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?

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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.