M.I.R.V

by Klonan

Launch a M.I.R.V into orbit, then call it down for mass destruction

Content
4 years ago
0.15 - 1.1
22.8K
Combat

g MIRV remote = Artillery remote?

4 years ago
(updated 4 years ago)

My regular artillery remote shoots a MIRV first if there's any available (found out the hard way). And if there isn't any, the MIRV remote says, "No artillery in range". It seems the remotes are the same thing? Or there's no distinguishment between MIRVs and shells?

4 years ago

I don't think it should, do you have any other mods installed?

4 years ago

A couple, but they don't seem very relevant to me. Napalm Artillery maybe?
I did learn something else. The artillery remote will launch a MIRV if there's any available AND the target is outside artillery range. Otherwise it's shells. The MIRV remote will only fire MIRVs.

Great mod though, and great use of the rocket silo. The first few feel truly awesome. I think I prefer the 3(?) random nukes from 0.17 a little over the circular, uniform explosion though. It is so incredibly powerful... and they are unable to retaliate. Would it be possible to have any survivors beeline to the nearest rocket silo or something? Get angry somehow?

4 years ago

Ah right, its a problem with the base game artillery remote...

I think I can try to fix it

4 years ago

Hey klonan, 0.18.16 player here and this is still happening. have you had any chance in looking into this issue?

4 years ago

0.18.18 also still happening, Guess the fix didn't work out

4 years ago

0.18.24 still a problem

https://i.imgur.com/LIYRv0F.png

4 years ago
(updated 4 years ago)

Hi,
Seems to me it's related to this: https://forums.factorio.com/viewtopic.php?f=7&t=85065
Don't know if devs will fix it in vanilla, but you could fix it (if we are speaking of the same thing) with:
- find your factorio mod directory
- unzip MIRV mod
- edit "data.lua" to add, at the beginning, just after the first line (the one with "require"):
local artillery_flare = data.raw["artillery-flare"]["artillery-flare"]
if artillery_flare then
artillery_flare.shot_category = "artillery-shell"
end
- save file and run the game. Of course you will have to do this each time the mod is updated until Klonan get the fix into MIRV or the devs get it into vanilla.

4 years ago
(updated 4 years ago)

You can also make a mod and put this in data.lua:

local artillery_flare = data.raw["artillery-flare"]["artillery-flare"]
if artillery_flare then
artillery_flare.shot_category = "artillery-shell"
end

which should work even if MIRV updates

Working on a artillery selection mod myself right now which might help with that. Unfortunately ammo_type is a string so it's tricky.

4 years ago

Any update on this?

4 years ago

I followed Phoenix-D's advice and his solution works somewhat well, but I still must check for available artillery in range before clicking with the artillery remote; it will send in a MIRV if I click somewhere out of range with the artillery remote. There has to be at least one cannon with a shell in it within range of the target. It means I cannot click multiple times without sending in MIRV accidentally, as you quickly deplete the cannon magazines.

And checking available artillery is tricky: the count on the artillery remote icon is incremented with the count of available MIRV; you have the check the difference.

Example: If I have 60 MIRV in orbit and 3 available artillery to fire, the artillery count will show 63, but it's really only 3. If I click four times, the fourth one will be a MIRV.

But at least, the artillery can be used, with cautious clicking.

4 years ago

Awesome works for me I'll be adopting that solution thank you

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