Voidcraft

by S6X

Conjure items from nothingness using energy and a bit of magic. Or sufficiently advanced technology, who really knows?

Content
a month ago
2.0
11.1K
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i Suggestion : Void Rocket Change

5 months ago

When I saw that Vanilla & Space Galore added a bunch of alternate rocket part recipes, it made me wonder : Why couldn't the Void Rocket Parts be one of those alternate recipes instead of having a chance to give the material needed for a rocket part. AKA you put the Void Rocket Parts directly in the silo to make actual rocket parts.

It could even have a % chance of not actually giving you a rocket part, like how summoning void shards only has a 10% chance to work, void rocket parts could have a 75% chance of giving you an actual rocket part.

And if that sounds too OP, another recipe idea for rocket parts would be Void Fuel + Voidtronics + Void Rocket Part = 1 Rocket Part.

5 months ago

Another idea I just had was for an Assembler Recipe that uses Coherence Infusion & 3 rocket parts to make 1 Rocket Fuel, 1 Blue Circuit, & 1 Low Density Structure.

5 months ago

These are interesting ideas, although I was a bit hesitant to change the actual rocket silo recipe due to potential incompatibilities with other mods, including my own Rocket Cargo Insertion mod. Not that any of that is insurmountable so I will continue to give it some thought, anyway. Using coherence to have a more definite chance of getting rocket components is a nice idea, too.

5 months ago
(updated 5 months ago)

These are interesting ideas, although I was a bit hesitant to change the actual rocket silo recipe due to potential incompatibilities with other mods, including my own Rocket Cargo Insertion mod. Not that any of that is insurmountable so I will continue to give it some thought, anyway. Using coherence to have a more definite chance of getting rocket components is a nice idea, too.

I mean, your Rocket Cargo Insertion mod add an alternate rocket part recipe, which is the very basis of what I am suggesting, so it shouldn't conflict with other mods that do the same.

5 months ago

There are two separate potential compatibility issues that I guess I should clarify:

Some planet mods that affect the rocket silo make the assumption there is going to be a single rocket part recipe. Any other mod that changes the rocket silo recipe would also have issues. RCI itself has issues here, actually.

Compatibility with RCI itself when I add additional rocket silo recipes, because RCI expects that you'll be using the default rocket parts, and it won't provide you a way to ship alternate rocket parts on a rocket.

5 months ago

Compatibility with RCI itself when I add additional rocket silo recipes, because RCI expects that you'll be using the default rocket parts, and it won't provide you a way to ship alternate rocket parts on a rocket.

I mean, from what I have seen using Space Age Galore, as long as the ingredient in question is not used to make rocket parts in a particular rocket silo, inserters will work just fine. Using the Dieselpunk recipe (that replaces the LDS with engines), I managed to have an inserter insert LDS in the rocket's inventory.

Also, TBH, just because you change what the recipe requires doesn't change that inserters won't fill up a rocket with the items currently used to make rocket parts. RCI may add Rocket Control Units, Rocket Frame Sections, & Hyperbolic Fuel, but it can't make inserters insert those in the rocket's inventory when they're being used to make the rocket.

If you want to use inserters to chip Blue Circuits via rockets, all you need is a rocket part recipe that doesn't use blue circuits.
In this sense, if either the "Void Rocket Parts turn into 75% chance Rocket Part" or the "Voidtronic + Voidfuel + Void Rocket = 1 Rocket Part" are implemented, then this mod will become a mini-RCI and allow people to use inserters to ship rocket fuel, LDS, & Blue Circuits.

5 months ago

RCI may add Rocket Control Units, Rocket Frame Sections, & Hyperbolic Fuel, but it can't make inserters insert those in the rocket's inventory when they're being used to make the rocket.

The point of using RCI is so there is no reason to. You can ship blue circuits, LDS, and rocket fuel anywhere you need to and instantly convert it. To use your example, if you were somewhere that you wanted to ship engines and also use the dieselpunk recipe, you couldn't do that, because RCI only supports the standard rocket recipe. It isn't the end of the world, but I don't like it when my own mods don't interoperate well.

5 months ago

Fair enough. This makes sense.
Personally just them not conflicting is enough for me, but its your mods.

4 months ago

To take advantage of recent improvements in Factorio, I've rewritten Rocket Cargo Insertion to use proxy containers instead of specialized rocket parts. This eliminates my second concern, though the first one remains. Still, it's enough that I'll probably be revisiting this. I can't make any promises on when I'll add anything, though... probably not in 1.5.

4 months ago

To take advantage of recent improvements in Factorio, I've rewritten Rocket Cargo Insertion to use proxy containers instead of specialized rocket parts. This eliminates my second concern, though the first one remains. Still, it's enough that I'll probably be revisiting this. I can't make any promises on when I'll add anything, though... probably not in 1.5.

I mean, the only four mods I used that changes recipes for the rocket cargo, Muluna, Space Age Galore, Metal & Stars, & Maraxis, they all seemed to work just fine with one another. Sure the double-cost imposed by Muluna didn't apply to the other rocket recipes, but that is what you accept when installing multiple mods that don't directly step on each other's toes.
Maraxis just makes the rocket silo unable to be placed before a research is done, and also seem to restrict crafting conditions for its new rocket recipe.
All the other mods just add more recipes.

It seems to me like, because the rocket silo is technically an assembler, it can support multiple recipes just fine. It just default to the vanilla recipe when building it.

4 months ago

There was a problem in the past: https://mods.factorio.com/mod/RocketCargoInsertion/discussion/6780feb7ea6dec54a64b729c
I haven't investigated to see if this is still the case. If it's not, then that's good!

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