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In a turret factory you can produce turrets. The resource type of the turret depends on the position in the galaxy. For example a xanion mining turret can only be produced in an area which is naturally filled with Xanion. Every Turret produced at a turret factory also has different traits. Turret factories randomly produce turrets with random traits such as Burst Fire. These will be displayed prior to creation. Some turret factories produce turrets with the Burst Fire trait, some won't.

Turret properties such as DPS (damage per second), damage type and range are random. However, DPS also greatly depends on distance from the centre of galaxy (more DPS closer to the center).

Be aware that the the requirements of goods will scale with rarity. The values listed below are for base rarity.

Turret Factory Tech Level[ | ]

Turret factories have a tech level that is in a linear relation to the radial distance. It can be approximated using this linear function:

TECH LEVEL = -0,104 * Radial Distance + 51,84

The tech level needs to be rounded accordingly to match the in-game tech level. The values have been obtained empirically.

In conclusion: The closer to the core you are the higher the tech level of the turret factory with the highest level being 50, which is able to create turrets up to level 52.

The Tech level can also be changed if a Turret Factory is placed in an undesired sector. By engaging Transport Mode, then transporting the Turret Factory to a lower/higher level sector, and performing a Blueprint re-roll by clicking the icon for "Reinitialize Turret Composition AI", upon reroll the Blueprints generated will now respect the appropriate level of the Sector. This allows users to downgrade or upgrade the Turret Factory Tech level.

Building a Turret Factory[ | ]

There are several reasons to build a turret factory. Manufacturing turrets in your own factory costs about 20% less credits compared to an NPC factory. Furthermore, it is possible to build a turret factory very close to the center of the galaxy and achieve the highest turret factory tech level of 50 starting at a radial coordinate of 3. Lastly, it is possible to put goods, which the factory trades, in its cargo bay. NPC traders will then visit it and buy the goods for very high prices. This is somewhat profitable, but cannot be automated (because Turret Factories only sell goods and do not buy them).

Manufacturing turrets[ | ]

Turrets will use the following goods during manufacture. They require a specific minimum quantity, and this minimum quantity is modified by a random variable quantity. The player has control over quantity during crafting, and this is often limited. Often, you may reduce the variable quantity but you may receive penalties to the final product.

When looking for a good turret to build, it is usually a good idea to visit (or even build) several turret factories. The initial turret stats (when the factory blueprint is selected) can sometimes be misleading, as for example in one factory you can get much more extra DPS (on the same turret type and rarity) per added good than in another factory. So it is advisable to check the turrets with max quantities of goods.


Note:
*Energy Pri Dec - Energy Primary Decrease - Base energy value
*Energy Sec Dec - Energy Secondary Decrease - Additive energy value

Chainguns[ | ]

Resource Type Minimum Qty Variable Qty Investible Qty Stat
Servo 3 15 10 Fire Rate
Steel Tube 0 6 7 Reach
Ammunition S 1 5 10 Damage
Steel 3 7 10 N/A
Aluminium 3 7 5 N/A
Lead 1 10 10 N/A

Bolters[ | ]

Resource Type Minimum Qty Variable Qty Investible Qty Stat
Servo 5 15 8 Fire Rate
High Pressure Tube 0 1 3 Reach
Ammunition M 1 5 10 Damage
Explosive Charge 1 2 4 Damage
Steel 3 5 10 N/A
Aluminum 3 7 5 N/A

Lasers[ | ]

Resource Type Minimum Qty Variable Qty Investible Qty Stat
Laser Head 1 2 4 Fire Rate
Laser Compressor 0 2 3 Reach
High Capacity Lens 0 2 4 Reach
Laser Modulator 0 2 4 Energy/s Dec
Steel 3 5 10 N/A
Crystal 1 2 10 N/A


Plasma Guns[ | ]

Resource Type Minimum Qty Variable Qty Investible Qty Stat
Plasma Cell 1 8 4 Damage
Energy Tube 1 2 6 Reach
Conductor 1 5 6 Energy/s Sec Dec
Energy Container 1 5 6 Energy Pri Dec
Steel 3 4 10 N/A
Crystal 1 2 10 N/A


Cannons[ | ]

Resource Type Minimum Qty Variable Qty Investible Qty Stat
Servo 5 15 10 Fire Rate
Warhead 1 5 6 Damage
High Pressure Tube 1 2 6 Reach(X1.0)
Explosive Charge 1 2 6 Reach(X0.5)
Steel 1 8 10 N/A
Wire 3 5 10 N/A

Rocket Launchers[ | ]

Resource Type Minimum Qty Variable Qty Investible Qty Stat
Servo 5 15 10 Fire Rate
Rocket 1 5 6 Damage
High Pressure Tube 1 2 6 Reach(X1.0)
Fuel 1 2 6 Reach(X0.5)
Targeting Card 0 5 5 Seeker
Steel 3 8 10 N/A
Wire 3 5 10 N/A


Railgun[ | ]

Resource Type Minimum Qty Variable Qty Investible Qty Stat
Servo 5 15 70 Fire Rate
Electromagnetic Charge 1 5 26 Damage
Electro Magnet 3 8 42 Reach
Gauss Rail 1 5 26 Damage
High Pressure Tube 1 2 14 Reach
Steel 3 5 20 N/A
Copper 1 5 8 N/A
Targeting System 0 2 2 Target

Repair Beams[ | ]

Resource Type Minimum Qty Variable Qty Investible Qty Stat
Nanobot 1 5 6 Hull Repair
Transformator 1 2 6 Shield Repair
Laser Modulator 0 2 5 Reach
Conductor 0 6 2 Energy/s Sec Dec
Gold 1 3 10 N/A
Steel 3 8 10 N/A


Mining Lasers[ | ]

Resource Type Minimum Qty Variable Qty Investible Qty Stat
Laser Compressor 1 5 6 Damage
Laser Modulator 0 2 4 Efficiency
High Capacity Lens 0 2 6 Reach
Conductor 2 2 6 Energy/s Sec Dec
Steel 3 5 10 N/A
Targeting Systems 0

Salvaging Lasers[ | ]

Resource Type Minimum Qty Variable Qty Investible Qty Stat
Laser Compressor 1 5 6 Damage
Laser Modulator 0 2 4 Efficiency
High Capacity Lens 0 2 6 Reach
Conductor 2 5 6 Energy/s Sec Dec
Steel 3 5 10 N/A

Force Guns[ | ]

Resource Type Minimum Qty Variable Qty Investible Qty Stat
Force Generator 1 5 3 Force
Energy Inverter 1 2 4 Self Force
Energy Tube 1 2 6 Reach
Conductor 2 10 6 N/A
Steel 3 7 10 N/A
Zinc 3 3 10 N/A

Tesla Turret[ | ]

Resource Type Minimum Qty Variable Qty Investible Qty Stat
Industrial Tesla Coil 1 5 6 Damage
Electromagnetic Charge 1 2 4 Reach
Energy Inverter 1 4 2 Energy/s Pri Dec
Conductor 2 5 6 Energy/s Sec Dec
Copper 3 5 10 N/A
Energy Cell 3 5 10 N/A


Lightning Turret[ | ]

Resource Type Minimum Qty Variable Qty Investible Qty Stat
Military Tesla Coil 1 5 26 Damage
High Capacity Lens 1 2 12 Reach
Electromagnetic Charge 1 4 12 Energy/s Pri Dec
Conductor 2 5 26 Energy/s Sec Dec
Copper 3 5 50 N/A
Energy Cell 3 5 50 N/A

Pulse Cannon[ | ]

Resource Type Minimum Qty Variable Qty Investible Qty Stat
Servo 2 Fire Rate
Steel Tube 2 Range
Ammunition S 2 Damage
Steel 5 N/A
Copper 5 N/A
Energy Cell 3 N/A

Blueprints[ | ]

Factory-owned blueprints are unlocked as the player improves reputation with the faction. Typically turret factories deny service entirely unless standing with owner faction is at least "Good", and Exceptional-rarity blueprints are unlocked at "Excellent" standing (i.e. only turrets of "Rare" quality and below are initially available).


A turret a player owns can be deconstructed for a certain amount of credits to create a blueprint. The turret is destroyed in the process, but the blueprint allows to recreate the turret as many times as one wishes as long as a turret factory is of tech level high enough to build it. This process requires the factory to have at least the level of the blueprint. Note that turret factories tech levels are capped at 50, so turrets of a higher tech level can never be used to create a blue print (mods exist which cen remove or change this restriction).

Note that unlike regular turrets built from factory blueprints, turrets created from player-owned blueprints have fixed amount of resources. Meaning that while a factory-made turret can have investible resources, a blueprint created from this (or any other) turret is a direct copy and cannot be changed after creation.

Player-owned blueprints occupy space in turrets and systems inventory and count towards maximum limit of 1000.

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