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Audio Features
Note: This page may contain inaccuracies. If you spot something wrong or out of date, please let us know on the Discord server.
Factorio Access adds several audio systems on top of Factorio's own sound design. These systems give you spatial awareness, navigation feedback, and situational alerts that substitute for information that sighted players get by looking at the screen. This page covers the mod-specific audio features. For the sonifier system and sound file details, see About Game Sounds.
When walking, three different sounds tell you how your character's movement has been affected by an obstacle:
- Slide — plays when you are running in one direction but being deflected sideways, like sliding along a wall. Your alignment has shifted; you are no longer headed where you intended.
- Trip — plays on a sharp collision, typically hitting a corner and bouncing off.
- Stuck — plays when you are giving walking input but not moving at all. You are pressed against an obstacle with no room to deviate.
The slide and trip sounds use the same cooldown so they will not overlap rapidly. The stuck alert has a slightly longer cooldown. Together, these three sounds let you navigate without counting tiles or checking coordinates constantly — you hear when your path changes.
While driving a vehicle, the mod plays a beep when an obstacle is close ahead (or behind, when reversing). The beep is not a single threshold — it checks at multiple distances and plays more urgently the closer the nearest entity is, giving you time to steer or stop before a collision.
The alert only fires for entities the vehicle can actually collide with; infrastructure the vehicle passes through freely does not trigger it.
Nearby enemies are represented by directional spatial audio. The mod groups enemies into clusters and plays a sound at each cluster's position relative to you, panned to indicate direction. The pitch of the sound scales with the strength of the enemies in the cluster — heavier, tougher enemies produce a higher pitch. This system updates several times per second and gives you a continuous read of where threats are and roughly how dangerous they are.
This is part of the broader sonifier system. See About Game Sounds for more on how sonifiers work and how to configure them.
When any of your structures are damaged or destroyed, a periodic alert sound plays. This is a catch-all warning that your base is under attack somewhere — it does not pinpoint the location, but it prompts you to investigate. The alert fires on a roughly five-second interval, so you will hear it shortly after combat starts even if you are elsewhere on the map.
When your weapon locks onto an enemy target automatically, a distinct sound plays to confirm the lock. This lets you fire with confidence without needing to verify alignment manually.
The mod includes several sounds for train situations:
- A clack when crossing rail tiles on foot.
- Honking in various situations while driving or near trains, including different honk lengths and pitches for different conditions.
- High and low train alerts for proximity and signal situations.
The Trains page covers which conditions trigger each of these.
A sound plays periodically while your character is manually mining, and a separate sound plays while your crafting queue is active. These are subtle background cues that confirm ongoing activity without needing a status readout.
See also:
- Planet Nauvis
- Natural Resources
- Mining
- Furnaces
- Chests
- Inserters
- Transport Belt Basics
- Fluid Handling Basics
- Steam Power and Electric Grids
- Electric Poles and Grids
- Early Game Combat
- Pollution
- Enemies
- Labs and Technologies
- Assembling Machines
- Transport Belt Systems
- Paved Paths
- Blueprints and Planners
- Walls and Turrets
- Radars and Charting
- Cars and Tanks
- Trains
- Fluid Handling Systems
- Oil Logistics and Basic Processing
- Solar Power and Accumulators
- Modules
- Circuit Networks
- Armor Equipment and Guns
- Combat Robots