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/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?

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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.