Long Range Turret 2.0


Long range sniper turret (55 tiles) with 3 tiers of explosive AoE ammo. Customizable stats, damage research bonuses, full Factoriopedia support.

Content
7 days ago
2.0
653
Combat

FAQ

General Questions

Q: What is the Long Range Turret?

A: It's a mid-tier gun turret designed for long-range perimeter defense. It has 3x the range of a standard gun turret (55 vs 18 tiles) but fires slower and rotates slower.

Q: What are the explosive rounds?

A: Three tiers of custom ammunition that deal area-of-effect (AoE) explosion damage on impact, in addition to direct physical damage. They work in any gun turret or firearm, not just the LR Turret.

Q: When should I use LR Turrets vs regular gun turrets?

A: Use LR Turrets for:
- Perimeter defense lines where enemies approach from a distance
- Chokepoints and narrow passages
- Backing up your front-line defenses
- Areas where you want to thin out waves before they reach your walls

Use regular gun turrets for:
- Close-quarters defense
- Covering the "dead zone" of LR Turrets (within 5 tiles)
- Areas with fast-moving enemies that require quick target acquisition

Q: Why can't the turret shoot enemies close to it?

A: The LR Turret has a minimum range of 5 tiles by default. This simulates a sniper/artillery piece that can't depress its barrel enough for close targets. Place regular gun turrets nearby to cover this gap. You can also change this in mod settings (set Min Range to 0 to disable).


Explosive Ammo

Q: What are the explosive ammo tiers?

A:
- Explosive Rounds (yellow): Firearm Magazine + 2 Coal → 3 physical + 4 explosion AoE (radius 2.0)
- Explosive Piercing Rounds (red): Piercing Magazine + 3 Coal → 6 physical + 8 explosion AoE (radius 2.5)
- Explosive Uranium Rounds (green): Uranium Magazine + 5 Coal → 18 physical + 20 explosion AoE (radius 3.0)

Q: How does AoE damage work?

A: Each bullet deals direct physical damage to the target AND creates an explosion that damages all enemies within the radius. This makes explosive rounds especially effective against groups of biters.

Q: Can I use explosive rounds in regular gun turrets?

A: Yes! Explosive rounds use the standard "bullet" ammo category, so they work in any gun turret, the submachine gun, and vehicle-mounted guns.

Q: Are explosive rounds better than the next tier of regular ammo?

A: Not for single-target damage. Explosive rounds deal less direct damage than the next base tier — they're balanced between tiers. Their strength is AoE damage against groups. Use regular ammo for single tough enemies, explosive for swarms.

Q: How do I unlock explosive rounds?

A:
1. Long Range Turrets tech (Military 2 + Gun Turret) → unlocks turret + T1 explosive rounds
2. Explosive Piercing Rounds tech (LR Turrets + Military 3) → unlocks T2
3. Explosive Uranium Rounds tech (Explosive Piercing + Uranium Ammo) → unlocks T3


Technical Questions

Q: Does this mod work with Factorio 2.0?

A: Yes! Version 2.0.0+ is specifically designed for Factorio 2.0 and uses all the new API features including Factoriopedia support.

Q: Is this compatible with Space Age?

A: Yes, the turret works with the quality system. Higher quality turrets will have proportionally better stats (HP, fire rate). Ammo magazine size also increases with quality.

Q: Does it benefit from damage research?

A: Yes! The LR Turret gains bonuses from all Physical Projectile Damage technologies (levels 1–7, including infinite research), just like regular gun turrets.

Q: What ammo types can the turret use?

A: Any bullet-type ammunition: regular bullets, piercing rounds, uranium rounds, explosive rounds from this mod, and ammo from other mods that use the "bullet" ammo category.

Q: Does the turret have any resistances?

A: Yes. The LR Turret has 30% fire resistance and minor physical resistance (5 flat + 10%), reflecting its reinforced mid-tier design.

Q: Does the range visualization work?

A: Yes! Factorio 2.0.48+ natively shows turret range circles when you hold a turret to place.

Q: Where can I see detailed stats?

A: The entity tooltip dynamically shows your configured values (range, HP, damage, cooldown). For strategy tips, check the Factoriopedia entry.


Customization

Q: Can I change the turret's range?

A: Yes! Go to Settings → Mod Settings → Startup and adjust "Turret Range" (30–100 tiles).

Q: The turret is too weak/strong. Can I adjust it?

A: Yes! All key parameters are customizable:
- Health: 400–2000 HP
- Damage modifier: 1.0–3.0×
- Cooldown: 10–60 ticks (lower = faster)
- Range: 30–100 tiles
- Min range: 0–20 tiles

Q: Why do I need to restart the game for settings?

A: These are "startup" settings that affect prototype definitions. Factorio requires a restart to regenerate these.


Compatibility

Q: Does this work with [mod name]?

A: The mod is designed to be compatible with most mods. It:
- Uses standard ammo-turret type
- Uses standard bullet ammo category
- Follows Factorio 2.0 prototype standards
- Doesn't override any base game entities

Q: I'm having issues with another mod

A: Please report the issue with:
1. Both mod names and versions
2. Any error messages
3. Steps to reproduce


Gameplay Tips

Q: What's the best defensive setup?

A: A layered defense works best:
1. Front line: Dragon's teeth or walls
2. Second line: Regular gun turrets with explosive rounds for AoE
3. Back line: LR Turrets with explosive rounds for long-range AoE support
4. Optional: Flamethrowers for crowd control

Q: What ammo should I use in LR Turrets?

A: Explosive rounds are ideal for LR Turrets — the slow fire rate is compensated by AoE damage hitting multiple enemies per shot. For single tough targets (behemoths), regular uranium rounds may be better.

Q: My turrets keep running out of ammo

A: LR Turrets have slower fire rate, so they're actually more ammo-efficient than regular turrets. Make sure you have:
- Logistics bots or inserters supplying ammo
- Adequate ammo production
- Consider using piercing or uranium rounds for better damage per shot

Q: Enemies are getting too close before being killed

A: Consider:
- Adding more LR Turrets for overlapping fire
- Using walls to slow enemies down
- Adding regular gun turrets for close support
- Using explosive rounds for AoE damage against groups


Troubleshooting

Q: The turret isn't appearing in my game

A: Make sure:
1. The mod is enabled in the mod menu
2. You've researched "Long Range Turrets" technology
3. You're looking in the correct crafting tab (Combat → Turret)

Q: I don't see explosive rounds in crafting

A: Make sure you've researched the corresponding technology:
- T1: "Long Range Turrets" tech
- T2: "Explosive Piercing Rounds" tech
- T3: "Explosive Uranium Rounds" tech

Q: Settings aren't applying

A: Settings are "startup" type, meaning:
1. Change settings in the menu
2. Restart Factorio completely (not just load a save)
3. Load your save


Contact & Support

Bug Reports: Use the Discussions tab on the mod portal
Feature Requests: Use the Discussions tab on the mod portal
Source Code: Available on the mod portal

Thank you for using Long Range Turret!