recursal/Fanatic-Fandom huggingface dataset:
Resource Mine

**Resource Mines** are structures that automatically gather one type of resources. Most require fuel. They are all built with a Construction Vehicle.

## Facility Mines

Player-built structures that can only be constructed next to the relevant resource source (Resource Field, water, etc...). Their decay can be prevented using Maintenance Tunnels like real facilities on top of the normal prevention methods.

* Water Pump
* Oil Well
* Stationary Harvesters
	+ Stationary Harvester (Coal)
	+ Stationary Harvester (Scrap)
	+ Stationary Harvester (Components)
	+ Stationary Harvester (Sulfur)

## World Resource Mines

World structures in locations predetermined at the start of each war. New ones can't be built, only the existing ones can be rebuilt when destroyed.

* Salvage Mine
* Component Mine
* Sulfur Mine

*See: World Resource Mine*
Mortar Shrapnel Shell

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This article *could* contain outdated information that is inaccurate for the current version (1.52) of the game.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

## Mortar Shrapnel Shell

The Mortar Shrapnel Shell's in-game icon.

## Logistics

### Cost

60
15

### Amount in Crate ()

15 per Crate

**Mortar Shrapnel Shells** are used by Mortars. They have a 7.5m radius explosion, wider than Mortar Shell. They also have better suppression effects on defenses than regular mortar shells.

## Vehicles Using Mortar Shrapnel Shells

* **Devitt-Caine Mk. IV MMR**
* **HH-d “Peltast”**
* **Type C - “Charon”**
Storage Room

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This article *could* contain outdated information that is inaccurate for the current version (1.52) of the game.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

## View Structure Health

The **Storage Room** is a modification of a Bunker that can store large quantities of most Large Items.

## Description

The Storage Room can hold up to 100 Large Items and hold 1 crate in its inventory. The room can be used to speed up the shell loading process for artillery pieces nearby. Storage Rooms can be built inside a Storm Cannon platform. It only accepts Large Shells (75/94.5 mm/Rockets), Flame Ammo, Tripods, Tripod Weapons, Sandbags, Barbed Wire, and Metal Beam. You cannot store different item types in the same storage room.

Crates of Large Items can be directly submitted to the Room's stockpile, just like submitting them to a Base (`Right Click` > "Submit All To Stockpile").

The Storage Room can be squad claimed (locked) by the person who built the room, restricting its use to only the builder's squad.

The more items are submitted into the room, the more items can be seen on the storage room rack, similar to Material Transfer Stations.

## Construction

Storage Rooms can be constructed on any Tier 3 Bunker with the following requirements:

* Connected to a Bunker Base through trenches or bunkers
* Bunker Base must have unlocked the concrete tech
* The Bunker Piece must be cured

Use `Mouse Scroll Wheel` to select the bunker wall where the big rack will be placed.

## Structure Integrity Rating

The Storage Room modification moderately decrease the Structural Integrity of its bunker.

## Gallery

* An empty ammo room.
* A nearly full ammo room.
* The Menu of of the Storage Room
Shipping Container

**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.

## View Structure Health

A **Shipping Container** is a large shippable structure that can hold up to 60 item crates and be transported on certain vehicles.

### Construction

It is built at a Construction Yard with a Hammer and 100 Basic Materials. Alternatively Shippable Crates of 3 shipping containers can be produced at a Mass Production Factory.

### Transport

To be moved the container must first be packaged, this is done by opening its menu with `E` and pressing the "package"  button at the bottom. Moving cancels the packaging action. It can only be packaged when there are no items in its inventory and everything is submitted to its stockpile (`right click` > "submit to stockpile").

To unpackage it simply press `E`.

When packaged the container can be lifted using a Crane and placed on a Flatbed Truck, Barge, or Freighter for transport. While it's on a vehicle the container cannot be interacted with. You will require another crane at your destination to lift the container from the vehicle.

### Interactions

When it's on the ground and unpackaged, you can open its menu with `E` while you're on foot or in a Truck. You can then submit crates from your inventory to the container's stockpile by right-clicking a crate and selecting "Submit to Stockpile". Crates loaded in can't be manually retrieved from here. It can only be unloaded at a storage depot or a Seaport.

Stacks of materials can be packed/unpacked into crates when in the shipping container's inventory.

Using a crane the shipping container can be deposited on the loading area of certain buildings to interact with them:

* **Storage Depot & Seaport**: The container's content can be loaded and unloaded and the container itself can be stored (click the `Submit Loading Area Equipment`  button).
* **Refinery**: The materials in your refining queues can be packed in crates and loaded in the container using right click and selecting "Retrieve as Crate".
* **Mass Production Factory**: Your finished orders can be retrieved and are directly loaded in the container.

Like every other player made structures, it can decay after a while if left untouched.

Multiple containers can be stacked on top of each other.

### Colour customization

Since Update 0.30 you can chose from one of 7 colors to paint a container by selecting a colour in the shipping container's menu.

## Gallery

* Colored Containers
* Shipping Container menu
* Depositing a Shipping Container on a Seaport's loading area with a Stationary Crane.

## External Link

* Foxhole - Shipping Container by Clapfoot - 3D model - Sketchfab
Sign Post/fr

Le panneau (sign post) est une structure constructible qui permet aux joueurs de laisser des messages au travers du monde. Les joueurs peuvent voter pour ou contre les panneaux des autres joueurs pour augmenter ou diminuer leur temps de vie. On peut configurer la distance d’affichage des messages écrits sur les panneaux dans les options du jeu (Options → Signpost Range). Le texte à l'intérieur des panneaux est limité à 140 caractères. Seul le joueur qui a créé le panneau peut modifier son contenu.

## Notes

* Ne peut pas être détruit par des tirs
* Ne consomme pas de garrison supplies pour être maintenu.
* À chaque fois que l'on tape un caractère dans la boite de dialogue du panneau, le curseur est renvoyé à la fin du message, ce qui rend compliqué l'édition au milieu d'un message en cours d'écriture.
* En bas à gauche du message est indiqué depuis quand date la dernière modification du panneau.
* En bas à droite du message est indiqué l'auteur du message.
* Quand on veut modifier un message, la boite de dialogue du panneau est vide, ce qui demande de réécrire tout le message même si on veut faire une petite modification.
* Modifier un message remet à zéro le temps indiqué en bas à gauche, mais ne réinitialise pas les votes qu'a reçu le panneau.

## Conseils

* Au vu des difficultés pour modifier un message, il peut être avisé d'avoir un fichier texte où sont enregistré des messages types qu'il suffira de copié-coller.
O-75b “Ares”

*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

###

###

###

275
105
95

###

175

## Armament

* 75mm Turret
* 75mm Turret

## Trivia

* Ares was the Greek god of courage and war. Unlike his sister Athena, who represented the strategic aspects of warfare, Ares embodies the violence and savagery of armed conflict.

* The hull of the O-75b is very similar to the Heavy Infantry Carrier. The devblog detailing concept art for the Inferno Update specifically mentions that the HIC was originally intended to be a colonial super unit but was deemed not "super" enough - its hull design was later reused for the Ares, with the intent of implying a common linage between the two vehicles.
* Like the Heavy Infantry Carrier, its design seems to have been based on the British Mark A Whippet Medium Tank of World War 1 with a turret that seems to resemble the P.1000 Ratte.

* Prior to the official release of Inferno, the in-game description of the Ares was significantly shorter, which was later changed to the current in-game description. Old description - "**Armed with a dual 75mm turret, the Ares is a lumbering beast. What it lacks in speed and versatility, it makes up for it in raw destructive power.**"
Mammon 91-b

**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

### Cost

100
10

### Amount in Crate ()

20 per Crate

The **Mammon 91-b** is a throwable HE Grenade that detonates on impact. It is effective against structures and vehicles. It has a short throwing range and is therefore recommended that you also use Smoke Grenades or suppressing fire from allies to get close to the targets. It is the most common tool to destroy enemy structures. Despite its description the Mammon deals Explosive damage and not High Explosive.

Mammon grenades, like all grenades, are not stackable in a soldier's inventory, unless one is wearing a Grenade Uniform (stacks of 2).

## Usage

To throw it:

1. Hold down `RMB` (right mouse button). This will show a white arch, showing the path of the High Explosive Grenade.
2. Press `LMB` (left mouse button) to throw it.

Note: After a throw if a grenade of the same type exists in the backpack it will automatically be equipped.

## Crafting

The Mammon 91-b grenade is obtained via production in a Factory or a Mass Production Factory. It costs 100 Basic Materials and 10 Explosive Materials, obtained from a Refinery.

Due to being a faction neutral piece of equipment, it can be produced at the very start of the war, and does not need to be unlocked by tech.

## Tips

* If your Encumbrance is less than 2%, you are able to carry 6 Mammon grenades without becoming over-encumbered.

## Historical Reference

The Mammon 91-b Grenade is apparently based on the soviet RPG-43 grenade, which is a magnetic anti-tank grenade, unlike its video game version, whose sole purpose is to damage structures.

## Gallery

* A colonial soldier with a Mammon equiped
Update 0.0.19

Date: December 20, 2016

Blog link: Foxhole-0019-Release-Notes

* Transport Truck inventory is no longer lockable, by they follow requisition rules if claimed by a Coalition
* The way that Technology Parts are obtained has changed
	+ Technology Part Nodes no longer exist in the world
	+ When salvaging parts from a Salvage Node, there is a very small chance for a Technology Part to be obtained

### Game Balance

* Vehicle Factory can now be upgraded to Technology Level 3
* Field Artillery now requires Vehicle Factory Technology Level 3
* Cost of Heavy Gate increased from 80 to 100 materials
* Transport Truck has a tighter turn radius
* Landmine cost increased from 8 to 10
* Landmine damage increased by 280%
* Landmine damage radius increased by 160%
* Grenade, Smoke Grenade, and Green Ash are now produced at the Armory instead of the Workshop
* Grenade is now produced in stacks of 5 instead of 3
* Green Ash production time reduced by 25%
* Barracks initial Soldier Supply count reduced from 5 to 1
* Workshop can now be upgraded to Technology Level 2
* Satchel Charge now requires Workshop Technology Level 2

### Other Changes

* Players are now immediately alerted when new Mission Objectives are added to the map
* Christmas event logic
* Minimal support for community moderators

### Major Bug Fixes

* Fixed bug that allows the Armory screen to be opened indefinitely, even after the player has left the area
* Fixed bug that causes character aim animations to be incorrectly offset
* Fixed bug that causes certain resolution settings to not apply
* Fixed bug that causes audio settings to not apply
Mounted Anti-Tank Rifle

**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.

Reason: "*need description and tactics*"

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

Reason: "*need description and tactics*"
}}

## Logistics

### Cost

100
5

### Amount in Crate ()

5 per Crate

The **“Typhon” ra.XII** is a Tripod **Mounted Anti-Tank Rifle** for the Colonial faction firing 20mm ammunition. The gun has a high-velocity barrel that deals 20% more damage than other Anti-Tank Rifles.

## Trivia

* The Typhon bears a resemblance to the Lhati L-39 heavy anti-tank rifle and the Polish FK-A wz.38A anti-tank autocannon.

* In greek mythology, Typhon was a massive serpent like creature responsible for fathering many monsters and who once challenged zeus for control of the cosmos.

## Gallery

* A Colonial legionary holding a Typhon
* A Typhon deployed on a tripod and ready to fire
Skirmish

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

**Skirmish** was a game mode that supplemented the ongoing main war in World Conquest, before Resistance mode was introduced. In this mode, battles happened on a smaller scale, taking place on one map at a time as opposed to the 9 simultaneous regions in World Conquest.

After a Skirmish match was finished, players were transferred to the Lobby Island for 10 minutes as an intermission. In order for a new game to start, there had to be 10 players present in both factions. Once there were 10 players on both sides, a 10 minute timer began. **If the number of players in either faction dropped *below 10*, then the timer was reset.** Players would then have to wait again for 10 players to be in both factions, before the timer could start.

## Maps

Fisherman's Row

Reaching Trail

Great March
Oarbreaker Isles

## Win Condition

In order to win, a faction must have had control over all victory condition towns  **and** upgrade them to a Town Hall.

## Supply Drops

**Supply Drops** were earned in Skirmishes and provided weapons and equipment for each faction's Port Base to use at the start of the World Conquest.

At the end of a Skirmish, all players got a notification indicating the winning faction and the amount of materials, equipment and weapons in the Supply Drop their faction would receive. The Supply Drop amount increased if the player's faction wins, and scales up with the number of players in their faction who were present at the very end of the Skirmish.

The respective Supply Drop got sent to each faction's Shipping Facility located in their Home Region. There, players could also view the total accumulated supplies that their faction has.

## Tech Tree

Skirmish maps featured their own Tech Tree.
War 80

War 80 started on 7/16/21 and lasted 26 days ending in a warden victory. This was the first warden victory in 5 wars ending the colonial win streak

## Course of the war

### Days 1 to 7

Some parts of the map didnt change to much but the following did:

* Farranec coast - Colonial took the main area above jade
* Deadlands - Fully taken by the wardens
* Marban hollow - Fully taken by the wardens
* Endless shore - Fully taken by the wardens
* Drowned vale - Half was in warden hands

### Days 7 to 17

Overall not much changed in the long run but heres what happened in these days

#### Central region offensive

Small parts of Loch mor and Umbral wildwood were taken by the wardens and they went back and forth till day 24/25

#### Fishermans row offensive

Starting on about day 12 the wardens began trying to take Fishermans row. For the first few days it would go back and forth but on day 20 it was all taken and held for the rest of the war

#### Farranec coast offensive

Starting on day 10/11 the wardens began their offensive to take Farranec coast. For the first 1/2 days the big island in the middle would go back and forth but by day 14 the wardens held jade cove and the main island.

### Days 18 to 26

Around day 18 is when the steady warden offensive across the whole front began. Some regions like godscrofts/temptest island would go faster than others but on day 26 the wardens had won war 80
Shipyard

**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.

## View Structure Health

A world structure that allows production and docking of naval vehicles

## Description

The **Shipyard** is a world structure where ships are built and where they can dock. A shipyard is rebuilt with a hammer (unlike most buildings), costs 400 Basic Materials, and requires that the connected Town Base has unlocked the **Industry**  upgrade. Items can be stored in the Shipyard Inventory. It provides some light at night.

## Building Ships

To build ships the player must open the shipyard (`E` by default) and select which ship they want to build. A blueprint of the selected ship will spawn in front of the Shipyard. Players can then build the ship using their hammer on the blueprint. Similar to building defenses, players need to have the right materials in their inventories in order to build. Up to 3 players can construct a single ship at the same time. Only one ship blueprint can be created at a time.

Only ship models belonging to your Faction and that have been researched can be created at a shipyard.

The area where the blueprint appears must be clear of any players or vehicles for the blueprint to spawn.

Ships spawn with 5% fuel (Diesel) inside them.

Only 2 aquatic vehicles are not built at a Shipyard: Landing APCs which are built at a Garage and Motorboats which are built on beaches.

Shippable Crates of ships can also be mass produced at a Mass Production Factory.

## Repairing Ships

The Shipyard can instantly repair any ship via a button in the Shipyard menu. The vehicle must be parked inside the Shipyard. This costs 100 Basic Material that must be in the Shipyard inventory. Shipyard repairs also reset armor on armored vehicles, the only method to do such thing. However, ships specific to one faction cannot have their armor reset at a shipyard owned by the opposite faction.

## Docking

Large ships (not landing apcs or motorboats) can dock at Shipyard. Drivers can exit their ship and land on the wooden pier. Barges can lower their ramp on the concrete pad if the shipyard isn't destroyed.

If a Shipyard is destroyed any ship docked there will also be destroyed. Any vehicles parked on the concrete pad are also destroyed.

## Gallery

* A barge docked at a shipyard.
* Menu of the Shipyard.
* A freighter being built at a shipyard.
* A destroyed shipyard.
Long-Range Artillery Car

*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

###

###

###

285
95
105

###

175

## View Vehicle Strength Table

The **Tempest Cannon RA-2** is a late-game, faction-neutral, railway Storm Cannon, capable of firing 300mm shells over long distances and across hexes. It can only be transported by a BMS Black Bolt on a Railway Track.

In order to fire the Railway Cannon, it must be deployed, causing it to become stationary. When in firing mode, it consumes Enriched Oil in order to fire one round. Unlike a regular Storm Cannon, it has a limited traversal angle, which requires the tracks to be the primary way of directing where the rounds can fire.

It can't fire from the rapid decay zone.

It is important to remember that while effective in the hands of the right operator, and exciting to appear on the battlefield, construction of a **Tempest Cannon** is extremely time-consuming and resource-intensive. As such, they should be treated with *extreme* respect and only deployed during well-planned Combat Operations.

## Production

The Railway Cannon is constructed in a Large Assembly Factory with a Train Assembly upgrade.

During production, as with Super Tanks, a **Tempest Cannon** is a *massive* target for enemy partisans. For this reason, particular and serious attention should be paid to building strong defences in the facility where it is produced. Up until Update 1.51, 1-2 Alligator Charges were all that was required to destroy a Tempest Cannon.

Due to the excessive amounts of resources required, **Tempest Cannon** construction is ill-advised for new players or small groups. It's doable, but the sheer amount of time required coupled with the risk of partisans may not be worth it in the end. It is very important to consider if you really need a **Tempest Cannon** before constructing one.
Maintenance 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 1.51.

## Description

**Maintenance Supplies** are used to prevent the decay of the player made structures around Bases.

There are 2 places where you can place them: Bases and Maintenance Tunnels.

1) After stockpiling them in a Base , they are slowly consumed to prevent the decay of any player made structure surrounding the base in range (150 m in Townhalls, 100 m in Safe Houses, 80 m in player built bases). The Small / Large Garrison no longer matter. However, you need to consider the Supply Consumption Modifier.

2) If you use the Maintenance Tunnel, the supplies shall be consumed by the structures that are set to be supported, modified by the Supply Consumption Modifier.

You can check a Base's and Maintenance Tunnel current Maintenance Supplies consumption by hovering your mouse over the tiny icons in the top right corner of the Base / Maintenance Tunnel menu. If there is currently decay prevention the text will say "On" rather than "Off". The consumption can be zero if the structures are newly built.

Maintenance Supplies for a given structure are first consumed from any base in range and then from the Maintenance tunnels.

Maintenance Supplies cannot prevent the fast decay of structures within 150m of a region border.

Anti-Tank Mines and Signposts use their own special decay method and as such do not consume supplies.

## Crafting

Maintenance Supplies are obtained via production in a Factory or Mass Production Factory under the Resource Tab.

Maintenance Supplies can also be produced in a Materials Factory using power and Salvage.

Gallery

* Maintenance Tunnel Interface showing Number of Structures supplied, Current supplies consumption and Supply consumption modifier
* Base is not preventing decay as it has no Supplies

## Tips

Production of Maintenance Supplies in Factories or by Material Factory has the same cost (100 Salvage / 20 Msups) and takes the same time (25s / 20 Msups). However, there are associated costs with each option (Factory requires prior Bmats production; Material Factory requires available Power).

Production of Maintenance Supplies in Mass Production Factory has the same mechanics of other items (i.e. increased time to produce with growing discount).

## Notes

Previously, there were 2 kinds of supplies: Garrison Supplies and Bunker Supplies which worked a bit different from Maintenance Supplies.
Update 0.0.32

Date: June 23, 2017

Blog link: Foxhole-0032-Release-Notes

	+ 2 player operated vehicle that is now required to build large structures like Outposts and World Structures
	+ Built from 'B' build menu when near a friendly Town Hall
* New Structure: Gun Nest
	+ Upgraded from the Foxhole, this structure offers improved cover, superior firepower, and is equipped with Frag Grenades.
* New Structure: Resistance Camp
	+ Available to build at the site of a destroyed Town Hall if no friendly Town Halls exist
	+ Provides the basic functionality of a Town Hall, but does not supply Tunnel Networks

### Gameplay Features & Changes

* New Spawn System
	+ Three spawn options are now available:
		- Spawn At Home Town
			* The new default spawn option
			* Allows players to spawn at one designated Town Hall (starter town unless it gets destroyed)
			* If used to frequently by one side, players of that side must wait on a timer before using this
		- Spawn At Point
			* Assignable spawn point that works just like before
		- Spawn In The Wild
			* Only becomes available if Spawn At Home Town isn't possible
* Players are no longer restricted from joining a faction that outnumbers the other by a significant amount
* "Coalition" has been renamed to "Squad"
	+ '/s' instead of '/c' is used to switch to the Squad chat channel
* Rank requirement for creating a Squad has been reduced from WO2 to Cpl
* Level cap raised to 25

### Game Balance

* Artillery Shell Sulfur cost reduced from 400 to 200
* Frag Grenade Basic Material cost reduced from 100 to 80
* Starter Town Halls initially contain: 200 Rifles, 400 Rifle Ammo, 400 Fuel, 30 HE Grenades, 10 Smoke Grenades
* Pillbox health increased by 12%

### Other Changes

* Campaign Metagame (Prototype Feature)
	+ Certain wars are now marked as "Campaign" and are denoted with a "C" in the server browser
	+ Campaign wars are also joinable from the Campaign screen
	+ Campaign war victories count towards the metagame
	+ Details on how the metagame works can be found on the Campaign screen
* 80% of Technology Parts submitted a structure will persist after it is destroyed and rebuilt
* Friendly players are reported to team members in chat when they destroy a World Structure
* Build restrictions at the map border have been removed for non-conquest mode
* Backpacks dropped from dead players now have faction specific visuals
* Build sites will no longer prevent Resource nodes from spawning at a location
* 'E' can now be used to close structure menus
* "Spawn At Point" button is always shown now, even when no spawn point is set
* Distance to nearest Tunnel Network is now shown over structure ghosts
* New Callouts: "Cover Me" (HUD), "I Need A Ride" (HUD), and "Need Reinforcements" (Map)
* "killed teammate" chat messages now show cause (weapon vs vehicle)
* Weapon usage is now restricted automatically if friendly fire reaches extreme levels

### Major Bug Fixes

* Garrison House will now properly stop firing after being disconnected from a Tunnel Network
* Faction icons now use the correct asset in the 'F1' player screen
* Sunken Pillbox now decays and can be repaired
* Fixed overly dark lighting
Update 0.0.31

Date: June 9, 2017

Blog link: Foxhole-0031-Release-Notes

	+ An automatically retracting turret, resistant to damage when not engaging an enemy
* New Structure: Tunnel Network
	+ Tunnel node used to supply passive defense structures.
* New Resource/Item: Sulfur
	+ Sulfur that can be refined into Explosive Material at a Manufacturing Plant
* New Item: Explosive Material
	+ Resource used for producing heavy explosive weapons.

### Gameplay Features & Changes

* Foxhole, Pillbox, Gun Turret, Bunker, and Sunken Pillbox must be built within the vicinity of a Tunnel Network structure to have an active AI
* Tunnel Networks must be connected to a Town Hall or Outpost to be active
* If passive defense structure gets disconnected from an active Tunnel Network, the AI will become inactive after 10 minutes
* Maximum of 3 players can work on a build site without diminishing returns
* Foxhole, Pillbox, Gun Turret, and Sunken Pillbox are now hidden by line of sight for enemies
* Joining a faction that has 15 or more players than the other will not be allowed (in all cases now)
* Manufacturing Plant, Medical Lab, Weapon Factory, Workshop, and Supply Station in non-starter towns start destroyed (in all cases now)
* Endless Shore design changes

### Game Balance

* Satchel Charge cost changed to 20 Basic Materials and 30 Explosive Materials
* Sticky Bomb cost changed to 5 Basic Materials and 10 Explosive Materials
* Rpg Ammo cost changed to 4 Basic Materials and 8 Explosive Materials
* Mortar Ammo cost changed to 4 Basic Materials and 8 Explosive Materials
* Field Artillery Ammo cost changed to 10 Basic Materials and 20 Explosive Materials
* Howitzer Ammo cost changed to 6 Basic Materials and 6 Explosive Materials
* Pillbox cost changed from 125 to 115 Basic Materials
* Outpost cost increased from 350 to 450 Basic Materials
* Frag Grenade damage radius increased by 22%
* Mortar mininum ranged increased by 200% and maximum range increased by 30%
* Mortar now requires Technology Level 3
* Armory can now be upgraded to Technology Level 3
* Hammer and Pistol can now be stockpiled
* 50% reduction in chance to yield Technology Parts (previously only for event wars and conquest mode) is now in effect for all wars

### Other Changes

* Full visual refresh of character models
* Full visual refresh of faction logos
* Forward direction of Chainlink Fence build ghost is visually clearer
* Players that are dealing an excessive amount of friendly damage are identified in the chat log

### Major Bug Fixes

* Offline character model no longer picks up decals like dirt paths
* Night reflections now render properly
* Fixed potential server crash when exiting vehicles
* Keyboard bindings will no longer be broken for new key actions

### Known Issues

* Garrison Houses AI remains active even after being disconnected from a Tunnel Network
* Sunken Pillbox will not acquire visible targets upon being connected to a Tunnel Network (target must leave visible area and return)
* Faction icons are not updated on the player screen
* Certain materials/textures may appear darker than normal due to a bug in our lighting pipeline
Stationary Harvester (Coal)

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

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

## View Structure Health

A player built Stationary Harvester that automatically extracts Coal from Coal Fields using Petrol as fuel.

## Description

The **Stationary Harvester (Coal)** is a player built structure that automatically extracts Coal from Coal Fields using Petrol as fuel. It doesn't require power to function.

### Construction

It is built with a Construction Vehicle and costs Processed Construction Materials. It must be built next to a Coal 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 coal harvested is taken from the field's reserve. The nodes spawned on the field cannot be collected by this harvester.

1L

50

0:00:12

  0 MW

The stockpile can hold up to 2500 coal, the production automatically halts when that limit is reached. Since the harvester produces 250 coal per minute the limit is reached after just 10 minutes of production.

The structure's internal Petrol tank can hold 1000L (20 Petrol Cans). It can be refuelled just like a vehicle, using a Fuel Tanker, Fuel Container, or by hand with a Petrol can. A full tank will last 50 minutes of production.

Production automatically halts once the field's reserve is empty, you do not need to manually turn it off to save fuel.
Armoured Fighting Tractor

The AFT's in-game icon.

###

120

* 7.92mm Twin-Barrel Machine Gun

## View Vehicle Strength Table

The **Armoured Fighting Tractor** (also referred to as an AFT), is a Relic Vehicle similar to the standard Armored Cars. It has tank armour and better off-road performance. The **Armoured Fighting Tractor** can be built in a Garage with 120 Relic Materials.

### Notes:

* Fairly fast and small profile, but turns and reverses sluggishly.
* Despite having tank armor it is very vulnerable to Sticky Bombs and Anti-Tank Mines, requiring 2 hits and 1 hit respectively.
* The turret turns quickly and has a fast rate of fire making it excellent for Suppression of manned defenses.
* Consumes plenty of fuel; be prepared to re-fuel often when traveling.

## Trivia

* The **Armoured Fighting Tractor** appears to have be based off the Chain Track Tractor and also bears resemblance to the French Renault FT and Russian T-18 light tanks.

## Gallery

* Relic Armoued Car showcast.
* Armored Tractors attacking a Lance-36.
* AFT size comparison featuring a T3 “Xiphos” and O'Brien V.110.

## External Links

* Foxhole - Relic Armored Tractor by Clapfoot - 3D Model - Sketchfab
* Foxhole - Relic War 2022 devlog - devtrackers
Storm Cannon

**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.

## View Structure Health

The **Storm Cannon** is a large player-controlled artillery piece which can fire a 300mm shell over very large distances. It is very time-consuming to construct one.

## Description

The Storm Cannon is a player controlled piece of artillery with a range of 400 to 1000 meters. It can only be built on a 3 by 3 Tier 3 Bunker complex. It can fire into other regions, but not into the Rapid Decay Zone. The only other structure able to do this is the Rocket.

It is visible on the world map for both factions at all times, with its own unique icon .

It costs Concrete Materials to build and must dry off before it can be used.

It fires 300mm shells which have to be manually loaded. To use the storm cannon, it needs to charge energy, which is done by connecting Engine Rooms to it with pipes. Up to 12 connected Engine Rooms (35 kW) can supply power to periodically recharge the reserve power pool. 2% power is required to fire a single round, and 3.6% power is required to adjust aim by 1 degree. A single Engine Room recharges 1% of the Storm Cannon's power in 24 minutes.

It can be squadlocked by a squad with at least 5 players in the region.

It is immune to friendly fire.

## Construction Requirements

The Storm Cannon can only be built on the center piece of a 3 by 3 Tier 3 Bunker complex with the following requirements:

* The bunkers in the 3x3 square must all be Tier 3 and have no bunker modifications (except Storage Rooms and Infrastructure Modifications). The center of the 3x3 cannot have any modifications whatsoever, it cannot have storage rooms, or infrastructure. The corner pieces can be Tier 3 Bunker Corners
* The bunker at the center of the square must be fully cured, the other ones don't need to be dry.
* Connected to a Bunker Base through trenches or bunkers
* Bunker Base must have unlocked the **Advanced Bunker**  upgrade(requires 40 "Command"Infrastructure Modifications).

## Structure Integrity Rating

The Storm Cannon modification greatly decreases the Structural Integrity of its bunker.

## Gallery

* A Storm Cannon ready to fire
* Storm Cannon interface
* A battery of Storm Cannons
Large Assembly Factory

**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.

## View Structure Health

A large player built facility structure that is used to produce a wide variety of vehicles and equipment.

## Description

The **Large Assembly Factory** is a large player built facility structure that is used to produce a wide variety of vehicles and equipment. It requires 8MW of power to function. 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.

## Upgrades

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

### Train Assembly

An assembly station for producing train cars. Upgrade Cost: 150

### Heavy Tank Assembly

An assembly station for producing heavy tank class vehicles. Upgrade Cost: 150

## Gallery

* A Large Assembly Factory producing a Flatbed Car.
* The menu of the Large Assembly Factory.
Tank Trap/fr

## View Structure Health

Un **Tank Trap** (*Obstacle anti-char*) est une structure défensive passive construite par les joueurs barrant le passage aux Véhicules. Il peut être construit avec un Marteau et 25 Basic Materials. Le moyen le plus simple de le retirer est de le démonter à l'aide d'une Clé anglaise bien qu'il puisse également être détruit avec des Explosifs.

Lors de sa construction, il est important d'avoir en tête que l'obstacle bloque le passage des véhicules ennemi mais aussi alliés. C'est pourquoi il est judicieux d'en placer la où l'ennemi est susceptible de se déplacer mais pas les alliés.

Les obstacles anti-char sont particulièrement utiles dans les zones où les véhicules ennemis doivent être stoppés tout en conservant une passage pour l'infanterie alliée. Comme ils peuvent être utilisés comme couverture par l'infanterie ennemie, ils sont généralement construits avec suffisamment d'espace entre eux pour relativiser la couverture possible.

## Référence historique

Les obstacles anti-char sont basés sur les Hérissons Tchèques utilisés le long de la frontière entre l'Allemagne et la Tchécoslovaquie durant la seconde guerre mondiale. L'armée allemande a, par la suite, adopté leur design pour les utiliser en masse parmi les fortifications du Mur de l'Atlantique.
The Ospreay

**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

### Ammunition Type

A3 Harpa Fragmentation Grenade
Green Ash Grenade

## Logistics

### Cost

85
10

### Amount in Crate ()

20 per Crate

A warden Grenade Launcher

## Description

**The Ospreay** is a Grenade Launcher that's an attachment for Rifles, Heavy Rifles and Long Rifles. It can launch Green Ash Grenade and A3 Harpa Fragmentation. It can NOT launch Tremola Grenade GPb-1. It fits on all rifles except those with select fire functionality. Only one grenade can be loaded in the launcher at a time, which means you'll need to reload after each shot. The grenades cannot be cooked, unlike when thrown by hand, and will detonate 4s after being launched.

## Usage

1. Have a rifle and your Ospreay both equipped and a suitable grenade in your inventory.
2. Take your rifle out and attach the grenade launcher to it by pressing `F`.
3. (Optional)If you have more than one type of grenade in your inventory press `F` to cycle through them.
4. Press `R` (reload) to put a grenade on the grenade launcher.
5. Press `RMB` to aim and `LMB` to shoot it.

Be aware that switching weapon or unequipping the rifle will automatically remove the Ospreay from the rifle.

## Ammunition Types

* Green Ash Grenade
* A3 Harpa Fragmentation Grenade

The Ospreay cannot launch Smoke Grenades or the colonial Bomastone Grenade.

## Trivia

* The Ospreay is almost identical in design and function to the American M1 grenade adapter.

## Gallery

* A soldier holding a Blakerow 871 rifle equipped with a Ospreay attachment and a A3 Harpa Fragmentation Grenade loaded.
Shotgun

**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.

## Information

### Damage

27-263 (1 meter)
 21-32 (11 meters)

## Logistics

### Amount in Crate ()

20 per Crate

The **Brasa Shotgun** is a close range weapon that uses Buckshot shells as ammunition.

## Description

The Shotgun is capable of causing a substantial amount of damage to infantry, as it yields a near one hit kill at closer ranges, featuring a pellet spread that allows it to hit multiple targets in one blast. As such, its strong point comes in during CQC scenarios as trenches and garrison house fights or during night times. Hit and run tactics greatly benefit when using the shotgun, considering its low rate of fire. The range falls short on the weapon, the more distant the user is from their target, the less damage they will deal. The gun does no damage beyond 11m.

## Trivia

* The icon appears to be based on the Winchester Model 1912 shotgun.
* With Update 0.32: Trench Warfare, the range of the shotgun got massively nerfed, requiring almost point blank range for one shot capabilities and drastically reducing damage after 5m. It is now outperformed by the SMG in almost every way for the time being.

## Gallery

* Brasa equipped on a Warden soldier

## External Links

* Foxhole - Shotgun by Clapfoot - 3D model - Sketchfab
Update 0.4.10

Date: September 22, 2017

Blog link: Foxhole-0410-Hotfix-Release-Notes

### Gameplay Features & Changes

* All structures other than the following can no longer be built on sand (beaches) on Farranac Coast
	+ Barbed Wire
	+ Tank Traps
	+ Sandbags
	+ Barracks
* Landing APC can no longer move if encumbered passengers are on the back
* Landing APC can no longer be repaired by passenger on the back
* Anti-Tank Mines can no longer be deployed on transition areas between water and sand (wet sand)
* Anti-Tank Mines can longer be deployed from Barges

### Game Balance

* Landing APC speed on land decreased by 15%
* Landing APC now requires Technology Level 2
* Barge health increased by 50%
* Barge Basic Material cost increased from 150 to 170
* Barge critical damage threshold increased (it takes more damage now to stop it from moving)

### Major Bug Fixes

* Gun Turrets no longer fire through walls to hit build sites
* Landing APC passengers no longer get killed randomly during transport
* Players can now consistently target water from an Landing APC or Barge
* Component node at L1 on Farranac Coast now respawns consistently

### Known Issues

* On rare occasion, players can be pushed off of a moving Landing APC or Barge during poor network conditions if crouch/stand is spammed continuously. The easy way to avoid this is the stand still when these vehicles are moving over water. We will be working to resolve this issue in the next update.
Stationary Harvester (Scrap)

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

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

## View Structure Health

A player built Stationary Harvester that automatically extracts Salvage from Salvage Fields using Petrol as fuel.

## Description

The **Stationary Harvester (Scrap)** is a player built structure that automatically extracts Salvage from Salvage Fields using Petrol as fuel. It doesn't require power to function.

### Construction

It is built with a Construction Vehicle and costs Construction Materials. It must be built next to a Salvage 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 salvage produced are taken from the field's reserve. The nodes spawned on the field cannot be collected by this harvester. Unlike manual mining the Stationary Harvester does not spawn Tech Materials (Iron, Aluminum, Copper). It also compares poorly with Salvage Mine, as, for the same amount of Petrol, you get around 120 (30/Liter) Salvage in the Mine. It is, however, a bit faster (50/12 s) compared to Mine on Petrol (30/8 s)

4L

50

0:00:12

  0 MW

The stockpile can hold up to 2500 salvage, the production automatically halts when that limit is reached. Since the harvester produces 250 salvage per minute the limit is reached after just 10 minutes of production.

The structure's internal Petrol tank can hold 1000L (20 Petrol Cans). It can be refuelled just like a vehicle, using a Fuel Tanker, Fuel Container, or by hand with a Petrol can. A full tank will last 50 minutes of production.

Production automatically halts once the field's reserve is empty, you do not need to manually turn it off to save fuel.
Update 0.3

Date: August 30, 2017

Blog link: Foxhole-03-Release-Notes

	+ A pressure sensitive mine that will detonate under heavy vehicles like Tanks and Half-Tracks. Visible on foot
	+ Mines can be dismantled with wrenches
* New Ability: Slow Wounds
	+ Aid critically wounded friendlies and keep them alive for a couple of more moments in battle (Ability is stackable)
	+ Hold Left Mouse button when facing a critically wounded player to apply Slow Wounds effect

### Gameplay Features & Changes

* Raw resources (Scrap, Component, and Sulfur) can no longer be refined if quantity is less than 5

### Other Changes

* Server browser layout improvements
	+ See Colonial & Warden victory record on each server
	+ See Total enlistments on each server
* Voice Chat Volume setting added
* Language is now autoselected based on Windows region
* Added Russia to server region filter
* Spectator mode added for community servers (Experimental)

### Major Bug Fixes

* Rare server crash fixed
* Players can no longer walk through/underneath water in certain parts of Deadlands