Tempest.

## Media

In chronological order (to the best of editor's knowledge).

* Marban sneak attack
* Marban depot loots, 1/4 of the content inside
* Tempest Island landing force

## Trivial

* The newly introduced Light Tank Destroyer was perceived as extremely effective in fighting Wardens' Light Tanks that a wave of feedback spam was observed in FOD's feedback channel demanding of its nerf, the spammed feedback was later removed by moderators.

## External Links

* Replay of War 65 on foxholestats.com's video archive
* War 65 Newswire Release Collection by PressCorp

1. ↑ https://discord.com/channels/203512636556574720/543912869683789824/776180014260551710
Sunken Pillbox

This page will not be deleted; instead it will be preserved for archival purposes.

## View Structure Health

The **Sunken Pillbox** is a high-cost static defensive building. The Sunken Pillbox will activate when enemy faction member/s come into it's line of sight. It is virtually impossible to destroy it while it is in an inactive state. A player can not enter it. It has an arc of nearly 180 degrees.

Like other static defensive structures, the Sunken Pillbox needs to be within 80m of a Forward Base or 150m of a Static Base for it to fire on its own. Without a connection, the Sunken Pillbox will stay raised and not shoot, exposed to all enemy fire. It also loses its resistance to damage while in this state.

Note: The Sunken Pillbox will take a second to raise. During this time, it does not fire and makes the same noise as a heavy gate opening, therefore giving the enemy a small window to get to cover or to get out of range of the Sunken Pillbox.

The Sunken Pillbox has a range of 18-22m

Please use Template:Buildings\_Navbox instead!

Gun Nest
Light Pillbox
Pillbox
**Sunken Pillbox**
Gun Turret
Howitzer
Watch Tower
Garrisoned House
Sandbags
Sandbag Wall
Tank Trap
Chain Link Fence
Reinforced Wall
Fortress Wall
Bunker
Gate
Encampment
Field Base
Outpost
Vehicle Subsystems

Certain armored vehicles have subsystems that can be individually disabled when taking damage on specific locations. Shots deflected by Tank Armor cannot disable a subsystem. The crew of the vehicle will see particular icons in the top left of their screen when a specific subsystem is disabled.

## Fuel System

* Location: Rear
* Disable State: **Ruptured Fuel Tank**
	+ Causes fuel to drain at a very fast rate, even when not accelerating
	+ A puddle of oil starts to form on the ground under the fuel system

Currently only Tanks have Fuel Subsystems that can be disabled.

## Turret

* Location: turret/top
* Disable State: **Disabled Turret**
	+ Prevents turret from turning
	+ Prevents turret from firing
	+ Black smoke comes out of the turret

Machine guns that are not the primary armament do not count as turrets. (Chieftain and Ranseur 12.7 can be disabled, Bardiche and Highwayman no)

For vehicles with two turrets, each turret is independent and can be disabled separately.

## Track System

* Location: sides/tracks
* Disabled State: **Tracked**
	+ Movement speed and turn rate are significantly reduced
	+ Tracks start wobbling whenever the vehicle tries to move

Tracks on the O'Brien v.121 Highlander aren't considered proper Track Systems and as such cannot be disabled.

Unarmored tracked vehicles also cannot get tracked.

## Repair

The only way to repair a disabled subsystem is to fully repair the vehicle's health with a Hammer or at a Garage with Basic Materials.

## Special Weapons

Certain weapons have higher chances of disabling particular subsystems:

* Anti-Tank Sticky Bomb have a high chance of disabling tracks (if it lands on the tracks/sides)
* AT Mines have a 100% chance of disabling tracks.

## Gallery

* Subsystems highlighted on a Devitt Mark III Light Tank.
Sledge Hammer

**Versioning**

This article *could* contain outdated information that is inaccurate for the current version (1.52) of the game. It was last updated for 0.49.

## Information

### Use

Mining Components and Sulfur, Mines Salvage faster than a Hammer.

## Logistics

### Amount in Crate ()

10 per Crate

The **Sledge Hammer** is a heavy material collection tool only obtained via production in a Factory. It is an essential tool for faster collection of Salvage and acquisition of larger amounts of advanced resources like components and sulfur. Unlike the Hammer it is **not** able to be used for building or upgrading.

The Sledge Hammer has a slow swing speed when compared the swiftness of the hammer due to this the Sledge Hammer is around 33% more efficient to use when looking at time.

* The Sledge Hammer allows for more efficient farming of materials.
* As the tool is very heavy, it is best kept to players who are running material collection and logistics.
* Does not act as a melee weapon. Use your fists.
* Unavailable at the beginning of the war, must be unlocked in the Tech Tree.

## Trivia

* Using the Sledgehammer gives additional XP (over the default Hammer)

## Usage

1. Equip the Sledge Hammer
2. Make sure you are standing up.
3. Press `LMB` to collect materials from nodes.
	* You are also able to just hold `LMB` instead of repeatedly clicking.
Update 0.0.28

Date: Apr 28, 2017

Blog link: Foxhole-0028-Release-Notes

### Gameplay Features & Changes

* Medical Lab, Workshop, Weapon Factory, Vehicle Factory, Supply Station are now destructible
* Oil Refinery structure has been removed
* Fuel is now gathered from nodes away from towns
* Starter Town Halls now contain 400 fuel
* Stockpiles now accept Basic Materials, Refined Materials, Fuel, and Civic Materials

### Game Balance

* Using the Sledge Hammer gives additional XP (over the default Hammer)
* Vehicle Factory Tech Level 2 & 3 each require 50 additional Tech Parts

### Other Changes

* Server join queue
	+ When joining a full sever, players will now enter a queue to join
* Workshop, Supply Station, and Manufacturing Plant have brand new assets
* Server name now displayed on Map screen
* Server optimizations

### Major Bug Fixes

* Fixed bug that causes occasional connection drop outs during gameplay
* Fixed exploit that allowed players to enter vehicles while encumbered
* Fixed issue that causes players to get stuck when spawning at Town Halls
* XP is now received when picking up orders
* Structures no longer appear to be at full health after erecting / collapsing an upgraded wall build site
* Cursor no longer uses the incorrect graphic when being killed with the Callouts screen up
* Weapons no longer deal full damage when firing at extreme range
Update 0.0.14

Date: November 12, 2016

Blog link: Foxhole 0.0.14 Release Notes

### Other Changes

* Local chat text now appears above the heads of characters that are visible to the player, allowing you to communicate with nearby players more effectively
* Typing /a /t /l and pressing space in the chat box will now switch channels
* Player screen now sorts players by faction

### Major Bug Fixes

* Fixed bug that causes visuals to be blurry when graphics detail level is set to low
* Fixed Field Artillery so it no longer has issues colliding with certain objects
* Fixed bug that caused aim accuracy to increase when sprinting
* Fixed bug that prevented movement keys from being bound to arrow keys
* Fixed bug preventing lock dismantling
* Fixed Heavy MG so it no longer targets the wrong location when aiming at a Field Artillery
* Fixed bug that causes incorrect location name to be shown on the HUD when exiting a vehicle
* Fixed bug that prevents access to the inventory when rotating the camera
* Fixed exploit that allows players to cross the Wooden Bridge build site
* Fixed bug that causes the names of players inside vehicles to not be visible
* Fixed crash that occurs when sometimes opening the Keyboard settings screen
* War Correspondent will now mention the correct faction when reporting Outpost information
* SFX from other players reloading will now play properly
* Player arrow on the minimap now rotates correctly when players are passengers in a vehicle
Small Train Locomotive

*This article is a stub. You can help Foxhole Wiki by expanding it.*

**Versioning**

This article *could* contain outdated information that is inaccurate for the current version (1.52) of the game. It was last updated for 1.50.

## Cost

###

###

###

125
10
20

## View Vehicle Strength Table

The **Small Train Locomotive** is a logistics vehicle primarily used for transporting resources and materials. It can only move on Small Gauge Railway Tracks and uses Coal as fuel which must be placed in its single inventory slot. It must be packaged and placed on the tracks with a Crane. It automatically stops at the end of a track and cannot derail. It is sturdy and lightly armored, making it very resistant to small arms.

## Production

It is built at a Light Vehicle Assembly Station.

## Interactions

The small locomotive can be coupled with Small Container Cars and Small Flatbed Cars by using `Shift + E` while the two cars are touching. Decoupling two cars is done with a Wrench

The driver can interact with nearby buildings from their seat, similar to a truck, but they can also access the content of every car attached to the locomotive and transfer things in or out. The item retrieving speed is much faster than with a truck or on foot (about 4 times faster than a truck to retrieve resources from a Resource Container). It's even faster than a Container on a loading pad with a Crane.

The train can haul up to four cars, meaning it can carry up to 10,000 raw resource materials (equal to two Resource Containers) or up to 400 Large Items (equal to 3.5 Material Pallets).

## Gallery

* When interacting with a structure the driver can access the content of every car coupled to the small locomotive.
* A Small Train Locomotive with a Small Flatbed Car and Small Container Car attached to it.
Soldier Supplies

**Versioning**

This article *could* contain outdated information that is inaccurate for the current version (1.52) of the game. It was last updated for 1.50.

## Logistics

### Amount in Crate ()

10 per Crate

**Soldier Supplies** are a type of item that can only used inside of a Base's stockpile. They are required in order for a player to respawn at a base. As a result, these are highly requested items for the frontline.

## Description

**Soldier Supplies** (also known as "Shirts") are used to respawn players at a base. One supply is consumed per respawn. You cannot respawn at a base if its stockpile doesn't have any Soldier Supplies left. Thus if there is heavy fighting and your side suffers a ton of losses, if your base run out of Soldier Supplies, you will be prevented from spawning at that base, forcing you to spawn at the nearest base location. It is essential that all bases are stocked with these at all times. Despite its shirt icon the soldier supplies are NOT a uniform and must NOT be picked up by soldiers, they should always remain in a base stockpile.

Deployment to a base from the Home Region doesn't consume Soldier Supplies and is not affected by a lack of Soldier Supplies. In order for a Soldier Supply to be consumed, the player must have that base selected as it's forward respawn point.

When a player respawns, a single Soldier Supply is consumed, with the player respawning equipped with a Uniform, a Hammer, an empty pistol of the respawning soldier's faction, and two clips of 8mm ammunition; the standard loadout of a fresh spawn.

Whenever a base is captured, all Supplies within the base's stockpile (including the Soldier supplies) are deleted, which means any new base captured must have Soldier Supplies delivered in order for a new forward base to be spawned at.

## Production

**Soldier Supplies** are produced in a Factory, under the 'Medical' category. Each crate contains 10 shirts.

Soldier Supplies can also be obtained in a Field Hospital or a Hospital by submitting Critically Wounded Soldiers. After a Critically Wounded Soldier is submitted and fully processed (the progression bar of the bed icon reaching 100%), then you will receive 4 Soldier Supplies.

* Despite Critically Wounded Soldiers being capable of making Soldier Supplies, this method is pretty slow, and will not match the rate of casualties at a front.

## Trivia

* If a base has fewer than 100 Soldier Supplies in its stockpile, the rest cannot be removed from the stockpile. (anti-griefing mechanic)
* Despite being incapable of spawning soldiers, captured Seaports and Storage Depots will also delete any 'Supplies' crates (such as Soldier Supplies or Garrison Supplies) within them. This results in the Stockpile's inventory only containing Equipment and Vehicles.
* Although being classified as 'Supplies,' (similar to Garrison Supplies or Bunker Supplies) the actual item can only be found in the 'Medical' category in a Stockpile.
Technical Help

While Foxhole is in development, it is possible that bugs will arise. Common technical problems and solutions will be posted here over time. This is supplemental to the pinned topic on Steam, "Common Technical Problems (& Solutions)".

## **Common Technical Problems (& Solutions)**

**If your issue is not on this page:** Post a bug report on the Foxhole Official Discord in the *#bugreport* channel OR in the Foxhole Steam Community Discussion sub-forum "Bug Reports & Technical. You can also ask for help in the *#Technical Help* channel on the discord.

### **When I run the game it asks me to install Microsoft Visual C++ 2015 Runtime**

First, ensure that you have the latest Windows updates installed. If that doesn't work, try this solution offered by a user from another UE4 engine game:

When's the last time you've let Windows install all it's updates? There's an issue with the C++ 2015 runtime not being able to work properly in Windows 7 without a certain patch. You could try uninstalling both the x86 and x64 versions and making sure Windows 7 is completely up-to-date and restart before attempting the runtime installs.

Make sure you're uninstalling the C++ 2015 x86 and x64 runtimes from the add/remove programs utility in Windows before each attempt, and make sure you're installing the runtimes from the official Windows download, rather than the ones packaged with the game: https://www.microsoft.com/en-us/download/details.aspx?id=48145

After that, if they still don't install correctly, opening an administrative command prompt and running the ***sfc.exe /SCANNOW*** command could fix some additional things. Restart the system and try the runtime installs again after that, too.

Finally, make sure your graphics card drivers are updated and installed properly.

The original thread can be found here.

### **I am unable to see the servers**

Try restarting Steam. If that doesn't work, then please ensure that you have opened Steam Matchmaking ports on your firewall/router

Additionally, make sure that your version matches the current release version. Your version can be found on the main menu on the lower right corner. If you opted in to a Development Branch for testing, ensure remove yourself from the Development Branch of betas within steam

### **I'm getting unusually poor framerate even though I have a reasonably fast PC.**

Please try to restart your Steam client. As of Foxhole 0.22, there is a bug that sometimes causes the game to have poor frame rate until Steam is restarted. We are working to resolve this issue in a future update.

### **When joining a server, the game crashes and displays this message: "unreal engine is exiting due to d3d device being lost"**

This will happen if you are using an incompatible video card (e.g. Intel HD). Updating your video card drivers may help with this issue.

## **Other Common Fixes**

A standard troubleshooting step for Steam games is to verify the integrity of game files.

* verify Integrity
Update 0.0.22

Date: February 4, 2017

Blog link: [1]

	+ A new region to the east, this map contains many river channels and bridges, as well as a large coastal island

### Gameplay Features & Changes

* Offline Character
	+ Characters now remain in the world for 3 minutes after player has gone offline
	+ Offline characters can be killed and looted
	+ Players will spawn at the location of their offline character if it exists when logging in
* Player inventory now persists between logins if certain conditions are met
* Transport Truck and Half-Track now destroy sandbags when they collide with them
* Improved field of fire on Half-Track so it's easier to aim at front facing targets
* Additional Armory structures have been added to every map

### Game Balance

* Outpost now starts with 1 instead of 10 Solder Supplies
* Smoke Grenade material cost reduced from 42 to 36
* Vehicle Factory Tech Part requirement increased (Level 2 requires 300, Level 3 requires 150)
* Workshop Tech Part requirement increased (Level 2 requires 75)

### Other Changes

* Map name is now displayed on the in-game map
* Players now have proper animations when unequipping an item

### Major Bug Fixes

* Vehicles no longer drifts in an arbitrary direction when exiting
* Vehicle Factory can no longer spawn two vehicle build sites on top of each other
* Gun Turret no longer rotates in the less optimal direction when aiming at a target
* Gun Turret animation is no longer jerky
* Ground textures no longer render over weapons
* Foxhole no longer tries to launch SteamVR on startup
* Encumbrance value on ammo loaded weapons are now correct when weapon is placed into the backpack
* Players that are unbanned by a game moderator properly have their vote kick counts reset
Gate/fr

## View Structure Health

Un **Gate** (*Portail*) est une structure défensive passive permettant le passage des unités alliées à travers des zones protégées par des murs. Le portail ne fournit pas de couverture, il est possible de voir au travers et même de tirer sur un ennemi situé de l'autre côté même si le portail est fermé. Un portail de base n'est pas très résistant mais il ne peut être détruit qu'avec des explosifs, les armes légère étant incapables de l'endommager.

Il est possible d'améliorer un portail avec un Marteau en mode Améliorer. Pour le détruire, il est plus efficace de viser son support.

## View Structure Health

Le portail de rang 2 est plus résistant que son homologue de rang 1 et est insensible au tirs des mitrailleuses lourdes mais peut toujours être détruit par des Grenades HE. Un portail de rang 3 est également disponible pour le renforcer davantage.

## View Structure Health

Le portail de rang 3 est une version encore plus résistante. De gros moyens sont nécessaires pour en venir à bout car il peut résister à plusieurs Charges Satchel (3 sont requises pour le détruire)

## Guide pratique

Les portails sont un élément de défense indispensable dans Foxhole. Il faut cependant les utiliser correctement car ils peuvent devenir une nuisance pour vos alliés lors de grandes opérations. Voici quelques règles qui faciliteront leur utilisation :

* Les portails construits dans des zones contestées ou sur la ligne de front doivent toujours être refermés après usage.
* Dans les zones sûres, si les portails sont nombreux, il est possible d'en laisser certain ouvert pour faciliter le travail des compagnies logistiques. Gardez cependant les portails des villes fermés pour empêcher toute infiltration ennemie.

## Conseils

* Les portails peuvent être ouverts et fermés depuis le siège du conducteur.
* A pied, il n'est pas nécessaire de faire face au portail pour l'actionner mais d'être suffisamment proche. Cela signifie que vous pouvez ouvrir un portail, le franchir et le refermer rapidement sans vous arrêter ou vous retourner. Avec un peu d'adresse, il est possible de faire tout cela en sprintant.
* Il est impossible d'ouvrir ou de fermer un portail ennemi.
* Gardez en tête qu'un portail ne fait qu'empêcher le passage ennemi et qu'il ne se défend pas en cas d'attaque. Il est donc judicieux d'établir des défenses actives comme des Foxholes à proximité des portails.
* Les portails et les Murs de rang identique ont le même nombre de point de vie.
Update 0.0.7

Date: September 23, 2016

Blog link: Foxhole-007-Release-Notes

* Range of Mortar is now properly enforced, regardless of where the mouse cursor is

### Major Bug Fixes

* Aim distance can no longer be extended by moving the mouse cursor outside of the game window

### Other Changes

* Playable map area is reduced in Practice Mode
* Text Chat notification sound can now be turned off in the options menu
Veli

**Veli** is a country in the south of Raka that is aligned with the Colonials.

## History

In ancient times, the Kingdom of Veli existed along the Red River and adjacent lands. Centuries before the events of Foxhole, the kingdom fell into civil war as the Caoivish and the Meseans each propped up militant factions, the Hands of Veli and the Republican Colonials, respectively. The aftermath of the Battle of Red River saw the Caoivish and Mesean empires take direct control of their puppets, ending the proxy conflict and setting the stage for the Great Wars, during which Veli was reunited under Colonial leadership.
UV-5c “Odyssey”

**Versioning**

This article *could* contain outdated information that is inaccurate for the current version (1.52) of the game. It was last updated for 1.50.

## Cost

###

3

## Description

The **UV-5c “Odyssey”** is a colonial Light Utility Vehicle with a commander seat. It automatically gathers and transmit Map Intelligence of its surroundings within a 60m radius.

### Crew

It has two seats: 1 driver and 1 commander. The player in the commander seat can use their secondary slot (Secondary Weapons or Binoculars) and can toggle the hatch by pressing `E` to enter the passenger compartment, just like a tank commander.

### Inventory

It has 7 inventory slots which accepts any item and where small caliber ammo stacks.

### Armament

The vehicle has no armament except whatever secondary weapon the commander is wielding, making the vehicle relatively vulnerable.

### Health & Armor

The Odyssey has slightly more health than a truck but it is still unarmored. It is its low disable point (40%) that allows it to soak a bit of small arms and shrapnel but far less than even an Armored Car. Heavy calibers, anti-tank Launchers and heavy explosives are a death sentence.

Like other LUVs, repairing the vehicle costs a lot of Basic Materials (120 to repair 100%), more than for a Truck or Armored Car.

### Engine & Size

LUVs being the fastest off-road vehicle class, the Odyssey is fast on road and can outrun off-road pretty much any other vehicle type (except an Argonaut, or a boosting Motorcycle, Outlaw or Kranesca). Combined with its low fuel consumption, the vehicle has great autonomy and range of action. It is highly maneuverable and agile.

The LUV can be packaged, forming a small Shippable that can be transported by Crane, Flatbed Truck, Freighter, or Barge. However due to its speed there's little reason to transport it that way.

It doesn't trigger anti-tank mines and can safely cross Field Bridges without damaging them too much. It is too small to cross Trenches. It can run over Sandbags and tier 1 walls but can't run over Barbed Wire Fences.

## Tactics

With its decent inventory size, the odyssey can be used as a support vehicle for mechanized attacks. The commander seat helps with combat awareness.

## Trivia

* The Odyssey and related vehicles bear a strong resemblance to the American designed "Willys Jeep".
Vehicle Health/fr

**Versioning**

This article *could* contain outdated information that is inaccurate for the current version (1.52) of the game. It was last updated for 0.42.

## Description

Ces tableaux montre combien il faut de **X** pour détruire un type de véhicule particulier.

Pour les armes à feux le nombre affiché est le nombre minimum de **balles** (et non de chargeurs) nécessaires pour détruire le véhicule à bout portant et sans rater aucun tir ou que le tir soit défléchi par le blindage du véhicule. En dehors des exemples de testes les résultats peuvent varier avec la distance, la fluctuation aléatoire des dégâts de l'arme, et si le véhicule est en train d'être réparée.
Beaucoup des armes et explosifs listés ci-dessous ne sont pas idéals pour détuire des véhicules et peuvent être plus adapté contre l'infanterie ou les structures.

Les nombres en **gras** sont les meilleurs armes pour détruire ce type de véhicule en général. Les Nombres en Gris sont les pires armes pour s'attaquer au véhicule. En règle générale, vous voulez une arme qui soit capable de détruire le véhicule de manière raisonnablement rapide et pas à un prix trop élevé ni à un trop gros risque pour vous-même.

Les différentes armes sont divisées en 4 catégories: Font Rouge pour les armes à feu, Font Jaune pour les explosifs, Font Bleu pour les armes montées, et Font Vert pour les défenses avec IA.

## Tanks

Les valeurs listées le nombre de tirs nécessaires pour détruire le véhicule, pas juste l'immobiliser. Les valeurs sont pour des tirs **pénétrants** uniquement, sur la version **standard** du véhicule.

## Véhicules Blindés

Les valeurs listées le nombre de tirs nécessaires pour détruire le véhicule, pas juste l'immobiliser. Les valeurs sont pour des tirs **pénétrants** uniquement, sur la version **standard** du véhicule.

## Véhicules non blindés

Les valeurs listées sont le nombre nécessaire pour détruire le véhicule, pas juste pour l'immobiliser. Les valeurs sont pour des tirs sur la version **standard** du véhicule.

## Bateaux

Les valeurs listées sont le nombre nécessaire de tir pour détruire le bateau, pas juste l'immobiliser. Les valeurs sont pour des tirs sur la version **standard** du bateau.
Stationary Harvester (Components)

*This article is a stub. You can help Foxhole Wiki by expanding it.*

Stationary Harvester (Components)'s in-game icon.

## View Structure Health

A **Stationary Harvester (Components)** is a player built Stationary Harvester that automatically extracts Components from Components Fields using Petrol as fuel. It doesn't require power to function. With the Excavator upgrade it can produce Damaged Components which do not consume any components from the field and still function while the field is empty. Those damaged components needs to be converted into normal components at a Metalworks Factory's Recycler.

## Construction

It is built with a Construction Vehicle and costs Construction Materials. It must be built next to a Components Field (up to 3 per field).

## Destruction

The original builder can instantly demolish it using the  button in its menu. However it can only be done if it's fully repaired, there are no enemy nearby, and it was built less than 7 days ago. If the structure is reserved for a squad the members of that squad can also use the demolish option.

It is immune to Friendly Fire. However it can be can be flagged for "Disruptive Structure Placement" using a button  at the bottom of its menu. If enough players flag it for disruptive placement, then the Friendly Fire immunity is removed and can be destroyed.

## Interactions

You can access its interface when on foot or in a logistics vehicle by pressing `E`.

## Squad Reservation

The original builder can reserve it for its active squad  or a particular squad  in the structure's menu so that only the original builder and the players in that squad can upgrade it. Its producton options and stockpile cannot be reserved. The reservation lasts 50 hours but it can be refreshed  at any moment by the original builder or their squad mates.

## Production

The components produced are taken from the field's reserve. The nodes spawned on the field cannot be collected by this harvester. The stationary harvester is much less efficient than a Component Mine (1.5 components / 1 L of Petrol, compared to around 27-36/1) and also slower (1 component / 2 seconds versus 27-36 components / 30 seconds). Before Sledge Hammer is teched, it is the only way to harvest the Component Fields but at a very costly price. After Sledge Hammer is available, the only useful option is using the Excavator option, as it allows constant flux of Components, albeit at a premium price (1.5 component / 1 L of Petrol). However, usually there is surplus of Petrol at this phase of War, specially due to unpumped Petrol in Refineries.

4L

6

0:00:12

  0 MW

## Upgrades

Only one upgrade can be built on a given building. Upgrades can't be removed

6L

9

0:00:12

  0 MW
Smuggler's Fort

*This article is a stub. You can help Foxhole Wiki by expanding it.*

*This lore piece is reported on 12 August 2017.*
The **Smuggler's Fort** is a small ruined stronghold on a hill in Endless Shore. It is part of a smuggling network for various regional products from both sides of the conflict moving to the other.

*This lore piece is reported on 11 August 2021.*
The **Smuggler's Fort** has been unable to be located in Endless shore as of 2021. This change is most likely due to the multiple region overhauls since 2017.

*This lore piece is reported on 15 December 2021.*
The **Smuggler's Fort** can now be found near Oleander Homestead in The Heartlands. It is located atop a hill north east of Oleander Fields.

## Description

Reason: "*Description and screenshots of the location.* "

*This article is incomplete. You can help Foxhole Wiki by expanding it.*

Reason: "*Description and screenshots of the location.* "
}}

## Tin Case

Reason: "*Needs icon and description and stuff*"

*This article is incomplete. You can help Foxhole Wiki by expanding it.*

Reason: "*Needs icon and description and stuff*"
}}