Ballistic Missile


A new missile silo for tactical strikes against the biters. The missile payload bay can be filled with ammo and capsules of your choice, so you can decide if you want a single nuclear warhead, a cluster napalm shell or something completely different.

Content
26 days ago
1.1 - 2.0
22.5K
Combat Circuit network

i Compatibility: Warheads and True Nukes

1 year, 7 months ago

This looks like a very nice mod, I'll be grabbing it. However, would it be possible to convince you to support the warheads mod, and convert your payloads into their format? This would allow a lot of options for the payload with modded options being allowed as well.
Since I had trouble finding it via search, here is the url: https://mods.factorio.com/mod/Warheads

1 year, 7 months ago

+1

1 year, 7 months ago
(updated 1 year, 7 months ago)

Thanks for the suggestion and the link. I'll look into it!

Edit:
Finished taking a first look.
About converting "my warheads" to this system seems not possible since my mod does not add any new items or explosions.

But I think I can add a compatibility for the warheads mod.
It should be possible to create the corresponding explosions when the warhead is placed inside the missile payload bay.
I'll try that as soon as possible. Please give me a day or two since I can only work on this in my freetime.

Having the ability to create larger explosions and a compatibility with Warheads (and therefore True Nukes) is definitely a good idea!

1 year, 7 months ago

Hadn't actually had a chance to use it yet, and just read the changelog, having an inventory for it makes a lot of options open up.

Thanks a ton for considering the suggestion, and no worries on time. I normally make suggestions assuming they won't be taken, so being interested in doing it at all is great.

1 year, 7 months ago

Hello,
I received the following error. Any chance this will be fixed?

The mod Ballistic Missile (0.0.6) caused a non-recoverable error.
Please report this error to the mod author.

Error while running event ballistic_missile::on_rocket_launched (ID 10)
Unknown item name: petroleum-gas-barrel
stack traceback:
[C]: in function 'get_item_count'
ballistic_missile/control.lua:119: in function <ballistic_missile/control.lua:24>

1 year, 7 months ago

Hello,
I received the following error. Any chance this will be fixed?

Fixed.
I guess you use a mod that removes some vanilla items. Missing items are ignored now.

1 year, 7 months ago

Hadn't actually had a chance to use it yet, and just read the changelog, having an inventory for it makes a lot of options open up.

Thanks a ton for considering the suggestion, and no worries on time. I normally make suggestions assuming they won't be taken, so being interested in doing it at all is great.

Done.
"Warheads" and "True Nukes" should be compatible now.
While testing the balancing is a bit... "questionable?" - but this is part of "true nukes", so I cant do much about it.

I'm open for suggetions and bug reports. The missiles have a very "open" system to include new items. The downside is that there can be many unforseen events.

1 year, 7 months ago

Thank you very much for adding compatibility, especially so quickly. I do believe this is going to be a permanent addition to my modlist now. Just gotta actually get to use it, K2SE has it farther up the tech tree than I am currently.

1 year, 7 months ago

Thank you very much for adding compatibility, especially so quickly. I do believe this is going to be a permanent addition to my modlist now. Just gotta actually get to use it, K2SE has it farther up the tech tree than I am currently.

No problem, luckily it was relatively easy to implement.
Tell me if everything is working as espected when you have the chance.

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