A Factorio 2.0 and Space Age compatible mod that adds research to increase turret attack range. Works just like Artillery Shell Range research - completing the research automatically upgrades ALL existing turrets of that type.
- Gun Turret Range (5 levels): Each level adds +3 tiles of range (max +15)
- Laser Turret Range (5 levels): Each level adds +3 tiles of range (max +15)
- Flamethrower Turret Range (3 levels): Each level adds +3 tiles of range (max +9)
When you complete a turret range research:
- All existing turrets of that type are instantly upgraded
- All newly placed turrets automatically have the upgraded range
- No new items or recipes - your turrets just get better!
This works identically to vanilla Artillery Shell Range research.
| Level | Science Packs | Research Time |
|---|---|---|
| 1-2 | Automation, Logistics, Military | 60s |
| 3-4 | + Chemical | 60s |
| 5 | + Utility | 60s |
| Level | Science Packs | Research Time |
|---|---|---|
| 1-2 | Automation, Logistics, Military, Chemical | 60s |
| 3-4 | + Utility | 60s |
| 5 | + Space (Space Age) | 60s |
| Level | Science Packs | Research Time |
|---|---|---|
| 1-2 | Automation, Logistics, Military, Chemical | 60s |
| 3 | + Utility | 60s |
- Download the mod zip file
- Place in your Factorio mods folder:
- Windows:
%APPDATA%\Factorio\mods\ - Linux:
~/.factorio/mods/ - Mac:
~/Library/Application Support/factorio/mods/
- Windows:
- Enable the mod in the Factorio mod menu
- Factorio 2.0+ required
- Space Age expansion (optional) - enables space science tier for laser turrets
- Quality DLC (optional) - fully supported, quality tiers are preserved
- Safe to add to existing saves - turrets will be upgraded based on completed research
- Compatible with most other mods
- ✅ Quality tier (Quality DLC)
- ✅ Ammunition/fluids
- ✅ Health and damage state
- ✅ Circuit network connections
- ✅ Circuit/logistic conditions
- ✅ Target selection settings
- ✅ Kill counter
- ✅ Entity labels and tags
The mod creates hidden turret variants with increased range and uses Factorio's fast_replace mechanism (similar to upgrading assembling machines) to seamlessly swap turrets when research completes. From the player's perspective, it appears as a direct stat upgrade.
For Mod Developers:
- Turret entity references become invalid when upgraded (old entity is replaced with new entity)
- The mod raises
script_raised_builtevents after turret replacement - Entity tags and labels are preserved
- Use the remote interface below to check if an entity is a turret variant
Other mods can interact with this mod through the remote interface:
-- Get range bonus (in tiles) for a turret type
-- Returns: number (tiles of bonus)
local bonus = remote.call("turret-range-research", "get_range_bonus", "player", "gun-turret")
-- Manually trigger upgrade check for a force
remote.call("turret-range-research", "refresh_force", "player")
-- Check if an entity is one of our turret variants
-- Returns: base turret name (string) or nil
local base = remote.call("turret-range-research", "is_turret_variant", "gun-turret-ranged-3")
-- Returns: "gun-turret"
-- Get the correct variant name for a force's research level
-- Returns: string (entity name)
local variant = remote.call("turret-range-research", "get_variant_for_force", "gun-turret", "player")
-- Returns: "gun-turret-ranged-2" (if level 2 is researched)MIT License - Feel free to modify and redistribute.