Welcome to Infantry Turrets.
Your factory's workers can fight back. Infantry Turrets turns your soldiers, gunners, and vehicle crews into placeable turrets — using the game's own character and vehicle graphics, so no custom art gets in the way of matching vanilla aesthetics.
Please note before you start:
- All turrets and buildings use existing base-game sprites and icons. The mod is small, lightweight, and matches vanilla art exactly.
- Every dynamic feature is designed to be UPS-friendly: tick handlers early-exit when idle, circuit-gated features cost nothing when disabled, and event subscriptions are filtered to this mod's entities only.
- Quality-aware throughout: supply chest range, enemy detector range, and ammo-priority all scale with the Space Age quality system where available.
- Technology-gated: infantry unlock at Military, Rocketry, and Flamethrower techs; vehicle turrets at Automobilism and Tank tech; supply chest and enemy detector at Military.
Infantry Turrets is for you if:
- You want a defensive option that feels thematic — soldiers holding the line, not just metal boxes shooting bullets.
- You enjoy circuit-network tinkering and want defensive infrastructure you can control intelligently.
- You're running Space Age and want your quality chests to actually do something useful.
- You'd like to automate ammo distribution across your defensive perimeter without an insane web of inserters and belts.
Infantry Turrets
Four weapon types, each available in seven armor tiers. Higher tiers have more HP and inherit the sprite of that armor level.
Weapons:
- Machinegun — Bullet ammo (firearm, piercing, uranium magazines). Range 18, cooldown 8. All-purpose infantry.
- Shotgun — Shotgun shells (regular, piercing). Range 12, cooldown 60. Short-range crowd control.
- Rocket Launcher — Rockets (regular, explosive, atomic bomb). Range 25, cooldown 90. Anti-nest heavy hitter.
- Flamethrower — Flamethrower ammo. Range 10 (min 2), cooldown 4, stream attack. Area denial.
Armor tiers and their HP:
- Basic (no armor) — 100 HP
- Light Armor — 175 HP
- Heavy Armor — 275 HP
- Modular Armor — 400 HP
- Power Armor — 600 HP
- Power Armor MK2 — 900 HP
- Mech Armor — 1300 HP
All infantry share common stats: one ammo slot, uses placeable-player graphics, integrates with the Ammo Supply Chest.
Vehicle Turrets
Stationary vehicle emplacements that look like real parked vehicles — the actual car and tank chassis rendered in dark grey, rotatable on placement with the R key (N/E/S/W).
- Car Turret — 250 HP, bullet ammo, range 20, cooldown 6, 2x2 footprint.
- Tank Turret — 800 HP, cannon shell ammo, range 30, cooldown 120, 3x3 footprint. Has 40% fire / 30% physical / 30% explosion resistances.
Ammo Supply Chest
A logistic requester chest that automatically refills every ammo-turret in range — infantry, vehicle, or vanilla turrets alike.
- Smart priority: always picks the best available tier (Uranium before Piercing before Normal, Atomic Bomb before Explosive before Normal, and so on).
- Quality-aware: prefers Legendary, then Epic, Rare, Uncommon, Normal when present.
- Range scales with quality: 15 tiles Normal, +5 per level (Legendary = 40 tiles).
- Circuit-controllable: signal-green greater than 0 enables the chest; otherwise it sleeps with zero UPS cost.
- Reads contents to the circuit network (standard chest behavior).
- 48 inventory slots, 30 logistic request slots, 350 HP.
Enemy Detector
A combinator-style building that scans for enemies and broadcasts threat intel.
Output signals:
- signal-A — total enemies in range
- signal-U — units (biters, spitters)
- signal-S — spawners / nests
- signal-W — worms / enemy turrets
Range scales with quality (32 Normal to 72 Legendary), scans once per second, and has a built-in enable/disable toggle in the combinator GUI for zero-cost idle. 200 HP.
Quartermaster — Ammunition Doctrine
Press Ctrl+Shift+Q or use the shortcut bar button to open a dedicated military-themed window that controls which ammo types your supply chests dispense and in what order. Auto-discovers modded ammo categories and items, so everything shows up automatically.
- Left pane: every weapon category known to your game (including modded ones).
- Right pane: ordered priority list with up/down arrows and a remove button per entry.
- Below: grid of available ammunition in that category — click to authorize.
- "Reset to defaults" button if you want to undo all your changes.
Recipes
- Infantry (any) — matching weapon + iron/copper (scaled by tier) + the armor itself. Unlocked by the weapon's tech.
- Car Turret — 1 car + 20 iron plate + 10 iron gear wheel. Unlocked by Automobilism.
- Tank Turret — 1 tank + 30 steel plate + 20 iron gear wheel + 10 electronic circuit. Unlocked by Tank.
- Ammo Supply Chest — 1 steel chest + 10 iron gear wheel + 5 electronic circuit + 10 copper cable. Unlocked by Military.
- Enemy Detector — 1 constant combinator + 5 electronic circuit + 10 iron plate. Unlocked by Military.
Tips
- Wire a detector to a chest with signal-green = (signal-A greater than 0) and your turrets only consume ammo during actual attacks.
- Higher-quality supply chests cover more ground — a single well-placed Legendary one can service a large defensive line.
- The tank turret benefits massively from uranium and explosive cannon shells — keep the doctrine set accordingly.
- Mix and match armor tiers — cheap Basic infantry for outer walls, Heavy or Modular for the main line, Mech for the core.
Author
Built by Jack_Hillwood with iterative debugging against Factorio 2.0's new API. Contributions, bug reports, and suggestions welcome.