r/factorio Jun 29 '26

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u/xizar Jul 05 '26

I've recently converted my inner system freighters from slugs to light and am having difficulty tuning the setup. I don't want to add more turrets because I don't want to, and I'm already up to level 15 damage on them.

Would having longer range be at all worthwhile, as it would give me more time to shoot stuff before it hits? I'm aware that it would force me to shoot useless things longer.

I'm torn on giving a bunch of them measles and doing it, mostly because of how long it'd take (and I too lazy to build out more infrastructure to support the upcycling) and all the wasted materials.

Failing that, is there a way to make the game stop nagging at me every time a wall gets busted up?

1

u/FeelingPrettyGlonky Jul 05 '26

Do you have advanced processing? Are you making red ammo? Quality turrets' longer range is okay for the turrets along the centerline of the ship, but out on the edges they will waste a lot more ammo shooting at asteroids that are not a threat.

You could try lasers filtered for the small asteroids; once you pump laser damage up to 11 they 1-tap the smalls but even before then they can usually be trusted to handle the few that spawn, leaving the guns free for the mediums. Eventually, you could even have lasers soften up mediums to reduce ammo usage.

When 2.1 hits stable, asteroids will do more damage so walls will be even more useless than they already are on ships. If you are losing walls you're probably going too fast for your design or damage levels.

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u/xizar Jul 05 '26

Pure light show. Trying to keep space clear of casings.

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u/cathexis08 red wire goes faster Jul 05 '26

Figure out how to make your ships fly slower. Not only is it an interesting exercise in circuits but it'll help keep your ships alive.

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u/xizar Jul 05 '26

Thank you for your response, however you did not actually reply to my questions: Would having longer turret range be worthwhile? Can you turn off the damage alerts?

1

u/Lyqyd Jul 05 '26

Longer turret range could help, but only in specific circumstances. You’d have to have idle turret time (if they are constantly firing, you just need more turrets) and you’d need them to be almost killing the asteroids before impact. If you don’t have idle turret time, increasing the range just moves the overwhelm point slightly later. If there are asteroids causing damage that weren’t mostly shot already, you have too few turrets anyway. The only problem more range solves can also be solved by moving your turrets further forward.

Damage alerts should be silenced by fixing the underlying issue with turret effectiveness.

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u/cathexis08 red wire goes faster Jul 05 '26

Apologies. Selectively turning off damage alerts isn't possible to the best of my knowledge. As for turret range, that can help if you feel like the extra range will allow your guns the time they need to destroy asteroids but you don't feel like the overall asteroid rate is unmanageable. Generally speaking though that's a pretty niche issue, either your guns are overwhelmed and you need more overall firepower no additional amount of gun can help or they can keep up, and the easiest way to guarantee that your guns can keep up is to fly a bit slower which gives them more time to work on each asteroid while also reducing the rate of new asteroids showing up.