Gravity Affects Rocket Capacity deprecated

by Maxorio

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

Tweaks
a day ago
2.1
4
Planets Transportation Logistics
Owner:
Maxorio
Source:
N/A
Homepage:
N/A
License:
MIT
Created:
2 days ago
Latest Version:
0.7.8 (a day ago)
Factorio version:
2.1
Downloaded by:
4 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, I settled for a more clear approach: inversely proportional relation with an option of raising the difference to some power to 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 values perfectly align on Nauvis (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 — Lower 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 with different gravity:

Basically, lower power makes higher gravity discrepancies matter less, while intensity scales both low and high. 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 in the basic scaling that each point on the curves correlates with. Using small powers and high intensities is a way to make the curve more convex, although the difference becomes harder to tell at big numbers.


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 ability to launch Railgun Turrets, Foundries and Platform Starter Packs to space from anywhere isn'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 signals 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.