=====================================================================
🔥 K2 TURRET UPGRADES v2.1.0 – NOW FULLY STANDALONE! 🔥
=====================================================================
⚠️ IMPORTANT: You NO LONGER need K2_TurretsFixed, Krastorio 2, or any
other turret mod. This mod now includes the three base turrets directly,
so just enable it with Space Age and you're good to go. ⚠️
K2 Turret Upgrades is an endgame, Space Age‑exclusive expansion for your
most devastating defensive toys. It will NOT function in vanilla Factorio.
All upgrades require Space Age materials and must be crafted in specific
planetary facilities – from the molten foundries of Vulcanus to the
zero‑gravity platforms in space.
What would you do with a railgun turret that annihilates behemoths in a
single volley? How much more could you conquer if your rocket turret spat
destruction 50% faster? And what if your laser artillery turret could
shrug off a direct hit from a Demolisher while still melting everything
in its path?
K2 Turret Upgrades pushes your most powerful defensive toys even further
into the realm of absolute overkill. Each turret receives four additional
MK tiers, and every upgrade focuses on the stats that matter most once
you already outrange everything:
• Raw damage: up to 12x the base output, turning already fearsome shells,
rockets, and lasers into planet-clearing weapons.
• Fire rate: cooldowns slashed dramatically, because why let the enemy
breathe?
• Survivability: health pools grow massively, and physical/fire/impact
resistances climb to near-immunity.
• Sustained combat: bigger ammo buffers, reduced energy drain, and
optimized power storage so your turrets never fall silent.
Did we increase range? No. Why would we? These turrets already hit
targets from so far away that the real challenge is finding something to
shoot at. Instead, we made them hit harder, shoot faster, and stay alive
longer – because the only thing better than a turret that can see across
the map is one that deletes anything it sees.
⚙️ PRODUCTION CHAIN ⚙️
Each MK tier must be crafted in a specific facility on a specific
location:
• MK1: Assembler 3 on Vulcanus (pressure ≥ 4000)
• MK2: Electromagnetic Plant on Fulgora (magnetic field ≥ 99)
• MK3: Cryogenic Plant on Aquilo (pressure ≤ 300, gravity ≥ 1)
• MK4: Cryogenic Plant on a Space Platform (gravity = 0)
These are not early-game toys; they are endgame rewards for engineers
who have already conquered the stars.
🔫 AMMO COMPATIBILITY 🔫
This mod automatically detects if a Krastorio 2 related mod is active:
• If K2 is present, railgun and rocket turrets use their native K2
ammunition (kr-railgun-shell / kr-turret-missile).
• Otherwise, they use Space Age compatible ammo (cannon-shell / rocket).
You never have to worry about ammo compatibility again.
But a word of warning: these turrets are terrifyingly effective against
vanilla enemies. Even the mighty Demolisher on Vulcanus won’t survive a
direct encounter with a well-placed Heavy Laser Turret MK4. If you want
these upgrades to feel meaningful – and your defenses to face a worthy
challenge – we strongly recommend pairing this mod with tougher enemy
mods. Swarms, bosses, and nightmare biters will finally make you
appreciate just how much firepower you truly wield.
Requirements (non-negotiable):
• Factorio Space Age DLC
• Factorio Quality DLC
• (That's it! No other mods required.)
Known Issue: The Cluster Rocket Turret still has a slight visual offset
when placed diagonally. I've tried adjusting the animation sprites and
rotation logic, but due to engine limitations, a perfect fix hasn't been
found yet. If you have any ideas or solutions, please feel free to share
them or contact me — thanks!
What other upgrades would you want for your turrets? Faster projectiles?
Wider firing arcs? Turrets that shoot lightning bolts that chain through
entire biter armies? Tell me your ideas – I actually read comments and
might just build your dream turret next.