recursal/Fanatic-Fandom huggingface dataset:
Pipe

Pipe's in-game icon.

A **Pipe** is a Large Material used in the construction of Pipelines for transporting liquids to various Facilities. It is a Large Item carried on a soldier's shoulder.

## Production

Pipes are produced in a Metalworks Factory using Processed Construction Materials, which requires Construction Materials, Components, and power. It is only available after unlocking T2 Facilities in the tech tree.

3

1

0:02:00

  -5 MW

## Pipe Constructions

As a Large Material, Pipes serve as both the construction material and the construction tool, no hammer required. Simply place the structure blueprint and submit the pipe with `LMB`.

Structures built with pipes are:

* Pipeline
* Pipeline (Underground)
* Pipeline (Overhead)
* Pipeline Valve
Pipeline

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

Pipeline's ingame icon

## View Structure Health

**Pipeline** segments are structures that connects to other pipeline segments, Facilities, and various automated mines to transfer liquid resources automatically. They form pipeline networks. A single segment can hold 100L of a given liquid (no mixing possible).

Other segment types are: Pipeline (Underground), Pipeline (Overhead), Pipeline Valve, Fuel Silo.

Pipeline segments have a menu that can be accessed by pressing `E` at one of the end of the segment, it shows how much liquid is in the pipeline.

## Construction

It is built with a Pipe Large Material and costs only one. A single pipeline segment can have a length between 3 and 20 meters.

Pipeline segments can be attached to each other either at their ends or at their center, similar to trenches. They can also be attached to various Facility inlet and outlet. The pipeline blueprint automatically snap to viable connection points, you can hold `Shift` to disable it.

## Destruction

A pipeline segment is pretty weak and can be destroyed by 12.7mm Machine Guns. 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.

The builder can instantly demolish the structure 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.

Pipeline segments suffer from decay which can be prevented by Bases (requirements needed) but also Maintenance Tunnel using Garrison Supplies.

## Interactions

You can only access its interface when on foot by pressing `E` near the segment's end that was placed first during its construction.

The interface indicates the type of liquid in the silo and a gauge shows how full it is.

The liquid inside the pipeline segment can't be retrieved manually.

## Squad Reservation

The original builder of a pipeline segment 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 attach other structures to it or drain it. The reservation lasts 52 hours but it can be refreshed  at any moment by the original builder or their squad mates.

## Pipe Draining

A reserved pipeline can be drained using a button  in its menu. This removes all liquid of the type stored in this pipe from the connected network, allowing new liquids to flow through it.

## Gallery

* A pipeline segment connected to a Liquid Transfer Station's inlet and another pipeline segment.
* A Pipeline segment's interface.
Rycker 4/3-F Wasp Nest

*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

###

###

###

20
15
3

## View Vehicle Strength Table

The **Rycker 4/3-F Wasp Nest** is a Warden-exclusive **Field Launcher** designed to destroy and set fire to structures at a long range. It is capable of firing up to 12 4C-Fire Rockets at a time, but each rocket must be individually loaded into the launcher.

## Production

The **Rycker 4/3-F Wasp Nest** is only produced at a Light Vehicle Assembly Station with a Rocket Factory upgrade. The production of a single launcher costs:

* 20 Processed Construction Materials
* 15 Assembly Materials II
* 3 Assembly Materials IV.

It takes 10 minutes for the vehicle to be fully produced.

It can't be stored in a Reserve Stockpile at a Storage Depot or Seaport.

## Trivia

The Wasp nest appears to be based on the Type 63 107mm Rocket Artillery system, produced since 1963 by the People's Republic of China.
RR-3 “Stolon” Tanker

*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

###

100

## Crate Cost

###

300

## View Vehicle Strength Table

The **RR-3 “Stolon”** is the Colonial Fuel Tanker. It is designed to carry large quantities of fuel, as well as refueling other nearby vehicles.

## Description

The "Stolon" has 25 inventory slots but can only store liquids, like Water or Diesel. Additionaly it acts as a fuel source for nearby vehicles, allowing them to be refueled with the
`Refuel` inventory option.

Can be packaged and transported by a Freighter.
Processed Construction Materials

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

Processed Construction Materials's in-game icon.

### Use

used for building advanced Facilities and producing advanced items and vehicles at various Facilities.

### Equipment Slot

slot #8

**Processed Construction Materials** is a material for building advanced Facilities and producing advanced items and vehicles at various Facilities. It is crafted with Construction Materials and Components at a Metalworks Factory. It is a Large Item.

## Gallery

* Processed Construction Materials being carried.
Resource Field

**Resource Fields** are locations where Players can collect raw resources. The locations are predetermined at the start of each war and are always visible on the map. They are indestructible. When a field's resource reserve is depleted it replenishes after some time.

The resources are collected differently depending on the field type.

Stationary Harvesters (Oil Well for Crude Oil Fields) can be built next to fields to automatically harvest resources when fueled (up to 3 per field)

## Field Types

There are five types of resource fields:

Coal Field  produces Coal

Component Field  produces Components

Salvage Field  produces Salvage

Sulfur Field  produces Sulfur

Crude Oil Field  produce Oil

## Gallery

* Salvage field mined by a Harvester
* Component Field
* A Sulfur Field; note the large central rock which is unminable.
* A Crude Oil Field with an Oil Well built next to it.
R-17 “Retiarius” Skirmisher

*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

###

###

###

70
10
8

## View Vehicle Strength Table

The **R-17 “Retiarius” Skirmisher** is a colonial Truck armed with a rocket battery in its rear.

It can only fire when it is deployed. In the driver seat press `F` to deploy/undeploy the truck (takes 2.5 seconds). The truck must be fully stopped to deploy and must undeploy to move again, however you can move during the undeploy animation.

## Tactics

The Skirmisher's main tactic is using en mass and having dedicated reload and defense crews. Most effective against non-moving targets, which is the same tactic as the Skycaller.

## Trivia

The Retiarius closely resembles the BM-13 Katyusha Rocket Artillery of the Soviet Union during World War 2.
Unexploded Ordnance

**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

### Equipment Slot

slot #3

**Unexploded Ordnance** (UXO for short) is an item that occasionally spawns when digging Trenches. They are used to blow open Abandoned Armouries. It has the same characteristics as the Satchel Charge.
No.2 Loughcaster

**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 ()

20 per Crate

The standard Rifle for the Warden faction.

## Description

The **No.2 Loughcaster** is a bolt action rifle unlike its colonial counterpart, giving it a slower fire rate and a slower reload. This is balanced with a slightly longer range, view distance, and with higher accuracy.

The rifle weighs more than the Argenti (12% vs 18% Encumbrance) and takes .2 seconds longer to reload. It costs the same as the Argenti, but is produced a full 10 seconds faster.

The rifle is reliably able to down enemy players with two shots in close to medium range, while remaining pinpoint accurate at its maximum range.

The Soldier Uniform reduces the Encumbrance from 20% to 15%.

## Tactics

The Loughcaster offers much better performance at longer ranges then the Argenti. As such it benefits the shooter to keep their distance and seek out good cover that lets them effectively stabilize the weapon, improving recoil recovery and allowing them to exploit the loughcaster's superior accuracy.

While its precision helps offset the loughcaster's lower rate of fire in medium range gun battles against Argenti armed troops, it is simply inferior at close range. It is highly advisable to either switch to a more suitable secondary weapon, like the Ahti Model 2 or the Cascadier 873 when faced with short range fights. Alternatively, equipping a Bayonet can mitigate the weapon's poor CQB performance.

## Trivia

* Prior to the introduction of faction specific small arms in Update 0.42 the Loughcaster was also used by the Colonials, and was referred to simply as a "Rifle". Its in game model also resembled the real life M1 Garand. The weapon's stats, however, were identical.

* The No.2 Loughcaster appears to be based on multiple rifles, featuring elements of the French MAS-36 (lower reciever, furniture), Italian Vetterlis (Bolt dust cover) and the Swiss Schmidt-Rubin straight-pull bolt action rifles (Bolt handle and straight bolt throw).

* After the addition of the new class of Long Rifles, it is apparent that the Loughcaster is a shorter, lighter, and perhaps modernized version of the Clancy Cinder M3.
Lore Discovery Timeline

This page is a documentation of when Foxhole lore was discovered and who found them. This centralized record by the community allows Foxhole developers to know if the community is aware of a piece of lore that the developers added.

The timeline is bookmarked by update. Remember to use use CTRL+F to quickly find key words.

### Submitting to the Timeline

To submit to the timeline:

1) Make sure no one else has submitted to it.

2) Submit it yourself here or directly message *CaptainInArms* on the Foxhole Official Discord with the following information:

**Type:** *Text Entry (text that can be accessed in a window), Observation (only visual with no text), or Game Info (description for a map or vehicle)*
**Discoverer:** *The people involved with finding the lore piece.*
**Region:** *The region the lore piece was found in.*
**Location:** *Try to include the nearest town and a brief description of where it's at. Grid marks are also helpful, although be aware the developers can make changes to their scaling, throwing the whole record off.*
**Contents:** *Screenshots are critical to documentation. Hit F12 on Steam, or hit the "Print Screen" key and copy to Microsoft Paint.*
**Text:** *If there is text involved, write down what the text verbatim. This allows people to quickly CTRL+F something. If not, write a brief description.*
3) Let people know on the #lore channel on the Foxhole Official Discord about the discovery.

## Pre-Timeline

Because many lore pieces were discovered before this timeline and without their date of discovery logged, the following items are listed in no particular order.

#0001

**Type:** Text Entry
**Region:** Umbral Wildwood
**Location:**
**Text:** *"You are a Warden and among the elite. Sharpen your skills, test your might, fight for glory. Lead by example, become a hand of Callahan and fight back the Colonial menace."*
#0002

**Type:** Text Entry
**Text:** *A section of a supply report "Resources coming in from offshore states are dwindling, yet our local farmers and trades are booming, despite working amidst the combat. It's possible, at this juncture, that they are being coerced by Wardens. We know they don't have the manpower to defend, so I suggest requisitioning twice the usual volume, and pressure these outliers back into the fold. We need these supplies if we intend to continue pushing the mainland."*

#0003

**Type:** Text Entry
**Region:** Deadlands
**Location:** southern bridge into Abandoned Ward, located on the statues.
**Text:** *The plaque is charred and worn, but you can make out some of the text "...for with the right hand, the commanding of his armies and the raising of his shield..." The rest of the plaque has been eroded.*

*The plaque is surprisingly intact. Most of the text is still legible. "Callahan gifted our hands with riches, prosperity, and ensured bountiful harvest. It was his left hand that earned friendship, alliances, and offered protection."*
Sandbags (Material)

## Sandbags

Sandbags's in-game icon.

**Sandbags** are a Large Material used to build sandbags structures. A Player can only carry one at a time, on their shoulder.

## Acquisition

They can be produced in crates of 5 at a Factory using Basic Materials, or as individual sandbags in a Materials Factory with an Assembly Bay upgrade using Salvage.

## Uses

They can be used to build Sandbags Covers. Place the structure blueprint then submit the necessary amount of sandbags with `LMB`.

Sandbags Covers can be upgraded into Sandbags Walls. Equip a sandbag and press `F` to switch to upgrade mode then press `E` on the structure and submit the necessary amount of sandbags with `LMB`.

They are also used to place/remove sandbags add-on on Trenches and Bunkers. Equip a sandbag and press `F` to switch to upgrade mode then press `E` on the structure to open the upgrade menu, put your cursor on the sandbags add-on and use `Mouse Scroll Wheel` to select the desired position then either press `LMB` to put the add-on or `RMB` to remove it.

### Handling

As Large Items, a soldier can only carry one at a time, on their shoulder. You can press `V` to either pick one from the ground, drop one, or submit one to a nearby structure. You can force drop one by pressing `Shift + V`.

## Storage

Individual sandbags do not stack in inventories but they can be stored in the stockpiles of Material Pallets, Material Transfer Stations, and Storage Rooms. Sandbag crates can also be directly submitted to those structures. Individual sandbags cannot be packed back into crates.

## Gallery

* A Colonial soldier carrying a sandbag.
* A Sandbag being carried to build a Sandbags Cover.
* A Metal Beam, Barbed Wire, and Sandbag on the ground.
War 85

**War 85** started on 11/15/21 and lasted 25.5 days, ending in Colonial victory. The map layout was very similar to War 84's layout, being a zig-zag line, but mirrored in comparison.

## Course of the war

### Colonial advance (Days 1 - 5)

The war started off with the Colonials doing better by taking a bit more of the neutral zones and making some advances. But after the first day the Colonials started to make major gains in the center and smaller gains everywhere else.

Major gains in:

* The Deadlands
* Callahan's Passage
* Marban Hollow
* Loch Mór
* The Linn of Mercy

### Northern stalemate (Days 1 - 20)

The Wardens would take the Great Warden Dam at the start of the war but would lose it shortly after. Meanwhile Marban Hollow and Viper Pit would fall in the first days. After this a stalemate ensued in these regions with no major gains (although there was a push in Howl County during days 3 and 4 but it was taken back by the end of the fourth day. Around day 10, parts of Reaching Trail would go back and forth between the two sides, while the stalemate in Howl County continued.

On day 17 and 18 the stalemate was broken in Howl County when the Colonials crossed the south bridge and the dam. The town hall of Hungry Wolf did hold out for a few days but eventually fell on day 20.

### Warden counterattack (Days 5 - 11)

Starting in The Moors and other central regions, the Wardens began to counter-attack in the center and south. Some places on the front even reached as far as Red River and Loch Mor, but in most places the Wardens pushed no farther than their original borders. During this time the boreal front still remained stagnant with no major advances made by either side.

#### Pushback (Days 9-11)

On days 9-11 the Colonials made advances in the center and north but afterwards ended up in a stalemate with the front going back and forth.

### Stalemate (Days 11 - 20)

After the Colonial pushback the whole map ended up in stalemate with neither side being able to make a push and keep their gains for the most part. Around day 19/20 the stalemate was ended with the Colonials pushing the north heavily and other fronts being pushed as well.

### Final effort(Days 20 - 26)

The Colonials kept pushing the Wardens back until the war's end and nuking Callum's Cape, The Moors, The Linn of Mercy and the Nevish Line. The war was ended by Colonial nukes reducing the VPs needed to win.
Power Pole

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

Power Pole's ingame icon

## View Structure Health

A **Power Pole** is a small player built utility structures that is used to connect Power Lines together to power nearby facilities. It is built with a Hammer and costs Basic Materials. It can be built anywhere on land except on Roads, rocks, or Bridges. It can be connected with up to 4 Power Lines. Two poles can be linked with a power line if they are less than 25m apart. A Power line cannot have a chain of more than 20 poles (power drops to zero past that), meaning a power line cannot travel longer than 500 meters.

You can press `E` to open a power pole's interface. It shows how much power is currently in the power line (out of the maximum of 25MW). You can disconnect all power lines attached to the pole by pressing the "Disconnect All Power"  button there.

## Squad Reservation

The original builder of a pole can reserve it for its active squad  or a particular squad  in the pole's menu so that only the original builder and the players in that squad can upgrade it or disconnect the power lines. The reservation lasts 52 hours but it can be refreshed  at any moment by the original builder or their squad mates.

## Destruction

Power Poles are not very sturdy and can be damaged by 12.7mm machine guns. They are immune to Friendly Fire. However one 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.

The original builder of a pole 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. Demolishing refunds the building materials, they are dropped on the ground.
Prototype 0.0.1

Date: August 12, 2016

Blog link: Prototype 0.0.1 Released!

### Gameplay Changes

* Production: Weapons and other items can now be produced at at Armory and Workshop
* Manufacturing: Resources can now be generated at the Manufacturing Plant
* Players can now change their spawn location using Campsites
* Players turn slower when holding a Heavy Machine Gun
* Rebalanced the building material cost of most structures
* Grenade distance is now clamped

### Major Bug Fixes

* Hit FX are now synchronized with the server so "zero damage" hits are less likely
* Grenade trajectory no longer sinks into the ground when aiming at far away targets
* Fixed bug where other players can see you when you can't see them
* Fixed bug where "Any side" chosen on the main menu doesn't work sometimes (causing teams to be heavily unbalanced)

### Other Changes

* Many SFXs have been replaced
* Old Foxhole are no longer buildable
* XP algorithm has been changed
* Player no longer spawns with Medkits, Building Materials, or Binoculars
* Rank is now shown beside player's name on the HUD
* Vote kicks now persist even when players log out of the game
* Chat window no longer shows when players log offline
* Player count is now shown on the server browser screen

### Known Issues

* Minimap is incomplete and is missing elements from the actual world
Resistance Phase

The Resistance Phase is an undefined period of time following the conclusion of a World Conquest during which there is no objective to playing Foxhole. Otherwise indistinguishable from the World Conquest itself, the resistance phase functions as a period during which the developers organize a new war layout and the community readies for another World Conquest.

A faction wins a World Conquest when it has captured and upgraded the required amount of Victory Towns to  **Provisional Garrison** . Fifteen minutes after the end of a World Conquest, the Resistance Phase begins automatically. While the exact duration of each Resistance Phase is not the same, it is no shorter than a day and no longer than a week, and typically lasts less than two days. The Resistance Phase ends with the start of the next World Conquest. The exact start date and time of each new World Conquest as well as the starting conditions (the map and the first three tiers of each tech tree) are announced in the updates channel of the Foxhole official Discord (http://discord.gg/foxhole).

The World Map resets when a new World Conquest begins so nothing you do during the resistance phase will carry over (except for commends you give or receive).

The starting time of the next war is shown in the top left corner on the Deployment screen in Home Region.

### History

The Resistance Phase was an experimental feature originally implemented to provide a more fluid feeling to the war cycles. It represented a period of unrest following the war's conclusion, during which the defeated faction would re-establish its presence in Caoiva, and technological advancements brought by the previous war would be lost in the ensuing chaos. This would provide for a more organic transitional feeling compared to a jarring “reset” of the World Conquest cycle.
Scout Uniform

The in-game icons for Scout Uniforms.

The Scout Uniform is a type of Uniform that gives players a high chance of not being seen on Map Intelligence. The Warden variant, the Outrider's Mantle, also gives a low amount of resistance to Snow Storms (+33% survival time). The Colonial variant gives an 80% chance of not being seen, and the Warden variant also gives an 80% chance every intelligence tick.

Medical items (Bandages, Blood Plasma) stacks to 2 in this uniform.

Visually the Scout uniform is based off the Soldier Uniform, with the exception of added forest camouflage for the Colonial Recon Camo, as well as a small knapsack and wide-brim Brodie helmet. The Warden variant, the Outrider's Mantle, does away with the web gear for a messenger bag, as well as a sash/horseshoe pack going around the chest and a soft kepi fieldcap.

## Gallery

* Recon Camo
* Outrider's Mantle
Nevish Line

**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.

## Nevish Line

A map of the Nevish Line.

The **Nevish Line** is a region in the northwest corner of the world which provides land access to The Oarbreaker Isles.

## History

The map of the Nevish Line was added in Update 0.46 Entrenched.

## Map Locations

* The Aging Ocean
* The Arrow
* Blackcoat Way
* Blinding Stones
* Grief Mother
* Mistle Shrine
* Nevish Trail
* Plumage
* Princefal
* Princefal Burn
* The Scrying Belt
* Tear Road
* Tomb Father
* Unruly
Liquid Transfer Station

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

Liquid Transfer Station's ingame icon

## View Structure Health

A storage facility used to store large quantities of liquid resources.

## Description

The **Liquid Transfer Station** is a large player-built structure with an item stockpile that only accepts liquid resources (Water, Diesel, Petrol, Oil, Heavy Oil, Enriched Oil). Its stockpile can hold 400 items but it can only hold one type of liquid at a time (despite the two large tanks on the structure).

### Construction

It is built with a Construction Vehicle and costs Construction Materials. Like other facilities it must be built on Foundations. It doesn't require power to function.

## 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`.

It possesses a loading area where Fuel Containers can be placed using a crane to directly transfer resources in and out.

It has one inlet and one outlet to connect Pipelines to it to automatically transfer liquid resources in or out of the stockpile.

There are four lightbulbs above the inlet which light up depending on how full the stockpile is. All lightbulbs are off if it's empty, one bulb is on if between 1% and 25% full, two bulbs if between 25% and 50%, etc...

### Squad Claim

The original builder of a Material Transfer Station can reserve the stockpile 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 retrieve items from the stockpile (everyone can still submit items). The reservation lasts 52 hours but it can be refreshed  at any moment by the original builder or their squad mates.

The reservation also prevents non-members from connecting Pipelines to the structure.

## Gallery

* A Liquid Transfer Station with one lightbulb on out of four.
* A Crane deposits a Fuel Container on the Liquid Transfer Station's loading area to transfer liquids between the two.
Morgen's Crossing

**Versioning**

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## Morgen's Crossing

A map of Morgen's Crossing.

**Morgen's Crossing** is the north-eastern-most map in the world, with a large central sea that it shares with Weathered Expanse and a land connection to Godcrofts

## History

The map of Morgen's Crossing was added in Update 0.46 Entrenched.

## Map Locations

* Allsight
* The Bastard Sea
* Bastard's Block
* Callum's Descent
* Crimson Thread
* Eversus
* Lividus
* Quietus
* Rising Calm
* Ultimus
* Velian Storm
* Warmonger Bay
Observation Tower

**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

The **Observation Tower** is a tall reconnaissance defensive building that constantly scans a very large area for any entities, hostile or friendly, and reports their location through Map Intelligence. It has a scanning radius of 240 meters. A Construction Vehicle is required to build this structure.

All Observation Towers start destroyed at the beginning of a new World Conquest and thus must be built.

Due to their large scanning radius, observation towers are prime targets for Listening Kits to steal enemy intel in a large area.

## Gallery

* Obs Tower icon and intel range on the map.
Refined Materials

**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 ()

20 per Crate

**Refined Materials**, often referred to as "rmats", are a resource of Foxhole. They are an advanced resource which is harder to come by than their more common counterpart, Basic Materials. They're used in crafting higher tier Vehicles and Weapons.

## Refining

Refined Materials can be obtained by refining Components at a 20:1 ratio in a Refinery. The refining speed is much slower than for Basic Materials, it takes 40 seconds to refine 20 components into 1 refined materials. Once refined the rmats can be retrieved as is with `left click` or as crates using the `right click` context menu. A crate of refined materials holds 20 units.

## Storage

Up to 300 crates of refined materials can be stored in each stockpile at a Storage Depot or Seaport. Only materials crates retrieved directly from the refinery queue can be privately stored in a reserve stockpile at a Storage Depot or Seaport.

## Crating Materials

Like other Materials, a full stack of Refined Materials (20 for rmat) can be transformed into crates of materials, and vice versa, via the right click context menu but only at a Storage Depot or Seaport, or Shipping Container. Uncrating a crate of materials will make those materials unable to be stored in a reserve stockpile as retransforming them will make a public crate.

When in crate form, refined materials cannot be spent.

## Production

Refined Materials are the resource used to produce advanced item types at a Factory and Mass Production Factory. It's also the resource to build most armored and advanced vehicles at a Garage and Shipyard. It is also used to produce some of the structure types at a Construction Yard, such as Light Artillery, Heavy Artillery, and Concrete Mixer.

## Building

Refined Materials has only one use for building: upgrading Tier 2 Gates to Tier 3. Basic Materials are still used to repair Tier 3 Gates.

The weight of refined materials carried by a soldier can be reduced by 25% by wearing an Engineer Uniform.

## Strategy

Due to its slow refining speed, it is important to always think ahead and refine components into rmats before you need them as you simply cannot wait hours in front of the refinery for them to finish refining.

If you want to privately store crates of refined materials for later, always remember to retrieve the materials as crates using the right click context menu.

Refined materials have virtually no use on the front, never transport them there.
Light Tank

The **Light Tank** is an armored combat vehicle with a 40mm cannon by default.

## Description

Light Tanks are tracked, heavily armored, durable vehicles that crew up to 3 people and possess good off-road mobility. The cannon can be used against both vehicles and structures (or infantry if necessary). It's turret, tracks, and fuel tank can be disabled with explosives. They can be packaged and transported by a Flatbed Truck, Barge, Freighter, or Crane.

## Crew

The light tank's crew is composed of a driver, a gunner, and a commander.

* The driver drives the tank and is the only one who can see the amount of fuel remaining.
* The gunner aims, shoots, and reload the cannon. The only crew member who can see the ammo type loaded.
* The commander can use Binoculars to scan the battlefield and use a secondary weapon. They can pop in and out of the tank hatch by pressing `E`. While inside the tank, the commander cannot be killed by small arms fire or explosives.

Although it is possible to use a Light Tank without a commander, it's not recommended as it will limit your awareness on the battlefield.

## Tactics

Light Tanks (LTs) are used to assault and flank enemy defenses. They benefit greatly from having infantry support to protect them.

Most enemy armored vehicles that are not tanks pose little threat to LTs.

They are vulnerable to Anti-Tank Mines. Although a single mine won't kill them, it will cause massive damage and always disable their tracks leaving them vulnerable to enemy Infantry with Anti-Tank weapons.
Enemy infantry with Anti-Tank Sticky Bombs also represent a danger because they have a good chance to disable the tracks as well.

Good crew communication and coordination is paramount. The commander must spot targets and threats and relay information and orders to the driver and gunner.

Like with every other armored vehicle, the crew should ALWAYS bring a Gas Mask and Filters to avoid dying to Gas Grenades.

## List of Light Tanks

* **Devitt Mk. III**
* **H-5 “Hatchet”**
* **H-8 “Kranesca”**
* **H-10 “Pelekys”**
* **Devitt Ironhide Mk. IV**
* **Devitt-Caine Mk. IV MMR**
* **H-19 “Vulcan”**

## Gallery

* Colonial and Warden Light Tanks
* The Devitt Mark III light tank.
* The three warden light tank variants using the Devitt chassis.

## External Links

* Foxhole - Warden Light Tank by Clapfoot - 3D model - Sketchfab
* Foxhole - Colonial Light Tank by Clapfoot - 3D model - Sketchfab
Power Line

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

Power Line's ingame icon

## View Structure Health

A **Power Line** is a small player built utility structures connected to Power Poles and Facilities to conduct power to Facilities.

It is built with a hammer and costs nothing. The length of a Power Line can be between 1 and 25 meters.

Power Lines are invulnerable, unlike Power Poles, they only disappear if one of the structures they are connected to is destroyed. They do not suffer from decay and do not consume Garrison Supplies. You can disconnect all power lines attached to a structure by pressing the "Disconnect All Power"  button, which will delete all power line segments attached to it.

A Power Line cannot have a chain of more than 20 poles (power drops to zero past that), meaning a power line cannot travel more than 500 meters.

A facility can only have a single Power Line attached to it, but Power Poles can have up to 4. A Power Line cannot directly connect two facilities, you always need a Power Pole.

## Gallery

* A power line connecting two power poles.
* A power line connected to a Metalworks Factory.
Locomotive

**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

###

###

###

200
60
50

## View Vehicle Strength Table

The **BMS Black Bolt** **Locomotive** is a logistics Vehicle primarily used for transporting Resource and materials. It can only move on Railway Tracks. It consumes Coal as fuel. It has a crew of 2: a driver and a fireman which can feed additional coal to the engine to boost the locomotive's speed.

It must be packaged and placed on railway tracks using a Crane. When packaged it becomes an extra large Shippable that can only be transported by Freighters and Large Cranes. The Locomotive can only be packaged when it's not coupled with any train car.

The locomotive can be coupled with Container Cars, Infantry Car, Long-Range Artillery Car and Flatbed Cars by using `Shift + E` while the two cars are touching. Decoupling two cars is done with a Wrench. Unlike the Small Train Locomotive, the locomotive can hold up to 15 train cars - this includes the attached BMS Black Bolt and Container Car , more commonly known as "coal car" or "tender".

The rear of the Locomotive is open, leaving both crew members vulnerable to small arms.

The locomotive can ram and instantly destroy any unarmored vehicle in its path as long as there are no friendly soldier inside them. Due to taking a long time to slow down and stop, it is recommended to drive at slower speeds through towns.

## Transportation

Unlike Flatbed Trucks, Trains are similar to Freighters in that they are limited to where they can be deployed, as they are limited to wherever Railway Tracks are constructed. (similar to where waterways are located for Freighters) As such, they have very defined areas of movement, which makes potential attacks from Partisans very easy to find and disrupt. Due to this vulnerability it is highly recommended to have plentiful intel coverage, however, the use of AI protection along train tracks may be unwise as partisans can use your own AI defenses to destroy a stolen train.

## List of Train Cars

* **Aegis Steelbreaker K5a**
* **O'Brien Warsmith v.215**
* **BMS Rockhold**
* **BMS Longrider**
* **BMS Holdout**
* **Tempest Cannon RA-2**

## Gallery

* A Locomotive connected to a Container Car and a Flatbed Car.
* A packaged Locomotive.
Sulfur

Sulfur's in-game icon.

**Sulfur** is a raw resource that can be refined into Heavy Explosive Materials at the Refinery. It can be obtained by mining Sulfur nodes in a Sulfur Field or by collecting them from a Sulfur Mine which requires fuel in order to work.

It is also a by-product of processing Coal in a Coal Refinery with a Coke Furnace upgrade.

## Mining Sulfur

Sulfur can be mined manually with a Sledge Hammer or in bulk with a Harvester. A sulfur field  starts with 30 nodes and 167 more in its reserve. Each node yields 154 sulfur by default meaning one field contains about 30,000 sulfur. Once fully depleted, the field replenishes after 6-10 hours. The state of the field can be viewed at the large rock central of the field, by interacting with it (default `E`) or by hovering your mouse over the field's icon on the map.

## Sulfur Mines

Sulfur Mines are World Structures which produce Sulfur when fueled. These structures are the only way to produce Sulfur before Sledge Hammers are unlocked, as regular Hammers cannot mine Sulfur. They produce 2 Sulfur every 4 seconds when using Diesel as fuel, and 3 Sulfur every 4 seconds when using Petrol.

## Facilities

Sulfur can also be created from Facilities, specifically with the Coal Refinery with the Coke Furnace upgrade. While less efficient than manually harvesting from a field, it is a beneficial upgrade if you are planning on making a Facility layout that will require sulfur.

200

165

15

0:02:00

  -3 MW

## Gallery

* A Sulfur Field; note the large central rock which is unminable.
Prototype 0.0.2

Date: August 19, 2016

Blog link: Prototype 0.0.2 Released!

* Building materials are now manufactured by using the Hammer on raw material nodes (spawned at the manufacturing plant)
* War is won by destroying ALL enemy Outposts (including those built by players)
* Player now spawns at the nearest Outpost (if they don't have a Campsite)
* When spawning from a Campsite, players don't get Rifles or Grenades
* Friendly fire no longer damages Outposts
* Campsite UI now has a "Dismantle" option
* Tweaked XP algorithm
* Campsite cost changed from 30 to 25 materials
* Manned Foxhole cost changed from 80 to 60 materials
* Grenade cost changed from 10 to 5 materials
* Medkit cost changed from 7 to 3 materials

### Major Bug Fixes

* Fixed low FPS that occurs when player is near a Campsites
* When crash that sometimes occurs when pressing Apply on the options screen
* Fixed exploit where players could leave the playable area on the map
* Fixed bug that prevents items from being picked up when they are too close to some structures

### Other Changes

* Improved minimap visuals
* Items are now transferred from storage in increments (as oppose to all at once)
Railway Track (Biarc)

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

Railway Track (Biarc)'s ingame icon

## View Structure Health

The **Railway Track (Biarc)** is a player built structure used by Locomotives. It is a Railway Track variant that can be curved at both ends.

It is built with a Hammer and costs 5 Processed Construction Materials.

A track segment can be up to 50 meters long and can be built across a Road but it cannot end in the middle of one.

Railway Tracks are immune to friendly fire. However they can be flagged for "Disruptive Structure Placement" using a button at the bottom of its menu (menu can be opened with a Hammer in "upgrade Mode" by pressing `E`). If enough players flag a track then its Friendly Fire immunity is removed.

They will suffer from decay unless they are near a Maintenance Tunnel or a Base (with the **Small Garrison**  upgrade) that is supplied with Garrison Supplies. However unlike most structures, tracks do not suffer from Rapid Decay when built near a Region's border.

With Fire Pits and Small Gauge Railway Track it is one of the few structures that can be built right next to a border. Any track built crossing the border will also appear on the border of the region across, allowing Locomotives to cross regions.

## Gallery

* The blueprint of a Biarc Railway Track can bend in a "S" shape.
Oil Well

Oil Well's in-game icon.

## View Structure Health

An **Oil Well** is a player built Facility Mine that automatically extracts Oil from Crude Oil Fields. It has 15 slots inventory and its stockpile can hold up to 50 Oil. It does not require power to use its default production mode. Only one of the production options can be active at a time. Pipelines can be connected to its outlet to automatically transfer the oil produced to another facility.

## Construction

It is built with a Construction Vehicle and costs Construction Materials. It must be built next to a Crude Oil Field (max 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 or attach Pipelines to 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

1

0:00:50

  0 MW

## Upgrades

It can be upgraded to add more harvesting options. Only one upgrade can be built on a given building. To upgrade the structure, open its menu while on foot and click one of the upgrade options, the required materials must be in your inventory or the structure's.

1

0:00:26

  -2 MW

75L

0:00:40

  -2 MW
 Fracker

25L

2

0:00:40

  -3 MW

25L

75L

0:00:30

  -3 MW

## Trivia

Prior to Update 1.50, or Inferno, Oil Wells were similar to World Resource Mines in that they were single World Structures that produced raw resources over time. They used to produce Crude Oil barrels, which were only used to produced Petrol in a Refinery.

## Gallery

* An **Oil Well** built next to a Crude Oil Field.
* Oil Well interface.
R-9 “Speartip” Escort

**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.

Reason: "*Need more info and tactics*"

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

Reason: "*Need more info and tactics*"
}}

## Cost

###

10

## View Vehicle Strength Table

A standard Truck fitted with a 7.92mm Light Machinegun. The ammo for the LMG is placed in the Truck inventory taking one slot away. However, one magazine of 30 rounds can be loaded into the gun without taking up inventory space. Other than cost, the Speartip is identical to the Hauler, making the Speartip arguably a direct upgrade to the Hauler if one has plenty of Basic Materials (which you will).

## Trivia

* The Speartip's machinegun appears to be identical to the gun mounted on the 00MS “Stinger”. The exact make and model of this gun is unknown.

## Gallery

* R-9 “Speartip” Escort
Operation

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

**Operation** is a *communication tool* that allows players to form groups around objectives.
It has a dedicated voice and text chat channel with a player list on the HUD, that even works across regions.
You can Right click on a name in the player list to bring up a context menu to mute players.

* added with Update 0.16

## Creation

Can be created by opening your map and clicking on the "Create Operation" button below.

The window (see image below) will pop up and you'll need to set a marker on the map by pressing the "Location" button, before you can press ok.

File:Operations menu.jpg

## Voice Engine

Vivox] is the main engine used for voice chat (more details on this website http://vivox.com/)

Push `G` (default) to talk to your Operation group.
Relic Tech

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

## Information

### Use

Used in prototyping at the Engineering Center

### Encumbrance

3.7% (approx)%

*For the counterpart material, please see Relic Parts.*

Relic Tech is a material used for prototyping at the Engineering Center. While gathering Salvage or Components (with either a Hammer or Sledgehammer), there is a small chance for Relic Tech to drop onto the ground. The player must press `E` (by default) on it to pick it up. It will drop in stacks of 5. If not picked up it will despawn within 5 minutes.

### Notes

* Harvesters will also drop Relic Tech while harvesting.
* A clank sound can be heard when Relic Tech is dropped.
* Only certain Salvage and Component fields will drop Relic Tech when gathered.
* Relic Tech shares the same icon as Technology Parts which were removed in Update 0.31.
No Man's Land/fr

*This article is a stub. You can help Foxhole Wiki by expanding it.*
Grâce à l'Artillerie, les joueurs peuvent changer le monde de manière permanente.

Les bombardement de l'Artillerie transforme le paysage:

* Ajoute des cratères
* Abîme voire détruit des arbres
* Rend le terrain boueux (aggravé par les Orages)

L'Artillerie Lourde peut laisser une ville en ruine avec le temps:

* Les Maisons en Garnison (Garrisoned House) sont convertis à l'état de ruines.
Upgrade Part

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

## Information

### Use

to build structure Facilities

The **Upgrade Part** can be submitted to a Factory or other structures in order to upgrade the Facilities (upgradeable sub-sections of the structure). It is obtained by mining salvage or component fields with a Hammer or Sledge Hammer. Can also be obtain by collecting them from a Salvage Mine or Component Mine.

*NOTE:* Upgrade Parts are unstackable.

## Usage

A player can submit **Upgrade Parts** by interacting with the building using `E` to open the dialog box. Then choose how many you want to submit to the appropriate Facilities:

* `LMB` - Submits 1 Upgrade Part
* `Ctrl` & `LMB` - Submits 5 Upgrade Parts
* `RMB` - Submits all Upgrade Parts
Lance-40 “Hallberd”

**NOTE:**

## Lance-40 “Halberd”

* 75mm Tank Cannon
* 12.7mm Heavy Machine Gun
* Commander

## View Vehicle Strength Table

The Lance-40 “Halberd” was a colonial Battle Tank variant functioning as a direct upgrade to the Lance-36 model. The Lance-40 featured improved subsystems in relation to the base model, with a minor uptick in overall durability.

The Lance was removed in Update 40, it remains unclear when it’s reintroduction is planned.