Adjustable firing arcs for turrets (sector configuration)
Posted: Sun May 31, 2026 1:08 pm
Hello Factorio Devs and Community,
With the release of Space Age and the introduction of Space Platforms, defense automation has taken a center stage. I would love to suggest a highly requested and tactically essential feature: **Adjustable firing arcs / sector configuration for turrets**.
Currently, most turrets track and attack targets in a full 360-degree radius. While this is perfect for surface defense, it creates mechanical inefficiencies and immersion breaks on moving Space Platforms.
###
The Core Idea
Add a visual configuration tool inside each turret's user interface that allows players to restrict its field of view (firing arc).
* **UI Implementation:** A simple interactive circle/cone overlay in the turret's menu where players can drag sliders to define the allowed firing sector (e.g., limiting it to a 90° forward cone, 180° front hemisphere, or specific left/right broadside angles).
* **Visual Cue:** When placing or selecting a turret, its restricted firing arc should be displayed on the ground/platform as a shaded cone.
###
Why this is essential for Space Platforms
1. **Eliminating Unrealistic Tracking (Broadside Mechanics):**
Space platforms move continuously forward, and asteroids always approach from the front. Currently, a front-mounted turret will track an asteroid, follow it as it passes, and turn 180 degrees backward to keep shooting at a rock that is already behind the ship and no longer a threat. This wastes precious rotation time and ammo.
2. **Dedicated Defense Batteries:**
This feature allows players to design true specialized weapon systems:
* **Bow Batteries (Front):** Railguns or Gun Turrets set to a narrow 45°–90° forward arc to snipe incoming massive asteroids early.
* **Flank Batteries (Sides):** Laser or Rocket Turrets set to 90° side sectors to clean up debris passing along the hull without turning around.
3. **UPS and Pathfinding Optimization:**
From a technical standpoint, restricting the firing arc means the turret's targeting logic only scans for entities within a specific slice of the search radius. It stops scanning the entire 360° area, which could potentially save performance (UPS) on massive late-game platforms packed with hundreds of turrets.
4. **Deep Synergy with Target Priorities:**
Combined with the existing target priority filters (introduced in 2.0), customizable firing arcs would give players absolute control over their automated defense grids. You could finally set a turret to *“only shoot small asteroids, and only if they are directly in front of the engine line”*.
5. **Deep Synergy with Target Priorities:**
Combined with existing target priority filters (introduced in version 2.0), customizable firing arcs will give players complete control over their ship's shape. For example, if you build a cone-shaped ship, the bow turrets will be overloaded while the side turrets will be idle.
###
Alternative Solution
If implementing this into base turrets is too complex, this mechanic could be made **exclusive to Space Platforms** or added as a mid-to-late game technology upgrade (e.g., "Advanced Automated Targeting").
What do you think about this addition? Thank you for the amazing DLC and your incredible dedication to the game!
With the release of Space Age and the introduction of Space Platforms, defense automation has taken a center stage. I would love to suggest a highly requested and tactically essential feature: **Adjustable firing arcs / sector configuration for turrets**.
Currently, most turrets track and attack targets in a full 360-degree radius. While this is perfect for surface defense, it creates mechanical inefficiencies and immersion breaks on moving Space Platforms.
###
Add a visual configuration tool inside each turret's user interface that allows players to restrict its field of view (firing arc).
* **UI Implementation:** A simple interactive circle/cone overlay in the turret's menu where players can drag sliders to define the allowed firing sector (e.g., limiting it to a 90° forward cone, 180° front hemisphere, or specific left/right broadside angles).
* **Visual Cue:** When placing or selecting a turret, its restricted firing arc should be displayed on the ground/platform as a shaded cone.
###
1. **Eliminating Unrealistic Tracking (Broadside Mechanics):**
Space platforms move continuously forward, and asteroids always approach from the front. Currently, a front-mounted turret will track an asteroid, follow it as it passes, and turn 180 degrees backward to keep shooting at a rock that is already behind the ship and no longer a threat. This wastes precious rotation time and ammo.
2. **Dedicated Defense Batteries:**
This feature allows players to design true specialized weapon systems:
* **Bow Batteries (Front):** Railguns or Gun Turrets set to a narrow 45°–90° forward arc to snipe incoming massive asteroids early.
* **Flank Batteries (Sides):** Laser or Rocket Turrets set to 90° side sectors to clean up debris passing along the hull without turning around.
3. **UPS and Pathfinding Optimization:**
From a technical standpoint, restricting the firing arc means the turret's targeting logic only scans for entities within a specific slice of the search radius. It stops scanning the entire 360° area, which could potentially save performance (UPS) on massive late-game platforms packed with hundreds of turrets.
4. **Deep Synergy with Target Priorities:**
Combined with the existing target priority filters (introduced in 2.0), customizable firing arcs would give players absolute control over their automated defense grids. You could finally set a turret to *“only shoot small asteroids, and only if they are directly in front of the engine line”*.
5. **Deep Synergy with Target Priorities:**
Combined with existing target priority filters (introduced in version 2.0), customizable firing arcs will give players complete control over their ship's shape. For example, if you build a cone-shaped ship, the bow turrets will be overloaded while the side turrets will be idle.
###
If implementing this into base turrets is too complex, this mechanic could be made **exclusive to Space Platforms** or added as a mid-to-late game technology upgrade (e.g., "Advanced Automated Targeting").
What do you think about this addition? Thank you for the amazing DLC and your incredible dedication to the game!