Rocket Assembly Kit


Creates an intermediary resource for rocket creation, such that you only need to feed one item to your silo instead of three.

Tweaks
4 months ago
2.0
1.32K
Manufacturing

g Number of resources correct?

4 months ago

Hello,
I was just wondering if the ingredient numbers were correct, of if I'm mathing wrong.
It looks like each assembly unit requires 10 Blue Circuits + 10 Rocket Fuel + 10 Low Density Structures, and each Rocket Part requires 1 Assembly Unit, and each Rocket requires 50 Rocket Parts. So it would end up being 500 of each ingredient.
Vanilla rockets are 1 Blue Circuit + 1 Rocket Fuel + 1 Low Density Structure, each Rocket requires 50 Rocket parts. So Vanilla is 50 of each ingredient.
Thanks

4 months ago

OK, I see what happened. Stupidly, I hard-coded the recipe to what I found in the Base files, which is 10 of each per Part (so 10 of each per Kit), and I'd have probably hardcoded 100 Parts (100 Kits) per rocket. Sneakily, space-age does this:

data.raw["rocket-silo"]["rocket-silo"].rocket_parts_required = 50
data.raw.recipe["rocket-part"].ingredients =
{
{type = "item", name = "processing-unit", amount = 1},
{type = "item", name = "low-density-structure", amount = 1},
{type = "item", name = "rocket-fuel", amount = 1}
}

So it makes rockets a lot cheaper. Looks like I'll move Kit recipe creation to data-final-fixes and read costs off the vanilla recipe, instead. Probably also add Space Age as an optional dependency, just to ensure load order.

Well, stand by while I go do that :)

4 months ago

Fixed in 1.0.1. Recipe is now set at the final-fixes stage and grabs ingredients directly from Rocket parts. Should be using the proper values now.

New response