Factorio Codexery

Military 2

When bullets run dry, the factory breathes fire.

Military 2 is a technology in Factorio's research tree that unlocks the flamethrower, the second weapon in the game's linear military progression. Sitting directly after Military 1 (the pistol) and before Military 3 (the shotgun), it represents the player's first step toward area-denial firepower against the relentless biter swarms that threaten every expanding factory. In the broader context of the game's survival-and-industrialization loop, Military 2 marks the moment a lone astronaut's factory shifts from fragile to defensible. The flamethrower's short but devastating cone of flame turns chokepoints and corridor defenses into lethal traps, fundamentally changing how players approach base layout and biter management.

Type
Technology
Unlocks
Flamethrower
Prerequisite
Military 1
Category
Military
Position in chain
2nd of 4 linear military technologies
Weapon range class
Melee / short-range

Lore & Background

The planet the astronaut crash-landed on reacts to industry with hostility. The more the factory grows, the more the biter spawners multiply and press closer. A single pistol, earned through Military 1, is a stopgap—a personal sidearm against a tide of chitinous, clicking enemies. But as the factory sprawls across the alien terrain, the player realizes that individual shots cannot hold a line. The solution encoded in Military 2 is not precision; it is volume. The flamethrower projects a continuous cone of superheated fuel, incinerating clusters of biters that would otherwise overwhelm a lone defender or a small turret emplacement. Within the game's internal logic, the military technologies form a strict, unbranched ladder: pistol, then flamethrower, then shotgun, then railgun. There is no parallel path, no alternative weapon at the same tier. This design choice reinforces the narrative of a single isolated engineer incrementally arming herself against an escalating planetary immune response. Each rung is a visible, tangible step from vulnerability toward the eventual overkill of the railgun's piercing bolts. The flamethrower also carries a subtle thematic weight. Where the pistol is a human-scale tool, the flamethrower is industrial-scale: it consumes fuel, a product of the very refinery the player built. The weapon is, in a sense, the factory turned inward and pointed outward. The planet's resources, refined and weaponized, become the means by which the intruder carves out a defensible space in a world that wants her gone.

In Their Own Story

The spawners had crept another two tiles closer overnight. Mara could see them now through the factory's eastern wall—a pulsing, iridescent mass of carapace and mandible, clicking in unison like a mechanical metronome. She had thirty-seven rounds left in the pistol. Against a wave this dense, that was nothing. She pulled the flamethrower from its rack. The fuel tank was heavy, the nozzle warm even at idle. She tested the trigger once, a thin ribbon of orange flame licking the air three meters out. The biters in the nearest cluster hissed, their chitin blackening where the heat touched. She set up the turret emplacement at the corridor's narrowest point, angled it into the gap between two conveyor belts, and stepped back. Then she waited. The first wave came at minute six. They poured through the gap in a thick, clicking stream. The turret's flame caught them, and the corridor filled with the smell of burning chitin and the wet crackle of fuel meeting alien biology. Mara watched the kill counter tick upward and felt, for the first time in weeks, that the factory might actually hold.

Reader's Guide

Military 2 is a single, linear technology with no branching. It requires Military 1 (the pistol) as its sole prerequisite and, in turn, is a prerequisite for Military 3 (the shotgun). There are no additional crafting or utility prerequisites beyond the military chain itself, making it one of the more straightforward techs to slot into a research queue. It unlocks the flamethrower, a player-held melee-range weapon that deals continuous fire damage in a narrow cone. It is particularly effective against dense biter clusters and works well in conjunction with turret emplacements, where its area-of-effect nature outperforms the pistol's single-target hits. The flamethrower consumes fuel as ammunition, tying its effectiveness to your oil-processing infrastructure. In a typical progression, players research Military 2 after establishing basic oil refining (to sustain fuel production) and after laying out their first defensive perimeter. It sits comfortably in the mid-early game, before the science requirements for advanced production techs become the bottleneck. Because the military chain is strictly linear, you cannot skip ahead to the shotgun or railgun without passing through the flamethrower tier. For blueprint sharing: the flamethrower itself is a single-item craft and does not appear in blueprint plans. However, turret emplacements that use the flamethrower's fire-damage profile can be part of larger defensive blueprint designs shared via the in-game blueprint book or community sites. These defensive layouts interact with the tech tree only in that the player must have the relevant military tech researched before the turrets function.

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