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Adjustable firing arcs for turrets (sector configuration)

Posted: Sun May 31, 2026 1:08 pm
by Astraliksis
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.

### :idea: 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.

### :space-age: 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!