Feeling adventurous? Then check out the new Bio Cannon! Due to recent changes in Factorio, it doesn't need any control scripting and should therefore be more UPS friendly. As a bonus, you'll see the range when you hover the cursor over the bio cannon -- just as with any vanilla turret. It also has a longer range (120 instead of 90). PLEASE NOTE: Factorio >=0.18.33 is required for this! Otherwise, it may happen that you waste your expensive ammo on a single biter/spitter. control_bio_cannon.lua.18.33 control.lua.18.33 data-final-fixes.lua.18.33 prototypes/Bio_Cannon/entity.lua.18.33 prototypes/Bio_Cannon/item-group.lua.18.33 prototypes/Bio_Cannon/item.lua.18.33 prototypes/Bio_Cannon/recipe.lua.18.33 They make the old, combined entity for the Bio Cannon redundant, but as attack_target_mask can't be used to limit what entities will be attacked in earlier versions of Factorio, these files aren't officially active yet. If you want to try out the new Bio Cannon, replace each of these files: control_bio_cannon.lua control.lua data-final-fixes.lua prototypes/Bio_Cannon/entity.lua prototypes/Bio_Cannon/item-group.lua prototypes/Bio_Cannon/item.lua prototypes/Bio_Cannon/recipe.lua with its counterpart listed above! I've already made a backup of the original files, so if it doesn't work, just replace the new files with the *.bak version! Does the new Bio Cannon work as expected? Is the new range OK? (Please keep in mind that this is the "prototype artillery": It should be weaker than the vanilla artillery turrets, so extending the range even more probably is not a good idea.) Your feedback is very appreciated and will hopefully help to get the new Bio Cannon bug-free in time for Factorio 1.0!