When a turret runs out of ammo and is then reloaded with a different kind, the notifications persists even though the turret is not actually ouf of ammo.
See the attached screenshot:
Two turrets just run out of yellow ammo and got reloaded with green ammo. The turrets themselves are not flashing the warning sign, but the notification at the bottom of the screen and on the map persists.
Out of ammo notification
Re: Out of ammo notification
What you have said is 100% true.
Re: Out of ammo notification
Yup, the Turret has run out of Ammo. The Inserter will not try to grab a Different ammo type until the Turret is in “Out of Ammo” state (and the Alert is triggered); it then takes a few Ticks to Grab & Swing the Inserter arm to the Turret. Once the new Ammo is in the Turret the alert stops triggering… but there is a Cooldown timer for the alert, so you get this behavior.
It is not a Bug; but it is Annoying if you are relying upon these Alerts (I ignore them). I prefer to use explicit Combinator Alarm Circuits to detect when Ammo reserves on a belt is below a threshold, which is Vanilla-friendly.
Adding a Second Ammo Slot helps keep turrets reliably fed with heterogenous Ammo, since the Inserter can try to stockpile two different types.
It is not a Bug; but it is Annoying if you are relying upon these Alerts (I ignore them). I prefer to use explicit Combinator Alarm Circuits to detect when Ammo reserves on a belt is below a threshold, which is Vanilla-friendly.
Adding a Second Ammo Slot helps keep turrets reliably fed with heterogenous Ammo, since the Inserter can try to stockpile two different types.
Re: Out of ammo notification
Yep, not a bug, the game is annoying and provides false notifications by design. Maybe just clear the notification when ammo is inserted and we don't need to have this discussion?
Re: Out of ammo notification
Those are not false notificationss, your turrets ran out of ammo at some point. If the alerts weren't persistent for longer than that amount of time it would be very difficult to locate which turrets was responsible for flashing 1 or 2 ticks out of ammo.
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Re: Out of ammo notification
Turret has run out of ammo and is not currently out could be substantial - the turret is eating up ammo faster than the inserted can keep up, or there's a power failure resulting in intermittent shortages. That's all great. Unless you don't actually want this, because currently it means that you cannot NOT get this warning even if everything else works fine. Belt of yellow ammo supplying the turrets? No warnings. Some better ammo mixed in? Out of ammo!
I really think this is a bug - maybe in the notification system, maybe in the turret design (one slot vs 3 ammo types), it doesn't matter. I don't want to ingore the "out of ammo" warning just because I understand why it means everything if fine. It shouldn't be there.
I really think this is a bug - maybe in the notification system, maybe in the turret design (one slot vs 3 ammo types), it doesn't matter. I don't want to ingore the "out of ammo" warning just because I understand why it means everything if fine. It shouldn't be there.
Re: Out of ammo notification
If you have a way to solve this problem in a way that makes sense, you should consider posting it here: viewforum.php?f=6
Re: Out of ammo notification
I understand what you mean, there is this suggestion too aiming at solving the problem , viewtopic.php?t=129366, my proposition would be a way to configure certain turrets to be silent for notification, as in a tickbox on them. ( possibly on some walls too, for the same reason you describe).berniszon wrote: Wed Jun 18, 2025 11:03 pm I really think this is a bug - maybe in the notification system, maybe in the turret design (one slot vs 3 ammo types), it doesn't matter. I don't want to ingore the "out of ammo" warning just because I understand why it means everything if fine. It shouldn't be there.
But it's not a "bug", the behavior is caused by the player's design, it's possible to avoid with some gameplay "tips" if you understand well how and why the notifications pops, and there's a reason for the persistence of the alerts, its annoying , true, but that is more a suggestion from what i understand, if you don't need help for avoiding it in your game , but you want the game to be different.
as NineNine said, if you have an idea to change things you can propose it, i know my proposition isn't without problems, it would also prevent notifications if the turret truly run out of ammo, i'd supporting a better idea for sure !
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