Performance-focused repair and construction turrets for Factorio 2.1, derived from Repair Turret 2 and Klonan's Repair Turret.
Version: 1.4.1
Date: 05. 08. 2026
Bugfixes:
- Fixed a bug where underground belts would sometimes place in the opposite direction
- Fixed undo button not working sometimes
Version: 1.4.0
Date: 28. 07. 2026
Major Features:
- Updated for Factorio 2.1
- Rewritten advanced turret logic to accommodate massive builds - Advanced turrets now share a singe queue (per planet) instead of fighting for entities, on massive builds this could result in some turrets being idle even though they have a ghost in range, this is a consequence of the single pool, but the performance benefit is totally worth it
- Added three advanced construction throughput researches, expanding the shared bucket from 5 to 10, 25, and 50 placements per tick
Optimizations:
- Keep tile ghosts below every entity priority so urgent machinery immediately pre-empts even extremely large paving backlogs
- Give Factorio 2.1 foundation tiles a structural tier above ordinary paving so landfill cannot starve behind huge concrete backlogs
- Bound active construction work by separate success and rotating check budgets so unavailable ghosts cannot stall ready work or create unbounded update spikes
- Increased global ghost admission to 50 targets per tick and deconstruction admission to 50 targets per tick
- Route each new construction, repair, deconstruction, upgrade, or proxy target to one eligible turret instead of copying it into every overlapping turret queue
Changes:
- Standard repair turrets retain their independent construction queues and update cadence
- Clean tracked turret and path state before surfaces are cleared or deleted
Bugfixes:
- Fixed a bug where player trash slots would block construction
- Fixed standalone landfill and other foundation construction stalling when pre existing concrete is present
- Fixed elevated rail and chain signal not working over water
- Fixed construction remaining disabled when a scenario or another mod grants its technology directly
- Fixed repair effects using an undefined force
- Fixed path reconstruction accepting a missing origin cell
- Fixed fallback target keys colliding between surfaces
- Fixed stale damaged-entity filters after prototype changes
- Fixed research reversal leaving construction or beam bonuses enabled
- Fixed ordinary ghosts near adjacent entities being mistaken for fast replacements
- Fixed failed ghost revival losing the consumed item when the network only had passive providers
- Fixed blueprint fast replacements losing crafting recipes or underground belt settings
Version: 1.3.0
Date: 10. 07. 2026
Major Features:
- Advanced turret has gotten a facelift, to be easily distinguished
Bugfixes:
- Fixed a bug where you could duplicate items by putting them into trash slots while outside of logistic network
- Fixed deconstructing linked containers moving or duplicating the contents of their shared inventory channel
Version: 1.2.3
Date: 26. 05. 2026
Bugfixes:
- Fixed a crash when upgrading a module-containing entity to a version with more module slots while the network couldn't immediately supply the modules or item
- Fixed a bug where you cannot replace rail signals on elevated rails
Version: 1.2.2
Date: 21. 05. 2026
Minor Features:
- Added compatibility with quality altering mods, by checking for quality only on fast replace (those mods use separate entity names for different qualities)
Bugfixes:
- Fixed a bug with item insertion where it would insert items into wrong slots
Version: 1.2.1
Date: 20. 05. 2026
Bugfixes:
- (Hopefully) Fixed an issue with replace-in-place for quality items
Version: 1.2.0
Date: 17. 05. 2026
Bugfixes:
- Fixed compatibility issue with mods which add fluid type products to mineable entities
- Deconstructing large containers now checks logistic space for all items within the container, preventing some items from spilling on the ground
- Upgrading an entity now returns the replaced entity to the network instead of destroying it
- Fixed quality upgrades sometimes not consuming the upgrade item when replacing an existing entity of differing quality, which allowed transmuting items between qualities
Minor Features:
- Repair turrets can now deliver items to structures (such as modules) and remove them as well
Changes:
- Updated the way turrets check for nearby entities, hopefully should result in tiny UPS boost
- Split turret indexing and scanning into per-surface instead of global, results in UPS increase when builds are happening on multiple planets at once
- Turrets now read their settings from a cache instead of the game engine every tick - minor UPS benefit
- Item handling is now purely handles by events instead of global scanning - nice UPS benefit (a 1 turret/tick scan is still left if something gets missed by events)
- Turrets now filter entities on scan to only the entity types they are about to/can use. UPS boost mostly in events of base power failure when lots of turrets go online at once
Version: 1.1.9
Date: 10. 03. 2026
Changes:
- Added level 4 and 5 of Efficiency research
Version: 1.1.8
Date: 06. 03. 2026
Bugfixes:
- Fixed a bug where fish would prevent landfill from being placed
- Fixed double power and turret building range of standard turret - only advanced should have it
Version: 1.1.7
Date: 19. 02. 2026
Bugfixes:
- Fixed an error when a logistic network is split during update call
Version: 1.1.6
Date: 19. 02. 2026
Changes:
- Added compatibility for non-space age for advanced turrets
Version: 1.1.5
Date: 19. 02. 2026
Changes:
- Added compatibility with mods which remove quantum processor (ignores it)
Bugfixes:
- Fixed a bug when deleting chests with more than 200 slots occupied (AAI warehouses etc.)
Version: 1.1.4
Date: 18. 02. 2026
Major Features:
- Advanced turret! The Advanced turret has come to your aid in huge construction project:
- double construction and deconstruction range, quadrupled for power items and turrets themselves. This means turrets don't have to overlap their construction range, which frees up some UPS, allowing less turrets to be constructed.
- MASSIVE speed increase - the advanced turret can build at ridiculous speeds - intended for large blueprints
- Optimized for large blueprints - per-tick updates, lower throttling - harder on UPS during builds, but idle UPS is now pretty much zero, meaning turrets can stay as part of megabases (hopefully)
Changes:
- Inventory logic now uses network functions instead of direct inventory manipulation - this has surprisingly increased UPS as well as improved interactions with other logistic mods
Bugfixes:
- Fixed a bug where many overlapping turrets would sometimes halt construction completely
Version: 1.1.3
Date: 11. 02. 2026
Minor Features:
- Added a setting to disable construction beam effect
- Added a setting to change deconstruction effect to a beam (easier on rendering), or disable it entirely
Changes:
- Reduced recalculation overhead when building/deconstructing huge blueprints, improving UPS and making turrets spend less time idle
- Cliff explosives usage is now identical with base game (1.5 tile radius of explosion)
Version: 1.1.2
Date: 11. 02. 2026
Bugfixes:
- Fixed a bug where items placed on ground would not get removed due to no space in logistic storage, but the deletion marker would.
Minor Features:
- Turrets now natively support cliff destroying (requires cliff explosive research and the explosives themselves in turret's logistic network)
Version: 1.1.1
Date: 11. 02. 2026
Changes:
- Updated the /rt_rescan command to flush all queues and tables instead of just per-turret data
Version: 1.1.0
Date: 11. 02. 2026
Major Features:
- Priority system: The turrets will now attempt to first construct power items, roboports and themselves, then rail network, and then everything else. Same is true with deconstruction in reverse
- Self-entity scan - turrets will now not sit idle waiting for entity queue, and will proactively search for ghost placement
- Manual ghost placement should now bypass construction queue of big blueprints, building manually placed items with higher priority
- Entities and tiles are now evaluated separately, with tiles having much slower processing rate to save UPS on large builds (Exception are tiles beneath entities such as landfill etc)
Minor Features:
- Added a setting to toggle multi-placement in a single update (turning it off will make turrets slower at the benefit of increased UPS)
Changes:
- Removed the turret/bot priority option, the turret will now always attempt to build an entity if it can
Bugfixes:
- Turrets can now place signals on elevated rails
- Turrets will now (hopefully) not sit idle when managing big construction/deconstruction
Version: 1.0.4
Date: 09. 02. 2026
Minor Features:
- Added a setting (default disabled) to enable robot charging (can have some UPS impact in giant bases with thousands of turrets)
- Added adjustable charging slots (up to 8), and adjustable charging rate
Changes:
- Greatly increased energy buffer size, turret can now work for much longer before throttling, but charging it fully takes a long time
Version: 1.0.3
Date: 08. 02. 2026
Bugfixes:
- Fixed a bug where the turret would deconstruct landfill if it didn't have a space to put the deconstructed item into
- Fixed a rare crash when Prioritize turrets over bots was turned off
Version: 1.0.2
Date: 29. 01. 2026
Info:
- Updated changelog formatting
Version: 1.0.1
Date: 29. 01. 2026
Compatibility:
- Added migration to support direct replacing of original mod (delete original and install this one)
Bugfixes:
- Fixed a bug preventing game start on fresh install
Version: 1.0.0
Date: 28. 01. 2026
Major Features:
- Initial release