Circuit Launchable Rockets

by S6X

Launch a rocket via the circuit network... and it might even go where you want it to.

Utilities
3 days ago
2.0
337
Factorio: Space Age Icon Space Age Mod
Transportation Logistics Circuit network

b Crash when silo is connected with already set combimator

30 days ago

The moment when any (constant,decide,etc) combinator which has been set up to output launch condition is wired with silo, the below error happens.

Error while running event CircuitLaunchableRockets::on_tick (ID 0)
CircuitLaunchableRockets/control.lua:124: attempt to index field 'space_location' (a nil value)
stack traceback:
CircuitLaunchableRockets/control.lua:124: in function <CircuitLaunchableRockets/control.lua:27>

30 days ago

Fixed this!

30 days ago

When there are items in the silo,here comes a new one.

Error while running event CircuitLaunchableRockets::on_tick (ID 0)
CircuitLaunchableRockets/control.lua:221: attempt to index field 'value' (a nil value)
stack traceback:
CircuitLaunchableRockets/control.lua:221: in function 'get_rocket_destination'
CircuitLaunchableRockets/control.lua:142: in function <CircuitLaunchableRockets/control.lua:27>

30 days ago
(updated 30 days ago)

And the "Zzz" icon only shows 【one time】 when suitably numbered platform isn't found.
It should show again to remind me I was wrong but it don't.

Then the silo randomly choose a platform to launch them. :(

30 days ago
(updated 30 days ago)

Fixed that one too!

I'm not sure what you mean by "only shows one time." Are you sure your signal count is always greater than 1? If it gets a signal of 1 it will auto-launch.

EDIT: I think I figured it out. I had to make another quick fix. Please make sure you've got version 1.0.4.

29 days ago

Great mod and thanks for your fix.

However, there's still a little issue.
When signal count number is < 0 still activate the rocket, works like number = 1 does.

I think minus number shouldn't be the launch condition.

29 days ago

I added an option to version 1.0.5 called "Launch on negative." If the box is checked, the rocket will launch on a negative signal count. Otherwise it will not.

28 days ago
(updated 28 days ago)

I still think negative number should be totally disabled since they all work at same condition like =1.
Otherwise, are you going to give negative number more feature in future update?

It's kind of you to add a option for it but I just can't help to wonder why.

26 days ago

Every change breaks someone's workflow! It wasn't really a problem to keep the old behavior as an option so I did that.

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