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

g 2.0 Update Progress

2 months ago

The mod is insane! Any chance for Space Age?

2 months ago

Currently I have only little time to work on the mod but I'll do my best.
Since the DLC certainly changed the rocket silo (the most important part of this mod) it could be a bit tricky.

a month ago

@Dave-1993, I am willing to help you update this mod as soon as I familiarize myself with how the mod works

a month ago

Thanks for the offer. I've already started working on the new version.
If I run into some problems I'll contact you. I'm always grateful for help.

a month ago

I've fixed most parts of the mod but one bigger problem remains.
The rocket inventory does not work like it did before. It only accepts now items that can be sent to orbit.

At the moment I don't see a way to change that. The only remaining option would be adding another entity to the missile-silo that works as a storage container for the payload. This will take some time especially since I need to make a new model.

If someone knows a way to unrestrict the rocket inventory please contact me. Thanks!

a month ago

I was wondering what if we added a flag to all explosive items that would allow the item to be sent into orbit.

a month ago

I've never done that before. A lot of items would require this flag. All explosive items, ammo items, capsules, modded ammo, etc.
But its worth a try - I'm still searching which flag is required and how to add it.

a month ago
(updated a month ago)

there is a function in prototypes that can get entities by filter. docs below:
https://lua-api.factorio.com/latest/classes/LuaPrototypes.html#get_entity_filtered
so I am wondering, if we can just use a filter to get all items entity with filter. and then apply a flag or settings to it. but i don't have idea how to filter them out. Or we can just pass an empty filter to get all entities and iterate through them and check if they are ammo, explosive item or something else.

a month ago

Thanks! I tried it and added 'send_to_orbit_mode = "manual"' to all relevant items. Now the silo won't accept them because they are "too heavy"...
I think I have no other choice than adding a payload container.

It seems that there are also several new problems that need fixing :/ I guess this will take a while, sorry.

a month ago
(updated a month ago)

lol, too many things changing, I've experience same pain during 2.0 adaptation on my mods. good luck, and I am ready to help if you need anything.
edit: i think too heavy is also limited by some parameter, lets see if I can find that.

a month ago

Thanks and good luck to you too!

a month ago

So, new version is available.
2.0 should work fine now. I had to add a payload-container and rewrite some code, multi-surface support should also work now.
If there are any issues please tell me, I'll work on a fix as soon as possible.

a month ago

congrats!

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