Gravity Affects Rocket Capacity

by Maxorio

Scales rocket silo payload capacity inversely proportional to planet gravity pull.

Tweaks
3 days ago
2.1
22
Factorio: Space Age Icon Space Age Mod
Planets Transportation Logistics
Owner:
Maxorio
Source:
N/A
Homepage:
N/A
License:
MIT
Created:
a month ago
Latest Version:
0.7.12 (3 days ago)
Factorio version:
2.1
Downloaded by:
22 users

Gravity Affects Rocket Capacity

In vanilla Space Age, all rockets carry the same payload weight regardless of the surface conditions. This mod introduces a realistic physics mechanic that I always wanted to see after the release of SA: Planet Gravity now directly dictates your rocket's lifting capacity. I'm not that cruel to use real rocket equations, not to mention that it will make lifting from planets like Vulcanus basically impossible. Instead, similarly to stock solar power or beacons solutions, I settled for a more clear approach: inversely proportional relation with an option of raising the difference to some power to further alter it.

How It Works

The mod dynamically calculates a custom capacity for each planet and creates planet-specific rocket silo recipes based on the surface gravity properties. These silos can only be assembled and placed on the planet itself.

  • Light Worlds: (Fulgora): Rockets can carry a little more cargo per launch due to weaker gravitational pull.
  • All adjusted values perfectly align on Nauvis Gravity (10.0 m/s²), which acts as the golden baseline delivering the vanilla 1 ton (1,000 kg) payload capacity.
  • Heavy Worlds (Vulcanus): High gravity heavily penalizes the silo's capacity, requiring you to optimize logistics and launch more rockets to export resources.

Configurable Balance Presets (Startup Settings)

You can completely customize the physics curve in the mod startup configurations using two values:
Gravity Effect Intensity (i) and Gravity Curve Power (p).

For example:

  • (i=1.0, p=1.0) Linear Mode — Strict proportional scaling.
  • (i=0.5, p=1.0) Mild Mode — More gentle mathematical relation, less pronounced effect.
  • (i=1.5, p=1.0) Amplified Mode — You are crazy and will regret it.
  • (i=1.0, p=0.5) Balanced Mode — A vanilla-friendly approach using a square-root dampener. Default setting!
  • (i=1.0, p=1.5) Exponential Mode — You might be a masochist.
  • (i=4.0, p=0.25) Aggressive Mode — Triggers sharp capacity changes near Nauvis-level gravity but quickly flattens out into a plateau on extreme planets.

Or to show it more graphically, what rocket lift capacity you will get in different gravity with various parameters:

Basically, lower power exponent makes higher gravity discrepancies matter less, while the intensity value scales both lows and highs. To make it more clear, look at a relative graph with the same input parameters. It shows not the resulting capacity but the g value of the basic proportional scaling that each point on the other curves correlates with. Using small power exponents and high intensity coefficients is a way to make the curve more convex, although the difference becomes harder to tell at big numbers.

Bonus Author Pick! — Hardcore Mode (i=4.0, p=0.5) — Lift capacity of ~1.5t on Fulgora and 200kg on Vulcanus lets you feel the whole specter of experience.


Core Features & Compatibility

  • Seamless Hot-Swap Engine: First loading of the mod automatically transforms all built silos, recipes and items into the correct local planetary variant without losing any pre-assembled rocket parts, internal modules, wire connectors, or active logistic network settings.
  • Safe Uninstall Mode: Afraid of losing items? Simply check the "Safe Uninstall Mode" in global runtime settings before removing the mod. It will instantly revert every planetary silo and recipe worldwide back to authentic vanilla structures to ensure zero item or base progression loss.
  • Balance and Limits: The abilities to launch Railgun Turrets, Foundries and Platform Starter Packs to space from anywhere aren't strictly necessary to finish the game but if you don't want to limit yourself this way, there are settings to guaranty the possibility.

Should be compatible with custom planets added by external mods out of the box!


Known Bugs

  • Migrating circuit conditions with base Silo as signal isn't yet supported as neither me nor google AI can't figure out how to make it work.
  • Migrating logistic requests isn't yet supported because it's very low priority and you can fix it by hand.
  • Any silo items currently on space platforms or in some rare edge cases might be left unchanged.