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How can I make Inserters put more than 10 mags into a turret?
10 is often not enough, and when I have magazine overflow, I'd love to have 20 or 50 per turret, instead of manually putting them in-and on wave defense its so tedious. Any options? Thanks
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Showing 1-15 of 20 comments
luziferius Feb 24, 2020 @ 11:02am 
As far as I know, you can’t do that.
Your only real option is to use stack inserters, as they load 12 mags in one swing on maximum research level. As far as I know, stack inserters will trigger at the same fill level the normal ones do, so they will generally load more into the turrets.

You may also try to use two inserters in parallel. If that doesn’t help, it may work if you synchronize them using a circuit network. If both activate at the same tick, both inserters should activate and move items, thus increasing the throughput and maximum load level.
Elenda86 Feb 24, 2020 @ 11:47am 
use chests as buffer (belt-fed or logistic)
Pretty sure you can use circut network? Not sure
Fel Feb 24, 2020 @ 12:40pm 
As long as the belts feeding the turrets are fed with enough magazines and their throughput is high enough for your turrets the amount stored per turret should not be an issue.
In fact, the more you store per turret, the more time it takes before the further turrets get their hands on anything, so the problem is just replaced by a different one.

Originally posted by gabz:
Pretty sure you can use circut network? Not sure
Circuit logic can't force inserters to insert past the "limit", it's the same for assembling machines or furnaces for example.
Last edited by Fel; Feb 24, 2020 @ 12:41pm
pmpdadypenguinmn Feb 24, 2020 @ 2:38pm 
belt feed them
Thanks for the reply everybody! I been having a blast in the defense mode

Here is my belt fed

https://imgur.com/a/uU7knXJ


But they only load 10 magazines at most. Ill play around with some logistics and see if I can somehow force it to stack more than 10(they hold 200 if you do it manually)
Ryan Feb 24, 2020 @ 5:47pm 
Originally posted by 123:
Thanks for the reply everybody! I been having a blast in the defense mode

Here is my belt fed

https://imgur.com/a/uU7knXJ


But they only load 10 magazines at most. Ill play around with some logistics and see if I can somehow force it to stack more than 10(they hold 200 if you do it manually)

The solution to your problem is to increase your ammo production. And then fill both sides of your belt with ammo. In this way your turrets can fire non-stop and grab as much ammo as they need.
Chakes Feb 24, 2020 @ 6:38pm 
I found something by accident that kinda works for you: use deconstruction plans on the turrets, like this:

- flag the turrets for deconstruction
- unflag them again
- rinse and repeat

That will cause the inserters to grab however much ammo they can from the belt and hover it over the flagged turret (as they're waiting for it to be deconstructed)

However, if you then unflag the turret, the inserters will just drop whatever they have into the turret, surpassing the default "limit" of 10 ammo.

It still requires a lot of manual Inputs to fill them to 200 but at least you could do that for all your turrets at once without needing to move your Charakter.
mods. Otherwise you gotta manually insert them or use cheats. Imo 10 is enough since you get multiple bullets per mag. Just have 3 inserters nearby to restock quickly.
Originally posted by (TF2SP) Cake Clay Maker:
mods. Otherwise you gotta manually insert them or use cheats. Imo 10 is enough since you get multiple bullets per mag. Just have 3 inserters nearby to restock quickly.


Mods deactivate the achievements. I do have alot of mods, but running vanilla atm.






Originally posted by Chakes:
I found something by accident that kinda works for you: use deconstruction plans on the turrets, like this:

- flag the turrets for deconstruction
- unflag them again
- rinse and repeat

That will cause the inserters to grab however much ammo they can from the belt and hover it over the flagged turret (as they're waiting for it to be deconstructed)

However, if you then unflag the turret, the inserters will just drop whatever they have into the turret, surpassing the default "limit" of 10 ammo.

It still requires a lot of manual Inputs to fill them to 200 but at least you could do that for all your turrets at once without needing to move your Charakter.


Ill have to try that, thanks
blademan619 Feb 25, 2020 @ 4:31am 
Its a bad idea to put more then 10 in a turret in my opinion...reason being if that turret is destroyed, you lose all the ammo stored inside the turret, more turrets spaced 1 block apart would be a better idea. If not then try a chest buffer since its unlikely to be targeted like turrets. Youll have to manually limit the chest to 1 stack but that will give you essentially 210 rounds per turret.
THE kilroy Feb 25, 2020 @ 5:04am 
From the screenshot you need faster ammo production. If the belt right after ammo is full and moving at fullspeed than you need a faster belt.
Originally posted by THE kilroy:
From the screenshot you need faster ammo production. If the belt right after ammo is full and moving at fullspeed than you need a faster belt.


That isnt the problem, and I just set it up, its now red belt and filled, the issue is on wave defense, where you can upgrade firing speed, it fires though 10 magazines in quite literally 1 second. Pewpew, all 10 are gone. It fires faster than I can fill, even with a full belt.
Fel Feb 25, 2020 @ 8:55am 
Maybe try to get AP rounds, they don't shoot any slower but since they do quite a bit more damage it tends to last a lot longer, especially as enemies start to appear in medium or big variants.

More importantly since you are not locked to low tier items quickly expanding to grab uranium and oil will make your life a whole lot easier.
Uranium rounds do quite a bit of damage and flamethrower turrets are an incredibly important aspect of defending your base.

If you can also set some dragon teeth enemies will hardly ever do anything to your walls and turrets.

Of course it's easier said than done in a scenario where enemies attack quite a bit like that but you really don't want to stick to normal bullets because you are going to be out-gunned quite quickly.
You "only" need 5 copper and 1 steel to upgrade your normal bullets to do an extra 60% base damage.
It might not seem worth it since it ends up costing twice as much as the normal ammo but starting with medium bitters they have both a direct and a percentage damage reduction from "physical" that those bullets do, which means that higher base damage ends up being quite a bit better.
Originally posted by Fel:
Maybe try to get AP rounds, they don't shoot any slower but since they do quite a bit more damage it tends to last a lot longer, especially as enemies start to appear in medium or big variants.

More importantly since you are not locked to low tier items quickly expanding to grab uranium and oil will make your life a whole lot easier.
Uranium rounds do quite a bit of damage and flamethrower turrets are an incredibly important aspect of defending your base.

If you can also set some dragon teeth enemies will hardly ever do anything to your walls and turrets.

Of course it's easier said than done in a scenario where enemies attack quite a bit like that but you really don't want to stick to normal bullets because you are going to be out-gunned quite quickly.
You "only" need 5 copper and 1 steel to upgrade your normal bullets to do an extra 60% base damage.
It might not seem worth it since it ends up costing twice as much as the normal ammo but starting with medium bitters they have both a direct and a percentage damage reduction from "physical" that those bullets do, which means that higher base damage ends up being quite a bit better.


yeah the reason I am doing the wave defense is I am a bit of a turtle style player in rts games, so being forced to "move" or risk being over ran is really fun and exhilarating
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Date Posted: Feb 24, 2020 @ 10:56am
Posts: 20