Atomic Artillery Remote

by slyh23

Atomic Artillery Turrets, Wagons, and Remote

Content
3 years ago
1.1
5.80K
Combat

i Idea to take the mod's concept further

3 years ago

So I was thinking about this mod while I was also contemplating to use a different mod for atomic shells, for reasons not relevant right now.

And then I realized that this mod would either need to become compatible with said mod, in order to allow me to be able to seperate firing instructions, or lose said control entirely.

Which got me thinking: what if, instead of having a mod seperate out a new type of artillery + controller for a different mod's ammo type, there's a mod that adds the option to either have a controller, that's dedicated to an ammo type (and can hopefully be generated on whatever ammo types exist) or have an option in the artilleries themselves, where they can be set to a controller "channel".

Kind of like how the Spidertron remote links to a Spidertron.
A little drop down menu for artilleries, or a few tick boxes used to set a binary combination which then in turn is linked to a targetting remote.

Could be a little messy if this would require there to be x recipes for making said remote. Because I have absolutely no idea if the binding behaviour of the Spidertron remote can be mimicked.

Though in the case of the latter: one could set up a "channel" in an artillery, then link the remote to that artillery to read out the set channel and then be assigned that channel that way?
Still a huge 'mess' compared to the ammo type controller, but again, I have no idea what's doable and what's not...

Just throwing out ideas here.

2 years ago

Hello there,
I am sorry I did not see this post for several months :(
But I like the idea and still want to add my thoughts.

With my current understanding the game does not support this kind of mechanic. By design an artillery remote creates an "artillery-flare", and that flare is linked to one specific ammo type, so that type is the only available "channel" to distinguish or select actions. In a first version of this mod I tried to selectively enable/disable some artillery turrets (trying to not add a distinct ammo type), -- but that did not work at all with artillery wagons and I abandoned that approach.
(Thinking a step further: maybe we can add/remove ammo types on the fly with a drop down menu; -- then we need a way to also create dynamic item types and convert existing turrets and shells to that new ammo type.)

So far I have not looked into Spidertron remotes, but I would guess the limitations stay the same. First one would have to manipulate the "remote to Spidertron" binding (e.g. bind to an artillery turret or ammo type), and then the remote action would have to crate the same "artillery-flare", linked to one ammo type.

2 years ago

I've created a post on reddit with the hope of getting a little attention to whatever changes would be needed to implement an ammo type based remote.
Maybe you could also write a bit there since you actually know what's missing for it, I just took a guess at it.

https://www.reddit.com/r/factorio/comments/wwheax/nonuniversal_artillery_remote_support/

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